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    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
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    Default The Engineer (3.5 E6 base class, PEACH)

    The Engineer

    HD: d8
    Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level

    1st|+0|+0|+0|+2|Archetype, Inventions, Trapfinding, The Knack|3|1

    2nd|+1|+0|+0|+3|Lesser Archetype Power|4|1

    3rd|+2|+1|+1|+3|Jury Rigging|4|2

    4th|+3|+1|+1|+4|Moderate Archetype Power|5|2

    5th|+3|+1|+1|+4|Bombardier|5|3

    6th|+4|+2|+2|+5|Greater Archetype Power, Improvisation|6|3[/table]

    Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

    Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

    Inventions: At 1st level, the engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.

    Trapfinding: The engineer 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. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

    The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may craft alchemical items as if he were a spellcaster, but an engineer may never take levels in a spellcasting class, and spellcasting characters may not take levels as an engineer.

    Lesser Archetype Power: At 2nd level, the engineer gains the appropriate power for his archetype.

    Jury Rigging: At 3rd level, once per day, the engineer may immediately regain the use of one invention that he has just depleted.

    Moderate Archetype Power: At 4th level, the engineer gains the appropriate power for his archetype.

    Bombardier: At 5th level, the engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by five feet.

    Greater Archetype Power: At 6th level, the engineer gains the appropriate power for his archetype.

    Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.

    Archetypes:

    Cannoneer

    Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
    Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
    Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.

    Innovator

    Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
    Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, the duration of each is resolved separately, and each target is entitled to save separately for all effects. He may not use "indefinite while prepared" inventions with this ability and nonsensical combinations simply do not work.
    Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.

    Machinist

    Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
    Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
    Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.

    Sawbones

    Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
    Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
    Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.

    Tinker

    Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least twenty-four hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or any other deemed appropriate). Such a check takes one hour and heals his companion of hit points equal to the result minus ten. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
    Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
    Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.

    Inventions

    Chemistry
    Spoiler
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    1st Level

    Hypnotic Fog
    Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.

    Knock-Out Gas
    Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.

    Softening Agent
    Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

    Unstable Elixir
    An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.

    2nd Level

    Corrosive Acid
    Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.

    Flash-Freezer
    Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.

    Mystical Suppressant
    Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.

    Phasic Injection
    Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.

    3rd Level

    Hallucinogenic Aerosol
    Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.

    Paralytic Toxin
    Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

    Virulent Microbe
    A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

    Volatile Transmogrifier
    Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.

    Mechanics
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    1st Level

    Clockwork Decoy
    A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

    Spring-loaded Shoes
    When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

    Trapspringer
    A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.

    Wax Cylinder
    A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

    2nd Level

    Automated Laboratory
    An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

    Foothold Trap
    A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.

    Portable Locksmith
    A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.

    Telescopic Goggles
    Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halves the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

    3rd Level

    Automaton
    An automaton, when activated, creates a 4th-level Astral Construct. This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

    Clockwork Dragonfly
    A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

    Rebreather
    A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

    Steam-Powered Gyroscope
    A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.

    Explosives
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    1st Level

    Crackerjack Caltrops
    Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. They can affect a maximum of 5 creatures before being depleted.

    Molotov Cocktail
    A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

    Smoke Grenade
    A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

    Stinkbomb
    A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

    2nd Level

    Dragonsbreath Cannon
    A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

    Flashbang
    A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.

    Hand Grenade
    A hand grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 2d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

    Homing Rocket
    A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.

    3rd Level

    Liquid Flame
    Liquid flame can be used in one of two ways: it can be poured out (with a maximum area of four squares) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

    Pocket Bombard
    A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.

    Shrapnel Mine
    A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant until an animate object comes near it, at which point it explodes, doing 6d6 piercing damage to anything in a 5 ft. radius, half on a Reflex save. For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

    Time Bomb
    When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.

    Smithy
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    1st Level

    Compact Repair Kit
    A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

    Pneumatic Gauntlet
    A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

    Revolver
    A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.

