qazzquimby
2014-06-26, 01:37 AM
http://fc01.deviantart.net/fs70/f/2012/241/b/8/tf2_engineer_by_biggreenpepper-d5cu4j8.jpg
Metal (Ex): The Engineer works through his mastery of metal. The amount of metal he can easily work with is called a Handfull, and his Handfull size is equal to 1 metal (shortened to 1M)/class level. The Engineer can effortlessly scrounge for materials. At the beginning of his turn, if The Engineer currently has no metal, he automatically finds 1 Handfull of metal regardless of his environment, as long as he has one hand free. For these purposes, metal can take various forms depending on his environment, from bits of wood, to nearby coral, to spare bits he discovers in his back pocket. He can make an additional Handfull by sundering an object worth at least 2 Gp. The Engineer can supply any amount of his metal to a building within 5ft as a standard action.
Buildings (Ex): Buildings are Small constructions that, once built, do the majority of the Engineer's work for him. The Engineer designs his buildings for the day in the morning, as wizards prepare spells. He can have 1+1/3level building designs, and each design can be built any number of times that day. A building design lists the Modifications (see the list of modifications below) found on each level of the building. Buildings have four levels, from 0-3. A level 0 building is a very basic construction with its base hp (2 hp per class level), but no other abilities or stats and no Modifications. Levels 1-3 are progressively improved forms of the level 0 building, and each have Modifications determined during building design.
The Engineer can place a level 0 building and supply it with any amount of his metal in the same standard action. Once the Engineer has supplied enough metal to a building to afford all of the modifications on the next highest level, the building passively begins upgrading and gains the benefits of the modifications after the beginning of the Engineer's next turn. All of the Engineer's buildings act directly after him, in an order of the Engineer's choice. Note that this means the benefit of the modifications is delayed until one round after the required metal is supplied, while the building is upgrading.
The engineer can have up to 2 + 3/level buildings at a time constructed at a time, and no building in it's highest tier can cost more than 5 Handfulls.
Hasty Repair (Ex): The Engineer can repair damage to a building by spending 1M/20 health repaired as an immediate action while within 5ft of the building. If he does so, he can not add metal to a building on his next turn.
Moving that Gear Up (Ex):The Engineer can carry a building by using both hands and moving at half speed. The building then takes 1 round per previously reached stage to deploy.
When reading the modifications list, "M" indicates metal, so 1M/8 would indicate 1 metal being required to allow 2 points of the bonus. The same modification can be purchased multiple times, for example if 1 metal allows 1d8 damage per attack, spending 3 metal allows 3d8 per attack.
All radii referenced originate from a 5ft space, rather than a point. A 0ft radius is the single space, a 5ft radius is a + sign, and from there the pattern continues normally.
Modifications:
Level 0 health: 2 hp per class level
All weapon modifications are controlled by sets of routines, which are trigger and response instructions. Multiple modifications can read from the same set of routines, but a modification can only read one set of routines at a time, and can change which set of routines it reads from as a response. Each building gains one set with one routine for free, and further routines can be bought 2 for 1M each. A single routine can be used in more than one set. Triggers should be short and clearly visible (spot DC 15 or less) criterion such as "anyone but us four," or "anyone not wearing a fruit hat." Responses are similarly simple instructions, such as "attack."
Hearing a weapon modification attack requires a listen check against a base DC of 1M/15.
By spending 3M, all attacks made by a building are considered to be magical.
Attack Bonus
The building gains a 1M/+4 bonus to all attacks.
Standard
Damage: 1M/(1d6)1d8 piercing damage
Range: 1 target within 40+1M/10ft.
Beam
Damage: 1M/(1d4)1d6 positive damage.
Range: 1M/20ft line.
Custom
1M/hand. Can hold, fire, and reload weapons. Gains one set of actions, but cannot make more than one attack per turn.
Flamethrower
Damage: 1M/(1d4)1d6 fire damage.
Range: 1M/10ft cone.
Grenade Launcher
Fires a grenade which functions as a thrown weapon. The grenade goes off at the beginning of the sentry's next turn.
