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New_class_idea: Combat Engineer (need feedback)
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<blockquote data-quote="ghearus" data-source="post: 4587860" data-attributes="member: 59105"><p><strong>Some Suggestions</strong></p><p></p><p>Here is a bit of an overhaul, but a touch more balanced. What do you think?</p><p></p><p> Engineer</p><p>-----</p><p><strong>Role:</strong> Controller</p><p><strong>Power Source:</strong> Martial; Your alchemical and technical expertise grants you the ability to dominate the battlefield, though some of your powers make striker a natural secondary role.</p><p><strong>Key Abilities:</strong> Strength, Dexterity, Intelligence,</p><p><strong>Armor Proficiencies: </strong>Cloth<strong></strong></p><p><strong>Weapon Proficiencies:</strong> Simple Ranged, Polearms, Grenade</p><p><strong>Implement:</strong> Rig</p><p><strong>Bonus to Defense:</strong> +1 Fortitude, +1 Reflex</p><p></p><p><strong>Hit Points at 1st Level: </strong>10 + Constitution<strong></strong></p><p><strong>Hit Points per Level Gained: </strong>4<strong></strong></p><p><strong>Healing Surges per Day: </strong>4 + Constitution</p><p><strong></strong></p><p><strong>Trained Skills:</strong> Diplomacy, From the class skills below, choose three more.</p><p><strong>Build Options:</strong> Demolitionist, Artillerist</p><p><strong>Class Features:</strong> Lancer, Engineers Rig, Offensive Tactic, Create Ammunition Ritual</p><p> </p><p> </p><p> Engineer Class Features</p><p>LancerEngineers are able to wield an Engineer’s Lance as a two handed weapon while using their rigs to fire crossbows or launch grenades. This class feature grants the Deploy Lance and Stow Lance feats.</p><p> Engineer RigEngineers can wear and use a rig, and use the weaponry. See the Rig description for more information. </p><p> <strong>Combat Alchemy</strong></p><p></p><p> You have experience handling unstable alchemical compounds in battle.</p><p> Offensive Tactics</p><p>Choose one of Grenadier, Arbalist, Armored Guardian tactical options and gain its benefit:</p><p>Grenadier</p><p>Grenadiers gain Far Throw as a feat and can draw Grenades as a free action.</p><p> Arbalist</p><p>Arbalists gain Far Shot as a feat, and treat Hand Crossbows as off-hand weapons.</p><p> <strong>Armored Guardian</strong></p><p></p><p> Gain Armored Rig as a feat.</p><p> [FONT=&quot]</p><p> [/FONT] <strong><span style="color: #4F81BD">[FONT=&quot] [/FONT]</span></strong></p><p> <strong>Engineer Powers</strong></p><p></p><p> </p><p> <strong>Class Features</strong></p><p></p><p> <strong>Deploy Lance</strong></p><p></p><p> <strong>At-Will <> Martial, Implement, Stance</strong></p><p><strong>Minor Action</strong>, <strong>Personal</strong></p><p>Your Engineers Lance becomes deployed and available for attacks.</p><p> <strong>Stow Lance</strong></p><p></p><p> <strong>At-Will <> Martial, Implement, Stance</strong></p><p><strong>Minor Action</strong>, <strong>Personal</strong></p><p>Your Engineers Lance is stowed, and not available for attacks.</p><p> Level 1 At-will Powers</p><p> Long Shot Engineer Attack 1</p><p><strong>At-Will <> Martial, Weapon</strong></p><p><strong>Standard Action Ranged </strong>Weapon + 5</p><p><strong>Requirement:</strong> You must be using a crossbow<strong></strong></p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Dex vs AC</p><p><strong>Hit</strong>: 1[W] + Int force damage</p><p><strong>Arbalist:</strong> If your engineers lance is not deployed, you may use this as a Ranged Basic attack.</p><p></p><p>Hobbling Strike Attack 1</p><p><strong>At-Will <> Martial, Weapon</strong></p><p><strong>Standard Action Melee</strong></p><p><strong>Requirement:</strong> You must be using a Polearm</p><p><strong>Target: </strong>One creature</p><p><strong>Attack: </strong>Strength vs Fortitude</p><p><strong>Hit: </strong>1 [W] damage + Int damage and the target becomes slowed until the end of your next turn.