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Technician Core Class: Engineer

The Engineer


  The Engineer uses intelligence to resolve non-magical issues with technology and finds inventive solutions to problems. They use a variety of technologies to deal with enemies. The Engineer does not use any magic to achieve their goals, eschewing its usage in favor of reliable, practical approaches that are not influenced by the inherent instability of magic on Dunia.
  Because of this difference in focus, they are more durable than the Arcanist or Inscriptor. They can be essential in terms of vehicle maintenance and improvements, or offer a lot of other utility options with crafting. Intelligence is the main driver of their ability to hit, but also for success with inventions. The Engineer does, however, require materials to be useful.
 

 

Subclass Overview


 

Chemist


The Chemist is the Alchemist of Dustriders. They can formulate various concoctions with available materials and can craft ammunition, explosive weapons, and chemical weaponry. They are also capable of making drugs, stimulants, narcotics, medicine, poison, and painkillers. A chemist adds a bit of explosive energy to a party.
 
 

Mechanic


The mechanic can take just about anything that has a motor and make it run well. Their focus isn't in combat but in enabling others to win fights through combat as a support subclass. The mechanic can use just about any makeshift weapon, drive any vehicle, and use any turret. The mechanic is highly trained in repairs and can identify issues with vehicles more quickly than other subclasses. The mechanic can also weld armor to a vehicle or repair broken components. A dip into the Mechanic subclass can be hugely beneficial to any party in Dustriders.
 
 

Roboticist


The Roboticist uses machinery in combat offensively and defensively to turn the tide of battle. They craft drones, turrets, mobile cover, and can augment party members' armor substantially. In some ways, they play the role of a summoner with none of the issues arising from magic being used in the MEZ.
 

  Player Equipment Category
 
Hit Points
  Hit Dice: 1d10
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6 if averaged) + your Constitution modifier per Engineer level after 1st
Proficiencies
  Armor: Light Armor, Medium Armor
  Weapons: Simple Melee, Firearms (Simple, Martial), Launchers, Robotics
  Tools: Gunnery Kit, Craftsman's Kit, Mechanic's Kit, Thieve's Tools, Tinker's Tools
  Saving Throws: Constitution, Intelligence
  Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
Starting Equipment
  You start with the following equipment, in addition to the equipment granted by your background:
 
(a) Baseline Light Armor and a pack of 10 mundane materials of each type
or
(b) Baseline Medium Armor and a pack of 6 mundane materials of each type
 
(a) Gunnery kit and Craftsman's kit
or
(b) Mechanic's kit and Craftsman's kit
 
(a) Explorer's pack
or
(b) Dungeoneering pack
 
(a) One Mundane 2-handed Longarm and 6 Spare Magazines (Excluding LMGs)
or
(b) One Mundane 1-handed Sidearm and 8 Spare Magazines
  One Morgan Arms GL-79 Grenade Launcher and 3 Grenade Cartridges
  One Common Simple Melee weapon
  Ammunition matching the above weapon's spare magazines and one loaded magazine
  Mechanical Pencil
  200 Page Grid Paper Notebook
  Schematics Portfolio
 

 

Features


 

