toapat
2012-04-18, 09:10 PM
Ill admit Right now that this class is a For Fun one.
Note that this class heavily relies on the expanded Siege rules within the Heros of Battle supplement
http://www.acclaimimages.com/_gallery/_free_images/0420-0907-3020-0104_soldier_standing_in_front_of_barbed_wire_usin g_binoculars_m.jpg
The enemy outnumber us a thousand to one. Little do they know such numbers matter little. Our walls will stand strong, while they shall know only the sight of the eternal night which I bring. ~Gideon, Master Combat Engineer, watching an unwitting army setting up for a siege of Neverwinter.
Artillery is the King of war, and the Master Combat Engineer lords over artillery. From hand explosive to crossbows to Siege towers and Tebuchets, these men and women live, eat, sleep and breath the proverb "Rocks fall, Everyone Dies." Those who study to become Master Combat Engineers also have minor magical talents, but never developed them beyond what is needed to summon the engineer's favorite toys for a time from their workshop far away, or what is needed to staff the weapons alone. More powerful spellcasting is not beyond an engineer, but they will typically use scrolls to better shape these minor evocations.
Game Rule Information:
Master Combat Engineers have the following game statistics:
Attributes: Intelligence is the most important attribute of an engineer, as it allows them to more accurately aim their weapons. Dexterity is useful, as it increases the Engineer's reflex save. Constitution allows an engineer to have more health
Starting Age: As Wizard
Starting Gold: None, a Master Siege Engineer begins with 1 Crossbow of their Choice, a Workshop, a Scorpion siege engine, and armor and supplies valuing no more then 20gp
Master Combat Engineer
{table=head]Level|BAB|Fort|Ref|Will|Special |
Mystic Siege Preparations Known|
Mystic Sieges Prepared
1st|+0|+0|+2|+0|Heavy Weapons Training, Grenade 1d6, Rapid Reload|
1|
1
2nd|+1|+0|+3|+0|Summon Balista, Summon Siege Engine 1Minute/day|
2|
1
3rd|+2|+1|+3|+1|Find weakness (25% fortification bypass)|
2|
1
4th|+3|+1|+4|+1|Bonus Feat, Trapfinding|
3|
2
5th|+3|+1|+4|+1|Grenade 2d6|
4|
2
6th|+4|+2|+5|+2|Summon Siege Engine 2Minute/day, Evasion|
4|
2
7th|+5|+2|+5|+2|Bonus Feat, Artillery Savant|
5|
3
8th|+6/+1|+2|+6|+2|Summon Catapult|
6|
3
9th|+6/+1|+3|+6|+3|Cluster Bolts|
6|
3
10th|+7/+2|+3|+7|+3|Bonus Feat, Summon Siege Engine 3Minute/day, Grenade 3d6|
7|
4
11th|+8/+3|+3|+7|+3|Find weakness (50% fortification bypass)|
8|
4
12th|+9/+4|+4|+8|+4|Summon Tebuchete|
8|
4
13th|+9/+4|+4|+8|+4|Bonus Feat|
9|
5
14th|+10/+5|+4|+9|+4|Summon Siege Engine 4Minute/day|
10|
5
15th|+11/+6/+1|+5|+9|+5|Grenade 4d6|
10|
5
16th|+12/+7/+2|+5|+10|+5|Bonus Feat, Artillery Mastery|
11|
6
17th|+12/+7/+2|+5|+10|+5|Cluster Warheads|
12|
6
18th|+13/+8/+3|+6|+11|+6|Summon Siege Engine 5Minute/day, Improved Evasion|
12|
6
19th|+14/+9/+4|+6|+11|+6|Bonus Feat, Find weakness (75% fortification bypass)|
13|
7
20th|+15/+10/+5|+6|+12|+6|Grenade 5d6, M.O.A.B.|
14|
7
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills: Craft (Int), Disable Device (Int), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Open Lock (Dex), Profession (Siege Engineer) (Wis), Repair (Int), Spot (Wis), Search (Int)
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Class Features:
Weapons and Armor Proficiencies: A Master Combat Engineer is proficient with all crossbows, with all Siege weapons, and with the Maul. Master Combat Engineers are proficient with Light Armor and no shields.
Heavy Weapons Training: You train exclusively in the weapons of siege. When aiming any Crossbow, Grenade, or Siege engine, an engineer is treated as though he had full base attack bonus for his levels of Master Combat Engineer.
