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Old 06-09-2009, 12:06 PM   Top  -  End  -  #1
Lappy9000
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
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

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

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 : 08-16-2011 at 10:55 PM.
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Old 06-09-2009, 01:27 PM   Top  -  End  -  #2
DamnedIrishman
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Default Re: Base Class: The Engineer [3.5; PEACH]

Some guidelines on raw material costs for building, maintaining and repairing mecharmor would be nice.
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Old 06-09-2009, 01:29 PM   Top  -  End  -  #3
Karma Guard
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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.
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Last edited by Karma Guard : 06-09-2009 at 01:30 PM.
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Old 06-09-2009, 01:42 PM   Top  -  End  -  #4
Faleldir
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Default Re: Base Class: The Engineer [3.5; PEACH]

He should have a Turret Companion. When I think Engineer, I think turrets.
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Old 06-09-2009, 02:12 PM   Top  -  End  -  #5
DracoDei
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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!
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Old 06-09-2009, 02:56 PM   Top  -  End  -  #6
Eldrys
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Default Re: Base Class: The Engineer [3.5; PEACH]

I'm not a homebrewer, but the Machinist seams a little overpowered.
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Old 06-09-2009, 03:28 PM   Top  -  End  -  #7
Lysander
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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.
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Old 06-09-2009, 09:23 PM   Top  -  End  -  #8
Lappy9000
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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?
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Old 06-09-2009, 10:10 PM   Top  -  End  -  #9
Eldrys
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Join Date: Nov 2008
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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.
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Old 06-10-2009, 03:44 PM   Top  -  End  -  #10
Lappy9000
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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 : 06-10-2009 at 03:46 PM.
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Old 06-10-2009, 04:07 PM   Top  -  End  -  #11
13_CBS
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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)
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Old 06-10-2009, 04:54 PM   Top  -  End  -  #12
Eldrys
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Join Date: Nov 2008
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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).
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Old 06-10-2009, 05:04 PM   Top  -  End  -  #13
cha0s4a11
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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.
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Old 06-10-2009, 05:26 PM   Top  -  End  -  #14
DracoDei
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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.
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Old 06-10-2009, 05:28 PM   Top  -  End  -  #15
Eldrys
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Join Date: Nov 2008
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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.
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Old 06-10-2009, 05:33 PM   Top  -  End  -  #16
Surrealistik
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Default Re: Base Class: The Engineer [3.5; PEACH]

Needs force/anti-magic field generators as high tier augments.
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Last edited by Surrealistik : 06-10-2009 at 05:34 PM.
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Old 06-10-2009, 05:35 PM   Top  -  End  -  #17
Lappy9000
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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 : 06-10-2009 at 05:38 PM.
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Old 06-10-2009, 05:37 PM   Top  -  End  -  #18
DracoDei
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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...
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Last edited by DracoDei : 08-31-2009 at 08:32 PM.
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Old 06-10-2009, 05:37 PM   Top  -  End  -  #19
Eldrys
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Default Re: Base Class: The Engineer [3.5; PEACH]

Woot! I got a winky face.
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Old 06-10-2009, 05:43 PM   Top  -  End  -  #20
Haven
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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!"
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Old 06-10-2009, 05:43 PM   Top  -  End  -  #21
Lappy9000
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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.
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Old 06-10-2009, 05:45 PM   Top  -  End  -  #22
Lappy9000
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Default Re: Base Class: The Engineer [3.5; PEACH]

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

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Last edited by Lappy9000 : 06-10-2009 at 05:48 PM.
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Old 06-10-2009, 05:54 PM   Top  -  End  -  #23
Xondoure
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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.
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Last edited by Xondoure : 06-10-2009 at 06:02 PM.
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Old 06-10-2009, 05:58 PM   Top  -  End  -  #24
TengYt
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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.
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Old 06-10-2009, 05:59 PM   Top  -  End  -  #25
Surrealistik
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Default Re: Base Class: The Engineer [3.5; PEACH]

Yeah, Mecharmour is too badass to be optional.
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Old 06-10-2009, 06:01 PM   Top  -  End  -  #26
Lappy9000
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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.
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Old 06-10-2009, 06:04 PM   Top  -  End  -  #27
TengYt
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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?
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Old 06-10-2009, 06:12 PM   Top  -  End  -  #28
DracoDei
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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...
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Filk: 4000 Years(to live) . . . . For everything else see: Full list of Homebrew.
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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Old 06-10-2009, 06:50 PM   Top  -  End  -  #29
Bergor Terraf
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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?
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Old 06-10-2009, 07:39 PM   Top  -  End  -  #30
Surrealistik
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Default Re: Base Class: The Engineer [3.5; PEACH]

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