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Engineer Class for Pathfinder

Morrus

Well, that was fun
Staff member
So this is something we may be using for our published work (as an advance disclaimer). It's Pathfinder, but sci-fi.

This class was in a third party sourcebook, but I've modified it quite a bit. I've made it into more of an explosives expert, but I'm wondering if other "branches" might be interesting. Perhaps a hologram branch which uses sci-fi versions of various wizard illusion spells.

What do you think? I'd like this to be a bit broader than it is - more of a general engineer able to specialize a bit, but not the the extent that I'm basically writing an entire new spell list.


ENGINEER
Whether it be electrical, computer, or cybernetic, you love machines. You tinker with anything that has wires or software, and in this age, most things do. This doesn’t just stop with squeezing a few extra ponies from your hot rod or overclocking your CPU, you have been known to design technology from the ground up. You can examine a transistor and tell where it was built and who built it. In a combat situation, you can be experienced in both the setting of explosives and their demolition. You can modify powered armor or the weapons designed to penetrate said armor. In this modern world, you will never be bored, never be out of work. Something always needs fixing; and if not, you could always break it.


Alignment: Any
Hit Dice: d8

STANDARD EQUIPMENT: As an engineer, you receive the following equipment at 1st level - xxxxx.
ENGINEER
[TABLE="class: outer_border, width: 800"] [TR] [TD]Level
[/TD] [TD]BAB
[/TD] [TD]Fort
[/TD] [TD]Ref
[/TD] [TD]Will
[/TD] [TD]Features
[/TD] [/TR] [TR] [TD]1
[/TD] [TD]+0
[/TD] [TD]+0
[/TD] [TD]+2
[/TD] [TD]+2
[/TD] [TD]Flash of Genius, Overdrive, Shiny Red Button, Tech
Savant, Widget Bag, Explosives Expert
[/TD] [/TR] [TR] [TD]2
[/TD] [TD]+1
[/TD] [TD]+0
[/TD] [TD]+3
[/TD] [TD]+3
[/TD] [TD]Improved Repertoire, Midas Touch
[/TD] [/TR] [TR] [TD]3
[/TD] [TD]+2
[/TD] [TD]+1
[/TD] [TD]+3
[/TD] [TD]+3
[/TD] [TD]Shiny Red Button
[/TD] [/TR] [TR] [TD]4
[/TD] [TD]+3
[/TD] [TD]+1
[/TD] [TD]+4
[/TD] [TD]+4
[/TD] [TD]Midas Touch
[/TD] [/TR] [TR] [TD]5
[/TD] [TD]+4
[/TD] [TD]+1
[/TD] [TD]+4
[/TD] [TD]+4
[/TD] [TD]Strained Effort
[/TD] [/TR] [TR] [TD]6
[/TD] [TD]+5
[/TD] [TD]+2
[/TD] [TD]+5
[/TD] [TD]+5
[/TD] [TD]Flexible Explosives
[/TD] [/TR] [TR] [TD]7
[/TD] [TD]+6/+1
[/TD] [TD]+2
[/TD] [TD]+5
[/TD] [TD]+5
[/TD] [TD]Shiny Red Button
[/TD] [/TR] [TR] [TD]8
[/TD] [TD]+7/+2
[/TD] [TD]+2
[/TD] [TD]+6
[/TD] [TD]+6
[/TD] [TD]Boosted Clip
[/TD] [/TR] [TR] [TD]9
[/TD] [TD]+8/+3
[/TD] [TD]+3
[/TD] [TD]+6
[/TD] [TD]+6
[/TD] [TD]Tech Savant
[/TD] [/TR] [TR] [TD]10
[/TD] [TD]+9/+4
[/TD] [TD]+3
[/TD] [TD]+7
[/TD] [TD]+7
[/TD] [TD]Bonus Feat
[/TD] [/TR] [TR] [TD]11
[/TD] [TD]+10/+5
[/TD] [TD]+3
[/TD] [TD]+7
[/TD] [TD]+7
[/TD] [TD]Shiny Red Button
[/TD] [/TR] [TR] [TD]12
[/TD] [TD]+11/+6/+1
[/TD] [TD]+4
[/TD] [TD]+8
[/TD] [TD]+8
[/TD] [TD]Midas Touch
[/TD] [/TR] [TR] [TD]13
[/TD] [TD]+12/+7/+2
[/TD] [TD]+4
[/TD] [TD]+8
[/TD] [TD]+8
[/TD] [TD]Advanced Explosives Expert
[/TD] [/TR] [TR] [TD]14
[/TD] [TD]+13/+8/+3
[/TD] [TD]+4
[/TD] [TD]+9
[/TD] [TD]+9
[/TD] [TD]Tech Savant
[/TD] [/TR] [TR] [TD]15
[/TD] [TD]+14/+9/+4
[/TD] [TD]+5
[/TD] [TD]+9
[/TD] [TD]+9
[/TD] [TD]Shiny Red Button
[/TD] [/TR] [TR] [TD]16
[/TD] [TD]+15/+10/+5
[/TD] [TD]+5
[/TD] [TD]+10
[/TD] [TD]+10
[/TD] [TD]The Gum Trick
[/TD] [/TR] [TR] [TD]17
[/TD] [TD]+16/+11/+6/+1
[/TD] [TD]+5
[/TD] [TD]+10
[/TD] [TD]+10
[/TD] [TD]Tech Savant
[/TD] [/TR] [TR] [TD]18
[/TD] [TD]+17/+12/+7/+2
[/TD] [TD]+6
[/TD] [TD]+11
[/TD] [TD]+11
[/TD] [TD]Midas Touch
[/TD] [/TR] [TR] [TD]19
[/TD] [TD]+18/+13/+8/+3
[/TD] [TD]+6
[/TD] [TD]+11
[/TD] [TD]+11
[/TD] [TD]Shiny Red Button
[/TD] [/TR] [TR] [TD]20
[/TD] [TD]+19/+14/+9/+4
[/TD] [TD]+6
[/TD] [TD]+12
[/TD] [TD]+12
[/TD] [TD]Explosives Master
[/TD] [/TR] [/TABLE]

