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Class · Alchemist Archetype

Engineer Exemplar

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Overview

A wizard studies. A sorcerer is born to it. The Engineer Exemplar simply figured it out. Self-taught tinkers who reverse-engineered the arcane through trial, error, and stubborn genius, they treat magic as a technology — something to be pried apart, understood, improved, and rebuilt. An Engineer Exemplar does not memorize spells so much as machine them into wands, gear, and constructs, and in time into their own body.

They are the pragmatists of the arcane: less concerned with why magic works than with what it can be bolted onto. Give one an afternoon and a workbench and they will hand you back a better weapon, a walking servant of brass and glass, or a suit of armor that answers only to them.

How the Archetype Works

The Engineer Exemplar is an archetype of the Alchemist. It keeps the alchemist's chassis — Hit Die, base attack bonus, saving throws, skills, and the extract engine (here reskinned as infusions) — along with the alchemist's Discovery and Grand Discovery framework. It trades away the alchemist's offensive and self-transformation package (bombs and mutagens) for a crafter's toolkit.

Chassis note: because this is an alchemist archetype, an Engineer Exemplar has good Fortitude and Reflex saves and a poor Will save — the alchemist's progression — rather than the save line of a standalone artificer.

Alchemist featureReplaced by
Bomb (and all bomb scaling)Engineering Focus — Self-Forged (Crafting Reserve) or Construct-Bonded (Homunculus), and its advancement
Mutagen / Persistent MutagenFolded into Engineering Focus; Skill Mastery (14th)
Throw AnythingScribe Scroll (bonus feat)
Poison Use (2nd)Trapfinding
Poison Resistance & Poison Immunity (2nd–10th)Item Creation, Appraising Eye, Practiced Activation, Craftsman Mastery
Swift Poisoning (6th)Engineering Focus feature (Metamagic Spell Trigger / Field Repair)
Instant Alchemy (18th)Rapid Deployment
Alchemy (the extract engine)Infusions (retained, reskinned) + Cantrip Attunement

The alchemist's Discoveries and Grand Discovery are retained. Their menu is expanded with crafting options (see Engineer Discoveries): item-creation feats, Salvage, and Boon Companion.

Class Basics

Role: A versatile support and utility specialist who wins fights before they start — by out-equipping, out-crafting, and out-preparing the enemy — and who fields either a peerless personal arsenal or a loyal construct.

Alignment: Any. Hit Die: d8. Starting Wealth: as alchemist (3d6 × 10 gp).

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: An Engineer Exemplar is proficient with all simple weapons and with light armor, but not shields. (Wearing heavier armor does not interfere with infusions, but no proficiency is granted.)

Engineer Exemplar

LevelBABFortRefWillSpecial
1st+0+2+2+0Infusions, Item Creation, Appraising Eye, Practiced Activation, Cantrip Attunement, Engineering Focus, Bonded Craft, Brew Potion, Scribe Scroll
2nd+1+3+3+0Discovery, Trapfinding
3rd+2+3+3+1Swift Crafting, Homunculus activates (Construct-Bonded)
4th+3+4+4+1Discovery, 2nd-level infusions
5th+3+4+4+1Engineering Focus advances
6th+4+5+5+2Discovery, Focus Feature — Metamagic Spell Trigger (Self) / Field Repair (Construct)
7th+5+5+5+23rd-level infusions
8th+6/+1+6+6+2Discovery
9th+6/+1+6+6+3Engineering Focus advances
10th+7/+2+7+7+3Discovery, Craftsman Mastery, 4th-level infusions
11th+8/+3+7+7+3Focus Signature — Reforge (Self) / Advanced Chassis (Construct)
12th+9/+4+8+8+4Discovery
13th+9/+4+8+8+45th-level infusions
14th+10/+5+9+9+4Discovery, Skill Mastery
15th+11/+6/+1+9+9+5Focus Signature — Merge Enchantment & Overcharged Trigger (Self) / Greater Bond (Construct)
16th+12/+7/+2+10+10+5Discovery, Greater Appraising Eye, 6th-level infusions
17th+12/+7/+2+10+10+5Engineering Focus advances
18th+13/+8/+3+11+11+6Discovery, Rapid Deployment
19th+14/+9/+4+11+11+6Engineering Focus advances
20th+15/+10/+5+12+12+6Discovery, Grand Discovery, Focus Capstone — Soul-Forge (Self) / Perfected Bond (Construct)

Infusions Per Day

An Engineer Exemplar prepares and uses infusions exactly as an alchemist prepares and uses extracts, and learns formulae the same way. The counts below mirror the alchemist's extracts-per-day; bonus infusions for a high Intelligence are gained normally.

