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.
The Engineer gains 1d6
hit points per level. The character's Constitution modifier applies.
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.
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 (6 + Int modifier for nonhumans).
Table: The Engineer
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Defense Bonus
|
Reputation Bonus
|
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
|
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.
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.
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
|
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.
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.
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. This benefit applies only to a
ranged weapon with either a semiautomatic or automatic fire setting.
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).
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.
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 x 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.
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.
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).
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.
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