-Engineer-

Engineer Created by: Christopher Delvo For many, adventuring means striking out with a sword or aiming down the shaft of a bow and arrow. For others, it means tapping into the energies of the universe, or communing with a deity to summon forth magical forces. For the engineer, however, technology is king. To some, it may appear as if they wield some form of undiscovered magic, but the engineer knows that the secret to their talent is based not within the realm of spells, but rather science. Engineers often come from areas where magic is sparse. Though they do manipulate some quasi-magical energies, their abilities are based in science and technology, and their upbringing often reflects that Role: An engineer is often seen as a fifth wheel in a party. Their talents are not magical, yet their skill with weaponry is not nearly that of more martial classes. They usually find themselves as supporting members of the group, capable of fighting in the front-lines with their automaton or standing in the rear, providing ranged support. Alignment: Any HD: d8 Class Skills The engineer’s class skills are Appraise (int), Bluff (cha), Craft (int), Diplomacy (cha), Disable Device (dex), Escape Artist (dex), Intimidate (Cha), Knowledge (all) (int), Linguistics (int), Perception (wis), Profession (wis), Sense Motive (wis), Sleight of Hand (dex), Stealth (dex), Use Magic Device (cha) Skill Ranks per Level: 6+int modifier Class Features The following are class features of the engineer. Weapon and Armor Proficiencies: The engineer is proficient with all simple weapons, light and medium armors, shields, and firearms. Artifice Pool (Su): An engineer has access to a reservoir of quasi-magical energy that he can draw upon to fuel his powers and enhance his skills. This artifice pool has a number of points equal to ½ his engineer level (minimum 1) + his intelligence modifier. The pool refreshes after 8 hours of rest. st At 1 level, an engineer can expend 1 point from his artifice pool as a swift action to add either acid, cold, electricity or fire damage to attacks made with any weapon he is wielding (including any weapons his omni-tool is emulating) for 1 minute. At level 1, his attacks deal 1 point of energy damage. For every four st levels beyond 1 , the weapon deals another

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point of energy damage, to a maximum of 5 at 17 level. Multiple uses of this ability do not stack with themselves. The damage type is decided when the artifice pool point is spent and cannot be changed until the next time the engineer uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the engineer. An engineer can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Additionally, the engineer can spend 1 point from his arfitice pool as a swift action to give himself a +4 bonus on disable device or use magic device checks for one round.

-EngineerTable 1-1: The Engineer

Level 1

Base Attack Bonus +0

Fort Save +0

Ref Save +2

Will Save +2

2

+1

+0

+3

+3

Gadgeteer 1, technologist

3

+2

+1

+3

+3

Function, customize armor 1

4

+3

+1

+4

+4

Automaton

5

+3

+1

+4

+4

Gadgeteer 2

6

+4

+2

+5

+5

Function

7

+5

+2

+5

+5

Customize armor 2

8

+6/+1

+2

+6

+6

Gadgeteer 3, share function

9

+6/+1

+3

+6

+6

Function, singularity

10

+7/+2

+3

+7

+7

Modify automaton

11

+8/+3

+3

+7

+7

Customize armor 3, gadgeteer 4

12

+9/+4

+4

+8

+8

Function, improved share function

13

+9/+4

+4

+8

+8

Fast gadgets

14

+10/+5

+4

+9

+9

Gadgeteer 5, reprogram omni-tool

15

+11/+6/+1

+5

+9

+9

Function, customize armor 4

16

+12/+7/+2

+5

+10

+10

Greater share function

17

+12/+7/+2

+5

+10

+10

Gadgeteer 6, improved singularity

18

+13/+8/+3

+6

+11

+11

Function

19

+14/+9/+4

+6

+11

+11

Exoskeleton

20

+15/+10/+5

+6

+12

+12

Gadgeteer 7, grand function

Omni-tool: An engineer begins play with a special object, known as an omni-tool that he can use to perform multiple different functions. For most engineers, it appears to be a metal tool box of some sort, though some use it as a wrist-mounted machine, or even a metallic, clockwork belt or vest. The omni-tool does not take up magic item slot. If a specific function of the omni-tool (such as an emulated weapon) is broken or destroyed, only that function is broken, and it can be repaired as you would normally repair an object of that type (for example, you would make craft checks to repair an emulated weapon or shield). The ability to use other functions is not hampered at all. If the omni-tool itself is destroyed, the engineer can build a new one by spending a full week working, and paying an amount of gp equal to the engineer’s level x 100. A new omni-tool built this way has all of the functions of his old omni-tool. An omni-tool has a number of hit points equal to 5 + the engineer’s level, and a hardness equal to ½ the engineer’s level (minimum 1). An engineer builds his omni-tool so that no one else can make it function. Anyone other than the engineer who tries to use the omni-tool finds it to be a useless hunk of metal.

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Special Artifice pool, basic functions, omni-tool, prime function

st

Basic Functions: At 1 level, in addition to the omnitool’s prime function, it also gains a number of weaker basic functions. An omni-tool has a number of basic functions equal to the intelligence modifier of the engineer, selected from the list of functions below. If his intelligence modifier increases, he gains additional basic functions as is appropriate. The engineer can sacrifice one of these basic functions to “upgrade” another, as if he had chosen the “Back to Basics” function. The following are selectable as basic functions: Bonded Tool (Ex): The engineer’s omni-tool is bonded to him in some way, making it resistant to disarm and sunder attempts. The engineer gains a bonus to his CMD equal to his level to resist disarm and sunder attempts that target his omni-tool. By upgrading this function, any disarm and sunder attempts that target his omni-tool automatically fail. Emulate Shield (Ex): The omni-tool emulates a single type of shield that the engineer is proficient with, and is treated as that shield. By upgrading this function, the engineer can apply the masterwork quality to this shield. Masterwork emulated shields can be magically enhanced, but only the one shield gains the enhancement bonus if the omni-tool can emulate multiple shields.

