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Gnorman
2011-10-10, 07:34 AM
The Engineer

HD: d8
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level

1st|+0|+0|+0|+2|Archetype, Inventions, Trapfinding, The Knack|3|1

2nd|+1|+0|+0|+3|Lesser Archetype Power|4|1

3rd|+2|+1|+1|+3|Jury Rigging|4|2

4th|+3|+1|+1|+4|Moderate Archetype Power|5|2

5th|+3|+1|+1|+4|Bombardier|5|3

6th|+4|+2|+2|+5|Greater Archetype Power, Improvisation|6|3[/table]

Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Inventions: At 1st level, the engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.

Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may craft alchemical items as if he were a spellcaster, but an engineer may never take levels in a spellcasting class, and spellcasting characters may not take levels as an engineer.

Lesser Archetype Power: At 2nd level, the engineer gains the appropriate power for his archetype.

Jury Rigging: At 3rd level, once per day, the engineer may immediately regain the use of one invention that he has just depleted.

Moderate Archetype Power: At 4th level, the engineer gains the appropriate power for his archetype.

Bombardier: At 5th level, the engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by five feet.

Greater Archetype Power: At 6th level, the engineer gains the appropriate power for his archetype.

Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.


Archetypes:

Cannoneer

Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.


Innovator

Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, the duration of each is resolved separately, and each target is entitled to save separately for all effects. He may not use "indefinite while prepared" inventions with this ability and nonsensical combinations simply do not work.
Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.


Machinist

Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.


Sawbones

Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.


Tinker

Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least twenty-four hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or any other deemed appropriate). Such a check takes one hour and heals his companion of hit points equal to the result minus ten. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.

Inventions

Chemistry
1st Level

Hypnotic Fog
Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.

Knock-Out Gas
Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.

Softening Agent
Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

Unstable Elixir
An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.

2nd Level

Corrosive Acid
Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.

Flash-Freezer
Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.

Mystical Suppressant
Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.

Phasic Injection
Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.

3rd Level

Hallucinogenic Aerosol
Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.

Paralytic Toxin
Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

Virulent Microbe
A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

Volatile Transmogrifier
Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.

Mechanics
1st Level

Clockwork Decoy
A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

Spring-loaded Shoes
When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

Trapspringer
A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.

Wax Cylinder
A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

2nd Level

Automated Laboratory
An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.

Portable Locksmith
A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.

Telescopic Goggles
Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halves the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

3rd Level

Automaton
An automaton, when activated, creates a 4th-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

Clockwork Dragonfly
A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

Rebreather
A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

Steam-Powered Gyroscope
A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level

Crackerjack Caltrops
Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. They can affect a maximum of 5 creatures before being depleted.

Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

Smoke Grenade
A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

Stinkbomb
A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

2nd Level

Dragonsbreath Cannon
A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.

Hand Grenade
A hand grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 2d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

Homing Rocket
A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.

3rd Level

Liquid Flame
Liquid flame can be used in one of two ways: it can be poured out (with a maximum area of four squares) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.

Shrapnel Mine
A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant until an animate object comes near it, at which point it explodes, doing 6d6 piercing damage to anything in a 5 ft. radius, half on a Reflex save. For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level

Compact Repair Kit
A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

Pneumatic Gauntlet
A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.

Serum Injector
A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.

2nd Level

Blunderbuss
A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.

Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.

Sawtooth Blade
A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

3rd Level

Hand Cannon
A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30 ft., and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

Mechanized Armor
Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

Piston Hammer
A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move.

Telescopic Rifle
A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level

Detection Matrix
When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

Filament Lantern
A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

Multipurpose Compass
A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

Static Trigger
A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

2nd Level

Biocircuitry Harness
A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

Lightning Rod
When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

Live Wire
A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

Magnetic Pulsar
When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

3rd Level

Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.

Force Field
A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.

Shock Capacitor
A shock capacitor can be added to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level

Revitalization Tonic
When activated, revitalization tonic restores 10 hit points to the user.

Sensory Expander
When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

Smelling Salts
When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

Topical Anaesthetic
When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

2nd Level

Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.

Neurological Stimulator
When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

Patented Cure-All
When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.

Reflex Replacer
Reflex replacer allows the user to reroll their Initiative as an immediate action.

3rd Level

Adrenaline Boost
Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally until his hit points total drops to negative two times his constitution score. Adrenaline boost lasts for one minute - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

Miracle Cure
When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.

Pheromone Enhancer
When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

Reanimation Salve
When activated, reanimation salve creates a zombie or skeleton out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie or skeleton obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.

Mulletmanalive
2011-10-10, 12:44 PM
Honestly disappointed. This is an artificer, there is no technology involved.

Oh well.

Ziegander
2011-10-10, 02:41 PM
Honestly disappointed. This is an artificer, there is no technology involved.

Oh well.

:smallconfused:

Um... You know there's no mechanics written yet, right? Maybe give him a chance to decide what he wants to do with the class before declaring it to be something and getting disappointed over something not being involved with it?

I'm really excited to see where this goes, Gnorman.

gkathellar
2011-10-10, 03:41 PM
Honestly disappointed. This is an artificer, there is no technology involved.

Oh well.

Huhwhuh? From the Path names, it looks like the class is going to do chemistry, guns and robots. How is that not a tech class?

Mangles
2011-10-10, 04:06 PM
Excited to see where this goes.

DracoDei
2011-10-10, 04:22 PM
If you are even half as awesome as Lappy9000's class of the same name (http://www.giantitp.com/forums/printthread.php?t=114229), then you will have done well.

Gnorman
2011-10-10, 05:31 PM
Honestly disappointed. This is an artificer, there is no technology involved.

Oh well.

Some aspects of this class are similar to the artificer, yes, and admittedly the pictures may have thrown you off. But as mentioned by others in the thread - robots, guns, and chemistry is the plan!

gkathellar
2011-10-10, 06:18 PM
The Cannoneer looks to be one of the coolest archetypes you've put together so far, although I'm worried about whether those penalties on aimed shots aren't too easy to ignore once you get ranged touch attacks. Maybe, maybe not. Perhaps aimed shots should require a full-round action to use as ranged touch attacks?

Tinker seems to be shaping up nicely, but is a little unclear. Are there any costs associated with building your robot minion? Also, any construct within a certain HD requirement is probably open to abuse. At the very least, you should explicitly rule out creatures with templates.

Mulletmanalive
2011-10-10, 07:21 PM
Huhwhuh? From the Path names, it looks like the class is going to do chemistry, guns and robots. How is that not a tech class?


:smallconfused:

Um... You know there's no mechanics written yet, right? Maybe give him a chance to decide what he wants to do with the class before declaring it to be something and getting disappointed over something not being involved with it?

I'm really excited to see where this goes, Gnorman.


Some aspects of this class are similar to the artificer, yes, and admittedly the pictures may have thrown you off. But as mentioned by others in the thread - robots, guns, and chemistry is the plan!

