Engineer

Alchemist - by T.A. Saunders ©2013 v1.0

Summary The creator of strange and amazing things, inventors are the very wheel that drives technological advance. They gave us gas lamps for roads, the news scroll printing machine and the picture box. Working with cutting edge science often requires the Inventor to work with dangerous things, like unstable magic power sources and electricity. Like the Architect, the Inventor isn't often found on the battlefield but can be found with a group of heroes as often as his or her own laboratory, looking for things that may help them in their work. Inventors can carry any sort of weapon and prefer medium to light armor, if they wear armor at all.

Class Skills Improved Goggle Use

Because Inventors have to be exceedingly precise lest their wild creations explode in their face they gain an additional +8% to hit while wearing their beloved goggles (for a total of +15%). In addition, Inventors gain a +5% to their Innovation roll while wearing their goggles for both sake of safety and having a better idea as to what exactly they're working on. (An additional +8% to hit and +5% to Innovation rolls).

Lethal Brilliance

Inventors are truly cogs that push the world forward with new and amazing technology. Sometimes that technology scares the crap out of people. When deploying new or unusual technology of their own crafting enemies attack the Inventor at -15% to their hit rolls and the Inventor using that device gains an extra +10% to hit as well. However, this does not always go according to plan. If the Inventor deploys such technology in combat, there is a 5% chance that the device or item will fail somehow. This is entirely situational and left to GM discretion as to how the device fails. (-15% to attackers hit rolls when deploying new technology, +10% to hit with that technology, 5% base chance for item failure).

Masterwork Invention

Occasionally an Inventor will dream up a most amazing device or devious weapon and have powerful inspiration for that item. An Inventor has a 75% to build that item, which is considered a Masterwork item. Masterwork items have a +50% to their effectiveness (i.e., a masterwork weapon does %50 more damage, a masterwork device has 50% greater range or reliability) and grants the Inventor an automatically successful Innovation roll. Fabrication and construction time are GM's discretion. This skill can be used once every month. Dwarves gain a +5% to their Masterwork roll because of their ability to create solid, reliable items. (75% to build the masterwork item, +50% to its effectiveness).