Saturday, January 19, 2013

The Engineer - New B&T Class

So I whipped up that Gadgeteer class, now called the Engineer. I mostly took the mechanics outlined here: http://reynaldogamingsoap.blogspot.com/2012/08/pioneers-of-distant-past-and-far-future.html. I also added in the clockwork companion, though it may need slight retooling so it doesn't harp on the summoner too much.

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!


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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