Engineer

Engineer is one of the advanced classes available.

## Abilities

### Automaton

Many Engineers create automatons capable of performing a host of duties. Whether or not the servitor is created from intricate clockwork, or steam driven pistons, they share the same capabilities. Unless granted a Master Upgrade, all automatons are unintelligent constructs that follow the Engineer’s instructions unfailingly. At 5th and every five levels thereafter, the Engineer upgrades an Automaton they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the Engineer must meet the level requirements for the upgrade.

### Repair

An Engineer can fix broken items and constructs with a mere touch. Starting at 1st level, as a standard action, the Engineer repairs 1d6 points of damage plus 1d6 points of damage for every other Engineer level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). In addition, one use of Repair restores an item affected by the broken condition. The Engineer can repair a number of times per day equal to 3 + his Intelligence modifier.

### Engineering Pool

The Engineer has the capability of making something out of nothing, creating complex machines out of scraps within a moment's notice. The Engineer starts play with an Engineering Pool. At the start of each day, they have a number of Engineering Points equal to 1 + Intelligence modifier. They gain 2 extra Engineering Points every level after 1st. They can gain more EP from salvaging parts, but their EP resets at the start of each day. They cannot have more EP than their Intelligence modifier + 10 per level.

They can spend Engineering Points to reduce the time of crafting or repairing items by a number of hours equal to twice the Engineering Points spent (to a minimum of 1 hour).

### Combat Awareness

At 2nd level, an Engineer is ready to spring into action at a moment’s notice. He gains his Intelligence modifier as a bonus on all initiative rolls.

### Engineer Tricks

At 2nd level, and every 2 levels thereafter, an Engineer learns a technical innovation called an Engineer Trick. These are ways the Engineer can spend their Engineering Points to get an edge. Unless otherwise noted, an Engineer cannot select an individual Engineer Trick more than once. Some Engineer Tricks can only be received if the Engineer has met certain prerequisites first, such as learning other Engineer tricks. The DC of any saving throw called for by an Engineer Trick is equal to 10 + half of the Engineer’s level + his Intelligence modifier.

### Demolish

At 3rd level, an engineer has come to understand the key workings of mechanical devices and constructs so well that he can strike constructs or machinery for an additional +1d6 points of damage as long as he is using a blunt or piercing melee weapon. This increases by +1d6 every three levels after 3rd (6th, 9th, 12th, 15th, and 18th). In addition, the engineer can ignore up to 3 points of hardness/damage reduction against any construct. This increases by 3 every three levels after 3rd.

### Support Drone

At 4th level, an engineer can build a support droid. Support droids, like Automatons, are unintelligent constructs that follow the engineer’s instructions unfailingly.

### Primal Tech

Beginning at 19th level, an Engineer can choose to use a scroll without consuming it or a wand without expending a charge. Whenever he uses the Use Magic Device skill to activate a scroll or a wand he may add an additional +10 to the DC. If he fails this check the charge or scroll is expended as if he failed to activate the item. If he succeeds the scroll or wand is used but is not expended.

### One With Machines

At 20th level, the Engineer floods his body with nanobots. The Engineer becomes immune to poison and diseases. He also gains Fast Healing 5. Once per day, these nanobots can bring the Engineer back to life as a *Raise Dead* spell. The Engineer will no longer takes penalties to his ability scores for aging. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue. When the Engineer’s natural life span is reached, the biology inside it fails, and its remaining systems become a construct with all of the same stats it had in life, but it no longer has independent thought.

## Subclasses

### Bombardier

The Bombardier loses their automaton and support droid to instead gain powerful bombs.

### Combat Engineer

The Combat Engineer loses some of their tricks to gain better martial proficiency.

### Gadgeteer

The Gadgeteer replaces their automaton with several gadgets to use for their disposal.

### Nanite Healer

The Nanite Healer uses nanites to heal allies and themselves in place of their engineering power.

### Technologist

The Technologist reduces their technological expertise to instead oppose magic.

### Weapon Specialist

The Weapon Specialist focuses more with technological weapons.