Engineer
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''"The general 'lectronic receptor starts an internal gyro when 'lectric'd, amplifyin' the current into a lethal jolt of 'lectric death. 'Course, if ya stop there, only one getting the jolt will be yerself!" -Famous Gnome Engineer Glashook, explaining(?) the inner workings of an electrical generator to his class. | ''"The general 'lectronic receptor starts an internal gyro when 'lectric'd, amplifyin' the current into a lethal jolt of 'lectric death. 'Course, if ya stop there, only one getting the jolt will be yerself!" -Famous Gnome Engineer Glashook, explaining(?) the inner workings of an electrical generator to his class. | ||
Current revision as of 22:42, 8 April 2009
"The general 'lectronic receptor starts an internal gyro when 'lectric'd, amplifyin' the current into a lethal jolt of 'lectric death. 'Course, if ya stop there, only one getting the jolt will be yerself!" -Famous Gnome Engineer Glashook, explaining(?) the inner workings of an electrical generator to his class.
Contents |
The Engineer
Alignment
Any
Hit Die
d6
Class Skills
The Engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
(4 + Int Modifier) x4
Skill Points at Each Additional Level
4 + Int Modifier
Prerequisites:
Race: Gnome (Sea) or training by one.
Table: The Engineer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Special |
---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Create Minor Generator | Trap Sense +1 |
2nd | +1 | +0 | +3 | +3 | Deconstructor | |
3rd | +2 | +1 | +3 | +3 | Repair Generator | |
4th | +3 | +1 | +4 | +4 | ||
5th | +3 | +1 | +4 | +4 | Deconstructor II | |
6th | +4 | +2 | +5 | +5 | Mechanical Efficiency | |
7th | +5 | +2 | +5 | +5 | Create Medium Generator | |
8th | +6/+1 | +2 | +6 | +6 | ||
9th | +6/+1 | +3 | +6 | +6 | ||
10th | +7/+2 | +3 | +7 | +7 | Deconstructor III | Trap Sense +2 |
11th | +8/+3 | +3 | +7 | +7 | ||
12th | +9/+4 | +4 | +8 | +8 | Improved Mechanical Efficiency | |
13th | +9/+4 | +4 | +8 | +8 | Create Major Generator | |
14th | +10/+5 | +4 | +9 | +9 | ||
15th | +11/+6/+1 | +5 | +9 | +9 | Deconstructor IV | |
16th | +12/+7/+2 | +5 | +10 | +10 | ||
17th | +12/+7/+2 | +5 | +10 | +10 | ||
18th | +13/+8/+3 | +6 | +11 | +11 | ||
19th | +14/+9/+4 | +6 | +11 | +11 | ||
20th | +15/+10/+5 | +6 | +12 | +12 | Master Mechanic | Deconstructor V |
Spells Per Day
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 1 | - | - | - | - | - | - | - | - |
2 | 2 | 2 | - | - | - | - | - | - | - | - |
3 | 2 | 2 | 1 | - | - | - | - | - | - | - |
4 | 2 | 2 | 2 | - | - | - | - | - | - | - |
5 | 2 | 2 | 2 | 1 | - | - | - | - | - | - |
6 | 2 | 2 | 2 | 2 | - | - | - | - | - | - |
7 | 2 | 2 | 2 | 2 | 1 | - | - | - | - | - |
8 | 2 | 2 | 2 | 2 | 2 | - | - | - | - | - |
9 | 2 | 2 | 2 | 2 | 2 | 1 | - | - | - | - |
10 | 2 | 2 | 2 | 2 | 2 | 2 | - | - | - | - |
11 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | - | - | - |
12 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | - | - | - |
13 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | - | - |
14 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | - | - |
15 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | - |
16 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | - |
17 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 |
18 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
19 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
20 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Class Features
Weapon and Armor Proficiency
Engineers are proficient with all simple weapons, plus the hand crossbow and short sword. Engineers are proficient with light armor, but not with shields.
Spells
An engineer casts spells with are drawn from the Engineer Spell list (See Below), an Engineer may cast spells spontaneously from this list.
