Engineer class

Post/Author/DateTimePost
#1

babyj

Mar 09, 2010 2:44:12

So, I wanted a Tinker. But there is already a Tinkerer Artificer in Eberron. Then I thought..Engineer?

I looked at Lumovanis' thread, and thought..."no not quite right" (at least not for my
campaign where guns are more common, and thus not enhanced over crossbows much at all, and since I get no responses there, new thread).

I started with the Artificer as the base, and reflavored, also kept the Intelligence attribute focus, but made powers more Controller and less Leader (by borrowing from the Seeker, Druid, and Wizard power lists). Also I added a new way to do Rituals. It uses Engineering as the primary skill, and would give a smattering of ritual access but not access to the entirety of both lists. 


note: with that tinkerer artficer already there, makes it kinda hard not to look at that class for answers. still, it looks like the tinker I want is somewhere between the current battlesmith and tinkerer artificers, but without using magic. so i borrows powers from the wizard, sorcerer, wizard, and seeker classes, and reflavor accordingly.

ah crap, there went all my formatting and colors with pasting..

Engineer


"I'm still working on exactly 'WHO gets blown up'.."
DwarfSmall.jpg 
Class Traits

Role:
Controller. You use your tools and your cunning to affect those around you in dramatic ways. Your source of power is your technology and ingenuity, nothing more; nothing less. There are a variety of wondrous things you can put together for a variety of uses, and depending on your power choice, you lean towards either the Striker or Leader roles.  
Power Source: Technology. The engineer is a Controller that uses technology to harry, destroy, and aid. 
Key Abilities: Intelligence, Constitution, Wisdom

Armour Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, Simple ranged
Implements: Tools
Bonuses to Defense: +1 Reflex, +1 Fort

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5 
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Engineering (Int). From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Dungeoneering, Diplomacy, Endurance, Engineering, Heal, History, Perception, Streetwise

Class Features: Arcane Rejuvenation replaced by Steam Press and new focuses, Arcane Empowerment replaced by Reduce Reuse Recycle, Healing Admixture replaced with Gadgetry, Tools and Parts, Engineering Focus, Limited Artificiery, Salvage Engineering replaces Ritual Casting, Plans Tube
Role/Power source: The engineer is a martial (technology) Controller that uses technology to harry, destroy, and aid. There are a variety of wondrous things you can put together for a variety of uses, and depending on your power choice, you lean towards either the Striker or Leader roles.   

The engineer invents new devices or methods of destruction, relying on her skill with mundane technology and the improvised use thereof to provide the source of her power. Also, many of the powers refer to ammunition or devices. These are armed on the spot and fired, or use complicated mechanisms to activate; thus requiring one to be an engineer and have the requisite powers. This means one cannot fire a Beacon Shot using an engineer's ammunition just because one has a crossbow similar to the engineer's crossbow, since it depends as well on the engineer's knowledge rather than pure technological advancement. 
Engineers that throw caution to the wind can usu
ally be found tampering with explosive devices. Those with calmer attitudes might choose to work with robots and devices to control the battlefield. Either way, you are an excellent replacement for a wizard or paladin, with your unique combination of skills.
You might have the insight and sense of purpose to invent fantastic new devices. Or perhaps you may be a master of deadly explosives, reckless and good with your hands. Perhaps you are a master marksman, earning a reputation with your cunning accuracy. Perhaps you do it for fame, perhaps gold, perhaps glory or maybe, you just want to go out with a bang.

Creating an Engineer
The tenacious engineer creates bombs and mechanical devices, while the resourceful engineer excels at creating things on the fly and controlling the battlefield with inventions. All engineers rely on Intelligence for their exploits. Those with higher Wisdom will excel at creating and improvising, while Constitution will aid in making machinery and bombs.

#2

babyj

Mar 10, 2010 1:09:24
Thoughts from me thus far:
-Too much like a tinkerer artificer to warrant further work?
-addition of Engineering (Int) skill: no good?
-Power Source: change to Martial/Technology? (in the interest of opening the class to martial class specific feats)
-having Salvage Engineering give access to some of the things from both the Alchemist and Ritual Caster section: no good? considering making Alchemy a requirement, and then involving it more in the powers
-Gadgetry gives a power bonus: make +1 untyped or leave as +2 power? 

CHANGELIST
-made Helpful Gadget +2 power and Brilliant Gadgetry increase it to +4 power
-reworded initial powers and features
-changed builds to Resourceful and Tenacious
#3

oldguygaming

Mar 10, 2010 14:58:18
You are opening a door that once opened is very hard to close. And the initial concept can steamroll over you if players get carried away with reasonable ideas for expansion that you may not want to introduce but can't legitimately deny if they use a similar technology to something you have already presented.

However, it's an exciting idea! I loved my engineer in wow. That should offer loads of source material. If you aren't already familiar with them, many of the wow engineering items had a chance per use of going terribly wrong which would make an interesting addition to the class in dnd.

Many engineering abilities/items could easily duplicate magical abilities. If engineers don't have serious limitations on  use (such as requiring encounter or daily powers to use engineering items) I could see this class quickly becoming overpowered and displacing casters entirely.

If well balanced, I think this could be a very fun and interesting class. I'm looking forward to seeing what you come up.
#4

babyj

Mar 11, 2010 8:20:26

I sure hope offering a class that can take mundane things and do amazing stuff doesn't mean everyone at the table thinks their character can do that. Kinda goes along with this whole thing:

"Hey I have a bow, I have arrows, can't I Split The Tree like that Ranger just did?"
"No, I am afraid your character doesn't know that trick, sorry"

Of course, I won't stop anyone from taking Engineering Student [multiclass] if he or she has 13 Int...

