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Zjordan85
2013-02-18, 05:35 PM
Combat Engineer
Throughout history, the application of science and mathematics has served as the basis for civilization. From the simplest wooden hut to forges necessary to create weapons of all kinds, engineering exists within and without. Though they exist in every society to some degree, Gnomish society, and to a close degree, their dwarven brethren make up the best and brightest. Their vast, clockwork cities are testament to the natural understanding of science. Where wizards break laws of nature in an effort to proclaim themselves gods, Engineers bend those laws to their creativity, making the most of what is. When these great societies come under siege, it falls to the Combat Engineer to wield science as a fighter wields his sword, or a cleric his faith. Crafting defensive mechanisms and tools, an Engineer's limit is his imagination. That, and spare parts!

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+2|Devices 1

2nd|+1|+0|+3|+3|Reverse Engineer

3rd|+2|+1|+3|+3|Bonus Feat, Make Whole At Will

4th|+3|+1|+4|+4|Devices 2

5th|+3|+1|+4|+4|Craft Construct

6th|+4|+2|+5|+5|Bonus Feat

7th|+5|+2|+5|+5|Devices 3, Minor Creation At Will

8th|+6/+1|+2|+6|+6|Mechanical Graft

9th|+6/+1|+3|+6|+6| Bonus Feat

10th|+7/+2|+3|+7|+7|Devices 4, Major Creation At Will

11th|+8/+3|+3|+7|+7| Improved Reverse Engineer

12th|+9/+4|+4|+8|+8|Bonus Feat

13th|+9/+4|+4|+8|+8|Devices 5, Fabricate At Will

14th|+10/+5|+4|+9|+9|Improved Devices

15th|+11/+6/+1|+5|+9|+9|Bonus Feat

16th|+12/+7/+2|+5|+10|+10|Devices 6

17th|+12/+7/+2|+5|+10|+10|Improved Graft

18th|+13/+8/+3|+6|+11|+11|Bonus Feat

19th|+14/+9/+4|+6|+11|+11|Devices 7

20th|+15/+10/+5|+6|+12|+12|Man, Made Machine
[/table]
Alignment: Any
Hit Die: 1d8
Weapon and Armor Proficiencies: The Combat Engineer is proficient with Simple Weapons and Light and Medium Armor.
Class Skills:
Appraise, Craft, Disable Device, Knowledge (Engineering), Knowledge(Dungeoneering), Perception, Profession, Survival, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier)
Skill Points at Each Additional Level: 4 + Int modifier
Starting Wealth: 4D6x10 Average 140gp
Class Features
Devices: An Engineer's mind runs rampant with dreams of how to mold metal, wood, stone, and even the very stars to his will.

A Combat Engineer can create a variety of complex mechanical devices. The two types of devices are Utility Devices, which are based on the Craft: Tools skill, and Combat Devices, which are based on Craft: Weapons, Alchemy, and Trap. He automatically gains proficiency with any Combat Device he creates; anyone else wishing to wield a Combat Device must take the Exotic Weapon Proficiency feat in order to do so without penalty. Utility Devices may be used by any character, but must be purchased from the Engineer at twice their material cost. At 4th Level, and every 3 levels thereafter, the Combat Engineer gains access to a new level of complex device.

A device may be made into a magic weapon using the same process for mundane weapons; any ability which overlaps with an existing effect on a Combat Device may not be applied to that device.

A device requires Raw Materials equaling the Device Level^2 x 100 gp and 1 day per 100gp in the calculated material cost. (I.e. a level 1 device costs 100 gp and takes 1 day, a level 2 device costs 400 gp and takes 4 days, etc.) The 300gp cost for Masterwork must be added to the material cost of any Combat Device.

At 10th Level, the construction time decreases to 1 Hour per 100gp in the material cost

At 14th Level, an Engineer’s devices automatically gain the abilities listed in their Improvement Description, Existing Devices are not affected. An Engineer may still make unimproved versions of any device if he so desires.

Reverse Engineer: When confronted with something new, an Engineer's first instinct is to take it apart and figure out what makes it tick, WITHOUT making it go boom.

This Feature benefits the Combat Engineer in three ways. First, he adds half his Engineer level as a Bonus to Disable Device Checks. Second, he gains a +1 Competence Bonus for every 4 Engineer levels to Attack and Damage Rolls against Constructs. This ability also allows the Engineer to breakdown Devices and Weapons to use in creating new Devices. An Engineer can breakdown 1000 gp of items an hour. A Device broken down this way recovers 75% of its Base Material Cost, a Weapon broken down this way recovers 75% of its Market Price.

At 11th Level, The Combat Engineer may take 10 on any disable Device Check, regardless of if he is rushed or threatened.

Bonus Feat: At 3rd Level, and every 3 levels thereafter, the Combat Engineer may choose a bonus feat from the following list. He must meet the prerequisite for any feat he chooses.
Feats: Skill Focus: Craft: (any), Skill Focus: Knowledge: (Engineering), Deadly Aim, Defensive Combat Training, Master Craftsman, Deft Hands, Improved Initiative, Improved Critical (Combat Devices only), Point Blank Shot, Precise Shot, Quick Draw, Focused Shot, Siege Commander, Siege Engineer, Idle Hands Are The Devil’s Playthings*, Gnomish Clockwork*
*See Footnotes for Feat descriptions

Craft Construct: An Engineer possesses both awe and caution around automatons, for he understands that power without control is the most deadly of dangers. He learns to build such creatures, so he may better understand how to control them.

At 5th Level, the Combat Engineer gains the Craft Construct Feat, even if he does not meet the prerequisites. His caster level is equal to his Combat Engineer Level for caster level dependent effects. An Engineer may, once per level, make a Survival Check to scavenge materials for use in building a construct. The DC for this check is equal to the cost of the construct (including the costs for the body) divided by 1000. If the Engineer fails this check, the materials gathered may be carried over to the next level but may not be used in the level the check was made. If the Engineer passes the check, any extra materials may be exchanged for services needed to complete the construct, but otherwise must be discarded. All other costs must be paid by the Engineer, and all other requirements apply (build time, skill checks, necessary spells etc). An Engineer may control up to 2HD/Level of constructs at any time. An Engineer may not create a construct whose HD number greater than 20 in their description.

Spell-Like Abilities: At 3rd level, the Combat Engineer gains Make Whole as s spell-like ability; at 7th level, the Combat Engineer gains Minor Creation as a spell-like ability; at 10th level, he gains Major Creation as a spell-like ability; at 13th level, he gains Fabricate as a spell-like ability. The caster level for these spells is equal to his Combat Engineer level. He may use these a number of times each equal to 3 + his Intelligence modifier per day.

Mechanical Graft:As an Engineer becomes more comfortable with machines than he is his own body, it doesn't take long for him to want to make himself more like the machines he loves.

At 8th level, the Combat Engineer gains the ability to attach mechanical augmentations to himself or a willing humanoid creature. Each graft has a specific price listed in its description, a graft costs 30% less for the Engineer to attach to himself, though all other restrictions apply. A creature may only have one graft at any time, grafts do not conflict with magic items occupying the same slot, but their effects do not stack. At 17th level, an engineer’s grafts automatically gain the abilities listed in their Improvement Description, existing grafts are not affected. A graft takes one week divided by the Engineer’s level in hours to complete. The Engineer may work on a particular graft no longer than the subject’s Constitution modifier in hours each day.

Man, Made Machine: A master Engineer has all but become one with his devices, they are as much an extension of him as his own limbs. So deep is this connection that he seeks to make the final leap, to live forever as a testament to the timelessness and power of science.

At 20th level, the Combat Engineer may craft a timeless mechanical body for himself and transfer his consciousness into it. Alternatively, he may choose any existing construct he has created for this purpose. He gains construct traits, takes no physical penalties for aging and his lifespan is indefinite unless the body becomes destroyed. He maintains all spell-like abilities, skills, feats, proficiencies and class features, but loses any grafts he may have attached to his mortal body. An engineer may only transfer his consciousness once using this method.

(See the Timeless Body construction table for details)
* Idle Hands Are The Devil’s Playthings [General]
Prerequisite: Combat Engineer 1
An Engineer’s obsession with crunching numbers and bringing his ideas to life takes his body to the limit time and time again.
Benefit: An Engineer who takes this Feat may work a number of consecutive 8-hour shift equal to his Constitution Modifier (or 2, if his modifier is less) on any Device he creates, or Craft check he makes. This has no impact on the cost or quality of the item being made.

*Gnomish Clockwork [Racial]
Prerequisite: Gnome, Combat Engineer 1
Gnomes are among the most common Engineers, due to their obsessive nature and propensity for crafting.
Benefit: A Gnome Engineer who takes this feat may choose a second Craft or Profession skill, he receives a +2 racial bonus to this skill as well.

