<+MikeMyler> Heyo I’m Mike Myler, a full-time freelance game designer and editor of EN5ider (and maker of worlds, but that’s not for today). I’m here to talk about A TOUCH MORE CLASS for D&D 5e, a Kickstarter currently being run by Morrus/EN World and something I’m very involved with.
<+MikeMyler> It’s a book of 9 new classes, and there’s a revised version of A Touch of Class with 7 classes, and a hardcover that combines both books, and one of the classes is the cardcaster, a mage that uses randomized spell access via a tarot deck–so there’s a cardcaster tarot deck as well.
<+MikeMyler> There are also pledge levels for some epic War of the Burning sky action, or the steampunk ZEITGEIST adventure path. Plus everybody that pledges gets 30+ EN5ider articles for free (more as we unlock more stretch goals). As of this moment it’ at $89,749 from 1,922 backers with 4 days to go.
<+MikeMyler> Still pretty mollified about it, honestly, but very very excited that so many folks are going to enjoy this as me and the team have been working on it for well over a year now. All rewards ship out ASAP after the Kickstarter ends too, so no late pledges or pledge managers or none of that.
<~Dan> Thanks, MikeMyler! The floor is open to questions!
<~Dan> So what do you think would be the best way to tackle this discussion? One class at a time?
<+MikeMyler> Whatever you think is best? That sounds fine
<~Dan> Okay! What’s the first new class? 🙂
<+MikeMyler> Let’s go with alphabetically–the Bloodweaver.
<+MikeMyler> We got this snazzy card –> (Link: https://i2.wp.com/www.enworld.org/atouchmoreclass/bloodw.png)https://i2.wp.com/www.enworld.org/atouchmoreclass/bloodw.png
<+MikeMyler> Bloodweavers are spellcasters built kind of like mystics mixed with sorcerers–they use disciplines instead of spells (there’s a whole Tome of Blood filled with 40 some disciplines) and get fluid spell resources by sacking hit points (or killing things and taking the blood to power their magic)
<+MikeMyler> Fun sidenote: this was designed by the guy who got me into D&D a couple decades ago 😀
<~Dan> Hey, cool!
<~Dan> So how do disciplines differ from spells?
<+MikeMyler> To start with they don’t use spell slots and track separately, instead using points from the character’s Sanguine Reservoir
<+MikeMyler> Depending on what you’re doing you may have to take damage as well as expend Sanguine Reservoir to use a discipline too, although mostly it is just those points
<~Dan> How is the Sanguine Reservoir determined?
<+MikeMyler> and they’re similar to spells but more specific and tweaked differently. Chris first turned something in that was way too loose with modifying this or that spell, and so I broke those down into larger fields and went from there, adding in new stuff depending on the discipline blood paths (blood paths are sort of like schools of magic)
<+MikeMyler> Bloodweaver level! In mechanical function they’re more similar to spell points (in the DMG) than spell slots
<+MikeMyler> the tradition/archetype a bloodweaver has can also influence the Sanguine Reservoir
<+MikeMyler> and that resource can also be expended on the fly for advantage on a Constitution saving throw, to rapidly heal using hit dice, or convert hit dice into more sanguine reservoir points
<~Dan> Very cool.
<+MikeMyler> The traditions/archetypes for bloodweavers are the bloodbinder (healers), crimson witch (mage-y), and scarlet reapers (more combat-oriented)
<+MikeMyler> and aye they are really cool. Between Chris’ initial foray and then me ripping into the disciplines we scoured a *lot* of blood magic together
<+MikeMyler> and I am proud to say
<+MikeMyler> “Crimson Assurance” made it into the text ^__^
<~Dan> Nice. 🙂
<~Dan> Does that cover the Bloodweaver?
