Page 1 of 5 12345 LastLast
Results 1 to 30 of 128
  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Base Class: The Engineer [3.5; PEACH]


    -An engineer totes his specialized dynamo cannon.

    Image by nicop1

    Engineers are quite common in the world, their profession being to fix problems, be it a broken siege engine, a disabled construct, or a horde of rampaging orcs. Wielding the powers of innovation, engineers don't see themselves as spell casters, instead, they find themselves more akin to the ideal version of the working man. However, you won't likely find an engineer in any old blacksmith's shop; engineers are born for a greater purpose than to have their talents wasted on manipulating guilds and mundane craftsmen.
    Adventurers: Most engineers take up the mantle of an adventurer to truly test their talents in the field. Essentially scientists in a largely uneducated world, engineers feel that their unique talents and skills are best spent exploring the greatest challenges that the world has to offer.
    Characteristics: Engineers are united by a love of creation and inventive, and very quick minds. Their intelligence allows them to be as skilled as any rogue, and their prowess in craftsmanship can be utilized to greater success on the battlefield.
    Alignment: While some engineers feel that a lawful mind is required to grasp the complex processes of creation, engineers come from all backgrounds and can be of any alignment.
    Background: While true engineers rarely spend time in shops in towns, budding young engineers may very well have done so before they realized their true potential. Often, these engineers will be discovered by a manipulating wizard who would seek to use the engineer's talents to further the study of the arcane arts.
    Races: All races have a place for engineers, although human, half-elf, gnome, and kobold engineers are the most common.
    Other Classes: In combat, an engineer can fill a variety of roles, depending on their vocation, be it relying on their skills or superior modes of mobility. Engineers are especially useful in parties that have construct members such as warforged or soulstitched, as an engineer can repair damage upon the constructs much more efficiently than a cleric or druid can.

    The Engineer
    Engineers have the following game statistics.
    Abilities: Intelligence is crucial for the engineer's vast list of skills, as well as their ability to innovate. Other abilities depend on the engineer's vocations. Dexterity is helpful for dynamo cannon specialization, while Strength is best for mecharmor, and Wisdom for surveyors.
    Alignment: Any.
    Hit Die: d6
    Starting Gold: 5d4 ×10 (125 gp)

    Table: The Engineer
    {table=head] Level |
    BAB
    | Fort Save | Ref Save | Will Save |
    Special
    | Speed Bonus | Innovation
    1st | +0 |
    +1
    |
    +0
    |
    +2
    | Crafter Extraordinaire, Makeshift Prowess, Precision +1 | — |
    2

    2nd | +1 |
    +1
    |
    +0
    |
    +3
    | Vocation | — |
    4

    3rd | +2 |
    +2
    |
    +1
    |
    +3
    | Precision +2 | — |
    6

    4th | +3 |
    +2
    |
    +1
    |
    +4
    | Vocation | +5 ft. |
    8

    5th | +3 |
    +3
    |
    +1
    |
    +4
    |Minor Forging | +5 ft. |
    10

    6th | +4 |
    +3
    |
    +2
    |
    +5
    | Vocation | +10 ft.|
    12

    7th | +5 |
    +3
    |
    +2
    |
    +5
    | Precision +3 | +10 ft. |
    14

    8th | +6/+1 |
    +4
    |
    +2
    |
    +6
    | Vocation | +15 ft. |
    16

    9th | +6/+1 |
    +4
    |
    +3
    |
    +6
    | Greater Forging | +15 ft. |
    18

    10th | +7/+2 |
    +5
    |
    +3
    |
    +7
    | Vocation | +20 ft.|
    20

    11th | +8/+3 |
    +5
    |
    +3
    |
    +7
    | Precision +4 | +20 ft. |
    22

    12th | +9/+4 |
    +6
    |
    +4
    |
    +8
    | Vocation | +25 ft.|
    24

    13th | +9/+4 |
    +6
    |
    +4
    |
    +8
    | Improvised Mage | +25 ft. |
    26

    14th | +10/+5 |
    +6
    |
    +4
    |
    +9
    | Vocation | +30 ft.|
    28

    15th | +11/+6/+1 |
    +7
    |
    +5
    |
    +9
    | Precision +5 | +30 ft.|
    30

    16th | +12/+7/+2 |
    +7
    |
    +5
    |
    +10
    | Vocation | +35 ft. |
    32

    17th | +12/+7/+2 |
    +8
    |
    +5
    |
    +10
    | Supreme Forging | +35 ft. |
    34

    18th | +13/+8/+3 |
    +8
    |
    +6
    |
    +11
    | Vocation | +40 ft.|
    36

    19th | +14/+9/+4 |
    +9
    |
    +6
    |
    +11
    | Precision +6 | +40 ft.|
    38

    20th | +15/+10/+5 |
    +9
    |
    +6
    |
    +12
    | Mobile Fortress, Vocation | +45 ft.|
    40
    [/table]

    Class Skills
    The engineer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (arcana) (Int), Knowledge (architecture/engineering) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
    Skill Points at 1st Level: (6+Int Modifier) x 4.
    Skill Points at Each Additional Level: 6+Int Modifier.

    Class Features
    All the following are class features of the engineer.

    Weapon and Armor Proficiencies: Engineers are proficient with the club, dagger, handaxe, hand crossbow, heavy crossbow, light crossbow, light hammer, light pick, repeating heavy crossbow, and repeating light crossbow. Engineers are proficient with light and medium armor, but not with any shields.

    Crafter Extraordinaire (Ex): Few can match the engineer's artifice when creating objects both magical and mundane. At 1st level, an engineer adds his engineer level to all Craft and Profession checks. In addition, items created by an engineer gain a bonus to Hardness equal to the engineer's Precision bonus. However, to gain this bonus, an engineer must expend his entire pool of Innovation while crafting the item.

