User:Yanied/Test Material
4e: Secondary Enhancements[edit]
- New Rule Concept
- Secondary Enchantment
In addition to being enchanted as described in the Player's Handbook, magical armor, implements, and weapons may bear one or more secondary enchantments. Secondary enchantments are simple effects which allow the items they augment to be more flexible or convenient to use. Each secondary enchantment possessed by a heroic-tier (+1 or +2 enhancement bonus) magical item increases its GP value and effective treasure value by one level, though it does not alter the actual level of the item. Paragon-tier (+3 or +4 enhancement bonus) magical items may possess one secondary enchantment for free, with additional lesser enhancements increasing its cost and effective treasure level by one each. Epic-tier (+5 or +6 enhancement bonus) magical items may possess two secondary enchantments for free, with additional secondary enchantments again increasing its cost and effective treasure level by one each. No item may possess more secondary enchantments total than its enhancement bonus. Secondary enchantments may be added by the Enchant Magic Item ritual or equivalent effects, at a cost of the difference in GP value of the resulting item. Secondary enchantments may be selectively removed by the Disenchant Magic Item ritual or equivalent effects at no cost, doing so reduces the GP value of the item as expected but does not destroy the item and yields no residuum. For items of effective treasure level greater than 30, the GP value increases by 500,000 with each effective level. Secondary Enchantment effects:
- Accelerating
Item type: Armor
Armor with the Accelerating secondary enchantment grants its wearer an item bonus to initiative checks equal to its enhancement bonus. When calculating item cost, effective treasure level, and maximum number of secondary enchantments, Accelerating counts as two secondary enchantments.
- Aquatic
Item type: Armor
Armor with the Aquatic secondary enchantment grants its wearer the Aquatic keyword and a swim speed equal to its land speed.
- Ceremonial
Item type: Armor
Armor with the Ceremonial secondary enchantment is a work of art, and offers as much protection at court as in the dungeon: its wearer receives an item bonus to Diplomacy equal to its enhancement bonus. Similar secondary enchantments may exist for other skills, with an equivalent effect and appropriate physical appearance.
- Energy
Item type: Bows, Crossbows
A bow or crossbow with the Energy secondary enchantment is capable of firing rays of magical force in place of mundane arrows, and does not require ammunition or reloading when used in this fashion. It may be used with mundane or magical physical ammunition if desired, in which case ammo is expended and must be reloaded normally.
- Keen
Item type: Implements, Weapons
An item with the Keen secondary enchantment scores critical hits on a natural die roll of 19 or 20. When calculating item cost, effective treasure level, and maximum number of secondary enchantments, Keen counts as two secondary enchantments.
- Metamorphic
Item type: Armor, Weapons
An item with the Metamorphic secondary enchantment can transform its armor or weapon type, changing to any other type for which its enchantments are valid. Doing so requires a minor action on the part of its user.
- Paired
Item type: One-Handed Weapons
A magic weapon with the Paired secondary enchantment takes the form of two magically linked weapons bearing all the same enchantments. The weapons are typically either identical, or a full-sized and off-hand weapon of the same weapon category. While they need not always be wielded simultaneously, both halves of a Paired weapon must be on the person of the same character for either to function as a magical weapon.
- Precise
Item type: Ranged Weapons, Thrown Weapons
Weapons with the Precise secondary enchantment have their short range increased by 5, and long range by 10.
- Reviving
Item type: Armor
Armor with the Reviving secondary enchantment grants its wearer a bonus to their healing surge value equal to its enhancement bonus.
- Resistive
Item type: Armor
Armor with the Resistive secondary enchantment grants its wearer resistance to a specific type of damage, determined at the time of enchantment. The resistance is equal to 2.5x the armor's enhancement bonus rounded down. Resistive may be applied multiple times to the same Armor, selecting a different damage type each time.
- Ruinous
Item type: Implements, Weapons
An item with the Ruinous secondary enchantment gives an item bonus equal to its enhancement bonus to damage rolls with attacks made through the item. When calculating item cost, effective treasure level, and maximum number of secondary enchantments, Ruinous counts as three secondary enchantments.
- Runic
Item type: Weapons
A two-handed weapon with the Runic secondary enchantment may be used as a Staff implement by characters proficient in Staff implements. A one-handed weapon with the Runic secondary enchantment may be used as a Rod implement by characters proficient in Rods.