The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

I'll keep reading with as near to an open mind as i'm capable of for now.

Gnorman
2011-10-11, 12:46 AM
The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

I'll keep reading with as near to an open mind as i'm capable of for now.

I don't plan on designing a new subsystem at this juncture, though if I do this would be the flagship class for it. For now, I'm trying to keep things relatively simple and not add too many levels of complexity.

So yes, this is going to be more magepunk than steampunk, though I will be trying to avoid explicitly magical effects. The engineer will not be able to reproduce spells to craft scrolls, wands, or potions, for example - though the alchemist may be able to do the latter, to a limited degree.

And for the record, the crafting in Quick Craft refers to mundane items, not magical items. I suppose I should make that more explicit.

Mangles
2011-10-11, 01:19 AM
does the rules for construct creation just create animated objects (http://www.d20srd.org/srd/monsters/animatedObject.htm)? or can the tinker construct other creatures. and if so what creatures can it make. I couldn't find any 4HD or less constructs that weren't an animated object in the SRD.

EDIT: Forgot about the homunculus. But it is tiny and certainly not a combat beast. Also does the tinkers ability negate the cost of the creation of the construct? How about negating the need for spells?

Gnorman
2011-10-11, 02:57 AM
does the rules for construct creation just create animated objects (http://www.d20srd.org/srd/monsters/animatedObject.htm)? or can the tinker construct other creatures. and if so what creatures can it make. I couldn't find any 4HD or less constructs that weren't an animated object in the SRD.

EDIT: Forgot about the homunculus. But it is tiny and certainly not a combat beast. Also does the tinkers ability negate the cost of the creation of the construct? How about negating the need for spells?

It does negate the cost and the need for spells.

As for the choice of construct itself, don't forget about Astral Constructs (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm), though they would need some heavy refluffing to work. But other than that, yeah... hmmmm... this may need some more work.

Gnorman
2011-10-11, 08:55 AM
Class is tentatively complete, now adding inventions. Tinker's construct companion changed to the much easier to follow astral construct route, while alchemist changed to sawbones and now more of a mad doctor archetype. Cannoneer basically unchanged, though aimed shots take a full round as per gkathellar's suggestion - tones it down and makes more sense, as the aiming would take a bit longer.

Feel free to contribute inventions should you have an idea - I'll take any and all comers on that, within reason. Also have not solidified the categories yet, so if you have any other fields you think have been woefully neglected, let me know.

gkathellar
2011-10-11, 09:23 AM
Does the Sawbones need to be adjacent to its allies to use its Moderate and Greater abilities?

Gnorman
2011-10-11, 05:26 PM
Does the Sawbones need to be adjacent to its allies to use its Moderate and Greater abilities?

Yes, fixed.

Morph Bark
2011-10-12, 02:56 AM
The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

I'll keep reading with as near to an open mind as i'm capable of for now.

Might I ask what those "about 6 attempts" are, and perchance have links to them? I'm curious about what you're using to compare as baselines of success or failure at "mundane items as technology" rather than "magic items as technology".

Gnorman
2011-10-12, 08:09 PM
Massive overhaul of the Inventions system. Engineers may no longer spend buttloads of time crafting and stockpiling inventions for future use, but on the positive side, preparing inventions no longer costs them money. Instead, they can prepare inventions each day as if they were spells or maneuvers, and are limited to a certain number each day. It's going to look similar to existing spellcasting systems (no, I'm not reinventing the wheel here), but hopefully the feel is more science-y. Some inventions have multiple uses, others are pieces of equipment that can be used as long as they are prepared.

This should reduce dependance on a complicated crafting system, prevent downtime from being abused by clever or wealthy players, and overall make the engineer more intuitive and fun. There's going to need to be some suspension of disbelief as to how an engineer can put together complicated explosives and mechanical inventions in the field (and in just an hour!), but let's let that ride along unnoticed, shall we?

Mangles
2011-10-13, 08:44 AM
now i would definitely play this. These inventions are fantastic.

Eldest
2011-10-13, 10:58 AM
I read the inventions thing, skipped down to the list of inventions, and then thought "wouldn't it be cool if they got the ability to improvise inventions as their capstone".
Right after I thought that I saw this:

Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.
Nice work. You read my comment from the future!

gkathellar
2011-10-13, 11:05 AM
This is great. I'm particularly amazed and glad that you've managed to maintain such excellent quality of work through ... 12 classes, now? 13?

Gnorman
2011-10-13, 04:11 PM
This is great. I'm particularly amazed and glad that you've managed to maintain such excellent quality of work through ... 12 classes, now? 13?

The engineer is #14, actually, if you count the failed Corsair/Vanguard experiment (which I'd rather not, so you are absolutely correct, it is #13, NO OTHERS EXIST CERTAINLY NOT A SWASHBUCKLING THEMED CLASS THAT SUCKED). But thank you!

Filling out the roster of inventions currently - once I get to three inventions per level per discipline, I'm going to consider the Engineer finished. I'm really proud of this one, perhaps more so than any class I've made yet, so I'm filled with a warm fuzzy feeling knowing that you guys like it - the feedback is very much appreciated.

Eldest
2011-10-13, 05:02 PM
1st Level

Revitalization Tonic
When activated, a revitalization tonic cures fatigue or exhaustion, and restores ten hit points.

Patented Cure-All
When activated, a patented cure-all restores twenty hit points, removes any disease or poison from its user and cures fatigue or exhaustion.

Miracle Cure
When activated, a miracle cure restores thirty hit points, removes any disease or poison from its user, cures fatigue or exhaustion, and restores up to three points of ability damage.

These honestly seem a bit too similar. I'm not sure how to redo it, though, because if it was a scaling one then you could heal awesomely with a 1st level invention, and the way it is there are 7 unique medicine inventions while everything else will have 9.
Maybe splitting the effects up instead of having it get progressively better?

Mulletmanalive
2011-10-13, 07:17 PM
Massive overhaul of the Inventions system...

Much nicer; now there's actually something to play with here. Guidelines for making new inventions [much like the spell and magic item guidelines in DMG] would be nice also


Might I ask what those "about 6 attempts" are, and perchance have links to them? I'm curious about what you're using to compare as baselines of success or failure at "mundane items as technology" rather than "magic items as technology".

