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Armored-Engineer
A New Core Class By Fnipernackle



An Armored-Engineer Wearing Base Power Armor (Steam)





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In a world ruled by steam and steel, engineers are the forerunners of the evolution of
technology, both mundane and magical. Engineers apply scientific knowledge, mathematics, and
ingenuity to develop solutions to technical problems. Their innovative ideas lead to inventions
that can bring about change on a major scale, but change can take a long time to occur. While
some use their expertise to urge this change on naturally, there are those who like to take a more
direct approach, to show the world the power of technology and to further achieve their own
goals, whether they be admirable or malice in nature. The armored-engineer does just this. He
uses his vast knowledge of mechanical and magical engineering to create a suit in which he can
increase his physical capabilities and/or mimic magical effects.
Role: Whether he desires to fly among the clouds, infiltrate highly guarded areas, consume his
enemies with fire, or anything else he can imagine, the armored-engineer is capable of it all. With
his versatility, he can usually find a solution to any problem that arises and attempts to hinder or
endanger him.
Alignment: Any
Hit Dice: d8

Table 1 - The Armored-Engineer



Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1
st
+0 +2 +2 +0 Power Armor, Modification Pool, Engineering,
Elemental Ray 1d6, Quick Repair
2
nd
+1 +3 +3 +0 Modification
3
rd
+2 +3 +3 +1 Armor Upgrade, Elemental Ray 2d6, Endurance
4
th
+3 +4 +4 +1 Modification, Armor Stat Bonus
5
th
+3 +4 +4 +1 Armor Upgrade, Elemental Ray 3d6
6
th
+4 +5 +5 +2 Modification
7
th
+5 +5 +5 +2 Armor Upgrade, Elemental Ray 4d6
8
th
+6/+1 +6 +6 +2 Modification, Armor Stat Bonus
9
th
+6/+1 +6 +6 +3 Armor Upgrade, Elemental Ray 5d6
10
th
+7/+2 +7 +7 +3 Advanced Modification
11
th
+8/+3 +7 +7 +3 Armor Upgrade, Elemental Ray 6d6
12
th
+9/+4 +8 +8 +4 Advanced Modification, Armor Stat Bonus
13
th
+9/+4 +8 +8 +4 Armor Upgrade, Elemental Ray 7d6
14
th
+10/+5 +9 +9 +4 Advanced Modification
15
th
+11/+6/+1 +9 +9 +5 Armor Upgrade, Elemental Ray 8d6
16
th
+12/+7/+2 +10 +10 +5 Advanced Modification, Armor Stat Bonus
17
th
+12/+7/+2 +10 +10 +5 Armor Upgrade, Elemental Ray 9d6
18
th
+13/+8/+3 +11 +11 +6 Advanced Modification
19
th
+14/+9/+4 +11 +11 +6 Armor Upgrade, Elemental Ray 10d6
20
th
+15/+10/+5 +12 +12 +6 Grand Modification, Armor Stat Bonus
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Table 2 - Devices per Day


Class Skills
The armored-engineers class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly
(Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge
(history) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic
Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the armored-engineer.
Weapon and Armor Proficiency: Armored-engineers are proficient with all simple weapons.
They are also proficient with all types of armor (heavy, light, and medium), but not with shields.
Power Armor (Su): All armored-engineers are known for their power armors. Each armored-
engineers power armor is created solely by themselves and since the mechanical engineering of
this armor is extremely complex, only the armored-engineer can utilize it. This armor may be
powered by a number of different sources, such as steam, clockwork components, elemental
energy, positive or negative energy, etc. No two armored-engineers will create this armor in the
same fashion, therefore no armored-engineer can wear anothers power armor. All armored-
engineers begin play with this armor and it is of masterwork quality. The armor starts with the
Level 1
st
2
nd
3
rd
4
th
5
th
6
th

1
st
1 - - - - -
2
nd
2 - - - - -
3
rd
3 - - - - -
4
th
3 1 - - - -
5
th
4 2 - - - -
6
th
4 3 - - - -
7
th
4 3 1 - - -
8
th
4 4 2 - - -
9
th
5 4 3 - - -
10
th
5 4 3 1 - -
11
th
5 4 4 2 - -
12
th
5 5 4 3 - -
13
th
5 5 4 3 1 -
14
th
5 5 4 4 2 -
15
th
5 5 5 4 3 -
16
th
5 5 5 4 3 1
17
th
5 5 5 4 4 2
18
th
5 5 5 5 4 3
19
th
5 5 5 5 5 4
20
th
5 5 5 5 5 5
4