- Sacred
Item type: Weapons
A weapon with the Sacred secondary enchantment may be used as a Holy Symbol implement by characters proficient with Holy Symbols. Wielding a weapon with the Sacred secondary enchantment does not interfere with wearing a holy symbol.
- Summoned
Item type: Armor, Implements, Weapons
An equipped item with the Summoned secondary enchantment may be banished to a pocket dimension as a minor action by its wielder. Once banished, any number of such items can be recalled by their banisher as a minor action, or as a free action as part of rolling initiative if the banisher is not surprised. When recalled, the item will be properly equipped assuming no other item has been equipped in its place. If one has, it will instead fall into its summoner's square.
- Totemic
Item type: Weapons
A weapon with the Totemic secondary enchantment may be used as a Totem implement by characters proficient with Totems.
- Undying
Item type: Armor
Armor with the Undying secondary enchantment allows its wearer to fail one additional death saving throw before dying.
- Warded
Item type: Armor
Armor with the Warded secondary enchantment applies its enhancement bonus to Fortitude, Reflex, and Will as well as AC. When calculating item cost, effective treasure level, and maximum number of secondary enchantments, Warded counts as two secondary enchantments.
- Weightless
Item type: Armor
Armor with the Weightless secondary enchantment does not give its wearer any armor penalties to skill checks or speed, and is half the normal weight for its type.
4e Homebrew Class -Engineer-[edit]
- Intelligence-based Striker
- Martial, Mid-Range, Controller or Leader secondary
- BASIC STATS
- Hit Points: 12 + Constitution at level 1, +5 HP per level up
- Healing Surges: 7 + Constitution modifier surges per day
- Defense Bonuses: +1 to Reflex and Will
- Primary Stat: Intelligence
- Secondary Stats: Dexterity or Wisdom
- EQUIPMENT
- Armor Proficiencies: Cloth, leather, hide, chainmail, light shields
- Weapon Proficiencies: All simple weapons, as well as all flails, hammers, picks, and crossbows and firearms of any category
- Implement Proficiencies: None, unless taking an Arcane Engineer paragon path or feat
- SKILLS
Engineers can gain training in 4 skills from the following skill list: Acrobatics, Arcana, Dungeoneering, Endurance, Heal, History, Insight, Perception, Stealth
- CLASS FEATURES
Level 1 - Firearms: Gain proficiency and ability to create mundane and magical firearms. All weapon attacks performed with firearms ignore the target's armor (unless they are wearing plate mail), targeting their Reflex defense instead. Firearms must be reloaded after each attack, but Engineers can reload them as a Free Action during their turn.
- Pistols - 1d8 damage, Range 10/20, +3 proficiency (High Crit, Off-Hand, Brutal 1)
- Shotguns - 2d6 damage, Range 5/10, +2 proficiency (High Crit, Versatile)
- Longrifles - 1d10 damage, Range 20/40, +3 proficiency (High Crit, Brutal 2, Two-Handed)
- Auto Pistols - 2d4 damage, Range 5/10, +3 proficiency (Versatile, High Crit, Off-Hand)
- Laser Pistols - 1d12 damage, Range 20/40, +3 proficiency (Versatile)
Level 1 - Anatomical Knowledge: Your experience in creating and taking apart constructs grants you an insight into your enemy's weaknesses, granting an extra 1d6 damage on all your Martial, Engineer, or Engineer Paragon Path attacks. This bonus increases to 2d6 at Level 11, and 4d6 at Level 21. Against Construct enemies, this extra damage increases to 2/3/5d8 damage plus your Intelligence modifier. This extra damage can only occur once per target per attack action. In addition, if you make an attack against a Construct enemy who has at least one of your allies adjacent to it, you gain combat advantage against the target.
Level 1 - Manufacturer: Your ability to create the finest goods extends not only to your machines, but mundane items as well! During a long rest, you can create a number of mundane items or minor wondrous or consumable magical items equal to your level (minimum 3 items). You cannot craft potions. The value of each item you create must be equal to or below 100 gold x your level. If you possess residuum, you may add its value to the value of the item you can create. Single-use items like sunsticks, chalk, or the like can be created in bundles of 5 per creation.
Level 2 - Dual Gunner: You can equip a weapon in each hand. Additionally, you gain the ability to equip a Pistol or Auto Pistol in both hands, but can still only attack with one weapon at a time unless you use a power that allows you to attack with both weapons. In addition, any ranged basic attacks you make with a weapon with which you have proficiency can be performed with your Intelligence modifier instead.
