(adapted from Path of Magic)
Race: Gnome.
Alignment: Any.
Hit Die: d6.
Luck Die: d2.
Class Skills
- Skill List: The arcane engineer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (all skills, taken individually)(Int), Heal (Wis), Knowledge (all skills, taken individually)(Int), Profession (all skills, taken individually)(Wis), and Spellcraft (Int).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
- Skill Points at Each Additional Class Level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the arcane engineer:
- Base Attack Bonus: Poor. An arcane engineer gains +½ base attack bonus per class level.
- Fortitude Base Save Bonus: Poor. An arcane engineer gains +1⁄3 base Fortitude save bonus per class level.
- Reflex Base Save Bonus: Poor. An arcane engineer gains +1⁄3 base Reflex save bonus per class level.
- Will Base Save Bonus: Good. An arcane engineer gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.
- Weapon and Armor Proficiency: Arcane engineers are proficient with all simple weapons. They are proficient with light armor, but not with shields. Any armor check penalties or spell failure chances suffered for wearing light armor apply to arcane engineers who wear armor.
- Spells: An arcane engineer casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the sorcerer/wizard spell list. An arcane engineer must choose and prepare spells ahead of time. To cast a spell, an arcane engineer must have an Intelligence score of 10 + the spell's level (Intelligence 10 for 0th-level spells; Intelligence 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an arcane engineer's spell is 10 + the spell's level + the arcane engineer's Intelligence modifier. Like other spell casters, an arcane engineer can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Like a wizard, an arcane engineer may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the arcane engineer decides which spells to prepare (see Preparing Wizard Spells).
- Spellbooks: An arcane engineer must study her spellbook each day to prepare her spells. (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all arcane engineers can prepare from memory. An arcane engineer begins play with a spellbook containing twenty 0th-level spells, plus three 1st-level spells of the arcane engineer's choice. For each point of Intelligence bonus the arcane engineer has, the spellbook holds one additional 1st-level spell of the arcane engineer's choice. At each new arcane engineer level, she gains two new spells of any spell level or levels that she can cast (based upon her new arcane engineer level) for her spellbook. At any time, an arcane engineer can also add spells found on scrolls or in other arcane engineer's or wizard's spellbooks to her own (see Arcane Magical Writings).
- Summon Familiar: An arcane engineer gains the ability to obtain a familiar. An arcane engineer gains the Construct Familiar feat for free, and their familiar is a clockwork creature (see the Advanced Bestiary, pages 42-44 for details concerning the clockwork creature template).
- Construct Spells: An arcane engineer may add any spells required to create any kind of construct to their class spell list.
- Magitech Modification: To create a magitech modification, the arcane engineer must possess the Craft Wondrous Item feat. By creating a housing item that is implanted into the subject, she is imbued with magic power that functions as a spell-like or supernatural ability. To create a magitech modification, the arcane engineer follows the guidelines for creating a wondrous magic item (see the Dungeon Master's Guide, page 288). Magitech modifications function as magic items that may be activated with a standard action that does not provoke attacks of opportunity. A magitech modification may function as any existing, non-artifact magic item with the following restrictions:.
- The modification may not have a limited number of charges (such as wands), but items with a number of charges per day (such as a helm of teleportation) are allowed.
- Modifications may not be single use items (such as scrolls
- An additional 100 shillings must be added for each caster level of the item effect duplicated, to compensate for the additional materials and tools required to implant the magitech modification.
- Craft Clockworks: At 5th level, the arcane engineer gains the Craft Clockworks feat as a bonus feat, even if she does not meet the prerequisites.
- Craft Steamworks: At 10th level, the arcane engineer gains the Craft Steamworks feat as a bonus feat,
even if she does not meet the prerequisites.
- Bonus Feat: With a stronger grasp of magic and the mechanics of magitech, the arcane engineer is more adept at manipulating magic. At 15th level, the arcane engineer gains a bonus feat. This feat must be a metamagic feat or an item creation feat. At 20th level she gains another bonus feat. These feats are in addition to feats granted by the character's level or other sources.
- Golem Study: By studying the intricate details of magic and magical technology, the arcane engineer becomes more adept at golem and construct construction. At 14th level, the arcane engineer must pay only 75% of the listed shilling and experience point cost to create a golem (see the Monster Manual, page 134). These cost reductions also apply to any magitech modifications made to a construct or a living construct or any Ironborn components the arcane engineer crafts.
- Magitech Body: Through a long career of study and experimentation, the arcane engineer learns the secrets to duplicating the physical qualities of the golems he creates. At 19th level, the arcane engineer who has more than half of her allowable magitech modifications implanted gains immunity to mind-affected magic, natural poisons, and disease.
Level
|
Special
|
0th
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
1st
|
Summon Familiar, Construct Familiar
|
3
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2nd
|
Construct Spells
|
4
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3rd
|
Magitech Modification
|
4
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4th
|
-
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5th
|
Craft Clockworks
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
6th
|
-
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
7th
|
-
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
8th
|
-
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
9th
|
-
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
10th
|
Craft Steamworks
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
-
|
11th
|
-
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
-
|
12th
|
-
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
-
|
13th
|
-
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
-
|
14th
|
Golem Study
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
-
|
15th
|
Bonus Feat
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
-
|
16th
|
-
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
-
|
17th
|
-
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
1
|
18th
|
-
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
2
|
19th
|
Magitech Body
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
3
|
20th
|
Bonus Feat
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
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