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Tinker class di wowRPG riadattata a PF


Halavar

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allora quando ho tempo allegherò al tutto il capitolo dedicato alle regole delle costruzioni tecnologiche


Tinker

-cut- Tabella di classe, purtroppo con excel non mi è venuta perfetta, come posso fare?

-cut2- tabella dell'alchimista, con a fianco la bozza della tabella di un po di tempo fa, per confrontare

Description: Tinkers are among the smartest of them adventurers setting out to explore and conquer Golarion. The creators of incredible inventions from steam saws to siege engines, their devices allow them to overcome nearly any situation — and if they don’t have the device they need, they just might be able to design and create a new one on the spot.
Tinkers have a reputation for being dangerous companions, born mainly of reckless goblins experimenting with explosives. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers begin to spread to all the races of Golarion, the idea of the “typical tinker” may continue to change, but inventiveness and intelligence will always be an important part.

Races: Tinkers are most commonly found among the dwarves, gnomes and goblins. Elves, halflings, half orcs, half elves and humans are the least likely to be tinkers.

Alignment: Any.

Abilities: Tinkers favor Intelligence in order to freely develop their skills, the better to design, build and operate their inventions. As tinkers often try to dance around the periphery of combat rather than dive into the middle of the fray, Dexterity is favored as well.

Hit Die: d8

Class Skills
The tinker’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Sta), Craft (Int), Craft (technological device) (Int), Craft (trade skill) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (all taken individually, except arcana and religion) (Int), Open Lock (Agy), Profession (Spt), Search (Int), Use Magic Device (Cha) and Use Technological Device (Int). See Chapter 5: Skills for skill descriptions.
Skill Ranks per level: 6 + Int modifier


Da rivedere le caratteristiche delle abilità!!!!




Class Features


Weapon and Armor Proficiency: A tinker is proficient with all simple weapons.

Bonus Feats: A tinker begins play with a bonus feat in addition to the feat received by all 1st-level characters. This feat must be a Technology feat or it may be an Exotic Weapon Proficiency that allows the tinker to wield a technological weapon (with the exception of firearms). The tinker also receives a bonus feat as indicated by the class table. A tinker must meet all prerequisites for his bonus feats. A tinker can choose a discovery that interact with the Bomb (Su) ability in place of a bonus feat.

Packrat (Ex): Tinkers tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A tinker of 1st level or higher calculates his carrying capacity as if he possessed 5 bonus points of Strength.

Bomb (Su): Tinker are adept to create powerful bombs that they can hurl at their enemies. A tinker can create and use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the same day they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the tinker must use a small amounts of chemicals and metallic elements, each bomb require 1 minute in order to be created.
Throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an tinker’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered tinker level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of f ire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the tinker’s level + the tinker’s Intelligence modifier. Tinkers can learn new types of bombs taking the appropriate discoveries instead of a bonus feat . A tinker’s bomb, becomes inert if used or carried by anyone else.

Bomb Bouncing (Ex): At 1st level, a tinker learns an esoteric technique developed by mad goblin tinkers and passed along to their brethren — the art of bomb throwing. When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment.

Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. At 1th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 12 points of resistance to that type of energy. Whenever the tinker would take damage of that energy type (whether from a natural or magical source), the total energy resistence is decreased by the damage, when the total resistence become 0 the damage starts being applied to the tinker’s hit points. Every level the tinker gains an additional 2 points of energy resistance. The total resistence is refreshed every time the tinker take a rest of at least 8 hours As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy.


Scavenge (Ex): A tinker of 2nd level or higher can put together devices out of random piles of spare parts or whatever wires and gears he happens to be carrying in his pockets at the time. A tinker who succeeds at a Search check with a DC equal to 15 + the intended device’s overall Technology Score (TS) can gather random materials suffi cient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Cobble (Ex): Tinkers prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, tinkers are often forced to throw together a device more quickly. A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week. However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it.
At 3rd level, the tinker may use the cobble ability once per week. Each five levels thereafter (9th, 15th and 20th), the tinker may use the ability one additional time, to a maximum of four times at 18th level.

Evasion (Ex): Beginning at 4th level, a tinker gains the evasion ability and can avoid even magical and unusual attacks with great agility. If a tinker with the evasion ability makes a successful Refl ex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell or an exploding phlogiston boiler), he instead takes no damage. Evasion can be used only if the tinker is wearing light armor or no armor. A helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Coolness Under Fire (Ex): At 4th level, a tinker has employed his skills in dangerous situations often enough that he learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the construction, operation or repair of a technological device, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls, so the tinker cannot take 10 when operating a weapon such as a blunderbuss or a steam saw. As the tinker gain levels he can use the coolness under fire ability more time per day as shown by the class table, to a maximum of eight times per day at 18th level.

Improved Evasion (Ex): At 14th level, a tinker’s evasion ability improves. He still takes no damage on
a successful Refl ex saving throw against attacks such as a burning hands spell or exploding device, but henceforth he takes only half damage even on a failed save. As always, a helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.





Technology Feats

Technology feats pertain especially to technological devices and Golarion’s steampowered, clockwork science. A tinker can take any technology feat as a bonus feat. Gnomes and goblins receive a bonus technology feat at 1st level.

Crafty Leader [Technology]
You work well with others and can use teamwork to speed device construction.
Prerequisites: Craft (any) 3 ranks.
Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2.
Special: Tinkers can select Crafty Leader as one of their bonus tinker feats

Delay Malfunction [Technology]
You know how to make last-minute repairs to malfunctioning equipment.
Benefit: When a device malfunctions, you may attempt a Craft (technological device) check (DC = 15
+ the device’s MR). If you succeed, the device operates normally for 1d3 rounds, giving you a chance to fi nish the job you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20 on the check, the malfunction is completely averted. You may use this feat only once on a particular malfunction.
Special: Tinkers can select Delay Malfunction as one of their tinker bonus feats.

Emergency Repair [Technology]
You are adept at spotting mechanical problems and making quick repairs.
Prerequisite: Sag 13, Delay Malfunction.
Benefit: As a full-round action, you may make a Craft (technological device) check to repair a malfunctioning
or broken technological device. This check’s DC is 20 + (2 x the device’s MR). If you succeed, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs. If you roll a natural 20 on the check, you completely and permanently repair the item.
Special: Tinkers can select Emergency Repair as one of their bonus tinker feats.

Firearm Knack [Technology]
You have a talent for building and using fi rearms.
Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting fi rearms. Your Technological Limit for building fi rearms increases by +2. (See Chapter 11: Technological Devices.)
You gain a +1 competence bonus on attack rolls with firearms you have built.
Special: Tinkers can select Firearm Knack as one of their tinker bonus feats.

Scavenge Materials [Technology]
You are adept at making do with whatever materials come to hand.
Prerequisites: Craft 5 ranks.
Benefit: You may build an item using raw materials equivalent to only 1/10 the item’s market value. The
Craft check DC needed to build the item increases by +10.
Special: Tinkers can select Scavenge Materials as one of their tinker bonus feats.

Small Device Knack[Technology]
You have nimble fi ngers and a gift for fi ne workmanship.
Prerequisites: Dex 13.
Benefit: You get a +2 bonus on Craft (technological device) checks when building a device of Tiny,
Diminutive or Fine size. Your Technological Limit for building such devices increases by +2.
You can build devices that are easily concealed or disguised as other objects, such as a small pistol in the
shape of a spoon. If you choose to conceal or disguise a device, a character attempting to fi nd it must make a Spot check. A character trying to discover the device’s function must make a Use Technological Device check. The DC of either check is 10 + your ranks in Craft (technological device).
Special: Tinkers can select Small Device Knack as one of their tinker bonus feats.


Vehicle Knack [Technology]
You have a talent for building and operating vehicles.
Benefit: You receive a +2 bonus on Craft (technological device) and Use Technological Device checks when
building or using a vehicle. Your Technological Limit for building vehicles increases by +2.
Special: Tinkers can select Vehicle Knack as one of their tinker bonus feats.

