Advance Classes Scratch: Difference between revisions

From FuturePath
Jump to navigation Jump to search
Line 122: Line 122:
| Weapon ignores 3 DR (+3 for ever 5 DC) ||30 || '''-''' || Weapon ignores 3 DR (+3 for ever 5 DC) || 30 || '''-''' || || || '''-''' || ||
| Weapon ignores 3 DR (+3 for ever 5 DC) ||30 || '''-''' || Weapon ignores 3 DR (+3 for ever 5 DC) || 30 || '''-''' || || || '''-''' || ||
|-
|-
| Weapon’s critical multiplier +1 (+1 for every 10 DC) ||35 || '''-''' ||Weapon’s critical multiplier +1 (+1 for every 10 DC) ||35 || '''-''' || || || '''-''' || ||
| Weapon’s Crit multiplier +1 (+1 for every 10 DC) ||35 || '''-''' ||Weapon’s Crit multiplier +1 (+1 for every 10 DC) ||35 || '''-''' || || || '''-''' || ||
|-
|-
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || '''-''' || || || '''-''' || || || '''-''' || ||
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || '''-''' || || || '''-''' || || || '''-''' || ||

Revision as of 01:40, 5 September 2017

Engineer

Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make this useful and piratical in every day life. Engineers are the corner stone of modern Civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.

Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer's forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. In the middle of a battle if the teams firearms prove useless because of the atmosphere. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.

Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons.


The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.

Requirements: To qualify to become an Engineer, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Core Class: Path of Intelligence OR Ability: Intelligence Score 16+ OR Ability: Wisdom Score 15+ and Intelligence of 12+

Restrictions:

  1. Cannot use Heavy Weapons

Class Information:

Ability Affinity: Intelligence and Wisdom

Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft [Electronic, Mechanical, Structural](Int), Disable Device (Int), Choose Any Three Knowledge(Int), Study(Int)

Table: The Engineer
Class Level Special
1st Builder, improve kit (+1)
Superior Repair
2nd Quick craft
3rd Sabotage
One with Machines
4th Improve kit (+2), Reconfigure weapon
5th Craft XP reserve, quick craft
Extra Attack
6th Craft XP reserve
Bonus Feat
7th Craft XP reserve, improve kit (+3), quick fix
8th Craft XP reserve, weapon upgrade
9th Craft XP reserve
10th Craft XP reserve, Unflustered

Engineer's Class Features

Quick Construction
At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2.
At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.
Professional Repair
At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct Professional Kit or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.
Table: Superior Repair
Craft (Repair)
DC (+5 in combat)
Damage Repaired
0-15 No Damage repaired
16-20 1d6 + Engineer Level
21-25 2d6 + Engineer Level
26-30 3d6 + Engineer Level
31-35 4d6 + Engineer Level
36-40 5d6 + Engineer Level
40+ 6d6 + Engineer Level
Overload
At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn't cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute.
Combat Mechanics Training
At 3rd level the Engineer gets the Power Armor Expert feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the Advanced Weapon Creation rules and allows for an already constructed weapon to be modified according to the Engineer's crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be Masterworked according to crafting rules or Up-Tech to whatever the Engineer's Tech Level is.
Bonus Feat
At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: Core Class Plus, Misc Feats, Melee Weapon Combat, Ranged Combat, Space Ship Operations.
Engineer's Eye
At 6th level the Engineer gets a +2 to Perception and Passive Perception when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.
Extra Curricular Training
At 7th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on.
  • Software Engineering: The Engineer gets a +1 Misc Bonus to Computer Use and the Quick Construction talent now applies to virus crafting.
  • Electrical Engineering: The Engineer gets a free Rank in Craft Electronics. The Engineer picks a 'favored' item from General Equipment that is considered small size or smaller and requires Electronics to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.
  • Mechanical Engineering: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of Electronics.
Beyond the Specifications
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 :
Melee Weapons DC - Ranged Weapons DC - General Equipment DC - SpaceShip Systems DC
Weapon does extra +1d6 (+1d for every 5 DC) 25 - Weapon does extra +1d6 (+1d for every 5 DC) 25 - -
Weapon ignores 3 DR (+3 for ever 5 DC) 30 - Weapon ignores 3 DR (+3 for ever 5 DC) 30 - -
Weapon’s Crit multiplier +1 (+1 for every 10 DC) 35 - Weapon’s Crit multiplier +1 (+1 for every 10 DC) 35 - -
Weapon also shaken target for 1 round 25 - - -
Weapon also knocks target prone 30 - - -
Weapon damage type is changed 30 - - -
Weapon leaves target dazed for 1d4 rounds 35 - - -
Weapon also stuns target for 1d4 rounds 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).
Trained Professional
A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.
During any round in which the Engineer uses the Computer Use, Craft, Disable Device, or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
Engineering Miracle
At level 10 the Engineer can do cool stuff.