D20 Engineer
You are one of the leaders of this age of industrial revolution and revitalization! You are a builder, a inventor, a brilliant mind who is unafraid to strive and try as you work tirelessly upon improving the world in whatever ways you can within your chosen field(s) of study.
Inventors, Tinkerers, Builders, and of course, advanced warfare specialists, Engineers can walk a variety of careers and paths. But of course, very few of them, if any, would at least lack the understanding of the theory and principles in the use of some of the more advanced sorts of weaponry on Valerick. They are well studied folk after all.
Inventors, Tinkerers, Builders, and of course, advanced warfare specialists, Engineers can walk a variety of careers and paths. But of course, very few of them, if any, would at least lack the understanding of the theory and principles in the use of some of the more advanced sorts of weaponry on Valerick. They are well studied folk after all.
Career
Qualifications
Class Skills: Appraise, Consume Alcohol, Craft (Any), Disable Device, Drive, Knowledge (Engineering), Knowledge (Any), Linguistics, Navigation, Perception, Profession (Engineer), Research, Ride (Any), Use Magick Device
Career Progression
Level | Base Action Bonus | Fort Save | Reflex Save | Will Save | Class Features | ||||
---|---|---|---|---|---|---|---|---|---|
1 | +0 | +2 | +2 | +0 | Technological Proficencies, Tinker, Moments of Genius 1+/day | ||||
2 | +1 | +3 | +3 | +0 | Focused Learning, Battlefield Brilliance | ||||
3 | +2 | +3 | +3 | +1 | Swift Hands, Moments of Genius 2+/day | ||||
4 | +3 | +4 | +4 | +1 | Evasion, Trapfinding | ||||
5 | +3 | +4 | +4 | +1 | Moments of Genius 3+/day, Its not a flaw, its a feature! | ||||
6 | +4 | +5 | +5 | +2 | Skill Focus (Any class skill of choice) Bonus Feat, Improved Focused Learning | ||||
7 | +5 | +5 | +5 | +2 | Moments of Genius 4+/day | ||||
8 | +6/+1 | +6 | +6 | +2 | Intellect Under Pressure | ||||
9 | +6/+1 | +6 | +6 | +3 | Moments of Genius 5+/day | ||||
10 | +7/+2 | +7 | +7 | +3 | Let me show you its features! | ||||
11 | +8/+3 | +7 | +7 | +3 | Moments of Genius 6+/day, Advanced Focused Learning | ||||
12 | +9/+4 | +8 | +8 | +4 | Bonus Feat | ||||
13 | +9/+4 | +8 | +8 | +4 | Moments of Genius 7+/Day | ||||
14 | +10/+5 | +9 | +9 | +4 | Improved Evasion | ||||
15 | +11/+6/+1 | +9 | +9 | +5 | Moments of Genius 8+/day, Let me show you its advanced features! | ||||
16 | +12/+7/+2 | +10 | +10 | +5 | Tactical Genius | 10 | 10 | 6 | 2 |
17 | +12/+7/+2 | +10 | +10 | +5 | Moments of Genius 9+/Day | ||||
18 | +13/+8/+3 | +11 | +11 | +6 | Instant Tinkering | ||||
19 | +14/+9/+4 | +11 | +11 | +6 | Moments of Genius 10+/Day | ||||
20 | +15/+10/+5 | +12 | +12 | +6 | Magnum Opus; Genius or Madman? |
Other Benefits
Technological Proficencies: An Engineer gets to start the game proficient with weapons in the special categories of Engineering, Chymech and Magntech.
Tinker: An Engineer does not merely accept someone else's workmanship. They are always unavoidably going to alter things, especially when it comes to weapons or armor. Any Engineering, Chymech, or Magnetech weapon, or any armor or other gear, an engineer has equipped can be subject to their use of Moments of Genius.
