The Forever War Chronicles
Concentration (Con), Craft (Engineering) (Int), Craft (Gunsmithing) (Int), Decipher
Script (Int), Disable Device (Int), Demolitions (Int), Knowledge (Engineering) (Int),
Knowledge (Architecture) (Int), Knowledge (The Planes) (Int), Listen (Wis), Open Lock
(Dex), Profession (Clockwork Engineer) (Wis), Pilot (Dex), Search (Wis)
Weapon Proficiencies * Hit Dice:* D6 Skill Points: 6+Int Mod x4, 6+Int Mod
Clockwork Engineers are proficient with all simple weapons and light armor.
|1||+0||+0||+0||+2||Burst of Inspiration 1/Day|
|4||+3||+1||+1||+4||Burst of Inspiration 2/Day|
|7||+5||+2||+2||+5||Burst of Inspiration 3/Day|
|10||2||+3||+3||+7||Burst of Inspiration 4/Day|
|13||4||+4||+4||+8||Burst of Inspiration 5/Day, Greater Burst|
|16||7/+2||+5||+5||+10||Burst of Inspiration 6/Day|
|19||9/+4||+6||+6||+11||Burst of Inspiration 7/Day|
Burst of Inspiration: Once per day, and once again every three levels, the Clockwork
Engineer may add half his Engineer level to any one check involving technical skill
including repairing, disabling a trap, opening a lock, placing an explosive piloting a ship
and so forth. At 13th level, this bonus increases to their full levels instead of only half.
Bonus Feat: At 2nd, 8th, 15th and 20th levels, the Clockwork Engineer gains a bonus
feat from the following list (Exotic Weapon Proficiency, Iron Will, Nimble Fingers,
Rapid Reload, Skill Focus, Tick-Tock Suit Proficiency, Deck-Weapon Proficiency,
Explosives Expert, Dwarven Clockwork Mechanics, Mechanical Aptitude, Crack Pilot,
Discombobulate and Nightstone Immunity
Clockwork Specialization: At 3rd, 9th, 14th and 18th levels, the Clockwork Engineer gets
the opportunity to choose a specialization in clockwork mechanics. The specializations
include Gunsmithing, Engineering, Demolitions and Piloting. They are henceforth
treated as having the Skill Focus feat for those skills.
Temporary Fix: Once per day, the Clockwork Engineer can perform a repair which
takes half the time but will not hold up against repeated abuse. In game terms, this
translates as the said repair having a half-life of a number of hours equal to one quarter
the Clockwork Engineer’s class level + Int mod. After this time, the repair returns to its
previous condition, possibly at a very bad time.
Fabrication and Advanced Fabrication: At 6th Level the Clockwork Engineer gains
the ability to make constructs as if he were a 12th level caster. They must still make the
skill checks according to what they are building and provide the materials and cost, but
they do not have to have the spells necessary to build it. At 12th level, they may make
constructs as if they were a 20th level caster.
Quick Fix: Once per day, the Clockwork Engineer may perform a repair which takes a
fraction of the usual time but the difficulty of the repair climbs by one difficulty class.
This repair, unlike the above ability, is permanent until damaged again.
Synthetic Perfection: At 17th level, the Clockwork Engineer has become so comfortable
with mechanized devices and clockwork that he makes all others around him confident
in his work. As such, anyone within ten feet of him may take ten – regardless of time
restraints or the skill they are using – on any skill check to do with anything mechanical.
In addition, the Clockwork Engineer himself gains +2 Intelligence.
Jump (Str), Bluff (Cha), Climb (Str), Craft (Gunsmithing) (Int), Handle Animal (Cha),
Heal (Wis), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Local) (Int),
Listen (Wis), Spot (Wis), Profession (Wis), Pilot (Dex), Sleight of Hand (Dex), Survival
Weapon Proficiencies * Hit Dice:* D10 Skill Points: 4+Int Mod x4, 6+Int Mod
Gunslingers are proficient in all martial and simple weapons as well as light armor
|4||+4||+4||+4||+1||Gun Training +1|
|9||+9+4||+6||+6||+3||Gun Training +2|
|13||8/+3||+8||+8||+4||Gun Training +3|
|17||12/2||+10||+10||+6||Gun Training +4|
|20||15/5||+12||+12||+7||Bonus Fear, True Grit|
Grit: At the start of every day, the Gunslinger gets grit points equal to their Wisdom
Modifier (Minimum of 1) and may used these to perform certain deeds otherwise
considered unlikely or impossible. Aside from waiting until the next day, there are only
two ways to regain a grit point; make a critical attack with a magnetic resonance weapon
or perform a coup-de-grace with a magnetic resonance weapon.
