Engineer

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**Hit Dice:** 1d6

**Defense Bonus:** +2

**Starting Credits:** 3d4x500

**Class Skills:** Appraise (Int), Athletics (Str), Disable Device (Dex), Endurance (Con), Engineering (Int), Knowledge [Any] (Int), Linguistics (Int), Perception (Wis), Pilot (Dex), Treat Injury (Wis), Use Computer (Int)

**Skill Ranks Per Level:** 8 + Int Modifier

### **Class Features**

#### **Starting Feats**

Armor Proficiency (Light)

Weapon Proficiency (Blaster Pistols)

Weapon Proficiency (Simple)

#### **Automata Anatomist**

At 1st level, an Engineer gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, and Use Computer checks against droids. Likewise, an Engineer gains a +2 bonus on weapon attack and damage rolls against droids. An Engineer may make knowledge skill checks untrained when attempting to identify droids.

At 5th level, and every 4 levels thereafter (9th, 13th, and 17th), the bonus against droids increases by +2.

This ability also functions against starships piloted by droids or droid fighters at starship scale.

#### **Booma**

Engineers are able to create energy balls (AKA Boomas) in a pinch. An Engineer can use a Tech Point in order to fashion a booma. These booma are unstable, and if not used in the round they are created, they degrade and become inert – their method of creation prevents large volumes of them from being created and stored (though they can still craft normal energy balls). In order to create a booma, the Engineer must have access to their Interface, a portable generator, and an energy capsule. Most Engineers can create enough energy capsules for the day by spending 10 minutes preparing them.

Drawing the energy capsule, creating, and throwing a booma requires a standard action that provokes an attack of opportunity. Thrown energy balls have a range of 20-feet and explode in a 5-ft radius burst. A Booma inflicts 3d6 points of electricity damage + additional damage equal to the Engineer’s Intelligence modifier to each creature in the area. A reflex save (DC 10 + ½ the Engineer’s level + their Intellignece modifier) halves the damage. The damage of an Engineer’s bomb increases by 1d6 points at every odd-numbered Engineer level (this bonus damage is not multiplied on a critical hit or by using feats such as vital strike).

#### **Droid Companion**

At 1st level, an Engineer gains a special bond with a particular droid. An Engineer can begin play with a droid of any degree, as listed below. This droid is a loyal companion that accompanies the Engineer on their adventures.

Unlike normal droids of their kind, a droid companion’s hit dice, abilities, skills, and feats advance as the Engineer advances in level. Many droid companions increase in size when their Engineer reaches 4th or 7th level, depending on the companion. If an Engineer releases their companion from service, or if their companion has perished, they may gain a new companion by building a new one in a special 24-hour construction period in a well-maintained workshop with enough materials to do so.

#### **Interface**

All Engineers begin with an interfacing tool in the form of a bracer that allows them to slice computers without the aid of a datapad and that functions as a multitool version of a tool kit for disabling security systems, traps, and for picking locks. This item is unique to each Engineer, and thus it cannot be used by another Engineer to interface with computer systems (though it can be used as a Tool Kit). When using their Interface, an Engineer gains a bonus on checks equal to ½ their class level (rounded down) on skill checks to disable device or use computer.

#### **Tech Specialist**

An Engineer’s know-how and smarts give them some abilities that aid them in their pursuits. This comes in the form of a pool of Tech Points that the Engineer can use against their enemies or to aid their allies. An Engineer has a number of Tech Points equal to their level + their Intelligence modifier (minimum 1). The pool refreshes after a long rest (8 hours). To use these abilities, an Engineer must be wearing or holding their interface. The Engineer can spend their Tech Points on the following abilities.

*Command Droids:* As a full-round action you can use two of your Tech Points to take control of droids within 30 feet. Droids receive a Will save to negate the effect (DC 10 + ½ your Engineer level + your Intelligence modifier). Droids that fail their save fall under your control, obeying your commands to the best of their abilitiy. You can command them by voice and they understand you, no matter what language you speak.  Even if vocal communication is impossible, the controlled droids do not attack you. You can control any number of droids, so long as their total Hit Dice do not exceed your Engineer level. If a droid is under the control of another creature, you must make an opposed Use Computer check whenever your orders conflict. This ability lasts for 1-minute per Engineering level or until the Engineer releases the droid(s).

*Mending:* As a standard action and the cost of a Tech Point, an Engineer can use their interface to help them repair an item, restoring 1d4 hit points too the object.  If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Mastercraft items can be repaired by this ability, but you must have an Engineer level equal to or higher than that of the object.  This ability does not affect creatures (including droids) or starships. This ability has no effect on objects that have been warped by the Force or otherwise transmuted (such as Sith Alchemy).

*Overclock:* As a Standard Action, an Engineer can manually engage with a droid (meaning the Engineer must touch the droid) to overclock their systems. The Engineer grants the droid a +2 enhancement bonus to a single ability score for a number of rounds equal to 5 + the Engineer’s level. The ability bonus provided is chosen by the Engineer at the time this ability is used. Only one Overclock may be active on an individual droid at a time, but the Engineer can switch the ability by touching the droid again as a standard action (the duration continues and an additional point isn’t spent). At 5th level, and every 5 levels thereafter (10th, 15th, and 20th) this bonus increases by an additional +2. At the end of this time, the droid takes 1d6 untyped damage that bypasses DR for each +2 bonus gained. The bonuses are to a single ability score and cannot be divided among multiple abilities. This ability costs two Tech Points.