1st Level


  Engineering Precision
  As an Engineer, your insightful observations are your greatest strength. You can choose to expend 1 Precision Point when making any ability check or saving throw to add a bonus equal to your Proficiency Bonus to that roll, regardless if you are Proficient in that ability or save.
  The number of precision points you have is 1 per level plus your Intelligence modifier. You can recover all of your Precision Points during a short or long rest. Sometimes a nap is all you need for that spark of genius.
  Resourceful Ingenuity
  As an Engineer, you are incredibly resourceful with your available materials. On any attempt to craft, repair, or modify, roll 1D4 in addition to any checks or actions you make to see if you can save resources and/or components. This changes to a 1D6 at 6th level, a 1D8 at 10th level, and a 1D12 at 14th level in the Engineer class, thereby increasing the chances of cutting back on resource costs. This does not apply to reassembling a disassembled item.
  You cannot reduce an item's material or component cost to 0 for any of its parts when crafting, but you can reduce a material cost for repairs to 0.
  Additionally, the Engineer normally only uses half the time to create items by default.
  Rolling a 1: you save no additional resources while crafting or repairing.
  Rolling a 2: you save up to a quarter of your resources used while crafting or repairing. You cannot reduce a cost to 0.
  Rolling a 3: you save up to half of your resources used while crafting or repairing. You cannot reduce a cost to 0.
  Rolling a 4 or higher: you succeed in using up only one of each material or component listed in the schematic's crafting requirements, or spend 0 materials or components when making a repair.
  Crafting Materials Reference
  Schematics Analysis
  As an Engineer, you can read schematics to learn how to build the item, vehicle, or weapon described in the schematic. When analyzing a schematic, it must be done during or after a Long Rest. This requires Investigation checks against a challenge rating of DC10 + the schematic's Rarity level. The rarity of the schematic determines how many investigation checks are required (up to DM discretion), and each check can only be done once during or after a long rest.
  As an example with the normal rules, a Very Rare schematic would require passing a DC 14 Investigation check check a total of 4 times, over however many Long Rests it takes to succeed 4 times.
  At 1st Level in Engineer, you get a free choice of two Common schematics. Each level up after 1st in the Engineer class, you learn a new schematic for any item, vehicle, or weapon of your choosing, as long as it is a rarity you can craft. To determine the available schematic rarities, see the Engineer's feature table.
  The rarity of the schematics you can learn from analysis or gain from leveling goes up at set intervals. You can learn Common schematics at 1st level as an Engineer. Uncommon starts at 6th level, Rare starts at 11th level, Very Rare starts at 17th level in this class.
  Disassembly Analysis
  You can obtain a Baseline quality schematic from any item you have disassembled, regardless of rarity. Disassembled items will yield the same amount of resources as are required to craft them, so you can put them back together.
  Disassembly time depends on the size of the equipment, item, or vehicle.
  For a weapon or item, the amount of time to disassemble and gain a schematic is a number of Long Rests multiplied by the rarity. As an example, a Common rarity Armanov D-74 will take 1 Long Rest to disassemble and analyze, but a Very Rare MP-01 SMG will take 4 Long Rests. This is to emulate the added complexity of higher rarity items and difficulty in replicating the manufacturing processes.
  Once you have disassembled the item and analyzed it successfully, you may reassemble the item at the end of the activity without using additional time. Reassembled items cannot benefit from the Resourceful Ingenuity feature's materials cost reduction.
  For a vehicle, the salvage times equal the disassembly time.
  Drafting and Learning Schematics
  Each time you level up, you learn a new schematic of your choice, of a rarity that you can learn. When you learn the chosen schematic, you gain a copy of said schematic. This schematic cannot be completely destroyed as you retain its blueprints in your mind. You may only learn Exotic schematics where specified.
  As an Engineer, you can draft schematics. This allows them to be revised, shared, and improved. As long as you have paper and pencil, you can draft. Drafting consumes one piece of paper, and only takes a Short Rest to make a copy of it.
  Drafted schematics go into your inventory inside a portfolio, which can be any shape of your choosing. You can share drafted schematics with other engineers, which they can analyze to copy the shared schematic.
  You may also share schematics with other people, and they may use the schematic to craft or assemble an item or weapon.
  Salvaging Items and Vehicles There are three states of viable salvage for each item or vehicle part which determine how many components and materials can be obtained through scrapping or salvaging. The type of the item or vehicle being broken down also comes into play. The GM can roll or arbitrate the status of the different parts on the vehicle being salvaged.
Good: The item or part can be scrapped for the full materials, with 75% or more remaining HP for the scrap for it to be considered in Good Condition
Moderate: The item or part can be scrapped for half the materials from its crafting requirements listed on the item's or vehicle's page, with between 25-75% remaining HP for the item or part it to be considered in Moderate Condition
Poor: The part might be able to be scrapped for a quarter of the materials from its crafting requirements listed on the item's or vehicle's page, with less than 25% remaining HP for for the item or part it to be considered in Poor Condition
Destroyed: Cannot be scrapped.
  Saving Throws
  Enemies that must make a saving throw against your abilities or other checks must pass your Engineering DC.
  The Engineering DC is calculated as follows: 8 + Intelligence Modifier + Proficiency Bonus = Engineering DC.
 

2nd Level


  Weaponized Precision (Attack)
  Your knowledge is your weapon. When you make any attack roll with a weapon you can expend a Precision Point to strike your opponent where it will really hurt. Add your intelligence modifier to your attack rolls and damage by expending a Precision Point.
 

