I Solve Practical Problems: yet another Martial Controller

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#1

arcanaunfettered

Dec 09, 2011 21:00:17


"Hey look buddy, I'm an engineer, and that means I solve problems. Not problems like 'what is beauty?' because that would fall within the purview of your conundrums of philosophy. I solve practical problems." - The Engineer

This class is intended for "steampunk" games and games open to blatant anachronism, in general. Also this class is very liberal with the concepts of drawing, stowing, and deploying items, by necessity, and I am not overly concerned with absolute realism. This class is probably not appropriate for all games.

It is possible to argue that the Artificer covers the archetypes that this class would cover well enough, but that class is fundamentally magical, an abjurer, transmuter, and item-enchanter, whereas this class is meant to cover such character concepts as the mad alchemist, the bumbling inventor, and the guerilla trapmaker. I tried to make it look fairly professional.

Also, despite the fact I am fairly familiar with the 4e ruleset, I basically have no idea what the heck I'm doing. Consider everything here very much PEACH. Anything could be overpowered, underpowered, or just horribly inefficiently worded.

TOOLSETS
A toolset is, as the name implies, a set of esoteric tools, vital components, and uncommon chemicals and are an implement that an engineer uses to work his trade and that make his devices possible.
Refitting: Before you can use a toolset as an implement, you must be proficient in it and prepare your powers to make use of its technologies. Whenever you take an extended rest, you can prepare your powers. Your powers can only be prepared to take advantage of one toolset at a time. Also, only one creature can gain the benefits of a particular toolset at one time. There just aren't enough materials to go around.
Using a toolset: Once you have prepared your powers, you must carry the associated toolset on your person and have two open hands with which to handle your devices to use the toolset as an implement. Any toolset counts as a set of thieves' tools, a set of poisoner's tools, and an alchemist's case for all purposes.

A nonmagical toolset costs 50gp and weighs 60 pounds.

NEW KEYWORD
TRAP
A trap is a type of zone that represents the physical or sensory extents of a physical, triggered trap. You do not need line of sight or line of effect to a trap to make an attack through it, and a trap does not end when you die. Outside of combat, any trap that lasts until the end of an encounter can be set and camouflaged by using the power and making a Stealth check. Such a trap lasts until the end of the next encounter it is in and is hidden until an enemy's passive or active Perception beats your Stealth check, or until you make an attack through the trap. You cannot create a trap when you already have an existing trap originating from the same power. You can end any trap that you create by using a standard action while adjacent to the trap, while any other creature must make a Thievery check with a DC of 10 + your Intelligence or Dexterity modifier + one-half your level to do so.

ENGINEER

CLASS TRAITS
Role: Controller. You utilize a variety of ingenious inventions to harry your foes, whether through clever devices or explosive force.
Power Source: Martial. Though you may use esoteric alchemical or arcane materials in your more unusual inventions, the task of assembling them and other things into potent weapons and tools always falls to your own two hands.
Key Abilities: Intelligence, Dexterity, Wisdom

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Toolsets
Bonus to Defense: +1 Fortitude, +1 Will

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

Trained Skills: Arcana or Thievery (your choice). From the class skills below, choose 4 more trained skills at first level.
Class skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Build Options: Mechanical Engineer, Chemical Engineer
Class Features: Engineering Specialty, Expert Crafter

[Flavor text]

[Class description]

ENGINEER CLASS FEATURES
You have the following class features.

ENGINEERING SPECIALTY
You have focused your work on a particular field of study, which gives you a certain suite of benefits. Choose Mechanical Engineer or Chemical Engineer.

MECHANICAL ENGINEER
Battle Turret: You have developed a semi-automated turret that can utilize your devices at your command. It's almost like having another soldier on the field. You gain the Battle Turret power.
Hair Trigger: Your manual dexterity and steady hand allow you to design your traps to incredible tolerances. When you make an attack as part of an encounter or daily Engineer or Engineer paragon path power with the Trap keyword, you can add half your Dexterity modifier to the attack roll.

CHEMICAL ENGINEER
Extra Protection: In response to the common workplace hazards you face every day, you have created a special sort of sealed suit to protect yourself with. You are proficient in hide armor, and when you wear hide armor that you have created or modified yourself with your Expert Crafter class feature, you have Resist 5 Acid and Resist 5 Fire. These resistances increase to Resist 10 at 11th level and Resist 15 at 21st level.
Duck and Cover!: You have been in enough of your own chemical spills and explosions to know when to duck. You gain a bonus to all defenses against close or area powers equal to your Wisdom modifier while prone. In addition, when you are attacked, you can choose to fall prone as an immediate interrupt.

