Engineer
"For SCIENCE!"
CLASS TRAITS:
Role: Controller
Power Source: Natural Sciences
Key Abilities: Intelligence, Dexterity

Armour Proficiencies: Cloth, Hide, Leather, Light shield
Weapon Proficiencies: Improvised melee, Improvised ranged, Military ranged, Simple melee, Simple ranged, Superior ranged
Implements: AGED
Bonuses to Defense: +1 Fortitude:, +1 Reflex:, +2 Will:

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Engineering. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics, Dungeoneering, Nature, Perception, Stealth, Stealth

Class Features: Engineering, Materials, Designbook, AGED
Engineers are rediculously intelligent individuals. They tap natural sources of energy to create their amazing devices.
Class features

ENGINEERING
You gain a new skill: Engineering (Int). Dwarves and living constructs have a +2 racial bonus to Engineering. You are automatically trained in it.
You can use it to create improvised and planned mechanical devices. Functionally, you can get a +5 bonus on any Acrobatics, Athletics, Bluff, Endurance, Heal, Intimidate, Nature, Perception, Stealth, or Thievery check by making an Engineering check with a DC equal to that of the original check + 2. You must have materials for this and an idea for a device, as well as 5 minutes undisturbed. The DM determines whether it is plausible.
You can also craft a wonderous device. This takes 30*the pounds of materials you are using minutes. Make an engineering check. The wonderous device sells for the cost of the materials you used to build it times the result of the check over ten. (Round down to the gold piece.)
You can use Engineering in place of Heal checks for living constructs.
    Electrical Engineering: You gain + 1 to damage for powers with the Lightning keyword. Regaining powers costs 2 copper of 'materials' less.
    Mechanical Engineering: You gain + 1 to attacks for powers without the Lightning keyword.Creating devices costs 5 copper of 'materials' less.

MATERIALS
The power you gain through your inventions is not self renewing. In order to regain the use of an encounter power, you must spend 5 copper worth of 'materials', and in order to regain the use of a daily power, you must spend 15 copper of 'materials'. 1 gold of 'materials' weighs 2 pounds. You spend 2 silver of 'materials' making a device, however, you regain these 'materials' if you can retrieve the device and take it apart.

DESIGNBOOK
Refer to the rules of a Wizard's Spellbook, except that an at-will or encounter gadget takes up 2 pages, and daily gadgets take up 3 pages, and you don't learn rituals.

AGED
You have an AGED, an All-Gadget Encompassing Device. It is part of your engineer class and doesnt cost anything. It is the focus or all your gadgets, and counts as an implement. You improve your AGED when you level up, which cost an amount of gold of materials equal to 200 times your new level. The AGED weighs 200 lbs, but only counts for 20 lbs toward your carrying total when you are wearing it.
If anyone else wants to wear your AGED, they can, and they gain access to all your gadgets. However, they must succeed on an Engineering check with a DC of 20 + half your level to put it on or to use one of your gadgets, and 15 + half your level to take any other non-free action. If they fail either of these checks by 5 or more, they take 1d4 damage from.

Engineer Powers
Level 1 At-Will Powers
Flashbang
Engineer Attack 1
As you throw the small pellet down, there is a huge flash, and a surprisingly large amount of smoke billows out.
At-Will * Engineering, Fire, Zone, Implement
Standard Action                 Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 fire damage and the target is blinded (save ends).
Effect: The burst creates a zone of swirling smoke that lasts until the end of your next turn. Any creature in the zone is blinded, but has total concealment.
Electric Cell
Engineer Attack 1
The tiny container attached to your weapon adds a surprisingly large shock to your attack.
At-Will * Engineering, Lightning, Implement, Weapon
Standard Action                 Melee weapon 1
Requirement: You must be wielding a melee weapon
Target:
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage
Increase damage to 2[W] + Intelligence modifier at 21st level.

Electrical Engineer: This attack can be used as a melee basic attack
Calculated Blow
Engineer Attack 1
You calculate the exact right angle to attack your enemy, striking where they are weakest.
At-Will * Engineering, Weapon
Standard Action                 Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1[W] + Dexterity modifier +2 damage. Increase damage to 2[W] + Dexterity modifier + 4 at 21st level.
Arm Exoskeleton
Engineer Attack 1
The metallic contraption surrounding your arm improves your strength dramatically, and you strike with great force.
At-Will * Engineering, Implement, Weapon
Standard Action                 Melee weapon 1
Requirement: You must be wielding a melee or heavy thrown weapon
Target: One creature
Attack: Strength + 3 vs. AC
Hit: 1[W] + Strength modifier + 2 damage.
Increase Damage to 2[W] + Strength Modifier + 2 at 21st level.

