Engineer
D6 Hit Points
Requirements
Dexterity
and Intelligence of 13 or higher
Armor Allowed
Padded
armor, leather armor, ring mail, studded leather, no shields
Weapons Allowed
All light
melee weapons, all crossbows and all gunpowder weapons
Skills
Find Traps,
Remove Traps, Open Locks, Decipher Codes
Level
|
Hit Dice
|
Attack
|
Fort
|
Ref
|
Will
|
Title
|
1
|
1d6
|
0
|
15
|
13
|
15
|
Apprentice
|
2
|
2d6
|
+1
|
15
|
12
|
15
|
Scrapper
|
3
|
3d6
|
+1
|
14
|
12
|
14
|
Tinker
|
4
|
4d6
|
+2
|
14
|
11
|
14
|
Gadgeteer
|
5
|
5d6
|
+3
|
13
|
11
|
13
|
Greaser
|
6
|
6d6
|
+3
|
13
|
10
|
13
|
Technician
|
7
|
7d6
|
+4
|
13
|
10
|
13
|
Mechanic
|
8
|
8d6
|
+5
|
12
|
9
|
12
|
Forger
|
9
|
9d6
|
+6
|
12
|
9
|
12
|
Architect
|
10
|
10d6
|
+6
|
12
|
8
|
12
|
Architect
|
11
|
+2
|
+7
|
11
|
8
|
11
|
Architect
|
12
|
+2
|
+8
|
11
|
7
|
11
|
Architect
|
13
|
+2
|
+8
|
11
|
7
|
11
|
Architect
|
14
|
+2
|
+9
|
10
|
6
|
10
|
Architect
|
15
|
+2
|
+10
|
10
|
6
|
10
|
Architect
|
16
|
+2
|
+10
|
10
|
5
|
10
|
Architect
|
17
|
+2
|
+11
|
9
|
5
|
9
|
Architect
|
18
|
+2
|
+12
|
9
|
4
|
9
|
Architect
|
19
|
+2
|
+12
|
9
|
4
|
9
|
Architect
|
20
|
+2
|
+13
|
8
|
3
|
8
|
Architect
|
Engineers combine magic with technology, building extremely
powerful and useful gadgets for almost any situation they may face. Depending
on the setting, the gadgets could be fueled by steam, magic or any other
source. They are almost as dexterous as thieves, but they are times smarter and
just as crafty.
An engineer is naturally adept at fixing mechanical devices.
After an hour of study, they can determine the function of any mechanical
device. This hour of study can also determine what's broken in a machine and
how the engineer can fix it. The amount of time and materials needed to fix the
machine vary, but the actual fixing requires a successful Remove Traps check.
If the engineer fails, they can not attempt to fix the machine until they
increase a level.
An engineer carries around any number of incidental gadgets
that help him succeed in almost any mundane task. Three times per day, the
engineer can use one of his gadgets on any heroic task. This allows him to
replace the normal attribute associated with the task with his Intelligence
attribute. These items should be flavorful and related to the task: Open Locks
could be a laser that melts the lock or Escape Bonds could be a sonic
disruptor that loosens the threads of the ropes.
A 3rd level engineer (tinker) has managed to develop one of
his prototypes into a flawless, working gadget. The gadget, which is so light
it weighs almost nothing, replicates a single first level magic-user or cleric
spell three times per day. Afterwards, at 6th level and every third level
after, the Engineer can make a new item that functions in the same manner,
except that a spell of one level higher can be selected for the device (i.e.
2nd level spell at 6th level, 3rd at 9th, and so on, maxing out at a 4th level
spell at level 12).
A 7th level engineer (mechanic) has built a companion out of
machine parts, such as a clockwork golem or a wrought-iron horse. The companion is a construct that has a CL equal to half the
engineer's level (rounded down) which increases as the engineer levels up due
to constant tinkering. If the companion ever reaches 0 health, it is broken,
though the engineer can fix it with one week of work and a successful Remove
Traps check.
A 10th level engineer (architect) can create his own
workshop and gain followers. An engineer that becomes a lord or lady attracts
1d4-men-at-arms per level, 1d6 first level engineers who want to trade under
them and one 3rd level engineer to serve as a lieutenant.
Edit: And a variant for those who want to have steam augmentation in their game!
Edit: And a variant for those who want to have steam augmentation in their game!
Variant: Augmenter
The augmenter goes into possibly dangerous territory with
his experiments, grafting them into his very flesh in order to better power
them.
Instead of being able to create a companion at level 7, the augmenter can begin to implant his prototypes into his body. This normally
produces no change until the augmenter decides to push his prototypes by
draining away his very vitality. The augmenter can self inflict 1d8 damage on
himself, thus allowing any of his “installed” prototypes an extra use for the
day.
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