Luminary Subclass
Techwright
Circuitry and Carnage
History
The Arcane Collapse hit the world in 1890 and within months, the tools that once sustained the old empires of Adamah crumbled. The Luminary responded with theory, philosophy, and research. But a select few among them looked at the ashes and saw something else—blueprints. These were the Techwrights: the first builders of the post-magic age.
Dr. Helena Vasquez, a structural engineer and artifact historian at the University of Thal’Gorum, led the charge. While others mourned the loss of arcane convenience, Vasquez spent the first decade of the Collapse reverse-engineering the last functional Fabrication Matrices—devices originally created by pre-Collapse Artificers to rapidly materialize simple tools and structures from raw material. Where Artificers relied on ambient Arcane Energy to fuel these matrices, Vasquez found ways to power them with a combination of kinetic compression and micro-engineered crystal arrays.
The result was the Omni-Fab Matrix—a portable, modular device that could fabricate equipment on the fly using raw materials, technical precision, and the wielder’s own ingenuity. It wasn’t magic. It was engineering. And it worked.
Techwrights were the combat engineers of the Colossi War. They built barriers under fire, deployed turrets in seconds, and kept broken mechs limping forward with nothing but scrap metal and nerve. After the war, they became infrastructure specialists, field inventors, and tactical engineers—valued across militaries, guilds, and frontier expeditions. Their motto said it all: “Give me five minutes and thirty meters of wire.”
Unlike the Neuromancer who fuses mind with machine or the Biomancer who sculpts flesh, the Techwright builds outward. Turrets, drones, shields, cannons, vehicles—each one fabricated in seconds, deployed with precision, and operated with cold efficiency. They are architects of the battlefield, and where they stand, the terrain itself changes. In an age where magic is returning and old powers resurface, Techwrights remain the ones who don’t need it—because they’ve already built something better.
Subclass Breakdown
The Techwright is a battlefield engineer who deploys tactical equipment, defensive structures, and autonomous systems to control combat zones. Through mastery of rapid-fabrication technology, they create turrets, barriers, drones, and weapons that materialize on demand—all fueled by Fabrication Points.
Base Class
Luminary
Core Ability
Cognition
Aptitude Dice
d6
MAB
6
Aptitude
Gain +3 Aptitude Points. Gain Aptitude with the Inventor’s, Armorer’s, and Smithing Toolkit. Choose two Martial Weapons to gain Aptitude in.
Fabrication
Fabrication Points (FAB)
Total: 5 + your Level + Cognition Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
FAB Dice
Starts at 1d8. Deals Electric Damage (unless otherwise noted).
FAB Focus Roll
1d20 + MAB
Key Mechanics
Fabrication Matrix (Passive)
Through rigorous study of engineering and materials science, you've constructed a Fabrication Matrix—a portable device that rapidly assembles equipment from raw materials and energy.
Build Slots (Passive)
Maximum Active Fabrications: Equal to your Technology Skill Modifier (minimum 2). When you exceed this limit, choose which existing fabrication to deactivate.
Crafting Material (Passive)
Some Feats require a Material Cost which must be spent in the initial creation of the fabrication unless otherwise specified. Materials can be obtained through purchasing or Salvaging.
Salvage Check (Passive)
You can now add your Aptitude Dice to your Salvaging or Data Mining Check.
Suppressed (Techwright Debuff)
Duration: Until the end of their next Turn. −1 to Attack Rolls and cannot take Opportunity Attacks.
Tactical Deployment
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Portable Barrier
AP: 1 | R | Range: 2 mCore SynergyWhen an ally within Range is attacked, you can deploy a portable energy shield that reduces the damage by half.
Deploy B.F.G.
AP: 2 | CA | 5 FAB | Materials: 10 Standard GradeDeploy an automated turret in an Unoccupied Space within 5 m. Initiative: Shares yours, acts immediately after you. Has 2 AP per Round. Only one B.F.G may be active at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP.