    Serum Injector
    A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.

    2nd Level

    Blunderbuss
    A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.

    Climbing Spurs
    Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

    Repeater
    A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.

    Sawtooth Blade
    A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

    3rd Level

    Hand Cannon
    A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30 ft., and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

    Mechanized Armor
    Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

    Piston Hammer
    A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move.

    Telescopic Rifle
    A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.

    Electromagnetism
    Spoiler
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    1st Level

    Detection Matrix
    When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

    Filament Lantern
    A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

    Multipurpose Compass
    A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

    Static Trigger
    A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

    2nd Level

    Biocircuitry Harness
    A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

    Lightning Rod
    When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

    Live Wire
    A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

    Magnetic Pulsar
    When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

    3rd Level

    Flux Inhibitor
    A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.

    Force Field
    A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.

    Shock Capacitor
    A shock capacitor can be added to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

    Synaptic Accelerator
    Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.

    Medicine
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    1st Level

    Revitalization Tonic
    When activated, revitalization tonic restores 10 hit points to the user.

    Sensory Expander
    When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

    Smelling Salts
    When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

    Topical Anaesthetic
    When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

    2nd Level

    Muscle Builder
    When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.

    Neurological Stimulator
    When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

    Patented Cure-All
    When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.

    Reflex Replacer
    Reflex replacer allows the user to reroll their Initiative as an immediate action.

    3rd Level

    Adrenaline Boost
    Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally until his hit points total drops to negative two times his constitution score. Adrenaline boost lasts for one minute - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

    Miracle Cure
    When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.

    Pheromone Enhancer
    When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

    Reanimation Salve
    When activated, reanimation salve creates a zombie or skeleton out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie or skeleton obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.
    Last edited by Gnorman; 2013-08-10 at 07:57 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Honestly disappointed. This is an artificer, there is no technology involved.

    Oh well.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  3. - Top - End - #3
    Troll in the Playground
     
    Ziegander's Avatar

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    Honestly disappointed. This is an artificer, there is no technology involved.

    Oh well.


    Um... You know there's no mechanics written yet, right? Maybe give him a chance to decide what he wants to do with the class before declaring it to be something and getting disappointed over something not being involved with it?

    I'm really excited to see where this goes, Gnorman.
    Last edited by Ziegander; 2011-10-10 at 02:45 PM.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    Honestly disappointed. This is an artificer, there is no technology involved.

    Oh well.
    Huhwhuh? From the Path names, it looks like the class is going to do chemistry, guns and robots. How is that not a tech class?
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Excited to see where this goes.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    If you are even half as awesome as Lappy9000's class of the same name, then you will have done well.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    Honestly disappointed. This is an artificer, there is no technology involved.

    Oh well.
    Some aspects of this class are similar to the artificer, yes, and admittedly the pictures may have thrown you off. But as mentioned by others in the thread - robots, guns, and chemistry is the plan!

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    The Cannoneer looks to be one of the coolest archetypes you've put together so far, although I'm worried about whether those penalties on aimed shots aren't too easy to ignore once you get ranged touch attacks. Maybe, maybe not. Perhaps aimed shots should require a full-round action to use as ranged touch attacks?

    Tinker seems to be shaping up nicely, but is a little unclear. Are there any costs associated with building your robot minion? Also, any construct within a certain HD requirement is probably open to abuse. At the very least, you should explicitly rule out creatures with templates.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by gkathellar View Post
    Huhwhuh? From the Path names, it looks like the class is going to do chemistry, guns and robots. How is that not a tech class?
    Quote Originally Posted by Ziegander View Post


    Um... You know there's no mechanics written yet, right? Maybe give him a chance to decide what he wants to do with the class before declaring it to be something and getting disappointed over something not being involved with it?