Mechanical Engineer: You deal and extra 2 damage
Special: You can use this in place of a melee basic attack
Membrane Stimulation
Engineer Attack 1
As you pull a cord, a directed powerful sound wave shoots out, below hearing range and extremely destructive.
At-Will * Thunder, Implement
Standard Action                 Ranged 10
Requirement: You must be wielding a melee or heavy thrown weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier thunder damage, and you push the target 3 sqares.
Increase damage to 2d8 + Intelligence modifier at 21st level.
Level 1 Encounter Powers
Shriek Dart
Engineer Attack 1
You shoot a rather large dart that is little more than a prick, but it generates a sound that shatters bones.
Encounter * Engineering, Thunder
Standard Action                 Ranged 15
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d4 damage, and make a secondary attack.
Miss: No damage, and make a secondary attack.
Secondary Target: Each creature in burst 1 centered on the primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 3d4 + Intelligence modifier thunder damage, and the target is deafened
Black Powder Sling
Engineer Attack 1
You set alight a fuse leading to a mysterious mixture of saltpeter and sulfur, and the resulting explosion sends a sling stone flying at great speeds.
Encounter * Engineering, Implement
Standard Action                 Ranged 20
Target: One creature
Attack: Dexterity vs. AC
Hit: 4d6 + Intelligence modifier damage.
Spinning Blades of Arkimestra
Engineer Attack 1
A telescoping pole reaches out suddenly, and on the end are many spinning blades that flick your opponent across the room after tearing it to shreds.
Encounter * Engineering, Implement
Standard Action                 Melee 2
Target: One creature
Attack: Intelligence vs. Reflex, three attacks
Hit: 1d6 + Dexterity modifier damage.
Mechanical Engineer: The number of squares you slide the target is equal to your Intelligence modifier
Special: If any of your attacks hit, you slide the target 2 squares and it is knocked prone.
Level 1 Daily Powers
Tezlek's Sphere
Engineer Attack 1
The metal ball you toss quickly stops rolling, gains a base, then a stand -- and then death crackles from it.
Daily * Engineering, Lightning, Implement
Standard Action                 Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier lightning damage
Electrical Engineer: The target is paralyzed (save ends)
Arc Lightning
Engineer Attack 1
Small disks fly from your hand and latch onto enemies. Electric charges flow from each disk, stonger from their proximity to one another.
Daily * Engineering, Lightning, Implement
Standard Action                 Ranged 15
Target: Five creatures
Attack: Dexterity vs. Reflex, five attacks
Hit: 1d6 + Intelligence modifier lightning damage, and the target is dazed (save ends).
Electrical Engineer: The target gets a -2 penalty to its first saving throw against this affect.
Miss: Half damage, and the target is dazed (save ends)
Secondary Target: Each primary target which was hit.
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d4 + Intelligence modifier lightning damage.
Special: After each primary attack has been resolved, make a number of secondary attack at each creature hit equal to the number of creatures hit. You make a single attack roll for all of these attacks.
Chain Gun
Engineer Attack 1
Steam hisses from a mechanism as a chain is violently launched forward, and spears your target, pinning it to the floor.
Daily * Engineering, Implement
Standard Action                 Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and the target is weakened (save ends) and immobilized until the end of your next turn.
Miss: Half damage, and the target is weakened (save ends)
Secondary Target: The primary target
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage.
Sustain Minor: The target is still immobilized. Make a secondary attack against the target
Mechanical Engineer: The range of this attack is increased to 10
Special: While the target is immobilized, if you move out of range of the target, the target is freed. On its turn, the target can make a strength check to free itself with a -5 penalty, with a DC equal to your last attack roll with this power against it. If the target is freed, and this power can no longer be sustained.
Flamethrower
Engineer Attack 1
As you release the methane from the pouch on your back, you set it alight, and the flames refuse to die.
Daily * Engineering, Fire, Implement
Standard Action                 Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage, and ongoing 10 fire damage (save ends). When the target saves against this affect, it takes ongoing 5 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).
Level 2 Utility Powers
Lightning Rod
Engineer Utility 2
The rod that rises above your head absorbs all kinds of electricity-based attacks.
Encounter * Engineering, Zone, Implement
Standard Action                 Close burst 2
Target: None
Effect: This creates a zone that grants total concealment against attacks with the lightning keyword to anyone inside the zone, or anyone being targeted by someone inside the zone, or any ranged attack whos line of sight goes through the zone. The zone moves with you, and lasts until the end of your next turn.
Electrical Engineer: The zone does not grant total concealment against any of your attacks.
Sustain Minor: The zone persists.
Access the Archives
Engineer Utility 2
By tapping into the energy of the universe, you have managed to create a database of knowledge to rival the greatest libraries. Unfortunately, it is rather difficult to access.
Encounter * Engineering, Implement
Immediate Reaction                 Close burst 15
Trigger: You or an ally within 15 squares attempts a knowledge check.
Target: The creature in the burst who attempted the knowledge check
Effect: They gain a +5 bonus to their check. This power has no affect if they cannot hear you.
Heels With Wheels
Engineer Utility 2
Wheels attached to your feet extend and lower, already spinning at an incredible rate by the time they hit the ground.
Daily * Engineering, Implement
Standard Action                 Personal
Effect: Shift up to three times your speed. You cannot move over difficult terrain with this power. You grant combat advantage until the beginning of your next turn.
AGED Defense
Engineer Utility 2
A hiss escapes as the plates and pistons covering your AGED prime themselves for defending you.
Daily * Engineering, Implement
Immediate Reaction                 Personal
Trigger: You take the Total Defense action
Effect: You gain an extra +2 to AC, Reflex, and Will defense, and you gain a -3 penalty to attack with your gadgets, all until the end of your next turn.
Sustain Move: The effect persists.