    Additionally, masterwork weapons crafted by an engineer are extremely efficient, weighing 1/3 less than normal. Furthermore, repeating crossbows made by an engineer can hold twice as many crossbow bolts as normal.

    Innovation (Ex): Many abilities of an engineer's vocation and forging (see below) are powered by his ability to rapidly innovate and improve upon an object's design. An engineer receives innovation points in the amount listed on the table, plus his Intelligence modifier, on a daily basis. An engineer must rest uninterrupted for 8 hours to recharge this amount.

    Makeshift Prowess (Ex): Engineers are adept at making something from nothing, and regularly utilize tools such as wrenches, drills, and shovels as weaponry. An Engineer can wield an improvised weapon as if he were proficient with it, and does not take the normal -4 penalty for using improvised weapons.

    Precision (Ex): At 1st level, an engineer can utilize his uncanny sense of accuracy to penetrate enemy defenses. By spending one Innovation point, an engineer can gain an insight bonus to attack rolls as shown on Table: The Engineer. Alternatively, an engineer can instead utilize this bonus to overcome a number of Damage Reduction or Hardness equal to the bonus he would normally gain on attack rolls. This bonus is +1 at 1st level and increases to +2 at 3rd level and again every four levels afterwards (+3 at level 7, +4 at level 11, +5 at level 15, and +6 at level 19).

    Vocation (Ex): A vocation is an engineer's profession, specialization, and his life's work. At 2nd level, an engineer chooses one vocation and picks additional vocations every even level afterwards. Similar to feats, an engineer must meet all prerequisites before taking a vocation. Unless otherwise stated, a vocation can only be taken once. Additionally, vocations represent an engineer’s mastery over science and technology, any spell-like abilities granted through a vocation can be cast where magic cannot normally be cast, such as within an Antimagic Field, and use the engineer's Intelligence modifier for determining save DC's.

    Spoiler
    Show
    Blast Radius
    Prerequisite: Dynamo Cannon, Neuroarcanics
    Description: You have augmented your dynamo cannon in order to create a spread effect with your shots. By spending 3 Innovation points, you can fire your dynamo cannon on your next attack as a 20 ft. cone instead of a normal ranged attack. All creatures within the 20 ft. cone must make a Reflex save equal to 10 + half your engineer level + your Intelligence modifier to take half damage on the attack. Treat this vocation as another way that you can enhance your dynamo cannon through Innovation.

    Breaking Point
    Prerequisite: Surveyor
    Description: You can find weak spots in an opponent's defenses and can quickly utilize such weaknesses. By spending 2 Innovation points, you can strike foes with piercing accuracy. Your next attack with a melee weapon deals extra damage equal to your engineer level. You must decide whether or not to use this vocation prior to making an attack. If your attack misses, you still expend the Innovation points.

    Chemistry
    Prerequisite: -
    Description: You are knowledgeable in the composition of matter, as well as the breaking down or altering of material. By spending 1 Innovation point, you can cast Disguise Self, Endure Elements, Prestidigitation, or Touch of Fatigue as a spell-like ability with a caster level equal to half your engineer level.

    Deflect Trajectory
    Prerequisite: Physics
    Description: Your knowledge of the physical universe is great enough to bend them to your will. By spending 2 Innovation points, you can cast Hold Portal, Protection From Arrows, Resist Energy, or Shield as a spell-like ability with a caster level equal to half your engineer level.

    Dynamo Cannon
    Prerequisite: -
    Description: You have modified an existing crossbow or firearm that you are proficient with to create a unique and masterful weapon known as a dynamo cannon. Resembling a highly mechanized firearms, dynamo cannons are customized for the engineer and are highly complex, imposing a -4 penalty to attack rolls for use of anyone other than the engineer that created it. This penalty is in addition to penalties a character receives if they are not proficient with the crossbow that formed the base of the dynamo cannon.

    As engineers become more powerful, they continually enhance their dynamo cannons. At 1st level and every 5th level, the dynamo cannon gains a +1 bonus on damage rolls when in the hands of the engineer that created it.

    By spending Innovation points, an engineer can quickly enhance a dynamo cannon to replicate a single effect listed below. Enhancing a dynamo cannon in this way is a swift action that does not provoke an attack of opportunity. The effect that is used must be declared prior to the engineer's next attack, and the Innovation points are still lost if the attack fails. Any effect that change the damage type of the original ammunition (bludgeoning, piercing, slashing, etc.), replace the original damage type.

    Absolute Zero: Empower a crossbow bolt to deal cold damage. This effect costs 1 Innovation point to use.

    Combustion: Empower a crossbow bolt to deal fire damage. This effect costs 1 Innovation point to use.

    Corrosion: Empower a crossbow bolt to deal acid damage. Every creature within 5 feet of the point where the bolt hits takes 1 point of acid damage from the splash. This effect costs 2 Innovation points to use.

    Current: Empower a crossbow bolt to deal electricity damage. This effect costs 1 Innovation point to use.

    Shockwave: Empower a crossbow bolt with sonic energy. This effect costs 1 Innovation point to use.

    Terminal Ballistics: Empowers a crossbow bolt to deal Force damage instead of its former damage type. Additionally, the attack gains a +1 bonus on damage rolls. This effect costs 2 Innovation points to use.

    Constructing a dynamo cannon requires the base cost of the weapon, plus 150gp and 3 days of work devoted solely to the cannon (Craft checks not required). Dynamo cannons use normal crossbow bolts, which are enhanced by the engineer. An engineer can enhance a crossbow bolt that is used as an improvised weapon, however the charge dissipates in 2d4 rounds and becomes useless if fired from anything other than a dynamo cannon.