<+MikeMyler> I think so
<~Dan> Okay! Who’s up next? 🙂
<+MikeMyler> I should’ve mentioned earlier that these have all gone through EN5ider already so like 1,000+ people have playtested/critiqued/etc. (this is not DnDWiki)
<+MikeMyler> Andrew Engelbrite is a new designer (the 5e Ultimate Race Creator is one of his things) and I really like his work so he’s got 2 classes in here.
<+MikeMyler> Anybody that remembers the Auspician prestige class from 3.0/3.5 will be at home with the fatebender (Link: http://www.enworld.org/atouchmoreclass/fate.png)http://www.enworld.org/atouchmoreclass/fate.png
<+MikeMyler> Their whole thing is manipulating the dice
<+MikeMyler> they get a Fate Pool (equal to Charisma modifier and then slightly more than +1/3rd level) that they can use to force rerolls, cause unlikely events to happen, and depending on their archetype that recharges differently
<+MikeMyler> For a Mascot (good luck archetype) anytime someone within 50 feet rolls a natural 20, they regain a fate point. For Jinx characters (bad luck) it’s on a natural 1. Then for Weavers (fate-oriented) it changes day to day.
<+MikeMyler> Fate points can also be used to miraculously reduce damage (“the bullet hit the bible in my jacket!”), they’re great with improvised weapons, uncannily lucky when searching for things, can reroll weapon damage, and when they mean to dodge can *really* dodge
<+MikeMyler> Their probability-altering mechanics get a little more complicated in higher level games but for anything 12th and under it is mostly about that Fate Pool action
<~Dan> Do they tend to be the sort of swashbuckler pictured there?
<+MikeMyler> I would personally do a gambler or fake acolyte but yeah it’s definitely ripe territory for swashbuckling
<+MikeMyler> Ahhh I forgot about the Mythological Figures tie-in!
<~Dan> Oh? What’s that?
<+MikeMyler> so I have this weekly column on EN World where I Rules-As-Written build different famous literary/historical/mythological characters for D&D 5e
<+MikeMyler> During the Kickstarter, RAW is including A Touch More Class
<+MikeMyler> So I have Harry Houdini built as a rogue/fatebender –> (Link: https://www.enworld.org/forum/content.php?6448-Mythological-Figures-Harry-Houdini-(5E))https://www.enworld.org/forum/content.php?6448-Mythological-Figures-Harry-Houdini-(5E)
<+MikeMyler> Jinx fatebenders get a reallly neat curse thing at 14th level (Murphy’s Law; force a save, on a failure the target gets afflicted with one of 10 different maladies)
<+MikeMyler> I was an auspician fan so fatebenders were an easy sell for me 🙂
<~Dan> Cool. 🙂
<+MikeMyler> Andrew and I went back and forth on the main resource for balancing this class–that darned fate pool. My big worry was making the fatebender too irresistible for multiclassing because Fatebend is basically a superior version of a feat which there’s no access to normally until 4th level.
<+MikeMyler> What guided us (aside from playtesting of course) was the bard; if you’re rocking a high Charisma it’s a good deal either way, but (maximum) 4 rerolls/short rest plus some armor/weapon proficiencies is noooot quite the sterling offering it first seems
<+MikeMyler> when compared to (maximum) 4d6/long rest plus 2 unlimited cantrips, 2 spell slots (choosing out of 4 spells, if they aren’t being used for smites anyway), and a skill proficiency. Looking at it from a few other directions (barbarian) it’s a swap for Constitution modded AC and Raging 2/long rest, druids or paladins initially take a little wash, fighters get
<+MikeMyler> more dependable features but not necessarily with good returns–given that luck is the whole sthick it plays on a level playing field with its main competition (bard) and I’m pleased with it. It was a little bit of a road to get there though.