#5

babyj

Mar 15, 2010 7:55:16
Latest additions: Level 5 powers added. Someone PEACH them, I am a little iffy about the first one
Lvl 5 - Someone PEACH the latest

Toolspark
As your enemy comes too close, you slam your tools together releasing a vicious electric shock that knocks it off its feet and farther away from you.
Daily * Technology, Tools, Lightning
Immediate Interrupt, Melee 2
Target: the triggering enemy, Intelligence vs Fortitude
Requirement: You must be wielding tools.
Trigger: An enemy moves within 2 squares of you.
Hit: 2d6 + Intelligence modifier lightning damage, and the target is blinded until the end of your next turn.
Miss: Half damage, and the target grants combat advantage until the end of your next turn.
Effect: You push the target 5 squares.

 Sticky Pellets

our shot bursts into sticky pellets that prevent your foes from running.
Daily * Technology, Weapon
Standard action, ranged weapon
Primary Target: One creature, Intelligence vs Reflex
Hit: 1[W] + Intelligence modifier damage, and the primary target is restrained (save ends).
Effect: The attack creates a zone of difficult terrain in a burst 1 centered on the primary target. The zone lasts until the end of your next turn. Until the zone ends, you can make the following secondary attack, using a square within the zone as the origin square.
-Opportunity action, Close burst 1
Trigger: An enemy enters the zone or starts its turn there.
Secondary Target: The triggering enemy in burst, Intelligence vs Reflex
Hit: The secondary target is immobilized (save ends).
Sustain minor: The zone persists.

Cauldron Shot
Your shot erupts with a fiery liquid that roasts your enemies.
Daily*Technology, Weapon
Standard action, area burst 3 within weapon range
Target: Each creature in burst
Hit: 1[W] + 1d6 fire damage
Miss: Half damage

Summon Steamcat
You activate a steamcat and it pounces on your enemy.
Daily * Tools, Parts, Mechanical, Technology
Standard action, Ranged 5
Effect: You activate a Medium steamcat in an unoccupied square within range. The steamcat has speed 7. You can give the steamcat the following special command. On the turn you activate the steamcat, you give that command as part of using this power.
-Standard action: The steamcat shifts 3 squares and then attacks; melee 1; targets one creature; Intelligence vs Reflex; 1d10 + Wisdom modifier damage.
Automated Effect: If you haven't given the steamcat any commands by the end of your turn, it charges the nearest enemy that has no creatures within 2 squares of it, using its attack (withut the shift) as a melee basic attack. If it can't do that, it attacks an adjacent . Otherwise, it moves its speed to a square adjacent to an enemy.
#6

codemonkey1

Mar 19, 2010 13:00:24
I'm actually working on a similar concept and I like what you've done here.

My only issue is with Risky Business.  First, I do like the risk of malfunctions, but I think this is a little out of whack.  The risk/benefit doesn't scale well with area powers.  Generally area powers do less damage to a single target in favor of hitting several targets.  When you add Risky Business, the upside is +d6 damage on each of several enemies, and the downside is a less-damaging-than-normal attack on yourself.

You could maybe add something like a backfire causes attack damage +1d8 damage for each area size above 1.

With my own class design I think I'm going to do a spin-off of the psionic rules and add a Supercharge entry to each at-will and perhaps encounter power along with a Backfire.  You start each day with 1 supercharge point and regain it after a short or an extended rest.  If you choose to supercharge an attack, then a natural attack roll of 1 will cause it to backfire.

It is more work, but the risk/benefit can be tailored for each power and there will be a larger variety of interesting effects.
#7

babyj

Mar 21, 2010 1:29:52
I am thinking of adding something now to that effect. However it could just be centered on the character, and burst from there possibly hitting friends and foe alike. The two ideas I have if I decide to make it more random (both using that extra damage mechanic on an area attack that blows up in your face basically.
 
Proposition 1: If the power which backfires is an area burst power, the player must roll a d10 and use this result to determine if the power hits an area as intended or hits you alone. A d10 roll of 6 to 10 means the attack targets you normally. A d10 roll 1 to 5 indicates the attack's target is changed to one target, and if it was a burst 1, add +1d8 to the damage taken on a backfire; if the power was burst 2, add +2d8; if the power was a burst 3 or more add +3d8.

Proposition 2: When a player uses Risky business and rolls a natural 1 on the attack roll with an area burst or area blast attack power, the player must roll a d10. A d10 roll of 6 to 10 means the attack targets you normally. A d10 roll of 1 means your weapon is broken or malfunctioning until you take a short rest to fix it. A d10 roll 2 to 5 indicates the attack's target is changed to one target, and if it was a burst 1, add +1d8 to the damage taken on a backfire; if the power was burst 2, add +2d8; if the power was a burst 3 or more add +3d8.
#8

babyj

Mar 28, 2010 13:33:19
So...I wonder if I would get something I could use as the template for this class but still offer something new and interesting - if I just built a Hybrid level 30 character (Wizard, Seeker) and applied the class features here? ie-just reflavor, reKeyword, and combine powers to make new ones 

Anyways, goin with option #1 for standard stuff, and considering #2 for powers which contain Weapon to make a Gunner Engineer. So I might have 4 builds going...which would mean more powers..ugh!
#9

babyj

Apr 21, 2010 5:51:29
This is a must-have for the tenacious engineer. Just added it to the feats section so theres steam powered falcons and cats walkin around, sophisticated droid-like familiars.


Class/Skill feats
Heroic Tier

Mechanical Servant: Prerequisite: engineer or martial class, training in the Engineering skill. You gain a mechanical servant (reflavored Arcane Familiar, might call this a droid actually..)