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Combat Engineer[edit]

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Making a Combat Engineer[edit]

Combat Engineers are focused on the protection that their machines can do so they can protect themselves. Engineers are also skilled crafters, both weaponsmithing and armor making, who also like making vehicles to make travel easier on them.

Abilities: Combat Engineers are thoroughly Intelligence base classes.

Races: Any Race.

Alignment: Any Alignment

Starting Gold: 2d10×10 gp

Starting Age: Simple

Table: Combat Engineer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Mechanical Mount, Mechanical Weapons and Armor
2nd +1 +3 +0 +3 Upgrades, Mechanical Turrets, Salvage
3rd +1 +3 +1 +3
4th +2 +4 +1 +4 Upgrades
5th +2 +4 +1 +4 Improved Mechanical Mounts, Fine Tuning
6th +3 +5 +2 +5 Upgrades
7th +3 +5 +2 +5
8th +4 +6 +2 +6 Upgrades
9th +4 +6 +3 +6 Improved Mechanical Turrets
10th +5 +7 +3 +7 Improved Upgrades, Greater Mechanical Mounts, Perfect Mechanical Weapons and Armor, Controller
11th +5 +7 +3 +7
12th +6/+1 +8 +4 +8 Improved Upgrades
13th +6/+1 +8 +4 +8
14th +7/+2 +9 +4 +9 Improved Upgrades
15th +7/+2 +9 +5 +9 Perfect Mechanical Mounts
16th +8/+3 +10 +5 +10 Improved Upgrades
17th +8/+3 +10 +5 +10 Perfect Mechanical Turret
18th +9/+4 +11 +6 +11 Improved Upgrades
19th +9/+4 +11 +6 +11
20th +10/+5 +12 +6 +12 Perfect Upgrades, Mechanical Stronghold

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft(Weaponsmithing)(Metalworking)(Engineering)(Armor Making) (Int) and 3 others of your choice, Knowledge (Architecture & Engineering), Profession(Engineer)(Wis), Repair(Int), Use Magic Device.

Class Features[edit]

The class features are those that the Combat Engineer had honed and perfected over the time of his life. All of the following are class features of the Combat Engineer.

Weapon and Armor Proficiency: Any weapon the Engineer crafts they are automatically proficient in, same goes for armor making.

Mechanical Mounts: At 1st level, your knowledge of machinery has allowed you to create modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 1d12-IntMod hours to create car, bike, or mechanical animal to travel on. The vehicle has a base speed of 20 ft. You can create 1. The vehicle can hold up to 1,250 lbs. and carry at most 4 people.

Mechanical Weapons and Armor: At 1st level, your knowledge of machinery has allowed you to create weapons and armor that you have improved with machinery. You can craft weapons and armor and then imbue them with machinery. All of the upgrades take 1d4-IntMod hours to add. Each can only be taken once.

Mechanical Scope: You put a scope onto a ranged weapon, increasing the range by x2.
Fortification: You fortify your armor and the effects differ depending on the type of armor. Light armor gets Light Fortification, Medium armor gets Moderate Fortification, and Heavy armor gets Heavy Fortification.
Powered Bullet: You add an accelerator onto a ranged weapon. The accelerator increases the crit range by 4 (i.e if the normal range is 20, then it becomes 17-20), increase crit multiplier by 2(i.e from x2 to x4, x3 to x5), and increase damage die by one stage(i.e d4->d6,d6->d8,d8->d10,d10->d12) and also increase the amount of dice rolled by 2(i.e 1d6->3d8,2d10->4d12). This effect last for one shot and takes 1d4 rounds to recharge.
Hidden Blade: Your have learned how to hide weapons into your armor. You can hide blades in your armor like a hidden blade, the DC for Spot is 35 to find the hidden blade in the armor. The weapon cannot be larger than a shortsword. The blade is also a part of the armor so the handle is not part of the weapon or armor.
Stealth Cloak: You have developed a modification for heavy armor that allows the wearer to move stealthily. You modify heavy armor to get a +5 to move silently and hide checks.
Grenade Launcher: You modify a gun to instead launch dealing 2d10 fire damage in a 5ft radius. Everyone in the area mus make a DC 20 Reflex Check or take full damage. Requires ammo.
Shock Shot: You modify a ranged weapon to do only non-lethal damage. The weapon loses all lethal damage and instead does 3d6 non-lethal lightning damage to anyone hit with the bullet. For 1 turn.
Flammenwerfer: You modify a gun to be a flamethrower. You deal 2d8 fire damage to anyone in a 15 ft cone in front of you. Requires oil.

