Engine Tech
Engine techs specialize keeping ships and vehicles in the best possible condition. They are often responsible for not only the engines themselves, for for reactors, life support gear, and other vital support equipment,
Prerequisites:
Repair: 4
Knowledge (Engines): 4
Alignment: Any
Hit Dice: d8
Skills: 6 + int, per level
Class Skills: Disable Device, Drive, Fly, Knowledge (Architecture), Knowledge (Engines), Knowledge (Local), Pilot, Profession, Repair
Proficiencies: Simple Weapons, Light Armour
Level: | BAB: | Fort Save: | Ref Save: | Will Save: | Special: |
---|---|---|---|---|---|
1 | +0 | +0 | +2 | +1 | Preventative Maintenance +1d6 |
2 | +1 | +0 | +3 | +2 | Jury Rigging +1d6 |
3 | +2 | +1 | +3 | +2 | Overdrive |
4 | +3 | +1 | +4 | +2 | Preventative Maintenance +1d6 |
5 | +3 | +1 | +4 | +3 | Jury Rigging +1d6 |
Preventative Maintenance
With an hour of work and the appropriate tools, you maintain an item to keep it working in the best possible condition. At the first level, the Engine Tech can use this ability to give an item 1d6 temporary hit points. This increases by an additional 1d6 at the 4th level. This hit points dissipate at a rate of 1 per day, assuming they are not removed normally by damage or some other means. At the DM's discretion, this may instead cause other effects.
Overdrive
You know how to get the most out of engines and support type equipment. As a full round action, you may increase such an items performance by 10%. This effect only lasts until the start of your next turn, and is subject to DM discretion.
Jury Rigging
Sometimes all it takes to get something working again is a bit of duct take, a spray of lubricant, or a quick spot weld in the right place. As a full round action you may grant an item 1d6 temporary hit points, which last an hour rank of repair which you have. This increases to 2d6 at the 5th level.