Support - Saboteur - Short or Long Range
Skill Bonus: Stamina, Trade, Mechanics, Piloting, Attunement Weapons: Axe, Bow, Crossbow, Gloves, Hammer, Mace, Polearm, Rapier, Rifle, Sword Armor: Mage Armor, Light Armor, Heavy Armor, Hats, Headgear, Helmets, Bucklers, Shields Innate Magic: None
Cid y'all
Abilities
Engineer Feature Abilities
Deploy Automaton
Feature - Machinist - Static 2
Description:
Effect: Deploys an Automaton in an empty space adjacent to the Engineer.
See the Automaton page for more details.
Command Automaton
Feature - Machinist - Simple Action
Description:
Effect: Allows the Machinist to directly control the Automaton on its activation, overriding its programming. Command Automaton can be used once per round.
Change Orders
Feature - Machinist - Free Action
Description:
Effect: Changes the currently active Automaton's Orders.
Expert Mechanic
Feature - Support Ability
Description:
Effect: The Machinist receives the following benefits:
- The Machinist gains a bonus die to Mechanics when repairing broken or destroyed machinery (but not Automatons).
- The Machinist gains +5 ACC when using any Machinery.
- The Machinist can customize gear without a workshop, but takes twice as long and has -2 to all rolls.
- The Machinist can identify magical properties on equipment as if they had the Gear Lore trait.
Description and such y'all.
Ready Machinery
Feature - Machinist - Simple Action
Description:
Effect: As Reequip, but can only be used to equip Machinery.
Reload Machinery
Feature - Machinist - Full Round Action
Description:
Effect: Fully reloads the currently equipped Machinery.
Deploying Machinery
Certain Machinery can be deployed. Like Automatons, they have 200 HP and no DEF/MDF, but do not move on their own and cannot evade attacks. If a deployed Machinery reaches 0 HP, it breaks and must be retrieved. Like Automatons, broken Machinery needs to be repaired.
Once a deployed Machine runs out of Ammo, it stops functioning. Deployed Machinery can be reloaded by using the Reload Machinery action while adjacent to it.
Repair I Innate - Machinist - Static 2 - Range 1 Description: Effect: Restores 200 HP to an adjacent Automaton or Turret.
Analyze
Innate - Machinist - Simple Action Description:
Effect: DEX+20 vs. SPR or Libra.
Special: This ability can be used as a Static 1.
Accumulate
Machinist - Chain 1 - Weapon Range - Physical - Weapon Ability - Chain Bonus
Description:
Damage: Normal damage.
On Hit: Adds +PA damage to all further attacks in this chain. This bonus stacks with further uses of Accumulate.
Focus Strike
Machinist - Chain 1 - Weapon Range - Physical - Weapon Ability - Chain Bonus
Description:
Damage: Normal damage.
On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Mighty Strike
Machinist - Chain 1 - Weapon Range - Physical - Weapon Ability - Chain Bonus Description:
Damage: Normal damage + PA*2 damage.
Special: ACC - 20 for this attack.
Auto Crossbow
Machinery - Inventory 2 - 1 Handed - 10 Maximum Ammo Description:
Effect: Allows use of the Auto Crossbow machinery.
The Auto Crossbow can be used for Basic Attacks and abilities that are compatible with a Crossbow. Doing so uses 1 Ammo per ability.
The Auto Crossbow is treated as a Tier 1 Crossbow.
Auto Shot - Free Action
Make a Basic Attack with the Auto Crossbow at full ACC, dealing PA*9 damage. Auto Shot can only be used once per round.
Deploy: Crossbow Turret - Static 2
Deploys the Auto Crossbow to an adjacent square. At the end of the Machinist's turn, it fires at the closest target (using the Machinist's ACC) until it runs out of ammo.
Medisprocket
Machinery - Inventory 1 - 1 Handed - 3 Maximum Ammo Description: A small handheld device that releases a healing mist when armed.
Effect: Allows use of the Medisprocket machinery.
Medical Spray - Chain 1 - 1 Ammo
Restores 100 HP to an adjacent ally. Restores an additional 200 HP per Machinist Affinity.
Deploy: Medimist - Static 2 - Range 3
Deploys the Medisprocket to a square within Range 3. At the end of the Machinist's turn, it uses Medical Spray on allies in Area 1 until it runs out of ammo.
