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2011-07-04, 07:56 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Technicians (Blood, Sand and ...)
There is a type of homebrew class called "Technicians". So far there are only two the orginal "Sandbender") and my technician "Bender of the Sanguine" (Which isn't finished yet).
The thing is now I want to make a campaign were there is technicians instead of mages and I want at least three types of Technicians. We have one for Wisdom (Sand) and one for Charisma (Blood) but I can't think what the technician of Intelligence would be. And once we decide how would they use it?Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2011-07-04, 04:40 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Neither here nor there
- Gender
Re: Technicians (Blood, Sand and ...)
Technomagic?
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
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2011-07-04, 09:47 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Ohio, mostly.
- Gender
Re: Technicians (Blood, Sand and ...)
Electricity would be interesting. It fits with an INT-based technician. The would have to give it the ability to overcome resistance/immunity.
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2011-07-04, 11:18 PM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Technicians (Blood, Sand and ...)
I don't think electricity would work. How would you collect electricity so that you can use it for your abilities?
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2011-07-05, 12:10 AM (ISO 8601)
- Join Date
- Jan 2009
- Gender
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2011-07-05, 12:17 AM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Technicians (Blood, Sand and ...)
I think acid would fit better. Collect it in glass vials.
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SpoilerOriginally Posted by havocfett
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2011-07-05, 12:21 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Technicians (Blood, Sand and ...)
Batteries?
I think acid would fit better. Collect it in glass vials.Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2011-07-05, 12:40 AM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: Technicians (Blood, Sand and ...)
Okay, how about Leyden jars? Or bronze age batteries?
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2011-07-05, 12:45 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Technicians (Blood, Sand and ...)
Okay that makes more sense. But how would they use it other than I hit you with electricity.
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2011-07-05, 08:03 AM (ISO 8601)
- Join Date
- Apr 2008
- Gender
Re: Technicians (Blood, Sand and ...)
Clearly you've never played Infamous. Electricity is maaaaagic.
But let me think. It seems like both classes so far use materials that are physical, even though they're somewhat fluid. The question is, do you want to keep that theme, or go with something slightly different like a gas to compliment the current solid/liquid balance?Avatar by araveugnitsuga.
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2011-07-05, 09:42 AM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Curitiba, Brasil
- Gender
Re: Technicians (Blood, Sand and ...)
Blastin with eletricity? How about making light? Movement, like, animating items? Sending messages over long distances? Tesla gun?
Man, I would so play a char like this to be Tesla!My Homebrew
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2011-07-05, 12:23 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- In your psyche.
- Gender
Re: Technicians (Blood, Sand and ...)
While I have nothing to offer in terms of a third technician, I feel I should offer a warning in that the Sandbender is not quite as cool as one might think(As was explained to me here: http://www.giantitp.com/forums/showthread.php?t=204132 ). I have nothing to say on your creation however, and I hope it's going to be as cool as it could be once you have it finished. :)
Last edited by ScrambledBrains; 2011-07-05 at 12:24 PM.
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2011-07-05, 12:38 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- WOTC ≱ my opinion
Re: Technicians (Blood, Sand and ...)
Gold might be a classic, considering it's a sort of "higher metal" to old alchemy. Metal bending, with it's limited volume and less flexible nature would also suit something that's keyed to intelligence as it would require thought to get it to work properly.
Quicksilver would be another option that's emblematic of intelligence.
You'll notice that's a comparison against full casters, not the non-casting classes. Without other full-casters to compare it to, most of those complaints [being combarisons] aren't technically valid.Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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2011-07-05, 01:02 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- In your psyche.
- Gender
Re: Technicians (Blood, Sand and ...)
^Fair enough. I was considering actually playing a Sandbender in some future campaign, but the guy who helped me analyze it claimed it wouldn't be feasible, according to his logic. Shame, I really wanted to give it a go.
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2011-07-05, 05:42 PM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Technicians (Blood, Sand and ...)
Clearly you've never played Infamous.
But let me think. It seems like both classes so far use materials that are physical, even though they're somewhat fluid. The question is, do you want to keep that theme, or go with something slightly different like a gas to compliment the current solid/liquid balance?
Blastin with eletricity? How about making light? Movement, like, animating items? Sending messages over long distances? Tesla gun?
While I have nothing to offer in terms of a third technician, I feel I should offer a warning in that the Sandbender is not quite as cool as one might think(As was explained to me here: http://www.giantitp.com/forums/showthread.php?t=204132 ). I have nothing to say on your creation however, and I hope it's going to be as cool as it could be once you have it finished. :)
Gold might be a classic, considering it's a sort of "higher metal" to old alchemy. Metal bending, with it's limited volume and less flexible nature would also suit something that's keyed to intelligence as it would require thought to get it to work properly.
Quicksilver would be another option that's emblematic of intelligence.
You'll notice that's a comparison against full casters, not the non-casting classes. Without other full-casters to compare it to, most of those complaints [being combarisons] aren't technically valid.
^Fair enough. I was considering actually playing a Sandbender in some future campaign, but the guy who helped me analyze it claimed it wouldn't be feasible, according to his logic. Shame, I really wanted to give it a go.Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2011-07-05, 06:50 PM (ISO 8601)
- Join Date
- Apr 2008
- Gender
Re: Technicians (Blood, Sand and ...)
Well, an obvious option might be water. It might not sound like a good candidate for an Int-based class, but controlling its solid/liquid/gas state changes and manipulating it precisely could require a lot of study and technical skill.
Avatar by araveugnitsuga.
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2011-07-05, 08:52 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Neither here nor there
- Gender
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
Raiatari Eikibe - Ghostfoot's RHOD Righteous Resistance
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2011-07-05, 11:28 PM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: Technicians (Blood, Sand and ...)
Another obvious option for electricity would be creating flesh golems. Just ask Mary Shelley about that one.
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2011-07-06, 09:48 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Ohio, mostly.
- Gender
Re: Technicians (Blood, Sand and ...)
On the topic of storing electricity, the class could store it in their own body- basically building up an extreme static charge. It wouldn't have to be consumed if you built off the idea of a circuit, with electricity flowing back into the technician after it was used.
Certain class features might work only when X amount of "Static Points" are stored. Perhaps an aura effect something like this:
Spoiler
Aura Of Lighning (Su)
Whenever you have more than X static points, all creatures within 5ft. of you take 1d4 points of electricity damage per two technician levels each round(Reflex half).
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2011-07-06, 09:59 PM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
Re: Technicians (Blood, Sand and ...)
Okay I think electricity is the way to go now. The points are going to work differently to both the other Technicians. The more electricity you have the more points you have. But each level will have a limit on how much you can hold without being damaged. And I like your idea about the circuit. I'll make it that you can make it a circuit or just discharge the electricity.
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png