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View Full Version : Pathfinder (WIP)"The secret of steel has always carried with it a mystery..."-Engineer [PEACH]



TandemChelipeds
2014-10-12, 04:21 PM
A few notes: As you can see, I'm still far from finished; in fact, I'm still at the stage where I'm throwing things at the wall and seeing what sticks. I just wanted to get this down in a visually-appealing format, and Pastebin wasn't doing it for me. My goal here is to create a Tier-3 skillmonkey class, and furthermore, to make it as setting-independent as possible. I've seen a few people tackle the concept of the engineer before, but I've always been dissatisfied because they always seem to assume a roughly Victorian tech level and a high-magic setting. Also, they always involve robot-summoning and pulp-science gadgets. I wanted that approach to be an option, but to make the class flexible enough to cover archetypes like Daedelus and saboteurs; instead of writing a class that comes with technology out-of-the-box, I plan to create one that interacts with the technology of the world it lives in. I'll probably be writing up a couple of archetypes, at least one of which will be designed to work without magic, but I want to make sure the base engineer has all the tools it needs to function in a typical D&D setting. Criticism and suggestions are welcome. I'll also likely be making four more posts beneath this one: One for vehicle-crafting rules(I don't see any on the Pathfinder SRD), one for Tweaks(the engineer version of Discoveries or Rogue Talents), one for equipment and weapon qualities fit for various tech levels, and one for archetypes. If I decide to write up feats, I'll throw them in with the weapon qualities.


The Engineer [PEACH]

http://img4.wikia.nocookie.net/__cb20130327224055/berserk/images/d/d4/Rickert_Pre-Eclipse_Manga.jpg
Rickert, engineer for the Band of the Hawk, prepares to test his double crossbow on the enemy.


Role: Improving allies' equipment, disarming traps, and sabotaging the enemy, the engineer is a versatile tradesman with potent crafting abilities. However, engineers are rarely content to relegate themselves to the sidelines in fights, applying their practical knowledge in surprisingly tactical ways. Resourceful to the last, engineers excel at finding new uses for old parts.

Alignment: Any, though being down-to-earth sorts, engineers tend toward neutrality.

Hit Die: d8

Starting Wealth:

Class Skills
The engineer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Skill Ranks per Level: 8+Int modifier

Table: Engineer


Level
BAB
Fort
Reflex
Will
Class Abilities
Scrap/Kludge
Cores


1
0
0
2
0
War Engineer, Dismantling Strike, Scrap Pool, Trapfinding
1
-


2
1
0
3
0
Work Ethic +1, Leverage, Tweak
1
-


3
2
1
3
1
Breaking Point, Trap Sense +1, Kludges
1
-


4
3
1
4
1
Work Ethic +2, Careful Disarm, Tweak
2
-


5
3
1
4
1
Cutting the Knot, Versatility 1
2
-


6
4
2
5
2
Work Ethic +3, Magecraft, Trap Sense +2, Tweak
2
1


7
5
2
5
2
Improved Leverage, Kludges
2
1


8
+6/+1
2
6
2
Work Ethic +4, Tweak
3
1


9
+6/+1
3
6
3
Versatility 2
3
2


10
+7/+2
3
7
3
Work Ethic +5, Superior Magecraft 1, Tweak
3
2


11
+8/+3
3
7
3
Kludges
3
2


12
+9/+4
4
8
4
Work Ethic +6, Tweak
4
3


13
+10/+5
4
8
4
Versatility 3
4
3


14
+11/+6/+1
4
9
4
Work Ethic +7, Superior Magecraft 2, Tweak
4
3


15
+12/+7/+2
5
9
5
Kludges
4
4


16
+12/+7/+2
5
10
5
Work Ethic +8, Tweak
5
4


17
+12/+7/+2
5
10
5
Versatility 4
5
4


18
+13/+8/+3
6
11
6
Work Ethic +9, Superior Magecraft 3, Tweak
5
5


19
+14/+9/+4
6
11
6
Kludges
5
5


20
+15/+10/+5
6
12
6
Work Ethic +10, Tweak
6
5


Class Features

Weapon and Armor Proficiencies
An engineer is proficient with all simple weapons, the hand crossbow, repeating crossbow, light hammers, warhammers, and firearms. She is also proficient with light armor, medium armor, and shields (except tower shields).

War Engineer:
At level 1, an engineer gains Gunsmithing and Siege Engineer as bonus feats, whether or not she qualifies for them.