The worst offenders :
[I]Inventor from d20 Past By WotC. One of the bigger offenders. Unpredictable, either dominatingly powerful or weak as hell based on wealth checks and GM interpretation of the wealth awards system.
Artificer from Tome of Shadows by Necromancer Games. it's alright, if you want to spam magic missile or hold person. That's pretty much all it does. Some of the abuse issues of the Eberron Artificer too.
The Mordenheim family classes from Legacy of the Blood [Sword and Sorcery studios, Ravenloft product line]. Not overpowered as it's not gold powered [unlike the two above] but there's little flexibility and most of the effects boil down to having an Eternal Wand of Cure Light Wounds or Scorching Ray.
Power Classes: Artificer by Mongoose Press. Basically a slightly more ambitious but less playable version of Necromancer Game's attempt. Literally, everything it makes is a magic item, to the point where you're wondering why they haven't bothered to explain why an Anti-magic field can disrupt what's apparently a chemical battery of modern reliableness.
Not so bad but still kinda magic items...
Steam And Steel by EN Publishing. The whole line is passable; they at least have the respect to actually write rules for what you can do. Let down by being a book about technology but failures in rule writing left a lot of the options inaccessible to non-spellcasters. Don't ask me why.
Mechanamancy by EN Publishing. Again, pretty passable, but not compatable with the above option. This one actually has creation rules [huzzah!] but everything is based on existing spells. Boils down to cheaper magic items with acquisition checks. One magic item and it's broken beyond belief.
The Fantastic Science by EN Publishing. Basically identical to Gnorman's above work but with two additional tiers of stuff to bring it to level 20. It's alright but it suffers from being powered by the gold balance and while they created a lot of items for you to use, most of them are actually SPELLS. I mean, literally, by power of his SCIENCE!! a technologist apparently rubs his hands together and stuff happens. Again, incompatable with the other two from EN.
Engineer by Lappy. This is solid, i just don't like it because it casts spells via items.
Invisible College Inventor from Swashbuckling Arcana by AEG. Funnniest and simplest on the list; effective year is 1641. DC to invent device = year of invention - current year. Construction DC id 10 + 1/2 this value , assuming no new sciences have to be discoverd to make it successfully. It's about as potent as Truenaming but at least you can find "clues" via quests in order to make cooler stuff :smallbiggrin:


The two most playable i've found:
Steamworks by 12 to Midnight. Somewhere between Incarnum and Psionics in methodology, this is a solid option. Not much to say about it beyond that, though there's a very definite point where the science tips into magic and you can tell why; without other tech to interact with, it has to start messing with magic rather than the matrix...
[I]Steam Powers from Dragonmech by Goodman Games. This is pretty much unique in that the character is simply provided with a toolkit and left to his own devices. This somewhat limits the options available but it does scale with level, can assist you and your allies and can defy the laws of physics with only a few items actually being messed with by anti-magic. Its biggest lacking was a guideline for creating new parts [and the fact that the line was plagued by some serious differences in design philosophy and not enough testing/editing after the initial release].


There are also a few other things including the very stable one i designed when i was 14, back when i was still playing 2e and one act of madness i found on Brilliant Gameologists that was basically just handing out free magic items...

Nine of them, six-ish are basically handing out magic items, sometimes without limitation.

Flickerdart
2011-10-13, 07:24 PM
Engineer is credit to team! (http://tf2wiki.net/w/images/1/10/Heavy_thanksfortheteleporter03_Engineer_is_credit_ to_team%21.wav)

gabrion
2011-10-13, 08:26 PM
For now I just read it a few times and don't have much useful feedback, but wanted to say that my first impression is that it's totally awesome!

I'll try to look more closely and see if I have anything useful to say...

Edit: I'm pretty new to the homebrew forum here. Is it common to make base classes that don't progress to 20? Is it assumed they will only be played in games that stay in the low levels?

Eldest
2011-10-13, 09:44 PM
The "E6" part of the the name is indicating that it's meant to be for a special type of DnD game called (surprise) E6, which only goes to level 6 because after level 6 the spellcasters make everyone else sit down and cry, and basically balance gets out of wack. There are "epic" rules where instead of leveling past 6, you get a feat for every 5000 xp, but basically you stick or at level 6. So it's not ordinary but it has a reason, don't worry.

Weimann
2011-10-14, 05:13 AM
Awesome class and archetypes. I'd totally play a cannoneer or sawbones. Probably cannoneer, actually.

Eldest
2011-10-14, 07:21 AM
Oh!
Idea for the mechanics level 3 invention: you can gain a temporary construct companion that only exists for five minutes and doesn't have any of the upgrades.
Would that work?

Gnorman
2011-10-15, 06:05 AM
Oh!
Idea for the mechanics level 3 invention: you can gain a temporary construct companion that only exists for five minutes and doesn't have any of the upgrades.
Would that work?

I had planned on something along those lines - once I have a bit of time, I'll finish up.

In case anyone else is curious - I am cribbing a lot of inventions almost shamelessly from Arcanum. Go play that game for the best RPG interpretation of technology I've ever seen (even if it pales in comparison to magic in that game, they get points for trying).

Hanuman
2011-10-17, 03:36 AM
I've played a wizard engineer with great results, I can help out with info if you want as theres a lot of source material you can add.

First of all I'd add an effect like the Universal Key, I believe it's a moving puddle like construct that can disassemble anything 5'x5' in 1 round, 1/day. It's pretty cool having a puddle that turns a chainmail vest into rings in a round.

I'd also try and make a way to combine inventions, or have an invention that holds inventions.

Gnorman
2011-10-17, 06:29 AM
Inventions coming along, almost finished - just a few more in Mechanics and Electromagnetism to go.


I've played a wizard engineer with great results, I can help out with info if you want as theres a lot of source material you can add.

First of all I'd add an effect like the Universal Key, I believe it's a moving puddle like construct that can disassemble anything 5'x5' in 1 round, 1/day. It's pretty cool having a puddle that turns a chainmail vest into rings in a round.

I'd also try and make a way to combine inventions, or have an invention that holds inventions.

1. Trying to keep things at least technically magic-free, so wizard engineers are out for this.

2. That's kind of a cool idea, and may fit into Chemistry pretty well.

3. Combine, perhaps... but an invention that holds inventions? I'm operating on some pretty generous hammer space assumptions as it is, so I don't think it's necessary, but DMs who hew closer to realism may wish to keep it in mind.

Hanuman
2011-10-17, 10:14 AM
Inventions coming along, almost finished - just a few more in Mechanics and Electromagnetism to go.



1. Trying to keep things at least technically magic-free, so wizard engineers are out for this.

2. That's kind of a cool idea, and may fit into Chemistry pretty well.

3. Combine, perhaps... but an invention that holds inventions? I'm operating on some pretty generous hammer space assumptions as it is, so I don't think it's necessary, but DMs who hew closer to realism may wish to keep it in mind.

http://www.wizards.com/default.asp?x=dnd/archeb/cw
The universal key is on that list, I also suggest looking up the mechanomicon which is a forum post somewhere.

My inventor didn't create magical inventions, they were all constructs. He later became an npc where he did that, and the party has some pretty awesome inventions because of that.

What classifies a magical invention for you?

Weimann
2011-10-17, 12:42 PM
Combining inventions sounds like it could be a potential bug-source. I'd not go there.