* ~Dan nods
<+MikeMyler> on to the gemini
<+MikeMyler> (I am happy to field more fatebender questions though they are pretty sweet and we do have Houdini to look at as an example)
<+MikeMyler> I’m maybe a little eager to talk about the gemini :3
<+MikeMyler> 1) It was something I designed
<+MikeMyler> 2) It’s the best answer to “that should be a subclass” or “that should be an archetype”
<+MikeMyler> So the idea for these started with a LARP I read the rules for in high school at some point (not anywhere near Pittsburgh so I didn’t get to play in it) *but* it was this neat character race where basically you and a friend would play the same person, or two people that were twins, or some shit like that. That’s where the idea started, not what we have here.
<+MikeMyler> Here they’re an earnest take on an agile warrior that’s not just a monk.
<+MikeMyler> When you choose the class, you choose your Gemini Balance and that affects your roleplay every day
<+MikeMyler> so for example the three archetypes included in ATMC are the Atavist, the Equalist, and the Reluctant Hero
<+MikeMyler> You finish a long rest and roll 1d20. On an odd result you’re young, physically-minded, or brave. If you’d gotten an even result, you’d instead be feeling old, mentally-focused, or suspicious and fearful. Depending on your archetype.
<+MikeMyler> and this extends to the features you get from your archetype too
<+MikeMyler> so while you’re feeling brave, you have advantage against fear. While suspicious/fearful, you have advantage against being charmed
<+MikeMyler> That’s one side of it and the part I’m most infatuated with
<+Trug> I want to roll one of these as a Dvati (which I think is the race you mentioned).
<+MikeMyler> Dvati could definitely be what they were/are called now. I remember gemini but could be conflating it with other gemini things (like the zodiac or more likely Gemini Man from Megaman….3). The other part is the agile warrior bit
<+MikeMyler> Megaman 4?
<+MikeMyler> nah it was 3
<+MikeMyler> Gemini don’t get extra attacks
<+MikeMyler> Instead they can turn on/turn off a semi-real duplicate illusion
<+MikeMyler> Think mirror image but with images that can affect other creatures
<+MikeMyler> so simultaneously the gemini gets harder to hit and they also get to hit more than once
<+MikeMyler> Higher the level, more duplicates you get
<+MikeMyler> They also are great at opportunity attacks, can counterattack (eventually), and have some area-affecting and social features
<+MikeMyler> the coolest one by far is a straight up grab from Jamie Madroxx
<+MikeMyler> You can make lesser clones of yourself but they need to get away from you and stay a good distance away from you, otherwise you reabsorb them
<+MikeMyler> when you do, you gain all of their memories and experiences (no xp points, just data)
<~Dan> How many can you make?
<+MikeMyler> Oh dur and the mimicry thing! Gemini can mimic others. It starts with tool/skill/weapon proficiency, then ramps up to feats and eventually (limited resource) spellcasting
<+MikeMyler> up to 9 semi-duplicates
<+MikeMyler> they are all CR 1 or less and use the bandit, guard, noble, scout, spy, thug, or tribal warrior statblocks
<+MikeMyler> They really aren’t for combat purposes though, just *the coolest damn spying mechanic around*
<+MikeMyler> mmm love me some gemini
<+MikeMyler> If you try cramming all of that into a fighter archetype, you’re going to look like a fool. One of the reasons I love it so much 😀
<+MikeMyler> oh right, they have a snazzy card (Link: http://www.enworld.org/atouchmoreclass/gemini.png)http://www.enworld.org/atouchmoreclass/gemini.png
<~Dan> Nice. 🙂
<+MikeMyler> Speaking of cards –> (Link: http://www.enworld.org/atouchmoreclass/geomanc.png)http://www.enworld.org/atouchmoreclass/geomanc.png
<+MikeMyler> The guy who designed the cardcaster (Josh Gentry) pitched me another unique spellcasting class
<+MikeMyler> Got an ancient example of one here too (Link: https://www.enworld.org/forum/content.php?6459-Mythological-Figures-Zhuang-Zhou-(5E))https://www.enworld.org/forum/content.php?6459-Mythological-Figures-Zhuang-Zhou-(5E)
<+MikeMyler> Geomancers are not earth casters. There is an archetype for that, but geomancy actually covers way more than terra magic
<+MikeMyler> Divination is a big deal. Feng shui is a big deal. It’s got real world traditions and associations just as far reaching as “wizard”, it’s just not from the land of the West so it gets less attention
<+MikeMyler> the basic chassis we started with was a spellcasting progression like warlocks’ Pact Magic, but again Josh wanted a neat spell list approach so what a geomancer can cast depends on what elements are nearby
<+MikeMyler> If they’ve got a big enough puddle, anything on the water list works. A big enough flame, anything from fire. Standing on the ground? Anything earthy. Metal? Wood? That means spell access.