Dismantling Strike(Ex):
Whenever an enemy would be subject to sneak attack damage, an engineer can make a sunder attempt without provoking an attack of opportunity. This sunder attempt can be made at range, as long as the target is within the first range increment of the engineer's weapon. Items damaged in this manner can be repaired by the same engineer at no cost. In addition, she treats her Base Attack Bonus as if it were equal to her level and deals additional damage equal to her Intelligence bonus on all sunder attempts. This Intelligence damage bonus also applies to attacks on creatures of the Construct type or Half-Construct subtype.

Scrap Pool(Ex):
At 1st level, an engineer gains a pool of scrap parts that she can expend on feats of engineering called kludges. She begins play with an amount of scrap equal to her intelligence bonus, with a maximum scrap capacity equal to her intelligence score. While scrap expended on a kludge is considered "in use", the engineer's scrap capacity is decreased by the cost of the kludge, though the scrap returns to her pool when the kludge's duration expires.

Scrap does not refresh, but an engineer can gain more scrap by salvaging junk. She can make a Disable Device check to salvage the remains of any object with the broken condition. The DC of this check is equal to the Craft DC to construct the object, and takes a number of minutes equal to the number of days it would take to craft the item. If she succeeds on the salvage, she gains an amount of scrap equal to the object's Craft DC minus 10, divided by five. For example, she can gain 2 scrap from a complex device with a Craft DC of 20.

At the beginning of each day, an engineer has a one-hour “prep period”. This is used for implementing some of her kludges. Most kludges cost one scrap by default, but starting at level 4, the engineer can spend additional scrap on these kludges equal to 1/4 of her engineer level, rounding down. The total amount of scrap she can spend on a single kludge is known as the Scrap/Kludge limit, as indicated in the class table. All kludges' effects are nonmagical in nature, and unaffected by effects that interact with magic unless otherwise specified.

1st-Level Kludges:
Optimize: At the cost of one scrap, by balancing, sharpening, fitting, and/or otherwise adjusting a piece of equipment, an engineer can give it the Masterwork quality with an enhancement bonus of +1. This process takes place during the prep period, requires a Craft check with a DC equal to the masterwork version of the item, and its effects last for the rest of the day. At higher levels, additional points of enhancement bonus can be added by expending an equal amount of scrap. Items with the broken condition are affected by this kludge, but the first point of enhancement bonus only removes the condition. Optimize can give equipment a maximum enhancement bonus of +5. Optimize works on siege engines, though this costs twice the scrap, and each item affected by Optimize counts as a separate use of the kludge.

One Man's Trash(Ex): An engineer has everything she needs on hand. As long as she has one scrap, she can produce one item with a price of 10 gp or lower. The item cannot be armor or a weapon, and it cannot have any magical, psionic, or alchemical properties. Items produced using this kludge are actually improvised from bits of scrap on the engineer's person, and cannot be sold. Only one can exist at a time; the moment the engineer tries to produce a second one, the first deteriorates into uselessness. At higher levels, a number of improvised items may be maintained equal to her Scrap/Kludge limit, though the amount of items can never exceed the amount of scrap remaining in her pool.

Used Parts(Ex): The engineer already has the parts she needs. When making Craft checks to create or repair items, she can expend scrap to reduce the price of materials by 10%. At higher levels, she can expend additional scrap to improve this price reduction by 10% per scrap spent. The scrap expended on this kludge remains in use until the crafting process is complete.

Trapfinding(Ex):
An engineer adds ˝ her level to Perception checks made to locate traps and to Disable Device checks (minimum +1). An engineer can use Disable Device to disarm magic traps.

Work Ethic(Ex):
At 2nd level, an engineer gains a bonus on all Craft and Spellcraft checks made to create or repair items. This bonus is equal to half her Engineer level.

Leverage(Ex):
At 2nd level, an engineer knows how to apply her strength. Any time she would make a Strength check, she can use her Intelligence bonus instead.

Tweaks:
At 2nd level and every two levels afterwards, an engineer learns to push the limits of technology. She learns tweaks, tricks that alter her existing abilities. Unless otherwise noted, an engineer cannot select an individual tweak more than once. Some tweaks can only be learned if the engineer has met certain prerequisites first, such as discovering other tweaks. The DC of any saving throw called for by a tweak is equal to 10 + 1/2 the engineer's level + the engineer's Intelligence modifier.