Base Power Armor Schematics

base statistics listed in Table 3. The armor is completely safe for the armored-engineer to use. It
functions under water, but the armored-engineer must still makes checks to prevent drowning.
They also begin play with 10 power armor creation points in which they can spend to add
modifications to their power armor. They can take any regular modification for which they meet
the requirements. Each modification, unless otherwise stated, costs 2 creation points.
Racial armor modifications (such as gnomish armor, elfish armor, etc) may be taken by
members of that race for 1 creation point and members of other races for 2 creation points. An
armored-engineer can only have one racial armor modification at a time. Whenever the armored-
engineer gains a new modification, he may replace any racial armor modification with another.
This replacement armor modification must be a racial armor modification.
Power armor is made to be very durable, since its utilization is signature to the armored-
engineer. The armor can be subject to the broken condition, but may never be destroyed outright.
Power armors can never be given magical armor enhancement bonuses but may be given magical
armor properties. Since power armor cannot have enhancement bonuses, it does not need to have
a +1 enhancement bonus to add magical armor properties to it.

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Table 3 - Power Armor

Note: These values already take into account the masterwork quality of the power armor.

Table 4 - Power Armor Hardness and Hit Points


Table 5 - Donning Power Armor

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If the character has some help, cut this time in half. A single character doing nothing else can help one or
two adjacent characters. Two characters cant help each other don armor at the same time.
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The wearer must have help to don this armor. Without help, it can be donned only hastily.

Modification Pool (Su): The armored-engineers steam-powered armor starts with certain
modifications that he picks when creating the armor. Over time, the armored-engineer will add
new modifications to the armor or upgrade old ones. At 1
st
level, the armored-engineer receives a
modification pool which he uses to power these abilities. This pool has a number of points equal
to his armored-engineer class level + his Intelligence modifier. These points replenish at the
beginning of the day after performing one hour of maintenance on the power armor. The point
cost needed to power a modification are listed with each specific ability. Some modifications
Armor
Type
Armor
Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
Speed
30 ft. 20 ft.
Weight
Base +2 +8 0 10% 30 ft. 20 ft. 10 lbs.
Light +3 +6 -1 15% 30 ft. 20 ft. 20 lbs.
Light +4 +5 -2 20% 30 ft. 20 ft. 25 lbs.
Medium +5 +4 -4 25% 20 ft. 15 ft. 30 lbs.
Medium +6 +3 -5 30% 20 ft. 15 ft. 35 lbs.
Heavy +7 +2 -6 35% 20 ft. 15 ft. 40 lbs.
Heavy +8 +1 -6 40% 20 ft. 15 ft. 45 lbs.
Heavy +9 +0 -7 40% 20 ft. 15 ft. 50 lbs.
Armor Type Don Don Hastily Remove
Base 1 full round action 1 standard action 1 full round action
Light 1 minute 5 rounds 1 minute
1

Medium 4 minutes
1
1 minute 1 minute
1

Heavy 4 minutes
2
4 minutes
1
1d4+1 minutes
1

Armor Type Hardness Hit Points
Base 10 10
Light (+3) 10 15
Light (+4) 10 20
Medium (+5) 10 25
Medium (+6) 10 30
Heavy (+7) 10 35
Heavy (+8) 10 40
Heavy (+9) 10 45
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allow you to maintain the ability for a certain amount of modification points. You may spend
points to maintain the ability at any time. When you maintain an ability, treat the ability as
having started at the beginning of the round in which you spent the points. Both of these point
costs are doubled if the armor has the broken condition.


An Armored-Engineer Wearing Medium Power Armor (Clockwork)

