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Thread: Gnorman's Complete E6 Compendium

  1. - Top - End - #111
    Dwarf in the Playground
    Join Date
    Jan 2008

    Default Re: Gnorman's Complete E6 Compendium

    Alright, here's what I've come up with for a more skill oriented version, along with one of the invention fields converted to suit.

    Engineer (Craftsman Edition)

    HD: D8
    Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Spot
    Skill Points: 6 + Int per level (4x at 1st)

    BAB: Medium
    Fort: Low
    Reflex: Low
    Will: High

    Specials:

    Level 1: Archetype Power (Lesser), Inventor, Trapfinding
    Level 2: The Knack, Trap Sense +1
    Level 3: Archetype Power (Moderate), Cross-Study
    Level 4: Jury Rig, Bombardier
    Level 5: Repurpose, Trap Sense +2
    Level 6: Archetype Power (Greater), Improvisation, Cross-Study

    Inventions Known:
    Level 1: 3
    Level 2: 4
    Level 3: 5
    Level 4: 6
    Level 5: 7
    Level 6: 8

    Proficiencies: The engineer is proficient with light armor and bucklers. He is proficient with simple weapons and the hand crossbow. He is always considered proficient with any invention he creates.

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

    Inventor (Ex): An Engineer gains the ability to craft and use inventions. Inventions are limited use mechanical or alchemical items with a variety of extraordinary, though non-magical effects. Due to their complexity and need for maintenance, Inventions, unless otherwise noted, may only be used by the inventor who created them, and if they leave the Engineer's possession then they become non-functional after 1D4 hours and fall apart.

    An Engineer has a pool of Craft Points equal to two times their Engineer level + their Intelligence modifier.

    The Engineer begins play knowing three inventions, chosen from Field Lists according to their archetype. He may learn one additional invention at each new level. At level 1 he may only learn Minor Inventions, but may learn Moderate inventions at level 3 and Major Inventions at level 5. They begin play with one of each of these three inventions in their possession.

    To create an invention for use, an Engineer must successfully Craft it using the appropriate craft skill. Only an Engineer may craft inventions, and inventions may not be created using magical spells or effects. Crafting Progress for creating a new invention is measured in days, not weeks, and an inventor never receives a -2 penalty for not having appropriate tools for crafting.

    Minor Inventions have a Craft DC of 15, Moderate Inventions have a Craft DC of 20, and Major Inventions have a Craft DC of 25. So long as an inventor has access to their belongings, they are always considered to have the necessary materials on-hand to create their inventions.

    An Engineer does not need to pay gold to craft an invention, instead they must pay 1 Craft Point for Minor, 2 Craft Points for Major, and 3 Craft Points for Major inventions. Multiply the craft point costs by 200 to determine the equivalent "SP cost" for crafting inventions. As inventions infamously never work once they leave the hands of their creators, inventions are considered worthless by anyone who has encountered one before.

    Craft points used in this way are lost until the invention created is no longer in the Engineer's possession and becomes non-functional - most typically by having been used - at which point the Craft points used in the item are released for new creations. An Engineer may take one minute to dismantle an invention in order to recover all craft points used in its creation.

    The DC of inventions which offer a save is equal to 10 + half the Engineer's class level + Intelligence Modifier.

    Trapfinding (Ex): An Engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Engineer's can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    An Engineer who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    The Knack (Ex): At 2nd level and higher, an Engineer gains an insight bonus equal to half their class level to all Craft checks, and all Crafting Progress rolls for crafting items are measured in days, rather than weeks. An Engineer of 2nd level or higher may craft their inventions in hours, rather than days, by increasing the DC of the check by 10.

    Trap Sense (Ex): At 2nd level, an Engineer gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Engineer reaches 5th level,

    Cross Study (Ex): At 3rd level, the Engineer may add one Moderate or Minor Invention of any Field to their inventions known, even Fields not normally permitted by their archetype, they may add another Major or Moderate invention to their spells known at level 6.

    Jury Rig (Ex): At 4th level, once per day an Engineer may attempt to craft any invention they know with their crafting progress measured in Rounds. They may not take 10 on this check, and if they fail, their attempt fails and all progress is lost. An Engineer at 4th level no longer increases the DC by 10 in order to craft their inventions in hours.

    Bombardier (Ex): At 4th level, an Engineer gains a +1 bonus to the Save DC, +1 bonus to hit and +2 bonus to damage with splash weapons. This bonus damage also applies to splash damage dealt.

    Repurpose (Ex): At 5th level, once per encounter an Engineer may convert any invention they possess into another invention in the same field that they also know of the same grade or lower as a full round action that provokes attacks of opportunity.

    Improvisation (Ex): At 6th level, once per day an Engineer may attempt to fashion a device that replicates the effects of any invention of any field as a full round action that provokes attacks of opportunity. In order to do so, they must pass a Craft check using any Craft skill of their choice against the Craft DC of the invention they wish to replicate, regardless of the craft skill normally associated with the invention in question. If they do not know the invention, the DC increases by 10. If this Craft check succeeds then the Engineer is left holding the invention and may activate it once or equip it as a free action at the end of the full round action. Regardless of the nature of the invention, it only lasts for 3 rounds plus the Engineer's Intelligence bonus, if any.

