At 2nd level, and every 2 levels thereafter, an engineer learns a technical innovation called an engineer trick. These engineer tricks come in three forms: augmentations, gadgets, or techniques. Unless otherwise noted, an engineer cannot select an individual engineer trick more than once. Some engineer tricks can only be received if the engineer has met certain prerequisites first, such as learning other engineer tricks. The DC of any saving throw called for by an engineer trick is equal to 10 + half of the engineer’s level + his Intelligence modifier.
Table: Engineer Tricks
|Core Reactor (Su)||Prerequisite: Engineer 4
The engineer optimizes the power output of the automaton’s core, letting it use the excess power to increase its abilities in other ways. It gains a number of charges equal to the engineer’s Intelligence modifier + half of his engineer level (minimum 1). These charges return automatically if not used for 8 consecutive hours. As a swift action, the engineer can command the automaton to use a swift action and expend a charge from its core reactor to gain one of the following benefits: one extra natural attack at its highest base attack bonus, a +4 dodge bonus to armor class, or increase its damage reduction by 2/—.
|Feral Intelligence (Su)||Prerequisite(s): Engineer 8
The engineer installs a rudimentary but quite advanced intelligence into the automaton. The automaton gains an Intelligence score of 2. This score can never be increased. This intelligence allows the automaton to develop some basic skills and combat tactics, not too dissimilar from beasts. While it still cannot speak, it does develop a simple personality that tends toward being protective of its creator and taking unclear commands too literally. The automaton gains feats appropriate for a character with its Hit Dice. Because of its limited intellect, though, it can only select from the following feats: Acrobatic, Agile Maneuvers, Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. The automaton also gains one skill point per Hit Dice. It can only gain ranks in the following skills, which it treats as class skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). When the automaton receives its master upgrade, it loses this augmentation. In its place, the engineer can select another engineer trick; however, its feats and spent skill points remain unchanged.
|Increased Power (Ex)||The engineer outfits the core inside the Automaton to output more power on command, sending the engineer’s Automaton beyond operational limits. As a swift action, the engineer commands the core augmentation to activate, granting the Automaton a +6 bonus on Strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the Automaton’s hit dice per day. These rounds need not be consecutive.|
|Laser Rifle (Ex)||Prerequisite(s): Engineer 4
The automaton’s eye gains an integrated laser rifle with a range increment of 250 feet. It deals 2d10 points of fire damage as a ranged touch attack with a critical range of 20 / x2. The automaton treats this weapon as a natural attack and not a manufactured weapon attack, and cannot make an iterative attack with this weapons. The Laser Rifle can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the automaton’s body once the automaton is destroyed. The automaton is proficient with its Laser Rifle and does not provoke attacks of opportunity when fired in melee combat.
|Self-Healing Automaton (Su)||Prerequisite(s): Engineer 6
The engineer augments his Automaton to use his Repair ability on command. The Automaton can use the Repair ability utilizing all the same bonuses as if the engineer himself was using it. When using the repair ability on itself the Automaton may do so as a swift action. Each use of this ability by the Automaton subtracts from the engineer’s uses of that ability for the day.
|Spiked Automaton (Ex)||Prerequisite(s): Engineer 4
The engineer covers his Automaton in long wicked spikes. Each time an opponent hits the Automaton with a natural weapon, unarmed strike, or makes a grapple check, the opponent takes 1d4 points of damage plus the Automaton’s strength modifier. In addition, the Automaton’s slam attack deals an additional +2 damage and deals piercing in addition to bludgeoning damage.
|Turret Carrier (Su)||Prerequisite(s): Crossbow Turret gadget trick
The engineer installs small bays into the automaton, useful for launching turrets. The engineer can load a single crossbow turret. As a full-round action, the automaton can launch the stored turret as if the automaton had activated it. Releasing a turret in this way provokes an attack of opportunity upon the automaton.