-EngineerEmulate Weapon (Ex): The omni-tool emulates a single weapon that the engineer is proficient with, and is treated as that weapon. This weapon cannot be worth more than 50 gp. By upgrading this function, the engineer can apply the masterwork quality to this weapon. Masterwork emulated weapons can be magically enhanced, but only the one weapon gains the enhancement bonus if the omni-tool can emulate multiple weapons. Tool Kit (Ex): The omni-tool emulates a set of tools. It can emulate one of the following tools: artisan’s tools, a musical instrument, or thieves’ tools. By upgrading this function, he can instead emulate one of the following tools: masterwork artisan’s tools, climber’s kit, disguise kit, healer’s kit, masterwork musical instrument, a merchant’s scale, or masterwork thieves’ tools. The supplies in a disguise kit and healer’s kit are restored when his artifice points are restored. Weird Science (Sp): The omni-tool gains the ability to emulate a single cantrip, chosen when the engineer chooses this function. This cantrip must be chosen from the sorcerer/wizard spell list and can be used as a spelllike ability at will as long as he has at least 1 artifice point. By upgrading function, the engineer can instead st choose a 1 level spell, chosen from the sorcerer/wizard spell list, using his engineer level as his caster level. An st Engineer can cast this 1 level spell as a spell-like ability by spending 1 artifice point. If the engineer upgrades a st cantrip to a 1 level spell, he no longer has use of the st chosen cantrip, and completely replaces it with the 1 level spell. st Prime Function: At 1 level, the engineer’s omni-tool gains its prime function. This function can be one of two things: a death ray or a set of grenade-like bombs. Death Ray (Su): The omni-tool can fire a beam of concentrated heat that deals damage to an enemy. As a standard action, as long as the engineer has at least 1 artifice point in his artifice pool, he can fire his death ray as a ranged touch attack with a range of 30 feet. A death ray is considered a weapon and can be selected using feats such as Point-Blank Shot and Weapon Focus, but cannot be magically enhanced. The death ray deals fire damage equal to 1d6 + ½ the engineer’s intelligence modifier, plus 1d6 additional damage for every 2 levels st after 1 . This additional damage is not multiplied on a critical hit. th At 5 level, and every 4 levels thereafter, the range of the death ray increases by +10 feet (to a maximum of 70 feet). Grenades (Su): The omni-tool can generate a number of grenades each day equal to the engineer’s class level + his Intelligence modifier. Grenades are unstable, and if not used in the round they are generated, they degrade and become inert. Generating and throwing a grenade requires a standard action that provokes an attack of opportunity.

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Thrown grenades have a range of 20 feet and use the Throw Splash Weapon special attack. Grenades are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a grenade inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier, st plus 1d6 additional damage for every 2 levels beyond 1 . This additional damage is not multiplied on a critical hit. Splash damage from an engineer’s grenade is always equal to the grenade's minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage (DC 10 + 1/2 the engineer's level + the engineer's Intelligence modifier). nd Gadgeteer (Ex): At 2 level, an engineer can create a number of gadgets which he can use to accomplish any number of tasks. The engineer can only have one gadget th at a time. At 5 level, and every 3 levels thereafter, the engineer can have one more gadget at a time (to a th maximum of 7 at 20 level). The engineer may have multiple copies of one gadget, but some have a limit on the number he can possess. Building a gadget takes 1 hour. Unless otherwise noted, gadgets can only be activated by the engineer and take a standard action to deploy or activate. If the engineer already has his maximum number of gadgets, he must dismantle one of his gadgets (a fullround action that provokes an attack of opportunity) to make a new one. A dismantled gadget is destroyed. Unless otherwise noted, gadgets have the following statistics: A gadget has a number of hit points equal to 5 + the engineer’s level, and a hardness equal to ½ the engineer’s level (minimum 1). A gadget’s AC is 10. The engineer has access to all of the following gadgets, and can create any of them: Air Shoes: Air shoes are a pair of advanced, mechanical boots that allow the engineer to leap nd incredibly far, walk on water, and even levitate. At 2 level, air shoes grant the engineer a bonus on acrobatics checks equal to his level when jumping. th At 8 level, the engineer can move over just about any surface while wearing his air shoes. As a full-round action, he can move up to twice his speed, ignoring difficult terrain. While moving in this way, any surface will support him. This allows him to move across water, lava, or even the thinnest sheets of ice. He must end his move on a surface that can support him normally. He cannot move across air in this way, nor can he walk up walls or other vertical surfaces. When moving in this way, he does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does he need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using his air shoes, the engineer ignores any mechanical traps that use a location-based trigger. th At 11 level, the engineer can use his air shoes to levitate, and can reverse them, allowing him to climb

-Engineerwalls and ceilings. For a number of rounds equal to his level per day, the engineer can either float in the air as if using the levitate spell or climb walls as if using the spider climb spell. These rounds need not be consecutive. This is still considered an extraordinary ability. Air shoes take up the feet magic item slot. Clockwork Spy: The engineer creates a clockwork spy (as presented in Bestiary 3). This construct has 1 HD. It follows all of the engineer’s commands, and has the ability to record sound in a 50 gp crystal that the engineer must provide. Clockwork Servant: The engineer creates a clockwork servant (as presented in Bestiary 3). This construct has 2 HD. It follows all of the engineer’s commands, but lacks the clockwork servant’s normal slam and net attacks. The engineer can only have one clockwork servant at a time. Portable Barrier: A portable barrier normally looks like a small tool box. But when deployed as a standard action that provokes an attack of opportunity, it unfolds into a barrier that provides total cover to anyone in its th square. At 6 level and every 4 levels thereafter, the barrier’s size increases by 1 square (to a maximum of 25 feet). These squares must be in a line. Folding a portable barrier back into its toolboxform is a full-round action that provokes an attack of opportunity. Power Goggles: Nearly a staple in the engineer’s tool kit is his pair of power goggles. This many-lensed eyewear allows him to see farther and with more accuracy than most anyone else. As long as he is wearing the goggles over his eyes, the engineer gains a bonus on perception checks equal to ½ his level. In addition, he gains low-light vision as long as he wears the goggles (if he already has low-light vision, then the distance he can see in dim light triples, instead of doubles). As the engineer increases in level, his goggles become more th advanced. At 8 level, the goggles grant him darkvision 60 feet (if he already has darkvision, it increases by 60 th feet). And at 14 level, he can see invisible creatures as if under the effects of see invisibility as long as he is wearing the goggles. Power goggles take up the Head magic item slot.