Vehicle Proficiency [Technology]
You are familiar with and can operate vehicles that move over land, through water or in the air.
Benefit: Choose a specialty: land vehicles, water vehicles or air vehicles. You may operate a vehicle of the
appropriate type by making a Use Technological Device check.
Normal: A character who operates a vehicle without the appropriate proficiency takes a –4 penalty on her
Use Technological Device check.
Special: You can take this feat multiple times. Each time, it applies to a different specialty. Tinkers can select Vehicle Proficiency as one of their tinker bonus feats.


Discovery disponibili
Acid Bomb, Blinding Bomb, Breathe Weapon Bomb, Concussive Bomb, Confusion Bomb, Defoliant Bomb, Delayed Bomb, Explosive Bomb, Explosive Missile, Fast Bombs, Frost Bomb, Force Bomb, Fire Brand (goblin), Rocket Bomb (goblin), Scrap Bomb (goblin), Smoke Bomb, Poison Bomb, Plague Bomb, Greater Plague Bomb, Lingering Plague, Immolation Bomb, Inferno Bomb, Madness Bombs, Precise Bomb, Shock Bomb, Siege Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb, Sunlight Bomb, Tanglefoot Bomb,

come vi sembra? (per quelli che conoscono un po la classe da wow) è bilanciata?

quando riesco metterò i tehnology feat presenti su altri manuali della serie, e aggiungerò anche tutto il capitolo dedicato al come costruire i devices

questo è il link della discussione da cui ha preso via il progetto http://www.dragonslair.it/forum/threads/53798-Artefice

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[ATTACH=CONFIG]10444[/ATTACH] tabella di classe, purtroppo con excel non mi è venuta perfetta, come posso fare?

Se di Excell parliamo e non di OpenOffice devi selezionare tutta la colonna, tasto dx, formato celle, TESTO...a quel punto qualunque cosa tu scrivi la considera come testo e non come numeri così puoi scrivere +15/+10/+5 senza problemi...se questo era il tuo problema. ;)

Per quanto riguarda la pubblicazione questo materiale è libero o coperto da copyright?

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si esatto era proprio quello, cosi dovrebbe venire decisamente meglio, grazie mille!

allora non è che mi interessi pubblicarla, volevo delle opinioni sulla classe in generale e sul suo bilanciamento. comunque non so dove vedere se è o non è protetto da copyright.. io ho preso tutto per tutto spiccicato dal manuale principale di wpwRPG e l'ho ricopiato e aggiornato un attimo a pf

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allora non è che mi interessi pubblicarla, volevo delle opinioni sulla classe in generale e sul suo bilanciamento. comunque non so dove vedere se è o non è protetto da copyright.. io ho preso tutto per tutto spiccicato dal manuale principale di wpwRPG e l'ho ricopiato e aggiornato un attimo a pf

Metterla sul forum equivale a pubblicarla, cioè renderla pubblica... ;-)

Riusciresti a segnare tipo con un colore differente le parti che hai cambiato rispetto al manuale di WoWRPG? Perchè il copia/incolla dai manuali è una violazione del Copyright.

(Stiamo valutando se il Topic può rimanere pubblicato)

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okok scusami non avevo pensato in questo modo, che geppo.. adesso mi ci dedico..

per evitare di chiuderlo, se doveste decidere in tal senso, potrebbe bastare ad esempio levare tutte le descrizioni delle abilità e dei talenti, lasciando cosi solo i nomi?

ho cambiato il colore delle cose che hanno subito maggiori modifiche, ma in quasi tutto ho cambiato una dicitura e riguardo alle class features ho cambiato i livelli in cui si apprendono in tutte, giusto i talenti sono identici..

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Vorrei fare un appello ai mod: prima di eliminare il topic con leggerezza, cerchiamo di dare a Halavar tutti i mezzi necessari per renderlo legale, perchè a mio avviso questa è proprio una bella idea!

Credo che quasi sicuramente il nome della classe e la descrizione delle abilità è da riscrivere.

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Stavo postando nell'altra discussione ma è stata chiusa =P

Vorrei segnalare diversi altri tinker, artefici, o qualsivoglia, di pathfinder. Sono tutte creazioni di utenti e non sotto copyright. Le posto qui, sono piuttosto interessanti. Faccio due post distinti perchè "Il testo che hai inserito è troppo lungo (76085 caratteri). Accorcialo a 40000 caratteri." :3

Ringrazio gli autori per il loro lavoro e la loro creatività.

Tinker, Classe Base, di SmiloDan (Autore:http://paizo.com/people/SmiloDan/profile) (Link alla classe, pagina 3:http://paizo.com/forums/dmtz4fr8&page=1?Im-bored-give-me-ideas-for-a-new-base-class-I)

Spoiler:  
TINKER

BAB: +¾

Good Saves: Will

Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge arcana, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device.

Skill Ranks Per Level: 6 + Intelligence modifier.

Tinkers are proficient in all simple weapons, the hand axe, hand crossbow, light hammer, repeating heavy crossbow, repeating light crossbow, throwing axe, throwing hammer, and warhammer. Tinkers are proficient in all armor, and shields.

LEVEL ABILITY

1. Master Craftsman, Tinker Item, Tinkering Pool, Tinkering Talent

2. Tinkering Talent

3. Bonus Feat

4. Tinkering Talent

5. Bonus Feat

6. Tinkering Talent

7. Bonus Feat

8. Tinkering Talent

9. Bonus Feat

10. Tinkering Talent

11. Bonus Feat

12. Tinkering Talent

13. Bonus Feat

14. Tinkering Talent

15. Bonus Feat

16. Tinkering Talent

17. Bonus Feat

18. Tinkering Talent

19. Bonus Feat

20. Master Tinker, Tinkering Talent

Master Craftsman: At 1st level, the tinkers receive Master Craftsman as a bonus feat, even if they do not meet the requirements. Treat the tinker’s class level as his caster level. The tinker can use this feat to qualify for any item creation feat they are high enough level to select.

Tinker Item (Su): Tinkers know how to make a temporary, one use, magical item on the fly. As a full round action, a tinker can spend one or more points from his Tinkering Pool, and create a temporary magical item. The tinker must use the magic item within one round per class level or it loses its magic and becomes inert. The tinker can make a magic item with a caster level up to his class level. The tinker must have an Intelligence score of 10 + the level of the highest level spell used in the construction of the magic item. The number of points the tinker spends from his Tinkering Pool is dependent on how often the magic item can be used, as indicated on the following chart:

Usable at will: 1 point

Usable a limited number of times per day: 2 points

Usable by spending a charge from a limited number of un-rechargeable charges: 3 points

Useable once: 4 points

Tinkering Pool (Su): A tinker has a Tinkering Pool with a number of points equal to ½ his class level + his Intelligence modifier. These points are spent to power his Tinker Item ability, as well as some of his Tinkering Talents. These points are restored each day after resting for 8 hours.

Tinkering Talents (Ex, Sp, or Su): At 1st level, 2nd level, and every 2 levels thereafter, the tinker learns one of the following tinkering talents.

Clever Quartermaster (Ex): If given an hour to prepare his gear and load his backpack, belt pouch, and other carrying containers, the tinker may add his Intelligence bonus to his Strength score for the purposes of determining his encumbrance. The tinker can also retrieve an item as a swift action (instead of as a move action) a number of times per day equal to his Intelligence bonus.

Clockwork Companion (Su): The tinker learns how to build autonomous constructs that serve him. Treat these as animated objects that are under the control of the tinker. The tinker can create clockwork companions with a number of hit dice equal to ½ his level. Building a clockwork companion costs 100 gp per hit die. The tinker can create any number of clockwork companions, but after the first, the tinker reduces his daily Tinkering Pool by 1 for each clockwork companion beyond the first. The tinker must be at least 2nd level to select this talent.

Devious Devices (Ex): The tinker adds his Intelligence modifier to Disable Device and Use Magic Device skill checks.

Devious Item Activation (Su): The tinker uses his Intelligence modifier in place of the default ability score modifier when determining the DC of any Saving Throw of any magic item he activates.

