Transfixed by the raw power contained in black powder, engineers are a scientific breed of alchemists who use more of their intellect to unlock the potential of firearms rather than focus on mind- and body-altering effects.
An engineer has the following class features.
At 1st level, the engineer gains the Gunsmithing feat as a bonus feat. He also gains a battered gun identical to the one gained by the Gunslinger.
This ability replaces the mutagen class ability, and the engineer is barred from taking the mutagen or cognatogen discoveries.
An engineer may create one fewer extract of each level than normal. If this reduces the number to 0, he may create extracts of that level only if his Intelligence allows bonus extracts of that level.
All engineers gain Exotic Weapon Proficiency (Firearms) as a bonus feat at 1st level.
This ability replaces the Throw Anything class feature.
This ability is almost identical to the gunslinger’s Grit class feature, except the engineer’s maximum grit is determined by his Intelligence rather than Wisdom. Wit & Grit is treated as the Grit class feature for the purposes of feats, abilities, effects, and the like that affect the Grit class feature.
Starting at 2nd level, the engineer gains access to special engineer deeds. These deeds work and interact with grit the same way as Gunslinger deeds, but only the engineer can use them. If the engineer also has levels in Gunslinger, he can spend grit points from that class to use these deeds. The following is the list of base engineer deeds. An engineer can only perform engineer deeds of his level or lower. Unless otherwise noted, an engineer deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Exploding Shot (Su):
At 2nd level, the engineer can spend one grit point to fire an exploding shot, as per the explosive missile discovery. If the engineer has the explosive missile discovery, he may spend a grit point to fire an exploding shot as an attack action rather than as a standard action.
Infused Shot (Su):
At 5th level, the engineer can spend one grit point and a prepared extract to make an infused shot with a firearm as a standard action. The engineer makes a firearm attack against AC 10 to hit an ally with a vial of a prepared extract. Upon a successful hit, the engineer’s ally takes 1d4 damage from the impact and shattering of the vial, and is affected by the extract as if they had imbibed it. If the engineer has the infusion discovery, this engineer deed costs no grit, but the engineer must have at least 1 grit point to perform this deed.
Black Powder Bombs (Su):
At 8th level, the engineer can spend one grit point and expend one use of his daily allotment of bombs to create an especially potent explosive. By adding one dose of black powder to one of his bombs as a move action, he can increase the damage dice of that bomb by one step (d6 to d8, d4 to d6, etc.). As with regular bombs, the black powder bomb must be used in the same turn it is created or it becomes inert. If the engineer has the fast bombs discovery, performing this deed becomes a free action, and can be performed multiple times in a single round as long as the appropriate amount of grit is spent.
This ability replaces swift alchemy, swift poisoning, poison resistance +2, +4, and +6, and poison immunity.
At 2nd level, the engineer gains this alchemist class feature.
This ability replaces poison use.
At 14th level the engineer discovers the key ingredient to performing extraordinary feats. When he prepares his extracts for the day, the engineer can prepare a dose of alchemical grit in place of an extract. Drinking the alchemical grit takes a standard action, and gives the engineer a number of grit points equal to the level of the extract slot used to prepare the alchemical grit. The engineer’s grit points cannot exceed his maximum number of grit points, regardless of the level of the alchemical grit. The engineer can only prepare one dose of alchemical grit each day.
This ability replaces persistent mutagen.
At 20th level, the engineer is on the cutting edge of alchemical advancement. This ability functions as the Grand Discovery ability, except that the engineer must learn the following grand discovery:
Discoveries: The following discoveries complement the engineer archetype: Delayed Bomb, Explosive Bomb, Explosive Missile, Fast Bombs, Immolation Bomb, Inferno Bomb, Infusion, Precise Bombs, Smoke Bomb, Sticky Bomb, Strafe Bomb, Vestigial Arm.