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Proximity Alarm: A proximity alarm is a complex device capable of detecting nearby creatures and alarming the engineer. Once deployed, the proximity alarm detects any small or larger creature that steps within 10 feet of it. When it detects a creature, it sounds a loud ringing sound capable of waking anyone within 60 feet in a natural sleep. The proximity alarm is treated as a trap. A creature who makes a successful stealth check (DC 10 + ½ the engineer’s level + the engineer’s intelligence modifier) can move undetected through a proximity alarm’s range. In addition, a proximity alarm can be disabled with a successful disable device check (DC 10 + ½ the engineer’s level + the engineer’s intelligence modifier). A disabled proximity alarm will not sound if a creature moves through its range. Traveler: This can be one of two gadgets, which allows the engineer to fly or swim with great skill. A traveler must be equipped (a full-round action that provokes an attack of opportunity) to be activated. When a traveler is equipped, an engineer requires both hands, and his land speed is reduced by half.  Fly: A flying traveler is composed of either rotating blades or jets that provide lift and allow the engineer to fly at a speed of 30 feet with clumsy maneuverability so long as he is not carrying a medium or heavier load. However, it only has enough power to carry the engineer for a number of rounds per day equal to the engineer’s level. An engineer cannot build a flying th traveler until 5 level.  Swim: A swimming traveler uses propellers to push the engineer through the water, while also providing him with enough air to survive for hours. When using a swimming traveler, the engineer gains a swim speed of 20 feet. It also provides enough air for the engineer to breathe comfortably for a number of hours equal to his level. Refilling the air tanks of a swimming traveler takes half as long as the amount of air it provides. Retractor: The retractor is a mechanical device that contains a whip-like cable or chain that can be extended and retracted at will. When extended, it can be used as a

-Engineermasterwork whip, except that it always deals damage to targets, regardless of whether they have an armor bonus to their AC. The retractor can be magically enhanced as a whip, as well. The engineer is considered proficient with the retractor. In addition, the retractor can be used as a grappling th hook, and has a total length of 30 feet. At 5 level, and every 4 levels thereafter, the length of the retractor th increases by 10 feet (to a maximum of 70 feet at 17 level). When connected, the line can be retracted, allowing the engineer to ascend at a speed of 20 feet without making a climb check. Removing 15 feet of line (enough for a whip) is a move action that provokes an attack of opportunity, while removing the full length is a full-round action that provokes an attack of opportunity. Stealth Suit: A stealth suit is a specialized suit of armor that grants the engineer increased stealth capabilities, and even grants him the ability to turn invisible. The stealth suit is treated as either a set of masterwork leather armor or a set of masterwork hide armor, and can be magically enhanced. In addition, so long as the engineer is wearing the stealth suit, he gains a bonus on stealth checks equal to ½ his level. th At 8 level, the engineer may turn invisible as if using the invisibility spell for a number of rounds per day equal to his level. These rounds need not be consecutive. This is still considered an extraordinary ability. th At 14 level, the engineer is instead treated as if under the effects of greater invisibility. Turret: The engineer fabricates a mechanical turret that fires beams similar to the death ray at his enemies. The turret counts as a small construct with the clockwork subtype and acts immediately after the engineer’s initiative once deployed (a standard action that provokes an attack of opportunity). It can make a single ranged touch attack (the attack bonus for this attack is ½ the engineer's level + the engineer's intelligence modifier) at a range of 30 feet against a single creature of the engineer's choice on its turn (this is treated as a standard action). This attack deals 1d6 fire damage for every 3 levels the engineer possesses (minimum 1d6). A turret can fire a number of shots equal to the engineer’s level + his intelligence modifier. These shots are renewed when the engineer’s artifice pool is restored. The turret has no dexterity bonus to AC, but gains an armor bonus to its AC equal to ½ the engineer's level, and has a number of hit points equal to double the engineer's level. Turrets cannot move, and are locked in the square in which they are deployed. By spending 1 artifice point when the engineer deploys the turret, it gains treads that allow it to move at a speed of 10 feet on its turn. The engineer cannot have more than 2 turrets at one time.

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Technologist (Ex): At 2 level, an engineer gains a bonus on all disable device and knowledge (engineering) checks equal to ½ his level. rd Functions: At 3 level, and every 3 levels thereafter, the omni-tool gains a new function. Functions can be activated at will, though some are always active. Some functions are labeled as Prime. These functions specifically affect the omni-tool’s prime function (either the death ray or grenades). The following are selectable functions: Back to Basics: The Engineer selects 2 basic functions and adds them to his omni-tool. He can, instead, select 2 basic functions he already possesses and “upgrade” them, gaining the superior effect listed in the basic function’s description. He can use any combination of the two effects when selecting this function (ex: gaining one new basic function and upgrading a second basic function, or gaining one basic function and upgrading it). Charge Beam (Prime): As a full-round action, an engineer with the death ray prime function can take careful aim and gather extra energy into the omni-tool, unleashing a single, deadly blast. When he does this, he shoots the death ray at a single target, but makes as many attack rolls as he can based on his attack bonus. He makes the attacks in order from highest bonus to lowest, as if he were making a full attack. If any of the attacks hit the target, the engineer hits the target with the charge beam. Each attack that hits deals damage normally, as if the engineer had made a full attack. If one or more rolls are critical threats, he confirms the critical using his highest base attack bonus, and on a confirmation, he multiplies damage normally for that attack roll. An engineer must spend 1 artifice point for every attack roll beyond the first to fire a charge beam. th An engineer must be at least 9 level to select this function. Cryo Blast (Prime) (Su): When the engineer fires his death ray or fabricates a grenade, he can choose to have it deal cold damage. A cryo blast-prime function deals cold damage instead of fire damage, and any creature hit (only the creature directly hit by the grenade) must make a fortitude save (DC 10 + ½ the engineer’s level + the engineer’s intelligence modifier) or become staggered for 1 round. Creatures immune to cold damage are immune to this effect. Proximity Detonation (Prime): The engineer who chose the grenade prime function can place a grenade so that it explodes if any creature other than the alchemist comes near it. The grenade will not detonate once it leaves the engineer’s possession unless a creature passes through a square adjacent to the grenade (or the grenade’s square). After a number of rounds equal to the engineer’s level, the grenade becomes inert and will not explode. If at any point the engineer reclaims possession of the proximity grenade, he can end the timer and prevent its detonation. A proximity grenade detonates