Disable Construct (Su): As a standard action, the tinker can disable a construct by making a successful melee touch attack against a construct, spending 1 point from his Tinkering Pool, and making a Disable Device with a DC equal to 10 + the HD of the construct. If successful, the construct is entangled for 1d6 rounds and its damage reduction, if any, is reduced by 5. If the tinker beats the Disable Device DC by 10, the construct is also staggered for 1d6 rounds, and its damage reduction, if any, is reduced by 10. If the tinker beats the Disable Device DC by 20, the construct is instead paralyzed for 1d6 rounds and its damage reduction, if any, is reduced by 15.

Disrupt Item (Su): As a standard action, the tinker can suppress the magic of a magic item within 120 feet for 1 round per level by spending one point from his Tinkering Tool and making a level check with a bonus equal to his Intelligence modifier against a DC of 10 + the caster level of the item.

Efficient Item Creation (Ex): The tinker reduces the amount of time it takes to construct magic items by half. The tinker can select this talent up to 3 times, and the effects stack (the second time this talent is selected, the tinker reduces the amount of time to ¼ normal; the third time this talent is selected, the tinker reduces the amount of time to 1/8 normal.

Enhance Armor or Shield (Su): The tinker can enhance the armor he wears and/or the shield he wields, giving it an enhancement bonus to armor class, and possibly one or more special abilities. The armor or shield remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the armor or shield he enhanced gains one plus of enhancement per point spent. An enhanced armor or shield must have at least a +1 enhancement before it can be enhanced with a special armor or shield ability.

Enhance Weapon (Su): The tinker can enhance a weapon he wields, giving it an enhancement bonus to attack and damage rolls, and possibly one or more special abilities. The weapon remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the weapon he enhanced gains one plus of enhancement per point spent. An enhanced weapon must have at least a +1 enhancement before it can be enhanced with a special weapon ability.

Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 minute per tinker level instead of 1 round per tinker level.

Extra Slot (Ex): The tinker selects one body slot. He may use one additional magical item in that body slot than normal. This talent may be selected more than once; each time the talent is selected, a new body slot must be selected.

Frugal Item Creation (Ex): The tinker reduces the construction costs of magic items by 10%. The tinker can select this talent up to 5 times, and the effects stack.

Greater Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 day per tinker level instead of 1 hour per tinker level. The tinker must be 14th level and have the Extend Tinker Item and Improved Extend Tinker Item talents before selecting this talent.

Greater Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must be 14th level and have the Inventive Combatant and Improved Inventive Combatant talents before selecting this talent.

Improved Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 hour per tinker level instead of 1 minute per tinker level. The tinker must be 8th level and have the Extend Tinker Item talent before selecting this talent.

Improved Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of two combat feats he qualifies for but does not possess for 1 round. The tinker must be 8th level and have the Inventive Combatant talent before selecting this talent.

Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of one combat feat he qualifies for but does not possess for 1 round.

Mad Scientist (Ex): The tinker is insane. This results in a +6 bonus to Charisma and a -6 penalty to Wisdom. The tinker may apply his Charisma modifier in place of his Wisdom modifier to his Will Saves. When subjected to a confusion or insanity effect, the tinker may roll twice and choose either of the results. The tinker gains a number of class skills equal to his Intelligence bonus from the following list: Bluff, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering, history, planes, or religion), Linguistics, Perform, or Stealth.

Major Magic (Sp): The tinker gains the rogue ability of the same name. The tinker must have the Minor Magic talent before selecting this talent. The tinker may spend one point from his Tinkering Pool to gain additional castings of the spell associated with this talent. The tinker may select this talent multiple times; the effects do not stack. Each time the tinker selects this talent, he must select a new spell; this new spell can be 1 spell level higher than the previous selection of this talent.

Metamagic Item Activation (Su): The tinker can add metamagic effects to wands and staves. This uses up 1 additional charge per additional spell level of the affected spell, and the tinker must know the metamagic feat being applied to the item.

Minor Magic (Sp): The tinker gains the rogue ability of the same name.

Potent Item Activation (Su): The tinker can spend 1 point from your Tinker Pool when activating a magic item and use your class level as the caster level of the magic item.

Rapid Repair (Sp): The tinker can use mending at will. The tinker can spend 1 point from his Tinkering Pool and gain the benefits of a make whole spell.

Skill Mastery (Ex): The tinker gains the rogue ability of the same name.

Surgery (Ex): When the tinker uses the Heal skill to Treat Deadly Wounds, he can spend 1 point from his Tinkering Pool and restore a number of hit points equal to the patient’s hit dice + tinker’s Intelligence bonus. A creature can benefit from a tinker’s Surgery ability a number of times per day equal to 1 + its Constitution bonus (if any). He can revivify a dead creature by making a DC 40 Heal check within a number of rounds equal to his Intelligence modifier of the creature’s death; this restores the creature to 1 hit point.

Trapfinding (Ex): The tinker gains the rogue ability of the same name.

Treat Lesser Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 25 Heal check and remove one of the following afflictions from a creature: dazed, exhausted, frightened, nauseated, negative level, or staggered. The tinker must be 6th level to select this talent and have the Surgery and Treat Minor Afflictions talent before selecting this talent.

Treat Major Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 30 Heal check and remove one of the following afflictions from a creature: blinded, deafened, panicked, paralyzed, petrified or stunned. The tinker must be 12th level to select this talent and have the Surgery, Treat Minor Afflictions, and Treat Lesser Afflictions talents before selecting this talent.

Treat Minor Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 20 Heal check and remove one of the following afflictions from a creature: dazzled, entangled, fatigued, shaken, or sickened. The tinker must have the Surgery talent before selecting this talent.

Ultimate Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 year per tinker level instead of 1 day per tinker level. The tinker must be 20th level and have the Extend Tinker Item, Improved Extend Tinker Item, and Greater Extend Tinker Item talent before selecting this talent.

Ultimate Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must 20th level and have the Inventive Combatant, Improved Inventive Combatant, and Greater Inventive Combatant talents before selecting this talent.

Unique Weapon (Ex): The tinker invents a unique exotic weapon that he is proficient in. The weapon can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon, and cause either bludgeoning, piercing, or slashing damage.

Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.

One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.

Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.

Unique exotic weapons have 6 uniqueness points that can be spent to make the weapon exotic by adding features to it.

Increasing the base damage die by one costs 2 points.

Increasing the base damage die by two costs 4 points.

Reducing the base damage die by one adds 1 point.

Reducing the base damage die by two adds 3 points

Increasing the threat range to 19-20 costs 2 points.

Increasing the threat range to 18-20 costs 4 points.

Increasing the critical multiplier to x3 costs 2 points.

Increasing the critical multiplier to x4 costs 4 points.

Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point

Adding the brace ability costs 1 point

Adding the disarm ability costs 1 point

Adding the double weapon quality costs 3 points

Adding the monk quality costs 1 point

Adding the non-lethal quality costs 1 point

Adding the reach quality costs 2 points

Adding the throw-able quality costs 2 points

Adding the trip ability costs 1 point

Adding the Weapon Finesse quality costs 1 point

Visionary Genius (Ex): The tinker adds his Intelligence modifier to Heal and Perception skill checks.

Bonus Feat (Ex): At 3rd level, and every 2 levels thereafter, the tinker gains one of the following bonus feats: Breadth of Experience, Cooperative Casting, Deft Hands, Magical Aptitude, Master Alchemist, Skill Focus, Well-Prepared, or any item creation feat or metamagic feat.

Master Tinker (Ex): At 20th level, the tinker gains the ability to make artifacts and intelligent magic items.

Artificer, Classe Base, di pluvia33 (Autore: http://paizo.com/people/pluvia33) (Link alla classe: http://paizo.com/forums/dmtz4qeh?Artificer-Base-Class)

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ARTIFICER

BAB: +3/4

Good Saves: Will

Hit Dice: 1d8

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

Skill Ranks per Level: 4 + Intelligence modifier.

