Engineer and Noble
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Skilled Classes

The Engineer

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HD: d6
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Spot
Skill Points: 4 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special|1|2|3
1st|+0|+0|+0|+2|Archetype Power (Lesser), Inventions, Trapfinding|2|-|-
2nd|+1|+0|+0|+3|The Knack|3|-|-
3rd|+2|+1|+1|+3|Archetype Power (Moderate)|3|1|-
4th|+3|+1|+1|+4|Jury Rigging|3|2|-
5th|+3|+1|+1|+4|Bombardier|3|2|1
6th|+4|+2|+2|+5|Archetype Power (Greater), Improvisation|3|3|2[/table]

Proficiencies: The engineer is proficient with light armor and bucklers. He is proficient with simple weapons, the hand crossbow, and any weapon-like invention he prepares. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.

Inventions: The engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects but are completely mundane and scientific in nature. He may prepare a number of inventions per day, from any of six disciplines, as listed in the table above, though he may only prepare each individual invention once per day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used again until the engineer has again prepared that invention; however, some inventions may contain multiple doses or may be used multiple times before becoming depleted. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, an engineer may only prepare 1st level inventions. He may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action and may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work and may only be done once per day.

Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

The Knack: The engineer gains a bonus on all Craft checks equal to half his class level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may also craft alchemical items as if he were a spellcaster.

Jury Rigging: Once per day, the engineer may use a move action immediately regain the use of one invention that he has prepared for the day and has depleted. That invention is treated as if it has just been prepared for the day with all doses or uses per day available.

Bombardier: The engineer gains an +4 bonus to attack rolls with splash weapons and inventions that mimic them. Any such weapons or inventions have their splash radius increased by 5'.

Improvisation: Once per day, the engineer may activate any invention on his class list as a standard action, even if he does not have it prepared that day. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds before becoming depleted.

Archetypes:

Cannoneer

Lesser Archetype Power: A cannoneer is treated as having rapid reload for ranged weapons he wields, allowing him to load heavy crossbows and two-handed firearms as a move action, or light crossbows, hand crossbows, or one-handed firearms as a free action. He may also make an aimed shot with a firearm or crossbow at an opponent's legs (or leg equivalent) as a full round action. If this shot hits and deals damage, the opponent must make a save (Reflex DC 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or have its base land speed halved for one turn (rounded down to the nearest 5' increment). A cannoneer may also prepare one extra invention per day from either the Explosives or Smithy discipline of any level invention that he can normally prepare.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electricity damage, or cold damage instead of physical damage. He is now always considered to have a supply of ammunition appropriate to his firearms and crossbows. He may also make an aimed shot with a firearm or crossbow at an opponent's torso as a full-round action. If the shot hits and deals damage, his opponent must make a save (Fortitude DC 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be sickened for one round.
Greater Archetype Power: Once per encounter, a cannoneer may make an attack or an aimed shot with a firearm or crossbow as a ranged touch attack. He may also make an aimed shot with a firearm or crossbow at an opponent's head as a full-round action. If the shot hits and deals damage, his opponent must make a save (Will DC 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be staggered for one round.

Innovator

Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline of any level invention that he can normally prepare, and the DC of any invention he uses gains a +1 insight bonus.
Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's duration, range, and area of effect to use then adds the effects of the other invention to it. He must expend the use of both inventions when combining them, and each target is entitled to save separately for all effects. Nonsensical combinations simply do not work.
Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.

Machinist

Lesser Archetype Power: A machinist gains one warforged body feat, i.e. Adamantine Body, Mithral Body, etc., as a bonus feat, even if he does not meet the prerequisites. If the machinist is a warforged, he may instead select any warforged feat for which he meets the prerequisites. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines of any level invention that he can normally prepare.
Moderate Archetype Power: Once per round, a machinist may activate an invention as part of a normal melee attack against a single target. If his attack hits, the effect of the invention applies immediately to the target without offering a save in addition to the normal attack damage. If the attack misses, that use of the invention is wasted. The engineer also gains the ability to be healed by spells, powers, abilities, and inventions that normally only affect constructs; however, the healing is only at half effect.
Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification from another source, such as by being a warforged, he is treated instead as having medium fortification. The armor check penalty offered by his warforged body feat decreases by 2, and the maximum dexterity bonus it offers increases by 2. In addition, he gains full effect from healing abilities that target constructs.

Sawbones

Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his total Heal skill modifier (i.e, his skill ranks + his Wisdom modifier + any relevant feats, items, spell effects, et cetera), to a maximum of +2 per class level. This is considered precision damage but still deals half damage against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline of any level invention that he can normally prepare.
Moderate Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones may attempt to remove any non-magical disease or poison from himself or an adjacent ally. The sawbones makes a Heal check. If it is higher than the DC of the disease or poison, the target is immediately cured. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones can perform a Heal check on any adjacent creature that has died within the last three rounds. If the sawbones succeeds on the check, which has a DC equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability may only be used on a particular creature if the body is mostly intact and only once per day.