Size / Type
Medium (Fabrication)
HP
15 + (3 × Level)
Senses
20 m Night Vision
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Sentience
1 (Non-sentient)
Defense Rolls
Auto-Target
AP: 2 | CARanged Weapon Attack: Range 15/45 m. Attacks use your Subclass Focus and deals 2 FAB Dice of Piercing Damage. Prioritizes the closest hostile creature within Range.
Suppression Mode
ModeDeals Electric Damage and inflicts the Suppressed Debuff.
Watchdog Mode
ModeGains 1 Reaction per Round to make Opportunity Attacks.
Tracking
Mode+2 to Attack Rolls, ignores Partial Cover.
Energy Barrier
AP: 2 | CA | 2 FAB | Materials: 10 Standard GradeDeploy an energy barrier in an Unoccupied Space within 10 m. Barriers cannot overlap. You can have up to two Energy Barriers active at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP. Creatures can move through it (Challenging Terrain). Attacks through the barrier target it first.
HP
20 + (4 × your Level)
Provides
Significant Cover
Immunities
Psychic, Poison, all Conditions
Vulnerability
Force
Limit
Two Energy Barriers at a time
Dome Mode
ModeCreates a 2 m radius hemisphere (provides Cover from all angles).
Wall Mode
ModeStandard 3m × 3m vertical barrier.
Platform Mode
ModeCreates a 2m × 2m horizontal surface (can be stood on).
Rapid Fabrication
AP: 1 | QA | 2 FAB | Materials: 5 Standard GradeQuickly fabricate small-scale equipment: EMP Grenade, Flash-bang Grenade, Smoke Grenade. Anything from the Gear and Equipment Appendix under 1,000€ and any Toolkits. Fabricated items last until used or until you finish a Long Rest. You can have a number of Rapid Fabrication items active equal to your MAB. Items do not count against Build Slots.
Sidekick Drone Fabrication
AP: 2 | CA | 3 FAB | Materials: 10 Standard GradeDeploy a multi-purpose utility drone that hovers near you and assists in combat and exploration. Initiative: Shares yours and acts immediately after you. Has 3 AP per Round. Only one active Sidekick may exist at a time. Spend 1 FAB Point to heal it for 1 FAB Dice of HP.
Size / Type
Small (Fabrication)
HP
12 + (2 × Level)
Speed
Fly 10 m
Senses
20 m Darkvision
Sentience
2 (Some self-awareness)
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Defense Rolls
Ability Scores
Shock Tether
AP: 2 | CARanged Attack: Range 8 m. On hit: Deals 1 FAB Dice of damage and the target suffers the Suppressed debuff.
Tool Extension
AP: 1 | QAThe drone can use tools or interact with objects within 1 m. Can make Skill Checks using your Modifiers.
Repair Protocol
AP: 2 | CA | 1 FABTouch a friendly Fabrication or mechanical device. Restore 2 FAB Dice of HP to the target.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Threads of Engineering
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you wield your fabrication power. Your path grants abilities at levels 6, 8, and 10.
Path of the Arsenal
Weapon Fabrication / Firepower. There is one tool that can fix a lot of your problems and you’re able to assemble it with ease. Who needs to carry around a pistol, a sniper, or a shotgun when you’re right there, already fabricating all of those and more.
Passive: Gain Aptitude in all Martial Weapons.
Heavy Weapon Fabrication
AP: 2 | CA | 4 FAB | Materials: 10 High QualityDuration: 1 hour or until dismissed. Fabricate any Martial Ranged Weapon that you or an ally with Aptitude in it can wield. The weapon disappears when Duration ends or if you fabricate a different weapon. Can be placed in one of the following Modes as a Quick Action.
Plasma Cannon
ModeAdds +3 FAB Dice of Thermal Damage.
Rail Rifle
ModeIgnores all Cover, can target creatures behind barriers.