Special Abilities by Level

1. Arcane Pool, Artifice, Cantrips, Categorizer, Scribe Scroll, Systematic Craftsman

2. Bonus Feat

3. Pool Strike

4. Bonus Feat

5. Transmute Item

6. Bonus Feat

7. Trade Secrets

8. Bonus Feat

9. Pool Reach

10. Bonus Feat

11. Metamagic Item

12. Bonus Feat

13. Touchless Activation

14. Bonus Feat

15. Swift Pool

16. Bonus Feat

17. Skill Mastery

18. Bonus Feat

19. Improved Metamagic Item

20. Master Crafter

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons. They are also proficient with light armor and shields (except tower shields). An artificer can cast spells from spell completion items (such as scrolls) while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, an artificer wearing medium or heavy armor incurs the normal arcane spell failure if the spell in question has a somatic component.

Artifice (Su): An artificer gains a tome similar to a wizard’s spellbook, but does not gain the ability to directly cast the spells within it. Instead, this tome is like a magical recipe book used to create magic items of all sorts. Any spell within it lets the artificer meet the spell prerequisites for any magic item creation including spell trigger and spell completion items. An artificer’s tome may contain spells from both the cleric and wizard spell lists and he may activate any spell trigger and spell completion items using spells from his tome without making a Use Magic Device check. As long as the spell is in his tome, he may cast spells from items regardless of the source of the magic (arcane or divine) or the ability score the original creator uses for spell casting.

Although most of their spells cannot be cast directly, artificers are considered arcane spell casters for all purposes and have a caster level equal to their artificer level. This caster level is considered one level higher for the purpose of meeting prerequisites for item creation feats and caster level limits on crafting certain items (such as magic weapons). Any spell that is included in an artificer’s tome may use the artificer’s caster level and intelligence bonus to determine the effects of the spell when cast from scrolls and wands, just as if he were casting from a staff.

An artificer begins play with a tome containing five 0-level spells plus three 1st-level spells of his choice from either the cleric or wizard spell lists. The artificer also selects a number of additional 1st-level (or 0-level) spells of his choice equal to his Intelligence modifier to add to the tome. The spell progression an artificer uses to determine what spells he may add to his tome and utilize each level is the same as that of a cleric and wizard. At each new artificer level, he gains two new spells of any spell level or levels that he can use (based on his new artificer level) for his tome. At any time, an artificer can also add spells from scrolls or wizards’ spellbooks to his own just as a wizard can (see Magic). An artificer may choose any spells that appear on the cleric or wizard spell lists and if they appear on both at different levels, he always chooses the lower spell level. An artificer does not need to provide a divine focus for any cleric spells he uses.

The artificer may also quickly scribe a scroll once a day for each spell level he has access to in his tome at no cost (other than the cost of material components, if any). He does not gain extra scrolls per day for having a high Intelligence score. An Artificer may use the slot of a higher level spell to prepare a scroll of any lower level, such as using his 2nd level scroll slot to prepare an extra 1st level scroll. These scrolls take 1 minute each to prepare. These scrolls may only be used by the artificer who created them and they remain potent for 1 day before losing their magic. An artificer may also sacrifice a scroll slot to recharge a staff in the same manner as other casters with prepared spells or spell slots.

Cantrips: Artificers have access to three cantrips, or 0-level spells, which they can cast as normal an unlimited amount of times each day: Detect Magic, Mending, and Read Magic. He does not need to access his tome to prepare these spells nor do these spells need to be included in his tome. If an artificer wants to cast any other 0-level spells, they must be added to his book and prepared as scrolls or other magic items.

Arcane Pool (Su): At 1st level, the artificer gains an Arcane Pool similar to that of a magus. This arcane pool has a number of points equal to 1/2 his artificer level (minimum 1) + his Intelligence modifier. The pool refreshes each morning after 8 hours of rest. If an artificer also has levels as a magus, the Arcane Pool from each class remains separate to power their respective abilities.

At 1st level, an artificer can expend 1 point from his arcane pool as a standard action to grant any weapon, armor or shield he touches a +1 enhancement bonus for 1 minute per level. For every four levels beyond 1st, the item gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses overlap, but do not stack with existing enhancements nor do multiple applications of this ability stack with each other.

In place of the enhancement bonus, the artificer may instead grant the item a magic ability of his choice with a bonus cost up to what he is capable of granting. Meaning at 1st level he may grant abilities such as Flaming and Arrow Catching (+1), at 5th level he may grant Flaming Burst and Arrow Deflection (+2), and so on. An artificer must expend 2 points instead of 1 to add the Bane special ability to a weapon. This use does not grant an actual enhancement bonus, nor is one required before granting this ability.

A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this ability. Also, armor and weapon enhancements and abilities may be placed directly on constructs even if they are not wearing armor or wielding weapons.

Categorizer (Ex): Artificers meticulously keep track of their magical and mundane items, always knowing where every item on their person is located at any given time. An artificer never provokes attacks of opportunity when retrieving stored items and any artificer who takes the Quick Draw feat may use the benefits of Quick Draw with alchemical items, potions, scrolls, and wands.

Scribe Scroll (Su): At 1st level, artificers receive Scribe Scroll as a bonus feat.

Systematic Craftsman (Ex): Artificers are experts at their craft and in return are able to use their intellect to assist in the disabling and use of other items. An artificer adds 1/2 his level to all Craft skill checks as well as Spellcraft skill checks for crafting magic items (minimum +1). He also gains a bonus to Disable Device and Use Magic Device skill checks equal to his intelligence bonus (minimum 0). An artificer can use Disable Device to disarm magic traps.

Bonus Feats: At 2nd level, and at every even level thereafter up to 18th level, an artificer gains a bonus feat. These bonus feats must be Item Creation feats, Metamagic feats, or feats from the following list: Arcane Strike, Cooperative Crafting, Extra Arcane Pool, and Magical Aptitude. The artificer must still meet the prerequisites for these feats. An artificer’s caster level is treated as one level higher for the purpose of meeting the prerequisites for Item Creation feats.

Pool Strike (Su): At 3rd level, artificers can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6. This ability may also be used to heal construct creatures or directly damage them for the same amount.

Transmute Item (Su): At 5th level, artificers can break down magic items to their most basic components. As part of magical crafting an artificer may use any number of magical items as raw materials to create new magical items using half of their base value to help cover the gp cost of the new items, destroying the old items in the process. If the gp gained in this way is more than what is needed for the crafting, the excess gp is lost unless he spends an extra day (equivalent to 1,000 gp base price worth) of crafting to make the extra amount into actual gp. This requires a separate Spellcraft check (DC 10). Alternately, he may simply spend that same amount of crafting time to break down any number of magical items to gain half of their base value in actual gp using the same Spellcraft check. You must have the appropriate item creation feats required to make the items to perform this ability on them.

Trade Secrets (Ex): At 7th level, artificers are able to craft magic items more quickly. When determining the time required to craft magic items, reduce the base price by 25%. The artificer may also work on two magic items at one time letting him pause work on an item to work on another or divide time and resources between two items in the same day. It also takes the artificer half the normal amount of time to create mundane items using the craft skill. At 15th level, the benefits of this ability double. The time required is reduced by 50% and the artificer may work on up to four magic items at one time. It now takes one fourth the normal amount of time to create mundane items.

Pool Reach (Su): At 9th level, artificers may give their Arcane Pool abilities range. He no longer needs to touch a weapon, piece of armor or shield to enhance it with his Arcane Pool and can enhance any within 30 feet. When using his Pool Strike ability an artificer may use his attack as a ray, targeting any foe within 30 feet as a ranged touch attack. The choice of using a ray must be made when the point from his arcane pool is expended and the ray is shot as part of the standard action to use this ability.