Engineering (Su): Armored-engineers are not only masters of building their advanced armor,
but also of fashioning complex mechanical devices which allow them to produce spell effects. In
effect, an armored-engineer prepares his spells by building small, expendable devices that he
installs on or in his armor and then casts these spells by using the device. When an armored-
engineer creates a device, he utilizes various clockwork cogs, gears, pistons, springs and other
components as well as certain substances in a combination which mimics the effects of different
spells. This enables the creation of powerful effects, but is only usable by the creator due to the
complexity of the device and its installation to his armor. Any touch-range spell can only be used
on the armored-engineer himself (since if the device is installed to the armor). Essentially, all
touch-range beneficial magic has a range of personal for these devices.
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A device remains intact so long as the engineer spends time maintaining it each day.
Creating a device requires 1 minute per spell level of work initially, but daily maintenance only
takes 1 minute and the device slot. Most engineers prepare many devices at the start of the day or
just before going on an adventure, but its not uncommon for an engineer to keep some of his
daily device slots open so that he can build devices in the field as needed. An armored-engineer
can only break down a device and build a new one in its place after resting (as with a wizard
preparing spells). Devices behave like spells in scroll form, and as such their effects can be
dispelled by effects like Dispel Magic using the armored-engineers class level as the caster
level. An armored-engineer can only create a certain number of devices each level per day. He
also gains bonus devices from a high Intelligence score.
The armored-engineer has a blueprints list that determines what devices he can create
(see below). Devices are not subject to focus requirements of spells. An armored-engineer can
prepare a device of any blueprint he knows. To learn or use a device, an armored-engineer must
have an Intelligence score equal to at least 10 + the devices level. The Difficulty Class for a
saving throw against an armored-engineers device is 10 + the device level + the armored-
engineers Intelligence modifier.
The effects of a device exactly duplicate the spell upon which its blueprint is based.
Activating a device is a standard action; it is assumed that activating the device is a part of using
it, and does not comprise a separate action. The armored-engineer uses his class level as the
caster level to determine any effect based on caster level. An armored-engineer can utilize spell-
trigger items if the spell appears on his blueprints list, but not spell-completion items (unless he
uses Use Magic Device to do so).
Creating devices consumes raw materials, but the cost of these materials is insignificant,
comparable to the valueless material components of most spells. An armored-engineer can easily
replenish his materials through scavenging and by cannibalizing his previously-used devices. If a
spell normally has a costly material component, that component is expended during the use of
that particular device, not during its initial creation.
An armored-engineer may know any number of blueprints. He stores his blueprints in a
special book known as a journal. He must refer to this book whenever he prepares a device but
not when he uses it. An armored-engineer begins play with two 1st-level blueprints of his choice,
plus a number of additional blueprints equal to his Intelligence modifier. At each new armored-
engineer level, he gains one new blueprint of any level that he can create. An armored-engineer
can also add blueprints to his journal just like a wizard adds spells to his spellbook, using the
same costs and time requirements.
An armored-engineer can study a wizards spellbook to create any blueprint equivalent to
a spell the spellbook contains and add it to his journal. A wizard, however, cannot learn spells by
studying blueprints of a journal. An armored-engineer must decipher arcane writings normally
before formulating them into a blueprint, using either Spellcraft or Read Magic.
Furthermore, when making a Knowledge (engineering) check, or any Craft check to
build a mechanical device, the armored-engineer gains a competence bonus equal to his class
level on the check. In addition, an armored-engineer can use Knowledge (engineering) to identify
wondrous items as if using Detect Magic. He must hold and examine the item for 1 minute to
make such a check.
Elemental Ray (Su): At 1
st
level, the armored-engineer is capable of creating a ray of energy
in which he uses to damage enemies from a distance. He may use this ability a number of times
per day equal to 1/2 his armored-engineer class level + his Intelligence modifier. The armored-
engineer may also spend 2 modification points to get 1 additional use of his elemental ray. This
ray has a maximum range of 30 feet. When receiving this ability, the armored-engineer picks one
energy type (acid, cold, electricity, or fire), and once chosen, it can never be changed. This is a
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ranged touch attack that deals 1d6 points damage of the chosen energy type + the armored-
engineers Intelligence modifier. The damage of the armored-engineers elemental ray increases
by 1d6 points at every odd-numbered armored-engineer level (this bonus damage is not
multiplied on a critical hit or by using feats such as Vital Strike). The elemental ray is considered
a weapon and can be selected using feats such as Point Blank Shot and Weapon Focus. Using
this ability is a standard action. Example Gadgets: shoulder cannon, wrist barrel, palm repulsors.
Quick Repair (Su): At 1
st
level, the armored-engineer is able to quickly repair his power
armor. With one use of this ability, an armored-engineer can repair his power armor for 1d6 hit
points of damage for every two armored-engineer levels he possesses. Using this ability is a swift
action and only requires one free hand to use. Point Cost: 1.
Modification (Su): Over time, the armored-engineer will make upgrades in the form of
modifications to improve his power armor. At 2
nd
level, an armored-engineer gains one
modification of his choice. He gains an additional modification for every 2 levels attained after
2
nd
, as noted on Table 1. Unless otherwise noted, an armored-engineer cannot select an individual
modification more than once and may only utilize modifications while in his power armor. Some
modifications can only be made if the armored-engineer has met certain prerequisites first, such
as creating other modifications. At 4
th
level and every 4 levels thereafter, the armored-engineer
may replace 1 of his modifications for another one for which he meets the prerequisites.
Agility Mode (Su): The armored-engineer gains a +4 bonus to his Dexterity score for 1 minute.
At 10
th
level, this bonus increases to +8. Using this ability is a standard action. This ability does
not stack with Cats Grace. Example Gadgets: rocket boosters, limb assistance control, advanced
hydraulic system. Point Cost: 2. Maintain: 1.
Armored Conditioning (Su): The armored-engineer halves the duration of one of the following
conditions he is subject to (durations of 1 round have no effect): confused, dazed, dazzled,
nauseated, shaken, sickened, staggered. Using this ability is an immediate action. Example
Gadgets: increased armor plating, interior padding. Point Cost: 2.
Darkvision (Su): The armored-engineer gains dark vision at a range of 60 ft. He may activate
and deactivate this ability as a free action. This modification may be purchased at character
creation for 1 power armor creation point. Example Gadgets: vision enhancing glasses, helmet,
or mask.
Dwarfish Armor (Su): The armored-engineer has crafted his power armor in the fashion of the
dwarves which has increased his physical endurance. He gains a +2 bonus to his Fortitude saves.
Elemental Shield (Su): The armored-engineer picks one of the following energy types: acid,
cold, electricity, fire, or sonic. He gains resistance 5 against damage of this type. This resistance
increases to 10 at 6
th
level, 15 at 12
th
level, and 20 at 18
th
level. This modification may be taken
multiple times. Its effects do not stack. Each time you take this modification, it applies to a new
energy type. Example Gadgets: internal environmental stabilizers.
Elfish Armor (Su): The armored-engineer has crafted his power armor in the fashion of the
elves which has increased his effectiveness at using ranged weapons. Damage he deals with a
ranged weapon (such as firearms, bows, crossbows, etc) deals +2 damage.
Endurance Mode (Su): The armored-engineer gains a +4 bonus to his Constitution score for 1
minute. At 10
th
level, this bonus increases to +8. Using this ability is a standard action. This
ability does not stack with Bears Endurance. Example Gadgets: force field, compacted reserved
armor plating. Point Cost: 2. Maintain: 1.
Enhance Elemental Ray (Su): The armored-engineer chooses one of the following to apply to
his elemental ray: add an additional 1d6 to your rays damage or double the maximum range of
your ray. This modification may be taken multiple times, but may only be taken once at character
creation.
Flamethrower (Su): The armored-engineer can utilize a flamethrower. This attack deals 1d4
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points of fire damage + the armored-engineers Intelligence modifier to all within a 15 ft. cone.
Any creature within the cone may make a Reflex save, DC 10 + 1/2 the armored-engineers level
+ the armored-engineers Intelligence modifier for half damage. The damage of the armored-
engineers flamethrower increases by 1d4 at every level, to a maximum of 5d4. At 5
th
level and
every five levels thereafter, the armored-engineer can choose one of the following options; raise
the flamethrowers damage by one die type (d4 to d6, d6 to d8, etc, up to a d12), increase the
flamethrowers cone by 10 ft, or raise the damage dice cap by 5 dice per level (5d4 to 10d4).
Using this ability is a standard action. Example Gadgets: backpack and hose to wrist nozzle.
Point Cost: 1.