3rd Level


  Archetype Features
  Exotic Baseline Schematic
  Choose a Exotic type, Common rarity, Baseline quality schematic in addition to any other schematics you are learning during this level-up.
  Signature Schematics
  Dependent on the archetype chosen, you will learn three Improved Quality schematics. These will become your Signature schematics. You can have three Signature schematics at a time. If you want to change out your Signature Schematic, it must be during a level up and from your subclass' schematics list.
  They will automatically get enhanced when you learn to draft Advanced Quality and Masterwork Quality schematics. Improved is essentially a +1 version of an item. Advanced is a +2 version of an item. Masterwork is a +3 version.
  When you reach the following levels in the Engineer class, you may select three new schematics, choosing one from each category granted by your chosen archetype.
  • 6th Level: Uncommon
  • 11th Level: Rare
  • 16th Level: Very Rare

  •  

    Chemist


     

    Mechanic


     

    Roboticist


     

    4th Level


      Ability Score Improvement or Feat
      Choose an ASI or a Feat at this level
     

    5th Level


      Extra Attack
      Starting at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
      Improved Schematics
      You can improve existing schematics to the Improved quality starting at 5th level. If you have drafted a schematic either through learning it or finding one, you can make an Intelligence roll to improve that schematic against a DC11 check. You can try this improvement once per day. Failures only mean that you need to perform this check again the next day.
      This will make the schematic better in a chosen attribute or equivalent to a +1 version of the baseline variant. Improved armors gain an additional utility mod slot and have a +1 to their Evasion bonus over baseline.
      Improved Revisions
      Starting at 5th level, you can now enhance any existing crafted items and schematics to their Improved versions. Your Signature crafted items, if they weren't already Improved versions, are enhanced to an Improved version for free. To enhance an existing item you have crafted to an Improved version, you must spend the equivalent of a Long Rest or 8 hours and make an Intelligence roll against a DC11 check. If you fail, you may try again the next day. If you succeed, you enhance the item.
     

    6th Level


      Exotic Improved Schematic
      Choose an Exotic type, Uncommon rarity, Improved quality schematic in addition to any schematics you are learning during this level-up.
      Smart Scrounger
      Starting at 6th level, you obtain the full amount of resources when scrapping items, equipment, or vehicles, as long as it is not destroyed. Scrapping items usually do not yield the same amount of resources that disassembling an item would but takes much less time. When you scrap an item, you do not learn its schematic.
      Uncommon Schematics
      Starting at 6th level as an Engineer, you may learn Uncommon schematics at this level, and each time you level up.
      Additionally, choose one new schematic from each category of your chosen Archetype's signature schematics to learn at this level.
      For example, if you chose a Chemist, choose one new Uncommon schematic from each of the three following categories: Explosive Devices, Medical Devices, and Drugs. Effectively, you would be granted a new Uncommon explosive schematic, a new Uncommon medical device schematic, and a new Uncommon drug schematic.
     

    7th Level


      Archetype Features
     

    Chemist


     

    Mechanic


     

    Roboticist


     

    8th Level


      Ability Score Improvement or Feat
      Choose an ASI or a Feat at this level.
     

    9th Level


      Quick Wit
      Expend 2 Precision Points to reroll a failed saving throw. You must use the new roll.
      Advanced Signature Schematics
      Enhance your Signature Schematics and crafted Signature items to their Advanced quality versions for free. An Advanced quality schematic is effectively a +2 version of an item.
      Exotic Advanced Schematic
      You learn one Exotic type, Rare rarity, Advanced quality schematic in addition to any schematics you are learning during this level-up.
     

    10th Level


      Archetype Features
     

    Chemist


     

    Mechanic


     

    Roboticist


     

    11th Level


      Advanced Custom Schematics
      You can now craft Advanced schematics which give +2 to all attributes unless otherwise specified. Additionally you may now upgrade schematics you know to Advanced versions. If you have previously drafted an Improved schematic, you can make an Intelligence roll to upgrade that schematic against a DC12 check. You can try this upgrade once per day. Starting at 11th level, you may now choose Rare schematics on level-up. Armor schematics and crafted armor gain two additional utility mod slots and have a +2 bonus to their Evasion.
      Advanced Revisions
      Starting at 11th level, you can now enhance any existing crafted items and schematics to their Advanced versions. To enhance an existing item you have crafted to an Advanced version, you must spend the equivalent of two Long Rests or two separate 8 hour periods and make an Intelligence roll against a DC12 check for each period. If you fail one period but succeed on the other, you only need to succeed one more time. If you succeed on a check two times, you enhance the item.
      Rare Schematics
      Starting at 11th level as an Engineer, you may learn Rare schematics at this level, and each time you level up.
      Additionally, choose one new schematic from each category of your chosen Archetype's signature schematic to learn at this level.
     

    12th Level


      Ability Score Improvement
      Choose an ASI or a Feat at this level
     

    13th Level


      Resourceful Efficiency
      All schematics now take a quarter of the time to craft or manufacture.
     

    14th Level


      Exotic Masterwork Schematic
      You learn one Exotic type, Very Rare rarity, Masterwork quality schematic in addition to any schematics you are learning during this level-up.
      Masterwork Signature Schematics
      Your Signature schematics and crafted Signature items are now enhanced to their Masterwork versions for free.
     

