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Waargh!
2012-09-23, 01:17 AM
Some thoughts behind the creation
I think the image explains the role inside a battle pretty well. Outside a battle his is the party's crafter as well as having a bunch of skills. I took a very simplistic approach to give the role of a crafter, needs some improvement for sure so suggestions are more than welcome! Though, it might be better just to keep it simple and not put complex rules on crafting.
It is implied that the DM will not throw adventures that their is no time to craft or the party doesn't have access to a city for resources as this won't work well with this class.
Innovations are of two types. First, they enhance the endurance and fighting skills, usually using INT to balance the lower BAB, no good saves and the fact that Str/Dex will be lower of those of a Fighter.
Second, they give some unique features to add versatility and try to give the Innovator feeling of this class.
Some innovations are indeed too much wording for something that could be said simpler, but tried to mix in the fluff as to give it more feeling.



The Engineer

"A man is measured by his toys" - Kastrus, the Engineer

"You call that a sword? I cook with a better knife than that" - Seena, the Engineer

http://images1.wikia.nocookie.net/__cb20110901143454/torchlight/images/d/d8/Engineer.png

Adventures: The Engineers want to explore the world and discover knew possibilities. They don't favor to travel too far from civilization for a long period of time and they always prefer to spend days in finding something new. The perfect balance between research and crafting and adventuring is what an Engineer is looking for.

Characteristics: The Engineers main role is to improve their crafts, to elevate their trait and science in a new era. But most importantly they want to use their crafts and show them off to the world. They believe that technology offers unlimited possibilities and can be mastered a lot easier than magic. The Engineers that choose to adventure focus mainly on their weapons and armors as they become viable tools for their survival.

Alignment: Any
Religion: Any

Background: The Engineers learn their trait from other Engineers. The knowledge required is complex and rare. They usually belong to an order or a simple group of Engineers that share among themselves their knowledge and carefully protect it against people they consider unworthy for. The ones that decide to go into the world and explore it usually receive sufficient military training as well. After all, an Engineer is not a stupid person and knows what needs to be done.

Races:Any intelligence race can become an Engineer. It is favored mostly from races that decided to go into building big cities than staying closer to their natural roots.

Other classes:Engineers can focus even more on their military skills with the Fighter classes. Some Fighters in order to improve their tools of the traits enter the ranks of the Engineers, even if their focus remains on their fighting skills.

Role:The Engineer's main role is to craft any device or tool necessary for the party to overcome a difficult situation. In a battle they functions as melee or ranged warriors, often as both. Their innovations usually are customized to assist themselves rather than creating tools for the whole team.

Adaptation:Engineers can either be from a specific order for a specific cause or just individuals with a bright mind and a desire for creations.

GAME RULE INFORMATION
Engineer has the following game statistics
Abilities: Intelligence comes naturally as the highest needed ability and determines the effectiveness of an Engineers creations. Strength, Dexterity and Constitution need to be carefully allocated depending on the fighting style of the Engineer. The Engineer can drop Dexterity to go full melee or drop Strength to go full ranged. The abilities provide bonus to both styles so the choice to boost both even in the expense of Constitution might add a unique versatility.
Alignment:Any
Hit Die:d8
Starting Age: As fighter
Starting Gold: As wizard

Class Skills
An Engineers Class skills are: Appraise (Int), Concentration (Con), Craft (Int)(any), Disable Device (Int), Forgery (Int), Knowledge (Int) (any except Arcana and Religion), Open Lock (Dex), Profession (Wis) (any that involves crafting), Search (Int), Use Magic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+0|Master Craftsman, Warrior's Training, Engineer's armor

