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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.
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
The xenoengineer gains 1d6 hit points per level. The character's Constitution modifier applies.
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.
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
The following features pertain to the xenoengineer prestige class.
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.