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Engineer
Class Features
As a Engineer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Engineer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per Engineer level after 1st
Proficiencies
Armor: None
Weapons: simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Infotech, Mechtech, Chemtech, Bureaucracy, Interface, Media, Insight, Investigation, Medicine, and Interface
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a dusters or (b) a utility knife
• a cyberdeck
• (a) a analyst’s pack or (b) an explorer’ pack
Administrative Access
As a student of the sciences, you have a device containing programs that show the first glimmerings of your true power. See chapter 10 for the general rules of software and chapter 11 for the Engineer program list.
Level Zero programs
At 1st level, you know three level zero programs of our choice from the Engineer program list. You learn additional Engineer level zero programs of your choice at higher levels, as shown in the level zero programs Known column of the Engineer table.
Your cyberdeck
The programs that you add to your cyberdeck as you gain levels reflect the scientific research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of technology. You might find other programs during your adventures. You could discover a program recorded on a harddrive in an mad scientists lab, for example, or burnt into a monitor in an ancient library.
Copying a program into the deck.
When you find a Engineer program of 1st level or higher, you can add it to your cyberdeck if it is of level for which you have program slots and if you can spare the time to decipher and replicate it. Copying a program into your cyberdeck involves reproducing the basic form of the program, then deciphering the unique system of notation used by the Engineer who wrote it. You must practice the program until you understand it’s edge-cases & format it in your cyberdeck using your own notation. For each level of the programs, the process takes 2 hours and costs 50 Cryps. The cost represents machine learning cycles you expend as you experiment with the program to master it. Once you have spent this time and money, you can prepare the program just like your other programs.
Replacing the deck.
You can copy a program from your own cyberdeck into another deck—for example, if ou want to make a backup copy of our cyberdeck. This is just like copying a new program into your cyberdeck, but faster and easier, since you understand your own notation and already know how to run the program. You need spend only 1 hour and 10 gp for each level of he copied program. If you lose your cyberdeck, you can use the same procedure to transcribe the programs that you have prepared into a new cyberdeck. Filling out the remainder of our cyberdeck requires you to find new programs to do so, as normal. For this reason, many Engineers keep backup cyberdecks in a safe place.
Cyberdeck
At 1st level, you have a cyberdeck containing six 1st-level Engineer programs of our choice.
Preparing and running programs
The Engineer table shows how many program slots you have to run your programs of 1st level and higher. To run one of these programs, you must expend a slot of the program’s level or higher. You regain all expended program slots when you finish a long rest. You prepare the list of Engineer programs that are available for you to run. To do so. choose a number of Engineer programs from your cyberdeck equal to your Intelligence modifier + your Engineer level (minimum of one program). The programs must be of a level for which you have program slots. For example, if ou're a 3rd-level Engineer, you have four 1st-level and two 2nd-level program slots. With an Intelligence of 16, your list of prepared programs can include six programs of 1st or 2nd level, in any combination, chosen from your cyberdeck. If ou prepare the 1st-level program magic missile, you can run it using a 1st-level or a 2nd-level slot. running the program doesn’t remove it from your list of prepared programs. You can change your list of prepared programs when you finish a long rest. Preparing a new list of izard programs requires time spent studying your cyberdeck and memorizing the incantations and gestures you must make to run the program: at least 1 minute per program level for each program on your list.
Access Ability
Intelligence is your access ability for your Engineer programs, since you learn your programs through dedicated study and memorization. You use your Intelligence whenever a program refers to your access ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Engineer program you run and when making an attack roll with one. program save DC = 8 + your proficiency bonus + your Intelligence modifier program attack modifier = your proficiency bonus + your intelligence modifier
Quick Compile Protocol
You can run a Engineer program as a QC protocol if that program has the QC tag and you have the program in your cyberdeck. You don't need to have the program prepared.
Access Point
You can use an cyberdeck (found in chapter 5) as a access focus for your Engineer programs.
Learning Programs of 1st Level and Higher
Each time you gain a Engineer level, you can add two Engineer programs of our choice to your cyberdeck. Each of these programs must be of a level for which you have program slots, as shown on the Engineer table. On your adventures, you might find other programs that you can add to your cyberdeck (see the “Your cyberdeck” sidebar).
Nanite Overclock
You have learned to repair some of your primed nanites using your cyberdeck. Once per day when you finish a short rest, you can choose expended program slots to recover. The program slots can have a combined level that is equal to or less than half your Engineer level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level Engineer, you can recover up to two levels worth of program slots. You can recover either a 2nd-level program slot or two 1st-level program slots
Specialization
When you reach 2nd level, you choose an scientific specialization, shaping your practice of magic through one of three schools: Ammunition, Forecast, Fortification, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Zero-Emission Protocol
At 18th level, you have achieved such efficiency in certain programs that you can run them without frying your nanites. Choose a 1st-level Engineer program and a 2nd-level Engineer program that are in your cyberdeck. You can run those programs at their lowest level without expending a program slot when you have them prepared. If you want to run either program at a higher level, you must expend a program slot as normal. By spending 8 hours coding, you can exchange one or both of the programs you chose for different programs of the same level
Zero-Emission Overclock
When you reach 20th level, you gain mastery over two powerful programs and can run them with little effort. Choose two 3rd-level Engineer programs in your cyberdeck as your signature programs. You always have these programs prepared, they don’t count against the number of programs you have prepared, and you can run each of them once at 3rd level without expending a program slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to run either program at a higher level, you must expend a program slot as normal
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