Salvage: At 2nd level, you learned to how scrap previous projects and any metal you can get your hands on. You can spend 1d4-IntMod hours to scrap any and all metal to use as parts for crafting and making mechanical items from this class.

Upgrades: At 2nd level, you have learned how to upgrade you machines and other items in your daily life. An item can have one upgrade per 2 Class Levels. It takes 1d4-IntMod hours to add upgrades to a machine.

Armor Up: You increase the armor on your vehicle by +2.
Turret: You add a gunner seat to your vehicle. A person can sit in this seat and fire the turret. The vehicle must be standing still or det a -3 to BaB while shooting.
Increased Speed: You multiply your vehicle's speed by x2.
Shielded Turret: Your turret now has a shield that has 15 Hp and a 11 AC. The shield will regenerate after 2d4 rounds in combat.
Increased seats: Increase the amount of people who can ride in the vehicle by 2.
Increased Storage: Increased storage of 2,000 lbs.

Mechanical Turrets: At 2nd level, you can create turrets to aid you in combat. You can use your action in combat to create a Small or Tiny, which can fit in your hand, turret. The turret can be of three different kinds:

Attack: You can create a turret that attacks anyone you tell it to in a 30 ft radius. You can either shoot lightning or fire damage both dealing 4d4. You use your BaB for the attack modifiers.
Defense: You turret instead gives a small box to 1 person. The box gives the user a full body shield the has 30 Hp and an AC of 13.
Healing: The turret heals 1d4 damage to anyone in a 5 ft radius every round.

Improved Mechanical Mounts: At 5th level, your knowledge of machinery has allowed you to create improved modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 3d6-IntMod hours to create car, bike, or mechanical animal or you can spend 1d6-IntMod hours to improve a normal mechanical mount. The vehicle has a base speed of 40 ft. The vehicle can hold up to 2,500 lbs. and carry at most 5 people.

Fine Tuning: At 5th level, you learned how to fine tune your vehicle. You spend 1d4 hours to increase the vehicle's speed by x3. This stacks with the bonuses from upgrades.

Bombs: At 5th level, you learn to craft volatile explosives. A hand-held grenade deals 1d10 in a 15 ft radius and takes 1d4-IntMod hours to make. An Medium bomb size explosive take 2d4-IntMod days to craft and deals 5d20 force and %d4 bludgeoning( flying debris) damage in a 150 ft radius and weighs 50 kg. Both bombs have a timed detonation to not explode the users.

Improved Mechanical Turret: At 9th level, your turrets now improved by: Attack(deals 3d10), Defense(75Hp, 17 AC), and Heals(3d8 Healing).

Improved Upgrades: At 10th level, you unlock improved upgrades from the following list. these take 2d4-IntMod hours to add.

Improved Armor Up: You increase the armor on your vehicle by +4.
Improved Increased Speed: You multiply your vehicle's speed by x4.
Improved Increased Seats: Increase the amount of people who can ride in the vehicle by 4.
Improved Increased Storage: Increased storage of 4,000 lbs.
Glider: You mechanical mount now can glide 10 ft for every 1 foot fallen.

Greater Mechanical Mounts: At 10th level, your knowledge of machinery has allowed you to create the greatest modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 2d10-IntMod hours to create car, bike, or mechanical animal or you can spend 1d12 hours to improve a improved mechanical mount. The vehicle has a base speed of 80 ft. The vehicle can hold up to 5,000 lbs. and carry at most 10 people.