    Enhanced Performance
    Prerequisite: Physics, Mecharmor
    Description: Further modification of your mecharmor has given way to advancements in improved operation. Your suit of armor now provides an enhancement bonus to base land speed equal to your Speed Bonus as shown on Table: The Engineer. This bonus to land speed remains unaffected if you are carrying a medium or heavy load. In addition, the armor check penalty for a suit of mecharmor is reduced to double the normal armor check penalty, instead of triple.

    Mecharmor
    Prerequisite: -
    Description: You have created a suit of performance enhancing armor, most commonly referred to as mecharmor. While these suits are complex and exotic, it is important to remember that they are nothing more than advanced suits of armor and function as such. However, due to their unique designs and complexity, anyone other than the engineer who created the mecharmor takes a -8 penalty to attack rolls inside the suit and cannot benefit from any vocations with the mecharmor as a prerequisite. This penalty is in addition to penalties a character receives if they are not proficient with the armor that formed the base of the mecharmor.

    Activating (donning) a suit of mecharmor takes 1 minute. Once activated, the suit functions similarly to a suit of armor that grants its user special abilities. A suit of mecharmor is essentially a modified version of normal armor, with the base armor material forming the outer shell of the suit that protects the wearer and the delicate machinery inside. Mecharmor provides one and a half the armor bonus of the base armor (minimum 2), triples the armor check penalty (minimum -3), decreases the maximum dexterity bonus by -4 (minimum 0), as well as doubles the arcane spell failure chance and the weight of the armor. In addition, the suit provides the wearer with a +2 enhancement bonus to Strength whenever the wearer is using the suit. Mecharmor always counts as medium or heavier armor for abilities that rely on the character wearing light or no armor, regardless of the base armor type.

    Constructing a suit of mecharmor requires the base cost of the armor, plus 500 gp and 1 week of work devoted solely to the mecharmor (Craft checks not required). Mecharmor comes with a set of gauntlets and can be modified with armor spikes or other additions just as normal armor.

    Metabolic Jump
    Prerequisite: Chemistry
    Description: Knowledge of anatomy and physical composition has allowed you to enhance the body beyond its limitations. By spending 2 Innovation points, you can cast Bear's Endurance, Bull's Strength, Expeditious Retreat, or Jump as a spell-like ability with a caster level equal to half your engineer level.

    Mounted Artillery
    Prerequisite: Dynamo Cannon
    Description: Through clever engineering and design, you have developed a tripod that can shoot crossbows or other firearms automatically. In combat, mounting a crossbow on a tripod is a full-round action that provokes an attack of opportunity. Once mounted, the tripod will shoot on you next turn, shares your initiative for the rest of combat. The tripod uses your base attack bonus and is considered to have a dexterity modifier of 0 (-5 penalty to attack). Because you are not consciously firing the weapon, it cannot benefit from any archery feats you may possess, nor can it be enhanced if you used a dynamo cannon in place of a crossbow. For sheer efficiency, many engineers utilize repeating crossbows when they set up tripods.

    Constructing a tripod requires the base cost of the crossbow, plus 25 gp and 1 day of work devoted solely to the tripod (Craft checks not required). The tripod is collapsible, and weighs about 5 lbs.

    Neuroarcanics
    Prerequisite: -
    Description: Magic is just another scientific energy to be controlled, an you are particularly adept at altering magical auras. By spending 1 Innovation point, you can cast Detect Magic , Identify, Magic Aura, or Read Magic as a spell-like ability with a caster level equal to half your engineer level.

    Physics
    Prerequisite: -
    Description: Matter in motion, energy, and force are your dearest principles. By spending 1 Innovation point, you can cast Feather Fall, Mage Hand, Open/Close, or Unseen Servant as a spell-like ability with a caster level equal to half your engineer level.

    Quantum Gate
    Prerequisite: Deflect Trajectory, Dynamo Cannon, Physics
    Description: By spending 4 Innovation points, you can shoot out two portals from your dynamo cannon within 500' of each other. Travel between these quantum gates functions as a Dimension Door spell, except that teleporting is only possible between two quantum gates, and that the quantum gates last 10 minutes per engineer level before disappearing into thin air.

    Renovation
    Prerequisite: Neuroarcanics
    Description: By swiftly rebuilding the material elements of an object, you can swiftly make repairs to mundane objects or constructs, seemingly by touch. Each day, you can repair a total number of hit points of damage equal to your engineer level x your Intelligence bonus. You may choose to divide your repairing among multiple recipients, and you don't have to use it all at once. Using this vocation is a standard action.

    Sapping
    Prerequisite: Chemistry, Structural Destabilization
    Description: You can quickly erode mineral compositions. By spending 3 Innovation points, you can cast Meld into Stone, Rusting Grasp, Spike Stones, or Stone Shape as a spell-like ability with a caster level equal to half your engineer level.

    Steambeast Companion
    Prerequisite: Neuroarcanics
    Description You have created a collapsible and highly versitile construct known as a steambeast. Essentially a collection of intricate parts, the components of a steambeast lie dormant until they are rapidly arranged into a form by an engineer. By spending 3 points of Innovation, you can assemble a pile of steambeast components into an animal form as a full-round action. The steambeast holds its chosen form and acts upon your initiative, obeying all orders from you to the best of its ability. Each additional round that a steambeast remains assembled costs 1 point of Innovation. A steambeast can be dismissed and disassembled as a move action.