Metamagic Item (Su): At 11th level, artificers gain the ability to add the effects of metamagic feats to existing spell trigger and spell completion items. They may accomplish this in two ways, both of which increase the casting time by one step just as if he were a spontaneous caster (except when using quicken metamagic, which is still a swift action). They may use magic metamagic rods to add the effects of metamagic feats to any spell trigger or spell completion item as if it were any spell they had cast. Unlike most casters, artificers do not need to be holding the metamagic rod to use it. It just needs to be on their person such as in a pocket or mundane backpack. Metamagic rods stored in an extra dimensional space such as a bag of holding cannot be used. They may also spend a number of points from their Arcane Pool equal to the level adjustment of the metamagic feat to add any metamagic feat he possesses. So it costs one point to add Silent Spell and four points to add Quicken Spell. The final adjusted level of a spell cast this way cannot be greater than the highest level spell the artificer can add to his tome.

Touchless Activation (Su): At 13th level, artificers gain the ability to draw the power out of magic items without even laying a hand on them. Any spell from a wand or staff which appears in the artificer’s tome may be activated by him without holding it as long as it is in his possession. This includes any which are attached to his body such as a wand on a bandolier or staff strapped to his back, items in his pockets, or those stowed away in a mundane backpack. This does not include items stored in an extra dimensional space such as a bag of holding. Scrolls of spells which appear in his tome may also be activated in this manner as long as the artificer had already deciphered the magical writing. The scroll does not need to be read at the time of casting, but activation is otherwise unchanged, with the casting of the spell still provoking an attack of opportunity. All spells cast from wands, staffs, and scrolls which appear in the artificer’s tome gain the benefits of the Still Spell metamagic.

Swift Pool (Su): At 15th level, artificers may use a little extra energy to activate their Arcane Pool abilities faster. When enchanting items with his Arcane Pool or using his Pool Strike abilities, an artificer may spend one extra point to use these abilities as a swift action instead of a standard action. He may also spend one extra point when using the Arcane Pool activated form of the Metamagic Item ability to add metamagic feats (other than quicken spell) without increasing the spell’s casting time.

Skill Mastery (Ex): At 17th level, artificers may take 10 on any Spellcraft or Use Magic Device skill check even if stress and distractions would normally prevent him from doing so. This circumvents the usual rule that states you cannot take 10 on Use Magic Device checks.

Improved Metamagic Item (Su): At 19th level, the artificer’s Metamagic Item ability improves. Adding the effects of a metamagic rod no longer increases the casting time of spells. When using his Arcane Pool to add metamagic feats to spells, the artificer may now cast spells with an adjusted level of up to three levels beyond the highest spell level he can add to his tome.

Master Crafter (Ex): When an artificer reaches 20th level, his life’s work in magical crafting has truly made him a master. Work required each day to accomplish a full day’s worth of crafting is cut in half and the amount of gp worth you can craft in that time has multiplied by a factor of 10. An artificer now only needs to complete 4 hours of work per 10,000 gp in an item’s base price, with a minimum of at least 4 hours. Any single magical crafting (no longer limited to just potions and scrolls) with a base price of 2,500 gp or less can be completed in 1 hour. He may also work up to 8 hours a day with no minimum of how many items he can work on, complete, or how much work you can put into an item. Therefore, you can work on one item for 8 hours to complete 20,000 gp of work, accelerate your work to 2 hours of work per 10,000 gp to work on an item for 8 hours to complete 40,000 gp of work, complete 8 items of 2,500 gp value or less in one 8 hour period, and have as many projects going on at once as you like. Mundane crafting now only takes one tenth of the normal amount of time to complete. This ability replaces Trade Secrets.

Engineer, Archetipo da Alchimista, di hida_jiremi e Anthony Kane (Autori: http://paizo.com/people/hidaJiremi , http://paizo.com/people/AnthonyKane) Link all'Archetipo (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/houseRules/theEngineerAlchemistArchetype&page=1#19)

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The Engineer (Alternate Class)(Alchemist Archetype)

Not all alchemists are masters of chemistry and biology. Some prefer to focus their mad talents on the mysteries of mechanical engineering—the creation of lethal machines. These individuals call themselves Engineers, seeing themselves as masters of wondrous mechanical creations that they build to perform amazing spell like tasks. Where as the Alchemist captures his own magical potential within liquids, the Engineer infuses his magical potential into mechanical devices through his knowledge of Engineering.

Role: Where some see the Engineer as a crazy mad man surrounding himself with dangerous machines, others might simply view him as an overly eccentric inventor. With his love of gears and gadgets he shares a natural talent with the rogue in how to disable devices. He seeks to use his knowledge of engineering to improve both himself and the world around him. Still the Engineer is not a character to be taken lightly for through the same mechanical inventions that he creates to better himself and society, he can by the same token turn these inventions against the world to wreak havoc and destruction as exemplified through his devastating weapon, the Death Ray.

Alignment: Any

Hit Die: D8

BAB: 3/4

Fort: good

Reflex: good

Will: poor

Skill points: 4 + Intelligence Modifier

Extracts per day aka Infusions per day (same progression as Alchemist)

Special

LV1: Engineering, Death Ray 1D6, Technological Bond, Craft Wondrous Item, Precise Shot

LV2: Discovery, Trap Finding

LV3: Death Ray 2D6, Swift Engineering

LV4: Discovery, Trap Sense +1

LV5: Death Ray 3D6

LV6: Discovery, Quick Disable

LV7: Death Ray 4D6

LV8: Discovery, Trap Sense +2

LV9: Death Ray 5D6

LV10: Discovery

LV11: Death Ray 6D6

LV12: Discovery, Trap Sense +3

LV13: Death Ray 7D6

LV14: Discovery, Technological Endurance

LV15: Death Ray 8D6

LV16: Discovery, Trap Sense +4

LV17: Death Ray 9D6

LV18: Discovery, Instant Engineering

LV19: Death Ray 10D6

LV20: Grand Discovery, Trap Sense +5

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Spoiler:  
Class Skills:

The Engineer's class skills are: Appraise (Int), Craft (any), (Int), Disable Device(Dex), Fly(Dex), Heal(Wis), Knowledge (Arcana) (Int), Knowledge (Engineering)(Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft(Int) , Survival (Wis), Use Magical Device (Cha). Weapon and Armor Proficiencies: Engineer's are proficient with all simple weapons and their death ray. They are also proficient with light armor, but not with shields.

Engineering (Su): Engineers are not only masters of building mundane machines such as mechanical traps and clockwork toys, but also of fashioning pseudo-magical devices which allow them to produce spell effects. In effect, an engineer prepares his spells by building small, expendable devices, and then “casts” his spells by using the device. When an engineer creates a device, he infuses the object with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When making a Knowledge (engineering) check, or any Craft check to build a mechanical device, the engineer gains a competence bonus equal to his class level on the check. In addition, an engineer can use Knowledge (engineering) to identify wondrous items as if using detect magic. He must hold and examine the item for 1 minute to make such a check.

An engineer’s primary means of delivering his magical potential is through devices, including a permanent destructive device called a death ray (see below), though he also gains the ability to physically improve himself by crafting either a customized suit of powerful armor or a battlefist (see below).

Devices are significantly more varied. In many ways, they behave like spells in scroll form, and as such their effects can be dispelled by effects like dispel magic using the engineer’s class level as the caster level. An engineer can only create a certain number of devices each level per day. His base daily allotment of devices is the same as an alchemist’s daily extracts, and he likewise gains bonus devices from a high Intelligence score.

When an engineer builds a device, he infuses the gears and springs in it with his own mad genius. A device becomes inert if it leaves the engineer’s possession, reactivating as soon as it returns to his possession—an engineer cannot hand out his devices for use by his allies (but see the “stable device” discovery below). Any touch-range spell requires the engineer to touch the target with the device, meaning that such spells with a duration can only be used on the engineer himself (since if the device leaves the engineer’s possession, it ceases to work). Essentially, all touch-range beneficial magic has a range of “personal” for engineer devices.

A device remains intact so long as the engineer spends time maintaining it each day. Creating a device requires 1 minute per spell level of work initially, but daily maintenance only takes 1 minute (and the device slot, of course)—devices are extremely simple mechanically, and most of their substance comes from the engineer’s genius. Most engineers prepare many devices at the start of the day or just before going on an adventure, but it’s not uncommon for an engineer to keep some of his daily device slots open so that he can build devices in the field as needed. An engineer can only “break down” a device and build a new one in its place after resting (as with a wizard preparing spells).

