Advance Classes Scratch
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.
- Level: At least Level 2
- Core Class: Path of Intelligence OR Ability: Intelligence Score 16+ OR Ability: Wisdom Score 15+ and Intelligence of 12+
Restrictions:
- 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)
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.
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.
- Weapon Boosts
- At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships.
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).
- 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.