    Spoiler
    Show
    {table=head]
    Class Level
    |
    Bonus HD
    |
    Natural Armor Adj.
    |
    Str/Dex Adj.
    |
    Damage Reduction
    |
    Special

    4th-7th |
    +3
    |
    +2
    |
    +1
    |
    DR 2/Adamantine
    | Construct Traits, Lighted, Mindless

    8th-11th |
    +6
    |
    +4
    |
    +3
    |
    DR 4/Adamantine
    | Half Speed Bonus

    12th-15th |
    +9
    |
    +6
    |
    +6
    |
    DR 6/Adamantine
    | Energy Resistance

    16th-20th |
    +12
    |
    +8
    |
    +9
    |
    DR 10/Adamantine
    | Full Speed Bonus [/table]
    Steambeast Companion Basics
    The animal type used by a steambeast is chosen from the list below. Use the base statistics for a creature of the companion’s kind, but make the following changes.

    Class Level
    The character's engineer level. The engineer’s class levels stack with levels of any other classes that are entitled to a steambeast companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

    Bonus HD
    Extra ten-sided (d10) Hit Dice, each of which gains bonus hit points based on size, as normal. Remember that extra Hit Dice improve the steambeast companion's base attack and base save bonuses. A steambeast's base attack bonus is the same as that of an engineer of a level equal to the steambeast's HD. A steambeast companion has no good saving throws. A steambeast companion gains no additional skill points or feats.

    Natural Armor Adj.
    The number noted here is an improvement to the steambeast companion's existing natural armor bonus.

    Str/Dex Adj.
    Add this value to the steambeast companion's Strength and Dexterity scores.

    Damage Reduction
    The number noted here is an improvement to the steambeast companion's existing damage Rrduction and stacks with other forms of damage reduction.

    Construct Type
    A steambeast's type changes to construct, converting Hit Dice and gaining all traits of the Construct type.

    Lighted
    At your command, a steambeast's eyes can create light as powerful as a torch.

    Mindless
    A steambeast has no Intelligence score.

    Fast Movement
    At level 5, a steambeast gains a bonus to all modes of movement equal to half your Speed Bonus as shown on Table: The Engineer. At 10th level, the steambeast gains the full Speed Bonus. This bonus to land speed remains unaffected if the steambeast is carrying a medium or heavy load.

    Energy Resistance
    The steambeast gains energy resistance Fire and Electricity equal to your engineer level.

    When assembled, a steambeast can take the form of a single animal listed below, based on the engineer's level and adjusted for the purposes of determing characteristics as shown.

    4th level: Badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), Medium Shark, owl, pony, porpoise, snake (Small or Medium viper), squid, or wolf.

    8th level (level -4): Ape, black bear, bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, monitor lizard, shark (Large), snake (constrictor or Large viper), wolverine.

    12th level (level -8): Brown bear, dire wolverine, giant crocodile, deinonychus, dire ape, dire boar, dire wolf, elasmosaurus, lion, rhinoceros, snake (huge viper), tiger.

    16th level (level -12): Dire lion, megaraptor, orca whale, polar bear, shark (Huge), snake (giant constrictor).

    Constructing steambeast components requires 500 gp and 1 week of work devoted solely to the steambeast (Craft checks not required). Steambeast components weigh 30 lbs, but adapt to the size of the animal form when assembled. If a steambeast is destroyed in combat, the components are likewise destroyed.

    Structural Destabilization
    Prerequisite: Chemistry
    Description: Breaking down a the material composition of an object is child's play to the well-to-do engineer. By spending 2 Innovation points, you can cast Knock, Soften Earth and Stone, Warp Wood, or Wood Shape as a spell-like ability with a caster level equal to half your engineer level.

    Surveyor
    Prerequisite: -
    Description: You utilize terrestrial space to earn sight beyond sight. Any ranges of vision available to you doubles in distance and you always know which direction you are facing. In addition, you gain a bonus to Spot checks equal to your engineer level.

    Terraform
    Prerequisite: Chemistry, Sapping, Structural Destabilization
    Description: You are capable of altering vast areas of land with minimal effort. By spending 4 Innovation points, you can cast Passwall, Stone Shape, Stone Spikes, Transmute Mud to Rock, or Transmute Rock to Mud as a spell-like ability with a caster level equal to half your engineer level.

    Thermodynamics
    Prerequisite: Physics
    Description: You are well learned in the art of converting energy into usable heat. By spending 2 Innovation points, you can cast Continual Flame, Heat Metal, Produce Flame, or Pyrotechnics as a spell-like ability with a caster level equal to half your engineer level.

    Topographical Senses
    Prerequisite: Breaking Point, Surveyor
    Description: You see differently than others, granting you heightened vision. By spending 3 Innovation points, you can cast Arcane Sight, Clairaudience/Clairvoyance, Locate Creature, or Scrying as a spell-like ability with a caster level equal to half your engineer level. An engineer uses a polished piece of metal to scry upon.

    Trap Dismantler
    Prerequisite: Surveyor
    Description: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Additionally, you can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

    If you beat a trap’s DC by 10 or more with a Disable Device check, you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.

    Tunneling Mobility
    Prerequisite: Chemistry
    Description: You can quickly alter the composition of earth materials to construct holes and tunnels. When wielding a tool that can dig such as a shovel, pick, or drill, you gain a burrow speed equal to your Speed Bonus as shown on Table: The Engineer. You can tunnel through dirt, but not through rock and cannot charge or run while burrowing. You can choose whether or not to leave a usable hole behind you. A hole constructed in this manner is 5 feet tall and wide.

    Ultravision Lenses
    Prerequisite: Surveyor
    Description: Through your knowledge of light, you are able to see upon the ultraviolet light spectrum, as long as you use a pair of lenses or goggles as a focus for the necessary modifications. You gain Ultravision out to 120 ft. Ultravision functions exactly like Darkvision, except that you see colors in hues of violet and can see through magical darkness. In addition, you can spend 2 points of Innovation to cast See Invisibility as a spell-like ability.