Moments of Genius: An engineer can use this ability a number of times per day equal to the number listed per level plus their intelligence modifier. As they grow in skill and knowledge, this ability can be used to do many other more advanced things, as listed below. You cannot stack multiple of the same Moments of Genius, however you can have multiple active at once. Using a Moment of Genius is an Action requiring an Action roll, using your intelligence modifier. The roll is against a DC of 12+1/2 your level. Moments of Genius last for rounds equal to your intelligence modifier+your level;
Enhanced Accuracy: You have a moment of brilliance, realizing if you tweak this lever, or adjust that parameter, you can get more accurate performance out of your weapon of choice. You get to add 1/2 your intelligence bonus+your level to attack rolls for duration of this Moment.
Maximum Power!: You have a moment of brilliance, or some may say madness, as you realize if you simply add a little extra smokepowder, or slightly alter this safety feature, or remove that limiter, you can get far more power and punch out of your weapon of choice. You get to add 1/2 your intelligence bonus+level to damage rolls for duration of this Moment.
Streamlined Efficiency: You realize with a bit of tweaking, you can make a piece of gear far more effective. You get to add 1/2 of your intelligence bonus+level to skill checks as appropriate for the target piece of gear, at GM discretion, for the duration of this Moment.
Intelligent Protection: You realize some inefficency in your armor as you are wearing it now, or as it is laid out, in relation to the particular threats around you, and quickly move to correct this. Your armor gets a temporary boost of 1/2 of your intelligence bonus+your level to its provided AC for duration of this Moment.
Focused Learning: This ability functions similarly to Ranger combat styles in that once you pick one you are locked in, and it is related to bonus feats. An engineers options are as follows;
Engineering Weapons: At second level, an Engineer can pick one of the following three feats for free; Rapid Shot, Rapid Reload, or Point Blank Shot. At sixth level they may pick another, and they add Far Shot and Snap-Targeting to this list. At level eleven they may pick a third and final feat, and they add Rapid Fire and Cover-Breaker to this list.
Chymech Weapons: At second level an Engineer can pick one of the following three feats for free; Rapid Reload, Indirect Targeting, or Prolonged Action. At sixth level they may pick another and they add Rapid Shot and Cover-Breaker to the list. At level eleven they may pick a third and final feat, and they add Pyromaster and Rapid Fire to the list.
Magnetech Weapons: At second level an Engineer can pick one of the following three feats for free; Rapid Shot, Point Blank Shot, or Precise Shot. At sixth level they may pick another and they add Far Shot and Rapid Reload to the list. At eleventh level they may pick a third and final feat, and they add Rapid Fire and Improved Critical (Magnetech) to the list.
As one may notice these three weapon groups have many similarities, as should be expected, for they are all ranged weapons, however they each fill different key niches, which is where the differences truly lie. A competent engineer can work with and handle and understand any weapon in any of these advanced fields, but they will of course have their specialities.
Battlefield Brilliance: At second level, an engineer gets to add his Intelligence Modifier to his initiative.
Swift Hands: At third level, using a Moment of Genius, though it still requires an Action roll, does not consume any of the actions you can take in your standard action sequence. Instead it counts as a Free Action, similar to calling out a warning to an ally. Which means at this level you can activate a Moment of Genius and still attack in that turn.
Evasion: You have a hieghtened awareness to threats such as explosions, or the blasts of flame and fury a magister could unleash. Your reflex applies to a defense against any and all such abilities and spells targeting you. Basically if you get any of your saves applied to the difficulty of the person's action roll, they also apply your reflex as well (Yes this means if it is one that applies reflex, apply it twice)
Trapfinding: Functions as the Rogue ability
Its not a flaw, its a feature!: At fifth level, an engineer can no longer fail on a Moment of Genius. Instead, should they 'fail' the skill check, the GM assigns a random minor (read for you Paizo sorts, a +1 equivalent or less) enchantment to the target item as appropriate for the duration of the Moment.
Skill Focus: At sixth level, an Engineer gains the Skill Focus Bonus Feat for any class skill of their choice.
