ENGINEER
The fastest path into this advanced class is from the Smart
hero basic class, though other paths are possible.
Requirements
To qualify to become an Engineer, a character must fulfill
the following criteria.
Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft
(mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.
CLASS
INFORMATION
The following information pertains to the Engineer advanced
class.
Hit Die
The Engineer gains 1d6 hit points per level. The character’s
Constitution modifier applies.
Action Points
The Engineer gains a number of action points equal to 6 +
one-half his character level, rounded down, every time he attains a new level
in this class.
Class Skills
The Engineer’s class skills are as follows.
Computer Use (Int), Craft (electronic, mechanical,
structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical
sciences, technology) ( Int) , Navigate (Int) , Pilot (Dex) , Profession (Wis),
Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none).
Skill Points at Each Level: 7 + Int modifier
|
Table: The Engineer |
|||||||
|
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
|
1st |
+0 |
+1 |
+1 |
+0 |
Builder, improve kit (+1) |
+0 |
+0 |
|
2nd |
+1 |
+2 |
+2 |
+0 |
Quick craft, superior repair |
+1 |
+0 |
|
3rd |
+2 |
+2 |
+2 |
+1 |
Bonus feat |
+1 |
+1 |
|
4th |
+3 |
+2 |
+2 |
+1 |
Improve kit (+2), reconfigure weapon, sabotage |
+1 |
+1 |
|
5th |
+3 |
+3 |
+3 |
+1 |
Craft XP reserve, quick craft |
+2 |
+1 |
|
6th |
+4 |
+3 |
+3 |
+2 |
Bonus feat, craft XP reserve |
+2 |
+2 |
|
7th |
+5 |
+4 |
+4 |
+2 |
Craft XP reserve, improve kit (+3), quick fix |
+2 |
+2 |
|
8th |
+6 |
+4 |
+4 |
+2 |
Craft XP reserve, weapon upgrade |
+3 |
+2 |
|
9th |
+6 |
+4 |
+4 |
+3 |
Bonus feat, craft XP reserve |
+3 |
+3 |
|
10th |
+7 |
+5 |
+5 |
+3 |
Craft XP reserve, unflustered |
+3 |
+3 |
CLASS
FEATURES
The following class features pertain to the Engineer
advanced class.
Builder
At 1st level, the Engineer gains the bonus feat Builder.
Improve Kit (+1)
An engineer can use his know-how to upgrade an electrical or
mechanical tool kit at no additional cost.
Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer
can assemble a mastercraft (+1) version of the kit that grants a +1 equipment
bonus on all Repair checks made to fix electrical devices.
Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool k it, an Engineer
can assemble a mastercraft (+1) version that grants a +3 equipment bonus
(instead of the usual +2 equipment bonus) on all Repair checks made to fix
electrical devices and a +1 equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer
can assemble a mastercraft (+1) version of the kit that grants a +1 equipment
bonus on all Repair checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can
assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead
of the usual +2 equipment bonus) on all Repair checks made to fix mechanical
devices and a +1 equipment bonus on all Craft (mechanical) and Craft
(structural) checks.
Quick Craft
At 2nd level, an engineer learns how to craft ordinary
scratch-built electronic, mechanical, and structural objects more quickly than
normal.
When using the Craft (electronic), Craft (mechanical), or
Craft (structural) skill to build an ordinary scratch-built item, the Engineer
reduces the building time by one-quarter.
At 5th level, the Engineer reduces the building time of
ordinary objects and mastercraft objects by half.
Superior Repair
At 2nd level, an Engineer learns improved ways of repairing
robots, vehicles, mecha, starships, and cybernetic attachments.
An Engineer with a mechanical tool kit and an appropriate
facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle,
mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the
Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the
engineer can restore a number of hit points based on his Repair check result,
as shown in Table: Superior Repair. If damage remains, the Engineer may
continue to make repairs for as many hours as needed to fully repair the
damaged robot, vehicle, mecha, starship, or cybernetic attachment.
|
Table: Superior Repair |
|
|
Repair Check Result |
Damage Repaired |
|
Less
than 20 |
None |
|
20–29 |
2d6 +
Engineer class level |
|
30–39 |
3d6 +
Engineer class level |
|
40+ |
4d6 +
Engineer class level |
Bonus Feats
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat.
The bonus feat must be selected from the following list, and the Engineer must
meet all the prerequisites of the feat to select it.
Aircraft Operation (spacecraft), Builder, Cautious,
Gearhead, Mastercrafter, Salvage, Surface Vehicle Operation, Vehicle Expert,
Zero-G Training.