    I'm really excited to see where this goes, Gnorman.
    Quote Originally Posted by Gnorman View Post
    Some aspects of this class are similar to the artificer, yes, and admittedly the pictures may have thrown you off. But as mentioned by others in the thread - robots, guns, and chemistry is the plan!
    The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

    I'll keep reading with as near to an open mind as i'm capable of for now.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

    I'll keep reading with as near to an open mind as i'm capable of for now.
    I don't plan on designing a new subsystem at this juncture, though if I do this would be the flagship class for it. For now, I'm trying to keep things relatively simple and not add too many levels of complexity.

    So yes, this is going to be more magepunk than steampunk, though I will be trying to avoid explicitly magical effects. The engineer will not be able to reproduce spells to craft scrolls, wands, or potions, for example - though the alchemist may be able to do the latter, to a limited degree.

    And for the record, the crafting in Quick Craft refers to mundane items, not magical items. I suppose I should make that more explicit.
    Last edited by Gnorman; 2011-10-11 at 12:47 AM.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    does the rules for construct creation just create animated objects? or can the tinker construct other creatures. and if so what creatures can it make. I couldn't find any 4HD or less constructs that weren't an animated object in the SRD.

    EDIT: Forgot about the homunculus. But it is tiny and certainly not a combat beast. Also does the tinkers ability negate the cost of the creation of the construct? How about negating the need for spells?
    Last edited by Mangles; 2011-10-11 at 01:24 AM.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mangles View Post
    does the rules for construct creation just create animated objects? or can the tinker construct other creatures. and if so what creatures can it make. I couldn't find any 4HD or less constructs that weren't an animated object in the SRD.

    EDIT: Forgot about the homunculus. But it is tiny and certainly not a combat beast. Also does the tinkers ability negate the cost of the creation of the construct? How about negating the need for spells?
    It does negate the cost and the need for spells.

    As for the choice of construct itself, don't forget about Astral Constructs, though they would need some heavy refluffing to work. But other than that, yeah... hmmmm... this may need some more work.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Class is tentatively complete, now adding inventions. Tinker's construct companion changed to the much easier to follow astral construct route, while alchemist changed to sawbones and now more of a mad doctor archetype. Cannoneer basically unchanged, though aimed shots take a full round as per gkathellar's suggestion - tones it down and makes more sense, as the aiming would take a bit longer.

    Feel free to contribute inventions should you have an idea - I'll take any and all comers on that, within reason. Also have not solidified the categories yet, so if you have any other fields you think have been woefully neglected, let me know.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Does the Sawbones need to be adjacent to its allies to use its Moderate and Greater abilities?
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by gkathellar View Post
    Does the Sawbones need to be adjacent to its allies to use its Moderate and Greater abilities?
    Yes, fixed.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Mulletmanalive View Post
    The word "crafting" in the "quick crafting" feature caused me to assume i knew where this is going. You've not designed a new subsystem thus far, so I'm assuming this is going to be a "magic items as technology" system, which ain't worked yet in about 6 attempts at it i've seen...

    I'll keep reading with as near to an open mind as i'm capable of for now.
    Might I ask what those "about 6 attempts" are, and perchance have links to them? I'm curious about what you're using to compare as baselines of success or failure at "mundane items as technology" rather than "magic items as technology".
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Massive overhaul of the Inventions system. Engineers may no longer spend buttloads of time crafting and stockpiling inventions for future use, but on the positive side, preparing inventions no longer costs them money. Instead, they can prepare inventions each day as if they were spells or maneuvers, and are limited to a certain number each day. It's going to look similar to existing spellcasting systems (no, I'm not reinventing the wheel here), but hopefully the feel is more science-y. Some inventions have multiple uses, others are pieces of equipment that can be used as long as they are prepared.