<+MikeMyler> So that’s one side of the geomancer
<+MikeMyler> the other big mechanic driving them is their sacred stone, which works kind of like an older edition cleric channel but instead of healing, it grants temporary hit points
<+MikeMyler> depending on the archetype you take, it can grant more than temporary hit points, but that’s the basic gist of it
<+MikeMyler> also in paladin-y fashion, elemental magic slots can be expended to do pretty powerful elemental smites
<+MikeMyler> The archetypes run the gamut from healing (apothecary), building/earth-focused (architects like Zhuang Zhou there), badass melee conquerors (inspired by the lack of proper fighty-warlock options), and rune knights (like conquerors but more selfish and less party-oriented)
<+MikeMyler> The numbers for geomancers got changed, re-scaled, and tweaked a half dozen times before we settled on the class’ final distribution of resources. My basic goal with it was to achieve that damage potential equal to other classes (paladins and warlocks) but for that to be spread further apart and concentrated differently. I think we nailed it in the end.
<~Dan> The archetypes almost seem like different classes altogether.
<+MikeMyler> They do get pretty different. The first two sort of lock in always-accessible elemental magic (either ‘chi’ healing or earth spells), the latter two are way more about the sacred stone channeling
<+MikeMyler> That’s one of the strengths of that weaker/more limited spell access that warlocks/geomancers have–more flexibility to do interesting things with player choices (via eldritch invocations or archetypes, depending)
<+MikeMyler> Just got more design weight on that side of the equation than with a straight-caster like wizards or clerics
* ~Dan nods
<~Dan> Who’s next? 🙂 (Assuming we’ve covered the geomancer sufficiently, of course!)
<+MikeMyler> I’d say so
<+MikeMyler> (Link: http://www.enworld.org/atouchmoreclass/gunf.png)http://www.enworld.org/atouchmoreclass/gunf.png
<+MikeMyler> This is the only class I didn’t commission and edit, although I did develop it a bit. James Haeck is my predecessor at EN5ider and this was one of the last pieces he oversaw.
<+MikeMyler> Gunfighter in action –> (Link: https://www.enworld.org/forum/content.php?6407-Mythological-Figures-Billy-the-Kid-(5E))https://www.enworld.org/forum/content.php?6407-Mythological-Figures-Billy-the-Kid-(5E)
<+MikeMyler> Two big things for me on this one 1) I’m glad it’s here as a full class and *part of the OGL*. Bringing guns onboard to a game in 5E isn’t as impactful as in previous editions and making a demarcation like “and now this entire class is available” helps bridge that divide
<+MikeMyler> 2) James was still trying to do these classes in 3,000 word batches and that just isn’t feasible. When I got on board I fought for more words, lost that fight, but sold Morrus on splitting class articles into two 2,000 word pieces so they’d all have enough space to be proper classes.
<+MikeMyler> *kicks away soapbox*
<+MikeMyler> So like I said these are very much about fighting *with guns*. There’s a half dozen firearm-specific fighting styles they get to choose from, a sprinkling of rogue-like features, and then tons of definition in the archetypes
<+MikeMyler> Bushwacker Gunfighters that want to get really rogue-y want this archetype. They get a kind of sneak attack, extra bonuses for hiding, can shoot at longer ranges, and eventually hide as a bonus action, ignore difficult terrain, and can shoot blind
<+MikeMyler> If the goal is for a more charismatic kind of gunfighter then drifters fit the bill. They get some ranger-esque travel bonuses, plenty of attacks, and can do some cool things with their reputation (inspiring fear and 1/short rest rerolls on a failed attack roll or ability check).