</p><p><strong>Special:</strong> If your Engineers Lance is not deployed, you may not use it for this attack.</p><p></p><p>Grenade Toss Engineer Attack 1</p><p><strong>At-Will <> Martial, Alchemical</strong></p><p><strong>Standard Action Burst 1</strong> <strong>within </strong>Grenade Range</p><p><strong>Requirement</strong>: This power can only be used with a grenade.</p><p><strong>Target:</strong> One creature</p><p><strong>Attack: </strong>Dex vs Reflex</p><p><strong>Hit: </strong>Deal 1[W] + Int force damage to the target, and </p><p><strong>Grenadier:</strong> If your Engineers Lance is not deployed, gain the following: increase the range of this attack by your strength bonus, this attack does not provoke attacks of opportunity.</p><p></p><p>Defensive Blast Engineer Attack 1</p><p><strong>At-Will <> Martial, Alchemical, Weapon</strong></p><p><strong>Standard Action Close Burst 1</strong></p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack: </strong>Strength vs Will</p><p><strong>Hit:</strong> 1[W] + Int</p><p><strong>Effect:</strong> The target becomes deafened until the beginning of your next turn.</p><p><strong>Armored Guardian:</strong>.The first time this is used in an encounter all affected become dazed until the beginning of your next turn. </p><p> <strong>New Equipment</strong></p><p></p><p> Rigs</p><p>A rig is a specialized suit of armour worn over clothing. Anyone with the appropriate armour feats can wear a Rig, but without the Engineer’s Rig class feature, the wearer takes -5 penalty to Reflex, Initiative, all Dexterity based attacks, and all Dexterity based skills. Rigs can be enchanted with one Armour enchantment. The mounted crossbow can also receive a single separate enchantment that is effectively a separate item for all mechanical purposes.</p><p> <strong>Rig, Armor Bonus, Check, Speed, Price, Weight, Properties</strong></p><p>Basic Rig, 0, 0, 0, 5gp, 9lbs, Considered Cloth Armor</p><p>Leatherguard Rig, 2, 0, 0, 30, 20lbs, Light Rig, Considered Leather Armor</p><p>Hideguard Rig, 3, -1, 0, 35, 30 lbs, Light Rig, Considered Hide Armor</p><p>Chainguard Rig, 6, -1, -1, 45, 45 lb, Armoured Rig, Considered Chainmail Armor</p><p>Scaleguard Rig, 7, 0, -1, 50, 50 lbs, Armoured Rig, Considered Scale Armor</p><p>Plateguard Rig, 8, -1, -1, 55, 55 lbs, Heavy Rig, Considered Plate Armor</p><p> Engineers Lance</p><p>An engineer’s lance is any polearm that has been broken in two parts, and reworked for deployment on a rig. The Engineers Lance is a template that can be applied to any Polearm, and can be enchanted with any Polearm enchantment. </p><p> Engineers Lance (Weapon Template): increase the cost by 5 gp; retain the proficiency bonus, Damage, Weight, Groups, and Properties of the original polearm.</p><p> Alchemical Grenade</p><p>An Alchemical Grenade is a light thrown weapon. If handled out of combat by someone without Combat Alchemy, roll 1d10; on a roll of 1, the grenade is activated with the handler as the target. In combat, roll 1d10, and on anything except a 1, the grenade explodes centered on the handler, dealing 1d6 damage per tier. When used with an Alchemical power, the burst effect gains the benefit of the grenade. Alchemical Grenades weigh 1lb.</p><p> <strong>Grenade, Cost, Level, Effect</strong></p><p><strong></strong>Basic Grenade, 1sp, 1, Deals Force damage</p><p>Fire Grenade, 1gp, 5, Deals Fire Damage, Grants +1 to burst damage</p><p>Acid Grenade, 1gp, 5, Deals Acid Damage, Grants +1 to burst damage</p><p>Shocking Grenade, 1gp, 5, Deals Lighting Damage, Grants +1 to burst damage</p><p>Glue Grenade, 5gp, 10, slows burst targets until end of next turn</p><p>Firebomb Grenade, 10gp, 15, Deals Fire Damage, Grants +2 to burst damage, increase size of burst by 1</p><p>Acidburst Grenade, 10gp, 15, Deals Acid Damage, Grants +2 to burst damage, increase size of burst by 1</p><p>Shockstorm Grenade, 10gp, 15, Deals Lighting Damage, Grants +2 to burst damage, increase size of burst by 1</p><p>Binding Bomb, 100gp, 20, immobilizes burst targets (save ends)</p><p>Fireblast Grenade, 1000gp, 25, Fire, Grants +3 to burst damage, increase size of burst by 2</p><p>Acidcloud Grenade, 1000gp, 25, Grants +3 to burst damage, increase size of burst by 2</p><p>StormArc Grenade, 1000gp, 25, Grants +3 to burst damage, increase size of burst by 2</p><p> <strong>Feats</strong></p><p></p><p> Light Rig TrainingGain the ability to wear Light Rigs; Requires the Rig Training class feature and Strength 12.