Classes

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

Summary Those who choose to become an engineer embrace Imarel's future in technology. While not entirely forsaking magic, it is looked upon as a means to power creations, rather than a means to create. Engineers build the vast structures of cities around the world, including buildings, bridges and roads. They design the fortifications that keep those cities safe and they sometimes even booby-trap them. They make explosives, design new kinds of firearms and invent the gadgets and gizmos that pave the way to the future, rather than lingering in a superstitious past. There are three paths an engineer may partake: The architect, the demolitionist and the inventor.

Class Trees

  • Alchemist

    A sort of non-traditional sort of engineer, the Alchemist's craft is as steeped in magical craft as it is in chemistry. Alchemists can brew a variety of potions, elixirs and toxins that can be deployed most commonly by a thrown flask or simply consumed, depending on the desired outcome.

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  • Architect

    As the name would imply, Architects build structures of all sorts. They build and design every structure from houses to towers to massive castles and palaces. They design fortifications and those sneaky hidden passages within those fortifications and design traps for these structures, making some of the most lethal and diabolical ways to kill people in the world. 

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  • Demolitionist

    Whatever the Architect builds, the Demolitionist finds a way to take it down. Masters of explosives, Demolitionists craft bombs, grenadoes and mines of every sort. They work with dynamite, black powder and at higher skills, create explosives that work in part with magic to produce the most devastating effects. 

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  • Inventor

    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.

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Shared Class Abilities Innovation

There is a base 50% chance that an Engineer, while building something or creating something discovers a possible better way to do what they're doing. This increases the quality of whatever they're creating and decreases the fabrication time required to build whatever it is they're building. Decrease in build time and quality increase are wholly dependent on what the Engineer is building and GM consideration. It should be noted that Humans gain a +5% to their innovation rolls, for their uncanny ability to think outside the box. (50% to learn how to create something better to increase quality and decrease building time. +5% if Human. Subject to GM consideration.)

Goggle Use

Everything an engineer does he or she does better while wearing goggles! Not only do they protect one's eyes and make a modern style statement, but they allow the engineer to see flaws in their designs and increase their accuracy when using the strange weapons they create. While wearing goggles, engineers have a +7% to hit rolls when attacking. (+7% to hit rolls when attacking with goggles).

Detect Flaw

Not only are engineers good at making things, they're also good at finding flaws in other manufactured, constructed or forged items. With one round of analysis an engineer can find a crack in a wall, if one exists and exploit it, or find a critical error in a mad scientist's doomsday machine and possibly use it against the villain. Engineers have a 65% chance of finding such a flaw. Should it be found, they and their group gain a +10% when attacking and attempting to destroy whatever it was that had the flaw in it. (65% to find a fatal flaw in a manufactured, constructed or forged item, +10% to attack that item or structure).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.

Unsurpassed Genius

By focusing their time and energy, the engineer is able to create an item or structure of incredible worth and functionality. In addition to gaining a +25% to any Innovation rolls (in addition to other bonuses) whatever is created has a Paragon Trait. This means the item in question has a +20% bonus applicable to its purpose, meaning a Paragon Rifle would have a +20% to hit, a Paragon Building would have a +20% structural durability and so forth. This skill can be used once a month (+25% to Innovation, +20% Paragon bonus, usable once per month).

Magic and Machine

The Paragon Engineer can utilize basic magical knowledge to augment their inventions, constructions and the like. These augmentations take the form of Inventor's Sigils that grant 1d4 magical effects/augmentations to their creation. These augmentations are permanent and must be performed on a masterwork item at the time of its completion with an 85% chance of success. Failure means the sigils did not bind to the item, but the item itself will still be usable. (Add 1d4 magical effects to a masterwork item, 85% chance of success).