About
This prestige class is associated with the Sienar Fleet Systems faction.
Though there are many prestigious starship design companies in the galaxy, the recognized pinnacle of the craft is Sienar Fleet Systems, where the Empire gets its starfighters and other light starships. To design for Sienar is to have access to the best equipment and the brightest minds in starship development. Others may produce better starships on occasion, but no shipyard delivers such consistent innovation and quality as Sienar Fleet Systems. The thorough knowledge of the starship systems one gains from working in the Sienar think tank makes Sienar Engineers highly sought members of any starship crew, as they can milk that little extra bit of performance out of any ship.
The work of Sienar Engineers is known throughout the galaxy, though the engineers themselves receive little attention. (Most citizens of the galaxy believe that Raith Sienar personally designs every ship. In reality, he only approves every design$-$though he does make small changes here and there to every design that crosses his desk.) Only in the field of starship engineering can a Sienar Engineer expect to find someone who knows his name and accomplishments. To everyone else, a Sienar Engineer is just an incredibly handy person to have aboard a ship when the going is rough.
Requirements
To qualify to become a Sienar Engineer, a character must fulfill the following criteria.
Skills: Craft (see below) 8 ranks
Knowledge (Engineering) 6 ranks
Knowledge (Technology) 8 ranks
Feats: Starship Operation (any)
Special: You must possess 8 or more ranks total in craft skills related to starships, including Craft (Capital Ships), Craft (Space Transports), Craft (Starfighters), Craft (Starship Weapons), or Craft (Sublight Drives)
A character must have the Expert ability to become a Sienar Engineer. This must be applied to one of the craft skills listed above.
Game Rule Information
Vitality: A Sienar Engineer gain 1d6 vitality points per level. The character’s Constitution modifier applies.
Class Skills
The Sienar Engineer’s Class skills, and the key abilities for each skill, are as follows.
Astrogate (Int)
Computer Use (Int)
Craft* (Int)
Demolitions (Int)
Disable Device (Int)
Knowledge* (Int)
Pilot (Dex), Profession* (Wis)
Repair (Int)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Sienar Certification
The best Sienar Engineers undertake technical design classes conducted by Sienar Fleet Systems specialists. The classes are meant to teach otherwise individualistic designers how to do things the Sienar way, but having Sienar certification certainly doesn’t hurt an engineer’s reputation. The character adds a +2 circumstance bonus on any Bluff, Diplomacy, Gather Information, or Intimidate check that involves other non- Sienar Engineers or technicians.
Engineering Wizardry
When attempting to reroute power or make jury-rigged repairs on a Sienar-built starship, the Sienar Engineer gains a +2 circumstance bonus (see Starship Combat).
Starship Mastercrafter
At 5th level, the Sienar Engineer may create mastercraft systems for starships. The engineer can create mastercraft controls, sensors, or shields using the Craft skill for the appropriate ship type (such as Craft (Capital Ships)). She can create mastercraft hyperdrives with the Craft (Hyperdrives) skill and mastercraft sublight drives with the Craft (Sublight Drives) skill.
On average, it takes twice as long to construct a mastercraft item as it does to create an ordinary item of the same sort: You must pay double the cost for raw materials (2/3 of the item’s normal price rather than 1/3), and the result of every daily Craft check you make is halved (round down). You can add the mastercraft feature to an existing ordinary item by paying the raw material cost and then making daily Craft checks as though you were constructing the item itself.
In addition to the cost of raw materials, the Sienar Engineer must also pay a number of experience points based on the item being mastercrafted (see below). These experience points must be paid along with the raw materials cost, before the character makes any daily Craft checks to create the mastercraft item. If the expenditure of these XP would drop the character’s total below the minimum needed for his or her current level, then the XP cannot be paid (and the mastercraft work cannot be begun) until the character gains enough additional XP to remain at his current level after the expenditure is made.
The benefits gained by mastercrafting a system with this ability do not stack. A Sienar Engineer cannot mastercraft a single set of controls twice to double the equipment bonus.
Creating a mastercraft system is a task of extreme complexity; as such, the DC of the final Craft check to complete the item is 20.
The effect of the mastercrafting, and the typical costs in credits and XP, are as follows.
- Mastercraft Controls
- Effect: +2 equipment bonus on Pilot checks to perform stunts
Cost: 1,000 credits
XP: 500 - Mastercraft Sensors
- Effect: +2 equipment bonus on Computer Use checks when using the sensors
Cost: 2,000 credits
XP: 1,000 - Mastercraft Shields
- Effect: +2 equipemtne bonus on Computer Use checks to restore shield points
Cost: 500 credits per 10 shield points
XP: 250 per 10 shield points the ship has - Mastercraft Hyperdive
- Effect: +2 equipment bonus on Astrogate checks to make hyperspace jumps
Cost: 2,000
XP: 1,000 - Mastercraft Sublight Drive
- Effect: The ship’s maximum speed is increased by 1 square/action
Cost: 5,000 credits
XP: 2,500
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
---|---|---|---|---|---|---|---|
1 | +0 | +0 | +1 | +2 | Sienar Certification | +1 | +1 |
2 | +1 | +0 | +2 | +3 | +2 | +2 | |
3 | +2 | +1 | +2 | +3 | Engineering Wizardry | +2 | +2 |
4 | +2 | +1 | +2 | +4 | +2 | +3 | |
5 | +3 | +1 | +3 | +4 | Starship Mastercrafter | +3 | +4 |