Breaking Point(Ex):
At 3rd level, an engineer knows the limits of her equipment and just how far she can push it. For a number of consecutive rounds equal to her Intelligence modifier, she can make reckless use of her weapons or her armor, unlocking potential at the cost of greater wear. If she pushes her weapon to its Breaking Point, its damage dice are increased by one step, but any damage it deals is also dealt to its own hit points. If she pushes her armor to its Breaking Point, it grants her DR/-- equal to 1 + her armor's enhancement bonus, but any damage taken by the engineer is also dealt to the armor itself. In both cases, the equipment's hardness intervenes. For one minute after the duration of Breaking Point expires, Breaking Point cannot be used again and any attack with an affected weapon or any attack that hits a creature wearing affected armor will automatically give the affected equipment the broken condition. If the equipment is already broken, it will instead be destroyed. Any sunder attempt that hits affected equipment automatically gives it the broken or destroyed condition during this period. Firearms destroyed as a result of this class feature are treated as if they misfired with the broken condition.

Trap Sense(Ex):
At 3rd level, an engineer has enough practice with traps to easily anticipate their movements. She gains a +1 bonus on reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the engineer reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

3rd-Level Kludges:
Improvised Jam(Ex): An engineer can think fast, cobbling together safety mechanisms on the fly. When an engineer would fail at a Disable Device check, she may spend one scrap to reroll the check with a +2 circumstance bonus. At higher levels, she can spend additional scrap to increase this bonus by +2 per scrap expended.

Ballast(Ex): An engineer's scrap weighs her down, conditioning her body for greater feats of agility when she drops it. As long as she is carrying a medium or heavier load, she can spend one scrap as a swift action to treat her load as if it were a light load. Her armor, if it is medium or heavy, is also treated as if it were light for the purposes of class features and movement penalties. This effect lasts for a number of rounds equal to her engineer level. At higher levels, she can expend additional scrap to gain a +5 speed bonus per scrap.

Cheap Trick(Ex): During her prep period, an engineer can expend an amount of scrap to prepare a one-use device that creates a disruptive effect, similar in function to a spell. Unlike other kludges, the amount of scrap that may be spent is not limited by level. Because these effects are created by non-magical means, they are considered extraordinary abilities. At the cost of one scrap, the engineer can prepare an oil slick that functions as Grease. For two scrap, the engineer can prepare a finely-ground metallic powder that functions as Glitterdust when dispersed. For three scrap, the engineer can prepare a stinkbomb that functions as Stinking Cloud. For the purposes of these abilities, her engineer level is treated as her caster level. The DC of a Cheap Trick is equal to 10 + her Int bonus + the amount of scrap spent on it, and can be improved by spending additional scrap. This additional scrap, however, is limited to her Scrap/Kludge limit minus the cost of the Cheap Trick.

Careful Disarm(Ex):
At 4th level, whenever an engineer attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

Cutting the Knot(Ex):
At 5th level, an engineer knows how to make high-quality gear, and she can use that knowledge to destroy it. When using Dismantling Strike, she can treat the target equipment as though its enhancement bonus were reduced by a quarter of her builder level for the purposes of determining hardness and hit points. The object's hit points are not actually reduced by this ability, but the threshold at which it gains the broken condition from the engineer's sundering is moved. This threshold is increased by the difference between its true maximum and its reduced maximum. If an engineer successfully sunders equipment without reducing it to half its hit points or lower, any repairs whatsoever, magical or mundane, will remove the broken condition. Cutting the Knot does not stack with itself, and its effects do not benefit characters other than the engineer with the ability. Cutting the Knot only functions if the engineer beats the target equipment's AC.

Versatility(Ex):
At 5th level, an engineer starts to branch out. On acquiring this ability, choose one Craft skill. When making a check with that skill, the engineer can use her Knowledge(Engineering) skill instead. At levels 9, 13, and 17, she can substitute Knowledge(Engineering) for an additional Craft skill in this way. She can also use Knowledge: Engineering to control any non-muscle-powered vehicle.

Magecraft(Su):
At 6th level, an engineer learns how to work with magic items. When salvaging a magic item for scrap, she can choose to extract the inner core that powers its arcane workings, storing the item's ability. In order to do so, she makes a Spellcraft check instead of a Disable Device check, and treats the DC as equal to the Spellcraft DC to create the item. If this check fails, the item is destroyed and the engineer gains nothing, but if it succeeds she gains a spell core. She can store a spell core indefinitely and discard it at will, though she can only carry a limited number of cores, as indicated on the class table. If her core capacity is full when she stores an ability, she can discard one core to make room.

