Help with augmentation,

Tomovasky

First Post
Ok so I have a new player who is playing the first artificer I have hade in a game, he is creative type and I do not want to tell him no on all his use for the augmentation spell, but he keep coming with things overpowered things in my mind… well at least for a first Lv caster. In another form of mine he has a armor that can heal infinity for the spell time. Also he has a bow that can summon a celestial eagle multiple times with a extra hit dice and +1 to attacks (and by have I mean is trying to pass the ideas). Now his justification is the GP Limit the spells description gives and using that to figure how many spell it should hold and giving it such abilities with limits to try to make it fair ( for the bow he can only use it 10 time in the spell limit and the 1 eagle at the time ) My thing is I see these augmentation should be +1, flaming, frost, I don’t want to stick him to the only what is in the list in the books, I want him to feel like he can use his creativity. So were is the middle ground?
 

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For the bow - have a look at bag of tricks. There are different types of bag so pick the one where the creatures are of similar power to celestial eagles and use that price. Add it as a fixed price to the bow - don't make it a +x power, straight cash is the way to go.

For the armour I wonder what you mean about can heal inifinity for the spell time - does that mean it heals a certain number of hitpoints per round and lasts a length of time? If so look at the regeneration effects.

Players ALWAYS want overpowered effects - they want to be the best, to stand out, to be glorious. What they don't realise is that it gets very boring quickly. Therefore it's the job of the DM to limit the player without making them feel worthless.

If the player is 1st level as you suggest they should only have a few hundred gold at most - they can barely afford some potions let alone magical items. What you should do is come up with a list of magical ingredients (wyvern's heart, unicorn hair, dryads tears, etc.) that he needs to collect to create these great items.

If there are more people in the group than just this wizard then make those ingredients part of the adventures the rest of the group go on. For example the evil necromancer that is terrorizing the town also has a hobby of collecting dryad tears for use in a ritual that will cause massive devestation. That way it's just a bonus reward and not favouring one player over the others.
 

Sorry if I did not make it clear in my first post but he is an arificer from eberron, the trobule I having is the less armor or wepons enhancments have a Gold limit next to the going for pluss 1 abilty he says the gold limit should let him acess all this. Though I fell it s way beyond a +1
 

Tomovasky said:
My thing is I see these augmentation should be +1, flaming, frost, I don’t want to stick him to the only what is in the list in the books, I want him to feel like he can use his creativity. So were is the middle ground?

I'm not really sure you can use a middle ground with an Artificer. They have an amazing degree of versatility. The augmentation is meant to be just the weapons/armor augmentations you see; honestly, I wouldn't use any more than what's in the DMG, either. He is incorrect that this allows to him effectively create a 'bow of infinite scrolls of Summon Monster' just because of the GP value.

Trust me, his creativity isn't going to be crushed especially once he hits about 7th level and can drain magic items for their XP.
 

I am not a RAW lawyer... but, I am a believer in a balanced game. The players, as well as the DM, must understand that even if it's allowed by rules interpretation, it may not be good for the game.

The Weapon Augmentation infusions are for weapons, not wondrous items. Adding magical effects to non-associated items (DMG pg 288) can significantly increase the cost. This is why a Ring of Cold resistance 10 is 12,000gp and armor is 18,000gp (+50%). And, when you start stacking effects (DMG pg 282) the cost goes up even more.

The "equivalent +1 bonus or up to 10,000 gp" I interpret as whichever is less. If it was either or, why put in the +1? 10,000gp is more than a +2 weapon or +3 armor bonus. The gp limit is there for the energy resistance, slick, silent, etc... of armors and (if allowed) an adamantine or cold-iron weapon necessity. If the infusion augmentation is greater than the bonus allowed (Personal & Lesser +1, standard +3 or Greater +5) then the infusion fails.

Infusing a spell storing capacity is only +1, but it does not place the spell in the weapon. It only makes the weapon capable of storing the spell, and once used requires an outside source to replenish the spell. Making it an infinite use, command word activated, is again a significant expense. And, activating a magic item is almost always a standard action.


Fools are made to suffer, not to be suffered
 
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