-Engineerimmediately if any other creature attempts to touch or move it, or if the bomb's contents are removed (such as if the grenade breaks). The grenade deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An engineer cannot have more than one proximity grenade at one time. If he fabricates another proximity grenade, the previous grenade becomes inert. Dispel magic can neutralize a proximity grenade, as can a successful Disable Device check (DC equals 10 + the engineer's level + the engineer's Intelligence modifier). A creature can move safely through a proximity grenade’s detection area if they make a successful stealth check (DC 10 + ½ the engineer’s level + the engineer’s intelligence modifier. An th engineer must be at least 9 level before selecting this function. Disable Construct (Ex): As a standard action, the engineer can disable a construct just by touching it. By spending 1 artifice point, he can make a melee touch attack against a single construct and make a disable device check (DC 10 + the HD of the construct). If successful, the construct is entangled for 1d6 rounds and its damage reduction, if any, is reduced by half for a number of rounds equal to the engineer’s level. Discharge (Ex): As a standard action, an engineer can spend 1 artifice point to loose a bolt of electricity at a creature within 30 feet as a ranged touch attack. A creature struck by this bolt must make a fortitude save (DC 10 + ½ the engineer’s level + his intelligence modifier) or be stunned for 1 round. The engineer must th be at least 9 level to select this function. Discharge, Mass (Ex): As a standard action, an engineer can spend 1 artifice point to loose a bolt of electricity at a creature within 30 feet as a ranged touch attack. The bolt can then arc to a total number of secondary creatures equal to the engineer’s intelligence modifier. These creatures cannot be more than 30 feet apart from each other, and the engineer must make a separate ranged touch attack against each of them. All creatures struck by this bolt must make a fortitude save (DC 10 + ½ the engineer’s level + his intelligence modifier) or be stunned for 1 round. Secondary targets are not affected by this ability of the attack roll against the primary target fails. The engineer must be at least th 15 level to select this function unless he already has the Discharge function, in which case he can select this th function at 12 level. Disrupt Weapon (Ex): The engineer learns how to use sonic energy to rend and destroy objects, including his opponent’s equipment. He can spend 1 artifice point to make a special sunder attempt against a creature, making a melee touch attack against the creature and dealing 1 point of damage to the object for every level the engineer possesses. This damage bypasses the object’s hardness.

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Fast bombs (Prime): An engineer with this function can quickly create enough grenades to throw more than one in a single round. The engineer can fabricate and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged th weapon. An engineer must be at least 9 level to select this function. Force Blast (Prime): When the engineer fires his death ray or fabricates a bomb, he can choose to have it inflict force damage. A force blast deals 1d4 points of force damage, plus 1d4 points of force damage for every st 2 levels after 1 , instead of 1d6. Creatures that take a direct hit from a force blast are knocked prone unless they succeed on a Reflex save (DC 10 + ½ the engineer’s level + the engineer’s intelligence modifier). An engineer th must be at least 9 level before selecting this function. Force Field (Su): The omni-tool produces a thin shield of shimmering energy that protects the engineer against damage. As long as the force field is active, he gains a number of temporary hit points equal to twice his level, and he is immune to critical hits. These temporary hit points do not stack with the temporary hit points gained through the Overshield function. In addition, his force field gains an amount of fast healing equal to half his Engineer level, but once the temporary hit points gained through this ability are reduced to 0, it loses its fast healing until the force field is restored, when the engineer's artifice pool restores, after eight hours of rest. th An engineer must be at least 12 level to select this function, unless he already possesses the Overshield th function, in which case he can select this function at 10 level. Hacking (Su): An engineer can tap into the impulses that compel constructs, altering them and forcing his own ideas into the subject’s mind. This act is called “hacking.” The engineer spends 1 artifice point and makes a single touch attack against a construct. If the touch attack is successful, the construct makes a will save (DC 10 + 1/2 the engineer’s level + the engineer’s intelligence modifier) or is treated as being under the effects of a suggestion spell, treating the engineer’s class level as his caster level. This ability only lasts for only 1 minute per level instead of 1 hour per level. This ability bypasses a construct’s normal immunity to mindaffecting abilities, even if it has no intelligence score. An th engineer must be at least 6 level before selecting this function. Laser Beam (Prime) (Su): When the engineer fires his death ray, he can choose to emit a beam of intensely focused light waves. A laser beam passes through force fields and force effects such as wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser beam passing through it). Invisible

-Engineercreatures are immune to damage caused by a laser beam. Fog, smike, and other clouds provide cover in addition to concealment from laser beams. Lightning Caster (Prime) (Su): When the engineer fires his death ray, he can choose to deal electric damage with it. If the death ray hits, it can arc to a number of secondary targets, all of whom must be within 15 feet of the original target, equal to the engineer's intelligence modifier. The engineer makes ranged touch attacks against these secondary targets as well, dealing half as much electricity damage as the damage dealt to the th primary target. The engineer must be at least 9 level and must have the Death Ray prime function to select his function. Overload (Su): The engineer can, with his omni-tool, disrupt an opponent's spells and magical effects. By spending 2 artifice points as a full-round action, the engineer can cast dispel magic as a spell-like ability with a th range of 30 feet. The engineer must be at least 6 level to select this function. Overload, Advanced (Su): The engineer can use his omni-tool to overload multiple spells at a time. He can spend 4 artifice points as a full-round action to cast dispel magic, greater as a spell-like ability with a range of 30 th feet. The engineer must be at least 16 level to select this function, unless he already possesses the “Overload” th function, in which he can select this one at 15 level. Overshield (Su): The omni-tool produces a shield of energy that protects the engineer against damage. As long as this function is active, he gains a number of temporary hit points equal to twice his level. If any of these temporary hit points are lost, it restores only when the engineer's artifice pool restores, after eight hours of rest. Potent Magic (Su): When the engineer activates a magic item (such as a wand or a necklace of fireballs), he uses his intelligence modifier instead of the item’s base modifier to determine any save DCs. Plasma Blast (Prime) (Su): An engineer can choose to have his death ray or grenades to emit superheated, electrically charged gas known as plasma. Plasma deals half fire damage and half electricity damage. Rapid Surgery (Sp): The engineer can spend 1 artifice point to cast cure light wounds as a spell-like ability, using his engineer level as his caster level. Repair (Sp): The engineer can spend 1 artifice point to cast make whole as a spell-like ability, as a full-round action. He uses his engineer level as his caster level, and adds his engineer level to the hit points restored by this ability. Smuggler’s Hold (Su): The omni-tool creates an extra-dimensional space large enough to hold a single potion, wand, or light weapon. He can store an item as a full-round action, and can withdraw the item as a move action. Any item stored in a smuggler’s hold is automatically considered concealed, and creatures do