Zjordan85
2013-02-19, 08:59 PM
{table=head]Device Level|Craft: Weapon|Craft: Alchemy|Craft: Trap|Craft: Tools

Devices 1|Spider Bola|Slippery Skin|Razor Claymore|Auto-Potion|

|Launcher Blade|Bio-Blaster|Flashbang|Climber’s Glove|

Devices 2|Rending Blade|Ceramic Coating|Smoke Bomb|Breathing Mask|

|Sparkler Dagger|Alchemist's Flame Thrower|Chaff Grenade|Sensor Array|

Devices 3|Power Hammer|Pain Delay|Hostile Hallucinogen|Scent Mask|

|Whirlybird|Ice Cube System|Air Anchor|Steam Flight Pack|

Devices 4|Auto-Crossbow|Bottled Acuity|Instant Web|Personal Wall|

|Stun Baton|Taser Launcher|Debilitation Beam|Anti-Gravity Array|

Devices 5|Combat Drill|Automated Internal Resuscitator|Temporal Disruptor|Sheltered Thought|

|Shockwave Blunderbuss|Graviton Grenade|Magnetic Corrosive|Space-Time Transit|

Devices 6|Sword of Light|Nerve Gas|Time-Space Stabilizer|Remote Operated Self|

|||||

Devices 7|Cluster Bomblet Launcher|Metabolic Lightning|Gravity Well|Planar Bathysphere|

|||||

[/table]



Device Descriptions (Alphabetical)
Air Anchor:
This heavy steel net is attached to a heavy crossbow specifically modified to launch it. The launcher has a range increment of 50’. The net deals no damage, but on a successful ranged touch attack, wraps around its target and makes flight very difficult. Any creature caught in the net must pass a Fly check with a DC equal to the Engineer’s Craft: Trap modifier at the time of creation, along with any conditional modifiers that would already apply to a Fly check. Failing this check causes the creature to fall towards the ground.
Improvement: The launcher is equipped with a powered winch, which allows the net to be recovered in 1d4 rounds. If the net is attached to a creature, the winch can be activated as an immediate action to increase the fall damage by Xd8, where X equals the Engineer’s Intelligence modifier at the time of creation.

Alchemist's Flame Thrower:
This two handed device has a 5' barrel, a Nozzle with two settings, and a canister on the underside. The Nozzle may be set to a 30' line, or a 15 foot cone. The flame deals Xd6 Fire damage where X equals the Engineer’s Intelligence modifier at the time of creation. A Reflex save with a DC equal to the Engineer’s Craft: Alchemy modifier at the time of creation halves this damage.
Improvement: The range of both modes doubles.





Anti-Gravity Array:
This array of micro propulsors and steel bands can be attached to any object, aiding in its carry and transport. The array can cause an amount of weight equal to the Engineer’s Craft: Tools modifier at the time of creation, multiplied by 10, to be negated; allowing lighter objects to be moved as though they were weightless, and heavier objects to be lifted as though they weighed that much less.
Improvement: The amount becomes the Engineer’s Craft: Tools modifier at the time of creation, multiplied by 10 times the Engineer’s Intelligence modifier at the time of creation.

Autocrossbow:
This Heavy Repeating Crossbow has been outfitted with an ammunition belt, fed from a drum on the underside of the weapon. The drum holds 50 bolts and takes 2 full rounds to replace. For each shot fired in a round, to a maximum equal to the Engineer’s Intelligence modifier at the time of creation, the autocrossbow fires an additional shot at the same target, with an Attack Bonus equal to the Engineer’s Craft: Weapon modifier at the time of creation.
Improvement: A secondary chamber is added to the underside of the autocrossbow. The first shot of every round can benefit from the Manyshot feat if the character has it.

Automated Internal Resuscitator:
This device is actually several smaller devices, which are injected directly into the heart of the user. They remain inert until the user falls below 0 hit points, at which point, vast amounts of adrenaline and painkillers are pumped directly into the body. For a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation, the user may act normally while at 0 hit points or less, and may not die from hit point damage. After the effect ends, the user has a chance equal to the Engineer’s Craft: Alchemy modifier to stabilize. This is a one-time use item.
Improvement: None

Auto-potion:
This apparatus holds a large amount of prepared potion strapped to the arm of the user. As a swift action, a button on the apparatus can be pressed to administer the potion directly into the bloodstream, which heals for an amount equal to the Engineer’s Craft: Tools modifier at the time of creation in place of its normal amount. Each device holds a number of uses equal to the Engineer’s Intelligence modifier at the time of creation.
Improvement: The apparatus can be improved to hold and administer a standard potion as well (though only one may be administered at a time), with a quick disconnect allowing the potion to be changed as a move action.

Bioblaster:
This two handed, bellow-like device releases a cloud of noxious gas in a 15' cone, dealing Xd4 acid damage where X equals the Engineer’s Intelligence modifier at the time of creation. A reflex save equal to the Engineer’s Craft: Alchemy modifier at the time of creation halves this damage
Improvement: The size of the cone increases to 30', and the cloud lingers for 1 round after being fired, Any creature in the cloud must make a fortitude save with a DC equal to the Engineer’s Craft: Alchemy modifier at the time of creation or be nauseated for 1d4 rounds.








Bottled Acuity:
This potion is a concentrated dose of the various chemicals released in the brain that control higher level motor functions and thought processes. When injected, they combine with adrenaline to briefly supercharge the body’s ability to perform certain tasks under duress. Beginning the round the potion is consumed, the user may gain a bonus equal to half the creator’s Craft: Alchemy modifier at the time of creation to a number of checks, saves, or attack rolls equal to the creator’s Intelligence modifier at the time of creation. Once this number of checks is reached, the user falls prone and lies unconscious for 1 hour divided by his Constitution modifier. These bonuses expire after the current combat ends.
Improvement: The user only lies unconscious for 10 rounds.

Breathing mask:
This small face mask contains a small volume of pure compressed air. If worn, the mask seals to the wearer’s face as an immediate action; allowing the user to use the Engineer’s Craft: Tools modifier at the time of creation in place of their Fortitude save against gas based attacks or spells. This device functions a number of times equal to the Engineer’s Intelligence modifier at the time of creation, per day.
Improvement: The mask is modified into a re-breather, allowing continuous use once activated, as well as the ability to breathe underwater or in a vacuum.

Ceramic Coating:
This quick-hardening paste can be applied to existing armor as a full-round action that provokes attacks of opportunity. The resulting ceramic overlaps the user’s armor and allows him to use the Engineer’s Craft: Alchemy modifier at the time of creation in place of his AC, for a number of rounds equal to the Engineer’s level at the time of creation. An Engineer may create a number of ceramic coatings equal to his Intelligence modifier at any given instance.
Improvement: The bonus applies to touch AC vs rays as well.

Chaff Grenade:
A collection of electromagnetic strips and dust erupts from this small canister, disrupting magical forces in a small area. The 10' radius cloud released lingers in the area for a number of rounds equal to the Engineer's level at the time of creation. Any spell cast in this area has a failure chance equal to the Engineer’s Craft: Trap modifier at the time of creation, which stacks with other failure chances in effect. An Engineer may make a number of chaff grenades equal to his Intelligence modifier at any given instance.
Improvement: Any creature that leaves the area suffers a 10% failure chance for 5 rounds.

Climber’s Glove:
This glove contains motorized teeth which slowly aid in a creature trying to ascend a surface or rope. The glove is activated as an immediate action, and allows the user to use the Engineer’s Craft: Tools modifier in place of their Climb modifier.
Improvement: Once activated, the glove allows the user to make a climb check one handed, allowing them to wield a weapon in the other and fight while climbing.








Cluster Bomblet Launcher:
This shoulder fired miniature siege weapon may only be fired once per round with a range increment of 100’and deals damage over an area, any creature within the blast is dealt damage per square he occupies. (For example, a 10'x10' blast with an Intelligence modifier of 2 deals 1d12 damage to any creature medium or smaller, and 4d12 to a large or larger creature. The list of spreads and the damage die are as follows:(Note: X is equal to the Engineer’s Intelligence modifier at the time of creation, to a minimum of 1) Xd20 over 5'x5', (X-1)d12 over 10'x10', (X-2)d10 over 15'x15', and (x-3)d8 over 20'x20'. The attack bonus for this attack is equal to the Engineer’s Craft: Weapon modifier at the time of creation. If the ranged attack misses the target, the area shifts by 5 ‘ for every 5 by which the target AC was missed. The launcher holds a number of shots equal to the Engineer’s Intelligence modifier at the time of creation and takes a full round action to reload.
Improvement: None

Combat Drill:
This Two Handed Adamantine drill is made to very quickly tear through anything directly in its path. The drill deals Xd12 damage, where X is equal to the Engineer’s Intelligence Modifier at the time of creation, and has a critical threat range of 19-20x2. The also drill deals +50% damage against Constructs and any creature or structure made of stone or metal. Sunder attempts made with the drill use the Engineer’s Craft: Weapon modifier at the time of creation in place of his CMB.
Improvement: The first successful hit on a target reduces his armor or shield bonus to ac by an amount equal to the Engineer’s Intelligence modifier at the time of creation, but not greater than the armor or shield bonus.