    15th Level


      Archetype Features
     

    Chemist


     

    Mechanic


     

    Roboticist


     

    16th Level


      Ability Score Improvement
      Choose an ASI or a Feat at this level
      Very Rare Schematics
      Starting at 16th level as an Engineer, you may learn Very Rare schematics at this level, and each time you level up.
      Additionally, choose one new schematic from each category of your chosen Archetype's signature schematic to learn at this level.
     

    17th Level


      Masterwork Custom Schematics
      You can now learn to draft Masterwork schematics which give +3 to all attributes or revise schematics you know to Masterwork schematics. If you have drafted an Advanced schematic, you can make an Intelligence roll to upgrade that schematic to a Masterwork Schematic against a DC13 check. You only need to succeed once for this check. You can try this upgrade once per day. Starting at 17th level, you may now learn Very Rare schematics on level-up. Masterwork armors have three additional utility mod slots and a +3 bonus to Evasion.
      Masterwork Revisions
      Starting at 17th level, you can now enhance any existing crafted items and schematics to their Masterwork versions. Starting at 17th level, you can now enhance any existing crafted items and schematics to their Advanced versions. To enhance an existing item you have crafted to a Masterwork version, you must spend the equivalent of three Long Rests or three separate 8 hour periods and make an Intelligence roll against a DC13 check for each period. If you fail one period but succeed on the other two, you only need to succeed one more time. If you succeed on a check three times, you enhance the item.
     

    18th Level


      Archetype Features
     

    Chemist


     

    Mechanic


     

    Roboticist


     

    19th Level


      Ability Score Improvement
      Choose an ASI or an Apex Feat at this level.
     

    20th Level


      Eureka!
      With a flash of genius, you can use this feature once per Short or Long Rest at the expense of your remaining Precision Points (minimum of 6) to automatically critically succeed any Intelligence-based check or roll.
     

    Archetype Features


     

    Chemist


     

    3rd Level


      Chemical Augmentation
      Starting at 3rd level, expend a Precision Point to enhance one of the chosen effects of one of your Chemist device types by a +1 modifier for the specified effect until you next take a rest. Augmentation can be done once per Short or Long rest. This feature improves to +2 at 11th level and to +3 at 17th level.
      Choose from the following
      - Grenade
      Damage: Add a number of additional matching Damage Dice to your damage rolls equal to the Augmentation bonus listed above. If the device uses two damage types, use the first damage type. As an example, if the damage of a grenade is 2d6 Force damage and 1d6 Fire damage and your augmentation bonus is +1, add 1d6 Force damage to the roll.
      Radius: Add 5 feet to the radius of the device multiplied by the Augmentation bonus listed above.
      Save DC: Add the Augmentation Bonus to the Engineering DC for the device.
      - Medicine
      Healing: Add a number of additional die matching the Medicine's die size multiplied by the Augmentation bonus, as an example, if the medicine heals 2d6, add another 1d6, increasing the multiplier to 2d6 at 11th and 3d6 17th level.
      - Drugs
      Effect Duration: Add an additional round of combat equal to the Augmentation bonus listed above
      Stim Power: Add a number of additional die matching the drug's die size multiplied by the Augmentation bonus
      Save DC: Add the Augmentation Bonus to the Engineering DC for the device (If applied to an opponent)
      Radial Compound Dispersal
      Expend three Precision Points to double the radius of any AOE attack you make with a grenade or explosive device.
      Learn One Chemical Device Schematic From Each Category
      Choose from the Common rarity schematics in each list.
      Improved Grenades
     
  • See list: Explosive Devices

  •  
      Improved Medicine
     
  • See list: Medical Devices

  •  
      Improved Drugs
     
  • See list: Drugs, Narcotics and Stimulants

  •  
      Pull the Pin
      Starting at 3rd level, as a Chemist, taking grenades from your inventory to ready them does not cost an action, regardless if you have a grenade bandolier or not.
     

    7th Level


      Clustered Munitions (Attack)
      Starting at 7th level, you may perform this maneuver. Expend 2 Precision Points to throw two devices at two different locations in the same attack. This can only be done once per turn.
     

    10th Level


      Chemical Compound Potency
      Starting at 10th level, you may use this feature. Expend 2 Precision Points to enhance the damage of one of your Chemist devices by adding two matching damage die to the damage roll after making an attack. Alternatively, add two matching die to the heal roll if the device is medical.
     