EXPERT CRAFTER
You gain the Alchemist feat as a bonus feat. In addition, you know and can use the Enchant Magic Item, Disenchant Magic Item, Brew Potion, and Make Whole rituals as though you had the Ritual Caster feat, though your methods are more scientific than magical. Finally, you can make mundane items of any kind over the course of an extended rest, with a component cost equal to the cost of the item created.

ENGINEER POWERS

Your martial powers are called devices. They are created from tools and raw materials with your own mastery, and only you have the skill and knowledge of their quirks and intricacies needed to use them properly. You must have a toolset in your possession to use your devices.

CLASS FEATURES

Battle Turret - Engineer Feature
This voice-activated turret, laden with weaponry, responds to your shouted coordinates and commands.
Encounter * Martial, Summoning, Implement
Minor Action - Ranged 3
Effect: You "summon" a Medium battle turret in an unoccupied square within range. The battle turret has a Speed of 0, and cannot move, open or close a door or container, or pick up or drop an item. It cannot stand up from a prone position without help; any creature within reach can right it as a move action. It has a +2 bonus to AC, a -2 penalty to Reflex, and a +2 bonus to Fortitude. When you use this power, select one Engineer Encounter power you know and one Engineer Daily power you know. You cannot use these powers until you dismiss the turret or it is destroyed. You can give the battle turret the following special command:
Standard Action: The battle turret can use one of your Engineer At-Will attack powers, or the Encounter or Daily power you chose. The battle turret cannot make melee attacks. Encounter and Daily powers used by the battle turret are consumed normally.

LEVEL 1 AT-WILL DEVICES

Adhesive Flare - Engineer Attack 1
This weapon shoots a sticky wad of pyrotechnics formulated to burn long, bright, and hot.
At-Will * Martial, Implement, Fire
Standard Action - Ranged 10
Target: One creature or unoccupied square
Attack: Intelligence vs. Reflex
Hit: Ongoing fire damage equal to your Intelligence modifier, and the target cannot benefit from concealment, and sheds bright light to a radius of 3 squares (save ends).
Level 11: Ongoing fire damage equal to 5 + your Intelligence modifier.
Level 21: Ongoing fire damage equal to 10 + your Intelligence modifier.

Caltrops - Engineer Attack 1
A well-placed fistful of caltrops can stop an army in its tracks.
At-will * Martial, Trap, Implement
Standard Action - Area burst 1 within 5
Effect: The burst becomes a trap that lasts until the end of your next turn. You may only have one such trap at any one time. You can make the following attack once per turn, using the origin of the zone as the origin square.
No Action - Close burst 1
Trigger: A nonflying creature enters a square within the trap
Target: The triggering creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier damage and the target is slowed until the end of its next turn.
Level 21: 2d4 + Intelligence modifier damage

Esoteric Weaponry - Engineer Attack 1
Whether an advanced crossbow, a repeating musket, or a mechanical gauntlet, your arsenal is as forceful as it is complex.
At-Will * Martial, Implement
Standard Action - Melee 1 or Ranged 20
Target: One creature
Attack: Intelligence + 2 vs. AC
Hit: 1d10 + Intelligence modifier damage and the target is pushed 1 square.
Level 21: 2d10 + Intelligence modifier damage
Special: If you use this power as a melee attack, you can use it as a melee basic attack. If you use this power as a ranged attack, you can use it as a ranged basic attack. When you make an attack with this power at a range greater than 10 squares, you take a -2 penalty to the attack roll.

Firecracker - Engineer Attack 1
An earsplittingly-powerful firework hurtles into the fray at your behest.
At-Will * Martial, Implement, Fire, Thunder
Standard Action - Area burst 1 within 10
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier fire and thunder damage, and the target is deafened until the end of your next turn.
Level 21: 2d6 + Intelligence modifier fire and thunder damage

LEVEL 1 ENCOUNTER DEVICES

Bear Trap - Engineer Attack 1
The only thing more like a steel trap than your mind is Ol' Snaggletooth here.
Encounter * Martial, Trap, Implement
Standard Action - Area 1 square within 3
Effect: The square becomes a trap that lasts until the end of the encounter or until you first make the following attack. You can make the following attack, using the chosen square as the origin square.
No Action - Close burst 0
Trigger: A nonflying creature enters the trap.
Target: Triggering creature in burst.
Attack: Intelligence + 3 vs. AC
Hit: 2d8 + Intelligence modifier damage, and the target is slowed and cannot shift until the end of its next turn.

Concoction of Maul'Atov - Engineer Attack 1
This mixture of chemicals is a simple yet effective incendiary, especially when bolstered with longer-burning liquids.
Encounter * Martial, Implement, Fire, Zone
Standard Action - Area burst 1 within 5
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Chemical Engineer: The burst becomes a zone that lasts until the end of your next turn. Any creature that begins their turn in the zone or enters the zone takes fire damage equal to your Wisdom modifier.

