Starglim said:
I didn't like the example at all. Steampunk is much more acceptable to me than Barrier Peaks freakish high-tech, especially when it's thoroughly and without explanation mixed with magical effects such as demiplanes and defiling. I'd be interested in any better ideas for game mechanics for a Technologist, though.
This might be better for you, Starglim:
Voltaic Coil
Gadget (greater) [Electricity]
Activation Time: 1 move action
Range Increment: 20 feet or touch; see text
Effect: An electrical charge that can be discharged as an attack
Duration: 1 minute
Saving Throw: Fortitude half
Activation Cost: 3 points
Weight: 8 lbs.
The perfect weapon for the stingy technologist, a voltaic coil is a beaten metal orb with tightly-wound copper wires inside it. The orb generates a powerful electrical charge when the dynamo it is attached to is stabilized and activated (as a move-equivalent action), which can then be discharged at any time within the next minute as a standard action.
This pulse of electrical energy can be discharged as a ranged touch attack, and deals 1d6 points of electricity damage per two activation levels, up to a maximum of 5d6 points of damage. Alternatively, the technologist may make a melee touch to deliver the energy directly, dealing 1d10 points of electricity damage per two activation levels, up to a maximum of 5d10. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal or the like). This electricity damage may be lethal or nonlethal at the technologist’s option.
The devices are organized into three categories - there are gadgets, which are very much to the clockwork-and-steam standard, technologies which represent sci-fi level gear (though with a somewhat different flavor), and artifacts like the example one, which are technology that nobody except possibly the Technologist who created it really understands the principles of. Those later levels are the only ones that feature anything quite so out there.
JustKim: I think Crothian meant treating technology in a manner similar to how casting classes treat a spell progression. It may have been done, but I've never seen it done and I
have been looking for technology rules for quite a while. With the possible exception of the Gnomish Artificer, I suppose, but that's dull, and horribly weak. I have a pet rant against technology-using classes that basically do nothing but make wands of one kind or another (such as the
Advanced Player's Guide Aethermancer, one I haven't seen mentioned). Maybe I'll post it sometime.
Would you like to see an alternate version of the Technologist (again, akin to the Battle Sorcerer) that focuses on steampunk-level gadgets exclusively? I'm fairly sure I can manage something like that in this framework.
der_kluge: To tell the truth, that's something I was worried about too. My solution to that problem is twofold: first, the devices themselves are similar to spell research for a wizard, in that you get one for free whenever you learn a new one, with no gold-piece expenditure or time required. And second, much like
Eberron's Artificer, the Technologist gets the equivalent of free virtual gold pieces to spend on devices, coupled with the ability to produce replacements for devices overnight if he needs to using those Craft Points. Much like the
Unearthed Arcana system, it's assumed that Technologists are busy people in their downtime, or that they have the backing of a well-equipped organization, or something similar. I have a PC technologist in a PbP game I run for my friends, and she's been through 12 pages of posting in
one game day and is still doing fine. I've had similar experiences with PC and NPC Technologists in my home game, and I think I run a fairly fast-paced game. So I think I've got that "just for NPCs with a lot of free time" problem licked.
My decision to make them spellcasters of a different sort was heavily influenced by experiences like the ones you cite. (Though I'm not familiar with the Al-Qadim Mechanician.)
A side note: I know I'm posting a lot in this thread. I don't want to get on anyone's nerves, I'm using you to think through the problems with this proposed project "out loud," as it were. Your comments are quite appreciated. And now I think I'm going to go and let people comment without me hovering over this thread like a snark-vulture.
