Kelleris
Explorer
Wild Gazebo said:A proposal of the class might help a little. I'm inclined towards just using the golem stats for the power...including the healing and slowing with fire and lightning and DR penetration comparitive to HD as per a slam attack. Unless it really doesn't work with the class. More information would help.
That's an interesting idea, though it doesn't solve the party transportation problem.
The class is a Technologist base class I've been working on for my homebrew campaign setting. My conceit with the class is that my world's technology is, in one sense, very high, higher in fact than the modern world (though based on vastly different principles, because I refuse to have any physics majors wandering by and telling me my fantasy science is impossible).
I figure, in a world where you can just cast contact other plane or commune and call up Boccob and just ask him how this whole general relativity thing works, it's improbably at best that technology, in raw knowledge form, would stay stagnant for so long. So, instead of knowledge, the problem is implementation - magic, the ascendant force, relies on fluctuations in natural laws that prevent any technology (chemical, mechanical, or whatever) above a certain (coincidentally medieval) level of development from working.
Thus, Technologists are characters who take this excellent knowledge of physical laws and combine it with an ability to suppress magic to create and maintain powerful devices. I won't get into the details, but that's the theory-nutshell - Technologists are very good at suppressing magic because high-tech devices don't work otherwise.
So I was trying to come up with some flavorful, high-level abilities to express this talent for antimagic, and magic immunity struck me as an interesting possibility - the Technologist gains the ability to just deny the effects of magic on himself. As I've said, though, it's tricky to balance in a D&D context.
So the context is a skill-heavy caster class. The Technologist, unfortunately, is not terribly good at planes-hopping, magical healing, and teleportation (they get only a little bit of these), and those are the very sticking points Saeviomagy pointed out. They can generate resistance bonuses, enhancement bonuses to stats, and other normally-magic-dependant effects on their own, though, as long as they pick the right devices (and they only get 36 devices and/or antimagic abilities over the course of their 20-level progression).
(That number, by the way, is identical to the new Psion - Technologists get many fewer points/day, relatively speaking, and have a bit of MAD (Charisma to suppress magic/activate devices and Intelligence to determine their devices' potency) to make up for their other advantages, mostly high skills from a good list.)
EDIT: Now that I think of it, though the golem-style magic immunity would make for an interesting capstone ability for a Technologist PrC, something transformational based on the half-golem template. Hmm...
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