    Inventions

    Alchemy Field

    Required Craft Skill: Alchemy

    Minor

    Hypno-Fog
    Weight: 1 lb.
    You can throw a cannister of Hypno Fog as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
    A direct hit causes the target to take 1d3 points of non-lethal damage. Every creature within 5 feet of the point where the flask hits takes 1 point of non-lethal damage from the splash. On the round following a direct hit, the target must make a Will save or be fascinated for 1D6 rounds. All creatures that took splash damage must make a Will save or become Dazzled for 1 round. Creatures that do not breathe are immune to this effect.
    This is a mind-affecting poison effect.

    Knock-Out Gas
    Weight: 1 lb.
    You can throw a cannister of Knock-Out Gas as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
    A direct hit causes the target to take 1d6 points of non-lethal damage. Every creature within 5 feet of the point where the flask hits takes 1 point of non-lethal damage from the splash. On the round following a direct hit, the target must make a Will save or fall asleep for 1D3 rounds. All creatures that took splash damage must make a Will save or become Fatigued for 1 round. Creatures that do not breathe are immune to this effect.
    This is a mind-affecting poison effect.

    Softening Agent
    Weight: 1 lb.
    You may apply Softening Agent as a standard action to a single unattended object or up to a 5' x 5' square area per application. This agent reduces the hardness and break DC of whatever it is applied to by 5 for the next minute. It has no effect upon creatures.

    Cancastick
    Weight: -
    A cancastick is a small white stick made of a foul smelling toxic substance, with a small yellow "handle" to handle it safely. It may be used in melee touch attack which, if it hits, causes 1D4 acid damage that round, and for 1D4-1 rounds after. The following round, the target must make a Fortitude save or become sickened for the duration of the effect. A creature may take a Standard action to wipe off the substance to prevent any further damage being taken, though they remain sickened for the remainder of the duration. Once a cancastick successfully hits any target it is destroyed.

    Moderate

    Unstable Base
    Weight: 1 lb.
    You can throw a cannister of Unstable Base as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
    A direct hit causes the target to take 3d6 points of acid damage. Every creature within 5 feet of the point where the flask hits takes 1D6 points of acid damage from the splash unless they can make a Reflex save. On the round following a direct hit, the target takes an additional 1D6 damage, whilst all creatures that took splash damage takes an additional 1 point of acid damage.

    Flash-Freeze
    Weight: 1 lb.
    You can throw a cannister of Flash-Freeze as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
    A direct hit causes the target to take 2d6 points of cold damage and must make a fortitude save or be slowed, as per the slow spell, for 1D6 rounds. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash and must make a fortitude save or be fatigued for one round.

    Itchistick
    Weight: -
    An itchistick is a small hollow rod containing a burning, itching powder. It may be used in melee touch attack which, if it hits, causes the rod to break and the powder to spray all over the target. For the next three rounds, the target is covered in an unbearable itching, burning sensation that, though it deals no damage interferes with any action that requires concentration, forcing them to make a DC 15 + the level of the spell they're casting (if any) + Engineer's Intelligence modifier in order to to succeed in the action. Submersion in water ends the effect prematurely.
    This has no effect upon creatures immune to critical hits.

    Scare Spray
    Weight: 1 lb.
    You can throw a cannister of Scare Spray as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
    On a direct hit the target must make a Will save or be Frightened for 3 rounds. Every creature within 5 feet of the point where the flask hits must make a Will save or be shaken for one round. Even if the Will Save is successful, the target takes a -1 Morale penalty to attack rolls for 1 round.
    This is a mind effecting, fear poison effect.

    Major

    Here Growth Cream
    Weight: 1 lb.
    Here Growth Cream is a serum that, when applied as a full round action that provokes an attack of opportunity, causes the user to increase in size as though effected by an Enlarge Person spell. The effect lasts for ten minutes. This cream may instead be applied to another willing target (or unwilling target who is helpless). A successful fortitude save negates the effect.

    Here Reduction Cream
    Weight: 1 lb.
    Here Reduction Cream is a serum that, when applied as a full round action that provokes an attack of opportunity, causes the user to increase in size as though effected by a Reduce Person spell. The effect lasts for ten minutes. This cream may instead be applied to another willing target (or unwilling target who is helpless). A successful fortitude save negates the effect.

    Morvine Gel
    Weight: -
    Morvine Gel is a transparent tube filled with a clear, viscous liquid. It may be used in a melee touch attack which, if it hits causes the target to become stunned for 1 round unless they can make a Fortitude save. Even if they make the fortitude save, the target is sickened for 1 round. If the melee touch attack misses, the Morvine Gel is wasted.
    This is a poison effect.

    Virulent Microbe
    Weight: 1 lb.
    A Virulent Microbe is a short stick with a brown sludge smeared upon one end. It may be used in a melee touch attack which, if it hits infects the target with the user's choice of either Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, Shakes or Slimy Doom unless they make a Fortitude save. The incubation period is measured in rounds rather than days.
    Last edited by Kholai; 2012-08-07 at 05:58 PM.