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Transmissions From Cybertron 007: You Stay Classy, Primus

Chapter 3: Classes

CLASSES OVERVIEW

What in the world was I thinking?

Variety is the spice of life, and nowhere could this caveat hold more truth than in table-top RPGs. In order to address as many different styles of play, themes, tastes, levels of interest (or maturity), and approximate experience with the d20 system, a wide selection of classes have been compiled here. Some have been mined and refined from familiar sources like the Player’s Handbook or the Dungeon Master’s Guide. Others are completely original and presented here for the first time, while still others were harvested from more obscure sources (raise your hand if you’ve ever heard of Mechamorphosis).

By no means comprehensive, the following Classes section describes classes (in addition to several others) that were converted from the core Dungeons and Dragons core rulebooks. Players and GMs are encouraged to use the material here as an example, to work together to create new ideas of your own.

All told, this book presents 7 new base class choices for Transformer (or other mechanoid life-form) characters. In addition to these all-new options, many other classes are acceptable for Transformer characters…

All classes as presented in d20 Modern Core Rulebook, except;

Shadow Slayer, Occultist, Telepath, Battle Mind, Mage, Acolyte- Simply put, there are no magic-using ‘bots. Nothing prevents bold and daring GMs and players from defying the convention and embracing these choices, just know that you would be straying a bit from the overall themes and flavor of Transformers.

Some of the unacceptable classes for Transformers (and a brief explanation as to why) follows…

Dogfighter- technically this one is allowed, but only in the case of a Transformer actually piloting another ship and not himself. (See skills).

Helix Warrior- Transformers have no DNA, so this one is right out.

Technosavant- Transformers cannot benefit from cybernetics, and that fact makes this class all but useless to a Transformer.

{NEW CLASSES}

All of the following classes are exclusive to mechanoid and robotic life-forms (such as, but not limited to, Cybertronians). As to exactly what kinds of characters qualify for these classes, consult one’s GM.

CONTROLLER  

Prerequisites: In order to take levels in the Controller class, a character must be a mechanoid life-form with the ability to transform into an Alt-mode. Per the GMs’ discretion, this Alt-mode must be able to –in some capacity- carry a number of other, smaller robots with Alt-modes.

Controllers are linked to one or more smaller Transformers. These companions make excellent spies, messengers, and support combatants (and whatever else you can think of), which means controllers are some of the most versatile and self-sufficient Transformers around. Some Controllers hang back and let their minions do the dirty work, enhancing their combat abilities from a safe distance. Others leap into the fray right alongside their charges, a veritable “one-‘bot” wrecking crew.

Soundwave and Blaster are excellent examples (and one of only a very few) of Controllers; if you want to play a character like one of them (with a number of minions at your disposal), then the Controller class is for you. With their many remote drones (each of which, a formidable Transformer in their own right), Fortress Maximus, Omega Supreme, and Scorponok are also Controllers.

Adventures: Some Controllers (like many other character classes) adventure to increase their power, collecting more and more followers over time and using their squads of smaller Transformers to carry out various schemes. Others were simply built to organize and protect their smaller kin, and act more like older siblings or responsible parents to the often younger, weaker Transformers in their care. Whether intentionally sending them on dangerous missions or not, having multiple Transformers linked to you means that trouble will eventually find a controller.

Characteristics: Surprisingly, Controllers are rarely leaders of other Transformers. Their intense attention to beings that are essentially parts of themselves can make them seem self-absorbed or, at the least, distant. Other Transformers often chafe over the attention with which Controllers lavish their counter-parts. However, due to the wide range of abilities a Controller acquires through charges, they tend to be incredibly adaptable (and therefore dependable).

Priorities: Controllers often choose Items or Special Powers as their greatest priorities, in order to accommodate their role as back-rank support. They must also place at least some priority into Alt-form, to ensure that they are large enough to have companions. Controllers with impressive Alt-modes are more likely to dive into combat alongside their charges than those with impressive Items or Special Powers.

Abilities: Constitution is fairly important for controllers, in that they are often larger targets than their companions, while Charisma helps with their ability to lead and direct their smaller counter-parts. Of all the classes, however, Controllers are probably the least concerned with ability scores. After all, they have their companions to take care of the action; the Controller most often simply directs things.

 

{Hit Die: d8

Class skills: The Controllers’ class skills (and the key ability for each)

Bluff (Charisma), Computer use (Intelligence), Craft (Electronic, Mechanical) (Intelligence), Diplomacy (Charisma), Drive (Dexterity), Gather Information (Charisma), Handle Animal (Charisma), Intimidate (Charisma), Knowledge (Alien lore, Behavioral Science, Current Events, Popular Culture, Streetwise, Tactics) (Intelligence), Pilot (Dexterity), Profession (Wisdom), Repair (Intelligence), Search (Intelligence), and Sense Motive (Wisdom)

Skill points at 1st level: (6 + Intelligence modifier) x 4                                                                                                        Skill points at each additional level: 6 + Intelligence modifier

{ }

{Class features

All of the following are class features of the controller.

Weapons and armor proficiency: Controllers are proficient with Simple Weapons, Personal Firearms, and Light Armor, but not Shields.

Bonus feats: Advanced Firearms Proficiency, Armor Boost, Blind Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Concealed Weapon, Dodge, Exotic Weapon Proficiency, Frightful Presence, Heavy Armor Proficiency, High Performance, Improved Initiative, Leadership, Linked Mind (Improved Linked Mind, Greater Linked Mind), Martial Weapons Proficiency, Medium Armor Proficiency, Mini-Digits, Mobility, Mounted Weapons, Quick Morph, Quick-draw, Quick Reload, Repair Tools, Skill Focus, Spring Attack, Weapon Network.

Transformer companions: You gain a Transformer companion that can act independently from you, but is predisposed to follow your orders. Your primary form must be at least one Size larger than that of a companion (and usually 2 sizes), and must be in some way related to your Alt-form (for example; a submarine Controller could have a torpedo or ballistic missile as a companion, while a fighter jet Controller may have missile- or bomb- companions. If you are large, your companion’s primary form may be no larger than small. If you are huge or gargantuan, your companion’s primary form may be no larger than medium. If you are colossal or immense, your companion’s primary form may be no larger than large. If your are vast or planetary sized, your companions’ primary form may be no larger than huge (GM‘s discretion).

All companions have the Link, Share Feats, and Share Special Powers extraordinary qualities. When choosing form feats, items, and Special Powers, you may designate them as belonging to one of your companions instead of yourself.

Companions’ primary forms can be either based on animals, humanoids, or vehicles.