<+MikeMyler> Mavericks are the nearly-supernatural gunfighters that use dirty tricks (more than a dozen on offer) to do miraculous things, plus a little spell access
<+MikeMyler> Like Destry for example. Pretty much any western hero/gunslinger you can think of will find a good home with one of those archetypes.
<~Dan> What sorts of guns do they use?
<+MikeMyler> Carbines, harquebuses, and matchlocks get specific fighting styles but the more generic ones also work for pistols, rifles, or shotguns. Any gun available in 5e!
<~Dan> (Howdy, Akyla!)
<+MikeMyler> If the plan is to be in melee with a gun, there’s a fighting style to get around the disadvantage-from-being-within-enemy-reach bit
<~Dan> Aren’t most of the guns that would be available of the one-and-done type, with reloading taking place outside of combat?
<+MikeMyler> Most of the DMG guns are like crossbows and have the Loading property which is to say 1 shot per reload. Some of these fighting styles allow for faster reloading.
<~Dan> I see.
<+MikeMyler> Depending on where the game is landing on firearm development, it was pretty common for folks using guns to keep several loaded on their person at once to fire in succession without reloading (although I don’t think the text specifically talks about that at any point and the class does try to alleviate that some)
* ~Dan nods
<+MikeMyler> Got something real neat for Lodestars! (Link: https://mikemylerdotcom1.files.wordpress.com/2019/04/enw-psychicmonkfinal.gif)https://mikemylerdotcom1.files.wordpress.com/2019/04/enw-psychicmonkfinal.gif
<+MikeMyler> They have a card too (Link: https://i1.wp.com/www.enworld.org/atouchmoreclass/lodes.png)https://i1.wp.com/www.enworld.org/atouchmoreclass/lodes.png
<+MikeMyler> This was Andrew Engelbrite’s second contribution and I love love love them because they feel like *original* fantasy which, after being in this industry day-in-day-out for half a decade, is honestly very refreshing.
<+MikeMyler> There’s plenty of bad fantasy, there’s some definitely good fantasy, but *original* fantasy ლ(´ڡ`ლ)
<+MikeMyler> So aesthetically these are very monk-like right? Meditation, practiced training, that kind of thing.
<+MikeMyler> They do not hit people though, they have three lodestones that float around them that they fling at people sort of like Magneto’s steel balls in the X-Men films
<+MikeMyler> That’s the most basic and simple way to use these things and if that was where the design road ended, they’d be an archetype for monks
<+MikeMyler> Of course they do way way way more than that. They can tag a creature and let their lodestone distract it by zipping around its head, they can use them to temporarily deflect attacks, they can whip them around with momentum as they switch targets, they can store part of their consciousness in them, use them like a whirlwind
<+MikeMyler> eventually use them to teleport around
<+MikeMyler> and this is all under the backdrop of *WHY* they need to meditate and focus
<+MikeMyler> with monks it’s just kind of a throwaway “that’s what eastern martial artists do” but heads up folks pretty much every warrior culture has meditative practices of a sort, and a kind of regimented training, and subsets therein. Maybe not as codified and structured, but definitely there.
<+MikeMyler> Lodestones do all of this because they are broken people. That’s why they have lodestones. Without meditation, focus, and discipline they’d go insane.
<+MikeMyler> Like I said I ♥ Andrew’s work because this right here is some *solid original fantasy*
<~Dan> Do they use any weapons other than their lodestones?