Damage: 1M/(2d4)2d6 bludgeoning damage.
Range: Sentry can throw the grenade up to 40+1M/10ft. Damages 1M/15ft radius around the grenade, minimum 1 5ft space.
Quad Rockets
Damage: 1M/(2d4)2d6 bludgeoning damage, every other round. 5ft knockback per 5 damage dealt.
Range: 1M/15ft radius, minimum 1 5ft space, within 40+1M/10ft.
On the building's turn, area support modifications target all creatures within the radius.
Area support modifications are controlled by routines, like weapon modifications, but buildings start with no free routines for area support modifications, and two routines can be bought for 1M.
Healing
Targeted creatures gain 1M/4 temporary health per round.
Damage Resistance
Targeted creatures gain 1M/DR 2/-.
Energy Resistance
Targeted creatures gain 1M/energy resistance 4 against acid, cold, electricity, fire, or sonic damage, chosen when the building is designed.
Foil Stealth
[LVL 3] For 10M, targeted creatures lose invisibility and silencing effects. Targeted creatures take a 1m/-6 penalty to hide and move silently checks.
Metal Supply
Targeted creature gains 2M/1M every round at the beginning of your turn. Can only target one creature, and it must have levels in this class.
Change Light
For 1M, the area within the radius is affected by a daylight or darkness spell. The building can switch between the effects or end the effect on its turn.
Align
[LVL 3] For 5M, the area within the radius is affected by a Hallow or Unhallow spell, chosen during building design, with a caster level equal to your class level.
Personal Damage Resistance
The building gains 1M/DR 1/-.
Extension
[LVL 3]For 1M each, building can construct sub-buildings in any formation around it so long as each sub-building is adjacent at least one other sub-building. These sub-buildings can only take defensive modifications (health, damage resistance, ect.) and get the Wall modification for free. While the Engineer is within 5ft of the building with Extension or any of its sub-buildings, it is considered to be adjacent to all of them
Max Health
The building gains 1M/12 max health.
Wall
For 1M the building extend into a wall onto any edge of its space, providing total cover and blocking movement across that border, or making a flat and easily traveled surface if placed above.
Metal (Ex): The Engineer works through his mastery of metal. The amount of metal he can easily work with is called a Handfull, and his Handfull size is equal to 1 metal (shortened to 1M)/class level. The Engineer can effortlessly scrounge for materials. At the beginning of his turn, if The Engineer currently has no metal, he automatically finds 1 Handfull of metal regardless of his environment, as long as he has one hand free. For these purposes, metal can take various forms depending on his environment, from bits of wood, to nearby coral, to spare bits he discovers in his back pocket. He can make an additional Handfull by sundering an object worth at least 2 Gp. The Engineer can supply any amount of his metal to a building within 5ft as a standard action.
Buildings (Ex): Buildings are Small constructions that, once built, do the majority of the Engineer's work for him. The Engineer designs his buildings for the day in the morning, as wizards prepare spells. He can have 1+1/3level building designs, and each design can be built any number of times that day. A building design lists the Modifications (see the list of modifications below) found on each level of the building. Buildings have four levels, from 0-3. A level 0 building is a very basic construction with its base hp (2 hp per class level), but no other abilities or stats and no Modifications. Levels 1-3 are progressively improved forms of the level 0 building, and each have Modifications determined during building design.
The Engineer can place a level 0 building and supply it with any amount of his metal in the same standard action. Once the Engineer has supplied enough metal to a building to afford all of the modifications on the next highest level, the building passively begins upgrading and gains the benefits of the modifications after the beginning of the Engineer's next turn. All of the Engineer's buildings act directly after him, in an order of the Engineer's choice. Note that this means the benefit of the modifications is delayed until one round after the required metal is supplied, while the building is upgrading.
The engineer can have up to 2 + 3/level buildings at a time constructed at a time, and no building in it's highest tier can cost more than 5 Handfulls.
Hasty Repair (Ex): The Engineer can repair damage to a building by spending 1M/20 health repaired as an immediate action while within 5ft of the building. If he does so, he can not add metal to a building on his next turn.