  • An animal companion’s primary form vaguely mimics that of an animal (or dinosaur) from Earth (GM’s discretion). Any such companion gains the Special Attacks, Special Qualities, Ability Score bonuses, natural armor, senses and racial skill bonuses of the animal they are imitating (though GMs may rule otherwise in certain specific situations).
  • A humanoid companion selects 2 feats of their own choosing, and selects 2 of their master’s Ability Scores; the modifier for the master’s Ability Score becomes the racial bonus to the companions’ Ability Score. For instance: if a humanoid companion selects his master’s Strength Score (22) and Charisma Score (18), then that companion would gain a “racial” bonus of +6 to Strength and +4 to Charisma.
  • A Vehicular companions’ form is (usually) an imitation of some type of un-manned vehicle, such as a predator drone or a bomb squad robot (GM’s discretion). These follow the same procedure as animal companions, except that they acquire abilities based on the anatomy of their chosen form. For example; the afore-mentioned predator drone would be able to fly, have very long-range visual abilities (as per the specifications of an actual predator drone), but lacking legs, could not walk, and lacking hands, could not hold any object (but may still have them strapped to him or her as normal for Transformers and integrated equipment). In all ways, such a companion follows the rules for Transformers in vehicular Alt-mode with regards to combat, movement, saves, skill checks, etc.

You may generate your companion’s Ability Scores using the point-buy system, modified as follows. All companions begin with a value of 8 in each Ability Score, and 25 additional points to distribute among them.

Companions share all Cybertronian traits common to their masters, including the Living Machine type, special Damage Reduction, Energy Resistance, etc. A companion is a (mostly) normal Cybertronian (see companion basics) that gains new powers when summoned to service by a Controller. It retains the appearance of the normal Cybertronian it once was, but determines its attributes based upon its master. Only a normal, unmodified Cybertronian may become a companion. A companion can serve only one master at a time.

For details regarding the generating of statistics for companions, see below.

Defense Bonus: As a Transformer that must be constantly aware of its many followers and their actions, Controllers become hyper-aware of their surroundings. As such, they receive a dodge bonus to Defense as listed in the table below.

Table: The Controller
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +0 +1 +1 Skill focus: Diplomacy, class ability, minor aura +2
2nd +1 +1 +1 +2 Bonus feat, Major aura +1 +2
3rd +1 +1 +2 +3 Class ability, minor aura +3
4th +2 +2 +2 +4 Bonus feat, Grant move action 1x/day +3
5th +2 +2 +3 +4 Class ability, minor aura +3
6th +3 +2 +3 +5 Bonus feat +4
7th +3 +3 +3 +5 Class ability, Major aura +2 +4
8th +4 +3 +4 +6 Bonus feat, Grant move action 2x/day +4
9th +4 +4 +4 +6 Class ability, minor aura +5
10th +5 +4 +4 +7 Bonus feat +5
11th +5 +4 +5 +7 Class ability, minor aura +5
12th +6/+1 +5 +5 +8 Bonus feat, Grant move action 3x/day +6
13th +6/+1 +5 +5 +9 Class ability, minor aura +6
14th +7/+2 +5 +6 +9 Bonus feat, Major aura +3 +6
15th +7/+2 +6 +6 +10 Class ability, minor aura +7
16th +8/+3 +6 +7 +10 Bonus feat, Grant move action 4/day +7
17th +8/+3 +6 +7 +11 Class ability, minor aura +7
18th +9/+4 +7 +8 +11 Bonus feat +8
19th +9/+4 +7 +9 +12 Class ability, minor aura +8
20th +10/+5 +7 +9 +12 Grant move action 5x/day, Major aura +4 +8

} Class abilities

Additional Companion: You gain an additional animal, humanoid, or vehicular companion. Doing so takes 24 hours and uses up sensitive high-tech materials that cost 100 credits.

The Controller chooses the kind of companion he or she gets. As the Controller advances in level, his or her companion(s) also increases in power.

Note: Companion death and dismissal: If the companion dies or is dismissed by the Controller; the Controller must attempt a DC 15 Fortitude saving throw. Failure means he or she loses 200 experience points per Controller level; success reduces the loss to one-half that amount. However, a Controller’s experience point total can never go below 0 as the result of a companion’s demise or dismissal. A slain or dismissed companion cannot be replaced for a year and day (but new, additional companions may still be acquired as normal). A slain companion can be raised from the dead just as a character can be (if the GM allows that kind of thing), and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a companion may have multiple companions at a time; in this event, the abilities ad characteristics of each companion are determined separately and exclusively, per the details of the class that granted it.

 

Combiner Companions (Ex): Prerequisites: 2-5 companions (see text). A Controller with at least 2 companions may select at least 2, and no more than 5 of his or her companions to become a combiner team, per the combiner rules described elsewhere. You may gain this ability multiple times. Each time you do, it applies to a new group of 2-5 of your companions. Any one companion may be on multiple combiner teams, but only one of those combiners would be able to form at any given time.

 

Companion Basics

Use the basic statistics for a creature of the companion’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the companion’s normal HD total, whichever is higher.

Hit Points: The companion has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the companion’s Dexterity or Strength modifier, to get the companion’s melee and ranged attack bonuses.

Saving Throws: For each saving throw, use either the companion’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The companion uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the companion has ranks, use either the normal skill ranks for a creature of that type or the master’s skill ranks, whichever are better. In either case, the companion uses its own ability modifiers. Regardless of a companion’s total skill modifiers, some skills may remain beyond the companion’s ability to use (GM’s discretion).

Master Class Level Bonus Ability Points Special
1st-2nd +1 Alertness, share special powers,empathic link
3rd-4th +2 Deliver touch special powers
5th-6th +3
7th-8th +4
9th-10th +5
11th-12th +6 Special power resistance
13th-14th +7
15th-16th +8
17th-18th +9
19th-20th +10

 

Companion Ability Descriptions

All companions have special abilities (or impart abilities to their masters) depending on the master’s Controller level. The abilities given on the table are cumulative.

Bonus Ability Points: The number noted here is the number of points with which a companion may improve his or her Ability Scores.

Alertness (Ex): While a companion is adjacent to him or her, the master gains the Alertness feat.

Share Special Powers: At the master’s option, he or she may have any special power (but not any special power-like ability) he or she casts on him- or herself also affect his or her companion. The companion must be within 5 feet at the time of manifesting to receive the benefit.

If the special power or effect has a duration other than instantaneous, it stops affecting the companion if it moves out of the Controller’s sight and will not affect the companion again even if it returns to the master before the duration expires. Additionally, the master may manifest a special power with a target of “You” on his companion (as a touch range special power) instead of on him- or herself.

A master and his or her companion can share special powers even if the special powers normally do not affect creatures of the companion’s type (for example: vehicle).

Empathic Link (Su): The master has an empathic link with his companion out to a distance of up to 1 mile. The master cannot see through the companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his companion does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a companion can deliver touch special powers for him or her. If the master and the companion are in contact at the time the master manifests a touch special power, he or she can designate his or her companion as the “toucher.” The companion can then deliver the touch special power just as the master could. As usual, if the master manifests another special power before the touch is delivered, the touch special power dissipates.

Special Power Resistance (Ex): If the master is 11th level or higher, a companion gains special power resistance equal to the master’s level + 5. To affect the companion with a special power, another special power manifester must get a result on a manifester level check (1d20 + manifester level) that equals or exceeds the companion’s special power resistance.

