Stonehearth: Legends, the Tabletop RPG [Help Wanted!] [Contest!]

News Update: Meet the Engineer

plays tf2 music


Byormir gears up as the 3rd class for Stonehearth: Legends! As a Mind-Mind class, the Engineer builds contraptions to aid his allies and hinder his foes! Out of combat, however, he’s still useful, gaining bonuses to crafting rolls.
Abilities
Inventions: At levels 1, 3, and 5, the Engineer has a burst of inspiration, and gains a unique recipe.
-Alluring Trap (1 Meal, 1 Iron Ingot)
The Alluring Trap functions as the Animal Trainer’s Trap ability, only with the following changes: The Trap is not concealed. Upon placing the trap, make a Will attack on all enemies within 6 feet of the trap. All enemies that fail spend their next turn walking towards the trap.
-Chop-o-Matic 3000 (4 Iron)
The Chop-o-Matic has 1 purpose: Harvest wood. By fueling the Chop-o-Matic with 1 coal, it will gather wood for 1 cycle. At the end of the cycle, roll a die and collect that much wood. You may fuel it with 1 additional coal to collect an additional die of wood.
-Dummy (2 Wood)
Enemies act as if the dummy is a character to attack. The Dummy has 1 Shield Token and 20 health.
More inventions will be added soon!
Master Craftsman (Passive): You gain a bonus to crafting rolls equal to your level.
Accidental Success (Passive): At level 3, you are an expert at crafting. Whenever you craft something, there is a 25% chance it will have the fine quality if possible.
More abilities coming soon!

Don’t forget to submit your idea for the Build an Adventure contest!

2 Likes

Even if I didn’t like the class idea, I still love the model you did for the engineer! But just remember; since the engineer is a tinkerer at heart, some of his more powerful inventions have to have a chance of failure! But, of course, that’s what makes the engineer fun! As for the animal trainer, my only issue with it is the fact it looks overly similar to the trapper. Try looking at some of the model’s lost in the game files for inspiration! Here are some more suggestions:

  • Look at the example class tree from the kickstarter for more class ideas!
  • Give the animals special abilities!
1 Like

Would it work better if enemies that enter the trap radius (6 feet) have to make a Will save or else spend the turn walking towards the trap, and then either have it only able to affect each enemy once, or once per X number of turns? (perhaps X = the number that they succeed the Will save by) or something along those lines?

1 Like

Because he’s an engineer maybe have of the Passive ability- Twice As Big As It Needs To Be: Fine quality items have abilities increased. (Dummies have double health, etc etc.)