Level 4- Uplifting Upgrades: During a short rest, you can apply a makeshift upgrade to any of your own weapons, granting them a +1 untyped bonus to attack rolls and damage rolls. These bonuses increase to +2 at Level 14 and +3 at Level 24. These bonuses last until the end of the end of the first combat encounter after they've been applied or when you first become bloodied, as the rigors of intense combat cause your upgrade package to break down.
Level 5 - Construct Specialist: You can create the Machine Hand item, granting you an exclusive Machine Hand at-will attack. Machine Hand is a minor magical construct that floats alongside the Engineer or up to 5 squares away, and can carry a single item or firearm of up to 10 pounds. An Engineer can only have two Machine Hands active at any time, and taking an item from or giving an item to a Machine Hand requires a Minor Action. The Engineer can still attack with his firearms if held by a Machine Hand (but not with Engineer powers that allow the use of both weapons), allowing his own hands to be free to do anything else, but commanding the Machine Hand to fire the firearms prevents him from making any additional attacks with any weapons he might be holding in his actual hands. But this does free his hands to open doors or chug potions and all that kinda thing! The Machine Hand can also be commanded to perform a melee basic attack vs. the target's Reflex as a standard action. It is considered to have a +2 enhancement (+4 at level 15, +6 at level 25), and deals 1d8 damage plus your Intelligence modifier on a hit. In addition, you also gain a +5 to all skill checks against constructs or when dealing with any mechanical devices.
Level 8 - Laser Pistols: In addition to your usual firearms, you can now also craft Laser Pistols! Laser Pistols are difficult weapons to use, requiring the user to be at least Level 8 to equip. Laser Pistols can only deal acid, fire, cold, or lightning damage, permanently determined at the time of its creation, and deal ongoing 5/10/15 damage of its damage type on a critical hit, on top of any other critical hit effects it may possess.
Level 10 - Magical Machinery: You can now enchant your firearms with magical properties yourself! During a long rest, you can permanently enchant a firearm you possess with the magical affix of your choice at 20% of the usual monetary cost. However, firearms you enchant in this manner become soulbound, causing their magical effects to only manifest in your hands or in your Machine Hands'...hands.
Level 10 - Deadly Firearms: All attacks you make with firearms or grenades can crit on a roll of 19-20.
Level 12 - Improved Machine Hand: Your Machine Hands can now hold a single item of up to 200 pounds, provided that it can feasibly grip it. In addition, if they are both holding firearms, they can now execute Engineer attacks that allow the use of both weapons.
Level 18 - Rapid Fire: Pistols and Auto Pistols deal an additional 1d4 damage with each attack. Shotguns, Longrifles, and Laser Pistols deal an additional 1d6 damage with each attack.
Level 22 - Master Machine Hand: Your Machine Hands can now hold a single item of up to 1000 pounds, provided that it can feasibly grip it. In addition, you may have up to 5 Machine Hands active at any time.
Level 28 - Impossible Barrage: Pistols and Auto Pistols deal an additional 1d4 damage with each attack. Shotguns, Longrifles, and Laser Pistols deal an additional 1d6 damage with each attack. These effects stack with the bonuses from Rapid Fire.
- SAMPLE HEROIC FEATS
Action Gunner:(Requires Dex 15, Human) When you spend an action point to make a standard action attack and the attack misses, you may reload and make a basic attack with a firearm held in your off-hand as a free action after the attack is resolved.
Construct Killer: (Requires Dex 13, Wis 13) Your attacks against Construct enemies deal additional damage equal to your Wisdom modifier or Dexterity modifier, whichever is higher.
Ensorcelled Grenadier: (Requires Grenades! feat) Upon creation, your grenades can now deal elemental damage. You can choose acid, cold, fire, lightning, poison, or thunder for the damage type. In addition, their range increases to an Area Burst 1 within 10 squares.
Grenades!: As part of your Manufacturer feature, you can now create Grenades in bundles of 5 per creation. You are proficient in the use of Grenades. Grenades have a +2 proficiency bonus, and they gain an enhancement bonus based on your level when you created them (+1 at Levels 1-5, +2 at 6-10, +3 at 11-15, +4 at 16-20, +5 at 21-25, +6 at 26-30). Grenades deal 2d4 damage plus your Intelligence modifier to all creatures in an Area Burst 1 within 5 squares, and the damage is increased to 4d4 damage when created past Level 21.
Gun Kata - Beginner: (Requires Dex 13) While wielding a single firearm, you do not provoke opportunity attacks when making ranged attacks.