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not have a chance to spot it with perception. If the engineer is separated from his omni-tool, the item stays with the omni-tool until withdrawn. Trapfinding (Ex): An engineer adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An engineer can use Disable Device to disarm magical traps. Weirder Science (Sp): The omni-tool gains the ability nd to emulate a single 2 level spell, chosen when the engineer chooses this function. This spell must be chosen from the sorcerer/wizard spell list, and can be used as a spell-like ability by spending 2 artifice points, using the engineer’s level as his caster level. An Engineer must be th at least 6 level to select this function. rd Customize Armor (Ex): At 3 level, an engineer can modify armor he wears with added components to grant a number of different effects, as listed below. The engineer can only gain benefits from one customization at a time. This armor is specifically designed for the engineer, and the customized components do not function for anyone else except the engineer. The engineer selects one customization when his artifice points are restored, after 8 hours of rest. He can then take 1 hour to maintain and modify his armor, adding the selected customization. The engineer has access to all of the following customizations, and can apply any of them to his armor: Clockwork Armor: You add clockwork components to rd your armor, allowing more versatility and mobility. At 3 level, the engineer’s armor gains a +1 to its maximum dexterity bonus and its armor check penalty is reduced th th th by 1. For every 4 levels thereafter (7 , 11 , and 15 ), the armor gains an additional +1 to its maximum dexterity bonus and the check penalty is reduced by 1 more. In addition, an engineer who applies this customization to medium armor can move at full speed in that armor. Emergency Aid: When the engineer's hit points go below 0 while he is wearing armor with this customization, it automatically heals him. As an immediate action, the engineer spends 1 artifice point and is affected as if by a cure light wounds spell, using the engineer's level as his caster level. The engineer does not have a choice in this effect, he automatically spends the artifice point and heals unless he does not have enough artifice points to use this ability. th At 7 level, this affect changes to a cure moderate th wounds spell. At 11 level, it becomes a cure serious wounds spell, and instead costs 2 artifice points; and at th 15 level, it becomes cure critical wounds, and costs 2 th artifice points. If the engineer is at least 11 level and he does not have 2 artifice points to heal himself with cure serious wounds or cure critical wounds, then he instead spends 1 artifice point and is affected by cure moderate wounds.

-EngineerClockwork Musculature: The engineer fashions some kind of clockwork musculature within his armor, enhancing his own strength, but sacrificing some of his agility. As long as he is wearing armor with this customization, he gains a +2 enhancement bonus to strength, but also takes a -2 penalty to his dexterity. At th 11 level, the strength bonus increases to +4, but the penalty to dexterity also increases to -4. Enhanced Armor: Through extra plating, padding and other intricacies, the engineer's armor grants extra defense against physical attacks. An engineer wearing armor with this customization gains DR 1/-. Every 4 levels th th th thereafter (7 , 11 , and 15 ), the engineer gains 1 additional DR/-. th Automaton: At 4 level, an engineer gains access to a powerful construct at his side known as an automaton. The automaton is detailed below. th Share Function (Ex): At 8 level, the engineer gains the ability to share his functions with his automaton, and can access some of the automaton’s functions, as well. As a swift action, if the engineer is adjacent to his automaton, he can transfer one of his functions to the automaton. When he does this, the engineer loses access to the function, but the automaton can use it normally. He can transfer his function this way for a number of rounds each day equal to his class level + his intelligence modifier. These rounds need not be consecutive. Transferring the function back to his omni-tool is a swift action, and he need not be adjacent to his automaton to transfer it back. He can only share one function at a time with his automaton. th At 12 level, the engineer does not lose access to the transferred function. th At 16 level, the engineer no longer needs to be adjacent to his automaton in order to transfer functions. He can transfer a function so long as he is within 10 feet for every class level he possesses of his automaton. th Singularity (Su): At 9 level, an engineer can divert up to one of his automaton's upgrades to add an upgrade to himself, modifying his flesh with mechanical parts. He cannot select any upgrade that the automaton could not possess, and he must be able to meet the requirements as well. He cannot select the Ability Increase upgrade through this ability. Any upgrades gained in this way are taken from the automaton's pool of available upgrades. The engineer can change the upgrades he receives from this ability any time he can change the automaton's upgrades. th At 17 level, an engineer can divert up to 2 of his automaton's upgrades to himself. However, the automaton loses 2 available upgrades if the engineer does this. th Modify Automaton (Ex): At 10 level, the engineer can modify his automaton’s upgrades. By taking a full day to work on the automaton, he can re-assign a number of upgrades equal to half his intelligence modifier.

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th

Fast Gadgets (Ex): At 13 level, it only takes half an hour to build a gadget. th Reprogram Omni-Tool (Ex): At 14 level, the engineer can reprogram his omni-tool, giving it different functions. By spending one full day working on it, he can replace a number of functions equal to ½ his intelligence modifier with new functions for which he meets the prerequisites. Broken functions cannot be switched out in this way, nor can the omni-tool’s prime function or grand function. th Exoskeleton (Ex): At 19 level, the engineer can command his automaton to literally open up and allow him to step inside, wearing the automaton as an exoskeleton. This is a move action that provokes an attack of opportunity, and the engineer can wear this exoskeleton for a number of rounds every day equal to his level. These rounds need not be consecutive. When he is wearing the exoskeleton, he gains the following abilities: The engineer has the same strength and dexterity as his automaton as long as he wears the exoskeleton, and gains a natural armor bonus to his AC equal to ½ the automaton’s armor bonus to AC. In addition, he gains a number of temporary hit points equal to the automaton’s hit points. The engineer also gains access to all of his automaton’s upgrades while wearing the exoskeleton. He can perform any of his automaton’s natural attacks while wearing the exoskeleton. th Grand Function (Su): At 20 level, the engineer gains access to a single grand function of his omni-tool. Disintegration Ray (Su): As a full-round action, the engineer can fire a ray of destruction that utterly obliterates enemies. He must spend 1 artifice point to fire this ray. It otherwise functions as the disintegrate spell. The engineer must have the Death Ray prime function to select this function. Intense Grenades (Su): When the engineer throws a grenade, its power is magnified. Anyone who takes a direct hit from the bomb takes maximized damage, while all targets hit by its splash damage take normal damage, instead of minimum (Ex. A creature hit by a grenade thrown by a level 20 engineer with +8 intelligence takes a full 68 damage, while all creatures hit with splash damage take 10d6+8 damage.). Self-Repairing (Su): The engineer’s omni-tool repairs his wounds even as he takes them. The engineer gains Fast Healing 5 as long as he possesses his omni-tool. Synthetic (Ex): The omni-tool alters the engineer’s very being, making him part construct. If the engineer selects this function, he and his omni-tool become one and the same, and he cannot be disarmed of it. In addition, he gains the half construct subtype, and becomes immune to all mind-affecting effects, bleed, disease, necromancy effects, paralysis, poison, sleep effects, and stunning.