To cast a spell, the Engineer must have an intelligence score equal to at least 10 + the spell level. The Difficulty class for a saving throw against a Engineers's spell is 10 + the spell level + the Engineer's intelligence modifier.
Like other spellcasters, an Engineer can cast only a certain number of spells of each spell level per day. Her base daily allotment is given on the table above labeled "Spells Per Day". In addition, she receives bonus spells per day if she has a high intelligence score.
Engineers automatically learn the next tier of spell when they become able to cast it.
Though Vaguely arcane in nature, none of the Engineer's spells have somatic components, and are thus not susceptible to arcane spell failure.
Engineer Spell List:
1st-Electricity I
2nd-Electricity II
3rd-Electricity III
4th-Electricity IV
5th-Electricity V
6th-Electricity VI
7th-Electricity VII
8th-Electricity VIII
9th-Electricity IX
Trap Sense
At 1rd level, an Engineer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Engineer reaches 10th level.
Trap sense bonuses gained from multiple classes stack.
Deconstructor
Engineers live their whole life around machines, often risking their lives tinkering where they should not. Over their careers Engineers start to develop a sixth sense around Machines.
For every level of Deconstructor, Engineers gain a +1 bonus to Disable Device checks when dealing with objects of Mechanical nature.
Every rank also allows them to Ignore 5 points of a construct's damage resistance. Engineer's know just where to strike when dealing with a artificial foe to bring them toppling down.
Starting at level 10 (Deconstructor III), the Engineer gains the ability to Ignore constructs' usual immunity to critical hits and precision damage.
Create Generator
Generators are special devices used by engineers to create extraordinary effects when used in conjunction with their own special brand of magic. Generators allow engineers to replicate a wide array of magical effects, but often in limited ways and not very reliably. Indeed, young engineers often find their generators breaking down as often as they work! Generators have no standard size, shape, or color, and often can only be identified by watching what they do when activated. Some Engineers will create schemes to remind themselves of what generator does what, but these vary by the individual and thus has no practical application in the field.
Before one can be properly called an Engineer, one has to create at least one generator. Creating generators is a delicate process, requiring costly materials and time to construct them. At first level, the engineer may create generators that replicate up to 3rd level spell effects from the Illusion, Enchantment, Transmutation, Universal, and Abjuration schools. He may also create any of the special generators as listed on the Engineer Equipment page.
Starting at 3rd level, the engineer may repair generators that have broken with a successful craft (generator) check and half the cost of creating the generator new.
Starting at 7th level, the engineer may create generators that emulate up to 6th level spells.
Starting at 13th level, the enginner may create generators that emulate up to 9th level spells.
Creating generators requires [(100 GT) * (Spell Level Emulated/Special Generator Cost Factor) * (Caster Level the spell is chosen to be emulated at)] to cover materials. If the gnome has never seen the chosen spell in action before, he will have to spend an additional [(100 GT) * (Spell Level)] in research. The process requires 1-hour of work for every 50 GT spent in materials. If the job requires many hours, the Engineer can split it over many days, but must allot at least 4 hours of work each day to such work. These days must be consecutive due to the delicate nature of generators (and a trend among engineers to forget where they left off).
Activating a generator requires casting a spell of Electricity and a reliability roll. This roll is (d20) + Engineer Class Levels, with the DC being 10 + (emulated spell level*2) + (any modifiers for special generator types and attachments). As Engineers gain more skill they learn to create and maintain their generators better.
Mechanical Efficiency
As engineers increase their skill, they are able to greatly increase the rate at which they work. A master engineer's hands can move with blinding speed in creating new machinery. Those of master skill have even been known to shape and form tools from raw material as easily as tearing pieces of paper from a sheet.
Starting at 6th level, the engineer can create and repair generators at a rate of 1 hour per 100 GT spent in materials.
Starting at 12th level, the engineer can create and repair generators at a rate of 1 hour per 200 GT spent in materials.
Master Mechanic
Upon reaching 20th level, the engineers mechanical skill reaches a new height. The engineer can repair any broken machine, even those that are reduced to a status of beyond normal repair. The engineer can create and repair generators at a rate of 1 hour per 500 GT spent in materials.