Heavy Dwarfish Power Armor (Clockwork)

Flight (Su): The armored-engineer can fly at his modified movement speed for 1 minute with
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average maneuverability. His maneuverability increases to good at 10
th
level and to perfect at 15
th

level. Using this ability is a standard action. The armored-engineer must be at least 5
th
level
before taking this modification. Example Gadgets: boot thrusters, jetpack. Point Cost: 2.
Maintain: 1.
Force Push (Su): The armored-engineer may make a ranged bull rush attempt against one
target within 30 ft. The armored-engineer makes a combat maneuver role using his armored-
engineer level plus his Intelligence modifier as his CMB. The armored-engineer provokes attacks
of opportunity from anyone threatening him when he activates this ability and he still takes the -4
penalty for firing into melee unless he has the Precise Shot feat. Example Gadgets: palm
repulsors, air blast cannon. Point Cost: 1.
Gnomish Armor (Su): The armored-engineer has crafted his power armor in the fashion of the
gnomes which has increased the power of his elemental ray. Damage he deals with his elemental
ray deals +2 damage.
Halfling Armor (Su): The armored-engineer has crafted his power armor in the fashion of the
halflings which has increased his effectiveness at avoiding danger. He gains a +1 dodge bonus to
his AC.
Improved Armor Conditioning (Su): The armored-engineer can add his Constitution modifier
as a bonus to a Reflex or Will saving throw. He can make this choice after rolling the saving
throw, but must do so before he knows if the saving throw is successful. The armored-engineer
must have the Armor Conditioning modification before selecting this ability. Using this ability is
an immediate action. Example Gadgets: increased armor plating, interior padding. Point Cost: 2.
Increased Speed (Su): The armored-engineer has modified his armor to allow himself to move
faster. He adds 10 ft. to his movement. This modification may be taken multiple times. The
armored-engineer must be at least 3
rd
level before taking this modification. Example Gadgets:
rocket boosters, limb assisted movement.
Infiltration Mode (Su): The armored-engineer gains a +10 bonus to Stealth checks for 1 minute
per armored-engineer level. At 10
th
level, this bonus increases to +20. Using this ability is a swift
action. Example Gadgets: joint silencers, noise suppressors. Point Cost: 1. Maintain: 1.
Jump (Su): The armored-engineer gains the benefit of the Jump spell using his armored-
engineer level as his caster level. Example Gadgets: strategically placed pistons or springs. Point
Cost: 1. Maintain: 1.
Low Light Vision (Su): The armored-engineer gains low light vision. He may activate and
deactivate this ability as a free action. This modification may be purchased at character creation
for 1 power armor creation point. Example Gadgets: vision enhancing glasses, helmet, or mask.
Mobile device (Su): The armored-engineer is able to create his devices in a manner that does
not require them to be installed on his power armor. These devices may still be installed on his
power armor but he can remove them as a move action. Furthermore, when the armored-engineer
builds a mobile device, it can be used by any character, but the device acts as a spell-trigger item.
The armored-engineer does not have to be in his power armor to use a mobile device.
Orcish Armor (Su): The armored-engineer has crafted his power armor in the fashion of the
orcs which has increased his effectiveness with melee weapons. Damage he deals with a melee
weapon (such as swords, axes, slam attacks, etc) deals +2 damage.
Quick Donning (Su): The armored-engineer has upgraded his power armor into a compact
version. He is able to don the power armor, regardless of type, as a swift action. He may still don
the power armor normally without spending the modification point. This modification may be
purchased at character creation for 1 power armor creation point. Example Gadgets: briefcase,
small cube, bracer. Point Cost: 1.
Quick Ray (Su): The armored-engineer can fire additional elemental rays 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 weapon. He must still spend the appropriate amount of uses per ray that
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he fires. The armored-engineer must be at least 8
th
level before taking this modification.
Slam Attack (Su): The armored-engineer gains a slam attack which he can use with either arm.
This is treated as a regular weapon that deals 1d8 points of bludgeoning damage (1d6 for small
characters) and has a critical threat range of 19-20/x2. These attacks may be given magical
enhancement bonuses and magical weapon properties like any regular weapon. This modification
may be purchased at character creation for 1 power armor creation point. Example Gadgets:
increased thickness in arm armor, oversized gauntlets.
Stabilization Mode (Su): The armored-engineer gains a +4 bonus to his CMD against bull rush,
