User:MisterSinister/Engineer

Summary::A technology-using adventurer. ToP-compliant. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Good Class Ability::Other Class Ability Progression::Full

Engineer
Technology is complicated stuff, and not everyone's good with using it. Many groups actually believe that technology is something to be avoided at any cost. Not so for an engineer, who instead seeks to use technology as much as possible to achieve their goals as an adventurer. Well, not just as an adventurer...

Making an Engineer
Engineers can fill a variety of roles in a team, but mostly act in ways similar to a rogue or something similar.

Abilities: Intelligence is a very important ability score for this class, but otherwise, it can vary significantly, depending on what choices you've made in terms of class abilities. Any of Dexterity, Strength, Constitution or Charisma can also matter.

Races: Anyone can become an engineer, although races that don't value technology don't usually have many engineers among their numbers.

Alignment: Engineers come from all walks of life, but most are neutral.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Complex

Class Features
All of the following are class features of the engineer.

Weapon and Armor Proficiency: Engineers are proficient with all simple weapons, any kind of crossbow, the pistol, the jezzail, the blunderbuss and the bomb. If your game uses other rules for firearms, the engineer should be proficient in those too.

The engineer must meet all prerequisites for these feats in order to select them apart from any prerequisite based on having an ability score at a certain value.

If an engineer multiclasses, they permanently lose access to these feats. If an engineer has at least five class levels before they multiclass, however, they retain these feats as normal.

Engineer bonus feat list: Alchemical Mastery, Combat Expertise, Dodge, Improved Combat Maneuver, Improved Feint, Improved Unarmed Strike, Rapid Reload, Two-Weapon Defence, Two-Weapon Fighting, Weapon Focus.

Author's note: The majority of the feats in this list are variants, despite having the same name as their SRD equivalents.

 : An engineer knows that a battle is won by ingenuity and correct application of principles, rather than brute force. As a result, whenever an engineer deals hit point damage, they add their Intelligence modifier to the damage dealt to each creature or object that would be dealt damage.

If an engineer multiclasses, they permanently lose access to this class feature. If an engineer has at least five class levels before they multiclass, however, they retain this class feature as normal.

As they become more experienced, however, they must become more proficient in one area at the expense of others. At 1st level, an engineer learns the four 'base' abilities for each of the specializations that are available to engineers (the abilities are described below).

If an engineer multiclasses, they permanently lose access to this class feature. If an engineer has at least five class levels before they multiclass, however, they retain this class feature as normal.

 : As a full-round action, an engineer calls forth a technological suit of armour that bonds to his body. The suit completely covers the engineer's features, and any equipment that the engineer had becomes inert and nonfunctional while the suit covers them. The engineer can spend another full-round action dismissing the suit.

The suit gives the engineer a +4 armour bonus to AC. The engineer's Strength and Dexterity scores increase by 2, or become set to 16, whichever gives the better result. The engineer also gains temporary hit points equal to five times their character level while the suit is on them.

While the suit is on the engineer, the engineer gains a natural slam attack dealing 1d8 damage. This attack adds one-and-a-half times the engineer's Strength bonus on damage rolls.

 : By spending 1 minute assembling various parts, the engineer can create a Diminutive contraption. This can perform all the tasks that an unseen servant could, but lasts for 10 minutes. After this time is up, the contraption must be disassembled (taking another minute), and spend at least 30 minutes in the disassembled state to recharge, before it can be used again. This has an effective caster level equal to the engineer's character level.

 : If an engineer uses a firearm or crossbow of any kind, they ignore any rules that would cause jams or misfires, as well as any negative effects for rolling a natural 1 on an attack roll with them. Additionally, they gain the benefit of the Precise Shot feat when using any crossbow or firearm. This can be used to qualify for other feats, but these feats will only function if the engineer is using a firearm or crossbow.

When the engineer reaches BAB +6, they can spend a standard action to take an exceptionally-precise shot, which is considered a normal standard action attack. If it hits, it deals double damage. At BAB +11, this becomes triple damage, and at BAB +16, quadruple damage. If you score a critical hit with such an attack, instead of applying the critical multiplier to the whole damage, apply it to only one 'instance' of normal weapon damage.

Example: An engineer with +6 BAB scores a critical hit with a heavy crossbow when using this ability. This attack would deal triple normal damage (x2 for the normal critical, and then the crossbow's damage again).

 : As a swift action, an engineer can throw together some random stuff they have around them to make an improvised explosive. This has the same effect as a bomb, but must be thrown within 1 round or it will become inert (and worth nothing). Additionally, when using bombs (both ones they make and others), as well as any other splash weapon, an engineer adds their character level to the hit point damage they deal.

The full list of these can be found here.

If an engineer multiclasses, they permanently lose access to any instances of this class feature. If an engineer has at least five class levels before they multiclass, however, they retain all instances of this class feature as normal.

They gain a bonus item creation feat, and can treat their character level as both caster and manifester level for the purpose of selecting and using this feat, as well as any other item creation feat they might want to take later. They also add all item creation feats to their list of bonus feats. In all other respects, they must meet all prerequisites for gaining these feats.

Additionally, choose any six spells or powers. For the purposes of using item creation feats, the engineer can cast these spells (allowing them to make items that require them). At every subsequent class level, choose another two spells or powers for this to apply to.

If an engineer multiclasses, they permanently lose access to this class feature. If an engineer has at least five class levels before they multiclass, however, they retain all instances of this class feature as normal.

This takes the form of followers, which must all be NPC experts. The number gained can be determined from the table below.

Additionally, the engineer either gains access to, or ownership of, a guild hall. This usually contains enough equipment to forge items, rest and recover, and so forth. The specifics of where it is, and what it contains, should be discussed with the GM, but at minimum, it should provide facilities sufficient for rest, training and crafting appropriate to the engineer, as well as enough space to accommodate the engineer's followers and party.

 : From 7th level, engineers learn how to create a machine that turns off gravity for them. They gain a fly speed equal to their base land speed, with perfect maneuverability. They are also immune to any ability that relies on gravity, as well as any effects from gravities higher or lower than their normal tolerance level (and G-forces, while we're at it).

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