LevelCantrips1st2nd3rd4th5th6th
1st31
2nd32
3rd33
4th331
5th442
6th443
7th4431
8th4442
9th4543
10th55431
11th55542
12th55543
13th555541
14th555542
15th655553
16th6555541
17th6555542
18th6555553
19th6555554
20th6555555

Class Features

Infusions (Su)

An Engineer Exemplar's infusions function in all respects like an alchemist's extracts, drawn from the alchemist/investigator formula list (levels 1st–6th), keyed to Intelligence, prepared from a formula book, and limited per day as shown on the table. An infusion is not a spell, but it functions like one: it has a level, a casting time, and a duration; it can be dispelled, counterspelled with dispel magic, and revealed by detect magic. The save DC of an infusion equals 10 + the infusion's level + the engineer's Intelligence modifier.

Where an alchemist's extracts affect only the alchemist, an Engineer Exemplar's infusions use the artificer's classic targeting: an infusion may affect the engineer, a willing construct, or be channeled into a weapon or suit of gear carried by a willing ally, at its normal casting time. The engineer provides the arcane version of any needed material component and never requires a divine focus.

Cantrip Attunement (Su)

At 1st level, the engineer attunes a number of 0-level infusions (drawn from the sorcerer/wizard or cleric spell lists and treated as infusions) equal to the Cantrips entry on the table. Attuned cantrips may be used at will. Each time the engineer gains a level, one attuned cantrip may be swapped for another.

Item Creation (Ex)

An Engineer Exemplar can create a magic item even without the spells that are prerequisites for it, by emulating each prerequisite with a successful Use Magic Device check (DC 20 + caster level). A separate check is required for each prerequisite of each item; on a failure the engineer may try again each day until the item is complete. For the purpose of meeting item prerequisites, the engineer's effective caster level equals class level + 2; if an item duplicates a spell effect, it uses the engineer's actual level as the caster level. Infusions do not count as spells for meeting item prerequisites.

Appraising Eye (Ex)

By handling and examining an object for 1 minute, the engineer can make an Appraising Eye check (1d20 + class level + Int modifier) against DC 15 to determine whether it bears a magical aura (though not its specific powers). The engineer cannot take 10 or take 20 on this check, and each item may be examined this way only once.

Practiced Activation (Ex)

The engineer gains a +2 bonus on any Use Magic Device check to activate a magic item for which he possesses the corresponding item-creation feat.

Brew Potion & Scribe Scroll

At 1st level the engineer gains Brew Potion and Scribe Scroll as bonus feats.

Engineering Focus

At 1st level, the engineer chooses one Engineering FocusSelf-Forged or Construct-Bonded. This choice defines the engineer's signature resource and grants additional path features at 6th, 11th, 15th, and 20th level, as well as ongoing advancement at 5th, 9th, 17th, and 19th. The choice is permanent.

Bonded Craft (Ex)

Every Engineer Exemplar maintains a Crafting Reserve — a pool of points, refreshed each level, that offsets the cost of crafting (1 point = 1 gp of crafting cost). Unused points are lost when the engineer gains a level. The reserve is governed by these rules:

The Crafting Reserve values are shown below. Self-Forged engineers use the Full column; Construct-Bonded engineers use the Half column (the other half of their genius is invested in their homunculus).

LevelFull (Self-Forged)Half (Construct-Bonded)
1st2010
2nd4020
3rd6030
4th8040
5th10050
6th15075
7th200100
8th300150
9th400200
10th500250
11th700350
12th900450
13th1,200600
14th1,500750
15th2,0001,000
16th2,6001,300
17th3,3001,650
18th4,2002,100
19th5,3002,650
20th6,5003,250

Trapfinding (2nd)

An Engineer Exemplar adds ½ his class level to Perception checks made to locate traps and to Disable Device checks (minimum +1). He can use Disable Device to disarm magic traps.

Swift Crafting (Ex, 3rd)

The engineer crafts mundane and alchemical items in half the normal time, and may prepare an item for enchantment with unusual speed. When using the standard downtime rules, treat each day of Craft progress as two.

Craftsman Mastery (Ex, 10th)

When the engineer makes a Craft check for a mundane item, he doubles the progress made. In addition, he may spend up to double his normal Crafting Reserve in a single day.

Skill Mastery (Ex, 14th)

The engineer can always take 10 on Spellcraft and Use Magic Device checks, even when distracted or threatened.

Greater Appraising Eye (Su, 16th)

The engineer's Appraising Eye improves. With 1 full day of study of a single item, it functions as the legend lore spell, revealing the item's history and abilities.

Rapid Deployment (Ex, 18th)

The engineer can don, swap, attune, or activate a magic item as a swift action, and can create alchemical or consumable items (potions, scrolls, alchemical gear) from raw materials in a fraction of the normal time, as the instant alchemy ability.

Discoveries & Grand Discovery

At 2nd level and every even level thereafter, the engineer selects a Discovery, and at 20th level a Grand Discovery, exactly as an alchemist. In addition to those the GM permits from the alchemist list, an Engineer Exemplar may select from the Engineer Discoveries below. The Grand Discovery menu includes Supreme Efficiency — the engineer permanently doubles his daily crafting output (a superior, always-on Swift Crafting).