Grapnel Launcher - Engineer Attack 1
After this machine's ponderous projectile embeds itself in the target, its powerful mainspring attempts to bring each end of the cord to the other.
Encounter * Martial, Implement
Standard Action - Ranged 10
Target: One creature or object
Attack: Intelligence + 2 vs. AC
Hit: 2d6 + Intelligence modifier damage, and the target is pulled 3 squares. If the target is at least one size larger than you, you can choose to be pulled the same number of squares by the target instead. If you do so, you choose each square you enter, not the target.
Mechanical Engineer: The number of squares the target is pulled is equal to 2 + your Dexterity modifier.

Joy Buzzer - Engineer Attack 1
An arc of electricity jumps from your glove to a foe. The effects would be amusing if it weren't for that smell afterward...
Encounter * Martial, Implement, Lightning
Standard Action - Melee touch or Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier lightning damage, and the target is dazed until the end of your next turn.

LEVEL 1 DAILY DEVICES

Automatic Bola Launcher - Engineer Attack 1
This odd weapon whirls a number of bolas at your foes at high velocity and in quick succession.
Daily * Martial, Implement, Reliable
Standard Action - Ranged 10
Target: One, two, or three creatures.
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier damage, and the target is knocked prone.

Blasting Charge - Engineer Attack 1
This explosive was designed for use in mining to blast apart stone, but it should work well enough on your enemies.
Daily * Martial, Implement, Fire
Standard Action - Area burst 1 within 5
Target: Each creature within burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Chemical Engineer: Add your Wisdom modifier to the damage roll.
Miss: 1d6 + Intelligence modifier fire damage.
Effect: Each square within the burst becomes difficult terrain until the end of the encounter.

Debilitating Dart - Engineer Attack 1
The thin, clear, off-white liquid in this dart is a carefully concocted toxin that weakens both the mind and the body.
Daily * Martial, Implement, Poison
Standard Action - Melee 1 or Ranged 10
Target: One creature
Requirement: You must be trained in Heal.
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier poison damage, and the target is weakened and takes a -2 penalty to its Will defense (save ends).
Miss: Half damage, and the target is weakened and takes a -2 penalty to its Will defense until the end of your next turn.

Thunderstone Trap - Engineer Attack 1
This trap consists of a series of alchemical thunderstones and spring-loaded hammers, all connected to a number of cleverly placed pressure plates.
Daily * Martial, Trap, Implement, Thunder
Standard Action - Area burst 2 within 3
Effect: The burst becomes a trap that lasts until the end of the encounter. You can make the following attack once per round, using the origin of this power as the origin square.
No Action - Close burst 2
Trigger: A nonflying creature enters a square within the trap
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage and the target is deafened and takes a -2 penalty to attack rolls (save ends).

LEVEL 2 UTILITY DEVICES

Smoke Bomb - Engineer Utility 2
This tiny sphere, as it bursts, produces a disproportionately large column of smoke.
Encounter * Martial, Zone
Minor Action - Area burst 1 within 5 squares
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.

Spring-Loaded Launcher - Engineer Utility 2
This device's heavy steel spring is capable of launching a man off his feet and through the air.
Encounter * Martial, Implement
Minor Action - Melee 1
Target: One enemy or ally
Attack: Intelligence vs. Reflex
Special: If the target is a willing ally, this attack hits automatically.
Hit: The target is forced to jump 5 squares into a square you choose. This movement does not provoke opportunity attacks, and is reduced by 1 for each size category the target is beyond Medium.

Stimulant Dose - Engineer Utility 2
This potent drug drives up its recipient's will to fight, but not without some sickening side effects.
Daily * Martial, Poison
Minor Action - Melee 1
Target: You or one willing ally
Prerequisite: You must be trained in Heal.
Effect: The target's speed is increased by 1, and each of its attacks deal an extra 1d8 damage. At the end of each of the target's turns, it must make a saving throw. If the save is a success, the effect continues. If the save is a failure, the effect ends.
Chemical Engineer: The target gains a bonus to these saving throws equal to half your Wisdom modifier.
Aftereffect: The target takes 10 poison damage. This damage cannot be resisted or reduced.

Targeting Optics - Engineer Utility 2
You recalibrate the sighting lenses on your weapon carefully for a vitally important shot.
Daily * Martial
Minor Action - Personal
Effect: You gain a +2 power bonus to your next ranged attack roll with an Engineer power. In addition, you can ignore concealment and cover for the purposes of that attack roll.
Mechanical Engineer: The power bonus is equal to your Dexterity modifier, if that would be better.