*Repair Droid:* An Engineer can spend a Tech Point to repair a droid nearby as if they had access to the Force Healing ability. They can use either the standard action or full-round action versions of the effect to heal a droid. This ability only affects droids and is automatically heightened.

#### **Bonus Feat**

An Engineer gains a bonus feat at 2nd level and every 4th level thereafter (6th, 10th, 14th, and 18th level). They may select any Skill Feat, Armor Proficiency (Heavy), Armor Proficiency (Medium), or any Weapon group proficiency.

#### **Remote Drone**

At 4th level, an Engineer can create a temporary, cloaked drone that send visual information back to their interface. This drone begins in the same square as the Engineer, but it can then travel outside their line of sight without hinderance. A Remote Drone has a fly speed of 30-feet with good maneuverability. It always hovers 10-feet above the ground and cannot ascend any high from the ground. A remote drone cannot operate in space alone, though it can do so along the surface of a starship.

The remote drone can travel in any direction so long as it’s operable. Solid barriers and shields block its passage, but it can pass through a hole or a space as small as 1-inch in diameter.

An Engineer must concentrate to use a remote drone, operating the remote drone from their interface.  If they do not concentrate, the remote drone hovers silently until you again concentrate.

While a Remote Drone is cloaked, it is not invisible or silent. A creature can detect the remote drone with a DC 20 perception check.

A remote drone has a battery life based on the level of the Engineer, lasting for 1-minute per Engineer Level. An Engineer can use a Remote Drone once per day at 4th level, and an additional time each day for every four levels they gain thereafter (8th, 12th, 16th, and 20th). At each such interval, the DC to detect a remote drone increases by +4.

#### **Skill Mastery**

An Engineer becomes so confident in their use of certain skills that they can use them reliably even under adverse conditions.

Upon gaining this ability, an Engineer selects a number of skills equal to 3 + their Intelligence modifier. When making a skill check with one of these skills, they may take 10 even if stress or distractions would normally prevent them from doing so.

#### **Droid Companions**

A droid companion’s abilities are determined by the Engineer’s level and which kind of droid it is. Their HD is a d8. They gain 1 + their Int modifier skill points at each level.

NOTE 1/31/2021: Droid abilities are not yet written up, please refer to the table and GM assessment until the write up is complete. -Christopher

##### Astromech Droid

**Starting Statistics:** **Size** Small; **Speed** 30-ft (Fly 40-ft).; **Damage Reduction** 0; **Attack** Electro Probe (2d6 electricity); **Ability Scores** Str 8, Dex 17, Con 13, Int 16, Wis 12, Cha 8; **Special Qualities** Low-Light Vision; **Weapon Proficiencies** (Blaster Pistols, Electro Probe); Can Astrogate

**4th-Level Advancement:** **Ability Scores** Str +2, Dex +4, Int +4

**7th-Level Advancement: Ability Scores** Dex +2, Int +2, Cha +2

##### Battle Droid

**Starting Statistics:** **Size** Small; **Speed** 30-ft.; **Damage Reduction** 2; **Attack** Slam (1d4); **Ability Scores** Str 15, Dex 17, Con 14, Int 10, Wis 10, Cha 8; **Special Qualities** Low-Light Vision; **Weapon Proficiencies** (Advanced, Blaster Pistols, Blaster Rifles, Grenades)

**4th-Level Advancement:** **Size** Medium; **Ability Scores** Str +4, Dex +4, Int +2

**7th-Level Advancement: Ability Scores** Str +2, Dex +2, Int +2

##### Medical Droid

**Starting Statistics:** **Size** Small; **Speed** 30-ft.; **Damage Reduction** 0; **Attack** Slam (1d4); **Ability Scores** Str 6, Dex 10, Con 17, Int 14, Wis 14, Cha 13; **Special Qualities** Low-Light Vision; **Weapon Proficiencies** (Advanced, Blaster Pistols, Simple)

**4th-Level Advancement:** **Size** Medium; **Ability Scores** Str +4, Con +4, Wis +4

**7th-Level Advancement: Ability Scores** Str +2, Con +2, Wis +2

##### Protocol Droid

**Starting Statistics:** **Size** Medium; **Speed** 30-ft; **Damage Reduction** 0; **Attack** Slam (1d4); **Ability Scores** Str 6, Dex 10, Con 12, Int 16, Wis 15, Cha 17; **Special Qualities** Low-Light Vision; **Weapon Proficiencies** (Blaster Pistols, Electro Probe)

**4th-Level Advancement:** **Ability Scores** Str +2, Dex +4, Cha +4

**7th-Level Advancement: Ability Scores** Str +2, Dex +2, Cha +2

##### Work Droid

**Starting Statistics:** **Size** Medium; **Speed** 30-ft; **Damage Reduction** 4; **Attack** Slam (1d4); **Ability Scores** Str 19, Dex 14, Con 13, Int 10, Wis 10, Cha 6; **Special Qualities** Low-Light Vision; **Weapon Proficiencies** (Advanced, Simple)

**4th-Level Advancement:** **Size** Large; **Ability Scores** Str +4, Dex+2, Con +2

**7th-Level Advancement: Ability Scores** Str +2, Dex +2, Con +2