Grenade: A number of times a day, equal to your intellect modifier + 3, A Master Combat Engineer may toss a grenade at his foes. This Grenade deals 1d6 damage to all creatures in a 10 foot radius from where it impacts. This damage increases by 1d6 at every 5th level. Creatures within the blast radius may made a DC (10+Master Combat Engineer Level+Int mod) Reflex save for half.
Rapid Reload: An engineer gains Rapid Reload as a bonus feat
Summon Siege Engine: At second level, an engineer can summon one of the siege engines he owns while it is sitting completed in his workshop. He can not summon a siege engine if the area he is in is too small for the engine to fit within. At Second level, he may only summon the Engine for one minute, but this duration extends by one minute every 4th level afterwards. When this time is up, or when the engineer dismisses the engine, it returns to his workshop. These Siege engines may have Weapon enhancements placed upon them, and armor enhancements if the siege engine is armored.
Summon Ballista: At second level, an Engineer can summon a finished Scorpion from his workshop. At level 8, he may instead summon a Light Ballista from the workshop floor. Finally, at level 14, he is able to call forth a mighty Heavy Ballista from his workshop.
Summon Catapult: At 8th level, an Engineer can call a light Mangonel from his workshop. At 16th level he is able to call a Heavy Mangonel from his workshop.
Summon Trebuchet: At 12th level, the engineer can call forth a light Trebuchet from the workshop. At 20th level, he may call a Heavy Trebuchet instead.
Find Weakness: At third level, an engineer can recognise minor flaws in structures, walls, and enemies, and is able to bypass their immunity to critical hits 25% of the time, this Bonus doubles every 8th level afterwards. This abillity allows the engineer to land critical hits on any construct or undead.
Bonus Feats: Engineers gain a bonus feat at 4th level, and every 4th level afterwards
Trapfinding, Evasion, and Improved Evasion: As the rogue abilities
Artillery Savant: An Engineer gets +2 on all checks made using a Siege Engine
Artillery Mastery: An Engineer gets an additional +2 on all checks made using a siege engine, bringing the bonus to +4
Cluster Bolts: An engineer may fire bolts from his crossbow that split appart in mid air to cover a wider area. At +6 BAB, the engineer now hits all squares in a circle with a 10 foot diameter. The diameter expands by 5 feet for every +5 BAB bonus afterwards. This ability causes the engineer to take -2 to their attack bonus for every 5 feet of diameter. If a creature is in multiple squares effected by this ability, they are hit multiple times.
Cluster Warheads: The engineer's grenades are now imbued with the energy of raw destruction. The radius of the blast increases by 5 feet, and they explode into raw Force. This negates the save of the grenades and causes them to split in mid air, causing one grenade to split into 4. The blast of the grenades is the same as a Meteor Swarm spell.
M.O.A.B.: War destroys, and the land is the greatest casualty of it. Once a month, an Engineer can create the effects of an Earthquake spell at will. All creatures on land when caught in the Earthquake are knocked down.
Mystic Siege Preparations: There are a few spells that an engineer learns, theirs is the way of science. They do not entirely forsake it though, learning to summon, enchant, and use their siege equipment.
General list
Least Preparations:
Conjure Bolts: summons 50 masterwork crossbow bolts, or 10 masterwork ballista bolts. These Bolts gain a +1 enhancement bonus at 4th level, and an additional +1 every 4th level
Conjure Shot or Stones: Summons 20 loads of shot, or 10 stones. These projectiles gain a +1 enhancement bonus at 4th level, and an additional +1 every 4th level
Animate Siege Engine: Enchants the siege engine to load, arm, and move itself for 1 Hour. You must still aim and fire the engine though.
Minor:
Fireball shot: Enchants Siege projectiles to explode as though they were the fireball spell. These fireballs have a DC of 10+1/2 MCE level+Int Mod and have a caster level equal to his MCE level
Disease shot: Siege weapons spread plagues at point of impact
Magic Siege Weapon: Siege weapon gains +1 enhancement bonus
Summon Siege Engine: Creates a spectral siege weapon for 5 minutes per level of MCE, incapable of being enchanted, considered to be under permanent Animate Siege Engine.
Splitting shot: Projectiles from the enchanted Siege weapon suffer -5 attack bonus, but split in flight. The projectiles split in flight and strike over a diameter equal to 5 feet for every 5 levels of MCE
Major:
Greater Magic Siege Weapon: +1 Enhancement bonus per 4 levels of MCE
Exploding Bolts: Enchants crossbow so that fired bolts explode as though they were the fireball spell, with MCE level for CL and DCs of 10+ 1/2 MCE level + Int Mod.