2nd|
+1|
+0|
+0|
+0|Innovator, Combined Weapon

3rd|
+2|
+1|
+1|
+1|The heart of an item, The Know-how

4th|
+3|
+1|
+1|
+1|Better armor

5th|
+3|
+1|
+1|
+1|Trap expert, Poison use

6th|
+4|
+2|
+2|
+2|Rubber shield

7th|
+5|
+2|
+2|
+2|The flying machine

8th|
+6/1|
+2|
+2|
+2|Live helmet

9th|
+6/1|
+3|
+3|
+3|Better weapon

10th|
+7/2|
+3|
+3|
+3|Perfect armor

11th|
+8/3|
+3|
+3|
+3|Weapon master

12th|
+9/4|
+4|
+4|
+4|Diamond eyes

13th|
+9/4|
+4|
+4|
+4|Perfect weapon

14th|
+10/5|
+4|
+4|
+4|Antimagic box

15th|
+11/6/1|
+5|
+5|
+5|Mechanical armor

16th|
+12/7/2|
+5|
+5|
+5|The masterpiece

17th|
+12/7/2|
+5|
+5|
+5|Boom boom bolts

18th|
+13/8/3|
+6|
+6|
+6|Shotgun

19th|
+14/9/4|
+6|
+6|
+6|Perfect metal

20th|
+15/10/5|
+6|
+6|
+6|The time machine[/table]

Class Features:
All of the following are class features of The Engineer

Weapon and Armor Proficiencies: Engineers are proficient with all simple melee and ranged weapons (but see Warriors training), all armors (heavy, medium and light) and all shields (except tower shields).


Level 1
Master Craftsman (EX): the Engineer needs a maximum of 8 hours to create any craft regardless the price. When using the Craft skill you only need to pass the DC to create (or repair) a certain item.
Note that this doesn’t allow the Engineer to build anything (i.e. a castle) in 8 hours. If an item cannot possibly be made in 8 hours, the time should be modified accordingly.


Level 1
Warriors training (EX): the Engineer is a trained warrior. Due to not having a full training on martial weapons, the Engineer focuses on a few to gain quick proficiency with. Effectively, she can choose a number of weapons (not exotic) equal to her INT modifier. She gains proficiency with all those weapons. If later on her intelligence increases and would allow more, she can spend 8 hours to master a new weapon.


Level 1
Engineer’s armor (EX): the engineer’s can customize their armor to perfectly fit their body. They make it as comfortable as possible while on the same time adding all the utilities needed. An armor crafted this way doesn’t impose a penalty when the Engineer sleeps in it. It also allows holding one item per INT modifier that is easily accessible. The Engineer can draw or pace in a holder such an item as swift action. Finally, reduces the armor check penalty up to a maximum of your INT modifier. All bonuses are calculated using the INT modifier at the level of creation, to apply a higher bonus you need to improve the armor. The armor can only be donned by the Engineer that created it.
The creation of this armor takes 8 hours and requires a Craft (Weapons and Armors) Check of 20. To improve the armor you need same amount of time. You need to have the base armor available and if you fail 3 consecutive times the base armor is lost.



Level 2
Innovator (EX): The Engineer can create truly innovative devices. She can invest in a Craft (Innovations) skill which is used to create unique (even impossible) crafts as described further on. The first time such an ability is acquired the Engineer may take 20 to create the item and it requires 1h of work. She still pays the cost required. To re-create the item again follow normal rules.


