Engineer (Summoner Alternative Class)

Both Summoners and Engineers dedicate their lives and magic to the creation of powerful allies. These allies share an inherent connection to their makers. But while Summoners look to the far vast reaches of the planes to call their allies, engineers look within. Drawing upon technological, metallurgy, and arcane prowess, and blending them seemlessly, an Engineer builds its ally from the ground up, created from the vastness of their minds.

Engineer (Summoner Alternative Class):

Alignment: Any.

Hit Die: d8.

Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The summoner’s class skills are Craft (Int), Disable Device (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

BAB: Medium

Fort: Low
Refl: Low
Will: High

Weapon and Armor Proficiency: Engineers are proficient with all simple weapons and bombs. Engineers are also proficient with light armor. A engineer can cast engineer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a engineer wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass engineer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Mechanical Aptitude: Engineers use Intelligence for all Summoner abilities, spells per day, and spell DCs, instead of Charisma. Their spell lists have some changes from Summoners. Otherwise, this ability functions like the Summoner’s Spells.

Cantrips: Unchanged

Clank:
An engineer begins play with the ability to build a powerful construct called a clank. The clank is built by the engineer, and is therefore an extension of the mind and imagination of its creator. While its form may evolve, it is always, at its core, the expression of the same mind. A clank has the same alignment as the engineer that builds it and can speak all of her languages. Clanks are treated as constructed golems, except that they are not completely destroyed upon reaching 0. Instead, they are only temporarily deactivated until they reach negatives equal to their maker’s intelligence modifier. In addition, unlike normal constructs that get bulk from their size, a clank’s integrity is determined by the intelligence of its maker. It treats the intelligence of its maker as if it were its constitution score for determining its hitpoints. It does not gain a bonus from size.

An engineer can activate his clank in a ritualized internalization of their mental processes that takes 1 minute to perform. When activated in this way, the eidolon hit points are unchanged from the last time it was activated or deactivated. The only exception to this is if the clank was slain, in which case it returns with half its normal hit points. Like most constructs, clanks do not heal naturally. The clank remains until deactivated by the engineer (a standard action). If the clank is deactivated due to death, it cannot be activated again until the following day. Clanks have the Berserk golem feature; the chance to happen increases by 1% per round. However, they will never go berserk if their engineer is still active. If the engineer is unconscious, asleep, or killed, his clank’s current berserk chance increases by 5, and it begins rolling to determine if it goes berserk. The clank’s Hit Dice, saving throws, skills, feats, and abilities are tied to the engineer’s class level and increase as the engineer gains levels. In addition, each clank receives a pool of design points, based on the engineer’s class level, that can be used to give the clank different abilities and powers. Whenever the engineer gains a level, she must decide how these points are spent, and they are set until she gains another level of engineer.

The Clank’s physical appearance is up to the engineer, but it always appears as some sort of clockwork creature. The clank also bears a glowing rune that is identical to the insignia of the engineer. The clank is controlled through this glowing rune. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

See Clank for details.

Dependence:

The clank and the engineer must remain within 100 feet of one another for the clank to remain in full control. If the clank is beyond 100 feet but closer than 1,000 feet, its berserk chance starts at 25%. If the clank is more than 1,000 feet away but closer than 10,000 feet, its berserk chance starts at 50%. If the clank is more than 10,000 feet away, it immediately goes berserk for 1d6 hours, before deactivating.

Siege Weaponry:
An engineer can use a number of bombs each day equal to his 3 + his Intelligence modifier, per the alchemist class feature.

An engineer can use one use of this volatile energy to instead imbue a siege weapon with magical potential. For a number of shots equal to the engineer’s Int modifier (Minimum 1), the siege weapon gets an extra +1 Enhancement, stacking with any other enhancement bonuses it may have. At level 5, and every 5 levels after, this bonus increases by +1. At level 5 and beyond, you may replace the enhancement bonus with one of the following effects by sacrificing a bonus equal to the bonus used; Corrosive, Flaming, Frost, Keen, Shock, Corrosive Burst, Shocking Burst, Flaming Burst, Icy Burst, and Impact.

Recording Device:
Starting at 2nd level, a clank can, as a free action, record sensory input, such as; hearing, seeing, smelling, and magical observations. The clank can store an amount of information equal to a minute per engineering level. This information can be displayed at any point by the clank.

Shield Ally: Same as summoner.

Enhanced Bombs: At level 6 and level 14, the Engineer can select an Alchemist’s Discovery. This discovery must be one that applies to Bombs.

Maker’s Call: Same as Summoner, but gained at level 8.

UPGRADE!: At 10th level, the engineer can divert up to 2 points from his clank’s design pool to add designs to herself. She cannot select any design that the clank could not possess, and she must be able to meet the requirements as well. She cannot select the ability increase design through this ability. Any points spent in this way are taken from the clank’s design pool (reducing the total number available to the clank). The engineer can change the designs she receives from these points any time he can change the clank’s designs.

Greater Shield Ally: Same as Summoner

Perfect Guardian: At level 14, the clank is dedicated absolutely to the protection of its master. It gains the feat Bodyguard and In Harms Way, but only for the purposes of protecting the engineer.

Clankification: At level 16, the engineer augments their own bodies. This is far beyond a mere upgrade, this is a vast change in their systems to bring them closer to the constructs they design. They can pick 2 of the following abilities;

Construct Essence: Count as both their previous race, and a construct. Gain a +4 bonus on mind affecting effects, paralysis, poison, and stun, immunity to fatigue and exhaustion, and immunity to disease, fear, all emotion based effects and sleep. They lose the ability to gain morale bonuses.

Augmented Senses: Gain Darkvision 120ft, Low Light Vision 120ft, but a -4 to all saves, ac, or CMD against blind effects.

Power Surge: Gain a bonus to any 1d20 roll equal to 1d6+Int bonus as an immediate action. This can be used 3/day safely. After the fourth use, you take a -1 to all d20 rolls. After the fifth, each use adds an additional -1 and a 2d6 untyped damage.

Steel Exoskeleton: +1/2 level as natural armor and DR/Adamantine, but -4 to dex, and additional -2 ACP.

Replaceable Parts: Gains 75% fortification, but takes a 25% penalty to recieved positive energy.

Clockwork Frame: Gain a +4 Inherent bonus to strength, an extra +4 to strength to determine carrying capacity, and you gain a slam attack that deals damage appropriate for your size. You gain vulnerability to electricity.

These abilities may be switched out, one at a time, for 200gp per class level. They are not required to take any of these abilities.

Greater Upgrade: At level 18, can gain up to 6 design points, costing the clank only 1 design point per two taken.

Clockwork Titans: At level 20, an engineer can apply Clankification and Greater Upgrade to a single ally as well as herself. This use reduces the Design pool by 2 plus the penalty normally associated with Greater Upgrade.

Engineer (Summoner Alternative Class)

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