Faster Reactions: At 10th level, you learn to make explosives faster. You take 5d4-IntMod minutes to make a grenade and take 1d4-IntMod hours to make the medium explosive.

Perfect Mechanical Weapons and Armor: At 10th level, your knowledge of machinery has allowed you to create weapons and armor that you have perfected with machinery. You can craft weapons and armor and then imbue them with machinery. All of the upgrades take 2d4-IntMod hours to add.

Perfect Mechanical Scope: You put a scope onto a ranged weapon, increasing the range by x4.
Perfect Powered Bullet: You add an accelerator onto a ranged weapon. The accelerator increases the crit range by 8(i.e if the normal range is 20, then it becomes 13-20), increase crit multiplier by 2(i.e from x2 to x4, x3 to x5), and increase damage die by 2 stages(i.e d4->d8,d6->d10,d8->d12,d10->d20,d12->d20) and also increase the amount of dice rolled by 4(i.e 1d6->5d10,2d10->6d20). This effect last for one shot and takes 4d4 rounds to recharge. You then continue to fire normal ammo.
Perfect Grenade Launcher: You modify a gun to instead launch a grenade in a 10ft radius. Everyone in the area mus make a DC 30 Reflex Check or take 4d12 damage. Cannot be paired with Powered Bullet. Requires ammo, unless Engineered Ammo is also put on the weapon.
Perfect Shock Shot: You modify a ranged weapon to do only non-lethal damage. The weapon loses all lethal damage and instead does 12d12 non-lethal lightning damage to anyone hit with the bullet. Can be improved by Powered Shot. No ammo required.
Perfect Flammenwerfer: You modify a gun to be a flamethrower. You deal 6d8 fire damage to anyone in a 30 ft cone in front of you. Cannot be improved by Powered Bullet. No ammo required.
Engineered Ammo: All ammo for the gun is made from conducted energy that never runs out. You never need ammo or to reload.

Controller: At 10th level, you can control all of your mounts with one controller, the controller can also be broken up to be given to others. You can now control the vehicle from up to 50 miles away. Can be upgraded with a perfect upgrade.

Perfect Mechanical Mounts: At 15th level, your knowledge of machinery has allowed you to create the perfect modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 4d6-IntMod hours to create car, bike, or mechanical animal or you can spend 2d8-IntMod hours to improve a greater mechanical mount. The vehicle has a base speed of 160 ft. The vehicle can hold up to 10,000 lbs. and carry at most 20 people.

Perfect Mechanical Turret: At 17th level, your turrets are now perfect and instead have the following stats: Attack(deals 8d10), Defense(150Hp, 25 AC), and Heals(6d8 Healing).

Perfect Upgrades: At 20th level, you unlock perfect upgrades from the following list. The upgrades take 4d4-IntMod hours.

Perfect Armor Up: You increase the armor on your vehicle by +8.
Perfect Increased Speed: You multiply your vehicle's speed by x8.
Perfect Increased Seats: Increase the amount of people who can ride in the vehicle by 8.
Perfect Increased Storage: Increased storage of 8,000 lbs.
Jet Engines: Prerequisite: Glider. Your mount gains a fly speed of 2 times the mounts land speed.
Cargo Drop: Prerequisite: Jet Engines. You carry all of your cargo in a drop area in your plane. Your plane becomes a bomber plane.

Mechanical Stronghold: At 20th level, you have mastered the art of mounts and mechanical power that you can now build a 100ft^3 that you can live in and decrease the amount of time required to make anything. The Stronghold takes 2d8-IntMod months to build. You can upgrade the Stronghold and add ten mounts to move the Stronghold, which do not count against the total amount of mounts you are allowed to have. You can upgrade the mounts to make the Stronghold fly, carry more, and other. You take a fourth of the time to create a mount, weapon, or other creations.

Epic Combat Engineer[edit]

Table: The Epic Combat Engineer

Hit Die: d8

Level Special
21st Epic Mechanical Mounts, Mechanical Mount Fusion
22nd Epic Upgrades
23rd Epic Mechanical Weapons and Armor
24th Epic Upgrades
25th Epic Mechanical Turrets
26th Epic Upgrades
27th
28th Epic Upgrades
29th
30th Supreme Mechanical Mounts, Epic Upgrades

6 + Int modifier skill points per level.