-Engineer-

Automaton th

At 4 level engineer gains a powerful clockwork construct at his side known as an automaton. The automaton has the same alignment as the engineer that builds it and can speak all of his languages. The automaton is treated as a construct. It is almost entirely mindless, but can execute commands given to it by the engineer. To give commands, the engineer must make a check as if it were handling or “pushing” an animal, replacing Handle Animal with Craft (clockwork). If the engineer is knocked unconscious or dies, the automaton will carry out its last command, but then ceases to function until the engineer is conscious again. The automaton is a construct, and so does not have a constitution score. It instead gains a static bonus of 20 hit points in addition to those it gains through its hit dice. It may gain more hit points based on its upgrades. The automaton can have one of several forms, either that of a humanoid, a quadruped, or a vehicle. It is completely composed of metal. Its hit dice, saving throws, skills, feats, and abilities are tied to the engineer’s class level and increase as the engineer gains levels. If an automaton is killed, an engineer can either repair it, or build a new one. To repair it, he must spend 100 gp x his level and spend a number of days working on it equal to his level. To build a new one, he must spend 200 gp x his level and a number of weeks equal to his level working on it. Mechanical Anatomy: Automatons are composed of metal and, thus, do not recover from damage in the same way as creatures composed of flesh. They do possess a form of clockwork anatomy, however, which allows them to respond at least partially to healing. As Table 1-2: The Automaton Class Level 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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HD 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13

BAB +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13

Saves +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4

Skills 2 4 6 6 8 10 12 12 14 16 18 18 20 22 24 24 26

Feats 1 1 2 2 2 3 3 3 4 4 5 5 5 6 6 6 7

Armor Bonus +2 +4 +4 +4 +6 +6 +8 +8 +8 +10 +10 +12 +12 +12 +14 +14 +16

such, they heal only ½ the hit points that would normally be recovered from curative spells. However, they can be affected by spells that repair objects, such as make whole. Clockwork: The automaton is a construct with the clockwork subtype. As such, it differs from other constructs in the following ways:  Winding (Ex): Clockwork constructs must be wound with special keys in order to function. Unless otherwise noted, a fully wound clockwork can remain active for 1 day per Hit Die.  Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.  Swift Reactions (Ex): Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC. Class Level: This is the character’s engineer level. HD: This is the total number of 10-sided (d10) hit dice the automaton has. BAB: This is the automaton’s base attack bonus. Saves: These are the automaton’s base saving throw bonuses. All of the automaton’s saving throws have this bonus. Skills: This lists the automaton’s total skill ranks. A automaton can assign skill ranks to any skill. Feats: This is the total number of feats possessed by an automaton. Automatons can select any feat that they qualify for. Armor Bonus: The number here is the automaton’s total armor bonus. This does not stack with other sources that provide an armor bonus. Str/Dex Bonus: Add this modifier to the automaton’s

Str/Dex Bonus +0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7

Bonus Tricks 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6

Upgrades 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8

Special Artifice pool, base functions, link

Ability score increase,

Ability score increase

Ability score increase Sapient construct

-Engineerstrength and dexterity scores. Bonus Tricks: The automaton is mindless, but understands basic commands in a similar fashion to a druid’s animal companion. At level 4, the automaton gains a number of tricks, determined by its build, plus a number of bonus tricks as listed in this column. Upgrades: As the automaton increases in strength, it gains special upgrades that give it extra abilities. The number in this column represents the number of upgrades an automaton can have. These choices are not set. The engineer can change them whenever he gains a level. Special: The automaton gains special abilities listed in this column as the engineer increases in level. Artifice Pool: The automaton gains an artifice pool that functions just like the engineer’s artifice pool. It has a number of points in its artifice pool equal to 1 + ½ its level. Link: The automaton and the engineer share a special link between creator and creation. The engineer gains a +4 bonus on craft (clockwork) checks when commanding the automaton. An engineer can command his automaton as a free action and “push” it as a move action. Base Functions: An automaton gains 2 basic functions at level 1, chosen from the functions available to the engineer’s omni-tool. th Sapient Construct (Su): At 20 level, the automaton automatically gains the Robotics upgrade and the Ability Increase upgrade, applied to its intelligence score.

Build

th

At 4 level, the engineer selects one of the following “builds” for his automaton. This build cannot be changed. Humanoid: Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack Slam (1d8) or weapon; Ability Scores Str 15, Dex 13, Con —, Int —, Wis 12, Cha 8; Tricks attack, come, defend, down, stay, work; Upgrades Weapon Proficiency The humanoid is a biped with two arms, two legs and a head. Quadruped: Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor, +1 dodge; Attack Bite (1d6) and 2 claws (1d4); Ability Scores Str 13, Dex 15, Con —, Int —, Wis 12, Cha 8; Tricks attack, come, down, fetch, heel, stay; Upgrades Additional Attack (Claw) (2) The Quadruped walks on all fours. It possesses a mouth with which it can bite, and its 2 front legs are clawed. Vehicle: Starting Statistics: Size Large; Maximum Speed 150 ft.; Acceleration 50 ft.; AC +2 natural armor; Ability Scores Str 15, Dex 12, Con —, Int —, Wis 12, Cha 8; Tricks none; Upgrades Increased Size (Large), Mount, Vehicle, Wheeled

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The vehicle possesses no limbs, but has wheels and is built to carry a single passenger who can control its movements.

