Kelleris
Explorer
DMH said:I may just house rule that it takes 2 hours to "demagic" the items every morning due to the overwhelming power of the Forge.
Of course that would be the obvious solution, if you want the flavor without too significantly nerfing the technologist.

My only thought is that you might annoy the other PCs with a technologist if this is the case - most players I know have been trained by D&D into automatically waiting an hour to get going in the morning, and might take exception to having to wait an additional hour. I don't think it would bother my guys, but naturally I can't speak for your group (or anyone else's).
DMH said:The Humanx series is about a close alliance between the Thranx (aliens that look like bugs) and humanity. IIRC Allen Dean Foster is the author.
Hmm... Interesting. I've read some of Alan Dean Foster's other works, and enjoyed them, so I think I'll look into this.
DMH said:If I like illithids, I would go with them, but I really don't. Aboleths fill that niche in all my fantasy settings. The yuan-ti were the first intelligent non-mammal humanoids I could think of but you are right- they don't seem technologically inclined. Maybe aranea? Spiders vs insects has a good ring to it.
Only problem is that aranea are not evil. Oh, and they're natural sorcerers. Er, okay, the only two problems are that they're not evil and natural sorcerers. So I would be inclined to take the aranea's stats, swap out natural tech use for sorcery, and change their usual alignment and society.
What else would work? Ethergaunts are a good choice. Perhaps githyanki? Formians, maybe, but I know a lot of people dislike them. Formians using FS versus slaadi using chaositech would be an entertaining conflict to be caught in the middle of, though you'd need some weaker slaad forms to work with.
Ahhh... What else? Well, I occasionally include warped, Far Realms versions of FS in my games, but then I include warped, Far Realms versions of practically everything in my games at one point or another.
I'd be kind of partial to a huge, chaotic nation of orcs that periodically spins off savant-led mini-hordes that both orc tribal leaders and humanoids try to suppress. But then, I don't use savage humanoid opponents enough in my games, so maybe I'm just looking for an angle here.
Perhaps dark stalkers/creepers would make good technologists? You could put the dark matter devices to good use, and at the moment those races are much more mysterious than the drow and other such underdark races.
DMH said:It is always gnomes- that is why I picked halflings.
It is always gnomes. That was part of the reason gnomes are generally ambivalent toward technology as far as the "default" version of The Fantastic Science. That, and the fact that they're the only PHB race that has innate spell-like abilities.

DMH said:I would increase the difficulty of arcane disruption and half the weight, but otherwise I agree with you.
Well, nothing to do now but file the idea away for later. Anything else you'd like to see, Derek? I'm always looking for good ideas, after all.
DMH said:It is one of the most interesting books I have read this year- so many ideas to tweek and play with. And you can call me Derek.
Thanks. I have to ask, though, does the introductory material in the first chapter help you with the tweaking? Not so much the introduction scenarios offered, but the earlier explanations of what a spellcasting tradition is and how the technologist fits in in that context? I was trying to make my design process there as transparent as possible for precisely this reason, so I'd like to know what bits in particular helped you in your tinkering, either in terms of inspiration or ease of use.
Oh, and you can call me Matt, if you like. But I suppose you already knew my name.