Micro-Missile Launcher
Mode2 m Radius explosion at impact point.
Level 8
Weapon Overcharge
AP: 1 | QA | 2 FABDuration: 3 Rounds. Choose an active fabricated Heavy Weapon or your B.F.G: If Heavy Weapon: +2 to Attack Rolls, attacks ignore Resistance to the weapon’s Damage Type. If B.F.G: Gains +2 AP, attacks deal +1 FAB Dice damage.
Level 10
Artillery Mode
PassiveYour B.F.G gains a new mode: Range 30/90 m. Deals 3 FAB Dice of Force Damage. Attacks deal half damage to all other creatures within a 2 m Radius. Hostile creatures within 5 m of the B.F.G have –2 to Attack Rolls.
Path of the Engineer
Drone Swarms / Multi-Deployment. One Sidekick wouldn’t do. You have too many things to do, too many sides of the battle to watch out for. These little guys have your back, your front, and a lot of firepower for their size.
Passive: Your Sidekick gains +1 AP per Round and +10 HP.
Micro-Drones
AP: 2 | CA | 4 FAB | Materials: 8 Standard Grade per Mini-DroneDuration: Until destroyed or dismissed. Deploy a swarm of three Micro-Drones within 10 m. The swarm shares 4 AP total. Each has HP: 8 + your level. If you already have a Sidekick Drone, it is replaced. Spend 1 FAB Point to heal for 1 FAB Dice of HP.
Distributed Sensors
PassiveWhile at least two drones are active, you cannot be Surprised.
Coordinated Strike
AP: 2 | CAAll active drones attack the same target. Range: 8 m. Damage: +1 FAB Dice per active drone. On hit: Target suffers Suppressed.
Swarm Reconfiguration
AP: 1 | QA | 2 FABRestore one destroyed Micro-Drone to the swarm within 1 m of you with full HP.
Level 8
Drone Dome
PassiveYou can attach Energy Barrier in Dome Mode to your Sidekick or Mini-Drones, splitting the THP among them.
Level 10
Micro-Swarm
PassiveYour Micro-Drone swarm can now include up to five drones. Material cost per drone reduced to 5 Standard Grade. Each drone gains +5 HP. When using Repair Protocol all drones can converge on one ally and repair 3 FAB Dice of THP to their Armor.
Path of the Fortifier
Defensive Fabrications / Shielding. They say a Kymara is only as sturdy as their armor, but what does that say about you, the Techwright who is crafting the damn thing? These protectors could learn a thing or two from what you can do.
Passive: Gain +1 to FAB Focus Rolls.
Aran Seldor’s Shield
AP: 2 | CA | 4 FAB | Materials: 10 High QualityDuration: 1 hour, while THP persists, or until dismissed. Fabricate a personal energy shield generator attached to yourself or an ally within Touch. THP: 15 + (2 × your level). Spend 1 FAB Point to repair for 1 FAB Dice of THP. Grants wearer +2 to Defense Rolls.
Reactive Mode
AP: 1 | RWhen targeted by an attack, the attacker must make a Will Defense Roll against your FAB Focus. On failure, the attack misses and damages the attacker for 1 FAB Dice.
Protective Mode
PassiveIf the wearer would be reduced to 0 HP while Shield has THP remaining, the shield is destroyed and the wearer gains +1 HP.
Level 8
Fortified Position
AP: 2 | CA | 5 FAB | Materials: 15 Standard GradeWhen an Energy Barrier is active, deploy an automated defense system attached to it. All allies within 5 m Radius gain +2 to Defense and Attack Rolls and Resistance to one Damage Type of your choice.
Level 10
Reactive Armor
PassiveEnhanced Aran Seldor’s Shield: Regenerates 2 FAB Dice of THP per Turn, grants Resistance to Non-Magical Physical Damage. Enhanced Energy Barrier: All barriers gain +15 HP. Shield Link Protocol: If you have both active, they share a combined THP pool.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defensive & Offensive Feats
Adaptive Barrier
AP: 1 | R | 2 FAB | Range: 10 mWhen an ally within Range is hit by an attack, one of your Energy Barriers can teleport to intercept. Reposition it between the ally and the attacker.