 

{Advance Animal: Your animal companion is one superior piece of machinery. See below for details.

  • Advanced Animal I: One of your animal companions’ gains either 1 HD (as an animal of the appropriate type) or Dodge and Toughness as bonus feats. This ability may be selected multiple times; each time you do, it applies to a different animal companion.
  • Advanced Animal II: One of your animal companions’ gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, +1 Strength and Dexterity, and the Evasion extraordinary ability. You may select this ability multiple times; each time you do it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal I ability.

  • Advanced animal III: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and +1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal II ability.

  • Advanced animal IV: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and a feat of your choosing (you must still meet any prerequisites to do so). Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal III ability.

  • Advanced animal V: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and + 1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal IV ability.

  • Advanced animal VI: One of your animal companions gains +2 HD (as an anima of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and its base land speed increased by 10 feet or 10%, whichever is greater. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal V ability.

  • Advanced animal VII: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, and + 1 Strength and Dexterity. Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal VI ability.

  • Advanced animal VIII: One of your animal companions gains +2 HD (as an animal of the appropriate type), or +2 Natural Armor, + 1 Strength and Dexterity, and a feat of your choosing (you must still meet any prerequisites to do so). Ability Score bonuses gained in this way stack. This ability may be selected multiple times; each time you do, it applies to a different animal companion.

Prerequisites: An animal companion to benefit from this ability must already have the Advanced Animal VII ability.

 

Advanced Humanoid: One of your humanoid companions gains a level in any class for which he or she qualifies (but not Controller, nice try). A humanoid companion does not advance in levels normally. You may select this ability multiple times. Each time you do, one of your humanoid companions gain a level in a class of your choice (provided the humanoid in question meets any prerequisites). Humanoid companions may multiclass, but do not gain special powers. Otherwise, they gain all the benefits of the new class, including HD, feat accumulation, skill point accumulation, Ability Score increases and class abilities, as normal for each level.

 

} Advanced Vehicle: One of your vehicular companions is a cut above his or her peers.

  • Advanced vehicle I: One of your vehicle companions gains Special Powers of his or her own as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.
  • Advanced vehicle II: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle I ability.

  • Advanced vehicle III: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle II ability.

  • Advanced vehicle IV: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle III ability.

  • Advanced vehicle V: One of your vehicle companions gains additional uses of his or her Special Powers as though he or she had invested a like priority into Special Powers as his or her master, or +2 Hardness, +10% base Speed, and +1 Initiative and Maneuverability. You may select this ability multiple times. Each time you do, it applies to a different vehicle companion.

Prerequisites: A vehicle companion to benefit from this ability must already have the Advanced Vehicle IV ability.

 

Improved Form: One of your companions is a Triple-Changer! You may chose an additional Alt-mode for any of your current companions. They may have any Alt-mode whose priority is lower than that of their master. Such a companion gains all the bonuses and abilities as normal for the selected Alt-mode. You may select this ability multiple times, each time you do, it applies to a different companion.

 

Auras (Ex): The Controller exerts an effect on his or her companions in his or her vicinity. He or she can learn to produce different effects, or auras, over the course of his or her career. The Controller may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the Controller uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Controller can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Controller takes his or her first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming companions. A Controller sizes up the enemy, allies, and the terrain, then gives his or her companions the direction that they can use to do their best. Unless otherwise noted, a Controller’s aura affects all of his or her companions within 60 feet (including him- or herself) who can hear and understand the Controller. Only a Controller’s companions gain the benefits of tier auras. A Controller’s aura is dismissed if he or she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his or her companions. A Controller begins play knowing one minor aura of his or her choice. As his or her Controller level increases, he or she gains access to new auras.

All bonuses granted by a Controller’s auras are circumstance bonuses that do not stack with each other.

 

{Minor Aura: A minor aura lets companions add the Controller’s Charisma bonus (if any) to certain rolls.

Minor Aura Effect
Accurate Strike Bonus on rolls made to confirm critical hits
Art of War Bonus on disarm, trip, bull rush, and sunder attempts
Demand Fortitude Bonus on Fortitude saves
Determined   Manifester Bonus on rolls to overcome Special Power resistance
Force of Will Bonus on Will saves
Master of Opportunity Bonus to Defense against attacks of opportunity
Master of Tactics Bonus on damage rolls when flanking
Motivate Charisma Bonus on Charisma checks and Charisma-based skill checks
Motivate Constitution Bonus on Constitution checks and Constitution-based skill checks
Motivate Dexterity Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks
Motivate Intelligence Bonus on Intelligence checks and Intelligence-based skill checks
Motivate Strength Bonus on Strength checks and Strength-based skill checks
Motivate Wisdom Bonus on Wisdom checks and Wisdom-based skill checks
Over the Top Bonus on damage rolls when charging
Watchful Eye Bonus on Reflex saves

 

} Major Aura: Beginning at 2nd level, a Controller can project a major aura in addition to his or her minor aura. A major aura lets companions add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Major   Aura Effect
Hardy Soldiers The Controller’s companions gain additional damage reduction equal to the amount of bonus the aura provides.
Motivate Ardor Bonus on damage rolls
Motivate Attack Bonus on melee attack rolls
Motivate Care Bonus to Defense
Motivate Urgency Companions’ base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides.
Resilient Troops Bonus on all saves
Steady Hand Bonus on ranged attack rolls

 

Skill Focus (Diplomacy): Because a Controller has a way with people, he or she gains this feat as a bonus feat. If the Controller already has the feat, he or she can choose a different one.

 

Grant Move Action (Ex): Starting at 4th level, a Controller can direct and motivate his or her companions to act immediately. Once per day, as a standard action, he or she may grant an extra move action to any or all of his or her companions within 30 feet (but not to himself). Each of the affected companions takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the companions’ initiative count; the round continues normally after the Controller’s turn is over. (This may mean, for example, that a companion whose initiative count immediately follows the Controller’s may get an extra move action from the Controller, followed directly by a full round worth of actions on the companion’s turn.)

At 8th level, a Controller gains the ability to grant an extra move action to his or her companions twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. If a companion chooses not to take the extra move action, it is lost.

INFANTRY

“When are we gonna start bustin’ Decepti-chops?”

—Ironhide (Infantry) displays his version of diplomacy

Some ‘bots were just built to fight. Others find that they must learn the art of war, in order to advance their desires for peace. Wrestlers, Soldiers, Fighters, Boxers (or Kick-Boxers), Mercenaries, Gunslingers, Marksmen and Swordsmen (and women) are all Infantry. No matter the motivations, or the method by which they developed their fighting techniques, they are all share in the ability to rapidly hospitalize anyone giving them a problem. For ostensibly not being “the answer,” violence sure does resolve a lot of issues. If you want to play a character that follows in the fine tradition of kicking all kinds of ass in combat, then select this class.

Ironhide and Brawn are great examples of an Infantry, as are Ultra Magnus, Omega Supreme, and Sideswipe.