Epic Mechanical Mounts: At 21th level, your knowledge of machinery has allowed you to create the epic modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 7d4 hours to create car, bike, or mechanical animal or you can spend 5d4 hours to improve a perfect mechanical mount. The vehicle has a base speed of 320 ft. The vehicle can hold up to 20,000 lbs. and carry at most 40 people.

Epic Upgrades: At 22th level, you unlock perfect upgrades from the following list. The upgrades take 8d4 hours. The ratio for the upgrade slots becomes 8 normal:4 Improved:2 Perfect:1 Epic.

Epic Armor Up: You increase the armor on your vehicle by +16.
Epic Increased Speed: You multiply your vehicle's speed by x16.
Epic Increased Seats: Increase the amount of people who can ride in the vehicle by 16.
Epic Increased Storage: Increased storage of 16,000 lbs.
Epic Jet Engines: Prerequisite: Glider. Your mount gains a fly speed of 4 times the mounts land speed.

Epic Mechanical Weapons and Armor: At 23rd level, your knowledge of machinery has allowed you to create weapons and armor that you have perfected with machinery. You can craft weapons and armor and then imbue them with machinery. All of the upgrades take 4d4 hours to add.

Epic Mechanical Scope: You put a scope onto a ranged weapon, increasing the range by x8.
Epic Powered Bullet: You add an accelerator onto a ranged weapon. The accelerator increases the crit range by 16(i.e if the normal range is 20, then it becomes 5-20), increase crit multiplier by 4(i.e from x2 to x6, x3 to x7), and increase damage die by 4 stages(i.e d4->d10,d6->d12,d8->d20,d10->d50(Half a d100),d12->d100) and also increase the amount of dice rolled by 8(i.e 1d6->9d10,2d10->11d20). This effect last for one shot and takes 12d4 rounds to recharge. You then continue to fire normal ammo.
Perfect Grenade Launcher: You modify a gun to instead launch a grenade in a 15 ft rblast radius. Everyone in the area mus make a DC 35 Reflex Check or take 10d12 damage. Cannot be paired with Powered Bullet. Requires ammo, unless Engineered Ammo is also put on the weapon.
Percect Shock Shot: You modify a ranged weapon to do only non-lethal damage. The weapon loses all lethal damage and instead does 24d12 non-lethal lightning damage to anyone hit with the bullet. Can be improved by Powered Shot. No ammo required.
Perfect Flammenwerfer: You modify a gun to be a flamethrower. You deal 12d8 fire damage to anyone in a 60 ft cone in front of you. Cannot be improved by Powered Bullet. No ammo required.
Changing Ammo: Ammo has a chance to have different damage types. Roll a d100 on the table to determine the type. The ammo is automatically created in the gun to ignore ammo and reload actions.
Damage Types
D100 Type
01-25 Piercing
26-35 Bludgeoning
36-45 Slashing
46-50 Poison
51-60 Acid
61-75 Bludgeoning
76-95 Piercing
96-99 Ability Damage
00 Ability Drain
Ability Damage
Tool Type
01-17 Strength
18-34 Dexterity
35-40, 00 Constitution(x2 if you rolled 00)
41-58 Intelligence
59-74 Wisdom
75-99 Charisma

Epic Mechanical Turret: At 25th level, your turrets are now perfect and instead have the following stats: Attack(deals 10d10), Defense(500Hp, 40 AC), and Heals(10d10 Healing).

Epic Mechanical Mounts: At 30th level, your knowledge of machinery has allowed you to create the epic modes of transport to lessen the load you need to care and increase the distance you travel in a day. You can spend 10d4 hours to create car, bike, or mechanical animal or you can spend 7d4 hours to improve an epic mechanical mount. The vehicle has a base speed of 640 ft. The vehicle can hold up to 40,000 lbs. and carry at most 80 people.


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