Engineering Specialist


 * Role: The Engineering Specialist’s role is that of a mechanic. Their primary function is to keep the engine running smooth. They also are quick with any mechanical device and are invaluable if a party comes up against machines of any kind.
 * Hit Die: d6

Class Skills
The Engineering Specialist’s class skills are Appraise, Balance, Climb, Craft, Disable Device, Disguise, Forgery, Knowledge (Engineering) Listen, Open Lock, Search, Spot
 * Skills Points at 1st Level: (6+int Modifier) x4


 * Skills Points at each additional level: 6 + int modifier

Class Features
All the following are features of the Engineering Specialist
 * Weapon and Armor Proficiency: Engineers are proficient with daggers as well as simple phases. They are not proficient with any armor or personal shields.
 * Trapfinding: Engineers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They also can use Disable Device skill to disarm traps. An Engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 * Mending: Mending repairs small breaks or tears in objects without rolling a check. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Simple ceramic or wooden objects with multiple breaks can be invisibly rejoined and be as strong as new. This ability is only able to be used when access to Engineering Kit or capable starship is available.
 * Trap Sense: Starting at 3rd level, an Engineering Specialist has an intuitive sense that alerts him to danger from traps, giving him a +1 on reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every 3 Security Specialist levels therefore (6th, 9th, 12th, 15th, and 18th)
 * Repair Ship: An Engineering Specialist has a knack for repairing damaged systems. This ability is useful after a battle with hostile species. At level 2 they are able to repair 1d6 of damage every hour. These bonuses rise by 1d6 every 2 levels (2d6 at level 4, 3d6 at level 6, ect). Each repair takes one full hour to complete and requires appropriate materials.