drag, overrun, reposition, and trip maneuvers for 1 round. This bonus increases by 4 at 5
th
level
and every 5 levels thereafter. He must be on a solid surface for this ability to be utilized. Using
this ability is a immediate action. Example Gadgets: rocket boosters, steel grounding rods. Point
Cost: 1. Maintain: 1.
Stealth Mode (Su): The armored-engineer gains the benefit of the Invisibility spell for 1
minute. At 10
th
level, whenever he use this ability, he gains the benefit of the Greater Invisibility
spell for 1 minute. Using this ability is a standard action. The armored-engineer must be at least
5
th
level before taking this modification. Example Gadgets: cloaking device, chameleon coating.
Point Cost: 2. Maintain: 1.
Strength Mode (Su): The armored-engineer gains a +4 bonus to his Strength score for 1
minute. At 10
th
level, this bonus increases to +8. Using this ability is a standard action. This
ability does not stack with Bulls Strength. Example Gadgets: strategically placed springs or
pistons. Point Cost: 2. Maintain: 1.
Targeting System (Su): The armored-engineer gains a bonus equal to his Intelligence modifier
on all attack rolls until the end of his next turn. Example Gadgets: targeting goggles or helmet.
Point Cost: 1.
Upgrade Armor (Su): The armored-engineer can upgrade his power armor by one step on
Table 3. For example, if the armored-engineer has medium power armor +6 and takes this
modification, it becomes heavy power armor +7. This modification may be taken multiple times.
Power armor cannot be upgraded past what is listed on Table 3. This modification may be
purchased at character creation for 1 power armor creation point.
Armor Upgrade (Su): At 3
rd
level and every 2 levels thereafter, the armored-engineers
power armor grants an additional +1 armor bonus to AC and gains an additional 2 points of
hardness and 10 additional hit points.
Endurance: An armored-engineer gains Endurance as a bonus feat at 3
rd
level.
Armor Stat Bonus (Su): At 4
th
level and every 4 levels thereafter, the armored-engineer gains
a 1 point increase to a physical ability score of his choosing (Strength, Dexterity, or Constitution)
whenever he is in his power armor. These bonuses to his ability scores are lost if the armor has
the broken condition.
Advanced Modification (Su): At 10
th
level, an armored-engineer gains one advanced
modification of his choice. He gains an additional advanced modification for every 2 levels
attained after 10
th
, as noted on Table 1. As with normal modifications, some modifications can
only be made if the armored-engineer has met certain prerequisites first. He may take a normal
modification in place of an advanced one. The armored-engineer only gains the benefits of an
advanced modification while he is in his power armor.
Damage Reduction (Su): The armored-engineer gains DR 1/-. This DR increases by 1 for
every three armored-engineer levels thereafter. Example Gadgets: re-enforced armor plating.
Emergency Force Field (Su): The armored-engineer is able to create a sphere of force around
himself, granting him protection from attacks. This ability is like Wall of Force except the sphere
has a hardness of 10 and 10 hit points per two armored-engineer levels. The sphere lasts for a
number of rounds equal to the armored-engineers Intelligence modifier. Using this ability is an
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immediate action. Example Gadgets: proximity activated force field. Point Cost: 3. Maintain: 2.
Force Wave (Su): The armored-engineer is able to slam into the ground and create a massive
force wave. Every target within a 20 ft. radius centered on the armored-engineers square takes
1d4 points of force damage per 2 armored-engineer class levels and are knocked prone. A
successful Fortitude save, DC 10 + 1/2 the armored-engineers class level + the armored-
engineers Intelligence modifier, halves the damage and allows the target to remain standing.
Using this ability is a standard action. The armored-engineer must have either the Flight or Jump
modification before taking this modification. Point Cost: 2.
Greater Agility Mode (Su): The armored-engineer gains a +12 bonus to his Dexterity score for
1 minute while in his power armor. This modification does not stack with Agility Mode. The
armored-engineer may still utilize Agility Mode. Using this ability is a standard action. The
armored-engineer must have the Agility Mode modification and be at least 15
th
level before
taking this modification. Example Gadgets: increased rocket boosters, increased limb assistance
control. Point Cost: 3. Maintain: 1.
Greater Endurance Mode (Su): The armored-engineer gains a +12 bonus to his Constitution
score for 1 minute while in his power armor. This modification does not stack with Endurance
Mode. The armored-engineer may still utilize Endurance Mode. Using this ability is a standard
action. The armored-engineer must have the Endurance Mode modification and be at least 15
th