Intellect Under Pressure: At eigth level an Engineer gets to add their Intelligence Modifier to all Saves.
Let me show you its features!: At tenth level, an engineer now gets to add a moderate (read for you Paizo sorts, a +2 equivalent, or two +1 equivalents) enchantment upon the target item, along with the intended effect, when they use a Moment of Genius.
Bonus Feat: At twelveth level, an engineer may take any bonus feat she meets the prerequisites for.
Improved Evasion: You have inhumane reactions and awareness. At fourteenth level, your reflex even applies to being attacked by mundane weapons, along with placing magick and their ilk (explosions, aoe things of all sorts) at disadvantage should you be in the target area. They roll twice, and use the worst.
Let me show you its advanced features!: At fifteenth level an engineer may now add a major (read for you Paizo sorts, a +3 equivalent, or a combination that equals that, so a single +2 and +1 or three +1 equivalent) enchantments upon the target item, along with the intended effect, when they use a Moment of Genius.
Tactical Genius: At sixteenth level, an engineer comes unto a new tier of brilliance. They add their Intelligence Modifier to their AC permanently as a Deflection Bonus. This will stack with their Moments of Genius ways of adding that modifier.
Instant Tinkering: At eighteenth level, an Engineer is so adept at tinkering, they may now use their Moments of Genius ability as an immediate act, quite literally taking the action out of their turn.
Magnum Opus, Genius or Madman: At 20th level, an engineer reaches the zenith of their ability. Any enchantments they add to items using their Moments of Genius ability are permanent, and no longer disappear, even if the item leaves the engineer's possession. However they may remove the enchantment themselves, the next time they use a Moment of Genius on the item, picking a new one, as they may never have more than one set of enchantments caused by a Moment of Genius on any given item at once.
Tinker: An Engineer does not merely accept someone else's workmanship. They are always unavoidably going to alter things, especially when it comes to weapons or armor. Any Engineering, Chymech, or Magnetech weapon, or any armor or other gear, an engineer has equipped can be subject to their use of Moments of Genius.
Moments of Genius: An engineer can use this ability a number of times per day equal to the number listed per level plus their intelligence modifier. As they grow in skill and knowledge, this ability can be used to do many other more advanced things, as listed below. You cannot stack multiple of the same Moments of Genius, however you can have multiple active at once. Using a Moment of Genius is an Action requiring an Action roll, using your intelligence modifier. The roll is against a DC of 12+1/2 your level. Moments of Genius last for rounds equal to your intelligence modifier+your level;
Enhanced Accuracy: You have a moment of brilliance, realizing if you tweak this lever, or adjust that parameter, you can get more accurate performance out of your weapon of choice. You get to add 1/2 your intelligence bonus+your level to attack rolls for duration of this Moment.
Maximum Power!: You have a moment of brilliance, or some may say madness, as you realize if you simply add a little extra smokepowder, or slightly alter this safety feature, or remove that limiter, you can get far more power and punch out of your weapon of choice. You get to add 1/2 your intelligence bonus+level to damage rolls for duration of this Moment.
Streamlined Efficiency: You realize with a bit of tweaking, you can make a piece of gear far more effective. You get to add 1/2 of your intelligence bonus+level to skill checks as appropriate for the target piece of gear, at GM discretion, for the duration of this Moment.
Intelligent Protection: You realize some inefficency in your armor as you are wearing it now, or as it is laid out, in relation to the particular threats around you, and quickly move to correct this. Your armor gets a temporary boost of 1/2 of your intelligence bonus+your level to its provided AC for duration of this Moment.
Focused Learning: This ability functions similarly to Ranger combat styles in that once you pick one you are locked in, and it is related to bonus feats. An engineers options are as follows;
Engineering Weapons: At second level, an Engineer can pick one of the following three feats for free; Rapid Shot, Rapid Reload, or Point Blank Shot. At sixth level they may pick another, and they add Far Shot and Snap-Targeting to this list. At level eleven they may pick a third and final feat, and they add Rapid Fire and Cover-Breaker to this list.