Bioblaster
Machinery - Inventory 2 - 2 Handed - 3 Maximum Ammo Description:
Effect: Allows use of the Bioblaster machinery.
Bio Blast - Chain 1 - Range 3 - 1 Ammo
Deals PA*6 Dark damage. On Hit: DEX vs. RES: Poison (-).
Break: Bio Nova - Chain 2 - Self Area 2 - 3 Ammo
Deals PA*6 Dark damage in the area of effect (no evade). DEX vs. RES: Poison (-). Does not affect the Machinist.
Break - Deus Ex Machina
Machinery - Simple Action Description:
Effect: You may immediately re-equip to Machinery. Then, your currently equipped Machinery and all adjacent deployed Machinery are reloaded to full Ammo.
Prime: Your Automaton is also restored to full HP.
Maintenance
Support Ability
Description:
Effect: You gain Immune: Disarm and ignore the effects of Power Break when using Machinery. You gain +4 when repairing broken Automatons or Machinery.
Equip: Hammer
Support Ability
Description:
Effect: The character can equip Hammers regardless of Job.
Risk Strike
Machinist - Chain 1 - Weapon Range Description:
Damage: Double damage.
On Hit: 50%: Deals 1 damage instead.
Mech Destroyer
Machinist - Simple Action - Self
Description:
Effect: Increases the character's critical range and ACC against Machina-type enemies by 10 this round.
Prime: Attacks against Machina-type enemies have DEX vs. RES: Disable (2). This ignores a Machina's innate resistance to Disable, but not special resistances to Disable.
Temper Weapon: Elementalstrike
Machinist - Static 1 - Range 1 Description:
Effect: Uses an Elemental Cryst from the character's Inventory to bestow Elementalstrike (4) of that element.
Temper Armor: Element Guard
Machinist - Static 1 - Range 1 Description:
Effect: Uses an Elemental Cryst from the character's Inventory to bestow Resist (4) of that element.
Noiseblaster
Machinery - Inventory 2 - 2 Handed - 3 Ammo Description:
Effect: Allows use of the Noiseblaster machinery.
Cacophony - Static 2 - Self Area 2 - 1 Ammo
Deals PA*6 Physical damage. DEX vs. RES: Silence (4).
Break: Discord - Static 2 - Self Area 2 - 1 Ammo
As Cacophony, but those who fail the DEX vs. RES: Silence must save DEX vs. RES or Confuse (4) as well.
Flash Bulb
Machinery - Inventory 2 - 2 Handed - 3 Ammo Description:
Effect: Allows use of the Flash Bulb machinery.
Flashpoint - Static 2 - Cone 3 - 1 Ammo
Deals PA*6 unaspected damage. DEX vs. RES: Blind (4).
Break: Say Cheese! - Static 2 - Cone 3 - 1 Ammo
As Flashpoint, but those who fail the DEX vs. RES: Blind must save DEX vs. RES or Stun as well.
Machinery Affinity I
Innate - Support Ability Description:
Effect: Affinity for damage-dealing Machinery abilities increases by 1, increasing damage by PA*1. Machinery that can be used as a weapon are treated as Tier 2.
Prime: The Machinist's Automaton gains an additional Upgrade slot.
Ace Pitcher
Support Ability Description:
Effect: Crysts and Catalysts, when used as offensive items, gain an additional 2 Range. Thrown Machinery (such as the Medisprocket and Concussmotron) gain an additional 2 Range.
Concussmotron
Machinery - Inventory 2 - 1 Handed - 3 Ammo Description:
Effect: Allows use of the Concussmotron machinery.
Forcewave - Static 2 - Cone 3 - 1 Ammo
Causes Knockback 1 (no save).
Deploy: Force Grenade - Static 2 - Range 3 - Area 2 - 1 Ammo
Deploys the Concussmotron to a square within Range 3. At the end of the Machinist's turn, it causes Knockback 1 to all creatures within two squares of it (no save) until it runs out of ammo.
Scoped Rifle
Machinery - Inventory 2 - 2 Handed - 4 Maximum Ammo Description:
Effect: Allows use of the Scoped Rifle machinery.
The Scoped Rifle can be used for Basic Attacks and abilities that are compatible with a Firearm. Doing so uses 1 Ammo per ability.
The Scoped Rifle is treated as a Tier 1 Firearm, despite needing two hands to equip.