Improve Kit (+2)
At 4th level, the Engineer can assemble mastercraft (+2)
electrical and mechanical tool kits. This ability works as the 1st-level
improve kit class feature, except the equipment bonuses improve by an
additional +1.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged
weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of
work and a successful Repair check (DC 20); reconfiguring a mastercraft weapon
is slightly harder (DC 20 + the weapon’s mastercraft bonus feature). An
Engineer may take 10 or take 20 on this check.
The reconfiguration imposes a –1 penalty on attack rolls
made with the weapon but grants one of the following benefits indefinitely:
Changed Rate of Fire:
The reconfiguration changes the weapon’s
rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon,
or vice versa. An automatic weapon can be switched to turbomatic or vice versa.
A turbomatic can be switched to hypermatic or vice versa.
Greater Ammo Capacity:
The reconfigured weapon can hold 50% more
ammunition than normal. This benefit applies only to weapons that take
ammunition.
Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand
checks made to conceal the reconfigured weapon.
Greater Range Increment: The
reconfigured weapon’s range increment increases by 10 feet. This benefit
applies only to weapons with range increments.
Signature Shooter: The
weapon is reconfigured for a single individual’s use only and is treated as a
unique exotic weapon. Anyone else who uses the weapon takes a –4 nonproficient
penalty on attack rolls.
Weapons can be reconfigured multiple times; each time a weapon
is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon
reconfiguration requires 1 hour and a successful Disable Device check (DC 20 +
the Engineer’s class level).
Sabotage
At 4th level and beyond, the Engineer can sabotage an electrical
or mechanical object so that it operates poorly. The Engineer must succeed on a
Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a
mastercraft object is slightly harder (DC 20 + the mastercraft object’s bonus
feature). Noticing the Engineer’s handiwork without first testing the sabotaged
device requires a successful Search check (DC = the Engineer’s Disable Device
check result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device: As a full-round action, the Engineer can reconfigure a
device with electrical or mechanical components so that anyone who uses it
suffers a penalty equal to the Engineer’s class level on skill checks made to
use the device.
Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon
so that it misfires or breaks the next time it is used. A sabotaged weapon
cannot be used effectively until repaired. This use of sabotage also applies to
vehicle and starship weapons.
Craft XP Reserve
Starting at 5th level, an Engineer with the Mastercrafter
feat can build mastercraft electronic and mechanical devices without investing
as much of himself in the process.
At 5th level and every level thereafter, an Engineer gains a
special reserve of experience points equal to 100 × his Engineer class level.
These extra experience points are separate from experience gained through level
advancement and can only be used to make mastercraft items; they do not count
toward level gain.
An Engineer must spend the extra experience points he gains at
each level, for when the Engineer gains a level, he loses any unspent
experience points in his reserve.
Improve Kit (+3)
At 7th level, the Engineer can assemble mastercraft (+3)
electrical and mechanical tool kits. This ability works as the 4th-level improve
kit class feature, except the equipment bonuses improve by an additional +1.
Quick Fix
At 7th level, the Engineer can repair a mechanical or
electrical device in half the normal time; see the Repair skill description for
normal repair times. However, cutting the repair time increases the Repair
check DC by 5.
Weapon Upgrade
At 8th level, an Engineer can upgrade handheld or
robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or
starships.
|
Table: Weapon Upgrade |
|
|
Handheld/Robot Weapon Upgrade |
DC |
|
Weapon also dazes target for 1 round |
25 |
|
Weapon also knocks target prone |
30 |
|
Weapon leaves target shaken for 1d4 rounds |
35 |
|
Weapon also stuns target for 1d4 rounds |
40 |
|
Vehicle/Mecha/Starship Weapon Upgrade |
DC |
|
Weapon deals an extra two dice of damage |
25 |
|
Weapon ignores 5 points of target’s hardness/DR |
30 |
|
Weapon’s critical hit multiplier increases by 1 |
35 |
|
Weapon ignores 10 points of target’s hardness/DR |
40 |
The Engineer must spend 1 hour tinkering with the weapon,
after which he must succeed at a Craft (mechanical) check. The DC varies depending
on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill
check fails, the attempt to modify the weapon also fails, although the Engineer
may try again. (The engineer may take 20 on the skill check, but the upgrade
takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking
after each time it is used; it cannot be used again until repaired, and
repairing it requires 1 hour and a successful Repair check (DC 40).
Unflustered
A 10th-level Engineer can perform complicated tasks without
provoking attacks of opportunity from adjacent foes.
During any round in which the Engineer uses the Computer
Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a
Concentration check (DC 15) to use the desired skill without provoking attacks
of opportunity. Making the Concentration check doesn’t cost the Engineer an
action. He may take 10 on the Concentration check, but he cannot take 20.
SAMPLE
ENGINEERS
An Adeptus Mechanicus weapons designer, a Tau earth caste
labourer, an ork mekboy and eldar bonesingers all make good Engineer
characters.