Chymech Weapons: At second level an Engineer can pick one of the following three feats for free; Rapid Reload, Indirect Targeting, or Prolonged Action. At sixth level they may pick another and they add Rapid Shot and Cover-Breaker to the list. At level eleven they may pick a third and final feat, and they add Pyromaster and Rapid Fire to the list.
Magnetech Weapons: At second level an Engineer can pick one of the following three feats for free; Rapid Shot, Point Blank Shot, or Precise Shot. At sixth level they may pick another and they add Far Shot and Rapid Reload to the list. At eleventh level they may pick a third and final feat, and they add Rapid Fire and Improved Critical (Magnetech) to the list.
As one may notice these three weapon groups have many similarities, as should be expected, for they are all ranged weapons, however they each fill different key niches, which is where the differences truly lie. A competent engineer can work with and handle and understand any weapon in any of these advanced fields, but they will of course have their specialities.
Battlefield Brilliance: At second level, an engineer gets to add his Intelligence Modifier to his initiative.
Swift Hands: At third level, using a Moment of Genius, though it still requires an Action roll, does not consume any of the actions you can take in your standard action sequence. Instead it counts as a Free Action, similar to calling out a warning to an ally. Which means at this level you can activate a Moment of Genius and still attack in that turn.
Evasion: You have a hieghtened awareness to threats such as explosions, or the blasts of flame and fury a magister could unleash. Your reflex applies to a defense against any and all such abilities and spells targeting you. Basically if you get any of your saves applied to the difficulty of the person's action roll, they also apply your reflex as well (Yes this means if it is one that applies reflex, apply it twice)
Trapfinding: Functions as the Rogue ability
Its not a flaw, its a feature!: At fifth level, an engineer can no longer fail on a Moment of Genius. Instead, should they 'fail' the skill check, the GM assigns a random minor (read for you Paizo sorts, a +1 equivalent or less) enchantment to the target item as appropriate for the duration of the Moment.
Skill Focus: At sixth level, an Engineer gains the Skill Focus Bonus Feat for any class skill of their choice.
Intellect Under Pressure: At eigth level an Engineer gets to add their Intelligence Modifier to all Saves.
Let me show you its features!: At tenth level, an engineer now gets to add a moderate (read for you Paizo sorts, a +2 equivalent, or two +1 equivalents) enchantment upon the target item, along with the intended effect, when they use a Moment of Genius.
Bonus Feat: At twelveth level, an engineer may take any bonus feat she meets the prerequisites for.
Improved Evasion: You have inhumane reactions and awareness. At fourteenth level, your reflex even applies to being attacked by mundane weapons, along with placing magick and their ilk (explosions, aoe things of all sorts) at disadvantage should you be in the target area. They roll twice, and use the worst.
Let me show you its advanced features!: At fifteenth level an engineer may now add a major (read for you Paizo sorts, a +3 equivalent, or a combination that equals that, so a single +2 and +1 or three +1 equivalent) enchantments upon the target item, along with the intended effect, when they use a Moment of Genius.
Tactical Genius: At sixteenth level, an engineer comes unto a new tier of brilliance. They add their Intelligence Modifier to their AC permanently as a Deflection Bonus. This will stack with their Moments of Genius ways of adding that modifier.
Instant Tinkering: At eighteenth level, an Engineer is so adept at tinkering, they may now use their Moments of Genius ability as an immediate act, quite literally taking the action out of their turn.
Magnum Opus, Genius or Madman: At 20th level, an engineer reaches the zenith of their ability. Any enchantments they add to items using their Moments of Genius ability are permanent, and no longer disappear, even if the item leaves the engineer's possession. However they may remove the enchantment themselves, the next time they use a Moment of Genius on the item, picking a new one, as they may never have more than one set of enchantments caused by a Moment of Genius on any given item at once.
Type
Technology
Your class features? The names are just *brilliant*!