    This should reduce dependance on a complicated crafting system, prevent downtime from being abused by clever or wealthy players, and overall make the engineer more intuitive and fun. There's going to need to be some suspension of disbelief as to how an engineer can put together complicated explosives and mechanical inventions in the field (and in just an hour!), but let's let that ride along unnoticed, shall we?
    Last edited by Gnorman; 2011-10-12 at 08:34 PM.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    now i would definitely play this. These inventions are fantastic.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    I read the inventions thing, skipped down to the list of inventions, and then thought "wouldn't it be cool if they got the ability to improvise inventions as their capstone".
    Right after I thought that I saw this:
    Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.
    Nice work. You read my comment from the future!
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    This is great. I'm particularly amazed and glad that you've managed to maintain such excellent quality of work through ... 12 classes, now? 13?
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by gkathellar View Post
    This is great. I'm particularly amazed and glad that you've managed to maintain such excellent quality of work through ... 12 classes, now? 13?
    The engineer is #14, actually, if you count the failed Corsair/Vanguard experiment (which I'd rather not, so you are absolutely correct, it is #13, NO OTHERS EXIST CERTAINLY NOT A SWASHBUCKLING THEMED CLASS THAT SUCKED). But thank you!

    Filling out the roster of inventions currently - once I get to three inventions per level per discipline, I'm going to consider the Engineer finished. I'm really proud of this one, perhaps more so than any class I've made yet, so I'm filled with a warm fuzzy feeling knowing that you guys like it - the feedback is very much appreciated.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    1st Level

    Revitalization Tonic
    When activated, a revitalization tonic cures fatigue or exhaustion, and restores ten hit points.

    Patented Cure-All
    When activated, a patented cure-all restores twenty hit points, removes any disease or poison from its user and cures fatigue or exhaustion.

    Miracle Cure
    When activated, a miracle cure restores thirty hit points, removes any disease or poison from its user, cures fatigue or exhaustion, and restores up to three points of ability damage.
    These honestly seem a bit too similar. I'm not sure how to redo it, though, because if it was a scaling one then you could heal awesomely with a 1st level invention, and the way it is there are 7 unique medicine inventions while everything else will have 9.
    Maybe splitting the effects up instead of having it get progressively better?
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Gnorman View Post
    Massive overhaul of the Inventions system...
    Much nicer; now there's actually something to play with here. Guidelines for making new inventions [much like the spell and magic item guidelines in DMG] would be nice also

    Quote Originally Posted by Morph Bark View Post
    Might I ask what those "about 6 attempts" are, and perchance have links to them? I'm curious about what you're using to compare as baselines of success or failure at "mundane items as technology" rather than "magic items as technology".
    The worst offenders [item of so and so spell]:
    • Inventor from d20 Past By WotC. One of the bigger offenders. Unpredictable, either dominatingly powerful or weak as hell based on wealth checks and GM interpretation of the wealth awards system.
    • Artificer from Tome of Shadows by Necromancer Games. it's alright, if you want to spam magic missile or hold person. That's pretty much all it does. Some of the abuse issues of the Eberron Artificer too.
    • The Mordenheim family classes from Legacy of the Blood [Sword and Sorcery studios, Ravenloft product line]. Not overpowered as it's not gold powered [unlike the two above] but there's little flexibility and most of the effects boil down to having an Eternal Wand of Cure Light Wounds or Scorching Ray.
    • Power Classes: Artificer by Mongoose Press. Basically a slightly more ambitious but less playable version of Necromancer Game's attempt. Literally, everything it makes is a magic item, to the point where you're wondering why they haven't bothered to explain why an Anti-magic field can disrupt what's apparently a chemical battery of modern reliableness.