Debilitation beam:
This Two Handed Beam weapon is used to lower resistances against energy attacks. Before firing, a swift action must be taken to set the weapon to one energy type. On a successful ranged touch attack, the target’s resistance to that energy type is lowered by an amount equal to the Engineer’s Craft: Trap Modifier. If the target is immune to that type of energy, it now takes half damage instead, and cannot be lowered further. The Beam has a range of 30’.
Improvement: In addition to lowering resistance, the Debilitation Beam shoots a ray of the same energy type at the target, requiring a separate ranged touch attack and dealing Xd10 damage, where X is the Engineer’s Intelligence modifier at the time of creation.

Flashbang:
This one handed device produces a bright flash and loud burst that affects all creatures within a 10’ radius. Any creature caught in this area must make a fortitude save with a DC equal to the Engineer's Craft: Trap modifier at the time of creation or be blinded and deafened for 1d4 rounds. An Engineer may make a number of Flashbangs equal to his Intelligence modifier at any given instance.
Improvement: The radius doubles to 20’.

Graviton Grenade:
This device has a range increment of 10’, and emits a super dense wave of sound and force with a 10’ radius. This device deals Xd8 Sonic damage to all creatures in the radius, where X is the Engineer’s Intelligence modifier at the time of creation. A successful reflex save with a DC equal to the Engineer’s Craft: Alchemy modifier halves this damage. An Engineer may make a number of Graviton Grenades equal to his Intelligence modifier at any given instance.
Improvement: Half of the damage dealt becomes Force damage.



Gravity Well:
This adamantine hourglass features what appears to be a gyroscope in its center, filled with iridescent sand. In reality, it is a dangerous trap for all but the strongest of creatures. As a standard action, the gravity well is thrown into an area, where it creates a field of gravitational force with a 40' radius and 40' tall which persists for a number of rounds equal to the Engineer's Level at the time of creation. The field deals Xd12 damage per round, where X is equal to the Engineer's Intelligence modifier at the time of creation. Any creature caught in this field must make a Strength check with a DC equal to the Engineer’s Craft: trap modifier at the time of creation in order to make a single move action.
Improvement: None

Hostile Hallucinogen
This chemical concoction seeps through the skin, disrupting the chemical signals in the brain and causing psychosomatic auditory hallucinations. The user throws the vial at the target, making a ranged touch attack. If the attack succeeds, the target must make a Will Save with a DC equal to the Engineer’s Craft: Alchemy modifier at the time of creation or be Confused for a number of rounds equal to the Engineer’s Intelligence Modifier at the time of creation. An Engineer may make a number of Hostile Hallucinogens equal to his Intelligence modifier at any given instance.
Improvement: The mixture becomes more finely tuned, allowing for greater control over its effects. Targets who fail their Will Save automatically attack the nearest target as though it were an enemy. At the end of the duration, the target becomes Fatigued.

Ice-Cube System
This device appears similar to the improved Alchemist’s Flamethrower, with a long barreled, rifle like primary section and a large storage tank. However, the tank contains a concentrated super-cooled liquid which becomes a gas once it leaves the barrel. The range on this device is only 5’ and only affects one square. The device deals Xd8 points of Cold damage where X equals the Engineer’s Intelligence modifier at the time of creation. A successful Reflex save with a DC equal to the Engineer’s Craft: Alchemy modifier at the time of creation halves this damage.
Improvement: The affected area becomes a 15’ cone.

Instant Web
This flask of oily black fluid solidifies rapidly on exposure to air. The Engineer makes a ranged touch attack against a target within 20', with an attack bonus equal to the Engineer's Craft: Trap Modifier at the time of creation. If successful, the creature is slowed for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation.
An Engineer may make a number of instant webs equal to his Intelligence modifier at any given instance.
Improvement: The web coats the creature in a super sticky residue, giving him a penalty to attack and damage rolls equal to the Engineer’s Intelligence modifier at the time of creation.











Launcher Blade
This modified Kukri houses a momentum powered shuriken catapult which can house a number of shuriken equal to the Engineer’s Intelligence modifier at the time of creation. Each time the weapon is swung, hit or miss, a shuriken is launched at the same target with an attack bonus equal to the Engineer’s Craft: Weapon modifier at the time of creation; with no benefits from high Base Attack Bonus, high Strength/Dexterity or Feats, Enhancement bonuses and Poisons applied to the shuriken still apply, however. This occurs as a non-action and does not suffer the -5 penalty for iterative attacks. This weapon may be used to throw shuriken at range, albeit with a -2 penalty.
Improvement: The momentum powered catapult is replaced with an electro-magnetic one. The damage from the shuriken raises to 1d4, with a critical range of 19-20/x2. This only affects shuriken launched from the Launcher Blade.

Liquid Light
This small grenade is made of a sphere of force, it holds back the pure distillation of light, as hot as the sun’s surface. As a ranged touch attack, the grenade explodes onto the target, dealing 1d4 Force damage, as well as Fire damage equal to the Engineer’s Craft: Alchemy modifier at the time of creation, each round, for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation. This Fire damage bypasses resistance and immunity to fire.
Improvement: None

Magnetic Corrosive
This vial contains a luminescent green liquid with magnetic particles floating throughout. This is a powerful corrosive that bonds instantly to metal on contact. To use this device, a ranged touch attack must be made against either the creature’s armor, shield, weapon or other held metal item; using the Engineer’s Craft: Trap modifier at the time of creation as the attack bonus, in place of his normal attack bonus. If the armor is targeted, the attack is made against the creature’s touch AC. If the shield, weapon, or some other held metal item is targeted, the attack is made against the creature’s normal AC. Any item so struck becomes coated in the corrosive and receives the Broken condition; non-magical items are affected permanently, magical items are affected for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation.
Improvement: The attack is made against touch AC regardless of target.

Metabolic Lightning:
This bioluminescent potion is a very powerful metabolic booster. When consumed, the user's body begins to move at a speed that seems to bring time around him to a still. During the round the potion is consumed, the user gains a number of full round actions equal to half the Engineer's Intelligence modifier at the time of creation and a number of Temporary Hit Points equal to the Engineer’s Craft: Alchemy modifier at the time of creation. An Engineer may make and store a maximum of one Metabolic Lightning at a time.
Improvement: None

Nerve Gas
This small vial of clear, innocuous looking fluid is, in fact, a distillation of incredible poisons and toxins. Utmost care should be taken with this weapon of mass death.
An Engineer must make a ranged touch attack against a target to use this device. If successful, the creature must pass a fortitude save with a DC equal to the Engineer's Craft: Alchemy Modifier at the time of creation or succumb to death. Any creature adjacent to the target has a 20% chance to have to make the same test. This is a gas based death effect. An Engineer may make and carry no more than 1/2 his Intelligence mod in Nerve Gas doses at any given time.
Improvement: None

Pain Delay:
This concentrated dose of painkillers reduces the onset of pain response to injury. Used as a standard action that does not provoke attacks of opportunity, this device grants the user a number of temporary hit points equal to the Engineer’s Craft: Alchemy modifier at the time of creation. These points do not stack with themselves, but may stack with other sources of temporary hit points. An Engineer may make a number of Pain Delays equal to his Intelligence modifier at any given instance.
Improvement: This device grants the user DR X / - for 1 round after use, where X is equal to the Engineer’s Intelligence modifier at the time of creation.

Personal Wall
This compact plate conceals a telescoping, articulating 5’x5’ wall of Lead and Adamantine. As a Standard action, the wall can be deployed within the user’s square. The wall provides a miss chance equal to the Engineer’s Craft: Tools modifier at the time of creation and blocks any Detect spells from seeing the user so long as he is within the wall’s square.
Improvement: The wall is coated with a polish containing a distillation of Dispel Magic provided by an Alchemist. So long as the user is behind the wall, it grants him Spell Resistance equal to the Engineer’s Craft: Tools modifier at the time of creation.

Planar Bathysphere This spherical craft holds a number of passengers equal to the Engineer’s Intelligence modifier at the time of creation. On the Material Plane, it remains stationary unless moved by outside forces. The Engineer can activate the Bathysphere twice per day to travel to any other plane of existence, where it gains a flight speed equal to the Engineer’s Craft: Tools modifier with poor maneuverability. The spheres, and all passengers within, are protected from any harmful elements of the Plane itself, though planar creatures may still attack the craft(Hardness 10, 150 hp). When the Bathysphere returns to the material plane, it arrives the same distance away from its departure point as it traveled in the other plane.
Improvement: None

Power Hammer: This two-handed Earth Breaker is loaded with powerful pneumatic propulsors at one end. On a successful hit, the propulsors let loose as a free action, subjecting the creature to a Bull Rush attempt with a CMB equal to the Engineer’s Craft: Weapon modifier at the time of creation.
Improvement: The Power Hammer is fitted with a dischargeable air jet that increases the swing speed of the hammer. As a swift action, the jet can be activated to increase the Hammer’s Critical Threat range to 18-20 for one round. The jet takes 1d3 rounds to recharge.

Razor Claymore
This 5’ square pressure plate may be deployed as a standard action and releases hundreds of razor blades in a 5’ radius when triggered. Those caught in the radius begin to take bleed damage equal to the Engineer’s Intelligence Modifier. A Reflex Save equal to the Engineer’s Craft: Trap modifier at the time of creation negates this damage.
Improvement: The pressure plate is now triggered by anyone stepping within 5’ of the square it is deployed in.









