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Engineer

“Look buddy, if you think for a second that youʼll get past my things, then you have a world of hurt coming.” CLASS TRAITS Role: Controller. Your machines addle and ! impede ! your enemies. You particularly specialize in ! discouraging enemy movement. You lean ! towards defender or striker as a secondary ! role. Power Source: Mechanics. Your prowess and mind ! for machines lets you innovate on the fly and ! exert exceptional control over your ! contraptions. Key Abilities: Intelligence, Constitution, Dexterity Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Club, Dagger, All ! Crossbows Implement: Tool Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 4 Healing Surges per Day: 6 + Constitution ! modifier. Trained Skills: From the class skills list below, ! choose three trained skills at 1st level. ! Class Skills: Arcana (Int), Endurance (Con), ! History (Int), Perception (Wis), Thievery ! (Dex) Class Features: Blueprints, Engineering, Metal ! Versatility, repair building Engineering of this caliber is a very new discipline. As such, engineers are often wild cards among the professions. Some especially flamboyant engineers call themselves “Technomancers” as a prestigious title that sets them apart from other machinists. Able to build complex buildings and devices in a matter of seconds, and able to transmute any metal in to useable material. Truly a remarkable leap in science. ! You may have studied on your own, enslaving your own intellect to discover the workings and mechanics of the most complicated devices. Or you may have been taught the craft, showing exceeding talent with your wrench. How you found your place in the rush of combat, assisting your allies can be a more complicated happening.

BLUEPRINTS
Engineers build their buildings from blueprints, a detailed sketch of the building they wish to place. You have a notebook for storing these blueprints. As such, engineers choose powers differently from other classes. Instead of encounter powers, engineers gain powers known as blueprints. When you would receive an encounter power, you instead gain an blueprint power. Your blueprint powers recharge after a short rest like encounter powers. You may use a maximum number of blueprint powers per day according to the number of blueprint powers you have. When you reach a milestone, one of your blueprint power uses recharges. Refer to the chart: Number of Blueprints 1 2 3 4 Blueprints per Day 2 3 4 5

! Engineer daily attack powers are known as upgrades and improve your buildings. You learn these just like normal daily powers. Upgrade powers take up one page in your notebook. Blueprint powers take up three pages in your notebook. You gain the sentry gun, mechanic arm, and teleporter blueprints. These buildings are so well known and such fundamentals to engineering, you can build them whenever you have the resources to create them. Building these do not count against your maximum of blueprint powers per day.

ENGINEERING
You gain the Engineering feat as a bonus feat. Your notebook contains three 1st-level constructions of your choice that you have mastered. You also master Create Power Core. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more constructions of your choice and add them to your notebooks. Any construction you add must be your level or lower.

Engineer Class Features

METAL VERSATILITY
The ability to use and manipulate metal is incredibly valuable to engineers.There are three types of metal: scrap metal, reclaimed metal, and refined

Engineers have the following class features.

Engineer
metal. The different types of metal have different worths. Refer to this chart when determining metal cost: Metal 1 Scrap Metal 1 Reclaimed Metal 1 Refined Metal Cost 1 sp 1 gp 10 gp Weight 1/10 lb. 1/10 lb. 1/10 lb. metal, and smelting a huge suit of plate armor would net 400 scrap metal. ! In addition, you can craft ammunition for your Sentry Gun or your allies. You can turn an amount of scrap, reclaimed, or refined metal for an equivalent amount of a certain type of ammunition using the values in the Playerʼs Handbook as a reference. 1 scrap metal can be crafted into 2 pieces of building ammunition. ! Smelting or crafting in this manner can be done during a short rest.

You can smelt the different types of metal into each other according to this price. Because of the prices: 1 refined metal = 10 reclaimed metal = 100 scrap metal. ! You can also smelt raw metal into scrap metal, for example, the metal weapons you may pick up from enemies. Refer to the Playerʼs Handbook or another source where the metal weapon, ammunition, or armor came from. You gain an amount of scrap metal equal to the cost of the weapon, ammunition, or armor. The size of the weapon or armor has a specific multiplier. Refer to these charts for the multipliers: Armor Small Medium Large Huge Gargantuan Multiplier x1 x2 x4 x8 x16

REPAIR BUILDING
You gain the repair building power. This ability lets you fix your buildings if they take some damage.