Gnorman
2011-10-17, 08:25 PM
Inventions are complete! Engineer is officially finished, barring last-minute balance alterations. At this point, I would really appreciate a fine-toothed look through inventions to see if any of them are egregiously unbalanced, or if any particular discipline is overpowered compared to the rest. There's a lot of miscellaneous effects in there, so it's kind of a grab bag - this means that I may have thrown a couple of clear winners in with some real stinkers. I might be too close to it to tell them apart, so your opinions would be helpful!

In addition, the cannoneer and the tinker switched Electromagnetism and Smithy disciplines. Since Smithy ended up being so firearm-heavy, it seemed appropriate, and Electromagnetism is more of a "weird gadget" discipline anyway, which fits with the tinker.


Combining inventions sounds like it could be a potential bug-source. I'd not go there.

This is probably true, on second thought.

Hanuman
2011-10-18, 04:28 AM
I would really appreciate a fine-toothed look through inventions to see if any of them are egregiously unbalanced, or if any particular discipline is overpowered compared to the rest. There's a lot of miscellaneous effects in there, so it's kind of a grab bag - this means that I may have thrown a couple of clear winners in with some real stinkers. I might be too close to it to tell them apart, so your opinions would be helpful!
I have a solid interest in this project, taking priority over mine right now so I'll try and help when I can.

Mangles
2011-10-18, 08:10 AM
Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter

Every Engineer should have this. Even if it is only a once per day use, breaking regular action economy at any time is awesome. That being said the level 1 effects of this discipline probably balance it out for someone who has to choose what to take from level 1.

More looking at a later point in time

Hanuman
2011-10-18, 08:15 AM
Every Engineer should have this. Even if it is only a once per day use, breaking regular action economy at any time is awesome. That being said the level 1 effects of this discipline probably balance it out for someone who has to choose what to take from level 1.

More looking at a later point in time
Personally I think this invention should be a drug injector, but what's the balance reference for this? Surely there is a time mage or something?

Topical Anesthetic- Instead of DR why not gain a delayed damage pool?

Muscle Builder- Oddly powerful, +4/+4/+4 bonus where you can not find alchemical sources of these buffs which means high stacking.

Neurological stimulator- Far too powerful stacking for T1 classes.

Miracle Cure- Seems a little sudden, I'd like this to grant FastHeal1 for 30 rounds and cure 1 ability damage every minute for 3 minutes.

Pheramone Enhancer- Seems fine, I think I remember something like this on Moon Ivy armor. I'd have it work on the opposite sex only. (or 1d10 for same sex if you want).

Re-Animation Salve- Wut. Necrotic tissue does not work that way, that's like Uncook Pasta Salve. I could see strong enough electricity controlling movements such as flesh golem does, but neuro-transmitters aren't machines, you would have to electrically stimulate the individual dead nerve cells where they are because there would be no way of creating an impulse cascade post-necro. I would say that it should be possible to re-animate the body though alchemy, but perhaps you could provide some rule to limit a timeframe.

15 minutes is a good mark, it's generally that point where a person begins to look dead, so that's a good way for the players to measure, if you want to have it EXTREME chemistry and brings them back almost no matter what, then perhaps 3 hours (before rigor mortis), but honestly 15 mins is already stretching it in my book in terms of bringing a mind back. If it's just the body then 3 hours sure, maybe.

Personally, if it were MY class I'd limit it to 10 rounds, and only for a fully systematically intact body that's at maximum -20, and it would restore them to between -1 and -9.

How does Detection Matrix work?

I do really like the compass, and the features are super flavorful, but this magic detection probably needs to be a level 2 invention to prevent the level 1 dip.

Pneumatic Gauntlet- Monk is 1d6 until level 4.

Revolver- Solid, good balance, but I think it would be better to make it 1d4+2, and perhaps make a 1d2+2 light version for a smaller caliber for easier dual-wielding.

Serum Injector- I'd also make this able to apply poisons, ravages, ect. without risk.

Blunderbus- Should be balanced to breath weapons.

Repeater- Solid, but I'd make it 1d6+4 to make it a little more lethal than an eldritch blast of the same level.

Sawtooth Blade- Solid, I'd also have it ignore the hardness of anything of X hardness or less.

Hand Cannon- Surprisingly lacking, is this a Geno-Hand or is this a magnum?

Mech Suit- This is pretty solid, I'd use this as a flavor basis: http://stalker.wikia.com/wiki/Exoskeleton
Note that you cannot jump in the suit, it weighs a ton but basically pays its carry capacity off by lifting itself.

Rifle- I don't understand the high critical here, the point of a rifle is not to cause more damage, it's a higher power bullet that penetrates ballistic vests.
Really, if I were going to give a rifle something special, I'd let it ignore up to +3 of the enemies shield, armor and natural armor modifiers.

Crackerjacks- Do these effect all creatures who walk over the square? How many commoners can these things frag?

Molotov- Needs less damage and more set on fire, alcohol has a fairly high flashpoint and honestly even the Set On Fire rules in dnd are VERY kind to the pyros. I can't even count the amount of times I've been set on fire in real life =P

Smoke Grenade- Solid, I like it.

Dragonbreath Cannon- How does this stack up to existing breath weapons for its level?

Flashbang- Very effective, I like it, not sure on balance.

Hand Grenade- So it's an incendiary grenade? Because grenades don't really produce much heat.

Shrapnel Mine- 6d6 is more then a fireball for the same level, just saying.

Time Bomb- 8d6 is far above it's level for damage.

Decoy- I would let it play a music box song as well.

Trapspringer- How does this work?

Foothold- 5d6 is too much for level 3, MAXIMUM 4d6.

Auto-Locksmith- I like this, but it's not meant to unlock good locks? (generally dc30 for a 50g lock?)

Telescopic Goggles- Why does this grant +5 to spot? Is this something like a compound eye? Otherwise the general convention is to magnify things to x# so if you were trying to scan the landscape you would halve the distance modifier for spot checks.

Atomaton- Haha, oh man this is kind of stretching the concept of 0 gold cost now isnt it?

Dragonfly- I think there's something similar to this? It's in the same place as the crystal familiars and the flying wizard spellbook, ect?

Gyroscope- Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat

Knockoutgas- Make it limited to HD#?

Softening- This is fine, I wouldn't have it take immediate effect though, that'd be a bit weird.

Unstable- This is fine, not super appealing, perhaps could be fun depending on how you flavor it's fluff in game.

Corrosive Acid- Is this a painful acid or not? I would suggest a painful acid have a solidly progressive damage to make the player feel like they're taking damage, and a non-painful acid to take immediate damage after 3 rounds. (non-painful would be something that kills nerve cells on contact).

Flash Freezer- Needs a save

Mystic Sup- So, AMF darts? Depends how hard the saves turn out to be.

Halluc- Not sure what the balance reference for this is, but a lower level debuff generally isn't panic?