LEVEL 3 ENCOUNTER DEVICES

Fire Lance - Engineer Attack 3
This cavalryman's lance has been tipped with a fairly crude explosive charge to pelt foes with fire and lead pellets.
Encounter * Martial, Implement, Fire
Standard Action - Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and the target is pushed 1 square.
Chemical Engineer: The distance the target is pushed is equal to your Wisdom modifier.
Special: You may use any square adjacent to you as the origin square for the blast. When you charge, you can use this power in place of a melee basic attack.

Flashpowder Mine - Engineer Attack 3
This mostly-nonlethal mine uses an explosive powder to disorient enemies with a burst of light and sound.
Encounter * Martial, Trap, Implement, Radiant, Thunder
Standard Action - Area burst 1 within 3
Effect: The burst becomes a trap that lasts until the end of the encounter or until you first make the following attack. You can make the following attack, using the origin of the burst as the origin square.
No Action - Close burst 1
Trigger: A creature enters the trap or starts its turn within it.
Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier radiant and thunder damage, and the target is deafened and blinded until the end of its next turn.

Frost Blaster - Engineer Attack 3
This air gun can shoot a vial of concentrated alchemist's frost a distance of fifty feet with pinpoint accuracy.
Encounter * Martial, Implement, Cold
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d12 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Effect: The target's space and each square adjacent to the target  become difficult terrain until the end of your next turn.

Hand-Cranked Repeater - Engineer Attack 3
This firearm or crossbow can loose a withering hail of projectiles right up until it jams or runs out of ammunition.
Encounter * Martial, Implement
Standard Action - Ranged 10
Target: One, two, or three creatures
Mechanical Engineer: You can target up to 2 + your Dexterity modifier creatures.
Attack: Intelligence + 3 vs. AC
Hit: 1d6 + Intelligence modifier damage.

LEVEL 5 DAILY DEVICES

Aqua Regia - Engineer Attack 5
This powerful acid corrodes gold, platinum, steel and flesh with equal efficiency.
Daily * Acid, Martial, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d12 + Intelligence modifier acid damage, and the target takes ongoing 10 acid damage and a penalty to AC equal to your Wisdom modifier (minimum 2) (save ends both).
Miss: Half damage, and the target takes ongoing 5 acid damage (save ends) and a -2 penalty to AC until the end of your next turn.

Fragmentation Bomb - Engineer Attack 5
The iron shell around this heavy bomb significantly increases its killing power as it fractures and lacerates flesh.
Daily * Martial, Implement, Fire
Standard Action - Area burst 2 within 5
Target: Each creature within burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier fire damage.
Miss: Half damage.
Effect: Make the following secondary attack, using the origin of the burst as the origin square.
No Action - Area burst 3 within 5
Target: Each creature within burst
Attack: Intelligence vs. Reflex
Hit: Ongoing 5 damage (save ends).

Lightning Rod Trap - Engineer Attack 5
Each time your enemies near this trap, a pair of heavy electrical coils flip up and strike them with lightning.
Daily * Martial, Trap, Implement, Lightning
Standard Action - Area burst 2 within 3
Effect: The burst becomes a trap that lasts until the end of the encounter. You can make the following attack once per round, using the origin of this power as the origin square.
No Action - Close burst 2
Trigger: A creature enters a square within the trap or starts its turn there
Target: One or two creatures within burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage and the target is dazed until the end of its next turn.

Repeating Ballista Turret - Engineer Attack 5
This sturdy turret can aim its heavy repeating crossbow without specific directions; it needs only your confirmation of target and order to shoot.
Daily * Martial, Summoning, Implement
Minor Action - Ranged 3
Effect: You summon a Medium repeating ballista turret in an unoccupied square within range. The repeating ballista turret has a Speed of 0, and cannot move, open or close a door or container, or pick up or drop an item. It cannot stand up from a prone position without help; any creature within reach can right it as a move action. It has a +3 bonus to AC, a -2 penalty to Reflex, and a +3 bonus to Fortitude. You can give the repeating ballista turret the following special command once per round:
Minor Action: Ranged 15; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage, and the target is pushed 2 squares.
Mechanical Engineer: When an effect forces the repeating ballista turret to move, it can move 1 square less than the effect specifies. In addition, when an attack would knock it prone, it can make a saving throw to avoid falling prone.

LEVEL 6 UTILITY DEVICES

Flying Machine - Engineer Utility 6
This convenient flight pack sacrifices fuel tank capacity for portability.
Encounter * Martial
Minor Action - Personal
Effect: You gain a fly speed of 5 (clumsy) and can hover until the end of your next turn.