Remote Operated Self
This automaton bears an almost uncanny resemblance to its creator. Through a neuro-mechanical link, the creator can control its actions as easily as if it were their own body, to a range up to 5x his Craft: Tools modifier at the time of creation. The automaton bears no equipment save what the creator gives it, has all the creator’s Saves and ability scores, +2 Strength, -2 Dexterity and can use all skills, class abilities and feats the creator possesses; it also has 125 hit points and a +2 natural armor bonus to AC. The link to the automaton can be severed as a standard action, but should it be destroyed while the link is still active, the creator takes 2d8 Intelligence damage with no save allowed.
Improvement: None

Rending Blade
This short sword features a rotary actuator in the hilt and an electromagnetic conductor in the handle. Once per round, on a successful hit, a second attack roll can be made as a free action, using the Engineer’s Craft: Weapon modifier at the time of creation as the Attack Bonus. If this attack hits, the weapon deals an extra Xd6 damage where X equals the Engineer’s Intelligence modifier at the time of creation, this damage is treated as being part of the original attack.
Improvement: The blade functions for one full round on the first successful hit of a full attack action

Scent Mask
This pressurized spray canister contains a powerful deodorant which neutralizes a creature’s scent for a given time. Each canister may affect a number of creatures up to the Engineer’s Intelligence modifier at the time of creation and reduces the distance a creature can use scent to detect those affected by an amount equal to the Engineer’s Craft: Tools modifier at the time of creation in addition to normal modifiers. This effect lasts a number of rounds equal to the Engineer’s level at the time of creation.
Improvement: The effect lasts for one full day.

Sensor Array
This handheld device senses finite motion and acute noises beyond what the user is capable of, allowing him to be more aware when searching for intruders. When this device is active, the user substitutes the Engineer’s Craft: Tools modifier at the time of creation in place of their Perception modifier. Note that this has no bearing on areas affected by Silence, as the device cannot pick up sounds in that area.
Improvement: The device attaches to the user’s backpack, and a lens fits over one of the user’s eyes. The device now allows the user to detect the heat signature of living creatures within his sight range. Invisible creatures show up as an outline, with no detail, but their form and location is revealed; the miss chance for Darkness-like and Fog-like spells is also negated.

Sheltered Thought
This syringe contains a countless number of biomechanical nanomachines floating in a natural suspending fluid. As a full-round action, this mixture it injected into the user’s temple, where they spread to form a protective layer around the brain cavity. That round, and for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation, the user is immune to mind-affecting effects, fear, confusion and compulsion effects.
Improvement: The Engineer may use his Craft: Alchemy modifier at the time of creation in place of his Will Save Bonus for the duration.




Shockwave Blunderbuss
Appearing to be a normal blunderbuss, the barrel and stock of this device are actually made of rare materials such as adamantine and darkwood. A majority of the barrel’s length conceals a vast array of inertial dampers, minute particle accelerators and electromagnetic amplifiers. No projectile is released from this device, but the shockwave resulting from pulling the trigger deals Xd12 Bludgeoning damage where X equals the Engineer’s Intelligence modifier at the time of creation to a target within 30’. This attack uses the Engineer’s Craft: Weapon modifier in place of the normal attack bonuses.
Improvement: An attack against a target within 15’ uses the target’s Touch AC.

Slippery Skin
This vial of clear lubricant is applied to the user’s armor and clothing as a Full-Round Action. Starting that round, and for a number of rounds equal to half the Engineer’s Intelligence modifier at the time of creation, the user may use the Engineer’s Craft: Alchemy modifier at the time of creation in place of his Escape Artist modifier or his CMD against Grapple Checks.
Improvement: The user can now ignore difficult terrain while moving on the ground, and may squeeze through occupied squares without penalty. The user also adds a bonus to Acrobatics checks made to tumble through a threatened area equal to the Engineer’s Intelligence modifier at the time of creation.

Smoke Bomb
This cylindrical flask contains a simple concoction of opposing chemicals. When thrown, the cylinder releases a 20' radius cloud of choking gas that obscures vision (20% miss chance). Any creature in the cloud must make a Fortitude save with a DC equal to the Engineer’s Craft: Alchemy modifier at the time of creation or succumb to suffocation. (see Suffocation, p.445), the cloud lingers a number of rounds equal to the Engineer's Intelligence modifier at the time of creation, any creature that passes the initial save must save again if they remain affected. An Engineer may make a number of smoke bombs equal to his Intelligence modifier at any given instance.
Improvement: Any creature that leaves the area or makes their saving throw is sickened for a number of rounds equal to the Engineer's Intelligence modifier.

Sparkler Dagger
This Dagger has a flint embossed on the flat of the blade. As the dagger is swung, a steel slider travels up the flint and releases a cloud of sparks into the eyes of the opponent, allowing the user to use the Engineer’s Craft: Weapons modifier at the time of creation to make feint checks.
Improvement: The hilt of the dagger is loaded with a pressurized flammable substance, which, on a successful hit, coats the opponent for 2 rounds before evaporating. Upon failing a reflex save equal to the Engineer’s Craft: Weapons modifier at the time of creation, the opponent is set aflame as the sparks from the dagger ignite the substance (see Catching On Fire).

Spider Bola
This small disk is loaded with a pair of perpendicular bola outfitted with barbed weights. It functions as a normal bola, except that it deals lethal damage. This device allows the user to use the Engineer’s Craft; Weapon modifier at the time of creation instead in place of their CMB. An Engineer may craft a number of Spider Bola equal to his Intelligence modifier at any given instance.
Improvement: The bola deals damage as if it were one size category larger.



Steam Flight Pack
This Device takes up the Shoulders slot and, as a swift action, provides the user with a fly speed equal twice the Engineer’s base land speed at the time of creation. The pack allows the user to use the Engineer’s Craft: Tools modifier at the time of creation in place of his Fly modifier. The effect lasts for a number of rounds equal to the Engineer’s Intelligence modifier at time of creation 3 times per day.
Improvement: The flight is continuous, and the speed increases to thrice the Engineer’s base land speed at the time of creation.

Stun Baton
This Flail is constructed using a hollow head, which is filled with electromagnetic conductors instead of solid steel. As a result, the weapon deals damage as though it were one size category smaller than normal. However, the mace allows the user to user the Engineer’s Craft: Weapon modifier at the time of creation in place of his CMB for Disarm checks with the device.
Improvement: A self-retracting chain is used in place of a fixed one, allowing the user to gain an extra 5’ of reach on attacks made with the device. This does not increase the threatened area for determining attacks of opportunity.

Sword of Light
This elegant, powerful weapon glows with a prismatic field encompassing pure energy, smashing atoms and destroying matter effortlessly. This device bypasses Armor, Shield and Natural Armor bonuses to AC, up to the Engineer’s Craft: Weapon modifier at the time of creation, whichever is less. This device also Ignores DR and deals Xd12, where X is the Engineer’s Intelligence modifier at the time of creation.
Improvement: None

Tazer Launcher
This bulky yet balanced hand crossbow has been fitted with a large spool of wire and a charge pack which is fitted to the belt of the user while the device is in use. Bolts fired from this crossbow bring a length of wire with them and on a successful hit, the charge pack releases a bolt of energy directly into the target. This device deals extra electricity damage equal to Xd10 where X is the Engineer’s Intelligence modifier at the time of creation. A successful Fortitude save with a DC equal to the Engineer’s Craft: Alchemy modifier halves this damage.
Improvement: The extra damage is unaffected by immunity or resistance to electricity.

Temporal Disruptor
This turreted device is powered by particles pulled from between planes, which, while on the prime material plane, briefly prevent the passage of time while they remain within a set distance of each other.
This device may be deployed as a standard action, after which it can be activated by the Engineer as a swift action. A ranged touch attack is made against a creature within 10’ of the device, using the Engineer’s Base Attack Bonus with an effective Dexterity score of 10. On a successful hit, the creature makes a Reflex Save with a DC equal to the Engineer’s Craft: Trap modifier at the time of creation. Should the creature fail this save, they become trapped in a cloud of inter-planar particles for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation. During this time, the creature may make no actions, but may also not be the target of any attack, spell or ability. Area effects which encompass the creature fail to affect him, Spells which target the creature automatically fail, and attacks which target the creature do no damage, but have a 25% chance of breaking the cloud and releasing the creature. This device only works once per combat.
Improvement: As a Full-round action, the Engineer may attempt to send the trapped creature to a random plane, to do so, he must make an Intelligence check against a DC equal to 10 + the creature’s HD. He must be adjacent to the device to attempt this.
Time-Space Stabilizer
This small, seemingly innocuous looking disc contains the ability to normalize a 5’ area of space.
As a standard action, the Engineer may activate and throw this device into an enemy’s square. The Engineer chooses one of three effects before throwing; First, the disc may place any creature in the square under the effects of Dimensional Lock for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation, after which the device becomes inert for 1 day; Second, the device prevents any creature in the square from benefitting from any form of magical or incorporeal concealment for a number of rounds equal to the Engineer’s Intelligence modifier at the time of creation, after which the device becomes inert for 1 day; Third, the device subjects the square and any creature in the square to Mage’s Disjunction, with a caster level equal to the Engineer’s level, after which the device becomes permanently inert. The save DC for this effect is equal to the Engineer’s Craft: Trap modifier at the time of creation.
Improvement: None

Time-Space Transit
This device is a large rectangular booth, with enough space for 6 medium creatures to stand in. It allows the occupants to teleport a number of miles up to the Engineer’s Craft: Tools modifier at the time of creation x 10, a number of times per day equal to the Engineer’s Intelligence modifier at the time of creation.
Improvement: Once per week, to a maximum of 3 the engineer may take the occupants back in time a number of rounds equal to his Craft: Tools modifier at the time of creation. This does not affect occupants within the booth, but all outside return to as they were at that given moment in time.

