Jump to content

Class idea - Engineer


Recommended Posts

A class idea - Engineer. A class that is focused mainly on firearms, bombs, alchemy. He could enhance his weapon by making personal upgrade. He could create various types of bombs - explosive, poison, smoke, etc. And maybe alchemy - like poison for covering weapons or flaming oil. At higher levels he could even create a semi-magical construct - a mechanical golem. So, that's the idea - what do you think?

  • Like 3
Link to comment
Share on other sites

My awesome homebrew RPG, Fighting in Tunnels, has an engineer character called 'The Sapper.'

 

The Sapper is a tunnel-fighter, engineer, trickster, combat medic and McGuyver-style skill monkey.

 

I would love to see something akin to your idea as a stretch goal.

sonsofgygax.JPG

Link to comment
Share on other sites

I don't think of the idea of the Engineer, as a class, being a bad idea in some ways, though I always felt the name was poorly chosen. The problem I've always had was the implementation. In every game I've ever played they just seemed to be a technology variant of some existing class, in some sequels an Engineer-like class has even just plain replaced another class, not in mechanics, but in visuals, leaving the mechanics mostly the same.

 

If there is to be such a class . . . I'd want it to be very different than any implementation of it I've ever seen.

"Step away! She has brought truth and you condemn it? The arrogance!

You will not harm her, you will not harm her ever again!"

Link to comment
Share on other sites

I am not keen on the idea of an engineer, primitive guns is fine, but an engineer introduces a more advanced element that I do not think works with the setting revealed to us so far.

 

In you want bombs and alchemy, then just have an alchemist class.

Edited by Aedelric
Link to comment
Share on other sites

I am not keen on the idea of an engineer, primitive guns is fine, but an engineer introduces a more advanced element that I do not think works with the setting revealed to us so far.

 

In you want bombs and alchemy, then just have an alchemist class.

 

I don't want to use Pathfinder terminology. Also - consider that in the latest art we have a shotgun - and that's a bit more advanced. Moreover, the Engineer/Alchemist/Tinker/Artificer would combine magical with mechanical. A logical pursue in a word with magic and mechanics.

Link to comment
Share on other sites

After we get Paladins and Bards, sure thing. ;)

 

Paladins and Bards should be added as the stretch goal for reaching 5 trillion......right after increasing the amount of dirt on the dungeon floors and being completely out of ideas for more interesting things to do.

1zq6793.jpg

Link to comment
Share on other sites

Engineers are for steampunk. That sort of class works well in a setting designed for it, but P:E's setting is late middle ages with crude firearms and early cannons. A gunslingin' technoventurer would be doomed to be out of place.

 

If I'm not in an explicitly techy setting, when I hear "engineer" I want to think "guy who builds fortifications".

 

But, sure, subjective.

Edited by Sarog
Link to comment
Share on other sites

I think for this setting, engineer is more of a blacksmith type. So instead, lets hope Obsidian reaches strechgoal to implement crafting. Than, you may have fighter/ engineer type of character. His crafting skills complement type of fighting.

magic021.jpg

Link to comment
Share on other sites

After we get Paladins and Bards, sure thing. ;)

 

Paladins and Bards should be added as the stretch goal for reaching 5 trillion......right after increasing the amount of dirt on the dungeon floors and being completely out of ideas for more interesting things to do.

Funny, thats how I feel about monks and psionisists (oops, I mean ciphers).

Link to comment
Share on other sites

I think most of the against posters are reacting more to the name than the description. An artificer class that does what the OP describes would in no way be inapprorpiate technology wise as long as the devices didn't get too elaborate. It really has nothing to do with steampunk. I really like the idea of a non-wizard proto-science class that combines alchemy and technology.

 

The only concern I have is that it may be that an alchemist or rogue kit class could pretty much do the same thing. That has to do with how character progression works.

Link to comment
Share on other sites

Go reread the description of the rogue class. We are already going to have what you want, it seems, to the extent that the technology of the setting allows

 

While rogues are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts.

 

So yes, it seems like there will be a rogue variation that allows this.

Link to comment
Share on other sites

I say LOL when I hear comments like "doesn't fit the lore", "it's not steampunk", etc. What do you know about the lore? Near nothing and ppl talk as if it was second Faerun. And it's not. It's more advanced. Firearms are rare, but not unheard of. Just as "ciphers" are rare.

 

Gunslinger is a nice idea as well :)

Link to comment
Share on other sites

An 'Engineer' was generally focused on building structures; I don't think they would necessarily be experts of firearms, bombs, alchemy. Maybe 'Tinker'? That would then include rogue-like specialities such as open lock and disable trap.

 

Drakensang had a couple of profession classes that were adventure-focused: sapper and prospector.

"It has just been discovered that research causes cancer in rats."

Link to comment
Share on other sites

Tinker is good, McGyver is better though :dancing:

 

Jokes aside, I like the idea of a class specifically focusing on 'technology'. Fire arms, mechanically hidden blades, bombs, and so on. If done right it can be a really fun class.

Link to comment
Share on other sites

I like it. Especially the magical construct aspect. In DnD you could do that with wizards/clerics with the right feats, they had Effigy Master PRC which was neat. Perhaps have multiple tracks you can go...one where you create and focus with weaponry, one with constructs/automotons, and another with armor, kind of like magically powered armor that you pilot (not huge of course but maybe large sized). I also liked this kind of tinkering mechanic in Arcanum. Clockwork/Steamwork goodness :) Nice idea.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...