Machinist
Dedicated to creating fantastic machines of great power. The Machinist isn’t afraid to get their hands dirty. The grinding of gears, whistles of steam engines and clamor of tools are music to their ears.
Ability Score Increase:
Level 1: +1 Intellect +1 Foresight Level 4: +1 Perception +1 Intellect +1 Foresight Level 7: +1 Perception +2 Intellect +2 Foresight Level 10: +2 Endurance +1 Perception +5 Intellect +2 ForesightClass Level Abilities
Level 1
Active Abilities
Hyperboost: A Machinist can overcharge any piece of technology to operate at a higher efficiency. Using 5% (rounded up) of the selected items value in Alien Metal, the Machinist increases the power of the item by 50%. Weapons increase their WR, armor increases their AR and kits increase their skill bonus. If this class is taken at first level, the Machinist can choose to have their Personal Artifact already improved.Conditional Abilities
Advanced Reinventing: Machinists are proficient in in combining original technology with current items. When crafting items using both advanced technology and current invention, the Machinist can roll twice and choose which result to take. When crafting technological inventions, the cost is 25% less skrilla.Passive Abilities
Magical Deficiency: As you use technology and become more akin to it, any magical abilities you once had start to fade. Magic is reduced by 3 points per level of Machinist. Max Mana is reduced by 25% Personal Artifact: Choose one artifact from the Artifact Guide under Machinist. This is an item you acquired and know how to use it and are proficient in it. You are NOT proficient in anything else on the list. DM discretion for more list choices. This special feature does not count if you take this through multiclassing. If the artifact requires PU to operate, start with 2 Solar Cells. Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill. Technologically Inventive: Machinists seem to have a natural affinity for this technology and changing it. Gain a +3 Original Technology and +7 Revamped Technology. Additionally gain a +8 Crafting(Technology).Level 2
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1.15
Machinist Starting Artifacts