Whirlybird
This large disc contains a number of large blades and a vertical propulsor which also causes the disc to spin rapidly. Deployed as a Standard Action within 15’, the disc makes a number of attacks equal to the number the Engineer can make as a result of his Base Attack Bonus, at the time of creation, to all creatures within 5’. The Attack Bonus for these attacks is equal to the Engineer’s Craft: Weapon modifier at the time of creation (the -5 penalty for Iterative attacks still applies) and each attack deals Xd8 slashing damage where X is the Engineer’s Intelligence modifier at the time of creation. After this, the device can be used as an improvised ranged weapon dealing 1d6 damage until the user takes a full minute to reset the propulsor charge and the blades.
Improvement: The Whirlybird remains in the air for an additional round, any creature that moves into its range or has remained in its range from the previous round suffers another full round of attacks.

Kurtmuran
2013-02-20, 12:27 AM
i really likeit i was searching for something like that

Zjordan85
2013-02-20, 06:03 AM
If you use it, PM me on how it works out

Zjordan85
2013-02-20, 09:15 AM
Grafts [(Price for normal graft for other PC's) / (Price for improved graft for other PC's) *.7 = (Price for graft for engineer himself)
Feet:
Cushion soles:
(500gp / 3000gp for other PC's)
(350gp / 2100gp for Engineer)
These grafts allow any creature taking fall damage to reduce the distance fallen by 10’ and always land on their feet.
Improvement: When the grafted creature lands, he may make an acrobatics check to tumble away as an immediate action. He adds a +5 bonus to this check.

Legs:
Spring Braces:
(5000gp / 5500 (+1), 7250 (+2), 9000(+3), 11000 (+4), 13000(+5) for other PC's)
(3500gp / 4200(+1), 5075(+2), 6300(+3), 7700(+4), 9100(+5) for Engineer)
These grafts grant the creature a +5 bonus to his base land speed.
Improvement: The grafts also confer an insight bonus to reflex saves equal to the Engineer’s Int modifier at the time of attachment or less if he chooses, to a maximum of +5.

Waist:
Spinal Reinforcement:
((6000 / 7000 (+1), 10000 (+2), 15000(+3), 25000 (+4), 31000(+5) for other PC's)
(4200 / 4900(+1), 7000(+2), 10500(+3), 17500(+4), 21700(+5)for Engineer)

This series of steel reinforcements allows the grafted creature to bear larger loads without damaging his skeletal structure. The graft allows the creature to wield weapons as if it were one size category larger.
Improvement: The graft also confers a bonus to strength equal to the Engineer’s Int modifier at the time of attachment or less if he chooses, to a maximum of +5.

Torso:
Adamantine Bust:
(10000/15000 for other PC's)
(7000 / 10500 for Engineer)
This graft functions as an adamantine Breastplate, granting DR2/-. Armor may not be worn over this graft, and any creature receiving it need not have proficiency with the armor to gain its benefits.
Improvement: The DR increases to DR X /-, where X equals the Engineer’s Int modifier at the time of attachment or upgrade, and the armor check penalty reduces by 1

Shoulders:
Crossbow mount:
(10000 / 20000 for other PC's)
(7000 / 14000 for Engineer)
This graft attaches a turreted crossbow to one of a creature’s shoulders, once per round, as a free action, the creature may fire the crossbow at a target he currently threatens without provoking an attack of opportunity. The crossbow reloads itself each round, but after 50 shots, the canister containing the bolts must be replaced.
Improvement: A second mount is attached to the other shoulder, allowing for two shots as a free action.

Arms:
Arm Stabilizer:
(5000gp / 6000 (+1), 9000 (+2), 14000(+3), 21000 (+4), 30000(+5) for other PC's)
(3500gp / 4200(+1), 6300(+2), 9800(+3), 14700(+4), 21000(+5) for Engineer)
This series of braces and counterweights balances and stabilizes the creature’s arms, allowing for more controlled, accurate motions. Three times per day, the creature may add a bonus equal to his dex mod (or 1, if his dex mod is 0) to an attack roll with a melee weapon, this bonus stacks if the creature uses the Weapon Finesse feat or a class or racial ability which allows him to add his dex modifier to his attack.
Improvement: The graft confers a bonus to melee and ranged attack rolls equal to the Engineer’s Int modifier at the time of attachment, or less if he so chooses, to a maximum of +5.

Head:
Radar Antennae:
(10000gp / 10500 (+1), 11000 (+2), 11500(+3), 12000 (+4), 12500(+5) for other PC's)
(7000gp / 7350(+1), 7700(+2), 8050(+3), 8400(+4), 8750(+5) for Engineer)This small motion sensor reacts to minute motions in the air, alerting the creature when he may normally be caught unawares. This graft confers the Uncanny Dodge ability to the creature, if the creature already has this ability; the graft grants Improved Uncanny Dodge instead.
Improvement: The graft confers a bonus to Initiative equal to the Engineer’s Int modifier at the time of attachment, or less if he so chooses, to a maximum of +5.

Zjordan85
2013-02-20, 11:56 AM
Man, Made Machine Body Construction Tables

An Engineer gets 20xInt mod points to spend on constructing his Timeless Body, the tables below detail the costs for the various attributes.

A Timeless Body gains 2 Slam attacks as Natural Attacks, their damage die is based according to size, per the table below.

{table=head]Size|Point Cost|Slam Damage|Bonus HP

Medium|0|2d8|20|

Large|5|3d8|30|

Huge|10|4d8|40|

Gargantuan|20|6d8|60|

Colossal|50|8d8|80|

[/table]

{table=head]Natural Armor Bonus|Point Cost

1-10|1pt per|

11-20|2pts per|

21-30|3 pts per|

[/table]
*The Natural Armor bonus of a timeless body overrides that of a normal construct of its chosen size. The Natural Armor bonus must be purchased this way and the timeless body does not gain bonuses to its Natural Armor by choosing a Larger size. though the size penalty to AC still applies.

{table=head]Damage Reduction|Point Cost

5/adamantine|5|

5/Epic OR 10/Adamantine|10|

15/Adamantine|15|

10/Epic|20|

15/Epic|30|

[/table]

{table=head]Movement Speed|Point Cost

Base 30|0|

Base 40|5|

Fly at 2x Base|20|

Climb at 1/2 Base|10|

Burrow at 1/2 Base|5|

Swim at Base|5|

[/table]

{table=head]Fast Healing|Point Cost

Fast Healing 5|5|

Fast Healing 10|10|

Fast Healing 15|15|

Fast Healing 20|20|

[/table]

{table=head]Attributes|Point Cost

19|22|

20|27|

21|33|

22|39|

23|46|

24|53|

25|61|

[/table]
*The Timeless Body retains the Engineer's Intelligence and Wisdom scores, and has a Charisma score of 10. The Strength and Dexterity scores of a timeless body override those of a normal construct of the chosen body size. They must be purchased this way and the timeless body does not gain bonuses to these attributes by choosing a larger size, though the size penalty to Dexterity still applies.

SamBurke
2013-02-20, 02:59 PM
First things first: You need a table. A class isn't a class until you have a good old fashioned table. Here's a sample one that may help:

{table=head]Level | BAB | Reflex | Fort | Will | Class Abilities
[/table]

Go to CipherTheEvil's Table Presets thread, (http://www.giantitp.com/forums/showthread.php?t=205677) and it will help quite a bit.

In addition, when you're presenting an ability, it ought to have the name easier to see. The accepted method is to bold it, like so:

Reverse Engineer: This Feature benefits the Combat Engineer in two ways. First, she adds half her Engineer level as a Bonus to Disable Device Checks. Second, she gains a +1 Competence Bonus for every 4 Engineer levels to Attack and Damage Rolls against Constructs. At 11th Level, The Combat Engineer may take 10 on any disable Device Check, regardless of if she is rushed or threatened.

Now, the BB Code is hidden in this post. Hit the "quote" button next to reply in order to see the exact way it's written, if you like.

Basically, legibility is KING. How pretty your class is, how much fluff is present will dictate whether or not people will take more than a cursory glance. That's why it's important to have good grammar et all. Now, in a moment, I'm going to post some actual critique. This is just the easy stuff.

However, in order to get more critique from more people, and to make it easier on those reading, please try to include some fluff. Look at other base classes, and see what they do. Explain the reason why someone would become a Combat Engineer, what they do, how they relate to other classes, ETC. Look at how much fluff is present on the official write up of a Pathfinder Base Class, (http://www.d20pfsrd.com/classes/core-classes/paladin) for example, before they launch into mechanics. I recommend taking that and going farther: Role, Abilities, Alignment, and Other Classes are four things that most people like to see for a class in 3.5/PF.

