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2009-06-09, 12:06 PM (ISO 8601)
- Join Date
- Oct 2007
Base Class: The Engineer [3.5; PEACH]
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.
SpoilerBlast 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{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:
- Bonus Vocations by ChumpLump
- Tinkerer Bloodline by Welknair
- Medicineer Prestige Class by Kellus
- The Artificer (of Alancia) by DiBastet
Thanks to everyone supporting this classLast edited by Vaynor; 2015-09-14 at 01:55 PM.
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2009-06-09, 01:27 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
Some guidelines on raw material costs for building, maintaining and repairing mecharmor would be nice.
Spoiler
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)
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My Homebrew: Surikats (Race)
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2009-06-09, 01:29 PM (ISO 8601)
- Join Date
- Feb 2007
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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2009-06-09, 01:42 PM (ISO 8601)
- Join Date
- Mar 2009
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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2009-06-09, 02:12 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
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![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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2009-06-09, 02:56 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
Re: Base Class: The Engineer [3.5; PEACH]
I'm not a homebrewer, but the Machinist seams a little overpowered.
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2009-06-09, 03:28 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
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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2009-06-09, 09:23 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
I meant to post that....oops. However, for repairing, Mender's Touch would probably suffice.
Big heaping weapons! Awesome!
We'll see about the racial substitution level. Gotta get the class overhauled first.
Probably not a companion, but I think some turrets could totally work.
Exxcccccceeeeeelllent.
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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2009-06-09, 10:10 PM (ISO 8601)
- Join Date
- Nov 2008
- Gender
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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2009-06-10, 03:44 PM (ISO 8601)
- Join Date
- Oct 2007
Re: Base Class: The Engineer [3.5; PEACH]
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.
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2009-06-10, 04:07 PM (ISO 8601)
- Join Date
- May 2006
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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2009-06-10, 04:54 PM (ISO 8601)
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2009-06-10, 05:04 PM (ISO 8601)
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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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2009-06-10, 05:26 PM (ISO 8601)
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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.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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2009-06-10, 05:28 PM (ISO 8601)
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2009-06-10, 05:33 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
Needs force/anti-magic field generators as high tier augments.
Last edited by Surrealistik; 2009-06-10 at 05:34 PM.
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2009-06-10, 05:35 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
Holy Nine Hells
I...I...tha....that's too awesome to not include. I am totally gonna try to get someting like that.
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.
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2009-06-10, 05:37 PM (ISO 8601)
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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.
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2009-06-10, 05:37 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
Woot! I got a winky face.
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2009-06-10, 05:43 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
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2009-06-10, 05:43 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
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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2009-06-10, 05:45 PM (ISO 8601)
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2009-06-10, 05:54 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
I don't play much D&D but...
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.
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2009-06-10, 05:58 PM (ISO 8601)
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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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2009-06-10, 05:59 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
Yeah, Mecharmour is too badass to be optional.
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2009-06-10, 06:01 PM (ISO 8601)
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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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2009-06-10, 06:04 PM (ISO 8601)
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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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2009-06-10, 06:12 PM (ISO 8601)
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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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2009-06-10, 06:50 PM (ISO 8601)
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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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2009-06-10, 07:39 PM (ISO 8601)
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Re: Base Class: The Engineer [3.5; PEACH]
The Mecharmour really, really needs force and anti-magic field generators as high-tier upgrades.