Reinforced Construction
PassiveAll Fabrications you create gain +10 HP. All Fabrications gain Resistance to one Damage Type of your choice (chosen when fabricated).
Self Destruct Kit
AP: 1 | R | 3 FABWhen one of your Fabrications is destroyed, trigger it to overload. 5 m Radius Sphere. All creatures must make Fortitude Defense Roll against your FAB Focus. On failure, 3 FAB Dice of Thermal Damage and knocked Prone.
Targeting Matrix
PassiveYour Sidekick, Fabricated weapons, and B.F.G. gain +1 to Critical Hit Range (19–20 instead of 20). On a Critical Hit, deal +1 FAB Dice of damage.
Path-Specific Feats
Ammunition Synthesizer
PassiveArsenalOnce per Round as a Free Action, you can change a Heavy Weapon’s Damage Type to: Thermal, Cryo, Hydro, Electric, or Force.
Autonomous Repair
Passive | Range: 10 mEngineerAt the start of each of your Turns, your Sidekick or Mini-Drones automatically repair one Fabrication within Range for 1 FAB Dice of HP.
Bunker
AP: 2 | CA | 6 FAB | Materials: 20 Standard GradeFortifierDuration: 8 hours or until destroyed. When deploying Aran Seldor’s Shield you instead convert it into a Bunker: 4m × 4m × 4m tall enclosed cube. HP: 80 + (5 × your level). Capacity: 7 Medium creatures. Complete Cover. Two firing ports with Partial Cover. Emergency exit hatch. Basic life support (8 hours).
Rapid Fabrications
EMP Mine
Rapid Fabrication | Materials: 3 High QualityWhen a creature moves within 1 m of the mine, all creatures within 3 m Radius must make Fortitude Defense against your FAB Focus. On failure, 2 FAB Dice of damage and all cybernetics disabled for 1 Round.
Portable Jump Pad
Rapid Fabrication | Materials: 3 Standard GradeDuration: 1 hour. Creature stepping on it can launch themselves up to 10 m vertically or 15 m horizontally.
SIDEKICK Upgrades
Razor Claws
AP: 2 | CA | Materials: 3 High Quality eachThe Sidekick makes two Melee Weapon Attacks, Reach: 3 m, per Core Action. On hit, deals 2 FAB Dice of Slashing Damage and the Suppressed Debuff.
Utility Feats
Adept FAB Dice Upgrade
PassiveYour FAB Dice are now 2d6 (Treated as 1 FAB Dice). Increase your Cognition Ability Score by +1.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Portable Barrier Upgrade
PassiveRange: Increases to 10 m.
B.F.G Upgrade
PassiveHP: Increases by +20. Damage: Increases to 3 FAB Dice. Range: Increases to 20/60 m. You can now have two B.F.Gs active simultaneously, each counts as 1 Build Slot.
Energy Barrier Upgrade
PassiveHP: Increases by +25. Size: All Modes gain +1 m.
Sidekick Upgrade
PassiveHP: Increases by +15. Speed: Increases to 15 m. Damage: Shock Tether damage increases to 2 FAB Dice. Gains +1 to Attack Rolls. Repair Protocol increases by +1 FAB Dice.
Rapid Fabrication Upgrade
PassiveMaterial Costs: Reduced by half for all Rapid Fabrication items. Active Limit: Increases by +3.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.
Field Modifications
AP: 1 | R | Range: 2 mMaster SynergyWhen an ally within Range makes an Attack Roll you may add +1 FAB Dice of damage.
Path of Automation
Combat AI / Autonomous Systems. Some may look at automation as a bane, but you know when a machine is built by an expert it will do everything right. In the chaos of battle you won’t go in alone.