Upgrades Each automaton receives a number of special th abilities and bonuses at 4 level in addition to those granted through its build. These abilities, called upgrades, can be changed whenever the engineer gains a new level, but they are otherwise set (upgrades granted through a build cannot be changed). Some upgrades require that the engineer be of a specific level before they can be chosen. Some upgrades grant the automaton additional natural attacks. Natural attacks listed as primary are made using the automaton's full base attack bonus and add the automaton's Strength modifier on damage rolls. Natural attacks listed as secondary are

-Engineermade using the automaton's base attack bonus –5 and add ½ the automaton's Strength modifier on damage rolls (if positive). If the automaton only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-½ times its Strength modifier on damage rolls made with that attack, regardless of the attack's type. Unless otherwise noted, each upgrade can only be selected once. Ability Increase (Ex): The automaton acquires an increase to one of its abilities. Increase one of the automaton's ability scores by +2 (except constitution or intelligence). This upgrade can be selected more than once. It can only be applied once to an individual ability score. Additional Attack (Ex): The automaton gains an additional natural attack. This attack must either be a slam, claw, or gore attack. All natural attacks deal 1d6 damage. Adding a natural attack does not add any additional limbs to the automaton, and it cannot have more than four natural attacks (claw and slam attacks require an un-used limb). If the automaton is not wielding a weapon, all natural attacks are considered primary attacks. If the automaton is wielding a weapon, however, all natural attacks are considered secondary attacks. The automaton can select this upgrade multiple times, but can only add one type of natural attack each time it is selected. Improved Natural Armor (Ex): An automaton’s natural metal skin thickens, giving it a +2 bonus to its natural armor. This upgrade can be taken once for every five levels the engineer possesses. Alternate Composition (Ex): The automaton is composed of a material other than steel. It can be made of stone, mythril, cold iron, or adamantine. Only one alternate material can be applied at once.  Adamantine: The automaton gains a +6 bonus to its natural armor and DR 5/adamantine. The engineer th must be at least 15 level to select this upgrade.  Cold Iron: The automaton gains a +4 bonus to its natural armor and gains a +4 bonus to its saving throws against spells and spell-like abilities. The engineer must th be at least 10 level to select this upgrade.  Mythril: The automaton gains a +4 bonus to its natural armor and gains a +10 foot bonus to its land th speed. The engineer must be at least 10 level to select this upgrade  Stone: The automaton is made of stone or crystal. It gains a +2 bonus to its natural armor, and gains DR 3/magic. Buzz-Saw (Ex): The automaton transforms either its slam or claw attack into a rotating sawblade, dealing additional damage and becoming even more deadly. When the automaton attacks with its sawblade attack, it deals slashing damage, and deals +1d6 additional damage. In addition, the attack’s critical threat range

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th

increases to 19-20/x3. The engineer must be 10 level to select this upgrade. The automaton can only apply this upgrade to one of its slam or claw attacks, if it has more than one. Cannon (Ex): A large cannon is set into the automaton, which it can fire as medium-sized direct-fire siege engine. It requires 1 crew member (the automaton fulfills this requirement), 0 turns to aim, and 1 full-round action to load. Loading the cannon requires 3 doses of black powder and a cannon ball. The automaton’s cannon has a range of 100 feet, a misfire chance of 1 (15 feet), and deals 4d6 bludgeoning and piercing damage with a critical multiplier of x4. The automaton is considered proficient with this cannon. The engineer th must be at least 8 level to select this upgrade. If the automaton increases in size, it can select this upgrade again to increase the size of its cannon. By selecting this upgrade a second time while large, the cannon increases to a large size and deals 6d6 damage. By selecting this upgrade a third time while huge, the cannon increases to huge size and deals 8d6 damage. Damage Reduction (Ex): The automaton's body becomes resistant to harm, granting it damage reduction. th The automaton gains DR 2/-. At 15 level, this protection th is increased to DR 5/-. The engineer must be at least 8 level before selecting this upgrade. Drill (Ex): The automaton’s slam, claw or gore attack turns into a rotating drill, dealing additional damage and piercing through armor. When the automaton attacks with his drill attack, it deals piercing damage, and deals +1d6 additional damage and. In addition, the attack ignores 1 point of armor or natural armor bonus to the target’s AC (player’s choice) for every 3 hit dice it th possesses. The engineer must be 10 level to select this upgrade. The automaton can only apply this upgrade to one of its claw, slam or gore attacks. Efficient Winding (Ex): The automaton remains active for 2 days when it is fully wound, instead of 1. Firearm Training (Ex): The automaton gains proficiency with either one-handed or two-handed th firearms. When the engineer reaches 10 level, the automaton gains proficiency with both one-handed and two-handed firearms. Flight: The automaton gains large wings, propellers or jets, allowing it to fly. The automaton gains a fly speed equal to its base speed. The automaton's maneuverability depends on it size. Medium or smaller automatons have good maneuverability. Large automatons have average maneuverability, while Huge automatons have poor maneuverability. The engineer th must be at least 8 level before selecting this upgrade. Function: The automaton gains access to one of the engineer’s functions (not a base, prime, or grand function) for which it meets the prerequisites. For the purposes of selecting functions, the automaton is treated as having a number of engineer levels equal to its HD.

-Engineer-

Grab (Ex): The automaton selects one natural attack and gains the grab special attack with that natural attack. Gyroscope (Ex): The automaton has a special device inside it, preventing it from losing its balance. It no longer needs to make acrobatics checks to balance, and it ignores 5 feet of difficult terrain during its movement for every 3 HD it possesses. Improved Natural Attack (Ex): The automaton's natural attack is particularly deadly. It selects 1 type of natural attack and increases its damage to 1d8. This upgrade can be taken multiple times, but only once for each type of natural attack. Increased Size: The automaton grows in size, becoming Large. It gains a +8 bonus to Strength and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the construct a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. It also gains 30 bonus hit points due to its size, instead of 20, and it gains a 10-foot reach. Any reach upgrades the automaton possesses are th added to this total. The engineer must be at least 13 level before selecting this upgrade.