Creating an Engineer
Your choice of ability scores and powers suggests two basic builds based on different styles of engineering. All engineers require Intelligence, and it is used for building attacks and statistics. Constitution is ideal for more defensive powers, while Dexterity caters to offensive powers.

COMBAT ENGINEER
You build your buildings to kill things, first and foremost. Your buildingʼs autonomous actions add damage and control enemies at the same time. You also have a focus on ally mobility, allowing allies to move around quickly. You prefer more offensive upgrades, boosting the accuracy, ease of use, or sheer power of your buildings. Put Intelligence first and foremost, your buildings depend on it. Follow with Dexterity, as it helps with your more offensive At-Will powers and helps with your damage-dealing upgrades and team mobility. ! Suggested Feat: Aggressive Buildings ! Suggested Skills: Arcana, Perception, Thievery ! Suggested At-Will Powers: Burst Grenade, Scatter Shot ! Suggested Blueprint Power: ! Suggested Upgrade Power:

Weapon Small Medium Large Huge Gargantuan

Multiplier x.5 x1 x2 x4 x8

DEFENSIVE ENGINEER
You see your self as more of a protector, using your machines to protect your allies from harm. Your buildings keep the enemies at bay, preventing them from moving the most. You prefer defensive upgrades, armor plating, slowing effects, weakening, and other abilities to guard your allies.

For example, smelting a medium dagger would net 10 scrap metal, 5 crossbow bolts would net 2 scrap

Engineer
Engineer Powers
You have several different names for your machinist powers due to your way of fighting. Your at-will and utility powers are called machinations. You have blueprint powers, and your daily powers are called upgrades.
Level 16: You may spend 40 scrap metal and your building regains 5d6 hit points. Level 21: You may spend 50 scrap metal and your building regains 6d6 hit points. Level 26: You may spend 60 scrap metal and your building regains 7d6 hit points.

Sentry Gun !

CLASS FEATURES
Grappling Arm!!
Engineer Feature Blueprint This fully independent giant arm grabs and holds down enemies with incredible ability Blueprint ✦ Building, Mechanics, Implement Components: 115 scrap metal, power core 11th level: 115 reclaimed metal, power core 21st level: 115 refined metal, power core Minor Action                        Melee touch Effect: You place a building grappling arm in a square adjacent to you. Duration 2. It has a base hit point value of 20. Increase to 30 for an 11th level grappling arm. Increase again to 50 for a 21st level grappling arm. Perceptive. You may use your level for determining your grappling arm's AC and Fortitude defenses of your grappling arm. Your grappling arm has a reach of 2. Your grappling arm can only grab one target at a time. Autonomous Action: Trigger: A medium size or smaller enemy moves within your grappling arm's reach without shifting. 11th level: Large size or smaller enemy. 21st level: Huge size or smaller enemy. Target: The triggering enemy. Attack: Intelligence + 2 vs. Reflex Hit: The target is pulled into a square adjacent to your grappling arm and is grabbed. You do not have to sustain this grab. Until the target is no longer grabbed by your grappling arm the target is also restrained. The target may not target the grappling arm's Reflex defense to escape from the grab and the grappling arm's Fortitude defense is increased by your Constitution modifier against opponents trying to escape it's grab. Special: This power recharges when your do not have a grappling arm is destroyed.

