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xenoengineer_prestige_class

Xenoengineer (Prestige Class)

polyhedron 167, 94

The xenoengineer seeks to master the mysteries of alien technology. As one might imagine, the field is necessarily limited to those with some exposure to technology beyond the reach of humanity. Most xenoengineers work for governments or powerful corporations.

Select this prestige class if you want to take your character's mastery of technological devices to the next level–to learn secrets beyond what any textbook could possibly teach.

The fastest path into this prestige class is from the Smart hero basic class, though most xenoengineers have one or more levels of techie as well.

REQUIREMENTS

To qualify to become a xenoengineer, a character must fulfill all the following criteria. Skills: Computer Use (Skill) 6 ranks, Craft (Electronic) (Skill) 10 ranks, Craft (Mechanical) 10 ranks, Disable Device (Skill) 6 ranks, Knowledge (Technology) (Skill) 10 ranks, Repair (Skill) 10 ranks. Feats: Gearhead (Feat)

=== The XENOENGINEER Future Table=== Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +0 +2 +1 Xenotech Familiarity+0 +0 2nd +1 +0 +3 +2 Identify Xenotech +1 +0 3rd +1 +1 +3 +2 Minor Invention+1 +1 4th +2 +1 +4 +2 Xenotech Specialty+1 +1 5th +2 +1 +4 +3 Identify Xenotech (Quick) +2 +1

HIT DIE

The xenoengineer gains 1d6 hit points per level. The character's Constitution modifier applies.

ACTION POINTS

The xenoengineer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

CLASS SKILLS

The xenoengineer's class skills are as follows. Computer Use (Skill) (Int), Demolitions (Skill) (Int), Disable Device (Skill) (Int), Drive (Skill) (Dex), Repair (Skill) (Int), Research (Skill) (Int)

Skill Points at Each Level: 6 + Int modifier

CLASS FEATURES

The following features pertain to the xenoengineer prestige class.

Xenotech Familiarity
Identify Xenotech
Minor Invention

At 3rd level, the xenoengineer discovers a new application for the alien gadgets he's been studying. This new invention results in a cash windfall, providing the Xenoengineer with a +2 Wealth bonus increase.

Xenotech Specialty

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
xenoengineer_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)