Tiny arrows pepper the rear wheels of Dib’s Wagon of Doom. Goblins shriek and duck for cover against an adorable onslaught. A clockwork owlbear clatters forward as the clicking of gears signals another teeny-tiny volley.

Daring a glimpse from behind his rapidly deteriorating position, Dib sees her.

Curled shoes. Long, leaf-shaped ears jutting from beneath a tall, pointed hat. The jingling of bells is drowned out by another thwack of arrows.

It was true then. Some elves made toys.

Miniatures Combat—Redefined

Become generalissimo of your own tiny army when you play as a Toymaker mechanist! Where others ply their mechanical might in forging mighty weapons or enchantments, the Toymaker subclass creates automatons of striking realism and utility.

The Toymaker is a subclass for players who delight in command and control of the battlefield. Your capacity to build and issue instructions to your creations grows as you level up, and new augments add tactical and practical abilities to your deadly toys.

With the Toymaker, our designers wanted to give the mechanist a unique summoning subclass for those players who thought Toy Story needed a little more sword & sorcery. Combining and applying augments to your automatons will also create a lot of opportunities for combat surprises and clever solutions to difficult encounters.

Inside the Worskhop—Toymaker Progression

Here’s a first look at some of the subclass features coming up in Player’s Guide 2, now on Kickstarter!

Mechanical Automatons

Create tiny objects and wreak havoc! Start with the ability to create two automatons and then watch your forces grow. Your creations obey your commands, can engage in melee, and can be enhanced through standard augment effects as though they were a weapon or item.

Augments: Alternative Movement & Ranged Attacks

You can build toys that climb and swim, or fire tiny, deadly projectiles. Your foes will never see what hit ‘em.

Optimizations

Better, faster, stronger. Your automatons grow in strength and ability.

Augment: Autonomy

The pinnacle of the Toymaker’s art—a construct with limited thinking and reasoning skills. Any of your creations augmented in this way pick up a language and the ability to command other toys in battle.

Building a Toymaker

It’s not every two-bit adventurer and aspiring hero that can make the things you can. Toymakers come in all stripes, but here are some ideas to get your started.

Talents: Nobody breaks your toys but you! Take Vanguard and capitalize on defending all the potential targets you’ve given your enemy that isn’t you, or use your constructs to lure foes right into your readied attack and enjoy that sweet attack and damage bonus.

Boons: Of course, people are going to break your toys. Take Mend the Broken to restore them to fighting trim mid-combat, including restoring that piece that fell behind the couch and disappeared!

Augments: Your toys aren’t just cannon fodder, they’re spies and sentries! Add Detecting or Reactive to your autonomous creations and deploy them anywhere you need someone watching your back or listening in.

Lineage, Heritage & Background: Even the stuffiest elves have toys, so any lineage will do! Maybe your cosmopolitan syderean delights in the mechanical oddities found in the bustling markets of their hometown. Perhaps your crafty kobold with a criminal background put her skills to use crafting automatons for a gang of thieves?

Back the Book, Raise the Furby Army of Your Nightmares

The Toymaker mechanist subclass appears in the pages of Player’s Guide 2 for the Tales of the Valiant RPG (or any 5E game!). It’s just one of over 30 subclasses cooked up to bring your next hero to adventurous life. Set your wind-up army on the road to adventure, and back the Kickstarter today!

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