    15th Level


      Mobile Chemical Factory
      You may now synthesize mundane chemical materials during a short rest or downtime, at a rate of 2 mundane chemical materials per hour. Additionally you can combine two existing chemical materials of one rarity to a higher rarity. This can be done during a short or long rest, or using up to one hour of downtime. If performed during a long rest, you combine a number of chemicals equal to the hours rested.
      Chemthrower
      You may now craft a Chemthrower, which allows you to load a canister with an elemental effect into a flamethrower-like device. This Chemthrower has a slightly lower range than a normal Flamethrower. This counts as one of your devices and can be augmented in the same way as other Chemist devices.
      Each of the ammunition types have a different effect and requires a Dexterity saving throw against your Engineering DC. The Chemthrower also allows you to choose which shape the attack is made in by adjusting the nozzle as a free action.
      Attacking with the Chemthrower counts as an attack.
      The crafting requirements for the Chemthrower are as follows.
  • 1 Mundane Electronics component
  • 2 Mundane Glass components
  • 3 Mundane Mechanical components
  • 8 Mundane Metal materials
  • 2 Mundane Rubber components

  •  
      Changing canisters costs a bonus action. A spent canister can be recovered and refilled without a metal cost.
      Acid Canister
  • Damage: 5d6 Acid
  • Effect: On a failed saving throw, the target's armor is reduced by 2 for a number of rounds of combat equal to your Proficiency Bonus, on a crit fail, the target's armor is completely bypassed. On a successful save, the target only takes half damage.
  • Magazine Size: 25 (Each D6 counts as 1 ammo in the magazine, equivalent to 5 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Crafting Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Chemfreeze Canister
  • Damage: 5d6 Cold
  • Effect: On a failed saving throw, target's movement speed is reduced by half for a number of rounds of combat equal to your Proficiency Bonus, on a crit fail, the target is frozen and therefore stunned until the start of your next turn. On a successful save, the target only takes half damage.
  • Magazine Size: 25 (Each D6 counts as 1 ammo in the magazine, equivalent to 5 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Crafting Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Healing Canister
  • Healing: 3d6 initial healing per target hit, plus your Intelligence Modifier in additional healing for a number of rounds of combat, equal to your Proficiency Bonus.
  • Magazine Size: 5 Charges
  • Range: 5 by 45 foot line or 30 foot cone
  • Crafting Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Incendiary Canister
  • Damage: 5d6 Fire Damage
  • Effect: On a failed saving throw, target takes 1d6 persistent fire damage for a number of rounds of combat equal to your Proficiency Bonus, on a crit fail, the target takes 2d6 persistent fire damage for 1 minute or until they make a Constitution saving throw as an Action, on a successful save, the target only takes half damage.
  • Magazine Size: 25 (Each D6 counts as 1 ammo in the magazine, equivalent to 5 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Crafting Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Lightning Canister
  • Damage: 5d6 Lightning Damage
  • Effect: On a failed saving throw, lightning arcs from each target to the next nearest target within 15 feet, dealing your Intelligence Modifier in damage to the additional target. On a successful saving throw, the target only takes half damage. All affected targets cannot take their Reactions until the start of your next turn.
  • Magazine Size: 25 (Each D6 counts as 1 ammo in the magazine, equivalent to 5 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Materials Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Mutagenic Canister
  • Damage: 5d6 Necrotic Damage
  • Effect: On a failed saving throw, target cannot heal for 1d4 rounds of combat, on a crit fail, the target additionally loses 2d6 hit point maximum and cannot heal for 1 minute, on a successful save, the target takes only half damage.
  • Magazine Size: 15 (Each D6 counts as 1 ammo in the magazine, equivalent to 3 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Materials Cost: 1 Mundane Metal, 6 Mundane Chemicals

  •  
      Toxic Canister
  • Damage: 5d6 Poison Damage
  • Effect: On a failed saving throw, target takes 2d4 persistent poison damage for 1 minute or until they make a Constitution saving throw as an action, on a crit fail, the target takes 3d4 persistent poison damage for 1 minute or until they make a Constitution saving throw as an action, on a successful save, the target takes only half damage.
  • Magazine Size: 25 (Each D6 counts as 1 ammo in the magazine, equivalent to 6 charges)
  • Range: 5 by 45 foot line or 30 foot cone
  • Materials Cost: 1 Mundane Metal, 4 Mundane Chemicals

  •  
     

    18th Level


      Enriched Chemical Concentrates
      Expend 8 Precision Points to force any enemies in the AOE of your device to automatically fail any DC check against that device, while simultaneously dealing maximum possible damage with that device. You may do this once per turn.
     