Passive: You can have +1 to FAB Focus Rolls.
Combat Automaton
AP: 2 | CA | 8 FAB | Materials: 18 High GradeDeploy a bipedal combat AI that acts independently within 10 m. Rolls its own Initiative and has 4 AP. Can use any weapon you have Aptitude in. Spend 1 FAB Point to heal for 1 FAB Dice of HP.
Size / Type
Medium (Fabrication)
HP
40 + (4 × Level)
Speed
8 m
Senses
Superior Darkvision 20 m
Sentience
3 (Self-aware)
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Defense Rolls
Ability Scores
Emergency Shield
AP: 1 | R | 2 FAB | Range: 3 mWhen an ally within Range is attacked, grant +2 to Defense Roll. If attack still hits, Automaton takes half the damage instead.
Level 13
Networked Defense Grid
Passive | Range: 20 mAll Fabrications within Range are considered networked. If one would be destroyed, it can upload its remaining HP to another networked Fabrication before being destroyed. When one is attacked, all networked Fabrications within Range can make an Opportunity Attack against the attacker.
Level 15
A.I. Overseer
AP: 2 | CA | 7 FAB | Materials: 5 RareDuration: 5 Rounds. Deploy an advanced AI core. All Fabrications in the network gain: +1 AP per Round, regenerate 1 FAB Dice HP per Round, +1 to all rolls and +1 FAB Dice damage.
Path of Experimental Weaponry
Weapon Modification / Prototype Systems. You have an eye for detail and an expertise in turning an old scrap heap into any number of weapons modification.
Passive: Gain Aptitude in the Gun-Smithing and Explosives Toolkits.
Prototype Weapon Mount
AP: 2 | CA | 5 FAB | Materials: 5 High GradeDuration: 1 hour or until dismissed. Fabricate a back, shoulder, or arm mount compatible with a Firearm of your choice. The weapon has 2 AP for attacks using the wearer’s Stats. Choose one prototype ability that triggers on hit.
Graviton Rifle
PrototypeDuration 3 Rounds, Radius 3 m — all creatures’ Movement Speed is halved and they cannot fly.
Molecular Disruptor
PrototypeIgnores Armor THP, deals damage directly to HP.
Phase Cannon
PrototypeIgnores all obstacles, Cover, and barriers. Can target creatures you can’t see if you know their approximate location.
Level 13
Weapon Platform Deployment
PassiveYou can mount one of your Heavy Weapons or Prototype Weapon Mount onto your B.F.G. or Sidekick, replacing its regular attack.
Level 15
Synchronized Fire Protocol
PassiveWhen you attack with a Heavy Weapon or Prototype Weapon, one of your Fabrications can attack the same target as a Free Action. This Fabrication’s attack gains +2 to hit and +1 FAB Dice damage.
Path of the Aegis Defender
Mobile Fortification / Walking Barracks. Home is where all your weapons are so create a moving barracks for you and all your friends!
Passive: All Energy Barriers you create gain +20 HP.
Fortress
AP: 2 | CA | 8 FAB | Materials: 25 High QualityDeploy a walking fortified defensive installation in a place you can touch. If the Fortress would be destroyed, all creatures inside are teleported to a safe location within 15 m.
Size / Type
Huge (Fabrication)
HP
150 + (8 × Level)
Speed
5 m
Capacity
8 creatures
Cover
Complete Cover
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Reactive Shield Grid
AP: 1 | R | 2 FAB | Radius: 10 mWhen an ally within the Radius is attacked, the Fortress projects an emergency shield granting +1 to Defense Roll and 10 THP against the attack.
Level 13
Defenses Network
Passive | Radius: 10 mAll your Fabrications and allies within the Radius of the Fortress share a combined HP pool.
