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    Dec 2010
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    Default Screw magic, We have Science! It works, bitches![3.5][base class][PEACH]

    This is a class concept i've been knocking around with for a while now. meant for futuristic setting.
    The Engineer

    "And the answer is: Use a gun. And if that doesn't work? Use more gun"
    -The Engineer, on practical problems.

    The Engineer is to technology what the artificer is to magic. A specialist when it comes to the creation of devices, be they electronic or mechanical, the engineer can, given time to prepare, create the right tool for any job.


    1st|+0|+0|+0|+2|Craft Tool

    2nd|+1|+0|+0|+3|Jury Rig

    3rd|+1|+1|+1|+3|The Right Tool for the Job

    4th|+2|+1|+1|+4|Duct Tape and Staples

    5th|+2|+1|+1|+4|Craft Device(2nd level spells)

    6th|+3|+2|+2|+5|The Right tool for the Job(masterwork)

    7th|+3|+2|+2|+5|Craft Robot(medium)

    8th|+4|+2|+2|+6|Craft Device(3rd level spells)

    9th|+4|+3|+3|+6|The Right Tool for the Job(shared)

    10th|+5|+3|+3|+7|Craft Robot(Large), Craft Device (+1 CL)

    11th|+5|+3|+3|+7|Craft Device(4th level spells)

    12th|+6/+1|+4|+4|+8|Good Things take Time

    13th|+6/+1|+4|+4|+8|Craft Robot(huge)

    14th|+7/+2|+4|+4|+9|Craft Device(5th level spells)

    15th|+7/+2|+5|+5|+9|Craft Device (+2 CL)

    16th|+8/+3|+5|+5|+10|Craft Robot(gargantuan)

    17th|+8/+3|+5|+5|+10|Craft Device(6th level spells)

    18th|+9/+4|+6|+6|+11|Use Technology

    19th|+9/+4|+6|+6|+11|Craft Robot(colossal)

    20th|+10/+5|+6|+6|+12|Craft Device(7th level spells, +3 CL)


    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    Appraise(int), Concentration(con), Craft(int), Disable Device(int), Forgery(int), Knowledge(any electronics, mechanics, or software related)(int), Open Lock(dex), profession(wis), sleight of hand(dex), Speak Language, Use Rope(dex)
    Skill Points at 1st Level: (6 + Int modifier) 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Features:

    Craft Tool: The Engineer can create tools, devices that give a skill bonus. The maximum skill bonus of these devices is equal to one half the engineer's class level, plus his intelligence modifier. To craft a tool, he must succeed on a craft(mechanics) or craft(electronics) check with a DC equal to 10 + 2x the bonus in question, and expend materials worth 10 gp per point of bonus. The time it takes to craft a tool is equal to the bonus of the tool, squared, in days.

    Jury Rig(ex): The Engineer can, if pressed for time, quickly whack something together out of some spare parts. From second level on, the engineer can increase the progress made on the crafting of an item, from a craft check, by ten percent, plus five percent per engineer level. However, if the craft check fails, the object he's trying to craft is destroyed, and all progress so far is lost, as well as all materials used so far.

    The Right Tool for the Job(ex): at level 3, the engineer seems to always have just the tool he needs for the job. He never suffers skill penalties for lacking tools, although he cant give these tools to others.
    At level 6, he always has the masterwork tools associated with any skill.
    At level 9, this effect applies to anybody within his natural reach.

    Duct Tape and Staples(ex): At level 4, the engineer can improvise materials at the cost of quality. He can reduce the cost to craft any item by 25%, but at the cost of reducing all stats of the finished item by 25% as well. Stats is hardness, hp, damage, AC bonus, (but not ACF or any other penalties)

    Craft Device: At fifth level, the Engineer learns to create A Device. A Device is capable of generating any specific evocation, illusion, conjuration(creation) or conjuration(healing) spell effect. Although the Device creates a spell effect, it it not a magical effect, and cannot be dispelled, nor is it suppressed in an antimagic field. To craft a Device, the Engineer must succeed on a Craft(mechanics) or Craft(Electronic) check, with a DC equal to 15 + the spell level of the spell in question x2. The spell has a caster level equal to the Engineer's Class level. The materials to create a Device costs 10 gp x Spell level x Spell level x Caster Level. The Engineer can voluntarily lower the caster level to reduce the cost. The device can be activated once per caster level it has.
    At level five, the Engineer can create Devices containing 2nd level spells or lower. At every third level from there, his maximum spell level is increased by one.
    At level ten, the engineer gains a +1 to caster level when crafting devices. This increases to +2 at level 15 and to +3 at level 20
    Only an engineer posses the know-how to use a device.
    the time it takes to craft the device is equal to one day per caster level of the device, plus one day per spell level of the device.

    Craft Robot: At 7th level, the Engineer learns how to craft a robot. A robot is a small creature of the construct(robot) type. First the Engineer must craft the robot's hull. This requires a craft (Mechanical) check with DC 20, and costs 5000 gp in materials.
    The control systems must then be crafted, with a craft(Electronics) check with DC 20, and this also costs 5000 gp in materials. This check must be made and paid twice, once for sensors and once for internal systems.

    Lastly, the robot must be programmed. This requires a Knowledge(computer science) or knwoledge(software) or knowledge(programming) check, with DC 20.

    The robot has 3 construct hit dice, but additional can be added by increasing the cost and time required to craft the hull by 1000 gp and one day.

    The robot has a base land speed of 30ft. This can be improved by increasing the cost of the hull by 500 gp per 5 ft, and increasing the DC of the control system by 5 points per 5 ft.

    The robot is normally tiny size. If it has more than five HD, it is small. If it has more than 10, it is medium. If it has more than 15, it is large. If it has more than 20, it is huge. If it has more than 25, it is gargantuan. If it has more than 30, it is Colossal.
    At 7th level, the Engineer can craft a robot of maximally medium size. At every third level from there, his maximum size is increased by one.

    The robot has ability scores of 10(except constitution). These can be increased as follows:

    Strength: Add 500 gp and +5 DC to the hull crafting cost/check, per point

    Dexterity: Add 500 gp and +5 DC to the internal control systems crafting cost/check, per point

    Wisdom: Add 500 gp and +5 DC to the sensor systems crafting cost/check, per point

    Intelligence and Charisma: Add +5 DC to the programming check, per point(each +5 DC adds a point to both)

    The robot has one feat per ten points of intelligence. These can be any feats it qualifies for.

    Good Things Take Time(ex): At 12h level, the Engineer can add up to 10% per engineer level to the time required to craft something, and in turn add or subtract the same percentage to or from any one stat of the item(hardness, hp, damage, AC, etc).

    Use Technology(ex): At 18th level, the Engineer never requires training to use any sort of technology, but instantly knows how to operate it as though he had maximum ranks in the relevant skilll(usually knowledge or profession). He also counts as having a full BAB when using any weapons for which the technology was invented after the 21st century, or is similarly advanced(DM's discretion, usually anything that isn't invented today).

    thoughts/suggestions? Overpowered? Underpowered? Obsolete? Stupid?
    Post your thoughts.
    Last edited by AyeGill; 2010-12-30 at 03:44 AM.