Toxin- solid, seems fine. Not sure if it's overpowered but it sure feels right in terms of realism "hit by dart" feel.

Transmog- Like it, very solid for a level 5 buff.

General overview: I assume the fluff for this is that the inventions work under a central power pack or some ironman artifact jazz, and that all the inventions use the same thing to work? Otherwise I'm not sure how this all is supposed to work. In addition to that, everything you make seems to be made of replicator (SG1) blocks that even when blown to bits can be re-assembled into other inventions as they have 0 cost and come from nowhere.

I'd like to see something like an insanity potion out of chemistry that buffs stats but also causes insanity and wis/cha damage, then use overdose in the dart gun to be able to buff creatures while making them go insane.
I mean, flat buffs are fine, but it'd be more interesting to have mixed results ;]

Mangles
2011-10-21, 09:43 AM
I think the inventions need to be looked on a level basis. At level 1 your bonus inventions really help define you. At level 6 they matter less. Starting at level 1 you get 3 inventions and 1 extra from your main discipline. That's 4 total meaning you can't choose every one. Any of the following Inventions that get marked with a * probably are better suited for the Improvisation ability once you get it. Currently this is just a break down of the inventions available at level 1.

Chem
Knock-Out Gas
Is amazing. 20 feet three round sleep affect, currently no save. Once per day this will win an encounter. Perhaps you should list it having a will save.

Softening Agent*
Good for getting out of sticky situations, like helping your muscle break out of goal. Probably not the first thing people are going to pick up though.

Unstable Elixir
This one is pretty cool too. Probably the most likely to be taken if the Knock-Out gas gets a save applied to it. Does the sickness effect get a fort save though?

Mechanics
Clockwork Decoy *(without timed bomb)
In a sneaky campaign this would be great. In a standard dungeon crawl probably a bit lack-lustre. That is until you get the timed bomb and turn this thing into your own remote controlled bomb delivery system.

Trapspringer*
Great if your engi doesn't take any disable device. Skippable otherwise. Still very flavoursome and good.

I feel there is a third mechanical missing.

Explosives
Crackerjack Caltrops*
Better Caltrops. Nothing really special but certainly free caltrops are useful. Especially in a run away and dump situation.

Molotov Cocktail
The biggest damage dealer at this level. Probably will be taken by most engi's and used in the standard 3/day encounter system very effectively. As long as you don't come across fire resistance. This is a must have at level 1 especially as currently it has no save.

Smoke Grenade*
Throw one of these and then a molotov straight afterwards and you have a bunch of people who can't reflex out of the fire due to their sickness and even if they can take a shot in their weakened state they can't see you to do so. This once again has no save though I suspect that it should.

Smithy
Pneumatic Gauntlet
This gives you a heavy mace. This has to be looked at as a standard weapon not an unarmed strike. The reason being is that you can only make one attack a round with this. A monk with unarmed strike can make two at first level. As such this is completely balanced and really flavourful, but there are probably better things to take as an engi. Especially since you can just buy a mace or even better a morning star. Not really a candidate for improv either unless you loose your gear.

Revolver
Probably the first thing a Cannoneer will get and certainly a good choice for their bonus invention. This is a fairly standard weapon, its biggest benefit being the very low reload time. More than 6 rounds of combat is a lot anyway so most reloading will probably be done between combat.

Serum Injector*
Pretty lame at level 1 what with only being able to inject the unstable elixer into your enemies. A good note is that you can probably shoot your friends with the Medicine inventions, although they don't say that a melle touch is required.

Electromagnetism
Detection Matrix*
Very improvable at level 6, but unless you know your going to face invisible creatures this is probably skip-able as a prepared invention until then.

Filament Lantern
Infinite lantern, yes please. These things are handy and with it having no limit it means you no longer need to buy sun rods or torches. That said, it certainly isn't critical at level 1 and you may have a better use for your limited inventions. Still if you have a slot free this would be handy.

Multipurpose Compass*
Probably the biggest benefit is the detect magic. Unless someone in your group can already do that for you, like the mage. Probably will go haywire while your throwing around all your gas weapons so only really useful between combat. Still if you need a mining budgie this is a good way to go.

Medicine
Revitalization Tonic*
Good amount of healing at level 1. Will probably full heal anyone. Remember you can only prep one per day so don't try to be the primary healer.

Sensory Expander
Is your rouge sneaking into the castle today to scout and needs some bonuses. Great! If not probably skip this at all levels. The round limit on improv probably rules it out for that too.

Topical Anaesthetic*
This again is situational, although less so. Everyone's meat bag can use a little DR, still 10 mins means you'll want to save it for the tough fight. Do you know your DM well enough to work out which one that will be.

So at level 1 what are we going to take, Remembering we can only choose 4 things.

Probably the most useful are Knock-Out Gas, Unstable Elixir and Molotov Cocktail. This leave you with your specialisation choice. I recommend Revolver for Cannoneer, Revitalization tonic for the Saw Bones and the Filament Lantern for the Tinker.

Now by level 6 this all changes a lot. The choices are easier when you have more points to spend. I'm sure there are many good combos of inventions you can make. The point is the Engineer can't have everything at once at level 1 and I would say its on par with the other classes in power here. By level 6 it has much more options available too it, making it an interesting class to play. Still it can play its part in the party role successfully, not as one of the core 4 but as the 5th that everyone really wants to play (atleast I do)

Ziegander
2011-10-21, 02:59 PM
Sawtooth Blade seems to be pretty bad. There's no reason it shouldn't count as magic for the purposes of overcoming damage reduction, and there's no reason it shouldn't be able to be enchanted.

Gnorman
2011-10-21, 03:23 PM
Wow, that's some hefty analysis there. I'll take it under consideration.

I am still in the process of adding saves to things like Knock-Out Gas and explosives.

Mangles
2011-10-21, 08:01 PM
Analysis for levels 3/4. By this point you have jury rig allowing you to reuse an invention. This is great if your gabbing a lot of limited use inventions and will make your character much more versatile. Also we have 1-2 extra inventions and a whole new level of them to investigate.

Chemistry
Corrosive Acid*
Not quite able to replace the molotov due to its one use per day. This does add another elemental damage type you are able to do. Probably best to look at the explosives line if you want damage though.

Flash-Freezer
This is pretty cool :smallamused:. Able to take out a combatant for one round. The best thing is when you follow it with a coup-de-grace while they are frozen. This is probably worth getting at most levels.

Mystical Suppressant*
Devastating to a caster, if you can deliver it. Grabbing the dart gun lets you use this as a range touch attack, but that's another invention used to make this combo work. If you have the dart gun anyway keep this one in mind for your improv ability.

Mechanics
Foothold Trap
This would be great if you were setting the trap, most times in D&D though you are the one having the trap sprung on you. Still it is very good if you want to lock someone down for awhile and do a ton of damage. Just make sure they don't run around it. Probably should have a reflex save. I think the damage on this is fine, a creature has to step on it, for it to work. If someone spots this (should have a spot dc perhaps) they won't be effected.

