Rigger

In the thrumming workings of every factory, amongst the grinding steel and scalding steam, is the Rigger. Skilled both in a scrap and with scrap, the Rigger combines rough-and-tumble martial readiness with an abiding intuitive understanding with technology. While a Rigger might not be able to explain how a machine works, they have enough practical knowledge to get it running, keep it running, and run it face-first into any problem they encounter. Whether working in a factory, braving the Vastland frontier, or crewing a Stahl airship; Riggers can be found anywhere heavy machine chugs and metal meets meat, tackling problems with sturdy resolve in their gut and a wrench in their hand. 
*Role Riggers are front-line combatants, smashing their opponent's bodies and gear with heavy weapons. Outside of combat, they are skilled repairmen and can be of some utility with their inventions.
*Alignment Riggers tend towards Law and Neutrality, being focused mostly on the smooth operation of their duties.
*Hit Die d10
*Starting Wealth 175 gp, plus an outfit worth 10 gp or less.
===Class Skills===
The Rigger's class skills are Appraise, Climb, Craft (Any), Disable Device, Fly, Heal, Knowledge (Engineering), and (World), Perception, Profession (Any), Ride, Survival, Swim, Use Device.
*Skill Ranks per Level 4 + Int Modifier.
Level	BAB 	Fort Save	Ref Save	Will Save	Special 	Scrap Pool	Function Level Known
1st 	+1 	+2 	+0 	+2 	
Dismantle +2, Mechanic, Rigger's Intuition 	— 	—
2nd 	+2 	+3 	+0 	+3 	Combat Style Feat 	— 	—
3rd 	+3 	+3 	+1 	+3 	Endurance, Percussive Maintenance 1/day 	— 	—
4th 	+4 	+4 	+1 	+4 	Specialization 	 	1st
5th 	+5 	+4 	+1 	+4 	Dismantle +4 	 	1st
6th 	+6/+1 	+5 	+2 	+5 	
Combat Style Feat, Industrial Vigilance +2 	 	1st
7th 	+7/+2 	+5 	+2 	+5 	Workman's Hands 	 	2nd
8th 	+8/+3 	+6 	+2 	+6 	Percussive Maintenance 2/day 	 	2nd
9th 	+9/+4 	+6 	+3 	+6 	Rigger's Resolve 	 	2nd
10th 	+10/+5 	+7 	+3 	+7 	Combat Style Feat, Dismantle +6 	 	3rd
11th 	+11/+6/+1 	+7 	+3 	+7 	Industrial Vigilance +3 	 	3rd
12th 	+12/+7/+2 	+8 	+4 	+8 	 	 	3rd
13th 	+13/+8/+3 	+8 	+4 	+8 	Percussive Maintenance 3/day 	 	4th
14th 	+14/+9/+4 	+9 	+4 	+9 	Combat Style Feat 	 	4th
15th 	+15/+10/+5 	+9 	+5 	+9 	Dismantle +8 	 	4th
16th 	+16/+11/+6/+1 	+10 	+5 	+10 	
Improved Rigger's Resolve, Industrial Vigilance +4	 	4th
17th 	+17/+12/+7/+2 	+10 	+5 	+10 	 	 	4th
18th 	+18/+13/+8/+3 	+11 	+6 	+11 	Combat Style Feat, Percussive Maintenance 4/day	 	4th
19th 	+19/+14/+9/+4 	+11 	+6 	+11 	 	 	4th
20th 	+20/+15/+10/+5	+12 	+6 	+12 	Dismantle +10 	 	4th
===Class Features===
All the following are class features of the Rigger class. 
*Proficiencies Riggers are proficient with all simple and martial weapons, all non-power armor, and all non-tower shields.
Starting at 1st level, a Rigger gets a +2 bonus to attack and weapon damage rolls against items, vehicles, and Construct creatures. At 5th level, and every five levels thereafter, this bonus increases by +2.
A Rigger adds (1/2 their class level [minimum +1]) to Craft skill checks made to repair firearms and technological items.
A Rigger adds their Wisdom modifier (minimum +0) in addition to their Intelligence modifier to Knowledge (Engineering) and Use Device checks made to identify and activate technological items.
At 2nd level, a Rigger selects a combat style to pursue, as the Ranger class feature. At 2nd level, and every 4th level thereafter, the Rigger gains a feat from the selected combat style as a bonus feat, even if they do not meet the normal prerequisites. Unlike a Ranger, a Rigger does not lose the benefits of their combat style feats while wearing heavy armor. Once a Rigger selects a combat style, it cannot be changed.
At 3rd level, a Rigger gains Endurance as a bonus feat.
Starting at 3rd level, a Rigger gains the ability to, once per day as a move action; bash, punch, kick, or otherwise strike a broken firearm or technological item. They must be holding the item, or it must be unattended and within their reach. The blow deals (1d4 + the Rigger's Str modifier) to the item, but causes it to ignore that instance of the broken condition for the remainder of the encounter. If the item takes further damage or would otherwise regain the broken condition, it resumes being affected as such.
At 8th level, and every 5th level thereafter, the Rigger gains another daily use of this ability.
At 4th level, the Rigger chooses a specialization to focus their technological practice. They may select one of two specializations. Once a specialization has been chosen, it can't be changed. The first is a Signature Invention. 
At 7th level, a Rigger develops a mixture of callouses, technique, and sheer tenacity that allows them to shirk off many dangers of working with technology. They gain resistance to electricity and fire equal to (half their class level [rounded down]).
At 9th level, a Rigger gains the ability to shrug off negative effects that would otherwise harm them. If they make a successful Fortitude save against an attack that normally deals half damage or inflicts a partial effect on a successful save, they instead suffer no effects. A helpless Rigger does not gain the benefit of rigger's resolve.
At 16th level, a Rigger's resolve improves. This ability works like Rigger's Resolve, except that while the Rigger still suffers no effects on a successful Fortitude save against attacks, they henceforth take only half damage or partial effects on a failed save. A helpless Rigger does not gain the benefit of improved rigger's resolve.
==Riggers in the World==
===Notable Riggers===
*See Notable Riggers
Category:Classes
Category:Combat Classes
Category:Engineering Classes