Happy Little Machines: Your basic attacks, Engineer or Engineer Paragon Path attacks, or attacks performed by your constructs gain combat advantage against non-sapient Natural targets, such as wild animals.
Melee Mechanic: Your proficiency bonus with flails, hammers, and picks increases to +4, and those weapons all gain the High Crit property, if they do not already possess it. In addition, you gain a +1 bonus to your movement speed while equipped with a flail, hammer, or pick.
Predict Movements: (Requires Dual Gunner feature) Your melee basic attacks with any weapon you are proficient with also use your Intelligence modifier instead.
Skillful Tinkerer: You gain a +2 feat bonus to your trained skill checks, and a +1 feat bonus to your untrained skill checks.
- SAMPLE PARAGON FEATS
Corner Shot: Your firearm attacks no longer suffer any penalty from partial cover or any concealment, and you can make an attack using a firearm against an enemy who has total cover or is out of line of sight due to a wall or other obstruction, taking only a -2 to the attack roll and dealing half damage on a hit.
Effortless Reload: It is now No Action to reload your firearms, and they can now be reloaded at any time, not just during your turn. In addition, you gain a bonus to your Initiative checks equal to your Wisdom modifier.
Explosions Expert: (Requires Grenades! and Ensorcelled Grenadier feats) You can now throw Grenades as a ranged basic attack. Your grenades now also benefit from the Rapid Fire, and Impossible Barrage class features, dealing an additional 1d4 damage with each attack from each feature. Also, your grenades target enemies only, instead of all creatures.
Gun Kata - Intermediate: (Requires Gun Kata - Beginner) Your ranged attacks do not provoke opportunity attacks, regardless of your ranged weapon choice and how many of them you are wielding.
Knowledge of the World: (Requires Wisdom 15) All bonuses and class features you gain against Construct creatures can also be applied to Natural creatures.
Physics Can Be Exploited: When you make an Athletics or Endurance check, you can instead make an Insight check, rolling twice and using either result.
- SAMPLE EPIC FEATS
Gun Kata - Expert: (Requires Gun Kata - Intermediate, Dex 17) Basic attacks you make with a firearm against an adjacent creature are now considered melee basic attacks, and are eligible to be used as opportunity attacks. Additionally, you are considered to be equipped with a melee weapon for the purposes of flanking.
Improved Corner Shot: (Requires Corner Shot feat) Attacks you make that benefit from the Corner Shot feat no longer have an attack roll penalty nor deal only half damage on a hit.
Medical Mechanica: As a minor action during your turn, you can command one of your Machine Hands to travel up to 10 squares to an ally. The Machine Hand can make your Heal check to stabilize a dying ally, perform the Aid Another action, let a dying ally spend a healing surge, or let a bloodied ally spend their Second Wind. Your Machine Hand cannot be holding any item to perform this action.
Shredding Shots: Your firearm and grenade attacks can now crit on a roll of 18-20. In addition, all your firearms and grenades gain the Brutal 1 property. If any such weapon already had the Brutal 1 property, it becomes Brutal 2.
- AT-WILL POWERS
- Bonk!
- Melee Weapon, Int vs. Fortitude, 1[W] damage (+ Int modifier damage at Level 21)
- Hit: The target is knocked prone and can't stand up until the end of your next turn.
- Buckshot
- Area Burst 1 in Range, All creatures, Int vs. Reflex, 1[W] + Int modifier damage (2[W] at Level 21)
- Effect: If targeting only one creature, this attack deals an additional 1[W] damage. Requires shotgun.
- Gunner's Trick Shot
- Ranged Weapon, Int vs. Reflex, 1[W] + Int modifier damage (2[W] at Level 21)
- Miss: Half damage.
- Leg Shot
- Ranged Weapon, Int vs. Reflex, 1[W] + Int modifier damage (2[W] at Level 21)
- Hit: The target is slowed until the end of your next turn, and takes Int modifier damage if it tries to move while this effect is active.
- Looking Down the Barrel
- Ranged Weapon, Fear keyword, Int vs. Will, 1[W] + Int modifier damage (2[W] at Level 21)
- Effect: Before the attack, make an Intimidate check against the target vs. their Will. If your check beats their Will defense, the target takes a -2 penalty to their Will for this attack.
- Mechanized Grip
- Machine Hand, Int vs. Fortitude, 1d8 + Int modifier damage (2d8 at Level 21)
- Special: The Machine Hand must not be holding any item.
