Engineers are vital members of any society, responsible for building and maintaining weapons, vehicles, and more. Although many Engineers confine themselves to workshops, garages, and shipyards, many are drawn to a life of adventure and prefer to work “in the field.” In the Gamma Age, Engineers often need to use their knowledge of how things are put together to more effectively take things apart.
REQUIREMENTS
Skills: Computer Use (data and operation systems) 3 ranks,
Craft (electronic) 3 ranks,
Craft (mechanical) 3 ranks,
Knowledge (technology: Pre-War) 3 ranks,
Knowledge (technology: Advanced) 3 ranks,
Repair 3 ranks.
CLASS INFORMATION
Hit Die: d6.
Action Points: 6 + half character level (round down) per level.
Class Skills: Computer Use (data and operation systems, artificial intelligence) (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Linguistics (Int), Knowledge (physical sciences, technology: archaic, technology: Pre-War, technology: advanced, technology: nanotech) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int).
Skill Ranks Per Level: 6 + Intelligence modifier.
TABLE: THE ENGINEER
CLASS FEATURES
Builder: At 1st level, the Engineer gains
Builder as a bonus feat.
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 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 electrical devices and a +1 equipment bonus on all Craft (electronic) 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. For example, a complex electronic device that normally takes 24 hours to build takes the Engineer 18 hours to build.
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, 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, 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 the table below. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, or cybernetic attachment.
Bonus Feat: 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,
Cautious,
Gearhead,
Surface Vehicle Operation,
Tech Familiarity: Advanced,
Tech Familiarity: Pre-War,
Vehicle Expert.
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 mêlée 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 (though taking 20 takes 20 hours).
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 nonproficiency 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 5th 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
Perception check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful
Repair check.
Sabotage Device: With 3 acts, the Engineer can reconfigure a device with electrical or mechanical components (such as a computer, a tool kit, or a vehicle) 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: With 3 acts, the Engineer can sabotage a weapon or vehicle so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired.
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.
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 the table above. 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 weapon may have multiple upgrades, but each additional upgrade increases the change of breaking by a further 10%.
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 (despite being in combat), but he cannot take 20.