Tinker

Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct of a level no greater than half the tinker's class level (minimum 1st), though it is made of mundane materials rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. At any time, a tinker may spend 8 hours to build a new construct companion, selecting new or the same abilities. He uses materials and tools he has on hand, and the construction does not cost the tinker anything but time. A tinker may only have one construct companion at a time and must disassemble an existing companion in order to build a new one, but this can be done at the same time without increasing the time to build the new companion. A tinker may spend one hour to repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another appropriate craft skill), healing his companion of hit points equal to the check result -10. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline of any level invention that he can normally prepare.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion evenly, each one taking half the normal damage. If the original damage total is an odd number, the original target takes the extra point of damage.
Greater Archetype Power: A tinker's construct companion gains one additional choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities for it without having to completely rebuild it. If it is destroyed, it still takes 8 hours to build a new companion.


The Noble

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HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Archetype Power (Lesser), Loyal Lackeys
2nd|+1|+0|+3|+3|Silver Tongue
3rd|+2|+1|+3|+3|Archetype Power (Moderate)
4th|+3|+1|+4|+4|Impel
5th|+3|+1|+4|+4|Commanding Presence
6th|+4|+2|+5|+5|Archetype Power (Greater), Birthright[/table]

Proficiencies: The noble is proficient with light armor, medium armor, and shields (but not tower shields). He is proficient with simple and martial weapons.

Archetype: At 1st level, the noble chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.

Loyal Lackeys: As a full-round action, the noble may summon any humanoid from the Monster Manual (hereafter referred to as a "minion") whose hit dice do not exceed half his class level, rounded down (minimum 1), into an unoccupied square within 10'. The noble may only have a number of active minions at any one time equal to his level (maximum of five), and may only summon a number of minions per day equal to twice his class level plus his Charisma modifier (if positive). [Ed: That's 2(CL) + CHA, not 2(CL + CHA)]. Minions have the statistics, abilities, and equipment of a typical member of their race, and act on the noble's initiative. The noble may command or dismiss his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. Minions also only offer half the normal bonus for aiding another.

Silver Tongue: The noble may take 10 on Diplomacy checks, even if threatened or distracted. He may also make rushed Diplomacy checks without taking a penalty to the roll.

Commanding Presence: As a full-round action, the noble may emit an aura of command that lasts for one round - all allies (excluding himself) within 30' of the noble act as if affected by a Good Hope spell, gain 5 temporary hit points for one round, and a 10' bonus to their base land speed. This is an mind-affecting extraordinary ability.

Impel: By giving up some or all his own actions for a round, the noble may allow his allies to take additional actions. At 4th level, the noble may forgo his own swift or move action to allow an ally within 30' to take an additional swift or move action on its next turn. At 6th level, the noble may forgo his own standard action to allow an ally within 30' to take an additional standard action on its next turn. The noble may only grant one type of action in this way in any given turn. A noble may only use this ability a number of times per day equal to his level.

Birthright: Once per day, the noble may make use of one of the following abilities:
- Fly, You Fools: As a move action, all allies within 30' of the noble (excluding himself) have their base land speed doubled for one round, and may move up to their newly-modified base speed as an immediate action before their next turn.
- Supreme Motivation: As a full-round action, the noble allows one ally within 30' (excluding himself) to immediately take a full round's worth of actions. This does not change the ally's order of initiative.
- The Whites of Their Eyes: As an standard action, the noble allows all allies within 30' (excluding himself) to make a single melee or ranged attack as an immediate action.

Archetypes:

Dilettante

Lesser Archetype Power: A dilettante may choose one of three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls with weapons, one bonus fighter feat (chosen at focus selection) for which he must meet the prerequisites, and a +2 insight bonus to Climb, Jump, and Swim checks. Stealth Focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 insight bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small number of spells. He may cast cantrips and 1st-level spells from one mage class spell list (excluding archetype bonus spells). He may only cast a number of spell levels per day equal to his Intelligence modifier (if any). Treat cantrips as spell level 1/2. He may choose a different mage class each time he selects Magic Focus. His caster level is equal to half his class level, and the DC of his spells is equal to 10 + the spell level + half his Intelligence modifier (if positive). He also gains a +2 insight bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
Moderate Archetype Power: A dilettante gains a bonus on all skills in which he has no ranks equal to half his class level and is considered to be trained in their use.
Greater Archetype Power: A dilettante’s focuses each improve. While in Combat Focus, the bonuses on attack and damage rolls with weapons increases to +2, and the dilettante may make a second attack with a -5 penalty to the roll. When in Stealth focus, his sneak attack damage increases to +2d6, and he gains Evasion. While in Magic Focus, he may cast 2nd-level spells and may cast a number of spell levels equal to twice his Intelligence modifier (if positive). In addition, the insight bonuses to his skill from his active focus increase to +4.