    Vertical Mobility
    Prerequisite: Physics
    Description: When using climbing gear such as pitons, you gain a climb speed equal to your Speed Bonus as shown on Table: The Engineer, and gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You cannot use the run action while climbing. You retains your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against you while you are climbing.

    Minor Forging (Sp): At 5th level, an engineer can create objects, seemingly out of thin air. By spending three points of Innovation, an engineer can cast Minor Creation as a spell-like ability with a caster level equal to half his engineer level.

    Greater Forging (Sp): At 9th level, an engineer's processes of creation advance. By spending four points of Innovation, an engineer can cast Fabricate or Major Creation as a spell-like ability with a caster level equal to half his engineer level.

    Improvised Mage (Su): At 13th level, an engineer can craft magic items, even if he cannot cast the spell using one of his vocations. He must still take the necessary item creation feat to craft magic item then make a Use Magic Device check of DC 20 + the spell level. An engineer is considered to have a caster level equal to half his engineer level.

    In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.

    Supreme Forging (Sp): At 17th level, an engineer's processes of creation advance. By spending seven points of Innovation, an engineer can cast Hardening or True Creation as a spell-like ability with a caster level equal to half his engineer level.

    Mobile Fortress (Ex): At 20th level, an engineer builds a personal workshop in the form of a massive mobile building. This mobile fortress functions as a colossal vehicle with a land speed equal to half the speed bonus as shown on Table: The Engineer. Mechanically powered, the mobile fortress moves under the control of the engineer, has Hit Points equal to 3 x the engineer's level x the engineer's Int modifier, and hardness equal to the engineer's level.

    The mobile fortress counts as a workshop with all the basic tools required to construct items and is operated by mechanical arms that function as Unseen Servants, except that they are visible and can go anywhere within the mobile fortress. While the mobile fortress has no weapons, it can be fitted with dynamo cannons on mounted artillery bases, or other similar ranged weapons such as ballista.

    Constructing a mobile fortress requires 20,000gp and one month of construction time devoted solely to the mobile fortress (craft checks not required).

    Engineer Stuff:

    Prestige Classes:


    More Engineer Love:


    Thanks to everyone supporting this class
    Last edited by Lappy9000; 2011-08-16 at 10:55 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    DamnedIrishman's Avatar

    Join Date
    Apr 2007
    Location
    England
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Some guidelines on raw material costs for building, maintaining and repairing mecharmor would be nice.
    Spoiler
    Show


    Avatar, with thanks to the wondrous Ink. Steampunk avatar by the talented KingGolem. xkcd avatar by the fantabulous happyturtle

    Current Characters:
    Aldon Moorcastle (Adventurer Education)
    Edwick the Magnificent (Heroes & Villains)
    My Homebrew: Surikats (Race)

  3. - Top - End - #3
    Dwarf in the Playground
     
    Karma Guard's Avatar

    Join Date
    Feb 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    This is pretty awesome.

    Maybe something to do with weapons themselves; an Engineer also designs siege weaponry and even just plain old more technical weapons. Maybe a line where you get an awesome gun/laser/ranged monstrosity instead of a suit.

    Warforged sub levels would just be peachykeen too, because I'm a nerd for racial substitution levels.
    Last edited by Karma Guard; 2009-06-09 at 01:30 PM.

  4. - Top - End - #4

    Default Re: Base Class: The Engineer [3.5; PEACH]

    He should have a Turret Companion. When I think Engineer, I think turrets.

  5. - Top - End - #5
    Firbolg in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    I suggest air-tanks for the mech-armor that allow a few minutes of air for underwater or as protection against poisonous gasses. Make a second level to it that provides a fully sealable (and self-resealing when damaged) environment (small pumps and tubes provide breathing air when you aren't using the tanks). This gives full immunity to poisonous gasses and bad odors as well as contact poisons.

    Jumping as a lower level version of flight might be nice.

    Sensors that grant lowlight vision or even darkvision...

    Insulation against electrical and thermal attacks.

    Automatic piloting legs that grant negate the damage from forces marches and even let you walk in your sleep if you have to.

    ROCKET PUNCH!
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
    For everything else (including my homebrew) see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

  6. - Top - End - #6
    Barbarian in the Playground
     
    Eldrys's Avatar

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    I'm not a homebrewer, but the Machinist seams a little overpowered.

  7. - Top - End - #7
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Aug 2005
    Location

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Other possible Vocations:

    Deconstructor - Expert at taking existing machines, doors, and structures apart. This could include demolitions, lock picking, etc.

    Clockworker - Skilled at making constructs that operate for a limited number of rounds. Basically a conjurer variant.

    Electrician - Skilled at channeling lightning and using its power for lightning and fire attacks.

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by DamnedIrishman View Post
    Some guidelines on raw material costs for building, maintaining and repairing mecharmor would be nice.
    I meant to post that....oops. However, for repairing, Mender's Touch would probably suffice.

    Quote Originally Posted by Karma Guard View Post
    This is pretty awesome.

    Maybe something to do with weapons themselves; an Engineer also designs siege weaponry and even just plain old more technical weapons. Maybe a line where you get an awesome gun/laser/ranged monstrosity instead of a suit.

    Warforged sub levels would just be peachykeen too, because I'm a nerd for racial substitution levels.
    Big heaping weapons! Awesome!

    We'll see about the racial substitution level. Gotta get the class overhauled first.

    Quote Originally Posted by Faleldir View Post
    He should have a Turret Companion. When I think Engineer, I think turrets.
    Probably not a companion, but I think some turrets could totally work.