Masterwork Weapon - Engineer Utility 6
You turn your attention to one of your ally's weapons, and tweak it to be significantly more reliable and well-balanced.
Daily * Martial
Standard Action - Melee 1
Special: Using this power provokes opportunity attacks.
Target: One weapon
Effect: Any attack made with the target weapon until the end of your next extended rest gains a +1 item bonus to the attack roll. In addition, one time before the end of your next extended rest, a wielder of the target weapon can reroll a single attack roll made with the target weapon as a free action, and must take the second result.

Remote Trigger - Engineer Utility 6
Given the chaos of battle, it's possible you might make an error or otherwise place your traps ineffectually. You can take matters into your own hands.
Encounter * Martial, Trap
Minor Action - Ranged 10
Target: One of your traps
Effect: You slide the target 1 square and make its attack as a free action.

Convenient Gadget - Engineer Utility 6
Recognizing a tough obstacle, you produce or cobble together the perfect device to surmount it.
Encounter * Martial
Standard Action - Personal
Special: Using this power provokes opportunity attacks.
Effect: Choose a specific application of a skill. You create a Tiny gadget in a square within reach that gives a benefit when using that skill for that application. When a creature with this gadget in hand uses the skill you chose in the application you chose, that creature can roll twice and take either result on any skill check required. The creature also counts as trained in that skill, or gains a +2 power bonus if already trained, for the application you chose when creating the gadget. This gadget cannot be used to benefit knowledge checks or social skill checks. Appropriately specific applications for this power include Athletics checks to climb, Thievery checks to pick locks, or Arcana checks to detect magic, and are subject to DM adjudication. The gadget lasts until the end of the encounter, at which point it stops working and likely falls to pieces like the jury-rigged piece of crap it is.

LEVEL 7 ATTACK DEVICES

Acid Splash - Engineer Attack 7
You whip out a beaker of something painfully corrosive and aim for the eyes.
Encounter * Martial, Implement, Acid
Standard Action - Close blast 3
Target: Each creature within blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and the target is blinded until the end of your next turn.
Chemical Engineer: As an aftereffect, the target takes a -2 to attack rolls until the end your next turn.

Fragmentation Grenade - Engineer Attack 7
This small explosive is coated in a metal shell that allows it deal damage far outstripping its size.
Encounter * Martial, Implement, Fire
Standard Action - Area burst 1 within 5
Target: Each creature within burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier fire damage.
Effect: Make the following secondary attack, using the origin of the burst as the origin square.
No Action - Area burst 2 within 5
Target: Each creature within burst
Attack: Intelligence vs. Reflex
Hit: Ongoing 5 damage (save ends).

Lightning Projector - Engineer Attack 7
Electricity carrying the proper voltage can cause partial paralysis that prevents sudden movement, and you have weaponized this effect.
Encounter * Lightning, Martial, Implement
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier lightning damage, and the target takes a -2 penalty to Reflex and cannot shift or make opportunity attacks until the end of your next turn.

Springboard Trap - Engineer Attack 7
The heavy, coiled spring in this trap is timed to throw an enemy off its feet, leaving it discombobulated on the floor a few paces away.
Encounter * Martial, Trap, Implement
Standard Action - Area 1 square within 3
Effect: The square becomes a trap that lasts until the end of the encounter or until you first make the following attack. You can make the following attack, using the chosen square as the origin square.
No Action - Close burst 0
Trigger: A nonflying creature enters the trap.
Target: Triggering creature in burst.
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and you slide the target 2 squares and knock it prone. The target then grants combat advantage until the end of your next turn.
Mechanical Engineer: You can slide the target a number of squares equal to your Dexterity modifier.

LEVEL 9 ATTACK DEVICES

Electric Net Launcher - Engineer Attack 9
This gun launches a net woven from wire and crackling with nascent electricity.
Daily * Martial, Implement, Lightning
Standard Action - Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage, and the target is dazed and immobilized (save ends both).
Miss: Half damage, and the target is dazed until the end of your next turn.
Special: You may use any square adjacent to you as the origin square for the blast.
Mechanical Engineer: You may use any square within 1 + your Dexterity modifier squares from you as the origin square for the blast.

Meathook Trap - Engineer Attack 9
Your unlucky foe is suddenly assaulted by several large steel hooks on chains, which attempt to drag it to the ground.
Daily * Martial, Trap, Implement
Standard Action - Area burst 1 within 3
Effect: The square becomes a trap that lasts until the end of the encounter or until you first make the following attack. You can make the following attack, using the origin of this power as the origin square.
No Action - Close burst 1
Trigger: A nonflying creature enters the trap.
Target: Triggering creature in burst.
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier damage, and the target is immobilized (save ends).
First Failed Save: The target is knocked prone, and is restrained (save ends).
Aftereffect: Ongoing 5 damage (save ends).
Miss: Half damage, and the target is slowed (save ends).