|Air Compressor (Ex)||Prerequisite(s): Engineer 10
This small air compressor can be used to upgrade any pressurized air powered gadget the engineer has built (which takes 8 hours of uninterrupted work). The compressor is started as a swift action and recharges at a rate of 1 charge of the gadget it is affixed to per round. It uses half a pint of oil per minute. Once the tank of the attached gadget is full, the compressor automatically shuts down. The compressor weighs 10 pounds, has a hardness of 5, and 15 hit points.
|Alchemical Sprayer (Ex)||Worn on the back, this set of dual tanks is attached by a sturdy rubber hose to a hollow steel wand, which must be held in two hands. A backpack and alchemical sprayer cannot be worn at the same time. The right tank holds pressurized air, while the left holds up to 12 flasks or bottles of any liquid substance. As an attack, the engineer can spray the substance in a 15-foot cone, affecting those hit with it. Any creatures that succeed on a Reflex save (DC 10 + half of the engineer’s level + his Dexterity modifier) are not affected. As a move action, the engineer can switch the alchemical sprayer into stream mode. In this mode, the sprayer fires a concentrated stream up to 30 feet at one target against its touch AC. Each attack made with the sprayer consumes a single bottle or flask of the substance. Substances cannot be mixed without dire consequences, so the engineer must completely clean the alchemical sprayer before using a different substance. Cleaning the sprayer takes 1 hour of work. Refueling the alchemical sprayer’s liquid tanks requires 1 minute of careful funneling and attunement. After 12 discharges of the sprayer, the pressurized air tank must be recharged with 1 minute of working the attached hand pump. The alchemical sprayer has hardness 8 and 15 hit points, and it weighs 30 pounds.|
|Alchemical Sprayer, Improved (Su)||Prerequisite(s): Engineer 6, Alchemical Sprayer gadget trick
This upgraded version of the alchemical sprayer contains a valve, which lets the engineer attach a single bottle of magical oil to the gadget. Attaching an oil bottle is a standard action, and switching between the normal tank and oil tank is a swift action. The oil can be used between other substances without requiring the sprayer to be cleaned. The oil can be fired just like other substances. However, oil cannot affect more targets than its base spell would allow (e.g., oil of haste would affect multiple targets, but oil of cure would only affect one).
|Automatic Fighter (Ex)||Prerequisite(s): Engineer 8
This small clockwork construct is built with a single melee weapon and often resembles an armored knight, a terrible demon, or some other violent-looking form. As a full-round action, the engineer can deploy the automatic fighter in any adjacent unoccupied square. Once active, at the start of its turn the automatic fighter makes one attack against every enemy within reach of its weapon, using the engineer’s base attack bonus + his Intelligence modifier and dealing the damage of the weapon + half of his engineer’s level. It makes separate attack rolls for each opponent. Despite its size, it suffers no size penalties for utilizing weapons up to one category larger than itself. The construct is stationary and will continue to attack until deactivated with a standard action. Each round of activity burns a half pint of oil. The construct can hold up to 10 pints of oil at a time. The construct can be built with any melee weapon the engineer possesses. To change the weapon that the automatic fighter wields, the engineer must spend 20 gil and work for 1 hour to install new parts and readjust the construct’s settings. The automatic fighter has 20 AC, hardness 10, 40 hit points, and counts as an object for the purposes of spells and effects. It weighs 50 pounds.
|Brass Earthworm (Ex)||When at rest, the brass earthworm appears to be a heavy brass cylinder roughly the size of a small log. When activated as a full-round action, the earth worm can be set to a specific mode and dropped on the ground, where it will expand to a flexible tube lined with treads and a large drill head that completes one of the following projects in 30 seconds. The brass earthworm requires 2 flasks of oil to power its engine for one run. Refueling it costs 2 full-round actions. If used in combat, the earthworm has a burrow speed of 20 feet and cannot attack. The brass earthworm has hardness 5, 10 AC, and 30 hit points. It weighs 50 pounds.
Moat: The earthworm rushes in circles around the engineer, up to 40 feet away but no less than 10 feet away, creating a circular moat that is 10 feet deep.