    Mechanic


     

    3rd Level


      Redline Precision
      Starting at 3rd level, you may expend a Precision Point as a Free Action to enhance one of your Vehicle's chosen attributes until your next rest. This increases the value by +1 at 3rd level, +2 at 11th level, and +3 at 17th level. Additionally, you may choose a second attribute at 11th level and a third attribute at 17th level each time you use this feature.
  • Turn rate: Increases the turn rate by +1/+2/+3 facings at specified levels
  • Move speed: Increases the number of hexes driven by +1/+2/+3 at specified levels
  • Evasion: Increases the bonus to evasion by Proficiency Bonus and +1/+2/+3 at specified levels
  • Turret Bonus to Hit: Increases the bonus to hit by +1/+2/+3 at specified levels

  •  
      Evasive Action (Reaction)
      Starting at 3rd level, you can evade attacks more reliably. If you are to be hit by an attack, you may expend a Precision Point as a Reaction to raise your Evasion by an amount equal to your Proficiency Bonus plus your Intelligence Modifier until the start of your next turn. This can also be applied when driving a vehicle.
      Learn Improved Vehicular Schematics From Each Category
      Starting at 3rd level when you choose this archetype, you receive schematics of your choice from each category for a chosen vehicle. For Internal Parts, you learn all of the mods for the chosen vehicle.
      Vehicle Schematics
     
  • See List: Vehicle Classes

  •  
      Vehicle Mods Schematics
     
  • See Listed mods for the vehicles you chose above. You may now craft any of the mods for that vehicle.

  •  
      Vehicle Weapon Schematics
     
  • See List: Vehicle Weapons

  •  
     

    7th Level


      Redline Overdrive (Bonus Action)
      Starting at 7th level, you can use this maneuver. You know how to hustle when you really need to. Expend 3 Precision Points to double your movespeed (vehicle or on foot) - this will not trigger opportunity attacks. Additionally, using this maneuver doubles your maximum Acceleration in vehicles.
      Machine-like Speed (Bonus Action)
      Starting at 7th level, you can use this maneuver. Having to react to all kinds of dangerous situations has made you faster than most. After making an Attack, as a Bonus Action, expend a Precision Point to deliver a quick attack with a melee weapon, or make an unarmed attack that deals 2d4 AP IV Bludgeoning damage + your Intelligence modifier. Attacks using this feature deal double the rolled damage to mechanical constructs and vehicles.
     

    10th Level


      Emergency Repairs (Action)
      Starting at 10th level, you can expend 2 Precision Points to bring a critically damaged Internal Part up to working condition (restoring half its HP) while performing a repair action - the repaired Internal Part will remain operational for one minute or until it reaches 0 HP again. If you make a normal repair action on the part that you used the Emergency Repairs action on, it will not fail after the minute is up.
      Resilient Subsystems (Bonus Action/Reaction)
      Expend 2 Precision Points to raise the Armor Grade of a chosen Panel or Internal Part by 2 on a vehicle you occupy for one minute. This improves to an additional 4 grades of armor at 18th level. You may also apply this effect to an allied target's armor, but only one target may benefit from this feature at a time. Additionally, this temporarily grants Resistance to AOE damage, halving damage from any non-magical area of effect, such as explosives.
     

    15th Level


      Augmented Reactive Plating
      Beginning at 15th level, during a Short rest or after a Long rest or during 1 hour of downtime, you can give your vehicle crafted Reactive Armor which will act as additional Temporary HP for Panels, and cancel out explosive weapon attacks against the vehicle parts' own HP pool. There can be no blowthrough from excess damage while this modification to the paneling is applied.
      When hit with explosives or when the panel reaches 0 Temporary HP, the damaged Reactive Plating on the panel will need refilling, and the anti-blowthrough effect no longer applies until the Reactive Plating has been refilled.
      This uses up Mundane Grade chemical materials equal to the amount of Reactive Armor Plating (per panel) attached to the vehicle. The temporary HP is determined by the grade of the Reactive Armor plating. Refilling the reactive armor once it has been used up by an explosive attack costs half of the chemical resources initially used.
      Normal Reactive Plating
  • Temporary HP: 12
  • Crafting Cost: 2 Mundane Chemicals, 4 Mundane Metals
  • Refill Cost: 1 Mundane Chemical Material

  •  
      Improved Reactive Plating
  • Temporary HP: 24
  • Crafting Cost: 4 Mundane Chemicals, 4 Mundane Metals
  • Refill Cost: 2 Mundane Chemical Materials

  •  
      Advanced Reactive Plating
  • Temporary HP: 36
  • Crafting Cost: 6 Mundane Chemicals, 4 Mundane Metals
  • Refill Cost: 3 Mundane Chemical Materials

  •  
      Masterwork Reactive Plating
  • Temporary HP: 48
  • Crafting Cost: 8 Mundane Chemicals, 4 Mundane Metals
  • Refill Cost: 4 Mundane Chemical Materials

  •  
      Reinforced Mechanized Weaponry
      Crafted Exotic melee weapons now add double your Proficiency Bonus in extra damage. This includes mounted Exotic melee weapons. You gain double the charges or uses of Exotic melee weapons as well. Other Exotic weapons gain just your Proficiency Bonus in extra damage.
     