Although the engineer doesn’t actually cast spells, he does have a blueprints list that determines what devices he can create (see below). An engineer can utilize spell-trigger items if the spell appears on his blueprints list, but not spell-completion items (unless he uses Use Magic Device to do so). A device is “cast” by wielding it, as if casting off a scroll—the effects of a device exactly duplicate the spell upon which its blueprint is based. Wielding a device is a standard action; it is assumed that “drawing” the device is a part of using it, and does not comprise a separate action. The engineer uses his class level as the caster level to determine any effect based on caster level.

Creating devices consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. An engineer can easily replenish his materials through scavenging and by cannibalizing his previously-used devices. If a spell normally has a costly material component, that component is expended during the use of that particular device, not during its initial creation.

Devices cannot be made from spells that have focus requirements (engineer devices that duplicate divine spells never have a divine focus requirement). An engineer can prepare a device of any blueprint he knows. To learn or use a device, an engineer must have an Intelligence score equal to at least 10 + the device’s level. The Difficulty Class for a saving throw against an engineer’s device is 10 + the device level + the engineer’s Intelligence modifier.

An engineer may know any number of blueprints. He stores his blueprints in a special tome called a Technical Manual. He must refer to this book whenever he prepares a device but not when he uses it. An engineer begins play with two 1st-level blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new engineer level, he gains one new blueprint of any level that he can create. An engineer can also add blueprints to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements.

An engineer can study a wizard’s spellbook to learn any blueprint that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a laboratory book. An engineer must decipher arcane writings normally before copying them, using either Spellcraft or read magic.

An engineer cannot select any discovery that relates to extracts or formulae (but see below for new discoveries).

This class feature replaces the alchemy class feature.

Death Ray (Su): Every engineer starts with a basic creative impulse—the urge to destroy those that mock or deride him. To this end, engineers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes.

The “death ray” is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d6 + the engineer’s Intelligence bonus. Firing the death ray is a standard action. The death ray can be used a number of times each day equal to twice the engineer’s class level + the engineer’s Intelligence bonus. Each day, the alchemist must spend one minute per daily use recharging the device with his own magical aura (generally by sitting quietly and tinkering with the device for that time). The engineer is considered to be proficient in his own death ray, though he cannot use another engineer’s death ray any more than anyone else.

The death ray only works for the alchemist, and he can only have one in existence at a time; if his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon, it can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the engineer’s class level, and hit points equal to 20 + the engineer’s class level.

The damage of an engineer’s death ray increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

This ability replaces the bombs class feature, and the engineer cannot select any discovery that would affect or modify that class ability.

Craft Wondrous Item (Ex): At 1st level Engineers receive Craft Wondrous Item as a bonus feat. An Engineer can use this feat to create wondrous items out of any blueprints that he knows (up to 3rd level) using his Engineer level as his caster level. The spell must be one that can be made into a wondrous item. The Engineer does not need to meet the prerequisites for this feat. (This replaces the Brew potion feat normally granted to standard Alchemists).

Technological Bond (Su): At 1st level, Engineers can forge for themselves a powerful device that can dramatically enhance and change their rather physically weak stature. This device can take one of two forms: an exoskeleton suit of powerful armor that only the engineer can use or a battlefist (see individual descriptions below). This ability replaces the Mutagen ability granted to standard Alchemists.

Clock-Work Armor (Su): At 1st level the Engineer can create a suit of clock-work armor out of gears and mechanisms that can enhance his physical stature. Creating this suit of clock-work armor takes the Engineer 24 hours but once created it can be used repeatedly until broken or destroyed. This suit of clock-work armor is considered to be a Light Armor that only characters with levels in Engineer would be proficient with.

Starting at 1st level, an Engineer can use his clock-work armor for a number of rounds equal to 4 + Constitution Modifier. At each level after 1st the Engineer can continue to use his clock-work armor for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance", do not increase the total number of rounds that the Engineer can use his clock-work armor that day. An Engineer can activate his clock-work armor as a free action. The total number of rounds that the Engineer can use the clock-work armor is renewed after the Engineer has rested for 8 hours, although these hours do not need to be consecutive.

While using the clock-work armor, an Engineer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 Equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the equipment bonus from the suit of clock-work armor is made when the Engineer activates his clock-work armor and cannot be changed while its in use, but the bonuses can be changed upon each activation of the suit of clock-work armor. In addition the clock work armor also provides a +4 Armor bonus, a +4 maximum dexterity bonus, a -2 armor check penalty and a speed of 30ft while in use. It has a Hardness of 10 and 40 hit points + the Engineer's class level. If damaged the Engineer can repair it with a craft: armor or shield skill check or if its destroyed then the Engineer can rebuild it within 24 hours.

An Engineer can activate his clock-work armor as a free action and becomes fatigued after using his clock-work armor for a number of rounds to 2 x the number of rounds spent using the clock-work armor. An Engineer cannot activate his clock-work armor again while fatigued or exhausted but can otherwise activate his clock-work armor multiple times during a single encounter or combat.

The Battle Fist (Su): At 1st level the Engineer can create a Battlefist that he can equip and activate in battle to greatly enhance his melee combat ability. The battle fist resembles a mechanical gauntlet with articulated fingers. It takes 24 hours for the Engineer to construct a battle fist but once created it can be reused until destroyed. Due to the superior construction of this device an Engineer may wear his battle fist indefinitely, even when its abilities are deactivated, and it functions just like his regular hand. It does not impose an armor check penalty or hinder him in the least.

Starting at 1st level, an Engineer can use his battle fist to augment his physical stature for a number of rounds equal to 4 + Constitution Modifier. At each level after 1st the Engineer can continue to use his battlefist for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance", do not increase the total number of rounds that the Engineer can use his battlefist that day. An Engineer can activate his battlefist as a free action. The total number of rounds that the Engineer can use the battlefist is renewed after the Engineer has rested for 8 hours, although these hours do not need to be consecutive.

While using the battlefist, an Engineer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 Equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the equipment bonus from the battlefist is made when the Engineer activates his battlefist and cannot be changed while its in use, but the bonuses can be changed upon each activation of the suit of battlefist.

The Engineer is automatically considered proficient with his battlefist, and can use his battlefist to make a natural slam attack that deals 1D6 points of Bludgeon damage + the Engineer's strength modifier. The battlefist has a critical threat range of 20 with a damage multiplier of x2. While wearing his battle fist the Engineer is consider to be armed and threatens any adjacent squares in combat as such. If the Engineer has a base attack bonus of +6 or higher, he can make additional attacks in a round with his battlefist just as if he were wielding a melee weapon. The Engineer's Battle fist is considered a weapon for the purposes of feats and prerequisites. Therefore it qualifies as a weapon and the Engineer can apply feats such as Weapon Focus. Furthermore an Engineer may also apply blue prints to his battlefist as if it were both a natural and manufactured weapon. The battlefist has a hardness of 5 + the engineer’s class level, and hit points equal to 20 + the engineer’s class level. If damaged the Engineer can repair it with a craft: weapon skill check or if its destroyed then the Engineer can rebuild it within 24 hours.

An Engineer can activate his battlefist as a free action and becomes fatigued after using his battlefist for a number of rounds equal to 2 x the number of rounds spent using the battlefist. An Engineer cannot activate his battlefist again while fatigued or exhausted but can otherwise activate his battlefist multiple times during a single encounter or combat.

At 3rd level the Engineer's battle fist is treated as having a +1 Enhancement bonus. The Engineer may add from the list of magic weapon properties to augment his Battle Fist. This Enhancement bonuses increases by +1 at every 3rd level to a Maximum of +6 at 18th level.

Precise Shot (Ex): All Engineer's gain the Precise Shot feat as a bonus feat at 1st level. An Engineer adds his Intelligence modifier to damage done with any ranged weapon. The bonus damage is already included in the Death Ray class feature. An Engineer does not need to meed the prerequisites for this feat.