Adventures: Not every Infantryman goes looking for a fight, but each knows how to finish one. Infantry are masters of all kinds of combat. Whether protecting a human ally, storming an enemy fortress, or rescuing a captured comrade against impossible odds, if the job calls for brute force and tactical know-how, then it calls for the Infantry.

Characteristics: Infantry are the masters of combat, and they often set the pace of a battle. Depending on the individual, they may be skilled sharpshooters, gallant protectors or ferocious hand-to-hand brawlers, and almost any other type of front-line combatant you can imagine. Regardless, (perhaps ironically) characteristics tend to be a very character-specific matter when it comes to Infantry.

Priorities: Alt-mode and Ability Scores make good high-priority candidates for the Infantry, which benefit greatly from an impressive Alt-mode and high physical abilities like Strength. Items tends to be another high priority, in order to gain access to better weapons and equipment. Special Powers tend to take a low priority for most Infantrymen and women, who rely more on conventional weapons and tactics. Infantry who place a high priority on Form Feats tend to be highly mobile on the battlefield.

Abilities: Physical Ability Scores are far and away the most important to the Infantry, but which of those is most important is a matter of individual styling. Ranged combat-heavy Infantry should favor Dexterity, while Melee combat-heavy Infantry should favor Strength. All Infantry benefit greatly from a high Constitution score, for fairly obvious reasons.

Hit Die: d10

Weapon and Armor Proficiencies: Infantry are proficient with all simple and martial weapons, and with personal firearms.

Class Skills: The Infantry’s class skills (and the key Ability for each one) are; Climb (Strength), Demolitions (Intelligence), Drive (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (Tactics), (History) (Intelligence), Navigate (intelligence), Profession (Wisdom), Repair (Intelligence) and Swim (Strength).

Skill Points at 1st level: (2 + Intelligence Modifier) x 4

Skill Points at Each Additional level: 2 + Intelligence Modifier.

Action Points at 1st level: 6

Action Points at Each Additional level: 5 + ½ character level, rounded down.

Bonus Feats: The Infantry’s available bonus feats are; Advanced Firearms Proficiency (Burst Fire Strafe), Armor boost, Armor Proficiency (Light, Medium, Heavy, Powered), Athletic, Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Unarmed Strike, Shield Proficiency, Heavy Weapon Proficiency: Machine Guns, Heavy Weapon Proficiency: Grenade Launchers, Heavy Weapon Proficiency: Rocket Launchers, Heavy Weapon Proficiency: Mortars, Point Blank Shot (Far Shot, Precise Shot, Double Tap, Improved Precise Shot), Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Weapon Focus, Weapon Finesse, Quickdraw, Quick Reload, Power Attack (Cleave, Improved Bull Rush, Improved Over-run, Improved Sunder, Great Cleave), Run, Endurance (Diehard), Improved Grab, Trample, Weapon Specialization*, Improved Initiative, and Improved Critical.

Class Abilities

All of the following are class abilities of the Infantry. Each time the special column indicates ‘class ability,’ select one from the list below.

Built to Last I – IX (Su): I: You gain Damage Reduction 1/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. II: You have a 30% chance to ignore the extra damage from a critical hits. III: You gain Damage Reduction 2/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. IV: You have a 40 % chance to ignore the extra damage from critical hits. V: You gain Damage Reduction 3/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. VI: You have a 50% chance to ignore the extra damage from critical hits. VII: You gain Damage Reduction 4/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction. VIII: You have a 60% chance to ignore the extra damage from critical hits. IX: You gain Damage Reduction 5/-. This Damage Reduction is in addition to- and stacks with any existing Damage Reduction.

Defender I, II, III, IV (Ex): I: At the beginning of each round, you may designate one adjacent ally of at least 2 Size categories smaller than you. You shield that ally, so that whenever he is attacked, you become the target instead. Doing so is a full-round action. II: Shielding an ally from a full round of attacks now only consumes a standard action on your part. You must still be adjacent to the ally to be shielded in order to shield him or her. III: You may now shield up to 2 adjacent allies, which are both 2 Sizes smaller than you and adjacent to you. Doing so is a full-round action. (You may still choose to use a standard action to shield a single such ally). IV: Choose one; either you may shield any number of adjacent allies which are 2 Size categories smaller than you (by spending a full-round action to do so), or you may shield up to 2 adjacent allies which are at least 1 Size category smaller than you.

Brawler (Ex): When grappling opponents larger than yourself, your modifiers to grapple checks are treated as if you were one Size category larger. You may select this ability multiple times; each time you do, when grappling opponents larger than yourself, you are considered to be an additional Size category larger. For instance; if you are Large, and you select this ability twice, you are considered Gargantuan (but only when grappling opponents larger than yourself).

Marksman I – VII (Ex): I: Using a full-round action, you may make a single ranged attack that deals an additional die of damage. This extra damage is multiplied on critical hits. II: You no longer provoke attacks of opportunity when making ranged attacks. Period. III: You now deal 2 additional die of damage with a single ranged attack that consumes a full-round action. IV: As a full-round action, you may “cover” an area that includes a 60 ft. radius surrounding yourself. Until the beginning of your next turn, you threaten that area with any single ranged weapon you possess. Any actions in that area that would normally provoke an attack of opportunity from an adjacent opponent, now provoke attacks of opportunity from you. V: Using a full-round action, you may make a single ranged attack that deals an additional 3 die of damage. This extra damage is multiplied on critical hits. VI: By spending an action point, you may designate a single successful ranged attack per round as a critical hit. You must confirm such a designated critical hit as normal. VII: By spending an Action Point, you may designate a single ranged attack per round as a special “sure-shot,” if the attack hits, you deal an additional 3 die of damage, which is multiplied as normal in the event of a critical hit. If the attack misses, the extra damage (and the Action Point) is wasted.

Adaptive Defense I, II, III (Su): I: Once you have seen an enemy in action, you can improvise an appropriate pattern of defensive moves to counter future attacks from that enemy. On your turn, immediately following a melee or ranged attack directed against you by an opponent, you may use a standard action (and spend an Action Point) to calculate a response. If the same opponent attacks you on its’ next turn, your Defense against the attack roll is considered to be equal to his last attack against you. In other words, the opponent in question must beat his or her previous attack roll to hit you on following rounds. This ability may not be used on the same opponent in 2 consecutive rounds. As always, a natural 20 still threatens a critical hit. II: You may continuously benefit from this ability on consecutive rounds. Once an opponent bests the attack upon which you developed your improvised defensive moves, the ability disappears and you must spend another standard action (and another Action Point) to re-establish it. III: Calculating and improvising an appropriate set of defensive moves now takes only a swift action. However, the other conditions of the ability still apply (including the expenditure of an Action Point) and such a swift action can still only be taken on your turn.

Keep Rollin,’ Rollin,’ Rollin’ (Ex): The penalties you accrue for firing while on the move are reduced by 2. You may select this ability multiple times; each time you do, the penalties for firing a ranged weapon while moving are reduced by 2 (to a minimum of 0).