level before taking this modification. Example Gadgets: advanced force field, compacted
reserved special material armor plating. Point Cost: 3. Maintain: 1.
Greater Strength Mode (Su): The armored-engineer gains a +12 bonus to his Strength score
for 1 minute while in his power armor. This modification does not stack with Strength Mode.
The armored-engineer may still utilize Strength Mode. Using this ability is a standard action. The
armored-engineer must have the Strength Mode modification and be at least 15
th
level before
taking this modification. Example Gadgets: strategically placed special material springs or
pistons. Point Cost: 3. Maintain: 1.
Increased Armor (Su): The armored-engineer has learned how to better protect himself while
in his power armor. His power armor grants him an additional +2 armor bonus to AC. This
modification may be taken a total of three times.
Hyper Speed (Su): The armored-engineer can accelerate himself to unimaginable speeds. This
ability functions as the Dimension Door spell. Example Gadgets: super charged rocket boosters.
Point Cost: 2.
Self-Destruct (Su): The armored-engineers power armor explodes unleashing a devastating
wave of energy of the same type as his Elemental Ray. This explosion deals 1d6 points of
damage per armored-engineer level to everything (including the armored-engineer himself)
within a 25 foot radius at the beginning of the armored-engineers next round. A successful
Reflex save DC 10 + 1/2 the armored-engineers class level + the armored-engineers
Intelligence modifier halves this damage (the armored-engineer automatically fails this save).
Activating this modification is an immediate action and may only be activated upon reaching 0
hit points. This modification ceases to function if the armored-engineer gains additional hit
points bringing him above 0, and the modification points spent to activate this modification are
replenished. Example Gadgets: power core overload switch. Point Cost: 3.
Spell Resistance (Su): The armored-engineer gains spell resistance equal to 11 + his armored
engineer class level. Example Gadgets: re-enforced armor plating.
Grand Modification (Su): At 20th level, the armored-engineer makes a grand modification.
He learns one grand modification from the list below, representing a truly astounding mechanical
breakthrough.
Power Armored Saint (Su): The defensive capabilities of the armored-engineers power armor
have reached its pinnacle. While in his power armor, the armored-engineer is immune to all
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critical hits and sneak attacks. Once per round, if the armored-engineer is subject to an effect
(other than the consequences of standard damage) that would reduce his AC, including such
effects as being stunned, falling asleep, unconsciousness, etc, he is allowed a special Fortitude
save to ignore the effect (treat the armored-engineer has having the Diehard feat if activating this
ability as a result of being reduced to 0 hit points). The DC of this save is 10 + 1/2 the level or hit
dice of the attacker + plus the attackers Intelligence, Wisdom, or Charisma modifier (whichever
is highest). The armored-engineer may use this ability a number of times per day equal to his
Intelligence modifier (minimum 1/day).
Increased Size(Su): The armored-engineer has created a larger version of his power armor.
While in his power armor, the armored-engineers size category increases by one step (Small to
Medium, Medium to Large). While in his power armor, he gains a +2 size bonus to Strength, a -2
size penalty to Dexterity, and a -1 penalty on attack rolls and AC due to the armors increased
size. An armored-engineer whose power armor increases his size to Large occupies a space of 10
feet and has a 10 ft. reach. The armored-engineers speed while in his power armor is increased
by 10 feet. If he has the Slam Attack modification, the damage of his slam attacks increases by
one step (1d8 for Medium, 1d10 for Large). At the beginning of the day when the armored-
engineer is performing his one hour of maintenance, he can choose to apply this modification to
his power armor to increase its size or to keep the armor its original size. The armored-engineer
also gains the following modification.
Expand/Contract Power Armor (Su): The armored-engineer can activate or deactivate
the Increased Size grand modification as a full round action. Point Cost: 1.
Modular Modifications (Su): The armored-engineer is capable of switching existing
modifications he knows with new modifications he does not know. He may only switch
modifications of the same type (normal with normal, advanced with advanced). He may switch a
number of normal modifications equal to his Intelligence modifier and a number of advanced
modifications equal to 1/2 his Intelligence modifier (minimum 1 for each). These new
modifications last for 1 day. This switch occurs at the beginning of the day when the armored-
engineer performs his one hour of maintenance on his power armor. He may not switch his grand
modification.