Level 2
Combined weapon (EX, Innovation): normal weapons are too simplistic. You may combine any two weapons into a complete new weapon. If you combine two or more melee or two or more ranged weapons the resulting weapon gains all traits and keeps the best statistics (i.e. damage die, critical hit multiplier and/or range, maximum range …). It gains all bonuses but only once for the same type of bonus (i.e. to trip checks). If the weapon has multiple reach ranges (i.e. spear, long sword), it keeps all of them. If any is a two-handed weapon the combined weapon is also two-handed and for the weapon to be considered a light weapon all weapons need to be light. The weapon is considered a “combined weapon” when a specific name needs to be chosen. This applies for abilities and feats that require naming a weapon (i.e. Weapon Focus). If you combine a melee and ranged weapon you can use the weapon either as a ranged or a melee weapon. This weapon counts as both a melee and ranged weapon. When combining a crossbow and a bow you can choose to use either arrows or bots and reloading time is the shortest. When having enchanted a combined melee and ranged weapon the enchantment bonus applies for all uses of the combined weapon unless the effect is specific for melee or ranged. Abilities and feats that grant a bonus follow similar logic.
For every 5 levels in the Engineer class you can add one more weapon. To create such an advanced weapon you require a minimum INT modifier as the number of weapons combined (minimum +2). The combined weapon can only be used by the Engineer due to its unique customization.
The creation takes 8 hours and requires a Craft (Innovation) Check with DC = 15 plus 5 for each weapon combined. If the Craft Check succeeds the weapon is created. If it fails you can try again by spending another 8 hours. You need to have the base weapons and upon failing 3 consecutive times you waste all of them. If all weapons are masterwork, the result is also of masterwork quality. If not, you can follow normal rules to make the combined weapon of masterwork quality. If the weapons are enchanted, the enchantments are lost.


Level 3
The heart of the item (EX): even though an Engineer doesn’t know the secrets of creating a magic item, they find out which part of the item holds the magic. The Engineer can transfer the part of one item that holds its magic to another, effectively giving the destination item the magic of the source. The destination item needs to be a masterwork non-magical weapon. If it the item is a weapon or armor, the source item may not have an enchantment bonus greater than the Engineer’s INT modifier. If it is another item, it cannot have been created by a caster with caster level equal to the Engineer’s level plus her INT modifier. If the magic item is a wondrous item you cannot use another type of item unless the other item is also commonly available (needs to be actually available in a source book). The material used for the destination item does not need to be the same.
Once the process is started the source weapon is effectively destroyed. This process takes 8 hours and costs in materials 300gp for a weapon, 150gp for an armor and 100gp for any other item. It requires a Craft Check (Weapons and armors) or Craft (Various items) with a DC 25. If failed 3 consecutive rounds both weapons and materials are wasted.
Note: you can transfer enchantments to and from a combined weapon



Level 3
The know-how (EX): an Engineer has basic understanding on all mechanical devices. She gains half her level (rounded down) as bonus on Disable Devices check.


Level 4
Better armor (EX, Innovation): the Engineer’s have learned to make their armor effective against all types of attacks. The armor provides shock resistance, protects against gas attacks and so on. The Engineer gains half her INT modifier (rounded down) on all Fort and Reflex saves as long as he wears armor modified as such.
This can be applied as an improvement on Engineers Armor and requires a Craft (Innovation) Check of 20 and 8 hours of work.


Level 5
Poison use (EX): the Engineer has all the appropriate tools to apply poison without danger. He may also apply of dose of poison on twice the ammunition than normal.


Level 5
Trap expert (EX): the Engineer only pays the basic price of 1,000 gp to make a non-magical mechanical trap. She still needs to pay the cost to add a poison or an alchemical item. Essentially the complexity doesn’t require the Engineer to use more time or more advanced materials.


Level 6
Rubber Shield (EX, Innovation): the Engineer manages to create a shield that is both hard and flexible. This makes is easier for the Engineer to deflect an incoming attack using her shield. Effectively she gains half her INT modifier (rounded down) as an additional shield bonus to her AC while wielding the shield. She loses this extra bonus any time she cannot apply normally her Dexterity to her AC. This shield can effectively be used only by the Engineer that created it as it is customized for her.
To create such a shield a Craft (Innovation) Check of 25 is required spending 8 hours of work. The base material cost twice the price of the shield.