<+MikeMyler> They all have simple weapon proficiencies
<+MikeMyler> but aside from the one archetype, it’s all about those lodestones
<+MikeMyler> and even then the one archetype is making weapons (whichever kind they like) out of their lodestones
<+MikeMyler> Control is about precise manipulation of lodestones a la telekinesis, eventually allowing for the magneto-esque floating platform kinda dealie. Imaginative are precise crafting of lodestones (like to make a key) and eventually merge them into creatures.
<+MikeMyler> Instinct is all about that combat and are the ones that can easily make lodestone swords/spears/etc.
<+MikeMyler> (which they automatically gain proficiency with)
<+MikeMyler> What’s really going on behind the scenes with the lodestar and what makes it so intriguing is the kind of dance you do with the lodestones. We debated and considered a few different approaches to the lodestar resource but landed on that fundamental rhythm (expend for some abilities, lose some to enemy attacks, gradually replenish with bonus actions) because i
<+MikeMyler> it takes what is already a unique, fresh idea, and it makes it even better (what I consider to be an execution of mechanics on par with the quality of the concept they are simulating)
* ~Dan nods
<+MikeMyler> On to the monster tamer?
<+MikeMyler> (formerly known as the mahout)
<+MikeMyler> (▀̿Ĺ̯▀̿ ̿)
<+MikeMyler> son of a monkey now past $90,000
<+MikeMyler> (I remembered not to swear that time 😉 )
<~Dan> Congrats on that!
<~Dan> And sure, monster tamer!
<+MikeMyler> I am so happy and also excited to negotiate my bonus on this thing ^__^
<+MikeMyler> (Link: http://www.enworld.org/atouchmoreclass/tamer.png)http://www.enworld.org/atouchmoreclass/tamer.png
<+MikeMyler> aaaaaaaand I got a really neat example
<+MikeMyler> (Link: https://www.enworld.org/forum/content.php?6429-Mythological-Figures-Paul-Bunyan-(5E))https://www.enworld.org/forum/content.php?6429-Mythological-Figures-Paul-Bunyan-(5E)
<+MikeMyler> So everybody hates the beastmaster
<+MikeMyler> or at least most people
<+MikeMyler> and this design was actually a request from Morrus
<+MikeMyler> the trick with a pet class is that it’s all about the pet, so I knew I needed to get it playtested *a lot*, and I called in Erij Evjen (who at that time was the head of a big gamer’s club) to help balance the thing out
<+MikeMyler> I think I presented it to him as “Imagine the Rancor keeper in Return of the Jedi”
<+MikeMyler> Here’s what’s up–we did not shy away from letting the class focus on the pet. Without the pet the monster tamer is basically a meat shield, but with their pet they are badasses. They can take damage to grant their pet temporary hit points, the CR of the pet they can have increases with their class level and if they don’t upgrade their pet gets bonuses instea
<+MikeMyler> Otherwise they’re real good with whips and get a little more outside-the-design-box AC increases to be better tanks
<+MikeMyler> It really is all about the pets. The archetypes are specific to creature types but that just makes it harder for a monster tamer to turn other-typed creatures into pets
<~Dan> How many pets can one have?
<+MikeMyler> Basic archetypes being Animalist (beasts), Monstrous (monstrosities), and Oddball (aberrations, dragon, or ooze). Mind you only creatures of Intelligence 5 or lower can become pets.
<+MikeMyler> As of right now just the one.
<+MikeMyler> Of course, you could get another pet via ranger (beastmaster)
<+MikeMyler> and pick up find familiar for a 3rd pet
* ~Dan nods
<+MikeMyler> Yeah power gamers I was ready for you. I’ve been here waiting the whole d#$% time.
<+MikeMyler> We might try to tackle a multi-pet archetype down the line but that’s for another day
<~Dan> What happens to a monster tamer if his pet dies?
<+MikeMyler> You gotta get a new one and train it!