Psychoactive Poison - Engineer Attack 9
The contact poison you spread on your ally's weapon has a hallucinatory side-effect that clouds the afflicted's mind with threatening images.
Daily * Martial, Poison, Fear
Minor Action - Melee 1
Target: One weapon
Requirement: You must be trained in Heal.
Effect: Once per turn, any creature who makes a weapon attack with the target may choose to deal 1d8 extra poison damage to a target they hit. Any creature that takes this extra damage is effected by your psychoactive poison until the end of the attacker's next turn. Your allies gain concealment against creatures effected by your psychoactive poison. A creature effected by your psychoactive poison cannot make opportunity attacks against you or your allies, must make every opportunity attack it can, and its allies count as its enemies for the purpose of provoking opportunity attacks.
Chemical Engineer: The penalty to attack rolls from concealment granted by this power is equal to your Wisdom modifier.

Scattering Volley - Engineer Attack 9
Your unceasing barrage of pyrotechnics keep your enemies on their toes.
Daily * Martial, Implement, Fear, Fire
Standard Action - Area burst 2 within 10
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence fire damage, and you slide the target 2 squares or knock it prone.
Miss: Half damage, and you slide the target 1 square.
Effect: Until the end of the encounter, whenever you deal fire damage to a creature, you can slide that creature 1 square.

LEVEL 10 UTILITY DEVICES

Frictionless Lubricant - Engineer Utility 10
While quickly fouled, while it remains at full efficiency, this fluid is unfathomably slick.
Encounter * Martial, Implement, Zone
Minor Action - Area burst 1 within 5
Effect: The burst becomes a zone that lasts until the end of your next turn. Whenever a creature enters the zone or walks or runs within it, you can make the following attack, using the origin of this power as the origin square:
No Action - Close burst 1
Target: Triggering creature in burst
Attack: Intelligence vs. Reflex
Hit: You can slide the target one square and knock it prone.

Subservient Construct
- Engineer Utility 10
IT'S ALIVE! In a manner of speaking, IT'S ALIVE!
Daily * Martial, Implement, Summoning
Standard Action - Ranged 1
Effect: You summon a Medium construct in a square within range. It has a +2 to AC and Fortitude and a speed of 5. It can use your Intelligence modifier in place of your Strength and Constitution modifiers, and is considered trained in Athletics and Endurance. You can give the construct the following special commands:
Standard Action: Melee 1; Targets one creature; Intelligence vs. Reflex; 1d8 + your Intelligence modifier damage. The construct can use this as a melee basic attack.
Immediate Interrupt: Triggered when an enemy hits the construct's creator while the construct is within 3 squares of the creator; the construct can shift 2 squares to a square adjacent to the creator and switch places with it. If the construct does so, the creator and the construct each take half damage from the triggering attack, and any effects of the triggering attack effect the construct instead of the creator.

Truesight Goggles - Engineer Utility 10
The advanced sensors in these goggles can pinpoint even the most elusive phenomena.
Daily * Martial
Minor Action - Personal
Effect: Until the end of the encounter, you gain darkvision, can see invisible creatures within 5 squares of you, and ignore concealment and total concealment not resulting from invisibility.

LEVEL 13 ENCOUNTER DEVICES

Acid Webber - Engineer Attack 13
The spinneret is succesful, but the instant-net quickly decays into a painful acid.
Encounter * Martial, Implement, Acid
Standard Action - Close blast 3
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: The target is immobilized until the end of your next turn.
Aftereffect: 1d10 + your Intelligence modifier acid damage.

Explosive Mines - Engineer Attack 13
These mines are compact, portable, and packed with explosives.
Encounter * Martial, Implement, Trap, Fire
Minor Action - Area burst 1 within 3
Effect: The burst becomes a trap that lasts until the end of the encounter or until you first make the following attack. You can make the following attack, using the origin of the burst as the origin square.
Special: You can use this power three times per encounter.
No Action - Close burst 1
Trigger: A creature enters the trap or starts its turn within it.
Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage.


Paralyzing Jolt - Engineer Attack 13
This weapon throws a bolt of lightning that causes complete, if momentary, paralysis.
Encounter * Martial, Implement, Lightning
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and the target is stunned until the end of your next turn.

FEATS

Toolset Expertise
Your devices are fitted with a variety of sights and rangefinders that allow you to more effectively predict their trajectories in the heat of battle, and you are well trained in their proper use.
Benefit: You gain a +1 feat bonus to implement attack rolls that you make with a toolset. This bonus increases to +2 at 11th level and +3 at 21st level.
    Also, you ignore partial cover and superior cover with implement attacks you make with a toolset.