COMING UP:
Actually helpful critique!

SamBurke
2013-02-20, 03:31 PM
Also, I found the Table you'll need:

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+2|

2nd|+1|+0|+3|+3|

3rd|+2|+1|+3|+3|

4th|+3|+1|+4|+4|

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

6th|+4|+2|+5|+5|

7th|+5|+2|+5|+5|

8th|+6/+1|+2|+6|+6|

9th|+6/+1|+3|+6|+6|

10th|+7/+2|+3|+7|+7|

11th|+8/+3|+3|+7|+7|

12th|+9/+4|+4|+8|+8|

13th|+9/+4|+4|+8|+8|

14th|+10/+5|+4|+9|+9|

15th|+11/+6/+1|+5|+9|+9|

16th|+12/+7/+2|+5|+10|+10|

17th|+12/+7/+2|+5|+10|+10|

18th|+13/+8/+3|+6|+11|+11|

19th|+14/+9/+4|+6|+11|+11|

20th|+15/+10/+5|+6|+12|+12|
[/table]


General Thoughts:
It appears that Devices are being used in roughly the same way as spells, only with different casting, etc. But functionally, the contribute to the character in the same way.

I do see that Level Seven Devices are not present. As to what a high level character should be able to do, it's a good idea to compare to spell lists, if your goal is T2 or T3. It's really hard to be T4 if you're taking ability's levels from that. And T2 is still very solid.

Also, this class seems to be based almost entirely on its Wealth-By-Level... which may be a bad thing. THey have to pay money to utilize class features, which isn't much fun. Perhaps they could get some additional crafting pool that allows them to make/do more, refreshing every day (level), so they don't have to spend AS much money on their progression.

Abilities:

Devices. I'm wondering... Can you make infinite amounts of these? It appears that you can. Which, honestly, is kind of cool. Though it may be balance-breaking if an entire party is using too many good things. How long does it take to make a device? On the other hand, you do prevent combat devices being used by other characters fairly well, and the loss of a feat is a pretty good tradeoff, I'd say. So that seems OK.

Reverse Engineer. Solid, not too interesting, but kinda necessary.

Bonus Feat. I'm not so big of a fan of Feats being class features, but it's common enough in PF, I suppose. Not unbalanced, but nothing on the list is too stand-out-awesome.

Craft Construct. Ooooooh. Very interesting... perhaps some of your devices could be built around this class feature? Adding parts to your little minion.

SLAs. These are useful if not exciting.

Grafts. Creeeeeeeeeepy. BUT FUN. I'd take any of the ones you've got set up on one character or another, but will you add more? One of the best things about Pathfinder is the super-abundance of options,a nd that's something I'd LOVE to see with this class.

Capstone, Man Made->Machine. It's hard not to read it as manmade, but I definitely like what you did. It's a solid, worthwhile capstone that would help any character. But why do you have to lose grafts? That's like some of your WBL being ripped from your hands (body) and thrown away. Perhaps they'd even get the ability to add a second one, considering their status as cyborg would make them easier to acclamate to.

Overall. One thing you may want to do is add in a little bit of fluff before each ability. So, it'd be something like this:

Reverse Engineer: With their heads buried deep in machinery, it's only natural that a combat engineer would take any chance they could get to apply the knowledge. Disarming traps, locks, or any other device just gets easier and easier. [Then the actual ability goes here.]

This makes it fun to read the class, and ties it better to the idea of a character concept. It also gives the class a neat, professional, Giantitp.com style finish.

Devices:

Ballistic Mace. Only 10' range is rather limiting... also, perhaps it could be used as some sort of penalized whip or flail until it's hauled in?

Auto-Potion. I'd buy one instantly for a character, and I think that's a good sign. Even just for the cool factor, it sounds EPIC.

BioBlaster. This is a great idea, and I wonder if there could be some feats (maybe a prestige class?) that allows a character to take just this and level it up. Give it Cloudkill, Noxious Gas, Obscuring Mist, etc, etc, etc. Or maybe just some more high-level devices.

Power Hammer. Rerolling a damage roll is sort of... meh. Perhaps in addition, 1/Encounter you can maximize one dice of damage?

Air Anchor. Profession: Trapmaking is not the thing people are going to invest heavily in, making this DC rather easy. Perhaps it could be equal to 10+Intelligence+1/2 Engineer levels?

Steam Flight Pack. Remember that characters are getting this at level 13, and Overland Flight kicked in at level 11. So you may want to give better maneuverability, longer flight time or something similar.

Chainsaw. Alright, we're done here. The class perfect. Time to pack up the ole PEACHerwagon and move on to something less flipping AWESOME. Damage is quite low for this level, though it will be given at least some bonus by being used as a weapon.

Stablizer, Recuscitator. This is where the true potential of the class lies: in providing a cool, deployable way to do cool stuff. I'd continue to use the "acts X spell" bit and try to get as many ideas based on that as possible. These are both MUST HAVEs.

OVERALL:
I can't wait to see more of these devices! My question is, though: how many of them does the character know? Is there any way to choose? How often do they learn a new device? How long does it take to build?

Tier/Balance Thoughts:
Despite having a bunch of cool ideas, I get the feeling that this class is only T4. Maybe high, but it's a little underwhelming to me. I'd add more options, and make sure the power level is enough to keep them powerful compared to high level characters, who deal damage in the 50s and hundreds.

Fluff:

devlingreye
2013-02-21, 09:10 AM
I really like this class, i had a player that was a crazy alchemist that grafted machines to himself. This would have worked out better. I do have a couple suggestions.
A short sword that springs from an arm guard.
Shifting plates of armor that helps deflect blows
Boots that let you spring forward for boosts of speed
A rope dart that shots forward and possible grapple by impaling

Paperback
2013-02-22, 07:05 PM
Ooh. Its another machine class. I love these. Wish I had found it earlier before I started my campaign; some of my players might have liked to use this.

Devices: First off, you are one of the first people to actually do devices in a good way. Most of the other classes I see running about try and treat devices like spells, and that really just doesn't work. There are a few things that I would like to point and ask about, though. Blurb located in the spoiler below.

1. You need to include a Starting Gold amount for the class; with devices costing money it is entirely possible for a 1st level character to spend it all on a light mace or a spider bola.

2. The cost increase for devices at level 10 doesn't make much sense. Suddenly a Climber's Glove jumps from 400 to 4000 for no discernible reason. It's understandable that you are trying to limit the class's options so that they can't have powerful devices AND a whole lot of magic items, but that can really hurt them in the later levels when the rest of the party has +6 or higher weapons and armor, plus top-tier magic items. (Meanwhile, the Combat Engineer got his hammer to +3, and just bought his Headband of Int +6.) I know that in the later levels characters' are supposed to have exponentially increasing gold (240,000 by level 15); but really, I have never played a campaign where we have gotten that exorbitant amount of loot.

This of course is just my opinion, and you are free to take it into account or ignore it. I don't know how much loot other DM's give their players and I am certainly not discrediting this class in any way.

3. The building time for Devices gets a wee bit high at the higher levels. At the earlier levels it seems alright, but when a 16th level Combat Engineer wants to take a break and build his level 6 Devices he has to take a whole three weeks to do it. Usually by 16th level in campaigns (at least the ones I partake in) we're desperately rushing towards the final climactic battle, and don't have time to take a vacation; The evil Lich trying to resurrect Vecna certainly isn't going to wait for us to come and stop him.

I would propose changing the build time for Devices from 1 day per 100 GP cost to 1 hour instead. I know that might seem a little bit too fast for some of them realistically (and might run the risk of the Combat Engineer making multiple Devices for the entire party), but it makes the feat "Idle Hands Are The Devil’s Playthings" a bit more attractive at higher levels (although making it unnecessary at the lower levels, I know).

Whew. Now for the rest of the class.

Reverse Engineer seems fine as is. The bonus to attack and damage would be especially useful in my campaign where I keep throwing robots against my players. (It's a post-apocalyptic setting I made up)

Craft Construct certainly looks cool; balance wise I'm not going to go near it with a ten-foot pole because it has the capability to become extremely OP at later levels. (And I mean much, much later levels, so it's fine and balanced if you're only playing until level 16 or so.) My argument is that; suddenly the Combat Engineer hits level 18 and can basically craft any construct he needs to beat a lot of final bosses. For example, the Juggernaut (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/juggernaut) who can just roll on top of most enemies and just sit there and crush them to death; or the Clockwork Goliath (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/clockwork/clockwork-goliath).

Spell-Like Abilities are fine, nothing needs to be changed here.

Mechanical Graft: Now here's the part that originally drew me in. The idea of grafting is the entire purpose of my homebrew prestige class, and I'm glad other people have picked up on it. (you can find that prestige class in my signature if you want to look at it). Your Grafts look fine and I don't feel the need to nitpick at it; although the way you have the costs set up is just a wee bit confusing.

