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An Aeronaut Artificer?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8272219" data-attributes="member: 6704184"><p>For once I have a subclass idea rather than a class idea! <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" /></p><p> </p><p>So, anyone who has read Jim Butcher’s <em>The Aeronaut’s Windlass </em>(one of Jim’s worst titles, and for such a great book!) will recognize what I’m going for here right away.</p><p> </p><p>So, the idea is to have a little crystalpunk, a little magitech with airship stuff, in the artificer. A character well suited to a setting where airships aren’t the sole venue of a special bloodline, but a magi-technology that a clever inventor can specialize in. Obviously it will work best in campaigns that feature magitech, but it should also work in any campaign. </p><p> </p><p>The concept is a mix of swashbuckler of the sky, and magitech engineer.</p><p></p><p>So, to start, gain proficiency with Vehicles (Sea/Air), and the ability to build, modify, and repair ship systems and magitech devices better than other people, and with more weapons, possibly. At least rapier and hand crossbows if artificers lack either.</p><p> </p><p>Next, the crystal-powered pew pew gauntlet. My inclination is to not make it as exclusive as the other artificers subclass toys, but perhaps the aeronaut has a better one than is generally available. </p><p> </p><p>A ribbon feature to boost engine systems in magitech vehicles. </p><p> </p><p> maybe some kind of aether mechanic that lets you channel power into magic items and magitech devices? Maybe recharge magic items? </p><p> </p><p>Any other ideas? I’ll dig more into this tomorrow, but for now I hope to see some thoughts on what you’d want or expect from a fighting magitech engineer with a lazer gauntlet!</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8272219, member: 6704184"] For once I have a subclass idea rather than a class idea! 😂 So, anyone who has read Jim Butcher’s [I]The Aeronaut’s Windlass [/I](one of Jim’s worst titles, and for such a great book!) will recognize what I’m going for here right away. So, the idea is to have a little crystalpunk, a little magitech with airship stuff, in the artificer. A character well suited to a setting where airships aren’t the sole venue of a special bloodline, but a magi-technology that a clever inventor can specialize in. Obviously it will work best in campaigns that feature magitech, but it should also work in any campaign. The concept is a mix of swashbuckler of the sky, and magitech engineer. So, to start, gain proficiency with Vehicles (Sea/Air), and the ability to build, modify, and repair ship systems and magitech devices better than other people, and with more weapons, possibly. At least rapier and hand crossbows if artificers lack either. Next, the crystal-powered pew pew gauntlet. My inclination is to not make it as exclusive as the other artificers subclass toys, but perhaps the aeronaut has a better one than is generally available. A ribbon feature to boost engine systems in magitech vehicles. maybe some kind of aether mechanic that lets you channel power into magic items and magitech devices? Maybe recharge magic items? Any other ideas? I’ll dig more into this tomorrow, but for now I hope to see some thoughts on what you’d want or expect from a fighting magitech engineer with a lazer gauntlet! [/QUOTE]
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