<+MikeMyler> Higher level monster tamers can keep one in reserve though
<+MikeMyler> and they *freak out* when their pet dies
<+MikeMyler> For 1 minute: +20 temp hp each turn, advantage on attacks, +2d6 weapon damage, attack 3 times with Attack action, proficient in all saving throws, resistance to all damage
<+MikeMyler> I should add that the control of a pet is limited to Monster Tricks, of which there are 15 (you max out around 10 depending on archetype).
<+MikeMyler> and we do have a sidebar about when someone asks for a rust monster or the like
<+MikeMyler> (and you have to actually feed and take care of your pet because as I think I’ve been demonstrating, we kept roleplaying in mind as we made these classes)
* ~Dan nods
<+Trug> Who would take anything other than a rust monster?
<+MikeMyler> Paul Bunyan would take Babe the Blue Ox? 😉
<+Trug> Or Bubba the Dire Rust Monster.
<+MikeMyler> and personally I’d obviously lean as far towards Rancor as possible
<+MikeMyler> maximum pet CR is 8 too
<+MikeMyler> starts at 1/2, bumps up mostly every other other level (CR 1 at 3rd, CR 2 at 5th) with extensions on the later odd-numbered CRs
<~Dan> It would be amusing to have a pet mimic.
<+MikeMyler> Cockatrice are also immediately called out :p
<+MikeMyler> 5th level, Dan! 😀
<+MikeMyler> imagine being the kid with the ooze
<+MikeMyler> Like sign me the f%(^ up right now please
<+MikeMyler> Yeah they got them special tricks. Mmm.
<~Dan> Who’s up next? 🙂
<+MikeMyler> (Link: http://www.enworld.org/atouchmoreclass/savant.png)http://www.enworld.org/atouchmoreclass/savant.png
<+MikeMyler> and as you might’ve deduced already, the example character is (Link: https://www.enworld.org/forum/content.php?6352-Mythological-Figures-Sherlock-Holmes-(5E))https://www.enworld.org/forum/content.php?6352-Mythological-Figures-Sherlock-Holmes-(5E)
<+MikeMyler> Alright so this one was a hard sell for me, but Jeremiah McCoy did a solid job and I’m glad he convinced me
<+MikeMyler> Smart fighters
<+MikeMyler> This is where I’d land the swashbuckler
<+MikeMyler> maybe sprinkle in some fatebender
<+MikeMyler> So that’s their theme right? Martial and practical applications of intelligence. Mechanically they’re all about tempo.
<+MikeMyler> You spend a bonus action to load a savant trick
<+MikeMyler> most are expended freely or as part of another action
<+MikeMyler> spend your bonus action to load another savant trick
<+MikeMyler> Savant tricks are like weaker lower-impact martial maneuvers
<+MikeMyler> Disarm somebody, divert their attention, draw them out of their defensive posture, move them where you need them to be, knock them off-balance, redirect their attacks, sidestep their attacks, trip them as you dash by
<+MikeMyler> Once you learn a savant trick you can do it all day
<+MikeMyler> There’s usually a save or check involved, and some are more difficult to repeat, but you need to be methodical in how you use them and plan them out
<+MikeMyler> Which is perfect for a smart fighting class, I say. 😀
<+MikeMyler> Depending on the archetype there are more savant tricks too
<+MikeMyler> Adversaries are damage-focused and get a pool of Tactica Dice to sprinkle into their damage rolls. Chirurgeons are about that nonmagical healing (or rapidly administering magical potions too). They also get a pool of dice, only for healing.
<+MikeMyler> Coordinators are more the Professor Moriarity know-it-all analyzers
<~Dan> Very cool. 🙂
<+MikeMyler> That whole “stored value” thing is what keeps them from being level-dip city for every wizard in town btw.
<+MikeMyler> Any last queries about the savants?
<+MikeMyler> I got one more new class!