Level 7
The flying machine (EX, Innovation): the Engineer learns how to build a device for her to explore the skies. The device consists of two parts. A set of wings that are attached to the back of her armor that she can grab (swift action). And a magical bag of holding filled with hot air that is attached with metal strings at the upper part of her armor or helmet. The Engineer can adjust the temperature in the bag with a special device gaining or losing altitude. This provides the Engineer a fly speed of 10ft with good maneuverability. To fly only up or down the Engineer can do freely, but to move horizontally she needs to grab the wings with both hands without holding anything except a light item. The Engineer receives a penalty of -2 on her attack rolls while flying and loses her Dexterity bonus to her AC.
The Flying machine requires a Craft (Innovations) Check of 25 to craft and 8 hours of work. It requires a bag of holding (any type) as well as 100gp worth of raw material. If he fails 3 consecutive rounds the material are wasted but the bag of holding stays intact.


Level 8
Live helmet (EX, Innovation): the Engineers may be ignorant how a magical or supernatural ability can affect a creature’s mind, but by experimenting long enough they have figured out how these abilities target the creatures. The Engineer creates a helmet where they include several different materials including various living organs from various animals. This helmet can fool a magical effect by targeting the helmet instead of the mind of the Engineer.
Whenever a charm or compulsion effect from a spell, spell-like or supernatural ability affects the Engineer there is a 5% chance times her INT modifier that the ability affects their helmet instead. If the ability cannot normally target an item, it fails. If it can target an item resolve the effect against it instead. The helmet can only be used by the Engineer that created it as it is customized for her.
Due to its complexity and special customization, the live helmet a Craft (innovation) Check is required with DC 25 is required. The Engineer uses parts of animals along with a few gems all worth 100gp. This requires 8 hours of work and if the Craft Check fails more than 3 consecutive times the materials are wasted (but not the helmet).


Level 9
Better weapon (EX, Innovation): the Engineer can further improve their weapon. The weapon provides a bonus to attack rolls equal to half her INT modifier (rounded down) calculated by the time of creation. This weapon can only be used by the Engineer as it is customized for her.
Due to its complexity and special customization, a Craft (innovation) Check is required with DC 25 is required and 8 hours of work.


Level 10
Perfect armor (EX): the Engineers armor can be customized to protect her from fire, electricity, acid and cold. The Engineer gains a resistance on all four types equal to her INT modifier (at the time of creation). This can be applied as an improvement on Engineers Armor and requires a Craft (Innovation) Check of 20 and 8 hours of work.


Level 11
Weapon master (EX): the Engineer can improve any weapon even if not used by her. She can use her “Better Weapon” ability on any weapon and customize it specifically for a given user. The weapon gains one quarter her INT modifier as a bonus on attack rolls as long as it is used by the wielder it was customized for.


Level 12
Diamond eyes (EX, Innovation): the nature of light was always a fascinating subject for an Engineer especially its interaction with magical illusions. By endless hours of trial and error the Engineers managed to craft a pair of goggles using specially calibrated diamonds. When looking through them any magical illusionary effect appears blur to the Engineer (even otherwise invisible creatures or objects). If an effect that relies not only on visual but also on other senses requires the Engineer to roll a saving throw, the Engineer gains +10 on the save. The goggles can only be used by the Engineer they were customized for.
To create a pair of diamond eyes the Engineer needs a Craft (Innovation) Check with a DC 30 and 8 hours of work. The materials needed are diamonds worth 1,000gp. If the Engineer fails on one Craft Check, the materials are wasted.


Level 13
Perfect weapon (EX, Innovation): the Engineers can heavily customize her weapons so that when wielded by her their use is extremely easy. On a melee weapon, the Engineer can add one and a half times her STR modifier when wielding a one-hand weapon and two times her STR when wielding a two-handed weapon. She may also use her character level instead of her actual BAB to determine her BAB for the purposes of using Power Attack.
On a ranged weapon, the weapons critical range is increased by half the INT modifier (rounded down) as its perfect design allows the Engineer to easily target weak spots.
To modify a weapon (including a combined weapon) the Engineer needs a Craft (Innovation) Check with a DC 25 and 8 hours of work. The additional materials costs around 100gp and after 3 consecutive failures the material are lost (but not the weapon).