Deeds: Most Gunslingers can perform deeds far beyond what others can perform. Some
deeds are instantaneous while others remain in effect so long as the Gunslinger has at
least one Grit point left.
– Deadeye (Ex): At first level, the Gunslinger may make a single attack as a
ranged touch attack, firing past the weapons first range increment. Performing
this deed costs one point and the shooter takes a -2 penalty to the attack for
every range increment past the first.
– Gunslinger Dodge (Ex): At first level, the Gunslinger has a knack for getting
out of the way of ranged attacks. She may immediately pay one grit point to
move five feet and gain a +2 Dodge bonus on her AC to avoid that attack. To
use this ability, she must be wearing no armor or light armor.
– Quick Clear (Ex): As a standard action, the Gunslinger can remove blockages
or damage to her weapon. The Gunslinger must have at least one Grit Point to
perform this action. This is normally done as a full round action.
– Gunslinger (Ex): At third level, as long as the Gunslinger has at least one Grit
Point left, she gains the following benefits. First, she gains a +2 bonus on
Initiative. Furthermore, if she has the Quick Draw feat, she can draw a ranged
weapon as part of the initiative check.
– Pistol-Whip (Ex): At third level, the Gunslinger may make a surprise melee
attack with the butt of her rifle or pistol as a standard action. When she does,
she is considered proficient with the weapon and gains an attack and damage
bonus according to the enhanced bonus of the weapon. Single-handed weapons
deal 1D6 Damage while two-handed weapons deal 1D8. If the attack hits, the
attack may immediately attempt a Trip Attack as a free action to simulate
having knocked their opponent to the ground.
– Dead Shot (Ex): At 7th level, the Gunslinger, as a full round action, pool all
their destructive potential into a single, well-placed shot. When she does this
she shoots the weapon at a single target and makes as many attack rolls as she
can. If all the attack rolls hit, the Gunslinger’s single attack is considered to
have hit and her weapon does maximum damage possible, including magic
damage, enhanced bonuses and the like.
– Startling Shot (Ex): At 7th level, the Gunslinger may spend a Grit Point and can
spend a standard action to purposefully miss their target. When he does, that
target becomes flat-footed until the start of their next turn.
– Bleeding Wound (Ex): At 11th Level, when she hits a living creature with a
ranged attack, she can spend a Grit Point as a free action to have the attack
deal extra bleeding damage. The amount of bleed is equal to the Gunslinger’s
Dex modifier. Alternatively, she can spend an additional Grit point to make 1
Strength, Dexterity or Constitution Damage.
– Evasive (Ex): At 15th Level, when the Gunslinger has at least one Grit Point,
she gains the ability of Evasion, Uncanny Dodge and Improved Uncanny
Dodge as per the Rogue abilities.
– Slinger’s Luck (Ex): At 15th Level, a Gunslinger may spend Two Grit Points to
re-roll a single check of any kind, including attacks, skill checks, ability checks
and saves. They must take the second result, even if it is lower.
– Cheat Death (Ex): At level 19, the Gunslinger may, when reduced to 0 or lower
hit points, spend all her remaining Grit Points to raise her Hit Points to 1
– Death Shot (Ex): At 19th level, when the Gunslinger scores a critical hit, she
can spend a Grit Point to deal normal damage instead and the target must
succeed on a (Fortitude DC = 10 + ½ Gunslinger Level + Dex Modifier). On a
failed save, the target dies. This is considered a death attack.
Nimble: Starting at 2nd level, a Gunslinger gains +1 Dodge bonus when not wearing
armor or when wearing light armor. This bonus increases by one for every four levels.
Gun Training: Starting at 5th level, a Gunslinger can select one kind of Magnetic
Resonance Weapon (Rifle, Pistol, Deck-Sweeper or Carbine). With that weapon, they
may add their Dexterity Modifier to the damage dealt. Furthermore, they re-roll on the
misfire chart with that weapon but must accept the second result.
True Grit: At 20th Level, a Gunslinger picks two deeds that she has access to and must
spend a Grit Point to perform. She can perform those deeds with one less Grit Point (To
a minimum of 0). If the number is reduced to 0, they can perform those deeds whenever
they have at least one Grit Point left.