- Hit: The target is grabbed until the end of your next turn. While grabbed, the target's speed is reduced by 2. If the target is already slowed, they must succeed on a saving throw in order to move.
- Rushing Slap
- Machine Hand, Int vs. Reflex, 1d8 + Int modifier damage (2d8 at Level 21)
- Special: The Machine Hand must not be holding any item.
- Hit: The target is slapped so hard that it takes a -2 penalty to attack rolls until the end of your next turn.
- Whirling Guns
- Ranged Weapon, Int vs. Reflex, 1[W] damage (2[W] damage at Level 21)
- Effect: Make this attack with up to two ranged weapons. If both attacks hit the same target, add your Intelligence modifier to the damage dealt.
- Wrench Wrecker
- Melee Weapon, Int vs. AC, 1[W] + Int modifier damage + Wis modifier damage (2[W] at Level 21)
- Hit: The target is pushed 1 square.
- SAMPLE ENCOUNTER POWERS
- Right Between the Eyes! (Level 1)
- Melee or Ranged Weapon, Int vs. Reflex, 1[W] + Int modifier damage
- Hit: The target is blinded until the end of its next turn.
- Multislap (Level 3)
- Machine Hand, Int vs. Reflex, 1d8 + Int modifier damage
- Special: The Machine Hand must not be holding any item.
- Effect: Make this attack against 3 different targets within 10 squares.
- SAMPLE DAILY POWERS
- Secret Wristwatch Cannon! (Level 1)
- Ranged Weapon, Int vs. Fortitude, 3[W] + Int modifier damage
- Hit: The target is pushed 4 squares and falls prone.
- Miss: Half damage and the target is pushed 2 squares.
- Shambling Scarecrow Capsule (Level 1)
- Summon, Range 10
- Effect: Throw out a miniaturized capsule, which expands and places a Large Shambling Scarecrow construct loyal to the Engineer at the target location. The Scarecrow has the Engineer's :HP and defenses, and has a movement speed of 5.
- Minor Action, Opportunity Attack: Target enemy within 2 squares, Int vs. AC, 2d6 + Int modifier damage, target is pulled 1 square and slowed until the end of the target's next turn.
- Initial Summon Attack, Standard Action Attack: Close Burst 2, Enemies only, Int vs. Reflex, 2d6 + Int modifier damage, target is pulled 1 square and knocked prone.
- Mega Wrench Crush (Level 5)
- Melee Weapon, Reliable keyword, Int vs. AC, 3[W] + Int modifier damage
- Hit: The target is dazed (save ends). If the attack was a critical hit, the target is instead stunned (save ends).
- SAMPLE PARAGON PATH
-Mech Pilot- Mech Pilot (Level 11 Mech Pilot Feature): You can deploy your fearsome mech suit! While inside the mech suit, your size becomes Large, you gain Resist 5 to weapon attacks, your move speed is reduced by 1, and your weapon damage die increase by one size. Mounting or dismounting from your mech requires a standard action, and can be placed back in its capsule as a minor action. The mech suit can be reopened after a short rest.
Machinist's Flurry (Level 11 Mech Pilot Feature): When you spend an Action Point to make an attack, you may command one of your Machine Hands to perform a melee basic attack as a free action against one of the targets of your attack. If both attacks hit, the target is slowed (save ends).
One with the Mech (Level 16 Mech Pilot Feature): Your capsule technology allows you to mount or dismount from your mech as a minor action. You also no longer suffer a movement speed penalty while in the mech, and your mech can now Fly up to its speed and hover (but can go to no higher altitude than its Speed). In addition, your weapon damage die increase takes effect both inside and outside of the mech suit.
Super-sized Punch (Level 11 Mech Pilot Encounter Power) Melee 1 or Ranged 10, Int vs. AC, 3[W] + Int modifier damage Hit: The target falls prone and cannot stand up (save ends). Effect: Use the same attack roll against all other enemies adjacent to the target. If they are also hit, they take half the damage as force damage the initial target would have taken.
Limiters Removed! (Level 12 Mech Pilot Utility Daily Power) Effect: Until the end of the encounter, while inside the mech suit, your movement speed is increased by 3 and you gain a +3 power bonus to melee attack rolls. Your movements along the ground also create a fiery trail that last until the start of your next turn and deal 10 fire damage to creatures that start their turn inside or enter the fire trail.
Rain of Missiles (Level 20 Mech Pilot Daily Power) Close Burst 10, Enemies only, Int vs. Reflex, 4[W] + Int modifier damage No other effects.