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The automaton can select this upgrade a second time to instead becomes Huge. The automaton gains a +16 bonus to Strength and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also gives the construct a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. In addition, its bonus hit points due to size increases to 40, instead of 20, and its reach increases to 15 feet. Any reach upgrades the automaton possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. A huge automaton requires 2 mediumsized creatures to wind its key, or 1 large creature. The th engineer must be at least 17 level before selecting this option. The Ability Increase upgrade cannot be applied to the strength score of a large or huge automaton. Integrated Weaponry (Ex): The automaton selects a single weapon which it possesses and with which it has proficiency. It can take 1 hour to integrate this weapon with its body. The weapon is considered a natural weapon (not a manufactured weapon, though it can still be targeted by effects that would target manufactured weapons), and the automaton can no longer make iterative attacks with it. In addition, the automaton no longer provokes attacks of opportunity when making ranged attacks with an integrated weapon. An automaton can “un-integrate” a weapon by taking an hour to remove it from its body. Integrated weaponry cannot be harvested for further use if the automaton th dies. The engineer must be at least 6 level to select this upgrade. Labor Unit (Ex): The automaton is built to perform hard labor. Its carrying capacity doubles, and when being used as a draft animal, it counts as two animals of its size. Lifelike Appearance: The automaton appears to be exceptionally lifelike, using synthetic skin, hair and a series of mechanisms to emulate bodily functions. When this upgrade is applied, the engineer chooses what the automaton will look like (human, bear, crocodile, etc.) and the automaton gains a +10 bonus on disguise checks to appear like that creature. An automaton with the vehicle upgrade cannot choose this upgrade. The engineer can select this upgrade again to improve the disguise. The automaton can now even fool magic, and is treated as its emulated creature for the purposes of spells that might detect it, such as detect animals or plants. In addition, it appears to be alive for the purposes of spells that detect life such as th deathwatch. The engineer must be at least 8 level before the automaton can gain this bonus. Mount (Ex): The automaton has the ability to act as a combat-trained mount. It must be at least one size category larger than its rider. This upgrade can only be taken by the quadruped and vehicle builds.

-EngineerPerpetual Motor (Ex): The automaton possesses a motor propelled by a perpetual motion mechanism that allows it to remain active indefinitely, without winding. th The engineer must be at least 13 level to select this upgrade. Reach (Ex): The automaton's attack is capable of striking at foes at a distance with its natural attack. The automaton selects one natural attack, that attack's reach increases by 5 feet. Resistance (Ex): The automaton takes on a resiliency to one particular energy type. Pick one energy type (acid, cold, electricity, fire, or sonic). The automaton gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the engineer possesses, th to a maximum of 15 at 10 level. This upgrade can be selected more than once. Its effects do not stack. Each time the automaton selects this upgrade, it applies to a different energy type. Robotics (Ex): The automaton’s mind improves into a near-sapient artificial intelligence. It gains the robot subtype, and its intelligence becomes 10. It still must follow all of the engineer’s commands and is dedicated to the engineer, but now has the ability to convey complex thoughts and has humanoid-level problem solving skills. Its actions are no longer limited to its tricks, and it can, in fact, perform any action which its intelligence would allow. The engineer must be at least th 17 level to select this upgrade. Skilled (Ex): The automaton becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This upgrade can be selected more than once. Its effects do not stack. Each time an automaton selects this upgrade, it applies to a different skill. Tremorsense (Ex): The automaton becomes attuned to vibrations in the ground, gaining tremorsense out to a th range of 30 feet. The engineer must be at least 7 level before selecting this upgrade. Vehicle (Ex): The automaton can be directly controlled, as a vehicle of its size, using the Vehicle rules located in Ultimate Combat. A large vehicle automaton is the same size as a large creature (4 squares) and can carry up to 2 occupants (one of which must be the driver), while a huge vehicle automaton is the same size as a huge creature (9 squares) and can carry up to 5 occupants (one of which must be the driver). Its acceleration is equal to its movement speed, and its maximum speed is equal to 3 times its movement speed. The vehicle automaton is self-propelled, and driving checks are made using the craft (clockwork) skill. The engineer determines the driving space and the forward facing on his vehicle automaton when he creates it. Vehicle automatons can always travel across the ground, and with the Flight upgrade can fly. A vehicle automaton cannot float over water. Unless it has the Robotics upgrade, a vehicle automaton cannot take actions on its own, and must be

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controlled by the driver. A vehicle automaton with the Robotics upgrade can move on its own, however, and can act as its own driver. A vehicle automaton controlling itself does not need to make driving checks. In addition, a vehicle automaton controlling itself acts on its own initiative. A large vehicle automaton’s ramming damage is 1d8, while a huge vehicle automaton’s ramming damage is 2d8. The vehicle automaton adds ½ its strength bonus to this damage. A vehicle automaton can still make attacks with any natural attacks it possesses. To do so, the engineer must take a standard action to have the automaton make a single attack. The automaton makes this attack using its normal attack bonus. A vehicle automaton cannot make a full-attack unless it has the Robotics upgrade and is driving itself. This upgrade can only be applied to the quadruped and vehicle builds, and the automaton must already have the mount upgrade. A vehicle automaton is different from a normal vehicle in the following ways:  AC: A vehicle automaton calculates it Armor Class as an automaton of its HD and size, and does not apply the driver’s driving modifier. Vehicle automatons are considered flat-footed when not being driven.  Saving Throws: A vehicle automaton calculates its saving throws as an automaton of its HD and size, and does not apply half the driver’s driving modifier.  Hit Points: A vehicle automaton calculates its hit points as if it were an automaton of its HD and size. If its hit points are reduced to half, it is still broken. If its hit points are reduced to 0, it is still wrecked, and if its hit points equal a negative number equal to the number of squares it takes up, it is still destroyed.  Attacks: Attacks cannot be made against a vehicle automaton’s propulsion, driving device, or conveyance. Vehicle automatons take full damage from ranged attacks, instead of half.  Vehicle Combat Maneuvers: Vehicle combat maneuvers use the automaton’s CMB and CMD, and do not apply the driver’s driving bonus. Wheeled (Ex): The automaton gains wheels, allowing it to move more quickly down inclines. Whenever moving downhill, add +10 feet to the automaton’s movement speed. Weapon Training (Ex): The automaton gains the ability to use a menagerie of weaponry, gaining proficiency with simple and martial weapons. This upgrade can only be applied to humanoid automatons.

-Engineer-

Feats The following feats are compatible with the Engineer. Extra Artifice Pool Your artifice pool is greater than that of the average engineer. Prerequisites: Artifice pool class feature. Benefit: Your artifice pool increases by 2. Special: You can take this feat multiple times. Its effects stack, granting an increase to your artifice pool each time you take the feat. Extra Function Your omni-tool gains access to a new function. Prerequisites: Function class feature. Benefit: Your omni-tool gains access to an additional function for which you meet the prerequisites. Special: You can take this feat multiple times. Its effects stack, granting a new function each time you take the feat. Extra Upgrade Your automaton has more upgrades than is the average. Prerequisites: Automaton class feature. Benefit: Your automaton gains one additional upgrade. Special: You can take this feat multiple times. Its effects stack, granting an additional upgrade each time.

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-EngineerOPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

-15-

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Engineer v4.3.pdf

of undiscovered magic, but the engineer knows that the. secret to their talent is based not within the realm of. spells, but rather science. Engineers often come ...

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