Kelleris
Explorer
Voadam said:I haven't gotten to the gadgets yet but I'm liking the antimagic theory to keep FS to FS "casters". And I really like the masterwork qualities as well, though I have only gotten through the weapon ones so far.
Looks like I'm going to have to finally fully read and get a handle on the craft rules for this PC.
The world I'm using is Wildwood modified to be more extreme wilderness with no native ore or metalcrafting resources so most people use stone axes, arrows, and spears. The warforged was made by an alien race and has a toned down power armor adept class (from Deeds Not Words). He was on a dimensional exploration ship that got sucked in and crashed when it tried to dimensional shift out.
The new technologist PC [SBLOCK]who is a member of the ship who survived in a stasis tube[/SBLOCK]might have access to some resources from the ship but will be mostly on his own for resources. He's pretty excited at the mad scientist technologist in D&D concept and I'm on board with the concept and checking out specific mechanics.
Oh, this sounds like a perfect situation for the stuff in the book. You can present his craft points as scavenged resources from the ship rather than as ongoing projects. You could even, either you or the player or both, decide ahead of time which devices are available on the ship. They're all in perfect working order, more or less, but stranded on this magic-lousy planet he has to figure out a whole new way to use them. Trust me when I say it can be fun to carry around a disintegrator wand from first level and finally figure out how it works at an opportune moment.

And you have a ready-made reason why the ship crashed if you use the "magic interferes with technology" rationale. It could be completely intact and still be totally nonfunctional in such a situation. The technologist's goal might be to master this weird new skill to such an extent that he can escape entirely, if you think that might be a fun end-game goal under the circumstances...
And even just outfitting the party with high-level masterwork weapons will set them apart from the natives in this setting - you can give them a higher-tech cast even when all of them can't use higher technology directly. That could be quite interesting as well (how valuable is a heavily masterworked steel sword in such a world? valuable enough to serve as an adventure hook is how!). Should definitely be fun freaking out the locals, if nothing else.