    Quote Originally Posted by Lysander View Post
    Other possible Vocations:

    Deconstructor - Expert at taking existing machines, doors, and structures apart. This could include demolitions, lock picking, etc.

    Clockworker - Skilled at making constructs that operate for a limited number of rounds. Basically a conjurer variant.

    Electrician - Skilled at channeling lightning and using its power for lightning and fire attacks.
    Exxcccccceeeeeelllent.

    Quote Originally Posted by DracoDei View Post
    I suggest air-tanks for the mech-armor that allow a few minutes of air for underwater or as protection against poisonous gasses. Make a second level to it that provides a fully sealable (and self-resealing when damaged) environment (small pumps and tubes provide breathing air when you aren't using the tanks). This gives full immunity to poisonous gasses and bad odors as well as contact poisons.

    Jumping as a lower level version of flight might be nice.

    Sensors that grant lowlight vision or even darkvision...

    Insulation against electrical and thermal attacks.

    Automatic piloting legs that grant negate the damage from forces marches and even let you walk in your sleep if you have to.

    ROCKET PUNCH!
    DracoDei...what would I do without you?

    ***************************************
    Now! I'm going to address a couple of problems at once and eliminate the three sets of vocations. An engineer now will have access to any of the vocations, assuming they meet the prerequisites. Why not have a mecharmor that can climb up towers?

    Besides, let's be honest: Who isn't going to want a personalized mini-mech?

  9. - Top - End - #9
    Barbarian in the Playground
     
    Eldrys's Avatar

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Off-topic but, Lappy you should totally get an avatar of the mecharmor for steampunk weak.

  10. - Top - End - #10
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by Eldar Ditto View Post
    Off-topic but, Lappy you should totally get an avatar of the mecharmor for steampunk weak.
    It's a cool picture, but it's not expressive enough to warrant an avatar form.

    Okay! The three-schools of vocations are now destroyed, leaving an engineer with a varietastic 20 vocations to choose from (25 if you include bonus feats).

    While some amazing ideas were proposed, I think an engineer has plenty of options to choose from. However, I'm going to make at least 1 engineer-friendly prestige class that allows them more specified bonuses to their vocations.

    Edit: And I still need a capstone. Oui!
    Last edited by Lappy9000; 2009-06-10 at 03:46 PM.

  11. - Top - End - #11
    Troll in the Playground
     
    13_CBS's Avatar

    Join Date
    May 2006

    Default Re: Base Class: The Engineer [3.5; PEACH]

    What about vocations designed to counteract spells? Perhaps a handful of vocations that replicate the effects of things like Detect Magic, Dispel Magic, Anti-Magic Whatever, etc.

    Or perhaps augmentations to the Mecharmor that allow you to add energy damage to your attacks (dunno how you'd do force damage, though), or modifications that allow the engineer to debuff the enemy (maybe a shock prod to do a bit of Electricity damage while also lowering the enemy's Dexterity, or a sonic blast to do sonic damage and stun/lower the enemy's Wisdom and Intelligence)?


    How about, as a high-level vocation, the engineer can build a second set of mecharmor, this one being a robotic companion? You could then modify the companion to do the following:

    • Increase in size to become a cottage-sized shelter
    • Decrease in size to Tiny
    • Increase its physical size to Huge
    • Attach weaponry, including energy-damage weaponry (flame throwers, Tesla guns, sonic generators, liquid nitrogen throwers,etc)
    • Thrusters for fast but low-maneuverability flight
    • Turrets, allowing the companion to make an extra set of ranged attacks on another opponent, or the same opponent
    • Sensor array, increasing Spot and Listen ranks
    • Combat maneuvers, like tripping, grappling, etc.
    • Launcher mechanism, allowing it to throw various things (grenades, Alchemists' Fire flasks, holy water flasks, caltrops, and with some Strength checks, people)

  12. - Top - End - #12
    Barbarian in the Playground
     
    Eldrys's Avatar

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by Lappy9000 View Post
    Improvised Fighter: Engineers are adept at making something from nothing, and regularly utilize tools such as wrenches, drills, and shovels as weaponry. An Engineer can wield an improvised weapon as if they were proficient with it, and do not take the normal -4 penalty for using improvised weapons.

    It would be awsome if you could draw up some kinda megadrill(like a heavy pick but gives a bunus to craft checks).

  13. - Top - End - #13
    Dwarf in the Playground
     
    Devil

    Join Date
    May 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    One idea for an engineering capstone:

    Construct Mobile Fortress Core Factory:

    Allows the engineer to expend all of their innovation points (and a significant amount of gold) over a period of time (a week? a couple weeks? a month?) to construct the core of what will eventually become a (colossal+ sized) mobile fortress and useful base of operations for the engineer and his friends. Once the core is constructed, the engineer can use the fortress core factory to create/upgrade all the other components of the fortress (at a cost of innovation points and gold), including:

    Basics:
    Living Quarters
    Power Generator (Limits how many and what types of other components of the fortress there are)
    Some form of ground mobility
    Hull Chassis

    Movement Upgrades
    Flight (Very Expensive, but awesome)
    Water Travel/Waterproofing
    +Movement Speed

    Repair/Maintenance
    Repair Workshop
    Mecharmor Factory (Expensive)
    +Power Generation

    Weaponry/Armor
    Siege Cannons (Some potential to aggravate the leadership of nearby cities)
    Flak Fire
    Hull Plating

    ......etc.

  14. - Top - End - #14
    Firbolg in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    ... because you are not officially awesome until you can say that your party lives in S.H.I.E.L.D. headquarters... I like it... I really like it.