Level 14
Antimagic box (EX, SU, Innovation): how can you create an antimagic field from magic? This question has puzzled Engineers long enough. After years of experiments a break-through was finally achieved and a device crafted that could emit a field where magic stops to exist. This takes the form of a box of half a feet in diameter. Once activated (move action) it emits in a 10 ft radius an antimagic field as the Antimagic Field spell. The field last a total of one minute per INT modifier (calculated on time of creation). After this period of time the box stops to emit the field until it is reactivated. The Engineer can stop the box from emitting the antimagic field (move action) choosing to perceive the box. The time passed counts on the total duration and only intervals of 1 minute can be used (minimum 1).
The Engineer needs one free hand to hold the box or place it on her Engineer’s armor. The box can be disabled if not attended as a move action by someone else but this requires a Disable Device check with DC 20.
To craft an antimagic box a Craft (Innovations) Check of DC 30 is required and 8 hours of work. To reactivate the box a Craft (Innovations) check of 25 is required and 1 hour of work. The Engineer needs the following items to create the box: a scroll of Antimagic field layer plus 1,000gp of various materials. She needs to have the spell cast from the scroll at a certain point or have someone cast it for her. Make this check prior to the Craft Check. If the Craft check fails the scroll and the materials are both wasted.


Level 15
Mechanical armor (EX, Innovation): the Engineer has managed to add mechanical parts on the arms and legs section of her armor. This customization allows the Engineer while in full-plate armor to be steadier when aiming a ranged weapon as well as allows her to put some extra force when they swinging a weapon or some additional boost when performing a combat maneuver. Effectively, the Engineer gains a +1 bonus on attacks when using a ranged or melee weapon as well as a +4 bonus on disarm, grapple, trip or sunder checks.
This can be applied as an improvement on Engineers Armor and requires a Craft (Innovation) Check of 30 and 8 hours of work. The mechanical parts cost 100gp.



Level 16
The masterpiece (EX, Innovation): using the leverage of a melee weapon consists one of the basic machines. The Engineer after endless hours of experiment uses mechanical parts inside the main body of a two-handed weapon or one-handed weapon (not light) in order to enable it to deliver maximum force when swung against a target. She also perfectly sharpens every blade, uses heavier or lighter material when appropriate and simply creates a masterpiece of death. While using such a weapon the Engineer can add her INT modifier (of the time of creation) to her Strength score to determine final STR modifier for attack, damage, disarm, sunder and trips checks. Additionally the Engineer can bypass a targets DR up to her INT modifier.
To modify a weapon (including a combined weapon) the Engineer needs a Craft (Innovation) Check with a DC 30 and 8 hours of work. The additional materials costs around 100gp and after 3 consecutive failures the material are lost (but not the weapon).


Level 17
Boom boom bolts (EX, Innovation): an easy to use explosive powder is discovered by the Engineer. This is used to create a small capsule where she attaches on the head of her arrows or bolts. If an arrow or bolt hits a target or if it would just hits their touch AC with same attack roll then the capsule explodes. This deals an additional 2d10 bludgeoning damage (not multiplied by a critical hit).
The process to make this explosive powder is not straightforward and requires special tools and techniques. Only the Engineer can create it.
The Engineer can apply a single dose of explosive powder to 20 arrows or 20 bolts. The cost in raw material is 20gp for one dose. This requires a Craft (Innovation) Check of DC 30 and 1 hour of work. If the Engineer fails on his check the raw materials are wasted.
The engineer can sell this explosive powder if desired. Its price can get as high as 200gp per dose if a buyer is willingly to pay for it.