Level 15
The Citadel
AP: 2 | CA | 12 FABDuration: 4 Rounds. Radius: 15 m. You and allies inside the Radius cannot be targeted by attacks from outside. The Citadel regenerates 3d10 HP at the start of your Turn.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defense & Offensive Feats
Emergency Hardening
AP: 1 | R | 3 FAB | Range: 15 mChoose one Fabrication within Range that would be reduced to 0 HP, it instead drops to 1 HP.
Overcharged Systems
AP: 1 | QA | 6 FABDuration: 2 Rounds. All active Fabrications gain: +1 FAB Dice damage on all attacks, +1 to all Attack Rolls, +1 AP per Round. At the end of Duration, all fabrications take 2 FAB Dice of Thermal Damage.
Prismatic Reflection
AP: 1 | R | 4 FAB | Range: 10 mWhen an Energy Barrier takes Magical Damage, it absorbs half. The barrier can release this energy as a counterattack: fire a beam at the attacker within Range dealing half the damage absorbed.
Path-Specific Feats
Override Protocol
AP: 1 | QA | 4 FABAutomationDuration: 3 Rounds or destroyed. Take control of one of your Automatons. For the Duration: use your Feats and Abilities from its location and use its abilities as your own.
Instant Architecture
AP: 2 | CA | 5 FABAegis DefenderDuration: 1 hour or until destroyed. Fabricate one instant structure with HP: 60 + (4 × your level). Options: Bridge (4m × 10m), Wall (10m × 5m), Tower (3m × 3m × 8m), Ramp (5m × 5m, 4m high), Platform (6m × 6m, 3m high).
Rapid Fabrications
Barrier Spike
Rapid Fabrication | Materials: 5 High QualityDuration: 3 Rounds. Range: 10 m. Deploy a spike that projects a one-way energy dome (Radius 2 m). Allies inside can attack outward; hostile creatures cannot attack in. 20 HP, Significant Cover. Hostile creatures touching the dome take 1d6 Electric Damage.
Cloaking Pod
Rapid Fabrication | Materials: 5 High QualityDuration: 1 Minute or until it takes a hostile Action. The user activates a cloaking device that renders them Invisible.
Mag-Anchor Tether
Rapid Fabrication | Materials: 4 Standard GradeRange: 15 m. Fire a magnetic anchor that embeds in a surface or large object. Pull yourself to the anchor (15 m as 1 AP), pull a Medium or smaller creature toward you, or deploy two anchors to create a zipline.
Utility Feats
Mass Production
AP: 2 | CA | 5 FABCreate three identical Rapid Fabrication items simultaneously. Material cost is paid for all three.
Master FAB Dice Upgrade
PassiveYour FAB Dice are now 2d8 (Treated as 1 FAB Dice) and you gain +1 Build Slot.
Specialized Character Refinement
SCRYou can select an additional Specialized Character Refinement.
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your engineering mastery, granting abilities at levels 16, 18, and 20.
Neural Reset
AP: 1 | R | Range: TouchPinnacle SynergyWhen an ally within Range fails an Overcome Action you give them a little shock, dealing 1 Electric Damage and they can re-roll.
Path of the Constructor
Tactical Structures / Battlefield Control. You are the guy in the chair and luckily, you can bring your chair with you. You don’t change the battlefield, you build it anew and take control of each and every corner.
Passive: Gain +2 Build Slots.
Command Center
AP: 2 | CA | 6 FAB | Materials: 25 High GradeDeploy a tactical command center on a flat surface within 15 m. Can be packed up and redeployed (2 AP, keeps HP).
Size
6m × 6m × 4m tall (enclosed)
HP
100 + (6 × Level)
Capacity
10 creatures
Cover
Complete Cover
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Tactical Display
PassiveCreatures inside see a holographic battlefield map showing positions of all known allies and detected hostile creatures within 50 m.
Defense Grid
PassiveAttach your Energy Barriers or B.F.Gs to the Command Center; they share one HP Pool.