Portable Locksmith
Yay you can now be the traps and locks guy. If you didn't max your skill ranks in open lock you might want to grab this. Otherwise don't bother.

Telescopic Goggles
This should be a staple for any cannoneer and probably for most of the others as well. Remember your explosives have range increments as well. Great all round invention.

Explosives
Dragonsbreath Cannon*
Who wouldn't want this. Its just an awesome invention. That said it does need to state how long being set on fire lasts, what damage you take from being on fire and if there is a reflex save to avoid it. Shoot this down the 5 foot corridor you have a foot hold trap in and watch as the meatshield blunders into death and those behind him burn. Great as an Improv aswell.

Flashbang*
This should be taken. It is great. Sure it has no damage, but those you hit with this will have a hard time battling your friends and are guaranteed useless for at least 1 round. Probably needs a save to lessen the effects. Maybe 2 rounds deaf 1 round blind no daze on a save. Take this then jury rig it or Improv once you hit 6.

Hand Grenade
Replaces your Molotov at level 3/4 this should be a staple for any engi of this level. Due to having multiple uses it probably isn't the best to Improv. But that's ok you should have prepared it anyway.

Gnorman
2011-10-22, 04:06 AM
You sure you aren't some kind of saint sent down from heaven, or my guardian angel, Mangles? Excellent analysis, and a great help.

I went ahead and added in the appropriate saves for the inventions, and also added this little piece of work in the Mechanical category:

Wax Cylinder
A wax cylinder is capable of recording up to five minutes of audio and playing it back afterwards. It captures sound clearly within thirty feet, and faintly within sixty feet. It is small enough to be hidden, about the size and shape of a standard unextended spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

stack
2011-10-22, 09:03 AM
Careful, too many cool inventions and no one will be able to decide what to take. Which is an excellent problem.

Hanuman
2011-10-22, 12:47 PM
Softening Agent - I agree, this seems more like a standard alchemical item than a class feature. This could be improved by making it able to destroy items armor bonuses and be slippery enough to grease the ground-- a one-two AC/grease combo.

Pneumatic Gauntlet - I agree, this needs to be a weapon, or a slam.

Serum Injector - Aha, injecting allies with meds, now it's starting to look tastier.

Sawtooth Blade - If skin is so tough that it can't be knicked, if a sword bends helplessly against it, I don't think creating a few hundred knicks/second is going to solve the issue. I vote no for bypassing DR as if magic, but I do think all weapon-like inventions should be able to be enchanted as a weapon... pending an explaination of how these inventions are made and what happens to them when you prepare another.

Wax C - Good invention, I like the gramophone style steampunky feel. This essentially replaces the skill trick that allows you to repeat things back exactly, great for spies.

Mangles
2011-10-22, 08:29 PM
Some homebrew projects deserve more attention than others. This is one of those projects that deserves all the attention it can get.

A note on the changes you've made, most of them excellent. Glad to see the appropriate saves on things. I completely agree on the fort save on the Flash-Freezer and love how if you make it you might still be frozen. The Pneumatic glove is now equal to an exotic weapon which is what it should be. A small nit-pick. In your dragons-breath cannon you list that you get an extra 1d6 damage done but don't say the damage type. This is OK if people are playing RAI but for munchkins its a way to get true damage. All other changes are good.

Wax Cylinder: Great if you know in advance you need to infiltrate and get information. Otherwise just hope you can remember the gist of the conversation. A nice bonus is the user doesn't need to speak the language. They can translate what is said later.

Onwards to the analysis

Smithy
Blunderbuss
At first glance this may seem unbalanced. But the standard action reload takes care of that. This means you can use it once every two rounds. A good opener in a battle. Its main benefit over dragons-breath is its infinite use.

Repeater
The next cannoneer weapon. Similar to the revolver in reload and good damage. All round needs to be here for the cannoneer. Other classes may also enjoy it as a good range weapon alternative.

Sawtooth Blade
This is actually a +1 blade with an enchantment attached to it thanks to the crit bonus. A good replacement for pneumatic glove users at this level. Fills in the melee roll nicely.

Electromagnetism
Biocircuitry Harness
Great between combat healing, also can take place of your in combat healing, although much less effectively. That's all fine as your not the heal bot this is a good addition.

Lightning Rod*
Solvent glue this onto your clockwork decoy for a tesla tank, or just use it as normal. Good invention but has the downfall of striking anyone including yourself. Adds another element type you can damage with. Just a note on this, if you were to set this down near no-one at all and teleport way out of range, it would still hit someone over hundreds of meters by RAW.

Magnetic Pulsar
Need some more AC. This is the invention for you. Probably should say whether or not the 10 mins can be split up. If it can this is great for almost everyone, if not it would be a hard choice to grab.

Medicine
Muscle Builder*
Big boost to your meat shield for a short time. Don't forget to improv this if you have a barbarian. the extra Con will help him immensely. Use this if your meat shield needs a combat boost to be more effective.

Neurological Stimulator*
Same again but for your casters. Probably a lot less effective than the Muscles as you loose 2 HP per level and 2 ac. Still could be useful and it completes the set.

Patented Cure-All*
Great! I hate diseases and poisons that stick around forever whittling away your character. No need to prepare at level 6, just Improv it.

Its hard to decide which inventions to take at this level. You have just enough to be able to do a lot of things, but without improv yet you can't pull as many tricks out of your hat.

Cannoneer

I focused on long range but this is by no means the only cannoneer.
Repeater: Of course you need this, or a revolver if you want less range. If your level 4 enjoy the fact that you can now pick your damage type.
Telescopic goggles: Ignore as many range penalties as possible. Great for now standing way back.
Flash-Freezer: If someone gets sort of close or you need an out. With a 5 foot radius you'll be lucky to get more than 1 person.
Flashbang: Take out a group so you can run or your party can take them down quick. Probably the invention you are going to Jury rig. If you don't run out of hand grenades first.
Hand Grenade: Replacement to the molotov and your AOE damage. 3 charges means probably 1 per encounter. No need to save these up. You always have your repeater if you run out.
Magnetic Pulsar: Take this if you are able to split up the minutes. The +5 to ac will be great seeing as you will want light armour to negate the Dex penalty.


Saw Bones:

Hard choices here but I chose to focus on getting as many hits as possible to max the damage from the heal bonus. Saw bones can make a good melee combatant
Sawtooth Blade: Your primary weapon, good damage and some bonuses on crit+your heal damage should make this a no brainer.
Pneumatic Gauntlet: For the extra precision damage. If you don't want to go this route there are many other good choices of inventions.
Hand Grenade: You gots-ta have this. Should be standard across the board.
Flash-Freezer: I really like this one and the flash bang so you will probably be seeing these three "Grenades" on all builds.
Flashbang: See the flash-freezer. The staking negatives to enemies is great and will only become better at level 5.
Magnetic Pulsar: Once again, only if you can split up the minutes. Saw bones can get away with medium armour so AC is not as huge an issue.