Level 18
Shotgun (EX, Innovation): instead of using the explosive powder only as to create deadly ammunition, the Engineer figures it can be used to propel the ammunition with great force as well. The device crafted is a metallic cylinder that is connected to a small metal box that contains small bullets. This includes an ignition system and of course the explosive powder. Once ignited it propels all the bullets in a 60ft range cone area annihilating anything in its pass. It is used as a ranged weapon that requires a standard action to shoot (provokes AoO). Every creature is allowed a Reflex saving throw (DC is 10 + ½ class level + INT modifier). If they succeed they manage to avoid the full blow, receiving only half damage. Creatures are dealt 1d6 bludgeoning damage per Engineer’s class level. The Engineer needs 3 full-rounds to reload this weapon with new bullets and reset ignition system.
To craft the shotgun a Craft (Innovation) Check of 30 is required and 8 hours of work. The material used cost 100gp. If she fails the materials are lost. A dose of bullets can be made with 1 hour of work cost is 10gp. A dose is usable one time.

Level 19
Perfect metal (EX, Innovation): the Engineer discovers a new metal which is twice as hard as adamantine and as light as mithral. This metal has a metal black shinny color. This achievement is made by mixing adamantine, steel, mithral and various other rare materials together. Effectively it provides twice the bonus on DR on armors and twice the HP and hardness of all items. For everything else treat it as mithral.
The process to make this new metal is not straightforward and requires special tools and techniques. Only the Engineer can create new metal from base material and to forge with it items.
The Engineer needs a Craft (Weapons and Armor) or Craft (Various items) Check of 25 to create any item from this new metal and needs 8 hours of work to craft medium or smaller size armor, 4 hours for a weapon. For other items the time is between 1 and 8 hours of work. For any size category larger than medium an extra 4 hours are needed. You need ½ adamantine and ½ mithral as you would normally need plus 1,000gp of other rare materials. The engineer can sell such items at up to one and a half of the price of the equivalent adamantine.

Level 20
The time machine (EX, SP, Innovation): by mere luck while experimenting the Engineer has managed to connect time and multi-dimensional space allowing her to travel very briefly in time. This device consists of a series of magical bag of holdings one placed inside the other and connected in a way where by stepping in one you step through all of them simultaneously. The last bag has a special panel that pushes her instantly out. The cause is the Engineer to travel a few seconds (approximately 6) back in time. To enter the time machine the Engineer needs a full-round action. The Engineer emerges outside the bag 5 ft from her initial position standing on her feet. Paradoxically, her past self is standing next to her. If used during an encounter, all facts that occurred on the current round have not happened and the round is repeated (without rolling initiatives again).
The future Engineer is exactly the same as the Engineer that entered the time machine. All creatures may act differently this round. The “real” Engineer is the past Engineer, the future Engineer is a paradox that disappears after a few seconds (approximately 6, at the end of the round). After the use of this device the Engineer needs to reset the panel which takes 1m of work. If the reset is not performed the Engineer may emerge out of the time machine as a full-round action but no time travel happens.
Magic works a bit different though and it is not affected as much from the paradox of time travelling. Any spell or supernatural effect used by the future Engineer or any spell effect activated from a magic item carried by the future Engineer happens in the future dimension effectively having no effect at all. Any such effect that that was affecting the Engineer before entering the time machine now stops to effects the future Engineer as long as those effects would normally cease to exist in an antimagic field. Any living creatures entering with the Engineer do not travel back in time nor can anyone else except the Engineer use the time machine as it is perfectly calibrated only for her.
Time travelling is dangerous, if used more than once in a day there is a 80% minus the Engineers Intelligence score chance that the Engineer will appear in the future instead of the past. In such a case the Engineer disappears ad reappears 1d10 rounds in the future instead.
To craft this device the Engineer needs to succeed on a Craft (Innovation) Check of 40 and spend 8 hours. The materials needed are 4 bag of holdings (type 1, 2, 3 and 4) and additionally 100gp of various materials. If the check fails 3 consecutive times the materials are lost (but not the bags of holding).
Note: the future Engineer could use the time machine she carries. In such case the future Engineer will appear actually in a random parallel dimension effectively disappearing.