    Not so bad but still kinda magic items...
    • Steam And Steel by EN Publishing. The whole line is passable; they at least have the respect to actually write rules for what you can do. Let down by being a book about technology but failures in rule writing left a lot of the options inaccessible to non-spellcasters. Don't ask me why.
    • Mechanamancy by EN Publishing. Again, pretty passable, but not compatable with the above option. This one actually has creation rules [huzzah!] but everything is based on existing spells. Boils down to cheaper magic items with acquisition checks. One magic item and it's broken beyond belief.
    • The Fantastic Science by EN Publishing. Basically identical to Gnorman's above work but with two additional tiers of stuff to bring it to level 20. It's alright but it suffers from being powered by the gold balance and while they created a lot of items for you to use, most of them are actually SPELLS. I mean, literally, by power of his SCIENCE!! a technologist apparently rubs his hands together and stuff happens. Again, incompatable with the other two from EN.
    • Engineer by Lappy. This is solid, i just don't like it because it casts spells via items.
    • Invisible College Inventor from Swashbuckling Arcana by AEG. Funnniest and simplest on the list; effective year is 1641. DC to invent device = year of invention - current year. Construction DC id 10 + 1/2 this value [i think], assuming no new sciences have to be discoverd to make it successfully. It's about as potent as Truenaming but at least you can find "clues" via quests in order to make cooler stuff


    The two most playable i've found:
    • Steamworks by 12 to Midnight. Somewhere between Incarnum and Psionics in methodology, this is a solid option. Not much to say about it beyond that, though there's a very definite point where the science tips into magic and you can tell why; without other tech to interact with, it has to start messing with magic rather than the matrix...
    • Steam Powers from Dragonmech by Goodman Games. This is pretty much unique in that the character is simply provided with a toolkit and left to his own devices. This somewhat limits the options available but it does scale with level, can assist you and your allies and can defy the laws of physics with only a few items actually being messed with by anti-magic. Its biggest lacking was a guideline for creating new parts [and the fact that the line was plagued by some serious differences in design philosophy and not enough testing/editing after the initial release].


    There are also a few other things including the very stable one i designed when i was 14, back when i was still playing 2e and one act of madness i found on Brilliant Gameologists that was basically just handing out free magic items...

    Nine of them, six-ish are basically handing out magic items, sometimes without limitation.
    Last edited by Mulletmanalive; 2011-10-13 at 07:28 PM.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Inevitability View Post
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    For now I just read it a few times and don't have much useful feedback, but wanted to say that my first impression is that it's totally awesome!

    I'll try to look more closely and see if I have anything useful to say...

    Edit: I'm pretty new to the homebrew forum here. Is it common to make base classes that don't progress to 20? Is it assumed they will only be played in games that stay in the low levels?
    Last edited by gabrion; 2011-10-13 at 08:27 PM.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    The "E6" part of the the name is indicating that it's meant to be for a special type of DnD game called (surprise) E6, which only goes to level 6 because after level 6 the spellcasters make everyone else sit down and cry, and basically balance gets out of wack. There are "epic" rules where instead of leveling past 6, you get a feat for every 5000 xp, but basically you stick or at level 6. So it's not ordinary but it has a reason, don't worry.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Awesome class and archetypes. I'd totally play a cannoneer or sawbones. Probably cannoneer, actually.
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Oh!
    Idea for the mechanics level 3 invention: you can gain a temporary construct companion that only exists for five minutes and doesn't have any of the upgrades.
    Would that work?
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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    Quote Originally Posted by Eldest View Post
    Oh!
    Idea for the mechanics level 3 invention: you can gain a temporary construct companion that only exists for five minutes and doesn't have any of the upgrades.
    Would that work?
    I had planned on something along those lines - once I have a bit of time, I'll finish up.

    In case anyone else is curious - I am cribbing a lot of inventions almost shamelessly from Arcanum. Go play that game for the best RPG interpretation of technology I've ever seen (even if it pales in comparison to magic in that game, they get points for trying).
    Last edited by Gnorman; 2011-10-15 at 06:09 AM.

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    Default Re: The Engineer (3.5 E6 base class, PEACH)

    I've played a wizard engineer with great results, I can help out with info if you want as theres a lot of source material you can add.

    First of all I'd add an effect like the Universal Key, I believe it's a moving puddle like construct that can disassemble anything 5'x5' in 1 round, 1/day. It's pretty cool having a puddle that turns a chainmail vest into rings in a round.

    I'd also try and make a way to combine inventions, or have an invention that holds inventions.
    Last edited by Hanuman; 2011-10-17 at 03:37 AM.

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