doctorbadwolf
Heretic of The Seventh Circle
I made a similar thread a long time ago, but this one is not quite the same set of questions.
What I'm curious about is what y'all think of :
I also have vague ideas for vehicle infusions, including custom vehicle statblocks with infusion limits basically based on Star Wars Saga Edition, maybe even including ditching cargo space to fit some of the bigger upgrades to airships and the like. Stuff like the items in Ghosts of Saltmarsh for upgrading ships, plus stuff like magic shields and automaton crew.
Anyway, I hope im not the ony weirdo around here in love with fantasy crystal and aether powered vehicles!
What I'm curious about is what y'all think of :
- An Artificer specialization focused on a personal vehicles
- said vehicle starting with a hover speed of 40ft and altitude limit 10ft, speed affected by wind and/or terrain?
- Eventually being able to have a vehicle that can also serve as a home base, basically a small airship
- Vehicles with specific upgrade traits listed in the subclass vs bonus infusions that have to be used on the vehicle
- regardless of above, a set of vehicle specific infusions, and maybe a "infusion limit by vehicle size" table?
- What do you give a subclass with a vehicle, assuming the vehicle is large and can't go some places. Also it just feels better to have some of your subclass be about the character directly. Maybe a special weapon or other device? Oh! Maybe it's the main weapon on the vehicle, and you can detach it to use personally?
- How punny or silly can you stand a subclass to be?
- eg, in the draft of an aeronaut i'm working on, the two attack actions are named weaponized abjurant beam (WAM) and ballistic accelerated attack manuever (BAAM), and the vehicle itself is a Dynamic Accelerated Aetherlocution Machine (DAAM)
- what sort of customizations would you expect from such a thing? I figure 2 at level 3, with the base stats being similar to a steel defender except it trades having it's own actions for having a hover speed and a ranged attack. Those number could drop a little more in some places, subject to a "prototype trait", which opens up room for roughly 3 offensive, 3 defensive, and 3 movement/utility, traits to choose from.
- I'd love to hear ideas for vehicle traits, infusions, customizations, that don't assume an artificer subclass, and thoughts that do
- My basic ideas are a SLAM module that increases base speed or speed when you dash significantly, a Force Multiplier that increases weapons damage, an abjuration based shielding, level 5 could have an option that gives full flight, advanced manuevering side repulsors that let you "juke" as a reaction when attacked, a silent engine system and obscuring paint job that helps with stealth
I also have vague ideas for vehicle infusions, including custom vehicle statblocks with infusion limits basically based on Star Wars Saga Edition, maybe even including ditching cargo space to fit some of the bigger upgrades to airships and the like. Stuff like the items in Ghosts of Saltmarsh for upgrading ships, plus stuff like magic shields and automaton crew.
Anyway, I hope im not the ony weirdo around here in love with fantasy crystal and aether powered vehicles!