Tinker

I thought this was going to be the easiest but it turns out to be the hardest. You can take either of the above builds depending on if you want melee or ranged. The other option is providing lots of support to your minion. Here is the support option
Serum Injector: To get those touch attacks at 30 feet. Its hard to miss a touch attack.
Mystical Suppresant: No more magics. Probably what you are going to Jury Rigg
Unstable Elixir: Also good to stack debuffs on a target. Helps you get the most use out of the Injector.
Hand Grenade: You have to love these three
Flash-Freezer: I know I do
Flashbang: And would take them every time.


EDIT: I just noticed that medicine track can only be used on allies as a sawbones. If they want a back up healer than you need to take this Archetype. Also you can't shoot the medicine track through the serum injector unless the wording of the moderate archetype changes.

Also Edit: The taking of Freeze and Flash does not dimisnish the effectiveness of Acid or Dragon's Cannon. Once I got Improv I would swap those out. Its more just a preference for effects vs damage really.

Mangles
2011-10-23, 03:31 AM
Ah level 6. The peak of your E6 carrier, nearly. Though you can no longer gain class features you can gain feats and that can sometimes be just as potent.

The big kicker here is your final two class abilities, at 5th, Bombardier and Improvisation, at 6th. Bombardier gives a lot to your ranged splash weapons. Increasing their radius by 5 as well as their range increment. This makes an additional range increment turn into a 30 foot lob. Remember your only making range touch attacks making it a good chance you will hit your target. You can also target grid intersections which have an AC of 5. This gives you a no miss situation.

Improvisation is your other non archetype class feature. This gives you three extra inventions per day that can be anything. Check the features with a * for some good choices. Mainly you want anything that will be exhausted within the 6 round limit. Still don't limit yourself. If you need something on the fly than get it.

Chemistry
Hallucinogenic Aerosol*
Drop your weapons and run. In three rounds they might be back for them. But by then you've probably dispatched their friends and taken their weapons.

Paralytic Toxin*
Completely helpless for 3 rounds. Hit the caster with this and by the time your done with his friends he should be easy to finish off, or coup-de-grace with your sawtooth blade FTW.

Volatile Transmogrifier
This gives you +6 str and a size bonus for 1 min. That's a lot of time. Unfortunately your equipment that is made of inventions isn't magical and won't resize with you. Still if it you vs something that will use swallow whole, this could get you out of a lot of trouble.

Mechanics
Automaton
Limited time combat friend. Think of it like a summon monster spell, with a CR 3. Probably going to want to get the muscle ability unless you need something specific.

Clockwork Dragonfly
The perfect spy/scout for 10 mins a day, however i hope your char can read lips because you only get site not sound. Hope you maxed your spot check, and don't forget to repeat everything you see into your wax cylinder as its happening.

Steam-Powered Gyroscope
This is classic steam punk and great. But 10 mins is not a lot of flight time. Especially since it is used all at once. Maybe consider allowing it to be dolled out in 1 min allotments since its only out of combat movement.

Explosives
Liquid Flame*
Super alchemists fire, basically napalm on crack. Good for any pyros out there. Still it doesn't replace the hand grenade and neither do the other inventions at this level as they may all only be used once before depletion.

Shrapnel Mine
This replaces your Foothold Trap if you got one. Once again fantastic if you know someone is going to stand on it. If its a maybe though than you might have a better use for this invention. Also why not set this in the middle of your foothold trap or strap it to the clockwork decoy. Your guaranteed success should someone stand on it.

Time Bomb*
Applying this one is like applying the shrapnel mine. You really need to know if your going to need it ahead of time. If you do improv this remember to keep the timer to 6 rounds of less. Another good one strapped to a clockwork decoy.

Smithy
Hand Cannon
For those wanting to replace the repeater here is your option. Though it is one handed not two and has a smaller range increment it does do more damage. Every 4th round you will need to not fire to reload it. At this point, if you are a cannoneer, your attacks are ranged touch attacks so increasing range increments a few times shouldn't be such a big deal.

Mechanized Armor
This is the melee Engi's best friend. Bonus Str, large AC and bonus move speed. This really is the all round package. Unlikely to be used by the cannoneer though. This will allow an engi to function as the secondary meat shield.


Mechanized armor may be used indefinitely as long as it is prepared. This is already stated in the invention section, but it may be good to leave this text to reinforce it here.

Telescopic Rifle
Huge damage, big crit. This is what you use to one shot someone from the grassy knoll. Unfortunately due to d&d your one shot will have equal chance to do 2 damage. Might want to add something into your aimed for the head shot ability about auto crit or max damage against flat footed opponents.

Electromagnetism
Flux Inhibitor
spell resistance. If your going for an antimage build they will be really annoyed after three rounds of not being able to cast, their spells against you are negated.

Shock Capacitor
This is another great melee engi invention. Add this to your saw-tooth blade and zap/slash all day long. Great considering you can't enchant anything.

Synaptic Accelerator
Breaking action economy is normally left to the casters. But thanks to this you can join in on the fun. The fatigue downfall could be bad if used at the wrong time, and its only one extra action per day. Jury-rigg this.

Medicine
Miracle Cure*
If your the heal-bot you may as well upgrade to this. Or just improv it when needed.

Pheromone Enhancer
Need to talk your way through something. The spy/scout engi will love this. So will your diplomancer if you happen to be a saw-bones. Grab this in any social heavy campaign.

Reanimation Salve
This is for all the "ITS ALIVE" mad scientists out there. Good as a extra combatant but not so much otherwise. Don't get the zombie option if you are using core zombies. The one action per round is terrible.

Next for the Archetypes

Gnorman
2011-10-23, 06:27 AM
Damage type error in dragonsbreath cannon fixed, as is range issue with lightning rod. Also reduced the Engineer's skill points per level, as after all he is an Int-based class, and 8 is a little excessive.

Mangles, seriously, you're a godsend. Thank you.

Gnorman
2011-10-25, 05:05 AM
Added new inventions for each discipline.

Chemistry gets: Hypnotic Fog, Phasic Injection, and Virulent Microbe
Mechanics gets: Spring-loaded Shoes, Automated Laboratory, and Rebreather
Explosives gets: Stinkbomb, Homing Rocket, and Portable Bombard
Smithy gets: Compact Repair Kit, Climbing Spurs, and Piston Hammer
Electromagnetism gets: Static Trigger, Live Wire, and Force Field
Medicine gets: Smelling Salts, Reflex Replacer, and Adrenaline Boost

Mulletmanalive
2011-10-25, 07:12 AM
Congratulations, Gnorman and Mangles. This has pretty much transcended anything i could have hoped for.