<~Dan> Great! I think we have just enough time. 🙂
<+MikeMyler> (Link: https://mikemylerdotcom1.files.wordpress.com/2019/04/enw-dwarftinkerer.gif)https://mikemylerdotcom1.files.wordpress.com/2019/04/enw-dwarftinkerer.gif
<+MikeMyler> (Link: https://mikemylerdotcom1.files.wordpress.com/2019/05/tinker.png)https://mikemylerdotcom1.files.wordpress.com/2019/05/tinker.png <— card
<+MikeMyler> Example character –> (Link: https://www.enworld.org/forum/content.php?6384-Mythological-Figures-Nikola-Tesla-(5E))https://www.enworld.org/forum/content.php?6384-Mythological-Figures-Nikola-Tesla-(5E)
<+MikeMyler> Tinkerers are very much Nikola Tesla/Tony Stark characters. They’re more than inventors, they are *manufacturers*.
<+MikeMyler> They get spellcasting up to 5th level, can craft objects very very very quickly, and power all their features through Affect-Engines
<+MikeMyler> This ranges from power appliances (like custom-built magic items) to, depending on the archetype, weapons, armor, or robot servants
<+MikeMyler> Bombardiers being the weaponeers, Mechanics being the really techy ones that get a robotic pal at 10th level (techsmiths represent!), Steam Knight getting well into Iron Man territory
<+MikeMyler> Ah, they also get some smite-y action using those Affect-Engines (and spell slots)
<+MikeMyler> and regardless of archetype can use Affect-Engines for some area attacks and such (changing depending on if the Affect-Engine is for cold, fire, or lightning)
<~Dan> What is an Affect-Engine?
<+MikeMyler> Things the tinkerers use to power all their stuff. Little generators of different elements.
<+MikeMyler> They start with one, then end up with 4 by 17th level
<+MikeMyler> Combining them together gets you different power appliances. One example is a Grapnel Gun (100 gp of material + 50-150 . of rope + 2 lightning engines)
<~Dan> Does the class really work in a fantasy setting, or is it more for steampunk settings?
<+MikeMyler> You could also make a rocket powered vehicle (1 cart or sled + 2 flame engines) or rocket-powered barding (any barding + 1 flame engine + 1 flame engine per mount’s size category above Medium)
<+MikeMyler> I’d say the tinkerer is very much steampunk.
<+MikeMyler> I mean there’s an argument to be made for Daedelus (and the absurd number of metallic creatures breathing fire in Greek mythology) but aye they are technologists for sure
* ~Dan nods
<~Dan> Any final thoughts before we wrap up for the evening?
<+MikeMyler> Yeeeeees. I did a blog post for each class and some other posts (a feat with tailored magic items that scale up with class level, a crash course on 5E class design) over on my website –> (Link: https://mikemyler.com/category/a-touch-more-class/)https://mikemyler.com/category/a-touch-more-class/
<+MikeMyler> The tarot deck for the cardcaster is DOPE and I can’t wait to use mine
<~Dan> Cool. 🙂
<+MikeMyler> and A Touch of Class has been revised and re-developed based on every shred of critique and feedback I could scour from the internet (which was 10 pages of boiled down bullet points on narrow margins using single-spaced text). By all accounts they have all been drastically improved and brought into balance with the core 5E rules.
<~Dan> Usual reminder: If you have enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at (Link: https://www.ko-fi.com/gmshoe)https://www.ko-fi.com/gmshoe 🙂
<+MikeMyler> I wrote an extra 5,000 words for AToC even. Including some new archetypes to boot.
<+MikeMyler> mostly though it was about fixing it up. Lots of great reviews. Write reviews, people! We designers read them!
<~Dan> Thanks very much for joining us, MikeMyler! It’s always a pleasure. 🙂
<+MikeMyler> We’ve got 5 more stretch goals on the docket I think and hopefully will unlock them all, so if you’re like “I dunno if this is worth it” remember there’s something like 200 pages of PDFs coming to you for pledging!
<+MikeMyler> Absolutely. Thanks for having me! 😀
<+MikeMyler> VERY CLASSY OF YOU 😉
<~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