! Engineer Feature Blueprint A marvel of engineering, this turret is incredibly accurate, mercilessly firing its projectiles at anything that moves. Blueprint ✦ Building, Mechanics, Implement Components: 110 scrap metal, power core, 20 ! projectiles 11th level: 110 reclaimed metal, power core, 20 ! projectiles 21st level: 110 refined metal, power core, 20 ! projectiles Minor Action!! ! Melee touch Effect: You place a building sentry gun in a square adjacent to you. Build Time 2. It has a base hit point value of 15. Increase to 30 for an 11th level sentry gun, and to 45 for a 21st level sentry gun. Perceptive. You may use your level for determining your sentryʼs AC and Fortitude defenses of your sentry gun. The sentry gun has a maximum capacity of 20 projectiles. You may reload the sentry gun as a minor action. You must be adjacent to the sentry gun to reload it and you may fill your sentry gun to the maximum with projectiles from your inventory. Your sentry gun has line of sight to targets in a close burst 9 in front of the sentry. Placement is determined when you build it. ! Autonomous Action ! Trigger: An enemy within your sentry gunʼs ! line of sight moves willingly. ! Target: The triggering enemy ! Attack: Intelligence + 10 vs. Reflex ! Hit: 1d4 damage. ! ! 11th level: 1d6 damage. ! ! 21st level: 1d8 damage. Special: This power recharges when your sentry gun is destroyed.

Teleporter! !

Repair Building! !

! Engineer Feature With practiced speed, you patch up a bit of damage in your building. At-Will ✦ Mechanics, Implement, Healing Minor Action!! ! Melee touch Target: One engineer building Effect: You may spend 10 scrap metal or an equivalent quantity of reclaimed or refined metal. If you do so, your building regains 2d6 hit points. Level 6: You may spend 20 scrap metal and your building regains 3d6 hit points. Level 11: You may spend 30 scrap metal and your building regains 4d6 hit points.

! Engineer Feature Blueprint An incredible innovation, this machine whisks allies across the field to another teleporter. Blueprint ✦ Building, Mechanics, Implement, ! Teleportation Components: 65 scrap metal, power core 11th level: 65 reclaimed metal, power core 21st level: 65 refined metal, power core Minor Action!! ! Melee touch Effect: You place a building teleporter in a square adjacent to you. Build Time 3. It has a base hit point value of 10. Increase to 20 for an 11th level teleporter, and to 30 for a 21st level teleporter. You may use your level for determining your sentryʼs AC and Fortitude defenses of your teleporter. The teleporter takes a -2 penalty to AC and

Engineer
Fortitude defense. Any creature may move into the teleporterʼs space and stay in that space. ! Autonomous Action ! Trigger: You or a willing ally moves onto ! the teleporter. ! Target: The triggering ally. ! Effect: The target is teleported to the space of another of your unoccupied teleporters. The target may then move a number of squares equal to your Dexterity modifier. Special: You do not use up this power when you build a teleporter. Instead, you may have a maximum number of teleporters equal to your Intelligence modifier at a time.
• Attacks: If a blueprint power allows the building to attack, you make an attack through the building, using the implement you used to build it. You do not have to be wielding that implement to attack through a building with it. Attacks you make through your building do not include temporary bonuses or penalties to your statistics. • Skills: Buildings only have two skills, Endurance and Perception. If a building has Perceptive in itʼs description, then it has a perception of 15+one-half your level+your Intelligence modifier. This is itʼs check value, you do not roll a check for a perceptive building. Your buildings automatically succeed Endurance checks. Your buildings cannot make other checks, and if it is forced to do so, it automatically fails. • Autonomous Action: Your buildings often have certain actions they look for and have a certain response to. When an autonomous action is triggered, the building instantly does what is described. An autonomous action is a free action. Each of your buildings may make a maximum of 3 autonomous actions per turn. • Duration: Buildings last until they are destroyed. You may destroy a building as a minor action. After a building is destroyed, the building leaves one half of the metal required to build the building and any non-expendable components. The non-expendable components are broken and must be fixed with the amount of metal specified in the component description.