Armored-Engineer Blueprints
Armored-engineers gain access to a variety of blueprints, allowing them to make devices of the
following spells. While most of these spells are found in the Core Rulebook, those marked with
an asterisk (*) appear in the Advanced Players Guide and those marked with two asterisks (*)
appear in Ultimate Magic.
1st-Level Blueprints: break*, burning hands, color spray, comprehend languages, detect
secret doors, detect undead, endure elements, expeditious retreat, flare burst*, identify, jump,
keen senses, mage hand, negate aroma*, read magic, shield, shocking grasp, true strike, vocal
alteration**.
2nd-Level Blueprints: acid arrow, acute senses**, bears endurance, blur, bulls strength,
cats grace, darkvision, defensive shock**, detect thoughts, elemental touch*, foxs cunning,
Activate Self-Destruct Sequence!
Using the Self-Destruct modification completely destroys the power armor, but if for some reason the
armored-engineer survives this explosion (through sheer luck, hero points, etc) or is resurrected (as with the
Resurrection spell), he can create a new power armor to replace his old one. This process costs the armored-
engineer 2000 gp in core materials (not including any modifications from the Purchasing Modifications
section of this document) and takes a weeks worth of work. Since the armored-engineer is recreating his
power armor from scratch, he may replace any modifications he had with any modification he qualifies for.
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invisibility, levitate, perceive cues*, protection from arrows, resist energy, scorching ray, see
invisibility, shatter, spider climb.
3rd-Level Blueprints: arcane sight, bloodhound*, dispel magic, displacement, elemental
aura*, fly, fireball, heroism, hold person, lightning bolt, nondetection, pain strike*, protection
from energy, ray of exhaustion, stinking cloud, tongues, water breathing.
4th-Level Blueprints: air walk, ball lightning*, confusion, dimension door, discern lies,
echolocation**, enervation, fear, fire shield, freedom of movement, globe of invulnerability
(lesser), invisibility (greater), locate creature, neutralize poison, shout, vitriolic mist**.
5th-Level Blueprints: baleful polymorph, cloudkill, cone of cold, dream, elude time*,
fabricate, hold monster, nightmare, overland flight, pain strike (mass)*, sending, spell
resistance, telekinesis, telepathic bond, waves of fatigue.
6th-Level Blueprints: analyze dweomer, antimagic field, chain lightning, disintegrate, dispel
magic (greater), eyebite, flesh to stone, freezing sphere, globe of invulnerability, repulsion,
shadow walk, transformation, true seeing.