    I don't care if you don't make it the capstone... there NEEDS to be rules for that... make it an epic feat chain (or, conversely, a single feat acquirable at level 10) or something if you have to, but that is just too cool to not have as an option.
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
    For everything else (including my homebrew) see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

  15. - Top - End - #15
    Barbarian in the Playground
     
    Eldrys's Avatar

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by DracoDei View Post
    ... because you are not officially awesome until you can say that your party lives in S.H.I.E.L.D. headquarters... I like it... I really like it.

    I don't care if you don't make it the capstone... there NEEDS to be rules for that... make it an epic feat chain (or, conversely, a single feat acquirable at level 10) or something if you have to, but that is just too cool to not have as an option.
    I feel the same, which is why it has to, at least, be the capstone feature. Anything less would be magnitudes overpowered.

  16. - Top - End - #16
    Ettin in the Playground
     
    Surrealistik's Avatar

    Join Date
    Feb 2008

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Needs force/anti-magic field generators as high tier augments.

  17. - Top - End - #17
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by cha0s4a11 View Post
    One idea for an engineering capstone:

    Construct Mobile Fortress Core Factory:

    Allows the engineer to expend all of their innovation points (and a significant amount of gold) over a period of time (a week? a couple weeks? a month?) to construct the core of what will eventually become a (colossal+ sized) mobile fortress and useful base of operations for the engineer and his friends. Once the core is constructed, the engineer can use the fortress core factory to create/upgrade all the other components of the fortress (at a cost of innovation points and gold), including:

    Basics:
    Living Quarters
    Power Generator (Limits how many and what types of other components of the fortress there are)
    Some form of ground mobility
    Hull Chassis

    Movement Upgrades
    Flight (Very Expensive, but awesome)
    Water Travel/Waterproofing
    +Movement Speed

    Repair/Maintenance
    Repair Workshop
    Mecharmor Factory (Expensive)
    +Power Generation

    Weaponry/Armor
    Siege Cannons (Some potential to aggravate the leadership of nearby cities)
    Flak Fire
    Hull Plating

    ......etc.
    Holy Nine Hells

    I...I...tha....that's too awesome to not include. I am totally gonna try to get someting like that.
    Quote Originally Posted by Eldar Ditto View Post
    It would be awsome if you could draw up some kinda megadrill(like a heavy pick but gives a bunus to craft checks).
    Only got one thing to say to that:
    Let's just say that you should wait until Sunday rolls around. Although it may take a while before you actually see that.

    Edit: Also, I think the people have come to a consensus that there need to be more mecharmor vocations. Unless anyone objects, I'll make adjustments accordingly.
    Last edited by Lappy9000; 2009-06-10 at 05:38 PM.

  18. - Top - End - #18
    Firbolg in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    "Cool" and "Mechanically powerful" do not always correlate...

    In fact I can argue that as a Capstone it would usually have next to no game effect at all... because by that time the party will be teleporting everywhere, thus avoiding the same random encounters that traveling via the fortress would. Above ground fortifications are way to vulnerable to fliers in most cases to pose a challenge at those levels, so anything they can bull-doze over with the thing is something that wasn't built strong enough anyway. For that same reason they can't really take it into town, and, infact, have to avoid populated areas entirely. As for extradimensional adventuring, THAT upgrade should be VERY expensive.

    Now I could be completely and totally wrong, but I do think I have at least shown that the matter is not blindingly obvious to everyone.


    EDIT:
    Just a quick brainstorming sorta thing here... this is something that almost certainly needs to be an option, but this is only a very rough guess of how it should work.
    Epic Feat
    Construct Main Cannon:
    For the cost of X00,000 you may add a main cannon to your fortress. Due to its complexity and danger of operation firing this cannon requires your personal supervision and involvement. It requires 5 minutes of uninterrupted work from you, two scientists each of whom must be at least 5th level engineers with at least a +15 modifier to Knowledge(architecture and engineering) checks , and at least 20 technicians, who have no class requirements, but must have at least a +10 modifier to Knowledge(architecture and engineering) checks, to fire it, and drains you and the lieutenants of all inspiration. You may perform no other tasks during this period, and it requires at least 20 points of inspiration from you and 10 from each of your lieutenants to do so. The path of the beam generated is 200 feet in diameter and 3 miles long. Aiming it is a non-trivial task, treat it as a grenade-like weapon with a range increment of half a mile, except that a miss places it 200 feet off target for each range increment past the first (50 feet off target if in the first range increment), rather than a flat 5 feet. It deals 3 points of EACH of the following types of damage for each point of inspiration you (personally) supply to it: Fire, Electricity, Sonic, Force. This energy shares your alignment types for the purposes of by-passing regeneration or other defenses. IE if you are Good aligned the damage counts as Good/Holy damage, if you are also Chaotic then it would also count as Chaotic/Anarchic damage.


    Because when if you are going to be building a flying castle that can teleport into the Abyss at will... you really should be able to put a Wave Motion Gun on it...
    Last edited by DracoDei; 2009-08-31 at 08:32 PM.
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
    For everything else (including my homebrew) see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

  19. - Top - End - #19
    Barbarian in the Playground
     
    Eldrys's Avatar

    Join Date
    Nov 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Woot! I got a winky face.

  20. - Top - End - #20
    Ogre in the Playground
     
    Haven's Avatar

    Join Date
    Aug 2008
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by Faleldir View Post
    He should have a Turret Companion. When I think Engineer, I think turrets.
    "Rogue's disablin' mah device!"
    Lorne Leander, (codename Aeolus) Still Not Safe. Intel, R&D and Air powers.

    Avatar courtesy of Elagune's OotS manga reinterpretation!

