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*Dungeons & Dragons
An Aeronaut Artificer?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8272937" data-attributes="member: 6802951"><p>Yes. Or not too powerful, but too unwieldy and requiring of fiat.</p><p>The class should probably be fairly setting agnostic - would work as a more magical sailor of a conventional ship as well as Eberron or other settings with airships.</p><p></p><p>Just giving the character an airship out of nowhere, complete with crew, charter etc isn't the sort of thing that a character class represents I believe. More to the point its a level of plot power probably only suitable for higher levels, where what would be thematically more appropriate is the character and rest of the party being crewmen/passengers etc of an airship from the beginning.</p><p></p><p>You do not want to end up with a player pointing to the subclass and declaring that the DM has to give him an airship, because the rules say so.</p><p></p><p>What you could do is have a series of stackable infusions that can be used on parts of a vehicle. So one for sails/propellors etc that grants a movement speed, with more infusions spent granting higher speed without requiring wind. One for the rudder that allows direction changes even when not by the wheel. And one for the keel (or dirigible or elemental ring) that allows the ship to take to the air, with more infusions allowing larger ships.</p><p>The intent would be that these are probably also rituals requiring material components that would be maintained by several members of the crew. But a high-enough level artificer might have enough infusions to create a small airship by themselves.</p><p></p><p></p><p>I think "Magical sky sailor/pirate" sells itself pretty well.</p><p>I've not read the books however, so no idea how close it fits the character in them.</p><p></p><p>(I have also actually already played an artificer "unlicensed privateer" on a magical ship, so wouldn't necessarily find need of the subclass myself. However my suggestions were my besty guess at that the OP was after.)</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8272937, member: 6802951"] Yes. Or not too powerful, but too unwieldy and requiring of fiat. The class should probably be fairly setting agnostic - would work as a more magical sailor of a conventional ship as well as Eberron or other settings with airships. Just giving the character an airship out of nowhere, complete with crew, charter etc isn't the sort of thing that a character class represents I believe. More to the point its a level of plot power probably only suitable for higher levels, where what would be thematically more appropriate is the character and rest of the party being crewmen/passengers etc of an airship from the beginning. You do not want to end up with a player pointing to the subclass and declaring that the DM has to give him an airship, because the rules say so. What you could do is have a series of stackable infusions that can be used on parts of a vehicle. So one for sails/propellors etc that grants a movement speed, with more infusions spent granting higher speed without requiring wind. One for the rudder that allows direction changes even when not by the wheel. And one for the keel (or dirigible or elemental ring) that allows the ship to take to the air, with more infusions allowing larger ships. The intent would be that these are probably also rituals requiring material components that would be maintained by several members of the crew. But a high-enough level artificer might have enough infusions to create a small airship by themselves. I think "Magical sky sailor/pirate" sells itself pretty well. I've not read the books however, so no idea how close it fits the character in them. (I have also actually already played an artificer "unlicensed privateer" on a magical ship, so wouldn't necessarily find need of the subclass myself. However my suggestions were my besty guess at that the OP was after.) [/QUOTE]
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