When an engineer uses her Optimize kludge and has a weapon or armor ability stored, she can grant the stored ability to appropriate non-magical pieces of equipment, at the cost of one scrap per enhancement bonus. For the duration of Optimize's effects, the core for the expended ability is considered in use, but it returns at the start of the next day. This modifies the Optimize kludge itself, rather than individual instances of Optimize, so these abilities can be applied to multiple pieces of equipment simultaneously. Whether they are granted abilities by this effect or not, any weapons Optimized while this effect is in use count as magic for the purposes of bypassing damage reduction.

In addition, if she has the appropriate item creation feats, she can create magic items with stored abilities as if knowing the appropriate spell. When she does this, the core for that ability is considered in use for the duration of the crafting period. Psionic abilities can also be stored using Magecraft, though if the campaign incorporates the Psicraft skill, that skill is rolled instead of Spellcraft. An engineer with Magecraft counts her engineer levels as caster levels for the purposes of qualifying for crafting feats, and for the purposes of crafting magic items.

Improved Leverage(Ex):
At 7th level, an engineer can combine her brains and brawn. Whenever she makes a Strength check, her Intelligence bonus is added. This bonus stacks with her Strength bonus.

7th-Level Kludges:
Prototyping(Ex): The engineer keeps unfinished mock-ups of some projects, allowing her to recover lost progress if she ruins the primary copy. She can reroll a single Craft check on the construction of an item, but one scrap is considered in use for the duration of the project and anything crafted in this manner will have the broken condition. For the purpose of crafting magic items with this kludge, the Spellcraft check at the end of the crafting period can be rerolled. The engineer can also expend additional scrap to increase the number of rerolls for non-magic item crafting or add a bonus on the rerolled Spellcraft check. These increases are equal to the extra scrap spent on the kludge, and all scrap spent on Prototyping is considered in use.

Sabotage(Ex): At the cost of scrap, an engineer can rig a siege engine to backfire on its operator. This adds 10 to the DC of the Disable Device check, but if the check succeeds, one of two results will occur, depending on the engine sabotaged. An indirect-fire siege engine will attack its operator, targeting the square they occupy and destroying itself in the process. A black powder siege engine or one that uses alchemical components will explode as if on a misfire, destroying itself in the process. A direct-fire siege engine will simply destroy itself. The black powder/alchemical effect overrides the indirect-fire effect and the direct-fire effect. Anyone attempting to operate a siege engine affected by this kludge makes a Perception check opposed to the engineer's Disable Device check to notice their handiwork. If they notice it, they can undo it with an opposed Craft check, though this takes 2d4 rounds. By expending additional scrap, the engineer can gain a bonus on the Disable Device check equal to the extra scrap.

Rapid Repairs(Ex): An engineer knows how to ensure progress, even in the face of failure. When making a Craft check to repair an object, she can spend x scrap to restore xd6 of the object's hit points. In addition, any magical properties are restored as Make Whole. These effects occur even if the engineer fails the Craft check or is interrupted. Rapid Repairs can also be made without a Craft check as a standard action, though in this case the effects only last for a number of rounds equal to the user's engineer level.

Superior Magecraft(Su):
At level 10, engineers are practiced at filling the gaps in their knowledge of magic item crafting. At the cost of one spell core, an engineer can ignore one spell requirement in the crafting of a magic item. The core is lost forever, and does not return at the end of the crafting period, though its slot remains open and it can be replaced. For magic items that normally allow these requirements to be bypassed, this allows an engineer to ignore the usual +5 DC increase for crafting an item without knowing an appropriate spell. For magic items that normally do not allow the crafter to bypass the spell requirement, the requirement can be ignored, but this does incur the +5 increase to Spellcraft DC. At level 14, the amount of spell requirements that can be ignored increases to 2, and at level 18 it increases to 3. Each ignored spell requirement costs one spell core.

TandemChelipeds
2014-10-12, 04:22 PM
This post reserved for tweaks

TandemChelipeds
2014-10-12, 04:23 PM
This post reserved for weapon qualities

TandemChelipeds
2014-10-12, 04:24 PM
This post reserved for archetypes

TandemChelipeds
2014-10-12, 04:25 PM
This post reserved for vehicle stuff