Hit the Deck!
Prerequisite: Engineer, Duck and Cover!
Benefit: You gain a +2 bonus to all defenses against ranged, close, and area attacks while prone.

Dabbling Inventor [Multiclass Engineer]
Prerequisite: Int 15
Benefit: You gain training in Arcana or Thievery. You gain the engineer's Expert Crafter class feature. In addition, you can wield toolsets.

Sturdy Turret
Prerequisite: Engineer, Battle Turret power
Benefit: When you summon your battle turret, it immediately gains temporary hit points equal to your healing surge value. In addition, when an effect forces the battle turret to move, it can move 1 square less than the effect specifies, and when an attack would knock it prone, it can make a saving throw to avoid falling prone.
#2

ciaran

Dec 10, 2011 15:25:58
Please increase the font size at least a smidge. This hurts my eyes.
#3

TheBringer

Dec 10, 2011 15:37:15
If you read the first part of their post you can see that it annoys them too and were asking for help about that.

Have you tried copy-pasting it into a word document, and then copy-pasting into the post?
#4

TheBringer

Dec 10, 2011 16:10:46
Okay heres what you do: (i know for a fact this works because i just did it)

1. Open the "edit post" option on the private forum: That way all the tags are there
2. Copy it all and paste it into notepad  
3. Copy and paste it into your post here: it should be the right size now and keep the color and bold tags
4. Fix the line spacing because this forum doesn't like foreign formatting: it's a pain
#5

arcanaunfettered

Dec 12, 2011 17:00:28
Well, I fixed the technical difficulties (though now my text is a little big, but I'm done arguing with the HTML), and I have some Level 9 Dailies up for your consideration.
#6

arcanaunfettered

Dec 14, 2011 18:33:52
Now I've got another Level 9 Daily power, a few Level 13 Encounter powers, and... still no feedback, which makes me a little sad. I am still racking my brain for more utility powers, especially trying to figure out how a Dr. Jekyll and Mr. Hyde style polymorph potion ought to work, mechanically.
#7

Namagem

Dec 16, 2011 8:03:51
I have some thoughts, but I don't have time for a full post; consider this an implicit agreement to come back at some time with comments and constructive criticism.
#8

arcanaunfettered

Dec 16, 2011 16:40:52
Fantastic! In the meantime, here's two of the four paragon paths I have planned.

VOLTAIC BULWARK
Prerequisites: Engineer

I have become as unto a god, clad in steel and thunderbolts! None can stand against the Scion of Voltaicles and not despair!

[Insert fluff involving becoming a student of the ancient scientist philosopher Voltaicles, Master of Electricity, and designing an armored, motorized harness to help you carry the generators and batteries needed to power your increasing arsenal of electrical devices]

VOLTAIC BULWARK PATH FEATURES
Powered Armor (11th Level): You gain proficiency with Plate Armor and with Heavy Shields. In addition, whenever you wear a suit of Plate Armor that you have created or modified yourself using your Expert Crafter class feature (hereafter to be referred to as Powered Armor), you gain a +10 item bonus to Strength checks, Athletics checks, and Endurance checks, and you quadruple your carrying capacity. Finally, you can use a Toolset as an implement with only one free hand while wearing Powered Armor.
Voltaic Action (11th Level): When you spend an action point to take an extra action while wearing Powered Armor, you gain an Aura 2 until the end of your next turn. Any enemy that ends its turn within the aura takes lightning damage equal to your Intelligence modifier and is dazed until the end of its next turn.
Voltaic Overcharge (16th Level): Whenever you hit a creature with a power that deals lightning damage while wearing Powered Armor, the creature takes a -2 penalty to attack rolls until the end of your next turn.

VOLTAIC BULWARK DEVICES

Power Fist - Voltaic Bulwark Attack 11
You divert all available power to the electrodes and motors along your right gauntlet, just before you strike.
Encounter * Martial, Implement, Lightning
Standard Action - Melee 1
Requirement: You must be wearing Powered Armor.
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier lightning damage, and the target is pushed 3 squares and falls prone.

Powered Flight - Voltaic Bulwark Utility 12
You fire up the rockets affixed to the back of your armor and ascend somewhat uncertainly into the air.
At-Will * Martial
Move Action - Personal
Requirement: You must be wearing Powered Armor.
Effect: You fly a number of squares equal to your speed. You must land at the end of your movement.