Trench: The earthworm rushes back and forth in the direction it is set, creating a ditch roughly 30 feet long and 10 feet deep.
Tunnel: The brass earthworm burrows 100 feet in the direction it is set, leaving a tunnel behind it, 3 feet in diameter.
|Crossbow Turret (Ex)||The engineer creates a device that can automatically load, aim, and fire, any crossbow it is fitted with. This device is small-sized and swivels on a tripod. It has AC 9, Hardness 10, 15 HP, weighs 30 lbs., and has a magazine attachment capable of holding twenty bolts. It can be fitted to any light, heavy, or repeating crossbow with an hour’s work. It takes a full round action to deploy the gadget into a space adjacent to the engineer. This space must be flat solid ground with no obstructions. Once deployed it immediately begins firing at its designated target as often as possible, taking all relevant penalties for doing so, using the engineer’s base attack bonus + his Intelligence modifier and any bonuses present on the crossbow or its bolts. It loads and fires at the same speed as it normally takes to fire the crossbow normally and continues to fire until its magazine is empty or one minute passes. If the target is out of the turret’s line of sight it ceases firing until the target is within sight again. An engineer can command a crossbow turret to change targets as a move action. The crossbow turret can remain activated for one minute before it must be recharged. A crossbow turret is recharged by operating the hand crank as a standard action to reset the mechanisms. Crossbow turrets may be attacked or disarmed or disabled with a Disable Device DC of 20, which triggers an attack of opportunity against the person attempting to disable it. Building a crossbow turret costs 50 gil.|
|Crossbow Turret, Improved (Ex)||Prerequisite(s): Engineer 6, Crossbow Turret gadget trick
The engineer builds a second crossbow turret. In addition, he can command one of his crossbow turrets to change targets as a swift action and they have 30 hit points each. Finally the crossbow turrets can automatically load themselves as if they possessed the Rapid Reload feat.
|Crossbow Turret, Greater (Ex)||Prerequisite(s): Engineer 8, Improved Crossbow Turret gadget trick
The engineer can now build three crossbow turrets. Each turret can be deployed as a standard action and increases their magazine capacity to 40 bolts and their operational time to two minutes. Finally, each crossbow turret has 60 hit points.
|Filth Gatherer (Ex)||Featuring a tap in its side and an iron crank above, this simple clay jug holds up to four gallons of impure water, poured into the top. Operating the crank pumps the water through a number of filters, chemical separators, and complex mechanisms that separate any impurities in the water into a separate container within the jug, leaving clean, drinkable water on the bottom. Opening the tap releases the purified water, while opening the separate compartment reveals the gathered waste—poisons, dirt, disease—cleansed from the water and safely contained. This brown ooze can be used as a poison coating that causes victims to contract filth fever. If the water contained another disease or poison, this coating also causes that effect with the same DC as the original poison or disease. The filth gatherer is Small, and it has hardness 8 and 30 hit points. It weighs 50 pounds while empty.|
|Folded Horse (Ex)||Prerequisite(s): Engineer 4
This two-wheeled contraption folds into a cube roughly the size of a small foot stool for easy carrying and packing. When unfolded it turns into a Medium vehicle with a single seat for a Medium or Small creature and handlebars for steering. Activating the contraption is a full-round action that provokes an attack of opportunity. Once activated, the engineer can ride the folded horse like a horse using Ride; others can ride it if they have the User Friendly Gadget technique. The folded horse has a speed of 60 feet over flat terrain and 30 feet over rough or hilly terrain. Unlike a horse, the gadget cannot attack, but it does not require training to enter combat. To remain active, the operator must have one hand on the device at all times; otherwise, it stops in place and the rider must make a DC 25 Ride check to avoid being thrown off. One flask of oil allows the folded horse to operate for a half hour. It has 10 AC, hardness 10, and 40 hit points. It weighs 40 pounds and can carry the rider plus 100 pounds.