  21. - Top - End - #21
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by DracoDei View Post
    "Cool" and "Mechanically powerful" do not always correlate...

    In fact I can argue that as a Capstone it would usually have next to no game effect at all... because by that time the party will be teleporting everywhere, thus avoiding the same random encounters that traveling via the fortress would. Above ground fortifications are way to vulnerable to fliers in most cases to pose a challenge at those levels, so anything they can bull-doze over with the thing is something that wasn't built strong enough anyway. For that same reason they can't really take it into town, and, infact, have to avoid populated areas entirely. As for extradimensional adventuring, THAT upgrade should be VERY expensive.

    Now I could be completely and totally wrong, but I do think I have at least shown that the matter is not blindingly obvious to everyone.
    Well, I normally don't like to include non-mechanical bonuses in classes. Stuff like getting a castle, becoming favored by higher-ups, and the like don't strike me as the things that a class should grant.

    But that's neither here nor there. Regardless, cha0s4a11 has gotten my creative juices flowing; and that's all I can really ask for.

  22. - Top - End - #22
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Quote Originally Posted by Haven View Post
    "Rogue's disablin' mah device!"
    "Dispenser down!"

    "That cleric's a spy!"
    Last edited by Lappy9000; 2009-06-10 at 05:48 PM.

  23. - Top - End - #23
    Troll in the Playground
     
    Xondoure's Avatar

    Join Date
    Feb 2009
    Location
    I'm sure it's somewhere
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    I don't play much D&D but...

    Quote Originally Posted by Lappy9000 View Post
    Crafter Extraordinaire (Ex): At 4th level, few can match the engineer's artifice when creating objects both magical and mundane. You add your engineer level to all Craft and Profession checks.

    Lesser Forging (Sp): At 7th level, an engineer can create objects, seemingly out of thin air. By spending three points of Innovation, you can cast Minor Creation as a spell-like ability.

    Greater Forging (Sp): At 10th level, an engineer's processes of creation advance. By spending four points of Innovation, you can cast Fabricate or Major Creation as a spell-like ability.
    This is really cool for creating stuff really fast, but what would happen if an engineer worked tirelessly for the normal amount of time it would take to build these things? Maybe it's just me, but I feel that an item made by an engineer deserves to gain some major bonuses if made in the normal time.
    Last edited by Xondoure; 2009-06-10 at 06:02 PM.
    Avatar Credit: the very talented PseudoStraw. Full image:
    Spoiler
    Show


    3DS Friend Code: 3411-1771-4133
    Friend Safari: Dunsparce, Minccinno, Eevee

  24. - Top - End - #24
    Orc in the Playground
     
    PaladinGuy

    Join Date
    Sep 2008
    Location
    Wales, UK
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    This is just too awesome. However, I think all Engineers should gain Mecharmor at third rather than it being optional.

  25. - Top - End - #25

  26. - Top - End - #26
    Ogre in the Playground
    Join Date
    Oct 2007

    Default Re: Base Class: The Engineer [3.5; PEACH]

    So, we've got:
    • Everyone engineer needs a set of mecharmor.
    • Anti-Magical abilities = win.
    • More mecharmor abilities
    • Make items made by an engineer better.

    Can do; I'm gonna brainstorm for a bit.

  27. - Top - End - #27
    Orc in the Playground
     
    PaladinGuy

    Join Date
    Sep 2008
    Location
    Wales, UK
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Maybe some vocations that allow one's Mecharmor to perform in certain enviornments, such as underwater or in extreme heat?

  28. - Top - End - #28
    Firbolg in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    Err... I got quadrupal semi-ninjaed while editing my post... look up to my last ones for a sketch of a must-have (as in "it must exist", not "everyone must take it") epic feat for this class...
    Running: Ruceeglaelsktinag IC OOC Active Map
    Power Rangers:"BIG TWIST!!" (working title) IC OOC Active Map:None.
    For everything else (including my homebrew) see: Full list of Homebrew.
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
    Back from GenCon, but need to send some tricky e-mails. DragonCon Aug 29th to Sept 1st, has prep and recovery.

  29. - Top - End - #29
    Halfling in the Playground
     
    SolithKnightGuy

    Join Date
    Nov 2008
    Location
    Longue-Rive, Québec
    Gender
    Male

    Default Re: Base Class: The Engineer [3.5; PEACH]

    I really like


    How about making the Mobile Fortress a feat? Maybe gives the means to build the basic stuff and upgrades must be researched (a little like a wizards researching new spells).

    As for mecharmor abilities, I have a few suggestions...

    "potion launcher" : big barreled gun that shoot potions, does 1 damage on impact, plus whatever effect the potion has. Maybe multiple magazines for multiple attacks in a round. A final upgrade could be a "Mortar mode", launching several potions high in the air to rain down on the enemy. Maybe even add a vocation that permits fabrication of stronger alchemical stuff like improved Alchemist’s Fire or something.


    Armor spikes : normal version and Flower of Death Macross Missile Massacre style

    Elemental Hands : gives fists attacks with elemental damage (heat metal style), elemental damage could be added to the full armor later (think about it: red hot armor + grapple = Burning Bear Hug! Now add the armor spikes...)

    Jump jets : give bonus to jump checks, could be improved to give lateral mouvement, giving dodge bonus during a round it's activated or during a charge.

    Finally, for the capstone ability, how about being able to permanently sacrifice some innovation points to give Sentience to something?

  30. - Top - End - #30
    Ettin in the Playground
     
    Surrealistik's Avatar

    Join Date
    Feb 2008

    Default Re: Base Class: The Engineer [3.5; PEACH]

    The Mecharmour really, really needs force and anti-magic field generators as high-tier upgrades.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •