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The Tinker - Base Class (pseudo Artificer) -- Please help!
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<blockquote data-quote="Cyronax" data-source="post: 4142703" data-attributes="member: 822"><p>In another thread (<a href="http://www.enworld.org/showthread.php?t=222816" target="_blank">http://www.enworld.org/showthread.php?t=222816</a>) a discussion on brining in non-standard elements from steampunk-style settings touched up on my plans to possibly make a Points of Light campaign world that revolved around the 'technology/progress' vs. 'nature/fey' conceit. This idea arises with regularity in many settings, including Middle Earth.</p><p></p><p>Anyway, I want to have items of ancient non-magic technology that are maintained and operated by one or more guilds that dominate sectors of the campaign world economy. This would be very similar to the Spacer's Guild from the Dune books. Non-members would not be privy to these ancient tech-secrets. Well, except for crazy outlaw tinkers who want to build/steal cool stuff and beat the evil guilds at their own game (??). This sort of world would be relatively 'low magic' in terms of frequency, and would be a stark contrast to the Feywild or Shadowfell or some other realm that is largely seen as the place of magic. Casters will exist in the campaign world, but they, like the tech-savy guilds, will be rare. </p><p></p><p>Any technology that is available is rare and only controlled by elites. I plan on developing some 4e versions of the Star Wars SAGA rules for starships and (primitive) droids. These will be very rare in the campaign world and will often be used as transportation, since I see the different Points of Light as being very far apart -- possibly across worlds. </p><p></p><p>To do this, I will probably need to bring in several skills like Mechanics and Pilot into my 4e world. Not really a problem.</p><p></p><p>The thing I want to start working on early however and have a nice write up by the June is a new base class: <span style="color: DarkOrange">The Tinker</span>.</p><p></p><p>I don't want this class to be powered by magic. I want it to be a Martial power source. </p><p>I envision the class taking on magical elements once it reaches the paragon tier, and I am already drooling over the idea of a <span style="color: DarkOrange">Techno Mage</span> paragon path which would essentially be a little like Eberron's Artificer as a prestige class. From a rules point of view, I do not want to remake Eberron's magic economy. I want a world that might be described as post-Eberron in that I will probably have Warforged show up as relics of an long-dead epic Techno Mage's creations. Any 'droid' encountered would probably not be intelligent enough to be a player character, and likewise would be pretty primitive (and not magical). One inspiration for this, beyond the core Star Wars SAGA rulebook is the Tech Specialist talent tree (<a href="http://wizards.com/default.asp?x=starwars/article/sagaenhancement1)" target="_blank">http://wizards.com/default.asp?x=starwars/article/sagaenhancement1)</a>.</p><p></p><p></p><p>So what I really want, is help with making it work thematically for 4e. Help fill in the blanks?</p><p></p><p>Role: No clue?? What would be the merits to any one of the four kinds?</p><p>Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and prodigious understanding of ancient mechanical traditions.</p><p>Key Abilities: Dexterity, Intelligence (??)</p><p></p><p>Armor Training: ??</p><p>Weapon Proficiencies: ?? </p><p>Bonus to Defense: ??</p><p></p><p>Hit Points at 1st Level: ?? + Constitution score</p><p>Hit Points per Level Gained: ??</p><p>Healing Surges: ?? + Constitution modifier</p><p></p><p>Trained Skills: Mechanics,* and Pilot,* plus four others. From the class skills list below, choose four more trained skills at 1st level.</p><p>Class Skills: Bluff (Cha), Insight (Wis), Perception (Wis), Ride (Dex), Science/Engineering/Architecture (??),* Thievery, and what others ..........?</p><p></p><p>* - Possible New Skill. </p><p></p><p>Build Options: ??? (use some of the talents from the Tech Specialist? Thoughts?)</p><p>Class Features: ??</p><p></p><p>Thanks for any help,</p><p></p><p>C.I.D.</p></blockquote><p></p>
[QUOTE="Cyronax, post: 4142703, member: 822"] In another thread ([url]http://www.enworld.org/showthread.php?t=222816[/url]) a discussion on brining in non-standard elements from steampunk-style settings touched up on my plans to possibly make a Points of Light campaign world that revolved around the 'technology/progress' vs. 'nature/fey' conceit. This idea arises with regularity in many settings, including Middle Earth. Anyway, I want to have items of ancient non-magic technology that are maintained and operated by one or more guilds that dominate sectors of the campaign world economy. This would be very similar to the Spacer's Guild from the Dune books. Non-members would not be privy to these ancient tech-secrets. Well, except for crazy outlaw tinkers who want to build/steal cool stuff and beat the evil guilds at their own game (??). This sort of world would be relatively 'low magic' in terms of frequency, and would be a stark contrast to the Feywild or Shadowfell or some other realm that is largely seen as the place of magic. Casters will exist in the campaign world, but they, like the tech-savy guilds, will be rare. Any technology that is available is rare and only controlled by elites. I plan on developing some 4e versions of the Star Wars SAGA rules for starships and (primitive) droids. These will be very rare in the campaign world and will often be used as transportation, since I see the different Points of Light as being very far apart -- possibly across worlds. To do this, I will probably need to bring in several skills like Mechanics and Pilot into my 4e world. Not really a problem. The thing I want to start working on early however and have a nice write up by the June is a new base class: [COLOR=DarkOrange]The Tinker[/COLOR]. I don't want this class to be powered by magic. I want it to be a Martial power source. I envision the class taking on magical elements once it reaches the paragon tier, and I am already drooling over the idea of a [COLOR=DarkOrange]Techno Mage[/COLOR] paragon path which would essentially be a little like Eberron's Artificer as a prestige class. From a rules point of view, I do not want to remake Eberron's magic economy. I want a world that might be described as post-Eberron in that I will probably have Warforged show up as relics of an long-dead epic Techno Mage's creations. Any 'droid' encountered would probably not be intelligent enough to be a player character, and likewise would be pretty primitive (and not magical). One inspiration for this, beyond the core Star Wars SAGA rulebook is the Tech Specialist talent tree ([url]http://wizards.com/default.asp?x=starwars/article/sagaenhancement1)[/url]. So what I really want, is help with making it work thematically for 4e. Help fill in the blanks? Role: No clue?? What would be the merits to any one of the four kinds? Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and prodigious understanding of ancient mechanical traditions. Key Abilities: Dexterity, Intelligence (??) Armor Training: ?? Weapon Proficiencies: ?? Bonus to Defense: ?? Hit Points at 1st Level: ?? + Constitution score Hit Points per Level Gained: ?? Healing Surges: ?? + Constitution modifier Trained Skills: Mechanics,* and Pilot,* plus four others. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Bluff (Cha), Insight (Wis), Perception (Wis), Ride (Dex), Science/Engineering/Architecture (??),* Thievery, and what others ..........? * - Possible New Skill. Build Options: ??? (use some of the talents from the Tech Specialist? Thoughts?) Class Features: ?? Thanks for any help, C.I.D. [/QUOTE]
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