Waargh!
2012-09-23, 01:20 AM
Reserved for feats. There will be more innovations as part of feats that will be accessible mostly on higher levels. This will allow for an Engineer to play a bit differently and rely less (or not at all) on melee or ranged combat.

Feats

Waargh!
2012-09-23, 01:21 AM
Reserved for sample builds.

Level 1

Level 5

Level 10

Level 15

Level 20

Waargh!
2012-09-23, 01:23 AM
Reserved for alternative ideas regarding The Engineer class.

Feel free to suggest different ideas by answering the question "how would you have done The Engineer class?"

Grimsage Matt
2012-09-23, 01:26 AM
Lappy9000's Engineer base class (http://www.giantitp.com/forums/showthread.php?t=114229)

Exact same name too. Just throwing it out there.

Waargh!
2012-09-23, 01:39 AM
Oh, wasn't aware of it, thanks. I would say it is more stable and easy to read, but gives less the feeling of the Engineer I was looking for.

But indeed I like it!

Tebryn
2012-09-23, 02:40 AM
Lappy9000's Engineer base class (http://www.giantitp.com/forums/showthread.php?t=114229)

Exact same name too. Just throwing it out there.

So what exactly? How many remakes of Paladin are on the board? There isn't a One Class, One Thread rule on this board after all. How's it positive feed back to just say "Been done." and that's it?

The Time Machine ability looks...iffy. Not sure what more to say about it other than you should probably just pick a totally new capstone entirely.

Waargh!
2012-09-23, 11:14 AM
Hmm, I was wondering also about the time machine. What I did is basically make some innovations and level them accordingly, not a fan of having a capstone ability otherwise.

It does two things. One it let's you go back a round in case something very bad happened and two you have a clone for one round. Can be very useful, but it really depends.

By iffy I assume you mean the whole wording or phrasing? Or you just dont like the idea of it? Or is it just not so much worth it?

Zeofar
2012-09-23, 05:56 PM
So what exactly? How many remakes of Paladin are on the board? There isn't a One Class, One Thread rule on this board after all. How's it positive feed back to just say "Been done." and that's it?

He did essentially ask for it:



Feel free to suggest different ideas by answering the question "how would you have done The Engineer class?"

Lappy9001
2012-09-23, 09:46 PM
Lappy9000's Engineer base class (http://www.giantitp.com/forums/showthread.php?t=114229)

Exact same name too. Just throwing it out there.


Oh, wasn't aware of it, thanks. I would say it is more stable and easy to read, but gives less the feeling of the Engineer I was looking for.

But indeed I like it!I'm flattered beyond words :smallcool:

Yo Waargh, feel free to pick through the abilities of the class and the PrC's if ya like to get ideas.

If you could, it would be nice if you listed in the abilities which level they are gained...it's kinda hard to keep them all in perspective as-is. Also, might I be so bold as to suggest this (http://www.giantitp.com/forums/showthread.php?t=60864) for combined weapons?

I'd also suggest a method of keeping the weapons specific to the engineer that crafted them. Also, your version totes needs to wield improvised weapons without penalty; it completely fits the fluff!

I like the direction you've taken :smallcool:

Waargh!
2012-09-23, 10:22 PM
Added levels per ability, I thought I had it already (it is indeed too confusing otherwise), thanks Lappy9001!

It is intended for innovations to be used only by the Engineer, I added it for Combined Weapons that it was forgotten (good catch). Only one is used to help allies and that with less bonus.

Ah, so someone else had the idea of combining weapons :) I would prefer to use it without a penalty, just the bonus. It seemed a kind of a cool way to give a bonus on your weapons and allow to use melee and ranged combat easier. It is also simple enough, though I believe my wording doesn't reflect that!