| Mistah J RPG Superstar 2009 Top 8 |
Yo!
A friend of mine wants to play a Tinker/Engineer type character in an upcoming game and I, who can never ever resist a challenge, agreed to help come up with such a class.
I'm making it an alternate class of the Alchemist, which I am using as the framework to build it from. I'm trying to keep it as simple as possible.. but it ain't easy!
Right now, I've designed a class ability that essentially lets the Tinker take a piece of mundane equipment and improve/alter it. I'm trying to think of all the different ways the mechanics of equipment could be altered. Here is what I mean:
1. grants skill bonus
2. attack bonus
3. damage bonus
4. improves AC
5. reduces Armour check penalty
6. reduces weight
7. improves saves
8. improves max dex bonus
9. reduces spell failure chance
I'm looking for any other mechanics, die rolls, or aspects of a character that a piece of gear could effect.. or could be affected by the stereotypical 'mad inventor' style gadgetry.
If you see something I have missed.. please let me know!
Thanks
| Big Lemon |
Of the various weapon and armor qualities, Fortification, Keen, and Agile are the best candidates for non-magical modifications. They would cost significantly less to add to a weapon, but might only be temporary. For example, the keen quality would only be good for X number of critical hits before the edge dulls, and you need more steel and time to re-temper the weapon.
Have you ever heard of Iron Kingdoms? That game was a "full metal fantasy" spin on 3.5 DnD, worth looking into, but they had a sort of Tinkerer class that had a lot of fun abilities, like being able tomanipulate machinery with just their hands at a certain penalty, getting bonuses to sundering metal items, bonus to hit on mechanical constructs, etc.