Note that this class heavily relies on the expanded Siege rules within the Heros of Battle supplement
http://www.acclaimimages.com/_gallery/_free_images/0420-0907-3020-0104_soldier_standing_in_front_of_barbed_wire_usin g_binoculars_m.jpg
The enemy outnumber us a thousand to one. Little do they know such numbers matter little. Our walls will stand strong, while they shall know only the sight of the eternal night which I bring. ~Gideon, Master Combat Engineer, watching an unwitting army setting up for a siege of Neverwinter.
Artillery is the King of war, and the Master Combat Engineer lords over artillery. From hand explosive to crossbows to Siege towers and Tebuchets, these men and women live, eat, sleep and breath the proverb "Rocks fall, Everyone Dies." Those who study to become Master Combat Engineers also have minor magical talents, but never developed them beyond what is needed to summon the engineer's favorite toys for a time from their workshop far away, or what is needed to staff the weapons alone. More powerful spellcasting is not beyond an engineer, but they will typically use scrolls to better shape these minor evocations.
Game Rule Information:
Master Combat Engineers have the following game statistics:
Attributes: Intelligence is the most important attribute of an engineer, as it allows them to more accurately aim their weapons. Dexterity is useful, as it increases the Engineer's reflex save. Constitution allows an engineer to have more health
Starting Age: As Wizard
Starting Gold: None, a Master Siege Engineer begins with 1 Crossbow of their Choice, a Workshop, a Scorpion siege engine, and armor and supplies valuing no more then 20gp
Master Combat Engineer
{table=head]Level|BAB|Fort|Ref|Will|Special |
Mystic Siege Preparations Known|
Mystic Sieges Prepared
1st|+0|+0|+2|+0|Heavy Weapons Training, Grenade 1d6, Rapid Reload|
1|
1
2nd|+1|+0|+3|+0|Summon Balista, Summon Siege Engine 1Minute/day|
2|
1
3rd|+2|+1|+3|+1|Find weakness (25% fortification bypass)|
2|
1
4th|+3|+1|+4|+1|Bonus Feat, Trapfinding|
3|
2
5th|+3|+1|+4|+1|Grenade 2d6|
4|
2
6th|+4|+2|+5|+2|Summon Siege Engine 2Minute/day, Evasion|
4|
2
7th|+5|+2|+5|+2|Bonus Feat, Artillery Savant|
5|
3
8th|+6/+1|+2|+6|+2|Summon Catapult|
6|
3
9th|+6/+1|+3|+6|+3|Cluster Bolts|
6|
3
10th|+7/+2|+3|+7|+3|Bonus Feat, Summon Siege Engine 3Minute/day, Grenade 3d6|
7|
4
11th|+8/+3|+3|+7|+3|Find weakness (50% fortification bypass)|
8|
4
12th|+9/+4|+4|+8|+4|Summon Tebuchete|
8|
4
13th|+9/+4|+4|+8|+4|Bonus Feat|
9|
5
14th|+10/+5|+4|+9|+4|Summon Siege Engine 4Minute/day|
10|
5
15th|+11/+6/+1|+5|+9|+5|Grenade 4d6|
10|
5
16th|+12/+7/+2|+5|+10|+5|Bonus Feat, Artillery Mastery|
11|
6
17th|+12/+7/+2|+5|+10|+5|Cluster Warheads|
12|
6
18th|+13/+8/+3|+6|+11|+6|Summon Siege Engine 5Minute/day, Improved Evasion|
12|
6
19th|+14/+9/+4|+6|+11|+6|Bonus Feat, Find weakness (75% fortification bypass)|
13|
7
20th|+15/+10/+5|+6|+12|+6|Grenade 5d6, M.O.A.B.|
14|
7
[/table]
Alignment: Any
Hit Die: 1d8
Class Skills: Craft (Int), Disable Device (Int), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Open Lock (Dex), Profession (Siege Engineer) (Wis), Repair (Int), Spot (Wis), Search (Int)
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Class Features:
Weapons and Armor Proficiencies: A Master Combat Engineer is proficient with all crossbows, with all Siege weapons, and with the Maul. Master Combat Engineers are proficient with Light Armor and no shields.
Heavy Weapons Training: You train exclusively in the weapons of siege. When aiming any Crossbow, Grenade, or Siege engine, an engineer is treated as though he had full base attack bonus for his levels of Master Combat Engineer.
