Results 31 to 60 of 128
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2009-06-10, 07:41 PM (ISO 8601)
- Join Date
- Oct 2007
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2009-06-10, 07:43 PM (ISO 8601)
- Join Date
- Feb 2008
Re: Base Class: The Engineer [3.5; PEACH]
Sweet. Can't wait to use this class in a campaign.
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2009-06-10, 09:25 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
The greatest compliment you could ever grace a homebrewer with
I thank you greatly and humbly ask you to tell me how it plays!
*********
Okay! I've added in and swapped out a few things. Changes include:
- Ranged Artillery has an option to give you ROCKET FISTS.
- Magic is just a scientific phenomenon, giving way to the field of Neuroarcanics.
- Pyrometallurgy changed to Thermodynamics and altered slightly.
- Thermal Transfer lets you channel energy through your mecharmor's fists.
- Structural Destabilization added.
- Modified Vitality split into two vocations.
- Cave In changed to Environmental Alteration.
- Heightened Neuroarcanics added.
- Avalanche, Death from Above, Dungeoneer, Dangersense, Sightless accuracy, and a few others were taken out due to changes in fluff.
Phew! Tell me what you guys think!
Next up, I'm working on some awesome weapons that can be created through vocations.
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2009-06-10, 09:35 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Gaurds and Wards was put twice (right next to each other) in the Heightened Neuroarcanics vocation
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2009-06-10, 09:39 PM (ISO 8601)
- Join Date
- Oct 2007
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2009-06-10, 10:21 PM (ISO 8601)
- Join Date
- Apr 2007
Re: Base Class: The Engineer [3.5; PEACH]
"Hey, look buddy. I'm an Engineer. That means I solve problems. Not problems like "What is beauty?", because that would fall within the purview of your conundrums of philosophy. I solve practical problems."
"It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."
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2009-06-10, 10:32 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
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2009-06-10, 11:30 PM (ISO 8601)
- Join Date
- Dec 2005
- Location
- Sector ZZ9 Pural Z alpha
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
This class seems like it flavors together with Techsmith nicely.
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2009-06-11, 12:20 AM (ISO 8601)
- Join Date
- Feb 2007
Re: Base Class: The Engineer [3.5; PEACH]
Looking at the changes, they're pretty good.
<( ._.)> Still waiting for my ranged-monstrosity chain of Vocations, but it can wait.
Maybe an ability to jerry-rig temporary magical abilities? Flaming or Lawful (or is it Axial? I can never remember) for a few hours/minutes/$UNITOFTIME by blowing some Innovation points.
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2009-06-11, 04:01 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Axiomatic, not axial.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2009-06-11, 10:02 AM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
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2009-06-11, 12:54 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
I introduce: The dynamo cannon. Complete with misused engineering jargon.
Question: This class seems pretty dip-worthy. Good Fort and Will, high skill points, a vocation, lots of innovation, and the ability to heal your construct buddies. Am I just being paranoid, or do I have a minor problem here?
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2009-06-11, 12:56 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
I'm not really a homebrewer (or a dipper I usually stick with one or two classes). but I guess you could lower the skill points.
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2009-06-11, 12:59 PM (ISO 8601)
- Join Date
- Sep 2008
- Location
- Wales, UK
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Well, most non-spellcasting classes can be useful for dips. As long as you can come up with a great capstone, this class will be fine.
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2009-06-11, 01:32 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
I kinda wanted the class to be a skill-monkey with more martial prowess than the rogue, so I'd prefer not to lower the skills unless completely necessary.
Well, thanks! I am working on that capstone, hopefully should be done tonight.
Hopefully, noone's found anything horribly wrong with the new vocations...
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2009-06-11, 01:35 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Specify the duration (1 attack, vs 1 round) of the modifications to your dynamo cannon. Also, it should be HALF your Engineer level to the DC for the AoE one.
More thoughts as I find them...[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2009-06-11, 01:37 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Can you have multiple Dynmamo cannons
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2009-06-11, 01:50 PM (ISO 8601)
- Join Date
- Feb 2008
Re: Base Class: The Engineer [3.5; PEACH]
I've been thinking that maybe the Mecharmour should have its own power source that is tapped into for several of its enhancements and vocations, like an energy beam weapon of some sort, or an integrated force/energy field generator. The power source could be improved and expanded over time to increase its "charge" capacity and to regenerate "charge" faster.
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2009-06-11, 02:12 PM (ISO 8601)
- Join Date
- Jul 2008
Re: Base Class: The Engineer [3.5; PEACH]
Just wondering, but can you use your feats to get vocations? Also, I'd suggest a vocation (or group of them) to increase the size of your mech armor (problematic for if you need to enter a building, but when your outside...).