Catastrophic Discharge - Voltaic Bulwark Attack 20
You drain every ounce of power from your suit and convert it into deadly bolts of lightning.
Daily * Martial, Implement, Lightning
Standard Action - Area burst 1 within 5
Requirement: You must be wearing Powered Armor.
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 6d6 + Intelligence modifier, and the target is stunned until the end of your next turn.
Aftereffect: The target is dazed and takes a -2 penalty to attack rolls until the end of your next turn.
Miss: Half damage, and the target is dazed and takes a -2 penalty to attack rolls until the end of your next turn.
Effect: You are slowed and cannot shift until the end of your next turn.

PROLIFIC INVENTOR
Prerequisites: Engineer

[Insert fluff here, no really, I will eventually]

PROLIFIC INVENTOR PATH FEATURES
Well-Armed Entourage (11th Level): Once per encounter, you can determine range for your Engineer at-will or encounter attack powers from one of your allies.
Bottomless Pockets (11th Level): When you spend an action point, you can gain an extra use of one of your Engineer encounter powers instead of taking an extra action.
A Gadget for Every Occasion (16th Level): At the end of an extended rest, you can replace one Engineer at-will attack power, one Engineer encounter attack power, one Engineer daily attack power, and one Engineer utility power with an Engineer power of the same type and of the same level or lower.

PROLIFIC INVENTOR DEVICES

Unnerving Statistics - Prolific Inventor Attack 11
As you fire up your latest and greatest invention, you explain to your audience of foes just exactly what it does to its victims.
Encounter * Martial, Implement, Fear, Psychic
Standard Action - Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Will
Hit: 1d6 + your Intelligence modifier psychic damage, and the target must move its speed + one-half your Intelligence modifier. The target must end this movement in a space in which it gains cover or concealment from your ranged attacks, or in a space as far away from you as it can get. It avoids hindering terrain and difficult terrain if it can. This movement is not considered forced movement, so it provokes opportunity attacks.

Whip Something Up- Prolific Inventor Utility 12
On the rare occasion you don't have everything you need, you make something on the spot with blinding speed.
Encounter * Martial
Minor Action - Personal
Effect: You create one alchemical item, consumable item, or wondrous item of your level or lower without expending components. Any daily power possessed by an item created by this power cannot be used, and the item becomes useless at the end of the encounter.

Not Out Of Tricks Yet - Prolific Inventor Attack 20
Having run out of readied devices close at hand, you fish around in your pack for the extra ammunition stores, or the prototypes you never meant to use.
Daily * Martial
Standard Action - Personal
Effect: You regain two Engineer encounter powers you have already used this encounter, and you can use one of them as a free action.
#9

arcanaunfettered

Dec 26, 2011 16:58:15
Hey, guess what? I'm actually not dead yet.
Also, I've added a few more utility powers for level 10. Also also, I still would really quite like some feedback, maybe, if it's at all possible, and is not an incredible inconvenience.
#10

kalontas

Dec 27, 2011 7:08:31
Hey, guess what? I'm actually not dead yet.
Also, I've added a few more utility powers for level 10. Also also, I still would really quite like some feedback, maybe, if it's at all possible, and is not an incredible inconvenience.



The fact that it relies on technology (the picture on the top even shows a gun) may prove to be a genre conflict for many settings, and it may also stretch the definition of "martial" somewhat. But otherwise the concept isn't bad. It's just how much it fits the generic D&D setting - which is also the main reason why we don't have an official martial controller.
#11

arcanaunfettered

Dec 27, 2011 20:32:52
Yeah, I do acknowledge that this class doesn't quite fit in all settings (in the first paragraph of my first post, actually). But I feel like there is room for this sort of thing in many setting, like ones analogous to the popular Warcraft and Warhammer Fantasy franchises, or those fitting in the "steampunk" genre/aesthetic that has been fairly popular and sometimes mixed with the sort of magic-and-elves high fantasy that D&D does well.

I did initially consider making the class Martial and Arcane, but then I'd have to work hard at figuring out which of these gadgets are possible without magic and which are fundamentally implausible. Now I'm just trusting that the character with his/her Intelligence 20 has figured out a way. Also, I figure that just fooling around with alchemical and naturally-magical materials isn't really enough to be called a magician if you aren't manipulating the underlying principles of the arcane in the process.

Any comments about the mechanics and things?  I'm sure some of this stuff is blatantly underpowered, some of it blatantly overpowered, and much of it terribly worded. Also, I have no real idea how traps will work out in play; I haven't got the chance to playtest this yet. I think they'd be useful in a unique way without being overpowered, but I can't be sure.
#12

brutticus

Apr 08, 2012 23:38:20
it has a lot of flavor overalap with the artificer, but i love the Ironman paragon path on principle
#13

mattador666

Apr 12, 2012 18:54:35
it has a lot of flavor overalap with the artificer, but i love the Ironman paragon path on principle


I like it.  It's going in my homebrew file.  I may just essentialize an artificer.