On the frontlines, machinesmiths often don’t have the luxury of time to deploy fanciful strategies or build complex devices. More often than not, the stresses of combat demand that they take a pragmatic approach; building for durability, learning to use needed equipment on the fly, and ready to use strength of arms when necessary. These machinesmiths are known as combat engineers. Combat engineers tend to be most common in the frontier territories where their skill at arms is just as valuable as their ability to maintain a soldier’s equipment.
The combat engineer is an archetype of the machinesmith class.
A combat engineer is proficient with all simple and martial weapons. A combat engineer is also proficient with light and medium armor but not shields.
A combat engineer prepares one less prototype of each level than normal. If this reduces the number to 0, he may use prototypes of that level only if his Intelligence allows bonus prototypes of that level.
This ability replaces crafter.
At 2nd level the combat engineer learns how to build for durability and toughness. Any item crafted by the combat engineer receives a bonus to hit points equal to the level of the combat engineer at the time of its creation.
This ability replaces the combat engineer’s 2nd level machinesmith trick.
At 3rd level the combat engineer has trained with activating his gadgets and greatwork under pressure that it becomes almost intuition to bring them to bear as his hands move with blinding speed. Once per day the combat engineer can activate a single gadget or some function of his greatwork that requires a standard action to activate as a swift action. At 7th level and every four levels beyond the combat engineer can use this ability one additional time per day to a maximum of 4 times per day at 15th level.
This ability replaces crafting expertise.
At 7th level, a combat engineer gains Weapon Training in one of the following weapon groups, as in the fighter class feature: crossbows, firearms, flails, hammers, heavy blades, and light and blades. At 13th and again at 19th level he may select an additional group of weapons.
This ability replaces axiom.
Classes of NeoExodus: Machinesmith Copyright 2012, Louis Porter Jr. Design, Inc.