Also, for a capstone you could make a set of special vocations they could get (maybe something like masterwork vocations of which you can gain 1 a level 20).
OwrthoTablesWant them to look nice? Have a guide
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
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2009-06-11, 02:18 PM (ISO 8601)
- Join Date
- May 2006
Re: Base Class: The Engineer [3.5; PEACH]
No comments about a mechanical companion?
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2009-06-11, 02:20 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
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2009-06-11, 02:47 PM (ISO 8601)
- Join Date
- May 2006
Re: Base Class: The Engineer [3.5; PEACH]
Having a strong companion could give the player at least 2 options on how to play their engineer. They could concentrate all their power on one subject (themselves in a mech armor), or they could split the power between two things, gaining flexibility and versatility.
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2009-06-11, 02:52 PM (ISO 8601)
- Join Date
- Sep 2008
- Location
- Wales, UK
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
A mechanical companion would be awesome, especially if there were various different "Species" and customisation options.
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2009-06-11, 03:05 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Longue-Rive, Québec
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
How about making it that each vocation gives the possibility to create a new part for the mecharmor?
Dynamo Canon could give the possibility to create one that is mecharmor-sized.
Neuroarcanics could give access to a kind of radar, detecting each magical effects in a certain radius.
Surveyor could give plans for a zooming feature.
Tunneling Mobility could give plans for a drill (insert mandatory Gurren Laggan reference here)
Armor Reinforcement, since it already gives something to the mecharmor, it could also give a bonus to the engineer, maybe give +1 hardness to anything he creates.
Heightened Neuroarcanics could give access to the anti-magic generator people have suggested.
Finally, the capstone could be to make the mecharmor autonomous for a certain period of time.
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2009-06-11, 03:54 PM (ISO 8601)
- Join Date
- May 2007
Re: Base Class: The Engineer [3.5; PEACH]
One question (nitpick, really) about the dynamo cannon:
If you get the Sapper and get Internal Ballistics upgraded 3 times, does the damage cap out at 1d20 or 1d%? (d10 -> d12 -> d20 -> d%, right?)
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2009-06-11, 04:20 PM (ISO 8601)
- Join Date
- Jul 2008
Re: Base Class: The Engineer [3.5; PEACH]
I think it would be 4d10, but I could be wrong.
OwrthoTablesWant them to look nice? Have a guide
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
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2009-06-11, 05:51 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Actually according to this page of the d20 SRD it almost certainly should go: 1d10 -> 2d8 -> 3d8 -> 4d8. (Look at the line for Bastard Sword, since weapons for a medium sized creature would be the baseline standard I should think, and using the Small sized collumn gives you a choice between the Greataxe and Greatsword row.) Still, an explicit definition in the orginal post couldn't hurt.
In any case, d20's have too many special abilities that allow re-rolling them and other things for them to get used for damage dice.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2009-06-11, 06:52 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Base Class: The Engineer [3.5; PEACH]
Reading this over again, I have a question about the speed bonus. Does it apply to all forms of movement, or only to the various modes of movement gained through vocation?
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2009-06-11, 08:59 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
Fixin's are required. Fixin's shall commence.
Not as such, no. If it doesn't say "Special: This vocation can be taken multiple times. It's effects stack." then no. I'll specify.
Simplicity is the key. You can already strap your dynamo cannon to your mecharmor, so I figure that's close enough. An engineer already has their Innovation to worry about; putting in another 'point' system is probably gonna end up with a lot of bookwork.
You get vocations at the same time as feats, although I'm toying with changing the progression to every 2nd level to both give more vocations and make the class less dip-worthy. But, yeah, no.
Edit: Oh, yeah, size increase. Probably not, 'cause that sort of thing just gets out of hand real quick. At least, not in a non prestige class'd mechanic, that is
There's a lot of vocations already. Don't wanna swamp players with too many options.
An engineer hardly needs a companion to be versitile.
Without mecharmor, an engineer can already sub-tank utilizing Precision in place of their BAB, go straight skill-monkey with lots of crafting prowess, pick up some battlefield control with the Vernacular Architecture vocations, and even cancel out magic with the Neuroarcanics vocations. Heck, they could go heal-bot if their party consists of constructs (circa Eberron). So, yeah, I'd argue that an engineer has at least 5 party options, without the use of mecharmor
You know you can do just about all of those in the mecharmor anyway, right?
I need to clarify. Thanks for the catch.
Ah, thank you. I'll get to work on tweaking that.
The latter. I thought that was standard fare, tharLast edited by Lappy9000; 2009-06-11 at 09:21 PM.
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2009-06-12, 06:42 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Base Class: The Engineer [3.5; PEACH]