Table: The Infantry
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +1 +0 +1 +1 Class ability, Bonus feat +2
2nd +2 +1 +1 +2 Bonus feat +2
3rd +3 +1 +2 +3 Class ability, Bonus feat +3
4th +4 +2 +2 +4 Bonus feat +3
5th +5 +2 +3 +4 Class ability +3
6th +6/+1 +2 +3 +5 Bonus feat +4
7th +7/+2 +3 +3 +5 Class ability +4
8th +8/+3 +3 +4 +6 Bonus feat +4
9th +9/+4 +4 +4 +6 Class ability +5
10th +10/+5 +4 +4 +7 Bonus feat x 2 +5
11th +11/+6/+1 +4 +5 +7 Class ability +5
12th +12/+7/+2 +5 +5 +8 Bonus feat +6
13th +13/+8/+3 +5 +5 +9 Class ability +6
14th +14/+9/+4 +5 +6 +9 Bonus feat +6
15th +15/+10/+5 +6 +6 +10 Class ability, Bonus feat +7
16th +16/+11/+6/+1 +6 +7 +10 Bonus feat +7
17th +17/+12/+7/+2 +6 +7 +11 Class ability +7
18th +18/+13/+8/+3 +7 +8 +11 Bonus feat +8
19th +19/+14/+9/+4 +7 +9 +12 Class ability +8
20th +20/+15/+10/+5 +7 +9 +12 Bonus feat x 2 +8

SKIRMISHER

“When they built me, they broke the mold!” —Sunstreaker (Skirmisher) on how fantastic he is

“Look at Megatron. I’m gonna blast that smile off his faceplate.” —Cliffjumper, raring to go

It takes a special kind of ‘bot to be a Skirmisher. Fast, agile, dogged, and committed, the Skirmisher makes being a thorn in the side of his enemies a matter of personal pride. The intrepid explorer, the feral hunter, the avid thrill-seeker, the cold assassin and the deceitful spy are Skirmishers, all. They freely enter areas and situations into which other ‘bots would be reluctant to venture, and they do so with style. The very best Skirmishers strike hard and fast from hiding, then disappear as quickly as they came. Experienced Skirmishers often leave their enemies confounded and unable to counter-attack. If stealthily stalking your enemies, harassing them at every move, and launching deadly ambushes sounds like your kind of thing, then the Skirmisher class is for you.

Sunstreaker and Cliffjumper are both fine examples of Skirmishers, as are Tracks, Hound and Smokescreen.

Adventures: Skirmishers adventure often for the same reasons as Infantry, and in so doing, often serve with the same groups, albeit in a vastly different capacity. Their fleet-footing and rugged skills make them the perfect ‘bots to perform reconnaissance missions in the wilderness or track opponents through an urban setting undetected. Through stealth, guile, subterfuge and ambush, Skirmishers are able to perform many of the same duties as their Infantry counterparts. However (and perhaps, despite their claims to the contrary) they are best suited to a combat-support role. They can be found serving as scouts, spotters, assassins, forward observers, spies, and look-outs from one end of the galaxy to the other.

Characteristics: As they rely mostly on ranged combat (and generally avoid melee), Skirmishers tend to be (relatively) lightly armed and armored, and usually with a large assortment of skill-related equipment. Most Skirmishers are loners, keeping to themselves (and keeping themselves to the shadows), waiting for the perfect opportunity to strike. They are at their best in brush, foliage, or some other kind of cover, and prudent Skirmishers always plan an emergency escape route. Despite being so private, many Skirmishers relish the fame and notoriety their skills can bring.

Priorities: Since they depend so much on their skills, Ability Scores tend to be a high priority, as do Special Power and Alt-mode, which can both make a Skirmishers’ life much easier. Because they so easily acquire (steal) new weapons and equipment, Skirmishers rarely place a priority on Items. However, the Skirmishers’ wide range of abilities means that any priority choice can be a good one.

Abilities: Dexterity is far and away the most important Ability for a Skirmisher, with Intelligence and Wisdom close behind. Skirmishers must be fast, witty and observant (perhaps in that order) above all else. Other abilities are far less important.

 

Hit Die: d8

Action Points at 1st level: 6

Additional Action Points at Each level: 5 + ½ your character level, rounded down.

Class Skills: The Skirmisher’s class skills (and they key Ability associated with each skill) are; Bluff (Charisma), Climb (Strength), Computer Use (Intelligence), Craft (Mechanical), (Electrical) (Intelligence), Demolitions (Intelligence), Disable Device (Intelligence), Disguise (Charisma), Drive (Dexterity), Escape Artist (Dexterity), Gather Information (Charisma), Handle Animal (Charisma), Hide (Dexterity), Intimidate (Charisma), Investigate (Intelligence), Jump (Strength), Knowledge (Streetwise), (Tactics), (Pop Culture), (Current Events) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Navigate (Intelligence), Profession (Wisdom), Repair (Intelligence), Search (Intelligence), Sleight of Hand (Dexterity), Spot (Wisdom), Survival (Wisdom), Swim (Strength), and Tumble (Dexterity).

Skill Points at 1st level: (8 + Intelligence Modifier) x 4

Skill Points at Each Additional level: (8 + Intelligence Modifier)

Class abilities

All of the following are class abilities of the Skirmisher.

Weapon and Armor Proficiencies: The Skirmisher is proficient with all simple and martial weapons, as well as personal firearms and light armor (but not shields).

Bonus Feats: The Skirmisher’s available bonus feats are; Advanced Firearms Proficiency (Burst Fire, Strafe), Armor boost, Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, and Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Improved Initiative, Lightning Reflexes, Point Blank Shot (Far Shot, Precise Shot, Double Tap, and Improved Precise Shot), Suppressing Fire, Skill Focus, Quickdraw, Quick Reload, Weapon Focus, and Weapon Finesse.

 

Each time “class ability” appears in the special column, select one from the list below.

Defensive I, II, (Ex): I: If you choose to fight defensively or use the total defense action, you gain an additional +1 bonus to Defense for every 2 levels of Skirmisher you possess. II: By readying an action to do so, you can dodge one attack of which you are aware. If the attack occurs, you may immediately roll a Tumble check, opposed by the attack roll. If you succeed, the attack misses you, even if it would have otherwise beaten your Defense.

Solar-Powered Nanites I, II, III, IV (Su): I: While exposed to star-light equivalent to that of a sunny summer day on Earth (Gm’s discretion), the rate at which you recover HP due to your Fast Healing racial ability doubles. II: As above, except that your Fast Healing rate triples. III: As above, except that your Fast Healing rate quadruples. IV: As long as you are exposed to star-light equivalent to that of a sunny summer day on Earth (GM’s discretion) for at least 8 hours per day, you are no longer dependent upon Energon for fuel.

Spotter (Su): Per the rules detailed in the Controller class, you acquire a companion (except that yours must be of the humanoid type). You may select this ability multiple times; each time you do, you may add a level of any (GM-approved) character class to your companion.