|Force Field Generator (Ex)||Prerequisite(s): Engineer 6
This medium-sized device enacts a force field, sheathing the engineer in a thin layer of shimmering energy that grants a number of bonus temporary hit points equal to half of the engineer’s level x 5 (rounded down). All damage dealt to the engineer with an active force field is reduced from these hit points first. As long as the force field is active, the engineer is immune to critical hits. A force field has fast healing equal to half of the engineer’s level, but once its hit points are reduced to 0, the force field shuts down and must be repaired, that takes an hour to do so. The force field generator has a hardness 10, 10 AC, and 30 hit points. It weighs 50 pounds. It takes two flasks of oil to maintain the force field for an hour.
|Igniter (Ex)||This small handheld gadget looks like a miniature alchemical sprayer. In place of the hose is a small nozzle sprouting from the top of the tanks. For the device to function, one tank must contain oil. When activated, the igniter acts as a tindertwig. The device functions for 15 minutes before needing to be refueled and pumped again, which takes a minute operating a small pump on the device. As a standard action, the engineer can expend all remaining fuel in the igniter to launch a 30-foot cone of flame in any direction. This flame ignites any combustible material in its area and deals 4d6 fire damage with a Reflex save to avoid catching on fire. To be used in this way, the igniter must be at least half full of fuel. The igniter has a hardness 2, 7 hit points, and it weighs 1/4th of a pound.|
|Invisibility Cloak (Su)||Prerequisite(s): Engineer 4
The engineer creates a cloak that bends light and effectively turns him invisible. Activating the cloak is a standard action and hides the engineer as the Vanish spell using the engineer’s level as the caster level. The engineer can use this cloak once per day before it must be recharged. The cloak can be recharged by exposing it to sunlight for 8 hours. This gadget takes up the engineer’s shoulder item slot.
|Magnetic Grappler (Ex)||The engineer builds a powerful device that allows him to reach out and manipulate metallic objects. This device can either be held or worn on a hand taking up a ring magic item slot. As a standard action he can activate it to create an effect identical to the Grab (black mage cantrip) using the engineer’s level as the caster level with the exception that it can only affect primarily metallic objects. The engineer can use this gadget only after it has been charged. Charging the gadget requires a full hour of operating the hand crank on the gadget for five minutes of use.|
|Multivision Goggles (Ex)||These goggles are a mix of many different types of glasses and other devices. Activating one of the functions is a move action. This gadget takes up the engineer’s head item slot. The goggles have a hardness of 2, 5 hit points, and it weighs 5 pounds. The different functions of the goggles are:
Flash Goggles: Prevents non-magical Blind status effects.
Magnifying Goggles: Grants a +2 equipment bonus to Craft/Perception skill checks when related to fine details.
Nightvision Goggles: Grants Nightvision up to 60 feet.
Sunshades: Grants Low-Light Vision up to 120 feet.
Telescope Goggles: Grants a +2 equipment bonus to Perception skill checks to notice things from afar.
|Portable Ornithopter (Ex)||This gadget takes the form of a glider, portable rotary blades, or something more exotic. Regardless of the form it takes, all flight packs are small-sized items with AC 9 (when not in use), Hardness 5, and 20 HP. A flight pack can be activated or deactivated as a standard action. When activated and worn, it grants the engineer a 60 ft. fly speed with Perfect maneuverability for 1 minute. This time does not need to be used all at once. The device requires a flask of alchemist’s fire for each minute of use. Refilling the flight pack’s fuel tank takes a full round action.|
|Pneumatic Launcher (Ex)||This gadget looks like a large-barreled, two-handed musket with a complex firing mechanism. As a standard action, the engineer loads it with any object able to be shoved down the mouth of the barrel, which is roughly 6 inches wide. When activated as an attack action, the pneumatic launcher pushes the object out with incredible force, using compressed air stored inside a brass tank on the gadget’s underside. The object can travel up to 200 feet before impacting the ground. It is an exotic weapon with a range increment of 40 feet and a critical rating of ×2. If it hits, it deals 1d6 bludgeoning damage as well as any other effects caused by the chosen ammunition (GM’s discretion). Fragile objects stuffed down the barrel—such as a glass bottle, pottery, or even bags of marbles, shards of glass, kitchen utensils—simply shatters upon being launched, spraying a 15-foot cone of jagged shards from the weapon. This effect deals 1d6 slashing damage to all in the affected area, prompting a Reflex save to halve the damage. Each tank of pressurized air holds enough charge for 10 shots. Once emptied the tanks must be recharged by operating a hand crank to pressurize the air within for a minute per shot (maximum 10). It weighs 5 pounds.|
|Portable Cannon (Ex)||Prerequisite(s): Engineer 6, Firearms Expertise trick
Made from lightweight materials and utilizing a clever recoil-absorption mechanism, this cannon packs all the punch of its larger, clumsier brothers but without the weight and crew requirement. The portable cannon is a siege firearm that deals 5d6 points of bludgeoning and piercing damage, has a critical multiplier of ×4, and has a misfire chance of 1. Its range increment is 100 feet and its minimum range is 5 feet. Reloading it requires a standard action, but the Rapid Reload feat reduces this load time to a move action. It can be carried by one person, but must be deployed on its mount before it can be fired, which requires a standard action. It occupies the same square as the operator, but it cannot be moved unless the operator spends a move action to pick up the cannon, in which case it must be re-deployed before being used again. Each shell for the cannon costs 30 gil. The cannon can fire any specialized shells or balls a normal cannon can, such as grapeshot. The cannon›s peculiar construction and design means the User Friendly Gadget trick cannot be selected for this gadget. If done so, the engineer can reload the portable cannon as a move action, made possible by a built-in automated loading procedure, and it never misfires. It has 50 hit points and weighs 40 pounds.
|Rampage Armor (Ex)||Prerequisite(s): Engineer 8, proficient in heavy armor
This complex, bulky suit of plate armor is distinguished by the hydraulics and gears visible in its joints and the backpack-sized engine around its shoulders. Like plate armor, rampage armor requires help to don, which takes a half hour to do so correctly. Once inside, the engineer must spend a full-round action to activate the armor, allowing him to move about freely and benefit from its effects. To function, the armor requires one flask of alchemist’s fire per hour. If the armor is not put on properly or lacks fuel, it cannot be moved by the wearer in any way, leaving him paralyzed until he can remove himself from the armor, taking 10 minutes, or activate it. When functioning properly, the armor provides a +2 mechanical bonus to Strength, and the wearer’s Strength is treated as +10 higher when determining carrying capacity. The armor has the same hit points and hardness as plate armor. Rampage armor can be enchanted like normal armor.
|Rampage Armor, Improved (Ex)||Prerequisite(s): Engineer 14, Rampage Armor gadget trick
This armor functions as rampage armor, except it provides a +4 mechanical bonus to Strength instead of +2. Also, by spending a swift action and 10 minutes of the armor’s fuel, the engineer can gain an extra attack while making a full attack. This effect does not stack with haste, the speed weapon property, or other such effects.
|Razor Saw (Ex)||Prerequisite(s): Engineer 4
This oil-powered circular saw simplifies the act of breaking down doors or cutting through obstacles. Holding the saw in two hands, the engineer can cut through simple wooden or thin metal doors within moments. As a move action, the engineer can activate the razor saw. Once activated, the saw can run for 10 minutes before needing refueling, which is a full-round action. It cannot cut through thick stone or metal. Each time the saw is used on a reinforced door, iron bars, or a similarly hard structure, it has a cumulative 10% chance to break. The saw is loud with a distinctive noise, imposing on the operator a –20 penalties on all Stealth checks and a –5 penalty on all Perception checks based on hearing. The razor saw can be used as an exotic weapon. If wielded in such a way, it is a two-handed weapon that deals 1d12 slashing damage with a critical rating of 19–20/×3. It has 25 hit points and weighs 10 pounds.
