Engineer (Apath)
Unofficial rules compendium | |
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An engineer is a quartermaster archetype focused on devices and construction, giving up much of the quartermaster's people skills.
Class Information
This is a quartermaster archetype, a quartermaster focused on constructions rather than connections.
Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class Skills
A quartermasters' class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Int). Disable Device and Use Magic Device have Intelligence as their key ability when used by an engineer (see asset mastery).
Skill Ranks per Level: 6 + Int per level
Class Features
The engineer has all the quartermaster's class features, except as noted. A header in green indicates a new ability for this archetype, while headers in black are abilities shared with the class.
Structural Weakness (Ex)
At 5th level the engineer can spend a standard action preparing the use of the demolition ability, finding the structurally weakest point of an object or construction within 30 ft. After having done so, the engineer can add his skill modifier in Knowledge (engineering) to the result of his Disable Device roll if he uses the demolition ability at the indicated spot within the next ten minutes.
At 9th level the engineer does not suffer a Stealth penalty when using demolition, and gains all normal situation modifiers instead.
At 13th level the engineer ignores hardness when inflicting damage.
At 17th level the engineer ignores the damage reduction of constructs.
This replaces connections.
Work Gang (Ex)
At 9th level, the engineer becomes able to coordinate large work crews. When using the demolition ability, a number of workers equal to the engineer's class level + intimidation modifier gains the benefits of the engineer's demolition ability, using his dangerous devices damage bonus. Instructing the work gang is a full-round action, and the benefits remains as long as each worker remains within 100 ft and does nothing else. This replaces bye in bulk.
Table: Engineer
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +0 | +2 | +2 | Asset mastery, deeds (field instruction, makeshift crafting, peak performance), deep pockets |
2nd | +1 | +0 | +3 | +3 | Dangerous devices 1d6, equipment trick, pack rat |
3rd | +2 | +1 | +3 | +3 | Deeds (rapid deployment, resourceful strike, trap master), demolition, jury rig |
4th | +3 | +1 | +4 | +4 | Dangerous devices 2d6, equipment trick, mobility training |
5th | +3 | +1 | +4 | +4 | Evasion, inspection, structural weakness, weapon practice |
6th | +4 | +2 | +5 | +5 | Dangerous devices 3d6, equipment trick, generic weapon training |
7th | +5 | +2 | +5 | +5 | Deeds (repurpose mechanism, thrift, weapon leverage) |
8th | +6/+1 | +2 | +6 | +6 | Dangerous devices 4d6, equipment trick |
9th | +6/+1 | +3 | +6 | +6 | Structural weakness (surprise), work gang. |
10th | +7/+2 | +3 | +7 | +7 | Dangerous devices 5d6, equipment trick |
11th | +8/+3 | +3 | +7 | +7 | Deeds (assign equipment, equipment trick mastery, right stuff) |
12th | +9/+4 | +4 | +8 | +8 | Dangerous devices 6d6, equipment trick |
13th | +9/+4 | +4 | +8 | +8 | Improved evasion, structural weakness (hardness) |
14th | +10/+5 | +4 | +9 | +9 | Dangerous devices 7d6, equipment trick |
15th | +11/+6/+1 | +5 | +9 | +9 | Deeds (cool under stress, release magic, repurpose construct) |
16th | +12/+7/+2 | +5 | +10 | +10 | Dangerous devices 8d6, equipment trick |
17th | +12/+7/+2 | +5 | +10 | +10 | Trap evasion, structural weakness (construct DR) |
18th | +13/+8/+3 | +6 | +11 | +11 | Dangerous devices 9d6, equipment trick |
19th | +14/+9/+4 | +6 | +11 | +11 | Deeds (animate objects, overcome reality, wonders of magic) |
20th | +15/+10/+5 | +6 | +12 | +12 | Dangerous devices 10d6, equipment trick |
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level of quartermaster, the following races have the option of choosing an alternate bonus depending on their race.
- Dwarf: Add 1/2 point to the starting and maximum points in the quartermasters resource pool.
- Elf (including drow and other variants): Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the resourceful strike, weapon leverage, repurpose mechanism, release magic, and wonders of magic deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one.
- Gnome: Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the trap master, equipment trick master, assign equipment, repurpose construct, and animate objects deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one.
- Half-Elf: Add 1/2 of a new class skill to the quartermaster's list of class skills.
- Half-Orc: Add 1/2 level to the quartermaster's effective level when using dangerous devices. For every two effective levels after level 20, add 1d6 to the damage bonus of dangerous devices.
- Halfling: Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the rapid deployment, thrift, right stuff, cool under stress, and overcome reality deeds. For every 4 effective levels after level 20, the resource cost of one of these deeds is reduced by one.
- Human: Gain 1/4 of the Advanced Deed feat, ignoring prerequisites.
- Goblin: Gain 1/4 of the Chaotic Everywhere feat.
- Hobgoblin: When affecting allies, add 1/4 of an additional ally at no additional cost.
- Kitsune: Add 1/2 to the Use Magic Device skill bonus.
- Kobold: When calculating the time to craft or makeshift a trap or trap kit, reduce the effective cost by 200 gp, but never to less than 10% of the original cost.
Feats
The following feats compliment the quartermaster.
Advanced Deed (Grit)
You focus your development on certain deeds.
Prerequisites: Deed class feature.
Benefits: Select one deed with a level requirement higher than your level in the class the deed belongs to. Reduce the level requirement of this deed by two.
Special: You can take this feat several times, the benefits can stack or you can select different deeds to apply the benefit to. When you have achieved the level required to use the selected deed without this feat, you can select another deed to apply this feat to. At level 19, trade all instances of this feat for Signature Deed.
Chaotic Everywhere (Grit)
You speed around the battlefield, spreading items of destruction and confusion.
Prerequisite: Rapid deployment deed
Benefits: When you use a quartermaster ability or equipment trick with a range of 30 ft., you add 10 ft. to the range of that ability. You can double this range for one round by spending one point of resources.
Special: This feat can be taken several times, with stacking benefits.
Equipment Trick (Combat)
You understand how to use equipment in combat.
Prerequisite: Base attack bonus +1.
Benefits: Choose a piece of equipment for which equipment tricks are available. You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you. Many equipment tricks are listed at the end of this book, more are available in other publications.
Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.
Multiclass Deeds (Grit)
You learn the deeds of someone of your Hit Dice.
Prerequisites: Deeds class feature, multiclass levels or racial Hit Dice.
Benefit: Increase your effective level in a class that gains deeds by four for the purpose of learning and using deeds. You must have at least one level in the selected class. This increased level can never be higher than your number of Hit Dice. If you have several classes that give deeds, you must choose one of these classes to apply this feat to.
Special: You can take this feat multiple times. The effect does not stack. You must select a different class each time.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Connections
- Bye in Bulk
See Also
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