CLASS SKILLS: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Computer Use (Int), Diplomacy (Cha), Disable Device (Dex), Demolitions (Int), Engineer (Int), Heal (Wis), Knowledge (history) (Int), Knowledge (sciences) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sciences (Int), Sense Motive (Wis), Sleight of Hand (Dex), Vehicle Operation (Dex)

Skill Ranks per Level: 7 + Int modifier

CLASS FEATURES

Weapon and Armor Proficiencies: You are proficient with all light armor except advanced, all medium armor except advanced and all heavy armor except advanced. You are also proficient with all small arms (one-handed & two handed) and all simple melee weapons.


Flash of Genius (Ex): At 1st level, while you are wielding a small arm, you can use Intelligence in place of Dexterity for all attack and damage rolls. You can also use Intelligence in place of Dexterity for determining prerequisites for combat feats.

Explosives Expert (Ex): Engineers are experts at placing and using explosives. From 1st level, you can, as a full-round action, set an explosive which does 1d6 fire damage per Engineer level in a 20' radius area (Ref save DC 10 + Engineer level for half damage). This explosive can be placed in any location, and can be activated remotely by you as a swift action. At 5th level, you may choose to change the damage to sonic damage, and at 9th level you may choose to change it to force damage. Creatures that take a direct hit from a sonic explosive are deafened for 1 minute unless they succeed at a Fortitude save (DC 10 + Engineer level). The explosive will be concealed, but can be spotted with a DC 15 Perception check from a distance of 30 feet. The explosive is considered a trap for all detection and disarming purposes.

Shiny Red Button (Ex): At 1st level, you put a button on your firearm. You can press the button as a free action. You only need eight hours of work to put the button on a new firearm but only you can press it without breaking the weapon.

If you press the button before the attack roll, do not roll: you automatically hit.
If you press it after you hit, the target takes additional damage equal to ½ your level + your Intelligence modifier (effectively doubling your attribute modifier if using Flash of Genius).
You can also press it after a critical threat to confirm the critical hit.


You start at 1st level able to press the button four times a day. You gain additional uses at later levels. You can only press the button once per round.

3rd Level: You can press the shiny red button two additional times per day but only once per turn.
7th Level: You can press the shiny red button two additional times per day but only once per turn.
11th Level: You can press the shiny red button two additional times per day but only once per turn.
15th Level: You can press the shiny red button two additional times per day.
19th Level: You can press the shiny red button two additional times per day.

Tech Savant (Ex): At 1st level you gain the ability to permanently modify the weapon and armor under your control. Choose two of the following tech savant abilities. You can only have one in effect, and they can be activated or deactivated with a swift action. At 9th level at 14th level, you gain one additional tech savant ability. At 17th level, you can empty two tech savant abilities simultaneously (though each must be activated separately).

Charge Shot: Each time you hit a Medium or smaller target with a ranged weapon, you push it 5 feet. If the target cannot be pushed, it is staggered until the start of your next turn. You can only push a target 5 feet per turn at 1st level, 10 feet per turn at 10th level, and 15 feet per turn at 20th level.