Lay of the Land (Ex): A Skirmisher knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 100 feet away from the Skirmisher. The Skirmisher can use this bonus at the start of an encounter.                                                                                                       Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Improvised Munitions (Ex): You know how to make bombs from damn near anything. With approximately 50 credits of basic, widely available supplies, you can craft a variety of explosives using the Demolitions skill. A DC: 15 Demolitions check (that takes 1 hour to perform) yields an Improvised Explosive Device (IED) that deals 1d6 damage; a DC: 17 check produces an IED that deals 2d6 damage; a DC: 19 check yields an IED that deals 3d6 damage; and a DC: 21 checks produces an IED that deals 4d6 damage. Regardless of the damage it deals, all IEDs are grenade-like devices with a (thrown) range increment of 10 ft., a blast radius of 20 ft., a weight of approximately 5 to 10 lbs., and are Tiny in Size. If the Skirmisher should fail the Demolitions check, the supplies (and his or her time) are wasted, but no other ill effects occur.

High-Efficiency Systems I, II (Su): I: You consume 50% less fuel Energon than a normal Transformer of your Size. Energon administered for restorative purposes is unaffected. II: Energon cubes administered to you for restorative purposes cure an additional 5 HP of damage each (meaning, for instance, that a type-I Energon cube would restore 1d8 + 10 HP for a character with this ability).

Air Recon I, II, III (Ex): I: You ignore the penalties for moving through light atmospheric conditions (such as a small dust-devil or a light wind-storm) in either mode. II: You gain a +4 competency bonus on all associated Pilot checks. III: Both your Primary mode and Alt-mode gain a fly Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on an associated Pilot check, even if rushed, distracted or threatened). If either mode already has a fly Speed, then that Speed increases by 50 %.

Amphibious I, II, III (Ex): I: You ignore the penalties for moving through light turbulent waters (such as a river or a tide-pool) in either mode. II: You gain a +4 competency bonus on all Swim checks. III: Both your Primary mode and Alt-mode gain a swim Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on a Swim check, even if rushed, distracted or threatened). If either mode already has a swim Speed, then that Speed increases by 50 %.

Ranger I, II, III (Ex): I: You ignore the penalties for moving over light difficult terrain (such as rocky, broken ground or loose sand and gravel) in either mode. II: You gain a +4 competency bonus on all Climb checks. III: Both your Primary mode and Alt-mode gain a climb Speed equal to ½ your base Speed (meaning, among other things, that you may always take 10 on a Climb check, even if rushed, distracted or threatened). If either mode already has a climb Speed, then that Speed increases by 50 %.

Optic Camouflage (Su): Your external plating is covered in tiny cameras and display screens, constantly recording images of your surroundings and displaying them upon you. You now ignore your Size penalty to Hide checks. Additionally, any time you are granted a miss chance (such as from a displacement Special Power) that miss chance increases by 10%.

Evasion I, II (Ex): I: You gain the Evasion special ability. II: You gain the Improved Evasion special ability.

On the Move (Ex): You can transform once per round as a free action, provided that transformation takes place as part of another action, such as while moving, attacking, or manifesting a Special Power.

Improved Sensors (Su): You can get more out of your sensors than other Transformers, even some of those with more advanced equipment. Your sensor range doubles, due to extremely efficient (and well outside of regulation) data-processing subroutines.

Sneak Attack (Ex): If you catch an opponent when he or she is unable to defend his- or herself effectively from your attack (whenever such an opponent is denied his or her Dexterity bonus to Defense, or is flanked) you can strike a vital spot for an extra 1d6 points of damage (this special “vital damage” bypasses all Damage Reduction and Hardness). You may use ranged weapons to perform a sneak attack, but due to the precision with which this kind of attack must be delivered, the target must be within 30 ft. of you. You may select this ability multiple times. Each time you do, the bonus damage dealt by your sneak attack increases by another d6.

Tracker (Ex): You gain the Track feat as a bonus feat.

 

Swift Tracker (Ex): Beginning at 3rd level, a Skirmisher can move at his or her normal speed while following tracks without taking the normal -5 penalty. He or she takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Combat Style (Ex): At 7th level, a Skirmisher must select one of two combat styles to pursue: marksmanship or two-weapon melee. This choice affects the character’s class features but does not restrict his or her selection of feats or special abilities in any way.

If the Skirmisher selects marksmanship, he or she is treated as having the Burst Fire feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another instead.

If the Skirmisher selects two-weapon melee, he or she is treated as having the Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another instead.

The benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium, heavy or powered armor.

 

Improved Combat Style (Ex): At 12th level, a Skirmisher’s aptitude in his or her chosen combat style (marksmanship or two-weapon melee) improves. If he or she selected marksmanship at 7th level, he or she is treated as having the Strafe feat, even if he or she does not have the normal prerequisites for that feat.

If the Skirmisher selected two-weapon melee at 7th level, he or she is treated as having the Improved Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat.

As before, the benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium or heavy armor.

 

Combat Style Mastery (Ex): At 18th level, a Skirmisher’s aptitude in his or her chosen combat style (marksmanship or two-weapon melee) improves again. If he or she selected marksmanship at 7th level, he or she ignores all of the penalties associated with using auto-fire weapons.

If the Skirmisher selected two-weapon melee at 7th level, he or she is treated as having the Greater Two-Weapon Fighting feat, even if he or she does not have the normal prerequisites for that feat. If the Skirmisher already has this feat, he or she may select another feat instead.

As before, the benefits of the Skirmisher’s chosen style apply only when he or she wears light or no armor. He or she loses all benefits of his or her combat style when wearing medium or heavy armor.

Table: The Skirmisher
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +0 +2 +0 Bonus feat, class ability +3
2nd +1 +0 +3 +0 Bonus feat +4
3rd +2 +1 +3 +1 Class ability, Swift Tracker +4
4th +3 +1 +4 +1 Bonus feat +4
5th +3 +1 +4 +1 Class ability, Bonus Form feat +5
6th +4 +2 +5 +2 Bonus feat +5
7th +5 +2 +5 +2 Class ability, Combat Style +6
8th +6/+1 +2 +6 +2 Bonus feat +6
9th +6/+1 +3 +6 +3 Class ability +6
10th +7/+2 +3 +7 +3 Bonus feat, Bonus Form feat +7
11th +8/+3 +3 +7 +3 Class ability +7
12th +9/+4 +4 +8 +4 Bonus feat, Improved Combat Style +8
13th +9/+4 +4 +8 +4 Class ability +8
14th +10/+5 +4 +9 +4 Bonus feat +8
15th +11/+6/+1 +5 +9 +5 Class ability, Bonus Form feat +9
16th +12/+7/+2 +5 +10 +5 Bonus feat +9
17th +12/+7/+2 +5 +10 +5 Class ability +10
18th +13/+8/+3 +6 +11 +6 Bonus feat, Combat Style Mastery +10
19th +14/+9/+5 +6 +11 +6 Class ability +10
20th +15/+10/+5 +6 +12 +6 Bonus feat, Bonus Form feat +11

TECHNOLOGIST

 “Me, Grimlock say; this formula express why they called pooters.”