    18th Level


      Redline Action Surge
      At the start of your Vehicle's turn, as a Free Action, expend 8 Precision Points to give everyone on your vehicle an extra attack.
     

    Roboticist


     

    3rd Level


      Basic Controller
      You can issue commands for up to one robotic companion at a time as a Bonus Action. You may also use your Action in addition to a Bonus Action to issue a total of two commands to your controlled robotic companion. The robotic companions, if they are capable of moving, will move to a chosen location as part of your command.
      The commands for your robotic companion are as follows.
  • Attack: The robotic companion attacks a chosen target within range, if it can attack. It will continue attacking the chosen target on each of its turns until you issue a new command.
  • Protect: The robotic companion takes an opportunity attack against an opponent that is attacking a chosen defense target as a Reaction. If it is a mobile cover drone, it blocks an enemy attack against a chosen defense target. It will repeat these Reactions on each of its turns until you issue a new command.
  • Scan: If equipped with scanning sensors, the robotic companion will give you and your allies Advantage with attack rolls against a specified target until you issue a new command.
  • Sentry Mode (Turrets Only): This command tells the turret to automatically attack opponents that enter its firing arc, or are already inside its firing arc, as its Reaction or Attack action on each of its turns until you issue a new command.

  •  
      Robotic Precision
      Expend a Precision Point and use a free Object Interaction to Enhance one of your crafted robotics until your next rest with a +1 to any chosen attribute. This increases the value by +1 at 3rd level, +2 at 11th level, and +3 at 17th level.
  • HP: Add 10 Temporary HP. This increases to 20 Temporary HP, and then 30 Temporary HP at the specified levels.
  • Bonus to hit: Add +1 bonus to hit to the target's attack rolls. Bonus is +1/+2/+3 at specified levels.
  • Armor: Give one of your crafted robotics 1 grade higher physical armor. This improves to 2 grades higher at 11th level and 3 grades higher at 17th level.

  •  
      Controlled Precision
      Expend 2 Precision Points to give one of your crafted robotics advantage on its next attack roll.
      Learn One Improved Robotics Schematic From Each Category
      Improved robotics schematics have +1 to their attack roll, +1 to their damage roll, and +1 to their evasion, additionally, they have +1 to their health multiplier (base Deployable turret, for example, is 2 + 5x player's health + Intelligence modifier, but an improved one would use 2 + 6x player's level + Intelligence modifier)
      Drone Schematics
  • Improved Aerial Quad Drone
  • Improved Wheeled Drone

  •  
      Turret Schematics
  • Improved Deployable Turrets

  •  
      Mobile Cover Drone Schematic
  • Improved Mobile Cover Schematic Mobile Cover Drone

  •  
     

    7th Level


      Improved Controller
      Beginning at 7th level, you are now able to issue commands simultaneously to up to two robotic companions with a bonus action. You may also use your action in addition to a bonus action to issue a total of two commands. You may take issue the Attack command twice for each of your robotic companions in a turn when you use your action. The robotic companions will move to a chosen location as part of your command.
      You choose a single command from the list below to issue to each of your robotic companions for each bonus action and action you take.
  • Attack: The robotic companion attacks the chosen target, if it can attack
  • Protect: The robotic companion takes an opportunity attack against an opponent if the specified target being defended receives an attack or it blocks an enemy attack if it is a mobile cover drone
  • Scan: If equipped with scanning sensors, the robotic companion will give you and your allies advantage with attack rolls against a specified target until the end of your next turn
  • Sentry Mode (Turrets Only): This command tells the turret to automatically attack enemies that enter its firing arc until the start of your next turn

  •  
      Mechanized Targeting Systems
      Your ability to command your robotics has markedly improved. Starting at 7th level, when you make an attack against a target, each crafted Robotics systems that attacks after you gets a +5 bonus to its attack roll against that same target in that round.
      Additionally, you may also override targeting systems of hostile robotics if you can get within 5 feet of them and spend your Action to change their targeting parameters to ignore you and your allies. Doing so spends 3 Precision Points.
      Exosuit Crafting
      You are now able to augment armor with a Powered Exoskeleton frame and can craft them - no other class can craft Exoskeletons by default, they have to be bought or found otherwise. At this level, you know all of the baseline schematics for the Powered Exoskeletons.
      When you reach 11th level Engineer, you learn the Improved versions of the Powered Exoskeleton schematics, and when you reach 16th level Engineer, you learn the Advanced versions.
     