Engineering Focus: Self-Forged

The Self-Forged engineer pours his genius into his own kit. He carries no companion; he is the walking arsenal. He uses the Full Crafting Reserve column and gains the following.

Metamagic Spell Trigger (Su, 6th)

When the engineer activates a spell-trigger item (usually a wand), he may apply one metamagic feat he knows to the effect, expending additional charges equal to the feat's spell-level increase. He must possess the item-creation feat that could craft the item.

Reforge (Su, 11th)

With 1 hour of work, the engineer moves a single magic property from one item to another item of the same slot that could hold it, paying Crafting Reserve or gp equal to 10% of that property's base price. He must have — or be able to emulate — the item-creation feat for that property. If paid with Reserve, the receiving item becomes bonded.

Merge Enchantment (Su, 15th)

With 8 hours of work, the engineer fuses a lesser magic item's ability onto a host item he owns, recovering the drained item as a masterwork object. The cost to graft the ability is a surcharge on the lesser ability's base price, scaled by placement and subject to GM discretion:

PlacementSurcharge
Same slot+50% (standard multi-ability rule)
Adjacent slot (GM-judged)+100%
Exotic slot (GM-judged)+150%

The GM has final say on what counts as adjacent versus exotic, and may forbid any combination. If paid with Reserve, the result is bonded.

Example: merging a +2 belt of Dexterity (4,000 gp) onto a +4 belt of Strength (16,000 gp) is same-slot — pay 2,000 gp (50% of the Dex belt), recover a masterwork belt, and wield a belt granting +4 Strength and +2 Dexterity. Grafting a waist effect onto a shirt (adjacent) or a helm (exotic) costs more.

Overcharged Trigger (Su, 15th)

A number of times per day equal to his Intelligence modifier, the engineer's Metamagic Spell Trigger expends no additional charges.

Soul-Forge (Su, 20th)

The engineer binds one item's enchantment into his own body, gaining a single soul slot — a slotless magic effect that occupies no body slot. He may house one item he could craft, paying its full crafting cost. The soul-forged effect cannot be removed, stolen, sundered, dispelled, or suppressed by antimagic; it is powered by his soul and runs when all other gear goes dark. Changing the housed effect requires a day-long ritual.

Examples: a waist enchanted with physical perfection +6 while the belt slot stays open; a finger bearing a ring of regeneration while still wearing two rings.

Engineering Focus: Construct-Bonded

The Construct-Bonded engineer builds a partner. He uses the Half Crafting Reserve column; the other half is the fuel and material of his homunculus.

Homunculus (Su, active at 3rd)

The engineer builds a homunculus — a loyal construct companion. He spends 1st and 2nd level constructing it; it becomes active at 3rd level. The homunculus uses the standard animal-companion base statistics and advancement, except that it is a construct (with the construct type's traits) whose base form is a homunculus (Tiny; fly speed; a bite that delivers a mild sleep-inducing venom). Its effective druid level for advancement equals the engineer's class level − 2 (minimum 1).

Construction & upkeep. Building the homunculus, and each subsequent advancement of its effective level, is funded from the engineer's Crafting Reserve or in gp, using the Half Reserve column as the cost schedule (each advance costs the difference between the new and previous Half Reserve values). If the engineer cannot or chooses not to pay, the advancement is delayed until he does. A destroyed homunculus can be rebuilt over one week by re-investing its construction cost.

Field Repair (Su, 6th)

As a swift action, the engineer restores 1d8 + ½ his class level hit points to his homunculus or to any construct he has bonded. He may use this ability a number of times per day equal to his Intelligence modifier.

Advanced Chassis (Su, 11th)

The homunculus gains a pool of modification points equal to ½ the engineer's class level, spent from a curated list of construct modifications (additional natural attacks or limbs, energy resistances, upgraded natural weapons, improved movement modes, integrated weapons, and similar), subject to GM approval. Modifications may be re-allocated with 8 hours of work, and are installed using Crafting Reserve or gp.

Greater Bond (Su, 15th)

The homunculus can deliver the engineer's touch-range infusions, using its own action as though it were the engineer. It also gains one shared item slot (choose the neck slot or one ring slot): a single magic item worn there by the homunculus applies its benefit to both the homunculus and the engineer.

Perfected Bond (Su, 20th)

The homunculus becomes a masterwork of living machinery: increase its size by one category (with all normal adjustments), it shares the engineer's infusions freely, and its shared item slots increase to two. Should the engineer fall, the homunculus does not go inert — it continues to act, driven by the pattern of will its maker built into it.

Engineer Discoveries

These discoveries are available to Engineer Exemplars in addition to those the GM permits from the alchemist list.

This class is an original work by Thunder Mead Games. It is designed for compatibility with the Pathfinder Roleplaying Game and includes Open Game Content used under the Open Game License. See Legal & Licensing.