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General Tabletop Discussion
*Dungeons & Dragons
An Aeronaut Artificer?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8272748" data-attributes="member: 6704184"><p>Agreed. Definitely proficiency with all shipboard weapons. Maybe it also lets you boost or recharge other people's magic items, and the airship rules let you access other parts of the ship in terms of casting spells and using magical class features? So like, as the engineer or at the helm, you can boost the power to the forward guns, or to the propulsion, or even spend a charge to let the wizard cast shield around the ship? </p><p></p><p>I'll have to think a lot more about what should be in the subclass, what is in the ship, and what is in stuff like magic items and feats and spells,.</p><p></p><p>I think that the custom ship is more a general thing, tbh. Possibly different subclasses for different classes, even. A Fighter subclass for aeronautical marines, a rogue ace pilot, etc. </p><p></p><p>AND/OR! What about infusions that are special ship systems? Maybe part of the airship rules would be that there are a couple built in infusions, that the engineer controls, so you're not using all your infusions known on your airship?</p><p></p><p>I think that a gliding armor suit would work, as well as the ability to boost or recharge magic items. Then, airship rules that treat different parts of an airship as magic items. and the subclass is immediately better at being an airship helmsperson or engineer than anyone else is, and the class features aren't useless in an adventure on land. </p><p></p><p>The armor I'd treat like the flying armor from the Elemental Evil adventure, but perhaps at will or at least rechargeable with time or access to an airships "core crystal power system".</p><p></p><p>I'd make that background represent any airship aeronaut, but simpler isn't really the goal, here. Satisfying is.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8272748, member: 6704184"] Agreed. Definitely proficiency with all shipboard weapons. Maybe it also lets you boost or recharge other people's magic items, and the airship rules let you access other parts of the ship in terms of casting spells and using magical class features? So like, as the engineer or at the helm, you can boost the power to the forward guns, or to the propulsion, or even spend a charge to let the wizard cast shield around the ship? I'll have to think a lot more about what should be in the subclass, what is in the ship, and what is in stuff like magic items and feats and spells,. I think that the custom ship is more a general thing, tbh. Possibly different subclasses for different classes, even. A Fighter subclass for aeronautical marines, a rogue ace pilot, etc. AND/OR! What about infusions that are special ship systems? Maybe part of the airship rules would be that there are a couple built in infusions, that the engineer controls, so you're not using all your infusions known on your airship? I think that a gliding armor suit would work, as well as the ability to boost or recharge magic items. Then, airship rules that treat different parts of an airship as magic items. and the subclass is immediately better at being an airship helmsperson or engineer than anyone else is, and the class features aren't useless in an adventure on land. The armor I'd treat like the flying armor from the Elemental Evil adventure, but perhaps at will or at least rechargeable with time or access to an airships "core crystal power system". I'd make that background represent any airship aeronaut, but simpler isn't really the goal, here. Satisfying is. [/QUOTE]
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