</p><p> Armoured Rig TrainingGain the ability to wear Armoured Rigs; Requires the Rig Training class feature and Strength 14.</p><p> Heavy Rig TrainingGain the ability to wear Heavy Rigs; Requires the Rig Training class feature and Strength 16.</p></blockquote><p></p>
[QUOTE="ghearus, post: 4587860, member: 59105"] [b]Some Suggestions[/b] Here is a bit of an overhaul, but a touch more balanced. What do you think? Engineer ----- [B]Role:[/B] Controller [B]Power Source:[/B] Martial; Your alchemical and technical expertise grants you the ability to dominate the battlefield, though some of your powers make striker a natural secondary role. [B]Key Abilities:[/B] Strength, Dexterity, Intelligence, [B]Armor Proficiencies: [/B]Cloth[B] Weapon Proficiencies:[/B] Simple Ranged, Polearms, Grenade [B]Implement:[/B] Rig [B]Bonus to Defense:[/B] +1 Fortitude, +1 Reflex [B]Hit Points at 1st Level: [/B]10 + Constitution[B] Hit Points per Level Gained: [/B]4[B] Healing Surges per Day: [/B]4 + Constitution [B] Trained Skills:[/B] Diplomacy, From the class skills below, choose three more. [B]Build Options:[/B] Demolitionist, Artillerist [B]Class Features:[/B] Lancer, Engineers Rig, Offensive Tactic, Create Ammunition Ritual Engineer Class Features LancerEngineers are able to wield an Engineer’s Lance as a two handed weapon while using their rigs to fire crossbows or launch grenades. This class feature grants the Deploy Lance and Stow Lance feats. Engineer RigEngineers can wear and use a rig, and use the weaponry. See the Rig description for more information. [B]Combat Alchemy[/B] You have experience handling unstable alchemical compounds in battle. Offensive Tactics Choose one of Grenadier, Arbalist, Armored Guardian tactical options and gain its benefit: Grenadier Grenadiers gain Far Throw as a feat and can draw Grenades as a free action. Arbalist Arbalists gain Far Shot as a feat, and treat Hand Crossbows as off-hand weapons. [B]Armored Guardian[/B] Gain Armored Rig as a feat. [FONT="] [/FONT] [B][COLOR=#4F81BD][FONT="] [/FONT][/COLOR][/B] [B]Engineer Powers[/B] [B]Class Features[/B] [B]Deploy Lance[/B] [B]At-Will <> Martial, Implement, Stance[/B] [B]Minor Action[/B], [B]Personal[/B] Your Engineers Lance becomes deployed and available for attacks. [B]Stow Lance[/B] [B]At-Will <> Martial, Implement, Stance[/B] [B]Minor Action[/B], [B]Personal[/B] Your Engineers Lance is stowed, and not available for attacks. Level 1 At-will Powers Long Shot Engineer Attack 1 [B]At-Will <> Martial, Weapon[/B] [B]Standard Action Ranged [/B]Weapon + 5 [B]Requirement:[/B] You must be using a crossbow[B] Target:[/B] One creature [B]Attack:[/B] Dex vs AC [B]Hit[/B]: 1[W] + Int force damage [B]Arbalist:[/B] If your engineers lance is not deployed, you may use this as a Ranged Basic attack. Hobbling Strike Attack 1 [B]At-Will <> Martial, Weapon[/B] [B]Standard Action Melee Requirement:[/B] You must be using a Polearm [B]Target: [/B]One creature [B]Attack: [/B]Strength vs Fortitude [B]Hit: [/B]1 [W] damage + Int damage and the target becomes slowed until the end of your next turn. [B]Special:[/B] If your Engineers Lance is not deployed, you may not use it for this attack. Grenade Toss Engineer Attack 1 [B]At-Will <> Martial, Alchemical[/B] [B]Standard Action Burst 1[/B] [B]within [/B]Grenade Range [B]Requirement[/B]: This power can only be used with a grenade. [B]Target:[/B] One creature [B]Attack: [/B]Dex vs Reflex [B]Hit: [/B]Deal 1[W] + Int force damage to the target, and [B]Grenadier:[/B] If your Engineers Lance is not deployed, gain the following: increase the range of this attack by your strength bonus, this attack does not provoke attacks of opportunity. Defensive Blast Engineer Attack 1 [B]At-Will <> Martial, Alchemical, Weapon[/B] [B]Standard Action Close Burst 1[/B] [B]Target:[/B] Each creature in burst [B]Attack: [/B]Strength vs Will [B]Hit:[/B] 1[W] + Int [B]Effect:[/B] The target becomes deafened until the beginning of your next turn. [B]Armored Guardian:[/B].The first time this is used in an encounter all affected become dazed until the beginning of your next turn. [B]New Equipment[/B] Rigs A rig is a specialized suit of armour worn over clothing. Anyone with the appropriate armour feats can wear a Rig, but without the Engineer’s Rig class feature, the wearer takes -5 penalty to Reflex, Initiative, all Dexterity based attacks, and all Dexterity based skills. Rigs can be enchanted with one Armour enchantment. The mounted crossbow can also receive a single separate enchantment that is effectively a separate item for all mechanical purposes. [B]Rig, Armor Bonus, Check, Speed, Price, Weight, Properties[/B] Basic Rig, 0, 0, 0, 5gp, 9lbs, Considered Cloth Armor Leatherguard Rig, 2, 0, 0, 30, 20lbs, Light Rig, Considered Leather Armor Hideguard Rig, 3, -1, 0, 35, 30 lbs, Light Rig, Considered Hide Armor Chainguard Rig, 6, -1, -1, 45, 45 lb, Armoured Rig, Considered Chainmail Armor Scaleguard Rig, 7, 0, -1, 50, 50 lbs, Armoured Rig, Considered Scale Armor Plateguard Rig, 8, -1, -1, 55, 55 lbs, Heavy Rig, Considered Plate Armor Engineers Lance An engineer’s lance is any polearm that has been broken in two parts, and reworked for deployment on a rig. The Engineers Lance is a template that can be applied to any Polearm, and can be enchanted with any Polearm enchantment. Engineers Lance (Weapon Template): increase the cost by 5 gp; retain the proficiency bonus, Damage, Weight, Groups, and Properties of the original polearm. Alchemical Grenade An Alchemical Grenade is a light thrown weapon. If handled out of combat by someone without Combat Alchemy, roll 1d10; on a roll of 1, the grenade is activated with the handler as the target. In combat, roll 1d10, and on anything except a 1, the grenade explodes centered on the handler, dealing 1d6 damage per tier. When used with an Alchemical power, the burst effect gains the benefit of the grenade. Alchemical Grenades weigh 1lb. [B]Grenade, Cost, Level, Effect [/B]Basic Grenade, 1sp, 1, Deals Force damage Fire Grenade, 1gp, 5, Deals Fire Damage, Grants +1 to burst damage Acid Grenade, 1gp, 5, Deals Acid Damage, Grants +1 to burst damage Shocking Grenade, 1gp, 5, Deals Lighting Damage, Grants +1 to burst damage Glue Grenade, 5gp, 10, slows burst targets until end of next turn Firebomb Grenade, 10gp, 15, Deals Fire Damage, Grants +2 to burst damage, increase size of burst by 1 Acidburst Grenade, 10gp, 15, Deals Acid Damage, Grants +2 to burst damage, increase size of burst by 1 Shockstorm Grenade, 10gp, 15, Deals Lighting Damage, Grants +2 to burst damage, increase size of burst by 1 Binding Bomb, 100gp, 20, immobilizes burst targets (save ends) Fireblast Grenade, 1000gp, 25, Fire, Grants +3 to burst damage, increase size of burst by 2 Acidcloud Grenade, 1000gp, 25, Grants +3 to burst damage, increase size of burst by 2 StormArc Grenade, 1000gp, 25, Grants +3 to burst damage, increase size of burst by 2 [B]Feats[/B] Light Rig Training[B][/B]Gain the ability to wear Light Rigs; Requires the Rig Training class feature and Strength 12. Armoured Rig Training[B][/B]Gain the ability to wear Armoured Rigs; Requires the Rig Training class feature and Strength 14.[B][/B] Heavy Rig Training[B][/B]Gain the ability to wear Heavy Rigs; Requires the Rig Training class feature and Strength 16.[B][/B] [/QUOTE]
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New_class_idea: Combat Engineer (need feedback)
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