Moving that Gear Up (Ex):The Engineer can carry a building by using both hands and moving at half speed. The building then takes 1 round per previously reached stage to deploy.
When reading the modifications list, "M" indicates metal, so 1M/8 would indicate 1 metal being required to allow 2 points of the bonus. The same modification can be purchased multiple times, for example if 1 metal allows 1d8 damage per attack, spending 3 metal allows 3d8 per attack.
All radii referenced originate from a 5ft space, rather than a point. A 0ft radius is the single space, a 5ft radius is a + sign, and from there the pattern continues normally.
Modifications:
Level 0 health: 2 hp per class level
All weapon modifications are controlled by sets of routines, which are trigger and response instructions. Multiple modifications can read from the same set of routines, but a modification can only read one set of routines at a time, and can change which set of routines it reads from as a response. Each building gains one set with one routine for free, and further routines can be bought 2 for 1M each. A single routine can be used in more than one set. Triggers should be short and clearly visible (spot DC 15 or less) criterion such as "anyone but us four," or "anyone not wearing a fruit hat." Responses are similarly simple instructions, such as "attack."
Hearing a weapon modification attack requires a listen check against a base DC of 1M/15.
By spending 3M, all attacks made by a building are considered to be magical.
Attack Bonus
The building gains a 1M/+4 bonus to all attacks.
Standard
Damage: 1M/(1d6)1d8 piercing damage
Range: 1 target within 40+1M/10ft.
Beam
Damage: 1M/(1d4)1d6 positive damage.
Range: 1M/20ft line.
Custom
1M/hand. Can hold, fire, and reload weapons. Gains one set of actions, but cannot make more than one attack per turn.
Flamethrower
Damage: 1M/(1d4)1d6 fire damage.
Range: 1M/10ft cone.
Grenade Launcher
Fires a grenade which functions as a thrown weapon. The grenade goes off at the beginning of the sentry's next turn.
Damage: 1M/(2d4)2d6 bludgeoning damage.
Range: Sentry can throw the grenade up to 40+1M/10ft. Damages 1M/15ft radius around the grenade, minimum 1 5ft space.
Quad Rockets
Damage: 1M/(2d4)2d6 bludgeoning damage, every other round. 5ft knockback per 5 damage dealt.
Range: 1M/15ft radius, minimum 1 5ft space, within 40+1M/10ft.
On the building's turn, area support modifications target all creatures within the radius.
Area support modifications are controlled by routines, like weapon modifications, but buildings start with no free routines for area support modifications, and two routines can be bought for 1M.
Healing
Targeted creatures gain 1M/4 temporary health per round.
Damage Resistance
Targeted creatures gain 1M/DR 2/-.
Energy Resistance
Targeted creatures gain 1M/energy resistance 4 against acid, cold, electricity, fire, or sonic damage, chosen when the building is designed.
Foil Stealth
[LVL 3] For 10M, targeted creatures lose invisibility and silencing effects. Targeted creatures take a 1m/-6 penalty to hide and move silently checks.
Metal Supply
Targeted creature gains 2M/1M every round at the beginning of your turn. Can only target one creature, and it must have levels in this class.
Change Light
For 1M, the area within the radius is affected by a daylight or darkness spell. The building can switch between the effects or end the effect on its turn.
Align
[LVL 3] For 5M, the area within the radius is affected by a Hallow or Unhallow spell, chosen during building design, with a caster level equal to your class level.
Personal Damage Resistance
The building gains 1M/DR 1/-.
Extension
[LVL 3]For 1M each, building can construct sub-buildings in any formation around it so long as each sub-building is adjacent at least one other sub-building. These sub-buildings can only take defensive modifications (health, damage resistance, ect.) and get the Wall modification for free. While the Engineer is within 5ft of the building with Extension or any of its sub-buildings, it is considered to be adjacent to all of them
Max Health
The building gains 1M/12 max health.
Wall
For 1M the building extend into a wall onto any edge of its space, providing total cover and blocking movement across that border, or making a flat and easily traveled surface if placed above.