Level 18
The Nexus
AP: 2 | CA | 8 FAB | Materials: 30 High GradeDeploy the Nexus within 10 m. Can be redeployed (2 AP, keeps HP). Sensor array reveals all invisible/hidden creatures within 30 m. Teleportation Pads (QA, 1 AP): Teleport from the Nexus to any location within 25 m. Power Relay: All Fabrications within 20 m regenerate 1d8 HP per Round.
Size
8m × 8m platform (Huge)
HP
120 + (6 × Level)
Sensor Array
30 m (reveals invisible/hidden)
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Level 20
Field Engineer: The Spire
AP: 2 | CA | 10 FAB | Materials: 50 High GradeField EngineerDeploy a massive fortified structure within 15 m. Can be redeployed (2 AP, keeps HP). Artillery Cannon: Range 50/150 m, 6 FAB Dice of Force Damage, 4 m Radius. All allies within 15 m gain +2 to Ranged Attack Rolls. Fires once per Round using your FAB Focus.
Size
4m × 4m base, 10m tall tower (Huge)
HP
150 + (8 × Level)
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Path of the Orbital Engineer
Aerial Platforms / Sky Dominance. Almost everyone forgets to utilize the sky as part of the battlefield, except you of course. Get your feet off the ground and bring the fight into your territory.
Passive: Gain +1 to your FAB Focus.
Orbital Platform
AP: 2 | CA | 8 FAB | Materials: 25 High QualityDeploy an aerial platform within 30 m that hovers above the battlefield. Rolls its own Initiative, has 2 AP. Spend 1 FAB Point to heal for 1 FAB Dice of HP.
Size
10m × 10m platform (Huge)
HP
100 + (6 × Level)
Speed
10 m
Senses
50 m Darkvision
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Orbital Strike
AP: 2 | CA | Range: 50 m | Radius: 3 mAll creatures in Radius make Fortitude Defense against your FAB Focus. On failure, 4 FAB Dice of damage and knocked Prone.
Level 18
Global Deployment
Passive | Range: 50 mDeploy any Fabrication anywhere within Range of an Orbital Platform. All Fabrications within Range gain +1 to all rolls.
Level 20
Field Engineer: Orbital Swarm
AP: 2 | CA | 8 FABField EngineerDuration: 5 Rounds. Break the Orbital Platform into 5 pieces that share Stats, have 6 AP to share, and divide up its HP.
Path of the Siege Master
Heavy Artillery / Structural Destruction. Creatures are already falling to your massive firepower, why don’t you try taking down a building too?
Passive: All your Fabrications deal +1 FAB Dice damage.
Siege Cannon
AP: 2 | CA | 8 FAB | Materials: 30 High QualityDeploy a massive artillery cannon on a flat surface within 10 m. Rolls its own Initiative, has 4 AP. Can be redeployed (2 AP, keeps HP). Spend 1 FAB Point to heal for 1 FAB Dice of HP.
Size
3m × 3m base, 4m tall (Large)
HP
140 + (7 × Level)
Speed
3 m
Senses
30 m Darkvision
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Artillery Strike
AP: 3 | CA | Range: 60/180 m | Radius: 5 mAll creatures in Radius make Fortitude Defense against your FAB Focus. On failure, 6 FAB Dice of Force Damage and knocked Prone. Structures take double damage.
Suppressive Fire
PassiveHostile creatures within 15 m of your Siege Cannon have –3 to Attack Rolls.
Level 18
Devastation Protocol
PassiveYou can choose to double the Radius of Artillery Strike but halve the damage dealt.
Level 20
Field Engineer: The Obliterator
AP: 2 | CA | 8 FABField EngineerFire at three different locations within Range. Each location takes 6 FAB Dice of damage. All your Fabrications within 30 m of Siege Cannon gain until end of your next Turn: +2 to Attack Rolls, attacks deal double damage to structures.