Duelist

Lesser Archetype Power: Once per round as an attack of opportunity, a duelist may make one melee attack at his highest base attack bonus against an opponent that has just missed him with a melee attack. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist may add his Intelligence modifier to his armor class as long as he wears light or no armor and does not use a shield.
Moderate Archetype Power: Once per encounter, a duelist can designate a specific opponent as his chosen foe. The duelist gains a bonus to attack and damage rolls with melee weapons equal to half his Intelligence modifier, rounded down (minimum +1), against the chosen foe for as long as he remains in melee range with that foe. If the opponent moves away, the duelist has one round to close the gap before the bonuses disappear. If the chosen foe does not target him in kind or refuses to engage him in combat, these bonuses are instead equal to the duelist's full Intelligence modifier.
Greater Archetype Power: If a duelist succeeds on a feint check against his chosen foe, his next melee attack has its critical threat range increased by 2. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist's Commanding Presence ability now affects himself as well.

Patrician

Lesser Archetype Power: If a patrician fails a Diplomacy check, he may immediately retry the roll at -5 penalty but may only make a single reroll attempt. Even if the second check fails, the disposition of the target cannot be reduced below unfriendly (unless already hostile).
Moderate Archetype Power: Once per round as a standard action, a patrician may make an opposed Diplomacy check against any opponent with an intelligence score of 3 or higher within hearing distance. If the patrician wins, the opponent is unable to take standard actions for one round. The patrician may not use this ability if silenced or if he does not speak the target's language. If the target is attacked, the effect is broken.
Greater Archetype Power: Before attacking a patrician, any opponent with a intelligence score of 3 or higher must make a save (Will DC 10 + 1/2 the patrician's class level + the patrician's Charisma modifier) or pick a new target. If no other valid opponents are within reach, the attack fails. In addition, a patrician may use Commanding Presence as a move action.

Tyrant

Lesser Archetype Power: When summoning minions, the tyrant may apply one of the following three abilities to them:
- Toxic Assassin: This minion gains the Sneak Attack ability of a 1st-level rogue, though it may only make such attacks with melee weapons. When it dies, it produces a noxious cloud that lingers in a 10' radius for three rounds, dealing 1d6 acid damage for each hit dice it has (minimum of one) per round to any creature caught inside. A save (Fortitude DC 11 + the minion's HD) negates the damage entirely. The minion may, as a standard action, sacrifice itself to produce the cloud.
- Unstable Scout: This minion may teleport up to 20' as a move action, as per the Dimension Door spell. It may not bring other creatures or any objects besides its starting equipment, but it is not restricted from taking actions after doing so. The minion deals 1d6 electricity damage to anything caught in the path of its teleportation. When it dies, it may teleport once per each hit dice it has as an immediate action, dealing 1d6 electricity damage to anything caught in the path of its teleportation (targets can be struck multiple times). Any creature damaged by the minion's death throes must make a save (Will DC 11 + the minion's HD) or be stunned for one round; however, even if the creature is struck multiple times, it need only make one save against the stunning effect. The minion may, as a standard action, sacrifice itself to trigger the teleportation effect.
- Volatile Saboteur: This minion possesses a ranged attack that deals 1d6 fire damage. Treat this as a thrown weapon with a range increment of 20'. When this minion dies, it explodes, dealing 1d6 fire damage for each hit dice it has (minimum of one) in a 10' radius. A successful save (Reflex DC 11 + the minion's HD) halves this damage. The minion may, as a standard action, sacrifice itself to explode.
In addition, intimidation attempts made by a tyrant do not cause the target to default to unfriendly or hostile after the tyrant leaves the target's presence.
Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Treat the henchman as a cohort of half the tyrant's class level, though it must be a humanoid that the tyrant is capable of summoning as a minion. Summoning a henchman takes one minute of uninterrupted concentration, after which it appears in the closest unoccupied square to the tyrant. A tyrant may only have one henchman at any one time, but the henchman remains until dismissed or killed. Commanding or dismissing a henchman may be done as a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in play are dismissed. If a henchman is reduced to 0 hit points, it is dismissed and a tyrant may not summon it again until the next day. In addition, a tyrant's minions gain bonus hit points equal to the tyrant's Charisma modifier (if positive).
Greater Archetype Power: As long as a tyrant has a living minion or henchman within 10', the tyrant may choose to redirect any melee or ranged attacks directed against him to his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a morale bonus to armor class and Will saves.

Warchief

Lesser Archetype Power: On his turn, before making any attack rolls for the round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack rolls and weapon damage rolls of all allies within 5'. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier (if positive) who threaten that opponent may also make an attack of opportunity against it.
Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier or -2, whichever is lower. This is a morale penalty and does not stack.