Combat Engineer (Alchemist Archetype)

Casting: A combat engineer may combine spheres and talents to create magical effects. A combat engineer is considered a Mid-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces alchemy.

Spell Pool: A combat engineer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A combat engineer gains a magic talent every time he gains a caster level.

War College: At 1st level, the combat engineer gains the War sphere as a bonus sphere.

This replaces brew potion.

Alchemical Engineering: The combat engineer has the ability to create a unique alchemical item called a device. A device is a small item, easily held in palm of the hand, which combines several ampules of magically enhanced chemicals with spring-loaded gears and spark-generating switches. Each is a single use alchemical item which the combat engineer can use to enhance his sphere abilities that create a non-moving area of effect. By default, this only works with totems, but some discoveries allow the combat engineer to use this devices with other spheres. Using a device expends one of the engineers bombs, but unlike bombs, creating a device does not take any time, and using a device is part of the action to use the sphere ability implanted in it. A device can be used with a sphere ability that attaches an effect to a creature, but the engineer must make a touch attack with the device to do so. This does not draw an attack of opportunity.

A combat engineer can use a device when creating a totem. When the engineer uses the device, he may add 1 modification to the device, plus an additional modification for every 4 class levels after the 1st, up to a maximum of 5 modifications at 17th level. Some modifications are counted as multiple modifications. These modifications alter the way the sphere ability can be used, or the sphere effect that results.

The combat engineer may choose from the following modifications:

  • Concentration Enhancement: The device increases the caster level of the sphere ability by +1. This cannot increase the caster level beyond the character level of the engineer. This modification may be applied multiple times.
  • Diffuser (2 Modifications): The device unleashes a powerful aerosol that increases the potency of the sphere ability. Any saving throw versus the sphere ability it carries must be successfully passed twice by any creature that breathes in the gas. Creatures that do not need to breathe or are holding their breath only need to make their normal saving throw.
  • Experimental Chemistry (4 Modifications): The combat engineer may use this device to a create a sphere ability they do not possess the talent for, chosen at the time of casting. The combat engineer must meet the prerequisites for the talent, and the sphere ability must be one that they can use with a device.
  • Explosive Charge (2 Modifications): This device can be used to do bomb damage in addition to carrying a sphere ability. The combat engineer makes a ranged touch attack with the device as if it were a bomb, and it does damage normally. Any sphere effect included in the attack occurs at the point of impact - either the location where the device detonated or the location of the creature hit if it was successfully used against a target and the sphere ability can be attach to a target.
  • Fuse: A short delay occurs between the casting the sphere ability and the sphere effect’s creation, giving the combat engineer just enough time to throw the device. They may make an attack with the device as part of the casting, and the sphere effect appears at whatever location the combat engineer throws the device. If the device hits a creature, the sphere effect is created at the location they are standing and remains there. The device is considered a thrown weapon with a range increment of 10 ft.
  • Miniaturization (2 Modifications): The device takes the form of a large piece of ammunition, such as an arrow or crossbow bolt. This works similar to Fuse, and the sphere effect appears wherever the ammunition ends after an attack is made with it or it becomes attached to a creature hit (if the sphere ability can be attached to creatures).
  • Rare Ingredient (2 Modifications): The sphere ability treats creatures with SR as having an SR of 5 lower.
  • Remote Detonator (3 Modifications): The device can be primed with a sphere ability, and then activated anytime within the next hour, either with a timer or by a mental command from the combat engineer (a free action). The device may also be used as a dead man’s switch, automatically activating the ability inside when the engineer loses consciousness. The device can be carried by the engineer, or by someone else, or be placed somewhere, and can be used as part of an attack action.
  • Projector: This modification increases the radius of the sphere ability by 50%.
  • Resonator: This modification increases the duration of the sphere ability by 2 rounds.
  • Slow-Burning Agent: A sphere effect created with this modification lasts an additional minute without any spell points needing to be spent or any concentration required.
  • Sturdy Construction: The sphere effect has a +5 on Magical Skill Defense checks to be dispelled or counterspelled.

This replaces instant alchemy, mutagen, persistent mutagen, poison immunity, poison resistance, poison use, swift alchemy and swift poison, and modifies bombs.

Discoveries: The following discoveries are available to combat engineers:

  • Abjuring Device (requires Protection sphere): You may use devices to deliver ward effects.
  • Deluminating Device (requires Dark sphere): You may use devices to deliver darkness effects.
  • Illuminating Device (requires Light sphere): You may use a device to attach a glow to a creature of object by making a melee touch attack or by using the Fuse or Miniaturization modification.
  • Personalized Modification (requires Combat Engineer 10): Choose 1 modification that costs more than 1 modification. When you use it, reduce the modifications required by 1.
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