Discovery (Su): At 2nd level, and then again for every 2 levels thereafter (up to 18th level) an Engineer makes an incredible Engineering Discovery. Unless otherwise noted, an Engineer cannot select an individual discovery more than once. Some Discoveries can only be made if the Engineer meets certain prerequisites first, such as uncovering other discoveries. Discoveries that modify the Engineer's Death Ray are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual blast from the Engineer's Death Ray. The DC for any saving throw called for by a discovery is equal to 10 + ½ the Engineer's class level + the Engineer's Intelligence modifier.

Due to changes of class features from Alchemist to Engineer the Engineer may not select any bomb discoveries, discoveries that effect extracts, or discoveries that affect Mutagens.

The following are the Discoveries that the Engineer may select from.

Blinding blast*: When the Engineer fires his death ray, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding ray are blinded for 1 minute unless they succeed at a Fortitude save. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.

Caustic blast*: When the engineer makes an attack with his death ray, he can choose to have it inflict acid damage, but the death ray’s range increment is halved. Creatures struck by a caustic blast take an additional 1d6 points of acid damage 1 round later.

Concussive blast*: When the engineer makes an attack with his death ray, he can choose to have it inflict sonic damage. A concussive blast deals only 1d4 points of damage + engineer’s Int modifier, plus 1d4 points of bonus damage per odd-numbered level. Creatures struck by a concussive blast are deafened for 1 minute unless they succeed at a Fortitude save.

Confusion blast*: The Engineer’s death ray can twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion ray takes damage from the ray and is under the effect of a confusion spell for 1 round per caster level of the Engineer. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An Engineer must be at least 8th level before selecting this discovery.

Delicate death ray*: The engineer’s death ray is particularly compact. It is a one-handed weapon rather than a two-handed weapon.

Disintegration beam*: When the engineer fires his death ray, he can spend 2 of its daily uses to produce a disintegration beam, inflicting untyped damage. Any creature brought below 0 hit points by the beam is reduced to fine dust, as per the disintegrate spell. Additionally, the engineer can use the beam to disintegrate inanimate matter as per the disintegrate spell. The engineer must be at least 10th level before selecting this discovery.

Dispelling beam*: When the engineer fires his death ray, he can choose to have it dispel magic effects. A creature hit by a dispelling beam is subject to a targeted dispel magic, using the engineer’s class level as the caster level. This cannot be used to target a specific spell effect. If a spell is successfully dispelled, the target suffers damage equal to the caster level + the engineer’s Intelligence bonus. The engineer must be at least 6th level before selecting this discovery.

Force beam*: When the engineer fires his death ray, he can choose to have it inflict force damage. Force beams inflict 1d4 + engineer’s Int modifier points of force damage, plus 1d4 points of force damage for every odd-numbered level. A creature that is struck by a force beam is knocked prone unless it succeeds on a Reflex save. The engineer can fine-tune this output as well, sacrificing 1d4 points of bonus damage to instead push the creature back 5 feet on a failed save. The engineer must make this choice before firing the death ray, and if the creature cannot be pushed back the whole distance, it simply falls prone in the last square into which it moved with no additional effect; this movement does no provoke attacks of opportunity. An engineer must be at least 8th level before selecting this discovery.

Frost beam*: When the engineer fires his death ray, he can choose to have it inflict cold damage. A creature struck by a frost beam is staggered on its next turn unless it succeeds on a Fortitude save.

Idiot-proof device: When the engineer builds a stable device, it can be used by any character, regardless of their access to magic or the Use Magic Device skill. The engineer must have the stable device discovery and be at least 6th level before selecting this discovery.

Inferno beam*: When the engineer fires his death ray, he can choose to have it inflict fire damage. A creature struck by an inferno beam is sickened for 1d4 rounds.

Mind control beam*: Some engineers prefer to handle things in a more subtle way than usual. When the engineer fires his death ray, he can choose to inflict no damage to instead fire an invisible beam of energy that scrambles the target’s mind, leaving them vulnerable to outside influence. Using the mind control beam is a full-round action, since the controls must be carefully calibrated. On a successful attack, the target is entitled to a Will save to avoid the effect. If the target fails the save, it is subject to the suggestion spell, except that the target does not need to know the engineer’s language; the command is input directly into his mind. The engineer uses his class level as the caster level for this effect. An engineer must be at least 8th level to select this discovery. If the engineer is at least 14th level, the target can instead be subjected to a dominate person spell.

Multi-tasker: When the engineer creates a device, he can use two blueprints for a single device. When the device is used, the effects of both blueprints occur. This device has a level two levels higher than the highest-level blueprint used for the device. An engineer must be at least 8th level before selecting this discovery.

Overcharge*: A mad enough engineer finds ways to overcome the raw limitations on his death ray’s output. By spending a full round charging his death ray, the engineer can expends 2 of the death ray’s daily uses on any shot made the following round to increase the bonus damage from 1d6 per odd-numbered class level to 1d8 per odd-numbered class level, and double the engineer’s Intelligence bonus on damage. If the overcharge is not used during the following round, a daily use of the death ray is expended with no effect.

Quick rays*: An engineer with this discovery can toggle the energy output on his death ray fast enough to produce multiple rays in a single round. The engineer can fire additional rays as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon, and cannot be combined with any other discovery that turns the death ray into a full-round action to use. An engineer must be at least 8th level before selecting this discovery.

Shock blast*: When the engineer fires his death ray, he can choose to have it inflict electricity damage, and gain a +2 bonus to hit creatures wearing metal armor or composed primarily of metal (such as an iron golem). A creature struck by a shock beam is dazzled for 1d4 rounds.

Sunlight blast*: The Engineer can fire his death ray so that it explodes with a searing radiance equivalent to that of sunlight. Undead, fungi,molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the death ray. Undead that are harmed by sunlight and that fail their saves against the the death ray are staggered for 1 round. An Engineer must be at least 10th level and must have the blinding ray discovery before he can select this discovery.

Stable device: When an engineer builds a device, he can infuse it with an extra bit of his own magical power. The device created now persists even after the engineer sets it down. As long as the device exists, it continues to occupy one of the engineer’s daily device slots. A stable device may be used by a non-engineer, but the device acts as a spell-trigger item, meaning that the character must have the appropriate spell on his list or make a successful Use Magic Device check.

Strafing beam*: When the engineer fires his death ray, he can expend 2 of its daily uses to change the ray to a 30-foot line, or 3 daily uses to create a 60-foot line. The ray no longer has a range increment and does not require a touch attack, but any creature in the line can attempt a Reflex save for reduced damage. On a successful save, any affected creature suffers the ray’s minimum normal damage and none of its additional effects. (So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage.) This damage is negated as usual for a creature with evasion; a creature with improved evasion takes the minimum damage on a failed save. The engineer must be at least 8th level to select this discovery.

Widen beam*: When the engineer fires his death ray, he can expend 2 of its daily uses to widen the beam, potentially catching multiple creatures in the area. The targeted creature now receives a Reflex save to become a splash target instead of a primary target. All other creatures within 5 feet of the original target are now splash targets. Any creature hit as a splash target suffers none of the beam’s primary effects (including any additional effects, such as the extra damage from a caustic blast), but suffer damage equal to the minimum damage of the ray. So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage (of the same energy type) to all creatures within 5 feet of the main target. The engineer must be at least 4th level to select this discovery.

Resurrection Device: Once per day the Engineer can create a device that can bring the dead back to life. This device costs 25,000gp to create an takes 1 hour of work to assemble. Only the Engineer can activate the device, which is a free action, but once activated the device restores life to a dead creature as per the true resurrection spell. Once activated the device is completely destroyed but the Engineer can construct a new one (see above). Alternatively the Engineer may use the device on himself, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this way the effects of the resurrection device persist only for a number of days equal to the Engineer's Intelligence Modifier. If he does not die before that time expires the effects of the Resurrection Device end. An Engineer can only have one use of the Resurrection Device upon himself at any given time, they do not stack. An Engineer must be at least 16 level before selecting this discovery.