Economical Plating: You gain a +1 operator bonus to AC and Ref saves. You do not grant flanking bonuses to opponents

Improved Precision: You gain a +1 operator bonus to ranged attack rolls and a +2 operator bonus to ranged attack rolls against all creatures within 20 ft.

Modified Caliber/Output: All your ranged attacks gain a +2 mechanic bonus to damage rolls against targets within your weapon's first range increment. At 7th level, this increases to +3 and at 14th level, it increases to +4.

Widget Bag (Ex): At 1st level, you can use widgets to repair, modify, and create items. You keep pieces handy for on-site repairs. You have enough parts on hand for Cr200 worth of repairs. These parts cannot be sold or traded. They are useless to others. The bag weighs 5 lbs. The parts work with any device you attempt to repair. You can increase the size of this widget bag later by investing in more widgets. Every 500 Cr adds another 1 lb. When you reach 7th level, the bag’s weight drops by half and every additional 1,000 Cr adds another 1 lb. When you reach 14th level, the bag’s weight drops by half again and every 100,000 Cr adds another 1 lb. Once invested, you do not get this value back. When you scavenge technology, the GM may award a certain value in additional widgets (see
Engineer).

Overdrive (Ex): At 1st level, once a day, you can use a standard action to attempt to temporarily overdrive a weapon or device, offering it a quick boost at the sacrifice of its operational lifespan. This does not provoke opportunity attacks. Select one piece of equipment, make an Engineer check, and consult the following table: You can apply any one modification for which you meet or exceed the DC. The modification lasts for 5 minutes. After the time has expired, you must make another Engineer check against the same DC or the modified item breaks, requiring repairs. If you are unable to make the Engineer check, the item immediately breaks.
Bnus Engineer DC
Ranged weapons
+1 to damage 20
+2 to damage 27
+3 to damage 37
+15 to long range 20
+30 to long range 27
+50 to long range 37
Electronic Devices
+1 skill bonus 20
+2 skill bonus 27
+3 skill bonus 37
Vehicles
+1 to initiative & maneuver 20
+1 to maneuver & speed 25
+2 to maneuver & speed 30
Power Armor
+1 to attack and damage with Melee weapons 25
+2 to attack and damage with Melee weapons 30
+3 to attack and damage with Melee weapons 37


Midas Touch (Ex): Starting at 2nd level, while you're wielding a firearm, its damage die increases by one step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d6 to 2d8 to 2d10). This stacks with any other effect that increases damage die size.

4th Level: Your damage die bonus from midas touch improves by one step.
12th Level: Your damage die bonus from midas touch improves by one step.
18th Level: Your damage die bonus from midas touch improves by one step.

Improved Repertoire (Ex): At 2nd level, you gain 1 additional class skill.

Strained Effort (Ex): Starting at 5th level, if you fail a skill check, you gain a +5 operator bonus to any saving throw until the start of your next turn.

Flexible Explosives: At 6th level You may also change your explosives damage to multiple damage types by assigning each 1d6 of damage as a damage type available to you. You must make all decisions regarding damage types when setting the explosive.

Boosted Clip (Ex): Starting at 8th level, you can modify one clip or cell of a weapon's ammunition (yours or an ally's). This takes 5 minutes and you can only modify one cell/clip a day. The weapon's damage die increases by one step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d6 to 2d8 to 2d10) when that clip is used.

Advanced Explosives Expert (Ex): Starting at 13th level, you can have two explosives set at any one time. You may also apply one of the following modifications to each explosive. At 15th level, you may apply two modifications.


  • You may set them to 10' range proximity explosives which explode automatically when a creature moves with 10' of the device.
  • Alternatively, if your explosive does 100% fire damage, you can include a sticky ingredient which causes anybody who takes damage from the explosion to catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
  • You may choose to have your explosives use liquid nitrogen or similar compounds to cause cold damage. Creatures that take a direct hit from a cold-based explosion are staggered on their next turn unless they succeed on a Fortitude save (DC 12 + Engineer level). Cold damage cannot be combined with fire damage.

Bonus Feat: At 10th level, you gain one non-combat feat.

The Gum Trick (Ex): Starting at 16th level, once a day as a move action you can perform the Gum Trick. Select one piece of equipment. Select one of the following effects.

A broken item is repaired.
An unbroken weapon gains a +4 bonus to damage rolls for 1 hour.
Unbroken powered armor gains a +2 bonus to AC for 1 hour.


Explosives Master (Ex): Starting at 20th level, you may have three explosives set at any one time. The radius of the explosion increases to 30 feet.
 
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