Path of the Vanguard
Mobile Command / Vehicle Deployment. Movement is key to many fights. Bring all your Fabrications on the road with you, or just make your own road if you feel like it.
Passive: Gain Aptitude in all Vehicles.
Command Rig
AP: 2 | CA | 8 FAB | Materials: 40 High QualityDeploy a mobile command vehicle within 10 m. Rolls its own Initiative, has 4 AP. Attach Energy Shields and B.F.Gs to share one HP Pool. Spend 1 FAB Point to heal for 1 FAB Dice of HP.
Size
6m × 4m × 3m tall (Huge)
HP
160 + (8 × Level)
Speed
15 m / 45 km
Capacity
6 creatures
Cover
Partial Cover
Senses
30 m Darkvision
Immunities
Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Psychic, Toxin
Vulnerability
Electric
Ability Scores
Mobile Deployment
PassiveDeploy Fabrications from the Rig as a Quick Action. Fabrications deployed this way cost –2 FAB Points.
Level 18
Tele-ployment
AP: 2 | CA | 4 FAB | Range: 20 mTeleport the Rig and all mounted Fabrications and allies to an Unoccupied Space within Range.
Level 20
Field Engineer: The Convoy
AP: 2 | CA | 6 FABField EngineerAll allies and Fabrications within or attached to the Rig gain: +2 to Defense Rolls, Significant Cover. Deploy all mounted Fabrications to positions within 20 m of The Convoy.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defense & Offensive Feats
Annihilation
AP: 2 | CA | 6 FABAll your Fabrications fire simultaneously. Choose one target within Range of at least three Fabrications. Fortitude Defense Roll against your FAB Focus. On failure, damage equal to 1 FAB Dice per attacking Fabrication, knocked Prone and Suppressed.
Last Stand Protocol
AP: 1 | R | 8 FABWhen you are reduced to 0 HP, all your Fabrications immediately move to surround you and you are stabilized to 1 HP.
Path-Specific Feats
Armored Rig
AP: 2 | CA | 6 FABVanguardDuration: 3 Rounds. Your Command Rig gains Resistance to Non-magical Physical Damage.
Sanctuary Field
AP: 2 | CA | 8 FAB | Radius: 2 mConstructorDuration: 2 Rounds. Create an impenetrable defensive zone around your Command Center, Nexus, or Spire. Allies within gain immunity to outside attacks, can still attack outward. Hostile creatures cannot enter.
Strategic Bombardment
AP: 2 | CA | 10 FABOrbital EngineerAll active Orbital Platforms fire simultaneously at different targets within Range (100 m per Platform). Each Platform makes an Orbital Strike.
Scorched Earth
AP: 2 | CA | 10 FAB | Radius: 10 mSiege MasterAll creatures in Radius from your Siege Cannon make Fortitude Defense. On failure, 8 FAB Dice Force Damage and Prone. For 4 Rounds, creatures starting Turn in Radius take 1 FAB Dice Thermal Damage. Your Siege Cannon and all Cover is destroyed.
Rapid Fabrications
Automatons Roll out!
AP: 2 | CAAll of your Fabrications can be packed up and redeployed elsewhere, keeping current HP.
Real Steal
Long Rest | 5 FABDuration: 24 Hours. Train a Fabrication in one Kymara or Chaya Base Class Feat.
Riot Foam Grenade
Rapid Fabrication | Materials: 3 Standard GradeRange: 10 m. Radius: 3 m. Duration: 3 Rounds. All creatures make Reflex Defense against your FAB Focus. On failure, Restrained for the Duration.
Weapon Vendor
Rapid Fabrication | Materials: 10 Standard GradeDuration: 3 Rounds. Fabricate a disposable version of a Weapon from the Appendix.
Utility Feats
Pinnacle FAB Dice Upgrade
PassiveYour FAB Dice are now 3d8 (Treated as 1 FAB Dice). Either increase your Cognition Ability Score by +2 or gain +2 Build Slots.