Slam Attacks: Whenever the Engineer activates his clock-work armor he gains up to two slam attacks that he can use each round. The Engineer is considered to be proficient with these slam attacks. Since these are primary attacks they are made using the Engineer's full base attack bonus. The Slam attack deals 1D6 points of damage (1d4 if the Engineer is small or 1D8 if the Engineer is large).

Enhanced Clock-Work Armor: The Engineer's clock-work armor may also be augmented with up to a +2 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +2. The Engineer must pay for any additional properties to be added to his clock-work armor but doing so only costs the Engineer half as much in terms of gold and materials. If the Engineer does the work himself then the cost is halved again. The Engineer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Engineer must pay for the new enhancement bonus again, as described above. An Engineer must be at least 3rd level before selecting this discovery.

Improved Clock-Work Armor: The Engineer's clock-work armor may now be augmented with up to a +4 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +4. An Engineer must be at least 6th level before selecting this discovery and must posses the Enhanced Clock-work Armor Discovery.

Greater Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +6 Armor Bonus, +3 Maximum Dexterity bonus, a -4 armor check penalty and a maximum speed of 20ft while in use. The clock-work armor now grants a +4 equipment bonus to both Strength and Dexterity. The armor type improves to Medium, which the Engineer remains proficient with, but this does not grant him the feat Medium Armor Proficiency. Its hardness remains 10 but it now has at least 60 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +6 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +6. The Engineer must pay for any additional properties to be added to his clock-work armor but doing so only costs the Engineer half as much in terms of gold and materials. If the Engineer does the work himself then the cost is halved again. The Engineer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Engineer must pay for the new enhancement bonus again, as described above. An Engineer must be at least 12th level before selecting this discovery and possess the Improved Clock-Work Armor Discovery.

Grand Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 20ft while in use. The clock-work armor now grants a +6 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Engineer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +8 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +8. An Engineer must be at least 16th level and posses the Greater Clock-Work Armor discovery before selecting this discovery.

Clawed Battle Fist. The Battle fist now has the option of dealing slashing damage. Its critical range is now 19-20/x2. It is also considered a natural claw attack for the engineer with which he is automatically proficient with. The Engineer can spend a move action to change his battle fist back and forth from this form to its original configuration.

Burrowing Battle Fist: The Battle fist now has the option of attaching a tunneling drill bit to the end of itself in place of your regular fingers. In this form the Engineer gains a burrowing speed of 30ft per round and can tunnel through dirt and rock. Also the Engineer can choose to have his battle fist deal piercing damage.

Greater Battle Fist: The Engineer's battle fist now deals 1D8 Damage and provides a +6 Enhancement bonus to Strength. The Engineer must be at least 12th level before selecting this discovery.

Grand Battle Fist: The Engineer's battle fist now deals 1D10 Damage and provides a +8 Enhancement bonus to Strength. The Engineer must be at least 16th level before selecting this discovery.

Organ Replacement: Through excruciating surgery the Engineer replaces his own bodily organs with mechanical devices making him progressively more machine than man. Each time the Engineer takes this discovery he gains 25% Fortification. When first selected this ability grants a 25% to negated a Critical Hit or Sneak attack thus forcing the damage to be dealt normally. The discovery can be selected a 2nd time improving the fortification to 50% and a third time improving the fortification to 75% maximum. This fortification does not stack with any other sources of fortification that the Engineer may possess. The Engineer must have selected the “Battle Fist” as his technological bond to select this discovery.

Spontaneous Healing: Same as the Alchemist discovery. (Ultimate Magic)

Healing Touch: Same as the Alchemist discovery. (Ultimate Magic)

Living Construct: Through constant replacement of his own flesh and organs the Engineer has incorporated so many mechanical components that he becomes a construct that is still partially alive. It takes the Engineer 30 days of work on himself after which he must complete a complex surgical process taking 24 hours. At the end of this time he becomes immune to cold, nonlethal damage, paralysis and sleep. And Engineer must be at least 10th level and have selected the Organ replacement discovery at least once in order to select this discovery.

Alchemical Zombie: Same as the Alchemist discovery. (Ultimate Magic)

Alchemical Simulacrum: Same as the Alchemist discovery. (Ultimate Magic)

Greater Alchemical Simulacrum: Same as the Alchemist discovery. (Ultimate Magic)

Doppelganger Simulacrum: Same as the Alchemist discovery. (Ultimate Magic)

Wings: Same as the Alchemist discovery except the wings are mechanical. (Ultimate Magic)

Trapfinding (Ex): An engineer is a master of clockwork machines and infernal devices. Starting at 2nd level, an engineer adds 1/2 his class level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An engineer can use Disable Device to disarm magic traps. If the Engineer takes levels in a class that also grants the Trapfinding class feature then his class levels stack to determine the total bonus applied to his perception and disable device skill checks. This replaces the alchemist’s poison use.

Swift Engineering (Ex): Beginning at 3rd level, when an alchemist creates alchemical items or clockwork devices of any sort, it takes him only half the normal amount of time. This replaces the swift alchemy class ability.

Trap Sense (Ex): At 4th level, an Engineer gains an intuitive sense that alerts him to dangers from traps, granting him a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Engineer reaches 8th level, to +3 when he reaches 12th level, to +4 when he reaches 16th level, and to +5 when he reaches 20th level. This replaces the poison resistance gained at 2nd, 5th, and 8th level and the poison immunity ability gained at 10th level.

Quick Disable (Ex): At 6th level, an Engineer gains the quick disable rogue talent. It takes an Engineer with this ability ½ the normal amount of time to disable traps using the disable device skill (minimum of 1 round). This ability replaces swift poisoning normally gained at 6th level by the Standard Alchemist.

Technological Endurance (Ex): At 14th level the Engineer's Constitution score is considered to be 4 points higher for the purposes of determining how long he can continue to use his clock-work armor or battlefist. This does not actually increase his constitution score. Example (Engineer with constitution of 12 is treated as having a constitution of 16 for the purposes of determining how long he can continue to use his Clock-Work Armor or Battlefist). This ability replaces Persistent Mutagen.

Instant Engineering (Ex): At 18th level, the engineer can create alchemical items with almost supernatural speed, and none can match his proficiency at fixing or breaking machines. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. Additionally, he can perform any Disable Device check that would normally take up to a minute as a swift action. This feature replaces the instant alchemy class feature.

Grand Discovery (Su): The engineer does not gain access to the poison touch grand discovery or True Mutagen, though he can still utilize the others normally. The following abilities are available to an engineer:

Awaken Intellect: As per the Alchemist's Grand discovery except that the increase in intelligence is due to the implantation of a technological device which permanently raises the Engineer's intelligence score by 2 points.

Eternal Youth: As per the Alchemist's Grand discovery.

Fast Healing: As per the Alchemist's Grand discovery.

Philosophers Stone: As per the Alchemists Grand discovery.

Clockwork Heart: The engineer performs the most delicate procedure of his career when he removes his own still-beating heart and replaces it with a construct of brass, tubes, and wires. The engineer’s Constitution is increased by 4 points and his age limits at each age category are doubled. He becomes immune to critical hits and sneak attacks, but he gains vulnerability to electricity.

Steel Limbs: The engineer must spend a month performing grotesque acts of surgery on himself, gradually whittling away his own weak flesh and replacing it with sterner stuff. When he is finished, all four of his limbs (and a good portion of his skeleton) are made of gleaming steel. The engineer’s Strength is increased by 2 points, Dexterity increases by 2 points, he gains +2 natural armor, and his base land speed is increased by 10 feet. Due to his new frame’s conductivity, he gains vulnerability to electricity.

Ultimate Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 30ft while in use. The clock-work armor now grants a +8 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Engineer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +10 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +10. An Engineer must be at least 20th level and posses the Grand Clock-Work Armor discovery before selecting this discovery.

Ultimate Battle Fist: At 20th level the Engineer fully understands how to use his battle fist. Whenever he wields it he is considered to have a full Base Attack Bonus, The Critical Damage multiplier is increased to X3 and all Critical hits are automatically confirmed. An Engineer must be at least 20th level and posses the Grand Battle Fist discovery before selecting this discovery.

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