Engineer
Table of Contents
Engineer (Scholar Archetype)
An applied mind in a dedicated field can yield great and terrifying results. Often the wonders of science begin to mimic the fantasy of magic when done correctly.
– Contributed in part by Omoikane13, DRS Community
Technical Studies: At 1st level, the engineer gains the Tinker sphere as a bonus sphere.
This replaces problem solver.
Handyman (Ex): At 1st level, the engineer may use their Tinker sphere associated skill in place of the Heal skill when using the medical training class feature. The engineer’s medical training class feature restores half as many hit points when used on a living creature.
The engineer may now use their medical training class feature to repair constructs or unattended objects, restoring its hit points. This may remove the broken condition from an object but cannot remove the destroyed condition unless the engineer would be able to restore a living creature back to life.
This alters medical training, advanced medical training, and expert medical training.
High-Yield Blasters (Ex): At 2nd level, the engineer gains the Tinker sphere Technological Weapons talent as a bonus talent. The engineer may craft a blaster gizmo as a personal gizmo, allowing them to access to the following personal battery use ability:
- Personal Battery Use [Material Infusion] (1 battery): When using a blaster as a standard action (or as part of a special attack action with a blaster add-on), you may expend martial focus in addition to the battery cost to use this personal battery use.
If you do, instead of the blaster’s normal effects, you add a material imposition [explosive] effect to the blaster. The blaster’s damage dealt is unchanged (including whether it is a saving throw to halve or negate the damage taken), but the damage type and any additional effects the blaster would do are modified appropriately (such as having Disruption Set to add a disruptor effect). If an [explosive] would not deal any additional damage (such as belladonna barrier’s [explosive] effect), the blaster no longer deals damage but still applies the [explosive]’s other effects through the blaster shape.
A target that fails their saving throw against the blaster is treated as though they were successfully hit with a flashbang and failed their saving throw for any [explosive] effects. If the blaster shape would not require a saving throw (such as the ray blaster shape), the target is granted a Fortitude save for any of the [explosive]’s additional effects. The engineer uses their class level to determine the material imposition’s [explosive] effects, including saving throw DC and any miscellaneous effects of the [explosive].
For example, a blaster with the volley blaster shape could replace its normal blaster damage type with the brimstone material imposition’s [explosive] effect. The volley blaster would now deal fire damage and fill the area with smoke for each struck target that failed their saving throw.
This replaces flashbangs.
| Ultimate Engineering by Drop Dead Studios and Diamond Recreational Studios | ||||||||
|---|---|---|---|---|---|---|---|---|
| Ultimate Engineering Hub Page | ||||||||
| Rules and Information | ||||||||
| Using Tinker Sphere | Using Spheres of Might | Skill Rules | ||||||
| Tinker Sphere | ||||||||
| Gizmo Feats | Mastering Gizmos | AI and Mechanoids | ||||||
| Tinker Traditions | Tinker Optional and Variant Rules | Inventioneering | ||||||
| Get Ultimate Engineering | ||||||||
| Get Diamond Spheres: Expanded Tinker and Silverminds | ||||||||
