The platoon’s transport has broken down. The radio is not working. Two of the soldiers’ rifles have jammed. The enemy is closing in. Who is going to fix everything in time? This is when the military engineer steps in. The military engineer is a tech specialist who focuses their energy on making repairs in the field and keeping the group’s hardware running until they make it back to base.
Although the military engineer is likely to be part of a combat unit, they feel more comfortable with tools in their hands while lying under a vehicle or digging through a weapon’s internal components than actually firing a weapon. Their skills are honed so that they can rapidly perform repairs and adjustments during highly stressful situations – even while under fire. In fact, military engineers thrive on stress and look for such opportunities.
The military engineer can be deployed virtually anywhere within the military organization, but is often found near the front lines as part of a squad requiring technical support.
REQUIREMENTS
To qualify to become a military engineer, a character must fulfill the following criteria.- Minimum Level: 7th
- Minimum Base Attack Bonus: +7
- Trained Skills: Mechanics, Use Computer
GAME RULE INFORMATION
Military engineers have the following game statistics.HIT POINTS
At each level, military engineers gain 1d8 hit points + their Constitution modifier.HERO POINTS
Military engineers gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.LEVEL | BASE ATTACK BONUS | CLASS FEATURES |
1st | +0 | Defense bonuses, talent |
2nd | +1 | Field-created weapon +1 |
3rd | +2 | Talent |
4th | +3 | Field-created weapon +2 |
5th | +3 | Talent |
6th | +4 | Field-created weapon +3 |
7th | +5 | Talent |
8th | +6 | Field-created weapon +4 |
9th | +6 | Talent |
10th | +7 | Field-created weapon +5 |
CLASS FEATURES
The following are features of the military engineer prestige class.DEFENSE BONUSES
At 1st level, you gain a +2 class bonus to your Reflex, Fortitude, and Will Defenses.TALENTS
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent can be selected from the Outlaw Tech talent tree (Scoundrel Base Class), or from the Military Engineer talent tree below. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.MILITARY ENGINEER TALENT TREE
You have become skilled at using and manipulating technology on the battlefield. In fact, your fellow soldiers rely on your technical expertise in the heat of battle.Breach Cover: When you fire or throw a weapon with a burst or splash radius at a target with cover, you ignore that cover.
Breaching Explosive: You ignore the damage threshold of doors and walls when using mines and fixed (non-grenade) explosives.
Prepared Explosive: When you use a mine or other fixed (non-grenade) explosive, you can choose to have the blast radius of the explosive become difficult terrain after the explosive has detonated. Alternatively, if you plant a mine or fixed explosive in an area of difficult terrain, you can have the explosive deal no damage and instead turn the difficult terrain into normal terrain.
Problem Solver: As a swift action once per turn, you can designate a single vehicle within your line of sight whose pilot can hear and understand you. That pilot’s vehicle ignores difficult terrain until the start of your next turn, and the pilot gains a +5 insight bonus on all Pilot checks made to avoid hazards and collisions until the start of your next turn.
Quick Modifications: When you create a field-created weapon (as per the class feature), you can choose one weapon modification from the Tech Specialist feat to apply to the created weapon at the time of creation.
Prerequisites: Repairs on the Fly, Tech Specialist feat.
Repairs on the Fly: You can use the Repair application of the Mechanics skill to repair an object or vehicle as a standard action. You can gain the benefits of this talent only once per day per object or vehicle repaired.
Sabotage Device: As a swift action, you can sabotage any object or weapon that is powered by an energy cell or power pack so that it becomes a grenade. The object or weapon is then considered to be a fragmentation grenade in all ways, but it can be turned back into its original form with another swift action.
Tech Savant: As a standard action, you can increase the speed of one vehicle you occupy by 1 square (applied to any method of locomotion) until the end of your next turn. Any vehicle can only benefit from this talent once per round.
Vehicular Boost: As a standard action, you can make a DC 15 Mechanics check to grant one vehicle you occupy a number of bonus hit points equal to 5 x your class level. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. Bonus hit points from multiple sources do not stack.
FIELD-CREATED WEAPON
You are able to scavenge parts from other technological objects and use them to build a limited-use personal-sized weapon. The item you create has only a limited life span, and the parts used to build it are rendered useless afterward.As a standard action, you make a Mechanics check (DC 20) to create a melee or ranged weapon of your choice. The base value of the weapon can be no more than 600 credits x your class level. Additionally, the weapon grants you (and only you) an equipment bonus on attack rolls equal to one-half your class level. You can use this ability only once per encounter, and at the end of the encounter the weapon is destroyed. If the weapon requires an energy cell or power pack to operate, you create one (at no additional cost) for the weapon at the time you create the weapon. You may only create weapons you are proficient with. You must provide any form of physical ammunition the weapon requires – bullets, rockets, grenades, fuel cells, etc.