Engineer

From Reydala

Revision as of 00:02, 30 May 2007 by Admin (Talk | contribs)


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
6th +4 +2 +5 +5 Mechanical Synergy
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
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Improved Mechanical Synergy
13th +9/+4 +4 +8 +8 Create Major Generator
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9
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


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 frequently 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 Synergy: 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.

Personal tools