Man, Made Machine: Interesting capstone. While I find it a tad bizarre, it seems fine, although personally I would tweak it just a bit.

So the physical abilities of the construct start at 18, and then have to be increased through point buy? If I may make a suggestion, you should decrease the point buy cost for attributes, and instead increase the cost of making your construct larger. My reasoning behind this is that each size increase tacks on +8 Str and -2 Dex (The dex penalty only occurs twice). One could skip the point buy for attributes completely and still end up with a Colossal body that has 50 Str, a truly terrifying thought. Especially when one realizes that they still have a hundred or so points left for Natural armor, Damage reduction, Fast Healing, and the like.
...
...
...
All in all it's a rather nice class, and I could see it being played within a game. Good work.

Zjordan85
2013-02-24, 09:51 PM
Alchemical Commando

An Alchemist and an Engineer are of one mindset; to delve deeper into the mysteries of their science, and discover the answers within. Sometimes, those sciences overlap, creating a new path of cooperative study and discovery.

Requirements:Bomb 3d6, Devices 2, Craft: Alchemy 10 Ranks
Hit Dice:D8
Class Skills:Appraise, Craft, Disable Device, Knowledge(Engineering), Knowledge(Arcana), Perception, Profession, Survival, Use Magic Device
Skill Points:4 + Int modifier

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2|Bomb 4d6, Synergistic Studies

2nd|+2|+3|+0|+3|Mechanical Delivery

3rd|+3|+3|+1|+3|Devices 3, bomb 5d6

4th|+4|+4|+1|+4|Discovery

5th|+5|+4|+1|+4|Bomb 6d6

6th|+6/+1|+4|+2|+5|Devices 4, Mass Bomb Production

7th|+7/+2|+5|+2|+5|Improved Devices, Bomb 7d6

8th|+8/+3|+6|+2|+6|Discovery

9th|+9/+4|+6|+3|+6|Devices 5, Bomb 8d6

10th|+10/+5|+7|+3|+7|Alchemical Golem Mastery

[/Table]

Synergistic Studies: A character's levels in Alchemical Commando stack with his Alchemist and Combat Engineer levels to determine which Discoveries he is able to choose and the level of Construct he can build and control.

Mechanical Delivery: An Alchemical Commando can use the Auto-Potion to deliver any Extract or Mutagen he can create. He can also use the Bio-Blaster to deliver his Bombs. When used this way, the range of the cone remains unchanged, but the damage and special qualities are that of the Bomb. Each Bomb allows for only one shot from the Bio-Blaster.

Mass Bomb Production: An Alchemical Commando can now produce a number of Bombs per day equal to his HD + Int modifier.

Alchemical Golem Mastery: At 10th Level, the Alchemical Commando designs a special custom Alchemical Golem. This Golem follows the profile for a standard Alchemical Golem, with the following changes: the golem gains 6 HD, along with the associated hit points; the golem may imbibe any Mutagen, Potion, or Extract created by the Alchemical Commando through a built-in Auto-Potion; the golem gains the Construct Armor enhancement, allowing it to be worn as armor so long as the Alchemical Commando is of the appropriate size category (Large).
Should this Golem be brought below 0 HP, it can be returned to functioning order if it can be brought to half its maximum HP within 1 hour.

Zjordan85
2013-02-24, 10:01 PM
Combat Engineer Archetypes

Master of the Forge
Masters of the forge devote themselves to martial training and the creation of devices that are used in hand to hand combat.

Bonus Feats:Masters of the Forge use Combat Feats for their bonus Feats; a Master of the Forge treats 1/2 his Engineer level as his Fighter level for purposes of meeting prerequisites.

Weapon Training:A Master of the Forge gains Weapon Training for Devices at 4th Level, the bonus increases by +1 every 4 Engineer levels. This ability replaces Reverse Engineer.

Spell-Like Abilities:At 3rd level, a Master of the Forge gains Haste as a spell-like ability 3 times per day in place of Make Whole. At 7th level, a Master of the Forge gains Bull's Strength as a spell-like ability 3 times per day in place of Minor Creation, at 10th level, a Master of the Forge gains Cure Serious Wounds as a spell-like ability 3 times per day in place of Major Creation. At 13th level, a Master of the Forge gains no spell-like ability.


Graft Adept
Graft Adepts are usually afflicted with a rather extreme case of Body Identity Disorder (NOTE: this is not intended to offend any one who may be afflicted with this disorder) which causes them to view their flesh as a weakness from an early age. This causes them to go to extreme lengths to rid themselves of the apparent flaw.

Mechanical Graft:A Graft Adept gains Mechanical Graft in place of Craft Construct at Level 5. At 8th level, and every 3 levels thereafter, he may choose a new graft to install on his body. A graft adept may have a number of grafts equal to his Constitution modifier without penalty. Any graft taken above this amount has a 50% chance of failure. Any graft which fails this way leaves the affected area unusable for future grafts.

Improved Graft:A Graft Adept gains Improved Graft at 14th level and Improved Devices at 17th level.

Siege Specialist
Siege warfare is a dirty business, both in its sole purpose, and in the amount of oil it takes to properly grease the massive engines of war required. So in depth is this maintainance and speciality that a siege engineer has little time to devote to other aspects of his trade.

Siege Speciality: A Siege Specialist gains proficiency with a single siege weapon of his choice at 1st level.

Bonus Feats:A Siege Specialist adds the following feats to his Bonus Feats list: Siege Commander, Siege Gunner, Master Siege Engineer

One Man Siege:At 5th level Siege Specialist may design any siege engine he builds to be aimed, loaded and fired by one man. Unfortunately, only the Siege Specialist may use such a designed siege engine.
At 10th level, the siege engine's reload time reduces by 1.
At 20th level, the Siege Specialist may reload any engine built this way in one move action.
This ability replaces Craft Construct and Man, Made Machine.

Zjordan85
2013-02-25, 01:48 PM
Posted Prestige Class, Archetypes, New Devices, Revised Costs For Some Grafts. I Think I'm Done Working On This For The Time Being.

SamBurke
2013-02-25, 04:50 PM
*slow clap of awe*

You are one of the first people to make a PF Class and actually include the Archetypes.

Congratulations on win, sir.

Zjordan85
2013-02-28, 02:14 PM
Sydney 'Syd' Snakearm
Human Combat Engineer 10
LE Medium Humanoid

Defense
AC: 19; Touch: 14; Flat-Footed: 15 (+5 Armor, +4 Dex)
HP: 65
Fort: +10; Ref: +16; Will: +10
CMD:+15

Offense
Spd: 30ft (40ft)
Melee:Rending Blade +13/+8 (1d6+6[+1d6+1] 19-20x2)
Ranged:Autocrossbow +13/+13/+8 (1d10+6, 18-20x2)
CMB:+12

Statistics
Str: 10, Dex: 20, Con: 16, Int: 22, Wis: 8, Cha: 12
BAB: +7/+2
Skills:Acrobatics +15, Craft: Weapon +19, Craft: Trap +25, Disable Device +18, Knowledge: Engineering +19, Perception +12, Use Magic Device +14
Class Features: Devices 4, Reverse Engineer, Craft Construct, Make Whole, Minor Creation, Major Creation at will, Mechanical Graft
Feats: Weapon Finesse, Agile Maneuvers, Defensive Combat Training, Quick Draw, Exotic Weapon Proficiency: Cannon, Skill Focus: (Craft: Trap), Point Blank Shot, Precise Shot, Leadership
Languages: Common, Goblin, Sylvan, Draconic, Giant, Dwarven
Combat Gear: +1 Light Fortification Chain Shirt, +1 Agile Rending Blade, +1 Keen Autocrossbow, Cloak of Resistance +4, Belt of Physical Might +2, Headband of Vast Intelligence +2, Flash Device
Other Gear: Auto-Potion w/Potion of Haste, Ring of Feather Falling, Boots of Striding and Springing

Zjordan85
2013-02-28, 05:56 PM
Cohort - Mr. Smee
Human Siege Specialist 8
LE Medium Humanoid

Defense
AC: 14; Touch: 14; Flat-Footed: 10 ( +4 Dex)
HP: 45
Fort: +10; Ref: +16; Will: +10
CMD:+15

Offense
Spd: 30ft (40ft)
Melee:Ballistic Light Mace +7/+2 (1d6+1)
Ranged:Cannon +10 (6d6)
CMB:+12

Statistics
Str: 12, Dex: 18, Con: 13, Int: 15, Wis: 8, Cha: 10
BAB: +6/+1
Skills: Craft: Siege Engine +16, Craft: Sculpture +16, Profession: Siege Engineer +9, Use Magic Device +11, Knowledge: Engineering +13, Acrobatics +15, Disable Device +15
Class Features: Devices 4, Reverse Engineer, One Man Siege, Make Whole, Minor Creation, Major Creation at will, Mechanical Graft
Feats: Skill Focus (Craft: Siege Engine), Skill Focus: (Craft: Sculpture), Siege Engineer, Siege Gunner, Master Siege Engineer, Siege Commander,
Languages: Common, Goblin, Sylvan, Draconic, Giant, Dwarven
Combat Gear: One Man Siege Cannon (Prow Cannon), +1 Ballistic Light Mace
Other Gear:

Zjordan85
2013-02-28, 06:24 PM
Construct: Large Animated Object (Statue) 'Figurehead'
N Large Construct

Defense
AC: 16 ; Touch:8 ; Flat-Footed:17 (+8 Natural Armor, -1 dex, -1 size)
HP: 50, Hardness 8
Fort: +1; Ref: -1; Will: -4
CMD:+13

Offense
Spd: 40ft
Melee: 2 Slams +13(4d10+11)
CMB:+15

Statistics
Str: 22, Dex: 8, Con: -, Int: -, Wis: 1, Cha: 1
BAB: +3
Other Gear:

Construction Points:Stone - 1CP, Additional Slam - 1CP, Faster - 1CP

Construct: Colossal Animated Object (Ship) 'Highwind'
N Colossal Construct

Defense
AC: 11 ; Touch:0 ; Flat-Footed:13 (+ 11 Natural Armor, -2 dex, -8 size)
HP: 160, Hardness 10
Fort: +1; Ref: -1; Will: -4
CMD:+23

Offense
Spd: Fly 60ft
Melee: Slam +19 (10d10+19)
Ranged: 6 Starboard Cannons -7[Or Gunner's Attack Bonus] (6d6 20x4)
CMB:+29

Statistics
Str: 46, Dex: 6, Con: -, Int: -, Wis: 1, Cha: 1
BAB: +3
Other Gear: Integral Eternal Wand of 'Gust of Wind'

Construction Points:Fly at base[Clumsy] - 1CP; 3x Faster Fly - 3CP; Metal - 2CP

Zjordan85
2013-06-12, 06:19 AM
(Sorry if updating my own 4 month old thread counts as Thread Necro, but here it goes anyway)

After playtesting, and a few go overs with the logic and editing brushes, I'm pretty sure I've finalized the class within the limit of my talent.

Updates include:

Clarification on Reverse Engineer's Breakdown option and Craft Construct's Allotment line.

A limit per day on Spell-like Abilities

One new Graft as well as rewriting some existing Grafts to a single format

New Devices, clearer definitions of the purpose of each category, using a set format for Device Abilities.
Craft: Weapons now covers Combat Maneuvers and Extra Physical Damage
Craft: Alchemy now covers self buffs and Elemental Damage
Craft: Trap now covers inflicting Status Effects and Debuffs
Craft: Tools now covers Defensive and Skill check based devices.

SamBurke
2013-06-12, 05:59 PM
(It's not Necro if you're adding content, if I remember correctly.)

I definitely like the fact that there are a lot of choices... as I count it, there are 48 devices gained, which is a pretty solid number indeed. Lots of potential, in combat and out.

The next thing I'd do is playtest it a bit, maybe get a forum thread up for Homebrew Playtesting and all.

Zjordan85
2013-06-13, 05:56 AM
I currently have this as a cohort in a Rise of the Runelords playthrough, which has shown me that NPC wealth and limited creation options hurts it a bit, but that basing things off the Craft modifier keeps DC's fairly competitive even a couple levels behind.

I'm planning on using it as my main in our next AP, Skull and Shackles, where I feel a LOT of devices could find a use. I'm also sure having access to more traits, feats and whatnot as a PC as well as PC wealth will make optimizing and focusing much much easier.

Zjordan85
2013-07-02, 02:53 PM
Devices 1 Bill of Material


Spider Bola:
Length of Chain (30gp)
Starknife (24gp)
Bola x5 (25gp)
Iron worth (20gp)
Magnet x2 (1gp)

Launcher Blade:
Kukri x2 (16gp)
Pulley x2 (4gp)
Length of Chain (30gp)
Iron worth (50gp)

Slippery Skin:
Alchemist’s Crafting Kit (25gp)
Glass Bottle x5 (10gp)
Magnet x50 (25gp)
Oil worth (30gp)
Iron worth (10gp)

Bio-Blaster:
Acid Flask x4 (40gp)
Glass Bottle x5 (10gp)
Alchemist’s Crafting Kit (25gp)
Air Bladder x10 (1gp)
Iron worth (20gp)
Copper worth 4gp)

Razor Claymore:
Medium Chest (5gp)
Iron Spike x100 (5gp)
Burst Jar (35gp)
Alchemist Fire (20gp)
Iron worth (35gp)

Flashbang:
Burst Jar (35gp)
Flash Powder (50gp)
Keros Oil x3 (15gp)

Auto-Potion:
Potion of Cure Light Wounds (50gp)
Wrist Sheath x2 (2gp)
Vial x3 (3gp)
Surgeon’s Tools (20gp)
Copper worth (25gp)

Climber’s Glove:
Locked Gauntlet (8gp)
Climber’s Kit (80gp)
Magnet x4 (2gp)
Iron worth (10gp)

Zjordan85
2013-07-02, 02:54 PM
Devices 2 Bill of Material


Sparkler Dagger:
Masterwork Dagger (302gp)
Flint & Steel x2 (2gp)
Flash Powder (50gp)
Magnets x2 (1gp)
Alchemical Glue (20gp)
Alchemical Glue Accelerant (25gp)

Rending Blade:
Masterwork Short Sword (310gp)
Length of Chain (30gp)
Magnets x10 (5gp)
Copper worth (30gp)
Iron worth (25gp)

Ceramic Coating:
Alchemical Cement x2 (10gp)
Alchemical Glue x5 (100gp)
Alchemical Glue Accelerant x4 (100gp)
Impact Foam x4 (100gp)
Alchemist Crafting Kit x2 (50gp)
Glass Bottle x20 (40gp)

Alchemist’s Flame Thrower:
Alchemist’s Fire x10 (200gp)
Air Bladder x10 (1gp)
Glass Bottle x5 (10gp)
Scroll of Burning Hands x4 (100gp)
Copper worth (39gp)
Iron worth (50gp)

Smoke Bomb:
Oil worth (10gp)
Keros Oil x10 (50gp)
Glass Bottle x20 (40gp)
Smoke Stick x10 (200gp)
Flash Powder x2 (100gp)

Chaff Grenade:
Burst Jar x5 (175gp)
Magnet x20 (10gp)
Flash Powder x2 (100gp)
Iron worth (50gp)
Copper worth (65gp)

Breathing Mask:
Buoyant Balloon (10gp)
Waterproof Bag x10 (5gp)
Glass Bottle x2 (4gp)
Magnet x2 (1gp)
Scroll of Air Bubble x2 (50gp)
Iron worth (30gp)
Copper worth (100gp)
Charcoal worth (50gp)
Mithral worth (50gp)
Thurible (50gp)
Masterwork Snorkel x10 (50gp)

Sensor array:
Magnifying Glass x 1 (100gp)
Wire worth (50gp)
Mithral tuning forks worth (100gp)
Copper worth (50gp)
Magnets x10 (5gp)
Iron worth (45gp)
Scroll of Alarm x2 (50gp)

Zjordan85
2013-07-02, 02:55 PM
Devices 3 Bill of Material


Power Hammer:
Masterwork Earth Breaker x2 (680gp)
45 gp worth of iron
Burst jar x5 (175gp)

Whirlybird:
Masterwork Longsword x 2 (630gp)
Buoyant balloon x2 (20gp)
Buckler x2 (20gp)
Pulley x5 (10gp)
120gp worth of iron
5 lengths of chain (150gp)

Pain delay:
Chirurgeon's kit x2 (800gp)
Alchemist's kit x1 (40gp)
Symptom kit x2 (50gp)
Bottle x5 (10gp)

Ice Cube System:
Liquid ice x10 (400gp)
Buoyant balloon (10gp)
40 gp worth of cold iron
50gp worth of iron
1 scroll of Chill Metal (150gp)
Weapon Blanche - adamantine (100gp)
Frost ward gel x1 (150gp)

Hostile Hallucinogen:
Symptom kit x2 (50gp)
Scroll of confusion (700gp)
Alchemist's kit (25gp)
Smelling salts (25gp)
Flash powder (50gp)
Alchemical glue accelerant x2 (50gp)

Air anchor:
Masterwork heavy crossbow (350 gp)
Net x2 (40gp)
Length of chain x5 (150gp)
50 gp of magnets
10 grappling hooks (10gp)
100gp worth of Mithral
100gp worth of iron
100 gp worth of rope


Scent mask:
Alchemists kit x2 (50gp)
Symptom kit x2 (50gp)
Sneezing powder x5 (300gp)
Itching powder x5 (300gp)
Embalming fluid x4 (200gp)

Steam Flight Pack:
Scroll of Create Water x 8 (100gp)
Black fire clay x5 (100gp)
Buoyant balloon x10 (100gp)
Scroll of Fly (375gp)
Scroll of burning hands (25gp)
200gp worth of iron.

Zjordan85
2013-08-01, 06:34 PM
Playtest Update:
My DM has ruled that Cooperative Crafting benefits Devices the same as it does Magic Item Creation; effectively cutting build times in half.

Early stage Device build times aren't overly restrictive; Alchemy and Trap devices as currently written are ineffectual due in large part to low save DC's. Weapons and Tools are useful almost entirely out of the box.

Auto-Potions are life savers, enough said.