Saeviomagy
Adventurer
The crafting bit is currently not really a part of the game. I guess you'll really have to explain what you mean by "machinery" - are we talking crazy tinker style stuff or more normal things like waterclocks and the like?Trench said:Just what the title says. I have a player whose absolute favorite PC is a factotum- a crafting savant with machinery and obsessive physical paragon who has studied magic after a bad run in with sorcerer mercenaries. Switching over to 4E will hinge a lot on perhaps translating him. Granted, we won't be switching over for at least another year, so we'll have any sourcebooks in between those times to help, but I'd love to hear some feedback on suggestions.
If the former, you'll probably want to wait for the artificer. If the latter, then if you really must have rules for it, then I guess thievery probably suffices (it covers disarming traps - I don't see a reason not to add creating traps to it).
Apart from that, from what I understand about the factotum, they have a little bit of spellcasting, a little bit of fighting, a little bit of healing, and they're not all that great at any of it. Most of the big class abilities are the defaults in 4e (int to AC, action points, no such thing as 'class' skill lists).
If your factotum generally uses utility spells rather than combat spells, he can probably just pick up the ritual casting feat.
At that point, you're looking at a warlord with ritual casting and some skill training feats. The warlord gives you combat healing and martial prowess, ritual casting gives you magicyness and skill training covers the rest.
If he's really keen on blasting too, then he can multiclass to wizard or warlock.