Scope In - Chain 1
Grants the character a stack of Scoped if the character has not moved this turn. A character can have up to five stacks of Scoped, but loses them all if they move (whether forced or not).
Snipe - Static 1
Deals PA*6 True damage, and removes all stacks of Scoped from the character. Snipe has +20 ACC and deals an additional 50 damage per stack of Scoped. If the character has any stacks of Scoped, Snipe has a Range of 20.
Drillbreaker
Machinery - Inventory 2 - 2 Handed - 6 Maximum Ammo Description:
Effect: Allows use of the Drillbreaker machinery.
The Drillbreaker is treated as a Tier 1 Polearm.
Armor Drill - Chain 1 - 1 Ammo
Deals PA*9 True damage and causes a stack of Drilled (-). If a creature has three stacks of Drilled, they are all removed and the creature suffers from Guard Break (4).
Power Bore - Static 2 - 4 Ammo
Deals PA*9 True damage and causes DEX vs. RES or Meltdown (2). Deals an additional 50 damage per stack of Drilled.
Barbed Bolts
Augment: Auto Crossbow - Auto Shot - Requirement: No Rapid Fire Bolts Description:
Effect: Auto Shot causes Bleed (4) equal to the Machinist's PA.
Rapid Fire Bolts
Augment: Auto Crossbow - Auto Shot - Requirement: No Barbed Bolts Description:
Effect: Auto Shot fires twice at full ACC, but is a Simple Action.
Pepper Shot
Auto Crossbow - Full Round Action - Physical - Weapon Ability - 3 Ammo Description:
Damage: Normal damage, three times.
Effect: Makes three attack rolls at full ACC; if any hit, they all hit, but critical hits are considered separately for each attack.
Healing Grenade
Augment: Medisprocket - Medimist Description:
Effect: Medimist can be deployed up to 5 squares away. When it is deployed, it immediately uses Medical Spray on all targets around it until it is out of ammo.
Overdose
Augment: Medisprocket - Medical Spray Description:
Effect: Each use of Medical Spray on a single target in a round heals an additional 50 HP.
Noxious Mists
Augment: Bio Blaster - Bio Blast Description:
Effect: Bio Blast no longer deals damage directly. Its attacks leave a pervasive cloud of mist that persists until the end of the round. Creatures that move through it suffer from Poison (-) (no save). If an ability that causes Fire damage crosses line of sight with the mist, it and all adjacent mist spaces detonate, dealing MA*8 Fire damage to anything caught in the blast.
Sludge Slinger
Augment: Bio Blaster - Bio Blast Description:
Effect: Increases Bio Blast's range to 5.
Field Forge
Augment: Field Smith
Description:
Effect: You no longer take a penalty to all rolls when using Field Smith.
Repair II Innate - Machinist - Static 2 - Range 1 Description: Effect: Restores 400 HP to an adjacent Automaton or Turret.
Temper Weapon: Magma Strike
Machinist - Static 2 - Range 1 Description:
Effect: Uses a Fire Cryst from the character's Inventory to bestow Magma Strike (4).
Magma Strike acts as if the character had Firestrike, in addition to causing Ignition to creatures hit, and dealing an additional 40 damage to creatures with Ignition.
Temper Weapon: Snowstorm
Machinist - Static 2 - Range 1 Description:
Effect: Uses an Ice Cryst from the character's Inventory to bestow Snowstorm (4).
Sundering acts as if the character has Icestrike, in addition to causing Chilled to creatures hit. When a Chilled creature is hit with Snowstorm, creatures adjacent to it (except the weapon wielder) take 40 Ice damage.
Temper Weapon: Flowing Water
Machinist - Static 2 - Range 1 Description:
Effect: Uses a Water Cryst from the character's Inventory to bestow Flowing Water (4).
Flowing Water acts as if the character has Waterstrike, in addition to causing Soaked (4) to creatures hit, and giving the character +10 DEX/MND against Soaked targets.
Temper Weapon: Gale Force
Machinist - Static 2 - Range 1 Description:
Effect: Uses a Wind Cryst from the character's Inventory to bestow Gale Force (4).
Gale Force acts as if the character has Windstrike, in addition to bestowing +10 ACC and causing Knockback 1 to creatures hit.
Temper Weapon: Crumbling Soil
Machinist - Static 2 - Range 1 Description:
Effect: Uses an Earth Cryst from the character's Inventory to bestow Crumbling Soil (4).
