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<blockquote data-quote="Ezel" data-source="post: 6628920" data-attributes="member: 6795910"><p>Don't add prerequisites that come from races for class options, in general don't prerequisites to class options.</p><p></p><p>I imagine a tinker as a non-magical class, the gadget-conjuring object sounds out of place, if you can balance things out by simply letting them bring around whatever they can considering weight and encumbrance you should be ok. Catapult and other siege engines are a good idea since you can't really bring around a lot of them considering the size and weight.</p><p></p><p>You can pretty much make this archetype work without making it a rock-gnome only choice, just give different machinery that can be created, mostly combat-related stuff. Traps, siege engines, ships/airships/escavators/submarines and other vehicles, gliders, grappling hooks, guns. There's quite a lot you can make while avoiding magicky stuff like conjuration and healing.</p></blockquote><p></p>
[QUOTE="Ezel, post: 6628920, member: 6795910"] Don't add prerequisites that come from races for class options, in general don't prerequisites to class options. I imagine a tinker as a non-magical class, the gadget-conjuring object sounds out of place, if you can balance things out by simply letting them bring around whatever they can considering weight and encumbrance you should be ok. Catapult and other siege engines are a good idea since you can't really bring around a lot of them considering the size and weight. You can pretty much make this archetype work without making it a rock-gnome only choice, just give different machinery that can be created, mostly combat-related stuff. Traps, siege engines, ships/airships/escavators/submarines and other vehicles, gliders, grappling hooks, guns. There's quite a lot you can make while avoiding magicky stuff like conjuration and healing. [/QUOTE]
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