    10th Level


      Scanner Suite
      You may now craft a Scanner Suite for your allies, robotics, and yourself. This raises Passive Perception by 5 while equipped and gives 60 feet of Truesight for 10 minutes when activated. This device can be activated once per Short or Long Rest.
      Crafting Requirements for the Scanner Suite are as follows.
  • 2 Mundane Glass materials
  • 1 Mundane Electronic component
  • 2 Mundane Plastic components
  • 1 Exotic Multisensor System component

  •  
      Scalar Systems Hardening (Bonus Action/Reaction)
      Raise the Armor Grade or Elemental Resistance stacks of a chosen type for your crafted robotics or exosuits by X amount of Precision Points used, as either a Bonus Action or a Reaction.
      This functions like raising Armor Grade for the chosen damage type by the amount of Precision Points spent for one minute. You may only apply this to one target at a time, once per turn. Applying this to a different target ends the effect on the last target. You can expend any number of Precision Points up to 1 + your Intelligence Modifier per turn for this feature.
     

    15th Level


      Advanced Controller
      Starting at 15th level, you are now able to issue commands simultaneously to up to three robotic companions as a bonus action. You may also use your action in addition to a bonus action to issue a total of two commands. You may take issue the Attack command twice for each of your robotic companions in a turn when you use your action. The robotic companions will move to a chosen location as part of your command.
      You choose a single command from the list below to issue to each of your robotic companions for each bonus action and action you take.
  • Attack: The robotic companion attacks the chosen target, if it can attack
  • Protect: The robotic companion takes an opportunity attack against an opponent if the specified target being defended receives an attack or it blocks an enemy attack if it is a mobile cover drone until you issue a new command
  • Scan: If equipped with scanning sensors, the robotic companion will give you and your allies advantage with attack rolls against a specified target until the end of your next turn
  • Sentry Mode (Turrets Only): This command tells the turret to automatically attack enemies that enter its firing arc until the start of your next turn

  •  
      Cybernetic Armature
      Beginning at 15th level, you may now craft and equip a Cybernetic Armature, an additional prosthetic arm that you command by thought alone using advanced sensor systems. Equipping this allows the user to make a third attack with a single-handed weapon, or if its hand is empty, reload your weapon when empty as a Bonus Action without dropping the magazine. Additionally, when making a Strength-based ability check, the Armature gives a +5 bonus to that check. You are considered proficient with this device by default. It cannot be taken off against your will due to the specialized body harness. Weapons equipped in the Cybernetic Armature's hand must be reloaded normally. Using the arm consumes one Precision Point per action or bonus action.
      The crafting requirements are as follows.
  • 6 Mundane Electronic components
  • 12 Mundane Metal materials
  • 6 Mundane Mechanical components

  •  
      Cybernetic Armature Actions
  • Extra Attack: Make a 3rd weapon attack with whatever weapon is in the Armature's hand or make an unarmed attack with a +5 Strength Modifier to that unarmed attack after taking the Attack action on your turn.
  • Shove: Shove a target as a Bonus Action with a +5 Strength Modifier to the ability check.
  • Reload: Reload your in-hand weapon fully using a Bonus Action (Must not have a weapon in the Armature's hand).

  •  
      Shoulder-Mounted Weaponry
      Starting at 15th level, you can now craft shoulder-mounted weapon armatures for your teammates which can be used with a Bonus Action. They can equip 1-handed firearms to the armature.
      The crafting requirements for the shoulder-mounted weapon armatures are as follows.
  • 4 Mundane Electronic components
  • 8 Mundane Metal materials
  • 4 Mundane Mechanical components

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    18th Level


      Swarm Intelligence Overdrive
      Networked processes allow your robots to accept and execute commands several times faster than before. Expend 8 Precision Points to give each of your controlled robots an extra command and grant them twice their normal movement. You may execute this command once per long rest.
      You choose an extra command from the list below to issue to each of your robotic companions when you use this feature.
  • Attack: The robotic companion attacks the chosen target, if it can attack
  • Protect: The robotic companion takes an opportunity attack against an opponent if the specified target being defended receives an attack or it blocks an enemy attack if it is a mobile cover drone
  • Scan: If equipped with scanning sensors, the robotic companion will give you and your allies advantage with attack rolls against a specified target until the end of your next turn
  • Sentry Mode (Turrets Only): This command tells the turret to automatically attack enemies that enter its firing arc until the start of your next turn

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