Engineer (4e Class)

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Contents

[edit] Engineer

My beautiful machines have saved your life more times than I count.
—High Mechanic Blitzbolt
Class Traits
Role: Controller. The use of trap and other inventions allows complete control of battles. Fight smarter, not harder!
Power Source: Martial. Hard work and endless training develop the skills and knowledge needed to build a wide variety of inventions,gadgets and traps to harm and hinder your foes
Key Abilities: Intelligence,Dexterity,Wisdom
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, spanners, simple ranged
Implements: none
Bonus to Defense: +1 Fortitude, +2 Will
Hit Points at 1st Level: 11 + Constitution score + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier + Constitution modifier
Trained Skills: none.  From the class skills list below, choose 5 from class skill list more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Intimidate (Cha), Thievery (Dex)
Build Options: Trap-Maker, Battle Engineer, Gadget Engineer
Class Features: Master Mechanic,Mechanical Expertise

Many of the geniuses in the world put their efforts into furthering technology. Many call them innovators. Some call them evil and shun them. They call themselves engineers.

Engineer Overview

Characteristics: Engineers are designed to manipulate their battles, fighting smarter, not harder. Many of their inventions and powers cause hampering conditions as well as damage to their enemies.
Religion: Engineers typically praise gods of knowledge, like Erathis,Moradin,Ioun,and Corellon. evil Engineers worship Vecna.
Races: Engineers are a new group in the world and as such are rare amongst any race. Humans,Devas,Elfs,and Eladrin comprise most of the engineering population,However,engineers of all races are bound to pop up in the world.

[edit] Creating an Engineer

[edit] Trap-Maker

Trap-Makers are the very definition of controllers, using all sorts of traps and mechanisms to control the fight. Select powers that cause conditions for this build. Remember, accuracy is everything.

Suggested Feat: Implement Expertise (Human Feat: Toughness)
Suggested Skills: Arcana,Thievery,Dungeoneering, History
Suggested At-Will Powers: Icy Ground, Hamstring
Suggested Encounter Power: Flame Burst
Suggested Daily Power: <!-suggested daily power->
Suggested Blueprints: <!-suggested blueprints->
[edit] Battle Engineer

Strategy? The only strategy a battle engineer needs is brute force. Choose powers that dole out as much damage as possible. Attacks that have the explosive, fire, acid, poison, or cold keyword are highly recommended. Note: This build leans towards striker as a secondary role.

Suggested Feat: Weapon Focus: Maces (Human Feat: Implement Expertise)
Suggested Skills: Bluff, Endurance, Intimidate, Thievery
Suggested At-Will Powers: Arcane Bolt, Spanner Smack
Suggested Encounter Power: Spanner Toss
Suggested Daily Power: Lightning Bolts(4e Power)
Suggested Blueprints: Flamespark Orb Blueprint,


[edit] Gadget Engineer

The worlds sm


Suggested Feat: Implement Expertise (Human Feat: Toughness)
Suggested Skills: Arcana, Diplomacy, Dungeoneering, History
Suggested At-Will Powers: Icy Ground, Hamstring
Suggested Encounter Power: Flame Burst
Suggested Daily Power: <!-suggested daily power->
Suggested Blueprints: <!-suggested blueprints->


[edit] Engineer Class Features

All Engineers share these class features.

mechanical expertise:you gain a 2+ bonus to diabal traps and fix non-magical things


Master Mechanic: Engineers can build any inventions they have blueprints for, a long as the blueprint are your level or lower. Blueprints will specify the necessary components to build the invention, as well as the DC of the Intelligence check to build it correctly. If the engineer fails the check to build it, the components are wasted and the invention is not built. As long as the blueprint is intact and legible, it can be used without limit. Note: Blueprints can be printed in any language. An engineer must be able to read the language a blueprint is printed in to be able to use it. Alternatively, an Intelligence check against a Hard DC may allow the engineer to decipher the blueprint, albeit with a -5 modifier to the Intelligence check to build it. Engineers start out with 2 1st-level blueprints.A list can be found here: [1].An Engineer can make his own Bluepronts by sumiting and drawing to the DM.he will tell you the DC and if the plan is OK.

Pick one of these class features as an engineer:

Engineering Alchemist: Anytime a power has the explosive, fire, acid, poison, or cold keyword, add +1 to damage roll. In addition, pick one of the keywords above. Anytime a power has the explosive keyword, it executes the chosen keyword damage as well.


Inovative Tinkerer: You can modify weapons to increase their weapon die. It costs 150gp to increase weapon die of a non-magical weapon the first time. The second time, it costs 300gp to upgrade the weapon die on the same weapon. For magical weapons, the weapon die can only be increased once. To determin the cost of upgrading the die of a magical weapon, take the level of the weapon x the level of the engineer + 500gp. This increased cost represents the amount of skill and the material cost needed to create extensions on weapons to make them do more damage. You also can take any weapon and make it smaller and more portable without losing any of it's strength. This costs 1000gp for magical weapons and 100gp for non-magical weapons. These changes include: making hidden blades, automatic ranged weapons, and devices to increase range of thrown weapons. If you use one of these mobile weapons, you gain a +1 bonus to all attacks made by this weapon. In addition, all ranged weapons gain a +5 to range when made more compact.


Reverse Engineering: When you encounter a trap, you are able to take whatever parts you find and use this new technology to aid yourself. If somebody has successfuly disabled the trap, make an intelligence check with a DC equal to the DC to disable the trap +5. If you succeed, you can use that trap's attack as an encounter power, or you can choose to use the parts from the trap to finish a blueprint.


[edit] Powers

An engineers powers are called exploits, and are used to deal damage, cause conditions to enemies, or both. They sometimes need to be set before hand. A list can be found Engineer Powers.



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