                                                -Grimlock, not a Technologist

“It sure is nice when one of my inventions actually works.”          

-Wheeljack, (Technologist) regarding his track record

“Ultimately, I serve only one master… pure logic.”

-Shockwave, (Technologist), on his true loyalties

“Antielectrons, of course! They attack our electro-circuits! Now why didn’t I think of that?”

                                                -Perceptor, (Technologist) has an epiphany

Technologists are calculating individuals who constantly seek innovative methods and new ways of thinking in order to accomplish their goals. In addition to those listed above, Beachcomber and several (most? all?) of the Technobots are also good examples of technologists. Select this class if you want to play a brainy character who uses wits over might, and wins the day with logic and reason.

Adventures: Technologists tend to adventure as part of a larger study. These activities range from massively-sponsored archaeological digs to routine meteorological expeditions. Newly discovered or rediscovered ground presents the opportunity to encounter new life forms, new technologies, and new insights into existing mysteries; indeed, the scientific method at times requires a technologist to retrace the paths of previous adventurers, in order to see if his or her efforts can duplicate, and therefore affirm, the work of those before him or her.

Characteristics: Technologists are typically focused on their chosen pursuits at the cost of all others. To some, this single-mindedness can be chafing, even offensive. Yet, it is this focus allows them to excel in particular areas, and they are highly sought for their insights and abilities.

Priorities: Technologists may choose gear as their greatest priority in order to gain access to the sensitive equipment necessary to do their duties. Many also have high priorities in special powers to allow them to observe subjects undetected or enhance their repair abilities. Those with a sufficient priority in their Alt-modes might transform into deep-space telescopes, or undersea laboratories. Some choose animal Alt-modes to better study life-forms in their native habitats.

Abilities: Intelligence is probably the most important ability to a technologist, as it directly affects his or her Intelligence-based skills (of which a technologist has many). A high Wisdom allows a technologist to take better note of things, while a high Constitution ensures that a ‘bot (or ‘con) lasts long enough to complete his or her work.

Hit Die: d6

Action Points at 1st level: 6

Action Points at each additional level: 5 + 1/2 current level, rounded down.

Class skills

The Technologists class skills (and the key ability for each) are: Computer Use (Intelligence), Craft: (Chemical, Electronic, Mechanical, Pharmaceutical, Structural) (Intelligence), Decipher Script (Intelligence), Disable Device (Intelligence), Investigate (Intelligence), Knowledge (Alien lore, Behavioral Science, Earth and Life Sciences, History, Physical Sciences, Technology, Theology, and Philosophy) (Intelligence), Navigate (Intelligence), Profession (Wisdom), Repair (Intelligence), Research (Intelligence), Search (Intelligence), Treat Injury (Wisdom)

Skill points at 1st level: (8 + Intelligence modifier) x 4                                                                                                        skill points at each additional level: 8 + Intelligence modifier

Table: The Technologist  
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense
1st +0 +2 +2 +2 Bonus feat, class ability +3
2nd +1 +3 +3 +3 Bonus feat +4
3rd +2 +3 +3 +3 Class ability +4
4th +3 +4 +4 +4 Bonus feat +4
5th +3 +4 +4 +4 Class ability +5
6th +4 +5 +5 +5 Bonus feat +5
7th +5 +5 +5 +5 Class ability +6
8th +6/+1 +6 +6 +6 Bonus feat +6
9th +6/+1 +6 +6 +6 Class ability +6
10th +7/+2 +7 +7 +7 Bonus feat +7
11th +8/+3 +7 +7 +7 Class ability +7
12th +9/+4 +8 +8 +8 Bonus feat +8
13th +9/+4 +8 +8 +8 Class ability +8
14th +10/+5 +9 +9 +9 Bonus feat +8
15th +11/+6/+1 +9 +9 +9 Class ability +9
16th +12/+7/+2 +10 +10 +10 Bonus feat +9
17th +12/+7/+2 +10 +10 +10 Class ability +10
18th +13/+8/+3 +11 +11 +11 Bonus feat +10
19th +14/+9/+4 +11 +11 +11 Class ability +10
20th +15/+10/+5 +12 +12 +12 Bonus feat +11

Class features

Weapons and Armor Proficiency: Technologists are proficient with Simple Weapons. That’s it.

Bonus Feats: Armor Boost, Concealed Weapon, Dodge (Mobility), Improved Initiative, Iron Will, Lab Tools, Lightning Reflexes, Mini-digits, Mounted Weapons, Quick Morph, Repair Tools, Self-Sufficient, Gearhead, Educated, Personal Firearms Proficiency, Light Armor Proficiency, Skill Focus, Special Power Focus (Greater Special Power Focus), Surgery, Point-Blank Shot, Far Shot, Precise Shot, Shield Proficiency

Defense bonus: Technologists are built to explore the far reaches of space, many of which are dangerous to a transformer’s health. As such they receive a class bonus to Defense as listed in the table.

 

Class abilities

                Select any one of these (as long as you meet any prerequisites) each time you acquire a class ability, per the table presented above.

                Absent-minded Professor (Ex): You are well-learned and book-smart, yet somewhat lacking in common sense and intuition. You gain a permanent +2 bonus to Intelligence, and a similar -2 penalty to Wisdom. You may select this ability multiple times; its’ effects stack.

                Critical Thinker I, II, III (Ex): You have excellent sub-routines and processors capable of fluidly handling large amounts of data.                                                                                                                                                                                            I: You receive a +1 bonus on all Knowledge checks.                                                                                                      II: when you conduct research, it takes you half as long as normal to reach a conclusion.                                            III: You may add Action Points to Knowledge checks.

                Energetic I, II, III (Su): You love energy type weapons, and they love you. Because of this, your Nanites have reconfigured themselves to amplify any the damage energy type weapons you wield.                   I: you deal 1 additional damage die when using energy type weapons.                                                                            II: you deal another 1 additional damage die when using energy type weapons.                                                            III: you deal yet another additional damage die when using energy type weapons.

                Delicate Calibrations (Ex): When using a device of your own construction, you receive a +1 competency bonus on all Attack rolls, Damage rolls, Saves and Skill checks. However, all others who use such a device suffer -1 non-familiarity penalty on all Attack rolls, Damage rolls, Saves, and Skill checks. You may select tis ability up to 5 times. Its’ effects stack.

                Unstable Prototype (Ex): You have a sufficient understanding of high the systems to construct prototypes of devices 1 progress level higher than your own. Any such device is unstable, suffering a cumulative 10% chance per use of exploding, dealing its’ base damage to all within 20 ft. (if the device is a weapon) or 1d6 damage per size category starting at Small to all within 10 ft. A successful Reflex Save (DC: 15) halves this damage.                                                                                                                                                             Starting at level 12, prototypes you construct are more stable, suffering only a cumulative 5% chance per use of exploding as described above.                                                                                                                                    Upon reaching level 20 in the Technologist class, prototypes you construct have only a cumulative 1% chance per use of exploding as described above.