Purchasing Modifications
The armored-engineer is capable of purchasing modifications to add to his power armor. These
modifications are separate from the modifications that the armored-engineer gains access to from
his class ability. Class ability modifications may not be purchased. The cost for the modification
is listed after the description. Other characters may purchase these modifications from
merchants, engineers, etc, and add them to heavy armor for the base cost of the modification + an
additional 200 gp. Below are examples of some modifications in which you can buy.
Bolas Flinger: This device allows the armored-engineer to shoot a bolas at an opponent. The
range increment for this device is 20 ft. This device may only hold 1 bolas at a time and takes 1
standard action to reload. Example Gadgets: spring loaded cannon. Cost: 50 gp.
Gas Mask: This beak can be filled with herbs, perfumes, and spices to aid in preventing the
contraction of infectious diseases. While worn, the mask grants a +1 circumstance bonus on


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Type of Gas Mask
Fortitude saves made against airborne toxins and scent based effects. Example Gadgets: bird-like
doctors mask styled helmet, small compartment on bottom of mask. Price: 50 gp.
Light: This device allows the armored-engineer to shed light as a sunrod. Example Gadgets:
helmet headlights, wrist light, shoulder lantern. Cost: 50 gp.
Melee Weapon Installation: This modification allows the armored-engineer to install a one
handed melee weapon into his power armor. This allows him to use the melee weapon without
hands. The armored-engineer still takes penalties for using the melee weapon if he is not
proficient with it. Example Gadgets: forearm longsword. Cost: base cost of the weapon + 200 gp.
Net Thrower: This device allows the armored-engineer to shoot a net out at an opponent. The
range increment for this device is 20 ft. It takes 1 standard action to load a net into this device
and the net must be folded to do so. Example Gadgets: shoulder cannon, wrist cannon, chest
cannon. Cost: 50 gp.
Ranged Weapon Installation: This modification allows the armored-engineer to install a
ranged weapon into his power armor. This allows him to use the ranged weapon without hands.
The armored-engineer still takes penalties for using the ranged weapon if he is not proficient
with it. Its range increment is the same as the original weapons. This devices reload time is the
same as the weapons. Note: If using the pepperbox with this device, the user must still rotate the
cylinder with a free hand. Example Gadgets: wrist revolver, bolt thrower. Cost: base cost of the
weapon + 200 gp.
Shield: This device contains a compact shield that the armored-engineer can don as a free
action. He still takes penalties if he is not proficient with it. Example Gadgets: wrist
compartment. Cost: base cost of the shield + 75gp.
Special Materials: The armored-engineer may recreate his power armor to be made from
adamantine or mithral. It takes 1 day of work per armor bonus of the power armor (excluding
armor bonuses you gain from the Armor Upgrade ability or from the Increased Armor advanced
modification). During this time, you may still utilize the armor. The armor isnt considered to be
made solely of the special material until after the last day of work. Cost: see the table below.



Favored Class Options
Instead of receiving an additional skill rank or hit point whenever he gains a level in the armored-
engineer class, a character has the option of choosing from a number of other bonuses, depending
upon his race. The following options are available to all characters who have the listed race, and
unless otherwise stated, the bonus applies each time you select the listed reward.
Dwarf: Add +1/5 modification to the armored-engineers power armor.
Elf: Add +1/2 blueprint from the armored-engineers blueprint list to the armored-engineers
journal.
Gnome: Add +1/2 to elemental ray damage.
Half-Elf: Add +1/2 to the number of elemental rays per day the armored-engineer can use.
Half-Orc: Add +1/4 to the armor bonus granted by the armored-engineers power armor.
Halfling: Add +1/4 to the armored-engineers power armors Maximum Dexterity Bonus.
Type of Armor Adamantine Mithral
Base 4,000 gp 1,000 gp
Light 6,000 gp 2,000 gp
Medium 11,000 gp 5,000 gp
Heavy 16,000 gp 10,000 gp
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Human: Add +1/2 modification point to the armored-engineers modification pool.

Feats
Below are special feats for the armored-engineer.

Table 6 - Feats


Feat Descriptions
Feats are summarized on Table 6. Note that the prerequisites and benefits of the feats listed in
this table above are abbreviated for ease of reference. See the feats description for full details.
Extra Elemental Ray
You can fire more elemental rays per day.
Prerequisite: Elemental ray class feature.
Benefit: You can fire two additional elemental rays per day.
Special: You can gain Extra Elemental Ray multiple times. Its effects stack.

Extra Modification
You have made a new mechanical modification.
Prerequisite: Modification class feature.
Benefit: You gain one additional modification. You must meet all of the prerequisites for this
modification.
Special: You can gain Extra Modification multiple times. You may not choose an advanced
modification with this feat.

Extra Modification Pool
You have learned how to draw more power from your power armor.
Prerequisite: Modification pool class feature.
Benefit: Your modification pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your
modification pool each time you take this feat.
Feats Prerequisites Benefits
Extra Elemental Ray Elemental ray class feature Fire two additional elemental rays per day
Extra Modification Modification class feature Gain one additional modification
Extra Modification Pool Modification pool class feature Modification pool increases by 2

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