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Engineer

Warriors who master the art of battle tend to do so exclusively with martial prowess, accompanied by a frenzied rage or a tactician's mindset. Some warriors tend to prefer to master combat from a distance, raining down arrows upon their enemies. But the Engineer, they bring both to the battlefield, but instead of measly arrows they bring the power of black powder! Though not specialized in either; the Engineer brings a unique combination of proficiency which allows them to strike down their enemies from afar while still holding their ground if the enemy ever bridges the gap. By using mechanical creations formed from normally mundane materials they create tools which would impress even wizards and sorcerers.

Role: The engineer's primary role is a damage dealer, though their schematics can provide ample benefit to the adventure. By providing a hybrid fighter and artificer role these great adventurers have a presence in battle which no one else can match.


Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Engineer’s Class Skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Knowledge (Engineering) (Int), Perception (Wis), Profession (Engineer) (Wis), Sleight of Hand (Dex) and Swim (Str)

Skill Ranks per Level: 4 + Int Modifier

Table: Engineer
Level
BaB
Fort
Ref
Will
Special
Schematics
1
2
3
4
1st
+0
+2
+0
+0
Pack-Mule, Grenade, Tinkering
1
-
-
-
2nd
+1
+3
+0
+0
Combat Feat 
1
-
-
-
3rd
+2
+3
+1
+1

1
-
-
-
4th
+3
+4
+1
+1
Gunsmith
2
1
-
-
5th
+3
+4
+1
+1
Engineer Feat
2
1
-
-
6th
+4
+5
+2
+2

2
1
-
-
7th
+5
+5
+2
+2
Weapon Training I
3
2
1
-
8th
+6/+1
+6
+2
+2
Combat Feat 
3
2
1
-
9th
+6/+1
+6
+3
+3

3
2
1
-
10th
+7/+2
+7
+3
+3
Engineer Feat
4
3
2
1
11th
+8/+3
+7
+3
+3

4
3
2
1
12th
+9/+4
+8
+4
+4
Weapon Training II
4
3
2
1
13th
+9/+4
+8
+4
+4

4
4
3
2
14th
+10/+5
+9
+4
+4
Combat Feat 
4
4
3
2
15th
+11/+6/+1
+9
+5
+5
Engineer Feat
4
4
3
2
16th
+12/+7/+2
+10
+5
+5

4
4
4
3
17th
+12/+7/+2
+10
+5
+5
Weapon Training III 
4
4
4
3
18th
+13/+8/+3
+11
+6
+6

4
4
4
3
19th
+14/+9/+4
+11
+6
+6

4
4
4
4
20th
+15/+10/+5
+12
+6
+6
Engineer Feat, Combat Feat
4
4
4
4

Class Features
All of the following are class features for the Engineer.

Weapon and Armor Proficiency
An engineer is proficient with all simple and martial weapons as well as light armor, medium armor and shields. The engineer is always proficient in her own clockwork creations.

Pack-Mule
At first level the engineer is a master of packing and transportation of mechanical parts, she is so adept at this skill that she may ignore any materials needed for schematics when it comes to carrying limitations.

Grenade
Starting at 1st level the engineer may create an amount of grenades equal to her Profession (Engineer) Skill; this is the final skill score and includes wisdom bonus, class bonus and feat bonus.

Grenades must be thrown (10 ft range increment) and the engineer must make a successful ranged touch attack against the target or the grenade misses and lands in an unintended hex. The grenade's explosion takes up a 5 foot area and allows a reflex saving throw for half damage. The DC for the reflex save is equal to 10 + half of the engineer's class levels + the engineer's wisdom modifier.

These grenades deal 1d6 sonic damage for every 2 engineer levels (Max 10d6), they also deal additional piercing damage with shrapnel equal to the Engineer's Skill ranks in Profession (Engineer); this damage does not include wisdom bonus, class bonus or feat bonus. The shrapnel affects the targeted area and all adjacent hexes, creatures get a reflex saving throw against the shrapnel.

The engineer also gains the benefits of the ‘Throw Anything’ feat when wielding her grenades.

Tinkering (Ex)
Starting at first level the engineer gains the extraordinary ability to construct mechanical devices from her Schematic List in order to aid her. Creating a machine from a schematic requires a wisdom score equal to 10 + the schematic level and the DC to save against schematics is 10 + Double the Schematic Level + the engineer's wisdom modifier.

The engineer may only have a limited number of created schematics active at one time, as outlined in Table: Engineer. Once a schematic has been crafted it persists until it is destroyed or the engineer chooses to disassemble it, while the schematic exists it uses a schematic slot of that level. The initial creation or disassembling of a schematic creation takes 1 hour of work, maintenance of all active schematics (refueling, recharging, etc) takes 1 hour of work. The engineer also requires at least 6 hours of sleep before attempting to create, disassemble or maintain his creations.

Anytime the engineer attempts to create a new schematic she must make a Profession (Engineer) check against a DC = 5 + schematic level * 5 (Max DC 25) or she fails and must wait 1 day to try again.

Combat Feat
The engineer gains an additional combat feat at 2nd, 8th, 14th and 20th levels

Gunsmith
At 4th level the engineer gains the ‘Gunsmithing’ feat, as a gunslinger would, as well as proficiency in all firearms. This does not provide a gun, the gun must be bought or built.

Engineer Feat
The engineer gains an additional engineer feat at 5th, 10th, 15th and 20th levels.

Weapon Training
Starting at 7th level the engineer gains weapon training in the Hammer, Firearm, Siege Engine or *Clockwork groups. At 12th level and 17th levels the engineer gains another weapon group and her previous weapon groups improve by +1.

*This is a new group for Engineers which only includes her Clockwork Weapon.