                Smart Move (Ex): Being so smart, you know how best to take advantage of cover. Because of this fact, whenever you take cover (10% or better), your Intelligence Modifier applies to your Defense.

                In the name of Science! (Ex): You know better than most that advancing science sometimes comes at the cost of daring heroics. Whenever you spend an Action Point to improve a d20 roll, add an extra d6.

                Reconfigure (Su): Thanks to your advanced scientific know-how (and your ever-helpful army of Nanites) you can coerce a device to perform as another for a short time. With a successful DC: 25 Repair check, you can (for example) make a laser pistol perform as a welder, or a flashlight perform as a laser sight. Any such reconfiguration must be suitably related to the item being converted. A boat motor cannot for instance, be reconfigured into a television. It is only by GM’s consent that any reconfiguration be allowed. Reconfigured items function for a number of rounds equal to your Technologist level + 1, and is thereafter useless, having been totally burned-out and deplete by your nanites.

Mad Scientist (Ex): After years of studying and note-taking you have developed a kind of short-hand that is easy for you to read, but almost impossible for others to make sense of. Any writing you make (unless you specify otherwise) is automatically considered encrypted. Interpreting any data thusly encrypted requires a DC: 30 Decipher Script check. Because this short-hand includes a fair amount of scientific jargon, other Technologists (and some GMs may rule, other classes as well) apply one-half of their class level on any Decipher Script check to make sense of this kind of encrypted writing.

                Skill Mastery (Ex): Your attention to detail and steadfastness in scientific pursuits make you skilled even among the ranks of the highly skilled. Select 3 class skills. For each of these class skills, you gin a permanent +3 competency bonus, and may take 10 on associated skill checks even if rushed, distracted, or threatened. You may gain this ability multiple times. Each time you do, it applies to a new set of 3 skills.

                Colleague/Research Assistants (Ex): Prerequisite: you must have a laboratory. You attract either an NPC Colleague, or a number of NPC Research Assistants as detailed on the table below. These NPCs are non-combatant helpers, there to help further your scientific work. As such, they will only fight in defense of their lives (and if that happens too many times, bet your Energon cubes that they will leave).

                Knack (Ex): Select a class skill. You are particularly adept at that skill, gaining a bonus equal to your Technologist level on all checks made with it. You may gain this ability multiple times. Each time you do, it applies to a new skill.

                Reserved ‘bot of Science (Su): A Technologist learns that sometimes, it is what is not said, or what is not done, that makes all the difference. Because of this discretion, as long as you have 2 or more Action Points remaining, you may apply your Intelligence bonus to either Attack rolls, Damage rolls, Defense, or saving throws. Designating which gains this bonus is a non-action but it can only be changed once per turn, on your turn. If this bonus is applied to Defense, then anything that denies you your Dexterity bonus to Defense, also denies your Intelligence bonus.

                Laboratory (Ex): Prerequisite: Technologist level 5+. Pending the GM’s discretion (and within any limitations that your GM may impose) you acquire a well-appointed laboratory, equipped to your specifications. This facility may be located just about anywhere, provided that there is approximately enough room for a large airplane hangar. Such a laboratory comes furnished, but only with mundane, normal tools (but any variety or reasonable amount of them, within GM’s discretion). This is considered to be a combination of grants and awards for scientific achievement, so laboratories designed for blatantly nefarious schemes (such as biological weapons research) are not allowed.

Database (Ex): You pick up a lot of stray knowledge while conducting research. When confronted with a topic in which you do not have any relevant Knowledge skill, you may still remember something useful about it. Make a database check with a bonus equal to your Technologist level + your Intelligence Modifier to see whether you know something relevant about a particular person, place or thing. You may not take 10 or 20 on this check, as this kind of knowledge is essentially random. Your GM can determine the DC of a database check by consulting the table presented below.

DATABASE CHECKS

DC                          Level of Knowledge                       Examples

10                           Common                                             The name of a local politician, his or her public image

20                           Uncommon                                        A celebrity’s favorite food, location of a power station

25                           Obscure                                               Location of a bomb shelter, military vehicle armament

30                           Very Obscure                                    A security password, location of a classified facility

 

COLLEAGUES AND RESEARCH ASSISTANTS

Leadership Score Colleague Level Number of Research Assistants by Level
1st 2nd 3rd 4th 5th 6th
1 or lower
2 1st
3 2nd
4 3rd
5 3rd
6 4th
7 5th
8 5th
9 6th
10 7th 5
11 7th 6
12 8th 8
13 9th 10 1
14 10th 15 1
15 10th 20 2 1
16 11th 25 2 1
17 12th 30 3 1 1
18 12th 35 3 1 1
19 13th 40 4 2 1 1
20 14th 50 5 3 2 1
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2

Leadership Score

A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores. Outside factors can affect a character’s Leadership score, as detailed below.

Colleague Level

The character can attract a colleague of up to this level. Regardless of a character’s Leadership score, he can only recruit a colleague who is two or more levels lower than himself. The colleague should be equipped with gear appropriate for its level. A character can try to attract a colleague of a particular race, class, and whatever other criterion he or she sees fit. The colleague’s alignment may not be opposed to the Technologist’s alignment on either the law-vs-chaos or good-vs-evil axis, and the Technologist takes a Leadership penalty if he recruits a colleague of an alignment different from his own.

Colleagues earn XP as follows:

The colleague does not count as a party member when determining the party’s XP.

Divide the colleague’s level by the level of the PC with whom he or she is associated (the Technologist who attracted the colleague).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the colleague’s total.

If a colleague gains enough XP to bring it to a level one lower than the associated PC’s character level, the colleague does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Research Assistants by Level

The character can lead up to the indicated number of characters of each level. Research Assistants are similar to colleagues, except they’re (sometimes) low-level NPCs, and (usually) low-HD drones. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat. In fact, outside of extremely dire circumstances, Research Assistants generally refuse to fight at all.

Research Assistants don’t earn experience and thus don’t gain levels. However, when a character with this ability attains a new level, the player consults the table above to determine if he or she has acquired more Research Assistants, some of which may be higher level than the existing ones. (You don’t consult the table to see if your colleague gains levels, however, because colleagues earn experience on their own.)

Leadership Modifiers

Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the colleague or research assistant he is trying to attract) raises or lowers his Leadership score; see below.

Table: Reputation
Technologist’s Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Other modifiers may apply when the character tries to attract a colleague; see below.

Table: Attracting Colleagues
The Technologist… Modifier
* Cumulative per colleague killed.
Has a companion of some type -2
Recruits a colleague of a different alignment -1
Caused the death of a colleague -2*

Research Assistants have different priorities from colleagues. When the character tries to attract a new research assistant, use any of the modifiers that apply; see below.

Table: Attracting Research Assistants
The Leader… Modifier
Has a stronghold or fortress of some type +2
Moves around a lot -1
Caused the death of other Research Assistants -1

Pain (loves him some bots)