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leegi0n
2012-05-30, 04:08 PM
Where would I find reference material to build a team of svirfneblin gnomes who are the archetypical 'tinkerers' and engineers, but also users of the primitive firearms and cannons and intricate trap development/implementation?

Base class? I literally don't know where to begin other than the image in my head.

Waker
2012-05-30, 04:13 PM
When it comes to designing traps, firearms and the like, technically any class with Craft can manage it. Certain classes, because of a larger amount of skill points, such as Ranger, Rogue and Bard can manage the best.
Artificer is another choice, expanding into magical items as well as the mundane.

Rift_Wolf
2012-05-30, 04:19 PM
3.5- There isn't much in the SRD, but Complete Arcane had the Master Tinker prestige class, and the Eberron setting had a lot of tinkering with the Artificer class. Other than that... really not sure.

Pathfinder- Rules for introducing guns and tinker gnomes are on their website (Behold (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html)), with the gunslinger class or different archetypes to alter classes (Like spellslingers or trophy hunters). Also in the APG there's a variant rule that gnomes can be proficient with any weapon they personally craft; fluff-wise, it would make sense for the first guns to be crafted by these tinker gnomes, and you could apply the Master Tinker trait to Svirfs in the same way.

There's also rules for siege weaponry or alchemical engines, but those seemed a bit too steam-punky for my campaign.

Feralventas
2012-05-30, 04:38 PM
So goals are
Deep Gnomes
Engineers
Fire-arms
Tinkerish fluff.


My suggestion is a mix and match of the following as you see fit.

-Artificer (Eberron source, crafting specialist)
-Gunslinger (Pathfinder's Ultimate Combat book or the PFSRD)
-Spell Slinger (Pathfinder Wizard archetype for guns.)
-(There's one for Bombs as well)
-Ranger (Pathfinder Trapper archetype)
-Combat Trapsmith (Complete Scoundrel, 3.5)
-Effigy Master (The construct specialist from Complete Arcane).

-And look up the old Tinker Gnome rules for 2nd edition and Hackmaster.


And remember, everything is made better by attaching Rod of Wonder effects to it.

McToomin
2012-05-30, 09:31 PM
If its pathfinder, consider going gunslinger/alchemist combo. Just give them Craft (traps) and you're set.

Even if they were only Gunslinger 1/Alchemist 1, they'd get access to gunslinging, bomb and traps. Leveling up relevant classes will just make those abilities.better, but all the basics you seem to want are there.

If its a 3.5 only game, I don't think either of them would be terribly difficult to back-port, and besides, you're the DM! Make it so!

Vizzerdrix
2012-05-31, 01:35 AM
Dragonmech and Iron Kingdoms have a bunch of stuff.

As for non 3rd party, Magic of Faerun has a class that builds machines that emulate spells called the Gnome Artificer. It isn't great, but it's something at least. Also, Faiths and Pantheons has a PrC for clerics/worshipers of Gond that grants firearm proficiency, a free golem and some other fun stuff.

Diovid
2012-05-31, 09:13 AM
Maester (complete adventurer), trapsmith (dungeonscape) and combat trapsmith (complete scoundrel) come to mind. Rogue, Factotum or a variant Ranger could work as well I guess.

Ravens_cry
2012-05-31, 09:27 AM
Gnome Artificer (http://forgottenrealms.wikia.com/wiki/Gnome_Artificer)(the prestige class, not the race class combo) is something I have always wanted to try. Basically they make none-magical items that replicate certain spells.
It's fluff-tastic!

Vizzerdrix
2012-05-31, 11:25 AM
Gnome Artificer (http://forgottenrealms.wikia.com/wiki/Gnome_Artificer)(the prestige class, not the race class combo) is something I have always wanted to try. Basically they make none-magical items that replicate certain spells.
It's fluff-tastic!

Too true. The fluff is fantastic on it, but the crunch is like that of month stale bread. I think some of the higher level devices end up weighing a few hundred pounds and the cost to recharge is prohibitive.

dsmiles
2012-05-31, 11:35 AM
The Iron Kingdoms setting sourcebook has two classes that may fit:

Arcane Mechanick and Bodger

Arcane Mechanick is probably closer to what you're looking for.

Also, their firearms rules don't suck.

leegi0n
2012-06-01, 09:33 AM
3.5- There isn't much in the SRD, but Complete Arcane had the Master Tinker prestige class, and the Eberron setting had a lot of tinkering with the Artificer class. Other than that... really not sure.

Pathfinder- Rules for introducing guns and tinker gnomes are on their website (Behold (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html)), with the gunslinger class or different archetypes to alter classes (Like spellslingers or trophy hunters). Also in the APG there's a variant rule that gnomes can be proficient with any weapon they personally craft; fluff-wise, it would make sense for the first guns to be crafted by these tinker gnomes, and you could apply the Master Tinker trait to Svirfs in the same way.

There's also rules for siege weaponry or alchemical engines, but those seemed a bit too steam-punky for my campaign.



I'm not seeing a prestige class in Complete Arcane called "Master Tinker"...

Waker
2012-06-01, 10:38 AM
I'm not seeing a prestige class in Complete Arcane called "Master Tinker"...
Effigy Master is the closest thing to a tinkerer in CArc.

Agent 451
2012-06-01, 06:06 PM
If you are looking for a race, take a look a the Midgard Dwarves from Frostburn (pg. 124). They get Craft Magic Arms and Armor, Craft Wondrous Item and Forge Ring as racial feats. They also have Craft (armorsmithing, gemcutting and weaponsmithing), as well as Appraise. Not quite as tinker-y as you seem to be looking for, but they'd be easy to refluff.

Edit: Is this for a character or NPCs? These guys have an ECL of +12.

....and apparently svirfneblin are already a race :smalltongue:

leegi0n
2012-06-04, 02:08 PM
They are NPCs

Zomg Zombies
2013-10-03, 08:45 PM
I'd do thinker gnome from Races of Ansalon (mind you, that's tHinker, not tinker; tinker gnomes built gadgets with, literally, all the bells and whistles; thinker gnomes are after Chaos hit when some gnomes calmed down a bit. And made gadgets that actually work...) for base class I'd say artificer, then head into Gnomish Artificer (the fr prc), RAW it's lacking and 3.0, but here in GitP it got homebrewed into a very nice 3.5 prc http://www.giantitp.com/forums/showthread.php?t=252122

After that it's up to what defines being a tinkerer to you: Maester is nice, you can whip out your stuff faster; Effigy Master grants robotic toys; trapsmith and combat trapsmith both use lots of 'tinkering', as the names imply you craft/jury-rig traps

I suggest Effigy Master, just the thought of a line of T-100esque effigies tromping forward in lockstep unison, each armed with a lightning blaster is enough to make the BEG go 'wait... WHAT?!'

Sorry if this is necroed