|Razor Saw, Improved (Ex)||Prerequisite(s): Engineer 10, Razor Saw gadget trick
This version of the steam saw features improved torque in the motor and an adamantine-edged blade, letting it cut through any material except adamantine as easily as it cuts through wood. If used as a weapon, it counts as an adamantine weapon for sundering or penetrating damage reduction.
|Spare Hand (Ex)||This long clockwork arm is strapped to the chest and acts as a third arm. Cranking the device’s mechanism lets it operate for double the cranking time, and the mechanism can be cranked for up to 1 hour (e.g., cranking for 1 hour would produce 2 hours of operation time). The arm takes up the chest item slot but can aid in a number of tasks, including holding items and wielding shields. The arm provides a +2 mechanical bonus on any skill checks that involve fine work. As a swift action, the arm can retrieve any item from the engineer’s person. The arm has hardness 8 and 15 hit points. It weighs 8 pounds.|
|Steam Engine (Ex)||Prerequisite(s): Engineer 12
This small steam engine can be used to upgrade any other gadget the engineer has built to change the powering mechanism (which takes 8 hours of uninterrupted work). It uses a pint of oil every 30 minutes. When affixed to a crossbow turret, the crossbow turret can fire until it is out of bolts, when affixed to an “Extra Arm” the arm works as long as the engine runs, etc. It weighs 25 pounds, has a hardness of 15 and 20 hit points. Refueling it is a full round action that provokes an attack of opportunity. The reservoir can hold up to 2 pints of oil.
|Thunder Stunner (Ex)||This gadget looks like a blunderbuss, but it has a much-shortened barrel and can be operated with one hand. In actuality it’s a device that focuses and enhances the effects of thunderstones. Loading a single thunderstone requires a standard action. When fired as an attack action, the thunder stunner fires a loud, concussive cone of force up to 15 feet. Creatures caught in this cone must make a Fortitude save or be deafened for 1 hour and stunned for 1d4 rounds. Creatures that succeed on this save are merely staggered for 1 round.|
|Turret Upgrade (Ex)||Prerequisite(s): Engineer 10, Crossbow Turret, Improved Crossbow Turret, Greater Crossbow Turret engineer tricks
This upgrades the engineer’s crossbow turrets into either a flamethrower turret, a minigun turret, mortar turret, or rocket launcher turret. The engineer chooses which type of turret and may convert any or all of his crossbow turrets into it. Each time this engineer trick is chosen, the engineer can pick a different turret type.
Flamethrower Turret: This turret projects a 60-foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil this line attack. If any of the rolls threatens a critical hit, the turret confirms the critical for that roll alone. All affected creatures take 4d6 points of fire damage, and any creature hit by the flaming stream must also succeed at succeed at a DC 20 Reflex save or catch fire, taking an additional 2d6 points of fire damage each round until the flames are extinguished. A burning creature can attempt a new save as a full-round action, and dropping and rolling on the ground grants a +2 bonus on this save. A flamethrower turret with full tanks is capable of unleashing up to 6 charges of ignited oil, to devastating effect. To refill, the engineer will need to purchase a full tank (costing 50 gil). The tanks have hardness 10 and 5 hit points, and if the tank is ruptured in the presence of any adjacent flame (including the device’s own gas igniter), a mighty conflagration erupts, the turret takes 6d6 points of fire damage, and all creatures within a 20-foot radius take 3d6 points of fire damage (Reflex DC 20 for half). Any creatures who take damage must succeed at a DC 20 Reflex save or catch on fire. A flamethrower turret has hardness 10 and 35 hit points. Building a flamethrower turret costs 500 gil.
Minigun Turret: This turret fires a burst of bullets, attacking all creatures in a line. This line starts from any corner of the turret’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. The turret has a range increment of 100 ft. and deals 2d6 points of piercing damage with a critical threat range of 20 / x4. When the minigun turret attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil the minigun turret’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. A single attack from the minigun turret fires 10 bullets and has a capacity of 40. An ammo cartridge costs 40 gil to replace. Reloading a minigun turret takes a full-round action. The minigun turret cannot fire single bullets that target one creature. A minigun turret has hardness 10 and 35 hit points. Building a minigun launcher turret costs 500 gil.
