|Level||BAB||Fort||Ref||Will||Class Features||Inventions per Day||Maximum Invention Level|
|1st||+0||+0||+0||+2||Inventions, Crafter Extraordinaire||3||1|
|2nd||+1||+0||+0||+3||Lesser Archetype Feature||4||1|
|4th||+3||+1||+1||+4||Moderate Archetype Feature||5||2|
|5th||+3||+1||+1||+4||In the Field||5||3|
|6th||+4||+2||+2||+5||Greater Archetype Feature, Improvisation||6||3|
The engineer is proficient with light armor, medium armor and bucklers. He may also wear mechanized armor without penalty, even though it is considered heavy armor. He is proficient with simple weapons, the hand crossbow and all firearms, any weaponlike inventions, and improvised weapons.
At 1st level, the engineer gains the ability to use Inventions. He may prepare a number of inventions per day as listed in the table above, and from any of the six disciplines. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at 3rd and 3rd level inventions at 5th. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once per day.
It’s kinda hard to be an engineer and not know how to build things. The engineer has treated as having a number of ranks in Artifice equal to his level. These ranks provide the appropriate abilities, but do not stack with any actual Artifice ranks the engineer has. In addition, he gains the Trapfinding ability.
Lesser Archetype Feature
At 2nd level, the engineer chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype.
At 3rd level, whenever the engineer depletes an invention, he can roll a d6; on a 5 or 6, he may reuse that invention.
Moderate Archetype Feature
At 4th level, the engineer gains the appropriate moderate feature for his archetype.
At 5th level, the engineer can leave as many of his invention slots unfilled as he likes when he prepares his inventions. He can later spend a minute to fill one slot at any time.
Greater Archetype Feature
At 6th level, the engineer gains the appropriate greater feature for his archetype.
At 6th level, once per encounter, the engineer may activate any invention as a full-round action, even if he does not have it prepared or has already expended it. If the invention normally has a duration (even if that duration is “indefinite while prepared”), it functions for a maximum of six rounds.
Martial Fusilier (Lesser Archetype Feature)
A cannoneer gains the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He learns three 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after this one, he learns an additional maneuver, gaining access to 2nd level maneuvers at 4th. These maneuvers are each usable once per encounter, except for stances. He may prepare an extra invention per day from either the Explosives or Smithy discipline.
Lock and Reload (Moderate Archetype Feature)
The cannoneer decreases the action required to reload a ranged weapon by one step – full-round to standard, standard to move, move to swift, swift to free. This applies after the effects of the Rapid Reload feat, if he has it. In addition, he is always considered to have mundane ammunition on hand.
Energy Barrage (Greater Archetype Power)
The cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage.
Invention Focus (Lesser Archetype Feature)
An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +2 bonus.
Novel Combination (Moderate Archetype Feature)
An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention’s duration, range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, and each target is entitled to save separately for all effects. Nonsensical combinations simply do not work.
“Eureka!” Moment (Greater Archetype Power)
Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.
Machine Body (Lesser Archetype Feature)
A machinist may make use of components, not including the Size Upgrades. If he is not a godforged, he may only install one component at a time. If he is, he may install one in addition to what he can normally install. A machinist may also prepare an extra invention per day from either the Mechanics or Smithy discipline.
Attacking with Science (Moderate Archetype Feature)
As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
Machine Soul (Greater Archetype Power)
A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. Any armor check penalty offered by a Plating Upgrade decreases by 2, and the maximum dexterity bonus it offers increases by 2.
Martial Chirugeon (Lesser Archetype Feature)
A sawbones gains the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He learns three 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after this one, he learns an additional maneuver, gaining access to 2nd level maneuvers at 4th. These maneuvers are each usable once per encounter, except for stances. He may prepare an extra invention per day from either the Chemistry or Medicine discipline.
Surgical Precision (Moderate Archetype Feature)
A sawbones gains a bonus on melee damage rolls equal to his level. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits.
Pan-Panacea (Greater Archetype Power)
A sawbones may affect all allies within 10ft with a single use of his beneficial Chemistry and Medicine inventions; if he does so, the invention does not benefit from Efficiency.
Clockwork Companion (Lesser Archetype Feature)
A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct as if manifested by a power level equal to one-half the tinker’s level (minimum of one), though it is made of mundane material rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least eight hours “building” one, and must spend that time initially to gain the services of his first companion. His companion can be Repaired. A tinker may also prepare an extra invention per day from either the Electromagnetism or Mechanics disciplines.
Damage Division (Moderate Archetype Feature)
A tinker may choose to split any damage done to either him or his construct companion – rather than have one suffer the full amount, each one takes half damage.
Radical Retooling (Greater Archetype Power)
A tinker’s construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.
|Mystic Classes:||Black Mage||Blue Mage||Green Mage||Red Mage||White Mage|