Engineer

From Reydala

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Revision as of 07:19, 29 May 2007


Prerequisites:
Race: Gnome (Sea) or training by one.

Hit Dice: d6

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
2nd +1 +0 +3 +3
3rd +2 +1 +3 +3 Repair Generator
4th +3 +1 +4 +4
5th +3 +1 +4 +4 Reliable Generator (d6)
6th +4 +2 +5 +5 Mechanical Synergy
7th +5 +2 +5 +5 Create Medium Generator Reliable Generator (d8)
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6 Reliable Generator (d10)
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Reliable Generator (d12)
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8 Create Major Generator Reliable Generator (2d8)
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Reliable Generator (3d6)
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +10 +10 Reliable Generator (4d6)
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Infallible Generator
20th +15/+10/+5 +6 +12 +12


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 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 frequently a trend among engineers to forget where they left off).

Activating a generator requires casting a spell of Electricity and a reliability roll. Non engineers and Starter engineers make this roll on a 1d4 with the DC being the (emulated spell level) + (any modifiers for special generator types and attachments). As Engineers gain more skill they learn to create and maintain their generators better, leading to larger and more numerous dice used in the reliability roll.


Reliable Generator

Mechanical Synergy:

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