Mortar Turret: This turret is an indirect-fire advanced siege firearm, consisting of a heavy steel barrel, a loading mechanism, and a folding bipod stand, and is used to launch explosives to penetrate enemy defensive lines. It has a range of 250 ft. with a minimum range of 50 ft. A mortar turret has a capacity of 6 and reloading the mortar is a full-round action. The engineer loads a grenade-like projectile into the breach of the weapon’s steel barrel, along with a blank rifle round that propels the bomb when triggered. The weapon uses indirect fire to lob bombs in slow-moving, high arcs, and the engineer targets a specific square. Mortar turrets can also be fired as direct-fire siege engines. When used for direct fire, it takes a –4 penalty on attack rolls and their range increment is halved, but they do not have a minimum range. After the point of impact is determined, the shell explodes and deals 6d6 points of bludgeoning, piercing, and slashing damage to all creatures in a 30-foot radius (Reflex DC 20 for half). A mortar turret has hardness 10 and 35 hit points; it fires special, finned fragmentation bombs that cost 10 gil each and weigh 4 pounds each. Building a mortar launcher turret costs 500 gil.
Rocket Launcher Turret: This turret contains its entire load of rockets and energy charges. The rocket launcher turret has a range increment of 120 ft. Rockets fired from a rocket launcher turret can target a single target or a grid intersection. A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken. When a rocket strikes its target, it explodes in a 30-foot-radius burst that deals 12d6 points of fire and bludgeoning damage to all creatures within that area of effect—a successful DC 20 Reflex save halves the damage for all but the target. A rocket launcher turret has hardness 10 and 35 hit points; it fires rockets that cost 100 gil each and weigh 8 pounds each. A rocket launcher turret has a capacity of 10 and reloading a rocket launcher turret takes a full-round action. Building a rocket launcher turret costs 1,000 gil.
|Utility Tool (Ex)||The engineer may build an all-purpose tool capable of performing a variety of different functions. This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. As a standard action, it can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The utility tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.|
|Combat Trick (Ex)||An engineer who selects this engineer trick gains a bonus Combat feat.|
|Construct Smite (Su)||As a swift action, the engineer can channel one use of his repair ability through a melee or ranged attack to gain an insight bonus to attack rolls equal to his Intelligence modifier and deal additional damage equal to the engineer’s level to constructs. If the engineer has the repair flesh trick, he can also deal half of this additional damage to any living creature.|
|Core Detonator (Su)||The engineer learns how to trigger the core in his Automaton to detonate. The resulting explosion deals 1d8 points of fire damage per engineer level in a 20ft radius from the center of the Automaton’s location. The Automaton is immediately destroyed and must be rebuilt as normal. Using this ability is an immediate action.|
|Durable Technique (Ex)||The engineer learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or masterwork item the engineer creates gains an additional 5 hit points.|
|Explosives Expert (Ex)||Prerequisite(s): Engineer 8
The engineer learns to trigger explosives and similar effects in such a way as to create the most havoc. Whenever the engineer uses an item that deals damage in a radius they may add +2 to any DC’s for Reflex saves on that effect. In addition, they may add their Intelligence modifier as a luck bonus to any damage dealt by the effect.