Going to play one of these next time i have a shot at e6.

These all fee like actual technology, so have a cookie.

Mangles
2011-10-25, 07:17 AM
brief look over your new inventions shows no problems except the letter T before the word damage in one of them. Will have a proper look tomorrow

stack
2011-10-25, 07:20 AM
Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a 30 foot climb speed. They also may be used to make rudimentary attacks, doing 1d6 piercing Tdamage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

So even halflings and dwarves get a 30' climbing speed? Should it instead be "Climbing speed equal to there move rate, max 30' "?

Gnorman
2011-10-25, 07:27 AM
brief look over your new inventions shows no problems except the letter T before the word damage in one of them. Will have a proper look tomorrow

Fixed.


Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a 30 foot climb speed. They also may be used to make rudimentary attacks, doing 1d6 piercing Tdamage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

So even halflings and dwarves get a 30' climbing speed? Should it instead be "Climbing speed equal to there move rate, max 30' "?

Fixed.


Congratulations, Gnorman and Mangles. This has pretty much transcended anything i could have hoped for.

Glad it worked out for you - given that you seemed to have the highest expectations, I'm happy to have met them.

Gnorman
2011-11-04, 03:32 AM
I would like to keep this one alive in particular, if only to have folks give the inventions some more attention in the balance/effectiveness category.

stack
2011-11-04, 07:27 AM
Probably needs thorough playtesting. Always glad to help in that regard, though pbp takes a long time to get that kind of data.

Mangles
2011-11-04, 07:35 AM
I've already found out some good things just by making a Engineer. For instance while it might be overlooked (and I certainly did) any race that is immune to certain status effects, like warforged and undead. Have a distinct advantage when using effects that allow a save. Just wade into the group of baddies and drop your choice of suppressant at your feet.

Gnorman
2011-11-05, 04:09 AM
I've already found out some good things just by making a Engineer. For instance while it might be overlooked (and I certainly did) any race that is immune to certain status effects, like warforged and undead. Have a distinct advantage when using effects that allow a save. Just wade into the group of baddies and drop your choice of suppressant at your feet.

The wonders of warforged never cease...

Kymme
2012-01-10, 07:54 PM
WAIT. With the innovator, could I attach a gun to a gyroscope and make a combat plane? Or a Steam hammer to an automaton to make a hammerbot?
AMAZING!!!!!!!!

Mangles
2012-01-15, 08:27 AM
Just looking over your new archtype. Seems like a great idea and a fantastic archetype for any Engi to take using the feats that let you pick additional abilities. Here is some comments I had about it all.

Smithy + Mechanics + Electromagnatism. The good ones to note is anything with a min duration and an infinite duration device. So things like Mech Armor, Climbing Spurs, Rebreather and Telescopic Goggles, combinded with Gyroscope, Magnetic Pulsar. Some of the combinations seem to be worded as not to work together, although this might be a good thing. For instance Lightning rod doesn't seem to be infinitely used as it only fires 3 times no matter the duration. Similarly Force Field is only singular use too as it has no duration. I haven't found any wording I would change to make this ability easier to use. Its all pretty good, and DM's can make a call if they think that a walking Tesla suit is a good idea.


Explosives+Chemistry. Especially Homing Rocket to deliver touch attack abilities at 100 foot range and have very large BOOMS. Some favorites of mine. Flashbang/Paralytic Toxin. 10 foot explosive save or suck and a save still leaves u with some bad effects. Flash-Freezer/Liquid Flame for some cold and fire damage and Mystical Suppressant/Rocket. Every mage's worst nightmare.

Gnorman
2012-01-15, 09:39 AM
Just looking over your new archtype. Seems like a great idea and a fantastic archetype for any Engi to take using the feats that let you pick additional abilities. Here is some comments I had about it all.

Smithy + Mechanics + Electromagnatism. The good ones to note is anything with a min duration and an infinite duration device. So things like Mech Armor, Climbing Spurs, Rebreather and Telescopic Goggles, combinded with Gyroscope, Magnetic Pulsar. Some of the combinations seem to be worded as not to work together, although this might be a good thing. For instance Lightning rod doesn't seem to be infinitely used as it only fires 3 times no matter the duration. Similarly Force Field is only singular use too as it has no duration. I haven't found any wording I would change to make this ability easier to use. Its all pretty good, and DM's can make a call if they think that a walking Tesla suit is a good idea.


Explosives+Chemistry. Especially Homing Rocket to deliver touch attack abilities at 100 foot range and have very large BOOMS. Some favorites of mine. Flashbang/Paralytic Toxin. 10 foot explosive save or suck and a save still leaves u with some bad effects. Flash-Freezer/Liquid Flame for some cold and fire damage and Mystical Suppressant/Rocket. Every mage's worst nightmare.

Much of the Innovator archetype should probably be subject to DM approval, but I did put a clause into the ability that each duration is resolved separately to prevent abject abuse. "Indefinite while prepared" inventions are no longer subject to the combining ability, to prevent abuse as well. It's going to be difficult, if not impossible, to adjudicate each individual combination, but hopefully that helps to curtail the worst of the possibilities.

Once again, Mangles, your input has been crucial to the development of the class, and thank you thank you thank you from the bottom of my heart.

Linguz
2012-06-08, 04:12 PM
{table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level

1st|+0|+0|+0|+2|Archetype, Inventions, Trapfinding, The Knack|3|1

2nd|+1|+0|+0|+3|Lesser Archetype Power|4|1

3rd|+2|+1|+1|+3|Jury Rigging|4|2

4th|+3|+1|+1|+4|Moderate Archetype Power|5|2

5th|+3|+1|+1|+4|Bombardier|5|3

6th|+4|+2|+2|+5|Greater Archetype Power, Improvisation|6|3[/table]

{snip}

Lesser Archetype Power: At 2nd level, the engineer gains the appropriate power for his archetype.

{snip}

Cannoneer

Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.

I see that people in this thread assumed that a level 1 cannoneer could use their bonus invention at level one, but the way that it's worded, that can't happen. At level 1, an engineer is just an engineer, no matter the archetype they chose, because they only start to see benefits uwhen they reach level 2.

I'm curious as to whether that underlined part was meant to be a general ability they got, starting at level 1, or if they get it at level 2, as it's currently put.

Gnorman
2012-06-09, 04:48 AM
I see that people in this thread assumed that a level 1 cannoneer could use their bonus invention at level one, but the way that it's worded, that can't happen. At level 1, an engineer is just an engineer, no matter the archetype they chose, because they only start to see benefits uwhen they reach level 2.

I'm curious as to whether that underlined part was meant to be a general ability they got, starting at level 1, or if they get it at level 2, as it's currently put.

Let's call it an early indication that I should have made lesser archetype abilities available at level 1 (and will do so soon).