Grenade: A number of times a day, equal to your intellect modifier + 3, A Master Combat Engineer may toss a grenade at his foes. This Grenade deals 1d6 damage to all creatures in a 10 foot radius from where it impacts. This damage increases by 1d6 at every 5th level. Creatures within the blast radius may made a DC (10+Master Combat Engineer Level+Int mod) Reflex save for half.
Rapid Reload: An engineer gains Rapid Reload as a bonus feat
Summon Siege Engine: At second level, an engineer can summon one of the siege engines he owns while it is sitting completed in his workshop. He can not summon a siege engine if the area he is in is too small for the engine to fit within. At Second level, he may only summon the Engine for one minute, but this duration extends by one minute every 4th level afterwards. When this time is up, or when the engineer dismisses the engine, it returns to his workshop. These Siege engines may have Weapon enhancements placed upon them, and armor enhancements if the siege engine is armored.
Summon Ballista: At second level, an Engineer can summon a finished Scorpion from his workshop. At level 8, he may instead summon a Light Ballista from the workshop floor. Finally, at level 14, he is able to call forth a mighty Heavy Ballista from his workshop.
Summon Catapult: At 8th level, an Engineer can call a light Mangonel from his workshop. At 16th level he is able to call a Heavy Mangonel from his workshop.
Summon Trebuchet: At 12th level, the engineer can call forth a light Trebuchet from the workshop. At 20th level, he may call a Heavy Trebuchet instead.
Find Weakness: At third level, an engineer can recognise minor flaws in structures, walls, and enemies, and is able to bypass their immunity to critical hits 25% of the time, this Bonus doubles every 8th level afterwards. This abillity allows the engineer to land critical hits on any construct or undead.
Bonus Feats: Engineers gain a bonus feat at 4th level, and every 4th level afterwards
Trapfinding, Evasion, and Improved Evasion: As the rogue abilities
Artillery Savant: An Engineer gets +2 on all checks made using a Siege Engine
Artillery Mastery: An Engineer gets an additional +2 on all checks made using a siege engine, bringing the bonus to +4
Cluster Bolts: An engineer may fire bolts from his crossbow that split appart in mid air to cover a wider area. At +6 BAB, the engineer now hits all squares in a circle with a 10 foot diameter. The diameter expands by 5 feet for every +5 BAB bonus afterwards. This ability causes the engineer to take -2 to their attack bonus for every 5 feet of diameter. If a creature is in multiple squares effected by this ability, they are hit multiple times.
Cluster Warheads: The engineer's grenades are now imbued with the energy of raw destruction. The radius of the blast increases by 5 feet, and they explode into raw Force. This negates the save of the grenades and causes them to split in mid air, causing one grenade to split into 4. The blast of the grenades is the same as a Meteor Swarm spell.
M.O.A.B.: War destroys, and the land is the greatest casualty of it. Once a month, an Engineer can create the effects of an Earthquake spell at will. All creatures on land when caught in the Earthquake are knocked down.
Mystic Siege Preparations: There are a few spells that an engineer learns, theirs is the way of science. They do not entirely forsake it though, learning to summon, enchant, and use their siege equipment.
General list
Least Preparations:
Conjure Bolts: summons 50 masterwork crossbow bolts, or 10 masterwork ballista bolts. These Bolts gain a +1 enhancement bonus at 4th level, and an additional +1 every 4th level
Conjure Shot or Stones: Summons 20 loads of shot, or 10 stones. These projectiles gain a +1 enhancement bonus at 4th level, and an additional +1 every 4th level
Animate Siege Engine: Enchants the siege engine to load, arm, and move itself for 1 Hour. You must still aim and fire the engine though.
Minor:
Fireball shot: Enchants Siege projectiles to explode as though they were the fireball spell. These fireballs have a DC of 10+1/2 MCE level+Int Mod and have a caster level equal to his MCE level
Disease shot: Siege weapons spread plagues at point of impact
Magic Siege Weapon: Siege weapon gains +1 enhancement bonus
Summon Siege Engine: Creates a spectral siege weapon for 5 minutes per level of MCE, incapable of being enchanted, considered to be under permanent Animate Siege Engine.
Splitting shot: Projectiles from the enchanted Siege weapon suffer -5 attack bonus, but split in flight. The projectiles split in flight and strike over a diameter equal to 5 feet for every 5 levels of MCE
Major:
Greater Magic Siege Weapon: +1 Enhancement bonus per 4 levels of MCE
Exploding Bolts: Enchants crossbow so that fired bolts explode as though they were the fireball spell, with MCE level for CL and DCs of 10+ 1/2 MCE level + Int Mod.