|Eye for Danger (Ex)||Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the engineer to keep an eye out for the sudden and often lethal hazards of adventuring. The engineer gains a +2 luck bonus on Reflex saves and initiative rolls.|
|Firearms Expertise (Ex)||The engineer gains the Gunsmithing feat as a bonus feat.|
|Forge Fighter (Ex)||The engineer can use crafting tools such as hammers, wrenches, and screwdrivers as weapons without suffering the normal –4 penalty for utilizing improvised weapons.|
|Heavy Hauler (Ex)||Accustomed to carrying heavy machinery and tools, the engineer treats his Strength as 4 higher for the purposes of determining carrying capacity.|
|Mathematical Shooting (Ex)||As a full round action, the engineer can make a single ranged attack adding his Intelligence modifier to the attack roll. He also adds his Intelligence modifier as a precision bonus to the damage roll.|
|Mechanical Mindset (Ex)||Constant work with mechanics, logic, and rationality have honed in the engineer an unconscious ability to coldly rationalize and overcome any mental strife. Once per day, the engineer can reroll any saving throw against a mind-affecting effect. The reroll must be used before the engineer knows the result of failing the saving throw. This trick can be selected multiple times, each time allowing an additional reroll per day.|
|Multi-Disciplined Crafter (Ex)||Prerequisite(s): Engineer 4
The engineer selects one craft specialty. From then on, he can substitute the skill bonus for that specialty for those of associated skills. When doing so, the engineer uses his total Craft skill bonus, including class skill bonuses, in place of the associated skill’s bonus, regardless of whether it is a class skill or whether he has ranks in it. The engineer can select this trick again at 8th, 12th, and 16th level, each time selecting a different Craft specialty.
Alchemy: Heal, Knowledge (Nature)
Armor: Disguise, Intimidate
Blacksmithing: Appraise, Sense Motive
Bows: Acrobatics, Perception
Clockwork: Disable Device, Perception
Electronic: Drive, Navigate, Pilot
Explosive: Disable Device, Perception
Jewelry: Appraise, Diplomacy
Leather: Handle Animal, Ride
Mechanical: Knowledge (Technology), Repair
Sculpting: Bluff, Sleight of Hand
Structural: Climb, Knowledge (Geography)
Traps: Disable Device, Perception
Weaving: Disguise, Knowledge (Local)
Weapons: Acrobatics, Intimidate
Woodcarving: Knowledge (Nature), Survival
|Reconfigure Weapon (Ex)||The engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Craft check (DC 20). An engineer may take 10 or take 20 on this check. Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + half of the engineer’s level). The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:
Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.
Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
Greater Range Increment: The reconfigured weapon’s range increment increases by 1 range increment. This benefit applies only to weapons with range increments.
Signature Shooter: The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a –4 non-proficient penalty on attack rolls.
|Repair Flesh (Su)||The engineer learns to use his repair ability on living creatures to recover their hit points. However, using this ability only heals half the normal damage.|
|Sabotage (Ex)||The engineer can sabotage an object so that it operates poorly. The engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade and sabotaging a mastercraft object is slightly harder (DC 20 + double the mastercraft object’s bonus feature). Noticing the engineer’s handiwork without first testing the sabotaged device requires a successful Perception check (DC = the engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Craft check.
Sabotaging a Device: As a full-round action, the engineer can reconfigure so that anyone who uses it suffers a penalty equal to half of the engineer’s level on skill checks made to use the device.
Sabotaging a Weapon: As a full-round action, the engineer can sabotage a weapon so that it has the broken condition the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicles.
|Scavenge Core (Su)||The engineer learns to harden the core of his automaton and even imbue it with the magical energies of its constituent item. If the engineer’s automaton is destroyed or dismantled, the engineer can harvest the core from the wreckage and place it into a new automaton. This new automaton gains all the magical enhancements of the old one, including enhancement bonuses and other properties. However, these enhancements override all magical enchantments provided by items used to construct the new automaton.|
|Superior Quality (Ex)||The engineer can convert a non-masterwork item into its masterwork equivalent. A normal firearm becomes a masterwork firearm, a suit of armor becomes a masterwork suit of armor, a set of tools becomes masterwork tools, etc. The engineer must spend 1 hour working with the item to upgrade it.|
|User Friendly Gadget (Su)||Prerequisite(s): Engineer 8
The engineer can alter one of his gadgets he has already built to work for another person. The engineer designates, using a standard action, one other character and one of the gadgets that he possesses. That character can now operate the gadget as if they were the engineer utilizing all of the engineer’s relevant bonuses. The gadget works for the designated person for a number of hours equal to the engineer’s level. If the engineer is unable to designate a new person, the gadget becomes inert until the engineer returns it to his possession or is able to designate a new user.