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  1. #21
    Community Member DarkAlchemist's Avatar
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    Quote Originally Posted by Kavassa View Post
    I think they should Give greater Evasion to Mechanic 3 line allowing mechanics 3s to make a second roll if they fail the first. Also they should add Mechanical Inventions and Engineering to the game.

    Mechanical Inventions are things that a mechanic can use to bypass obstacles thus creating shortcuts threw quests allowing it to be completed a lot faster or to avoid certain areas of high danger like a room full of really tough mobs. Like teleporters which would allow members of the party to instantly travel between locations in the quests (say place one at the start and take the other with u so it can be placed later on when someone new joins the quest or to quickly escape to the start). Another Example would be like a rope bridge allowing the party to cross over to the other side of a chasm or ravine instead of having to take the long way around.

    Engineering should basically be what it is, the crafting of items. allowing mechanics to craft maybe craftable base items instead of having to disjunction another even those of different material types like silver, cold iron, and Adamantine, and Mithral. also other material types that are not usually available like crystal (this also includes Clothing and Jewelry adding inherent bonuses to items that do not add to the enchantment level of the item).
    I like your ideas and for me it would fit perfectly with the Gnome race.

  2. #22
    Community Member Cyr's Avatar
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    Completing the PrE /signed.

    The rest of the nonsense about catering to rogues who think that traps are the defining part of their class /not signed.

    My suggestions for tier 3 mechanic so that players who build for more then just flavor would think about taking it...

    Rogue Mechanic 3
    Reqs: Rogue Mech 2, Rogue level 18, X AP spent
    Cost: 2 AP
    Benefits: Your mastery of the mechanical has reached it's peak. Any crossbow you use does one dice more of base damage (if it does 2d8 normally it now does 3d8 for example). Extra base damage dice do not add onto the base damage for stacking purposes with other powers and abilities. You gain 10% fortification bypass. Whenever you disable a trap you instead make it so that it no longer effects your allies, but will instead only effect hostile creatures. You may toggle this ability on or off, but once a trap has been disabled that trap can not be changed.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
    Main: Sharess
    Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella

  3. #23
    Community Member DarkAlchemist's Avatar
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    Quote Originally Posted by Cyr View Post
    Completing the PrE /signed.

    The rest of the nonsense about catering to rogues who think that traps are the defining part of their class /not signed.

    My suggestions for tier 3 mechanic so that players who build for more then just flavor would think about taking it...

    Rogue Mechanic 3
    Reqs: Rogue Mech 2, Rogue level 18, X AP spent
    Cost: 2 AP
    Benefits: Your mastery of the mechanical has reached it's peak. Any crossbow you use does one dice more of base damage (if it does 2d8 normally it now does 3d8 for example). Extra base damage dice do not add onto the base damage for stacking purposes with other powers and abilities. You gain 10% fortification bypass. Whenever you disable a trap you instead make it so that it no longer effects your allies, but will instead only effect hostile creatures. You may toggle this ability on or off, but once a trap has been disabled that trap can not be changed.
    I like that as part of the PrE though not the complete PrE since Rogues may do backstab damage from the shadows but they are supposed to be about the traps just as much if not more (look at Jeets for instance). I will say that my trap monkey rogue is no lightweight. I mean he has almost 370 health so how anyone could have only 150, as the other poster said, at level 20 is beyond me though I bet there is a TM rogue with that little out there.

  4. #24
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    X AP spent that would be 66 just like assassin 3 requires. also rogue mechanic 3 should require: Rogue Improved Trap Sense III or IV, Improved Disable Device IV, and Improved Open Lock IV.

  5. #25
    Community Member DarkAlchemist's Avatar
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    Quote Originally Posted by Kavassa View Post
    X AP spent that would be 66 just like assassin 3 requires. also rogue mechanic 3 should require: Rogue Improved Trap Sense III or IV, Improved Disable Device IV, and Improved Open Lock IV.
    Which any Mechanic at 18 would already have. The only one I don't have is OL4 even at 20.
    Last edited by DarkAlchemist; 10-20-2011 at 06:58 AM.

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