BUILDING ! A building you build uses these rules, unless a
power description says otherwise.
• Not An Allied Creature: Being a machine, your buildings do not count as your allies to you and your allies. • Components: Your buildings require components to create. This usually involves a good bit of metal and other components necessary for the building. • Build Time: Build Time is a measure of the time it takes for a building to fully construct and become active. Build is measured on a scale of 3, higher numbers mean slower build times. • Build Time 0: The building is finished and active at the end of the action it took to place. • Build Time 1: The building is finished and active at the end of your turn. • Build Time 2: The building is finished and active at the start of your next turn. • Build Time 3: The building is finished and active at the end of your next turn. • The build can be reduced by one if you use a standard action to assist in the build. You must be adjacent to the building to assist it. If you assist your building and the build time has already passed, the building is finished at the end of your assist action. Example: You set down a building with a duration of 3. You let your building build on it's own until your next turn, you immediately assist your building, reducing the duration to 2. The start of your next turn has already passed, so your building is active. • Hit Points: Your building's hit points are equal to the base hit points in the building description + your Intelligence modifier. • No Healing Surges: Your building has no healing surges, and you may not spend healing surges for it. • Defenses: Your building's AC and Fortitude defenses are equal to 10 + the level of the building + the enhancement bonus of the implement used to build the building + your Intelligence modifier + any bonuses given in the building description. Your buildings have a Reflex defense of 5. Your buildings may not be targeted by powers that attack Will defense. • Immunities: Your buildings are immune to fear, charm, and illusion effects. Your buildings are also immune to ongoing untyped, necrotic, and radiant damage; and are immune to all psychic and poison damage. • Movement: Your buildings have no movement speed, unless otherwise specified in the blueprint. Your buildings can be pushed, pulled, and slid; but the amount of squares pushed, pulled, or slid is halved.

LEVEL 1 AT-WILL MACHINATIONS
Aimed Shot! ! ! ! Engineer Attack 1 With the accuracy scope you mounted on your crossbow, you can shoot to disable. At-Will ✦ Mechanics, Weapon Standard Action! ! ! Ranged weapon Requirement: You must be using a crossbow. Target: One creature Attack: Intelligence + 2 vs. AC Hit: 1[W] damage and the target cannot shift until the end of your next turn. ! Level 21: 2[W] damage. Burst Grenade! ! ! Engineer Attack 1 You construct a simple explosive and hurl it at an enemy. It is specially modified for explosive force, and it knocks the target to it's feet and the creatures around it get pushed away. At-Will ✦ Mechanics, Implement Standard Action! ! ! Ranged 5/10 Target: One creature Attack: Dexterity vs. Reflex Hit: 1d6 damage and the target is knocked prone. ! 21st level: 2d6 damage. Effect: Make a secondary attack. ! Secondary Target: Each creature adjacent to ! the primary target. ! Secondary Attack: Intelligence vs. Fortitude ! Hit: The target is pushed one square. ! ! 21st level: 1d6 damage.

Engineer
Explosive Shot! ! ! Engineer Attack 1 This bolt has a small explosive on it, with a slight delay. At-Will ✦ Mechanics, Weapon Standard Action! ! ! Ranged weapon Requirement: You must be using a crossbow. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] damage. At the start of the targetʼs next turn, the target and any enemy adjacent to the target takes your dexterity modifier damage. ! 21st level: 2[W] damage. Special: You can use this power as a ranged basic attack. Forceful Shot! ! ! Engineer Attack 1 You added a jarringly powerful thrust to your crossbow. Enemies hit with the bolt are thrown back. At-Will ✦ Mechanics, Weapon Standard Action! ! ! Ranged weapon Requirement: You must be using a crossbow. Target: One creature Attack: Constitution vs. AC Hit: 1[W] damage and the target is pushed a number of squares equal to your Constitution modifier. ! 21st level: 2[W] damage. Special: You can use this power as a ranged basic attack. Scatter Shot ! ! ! Engineer Attack 1 A little modification you made to your crossbow lets you scatter the bolt onto other targets. At-Will ✦ Mechanics, Weapon Standard Action! ! ! Ranged weapon Requirement: You must be using a crossbow. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] damage. Make a secondary attack. ! Secondary Target: One or two creatures within 2 ! squares of the primary target. ! Secondary Attack: Dexterity vs. AC ! Hit: Dexterity modifier damage.