Crumbling Soil acts as if the character has Earthstrike, in addition to causing Stumble (4) to creatures hit, reducing their MOV by 1.
Temper Weapon: Sundering
Machinist - Static 2 - Range 1 Description:
Effect: Uses a Lightning Cryst from the character's Inventory to bestow Sundering (4).
Sundering acts as if the character has Thunderstrike, in addition to causing Shocked (1) to creatures hit, reducing their EVA by 20.
Temper Armor: Elemental Spikes
Machinist - Static 2 - Range 1 Description:
Effect: Uses an Elemental Cryst from the character's Inventory to bestow Elemental Spikes (4) of that element equal to the Machinist's PA*4.
White Noise
Noiseblaster - Static 2 - Cone 3 - 1 Ammo Description:
Effect: DEX vs. RES or Dispel 1.
Loudspeakers
Augment: Noiseblaster - Cacophony Description:
Effect: Cacophony also causes Knockback 1, regardless of if the target passes the save or not.
Strobe Light
Flash Bulb - Static 2 - Cone 3 - 2 Ammo Description:
Effect: Deals PA*6 unaspected damage. DEX vs. RES or Confuse (4).
Focused Flash
Augment: Flash Bulb - Flashpoint Description:
Effect: Flashpoint becomes a Line 5 instead.
Break: Flames of War
Machinist - Self - Simple Action Description:
Effect: Temper abilities you use this round are Chain 1 and have Range 3.
Break: Overdrive
Machinist - Self - Free Action Description:
Effect: Your deployed Machinery take three actions this round, and then reduce their Ammo to 0.
Prime: Your Automaton takes three actions this round, and then none the next. You directly control your Automaton this round.
Paradigm Shift Feature Optional
Effect: The Machinist may select a Job Paradigm Shift, replacing some of their Feature abilities. The character may select neither, or one of:
Magitek Pilot: Masters of Magitek machinery, the Magitek Pilot installs their gadgets on a giant suit of mobile armor.
Puppetmaster: While the Puppetmaster themselves are vulnerable, their Automatons become dangerously powerful.
Machinery Affinity II
Innate - Support Ability - Requires: Machinery Affinity I Description:
Effect: Affinity for damage-dealing Machinery abilities increases by 1, increasing damage by PA*1. Machinery that can be used as a weapon are treated as Tier 3. Turret-based Machinery gain +200 HP.
Prime: Automatons gain an additional Upgrade slot.
Chainsaw
Machinery - Inventory 2 - 2 Handed - 3 Maximum Ammo Description:
Effect: Allows use of the Chainsaw machinery.
The Scoped Rifle can be used for Basic Attacks and abilities that are compatible with a Firearm. Doing so uses 1 Ammo per ability.
The Scoped Rifle is treated as a Tier 1 Greataxe.
Reload - Full Round Action
Reloads the Chainsaw to its maximum Ammo.
Rev It - Chain 1
Deals PA*10 True damage. Rev It has +10 Critical; if Rev It is a Critical Hit, it deals double damage instead of 1.5x and causes DEX vs. RES - Fear (1) to all enemies within 2 squares of the target (but not the target itself).
Massacre - Static 2
Deals PA*10 True damage to creatures adjacent to the Machinist. If Massacre is a Critical Hit, it deals no additional critical damage, but instead causes DEX-20 vs. RES or KO for all creatures affected with levels equal to or lower than the Machinist.
Short Stock
Augment: Scoped Rifle - Scope In Description:
Effect: The Machinist may move one square and still use Scope In while maintaining their Scoped stacks.
High Caliber Magazine
Augment: Scoped Rifle Description:
Effect: Snipe deals an additional PA*2 damage plus an additional 50 per stack of Scoped, but only has one Ammo.
Diamond Drills
Augment: Drillbreaker Description:
Effect: When a creature reaches three stacks of Drilled, they take additional damage equal to 10% of their maximum HP.
Drill Spray
Augment: Drillbreaker - Drill Shot Description:
Effect: Drill Shot no longer deals damage, but instead applies Drilled on hit in Area 1.
Brain Scrambler
Augment: Concussmotron Description:
Effect: Concussmotrons also cause DEX vs. RES - Confuse (4) to anything adjacent to its origin point.
Concu-shock
Augment: Concussmotron - Force Wave Description:
Effect: Force Wave becomes a Line 5 that can cause knockback in any direction other than towards its origin point.