der_kluge
Adventurer
Hmm. This is a long story, but the tl;dr is that my player basically wants a kind of "infuser" class. And I'm not sure what to tell her.
So, the longer version is, we started with the UA Artificer, which sucks. For my thoughts on that, see also the UA Artificer thread. For my own peace of mind, I'm revising that class. I'll upload it when I'm done. Mine is a slightly low magic setting, but the artificer can work, and it's the closest thing the party has to a arcane caster, so she's been helpful so far.
But after a discussion at the end of the last game, she's decided that what she really wants is some sort of "infuser" (my word, not hers), rather than an artificer. I explained to her what I was doing with my class, and she's thinking in way different terms.
Her email to me:
The idea for the Infuser came from Mystic Eye Games Artificer's Handbook, which has an Artificer Prestige class, and an Infuser PrC. The latter is a bit more like a warlock in flavor, I think. Essentially, it allows the character to put spells into items. I told her that I couldn't see the class being any more than a kind of slave in service to a despotic king, or something like that. It's great that she wants to be helpful, but after passing out all of her powers to other people, she won't actually have anything to do during the BBEG fight, or whatever. Except the player doesn't actually want spell slots. Instead she just wants access to every spell so that she can infuse it into something else.
To which I replied that it's almost sounding a bit like an Al-Qadim Sha'ir (good thing I own that handbook!), which I'll have to look up to see if it could be translated to 5th edition. Flavorwise, that's a LOT closer to Warlock, than Artificer, and certainly suggests a charisma-based style of casting rather than Int.
But part me suggests I should just tell her to stop, and play a wizard. lol
Any ideas?
So, the longer version is, we started with the UA Artificer, which sucks. For my thoughts on that, see also the UA Artificer thread. For my own peace of mind, I'm revising that class. I'll upload it when I'm done. Mine is a slightly low magic setting, but the artificer can work, and it's the closest thing the party has to a arcane caster, so she's been helpful so far.
But after a discussion at the end of the last game, she's decided that what she really wants is some sort of "infuser" (my word, not hers), rather than an artificer. I explained to her what I was doing with my class, and she's thinking in way different terms.
Her email to me:
player said:We are thinking different things. My thought was that the artificer would not be limited by spell slots. She could "infuse" or "imbue" up to her limit daily, but once the artifacts were set up, they would remain good until used. So she could, given time and resources, exceed her spell slot limit. So, she could drop 2 burning hands on a glove on Monday, then 2 more on Tuesday (if her limit is 2). That would actually be the point of the class, actually; to bank spells for herself and others. I would guess she'd be an par with a warlock in battle, assuming she held some banked spells for herself.
Could easily get out of hand, but only if we let it. Unless the party sits around doing nothing, with a lot of cash on hand, she's not going to be cranking out artifacts any faster than a wizard regains spells.
I'm not thrilled with the whole "drop a spell slot on this artifact and now it's gone until the artifact is used" thing. Too much bookkeeping.
The idea for the Infuser came from Mystic Eye Games Artificer's Handbook, which has an Artificer Prestige class, and an Infuser PrC. The latter is a bit more like a warlock in flavor, I think. Essentially, it allows the character to put spells into items. I told her that I couldn't see the class being any more than a kind of slave in service to a despotic king, or something like that. It's great that she wants to be helpful, but after passing out all of her powers to other people, she won't actually have anything to do during the BBEG fight, or whatever. Except the player doesn't actually want spell slots. Instead she just wants access to every spell so that she can infuse it into something else.
player said:So I'm thinking:
1. No spell casting at all. Instead, has ability to imbue spells up to level X up to X per day, *provided she can get access to the spell somehow.*
2. She can get access to a spell by being taught, by purchasing it, in which case she writes it down and has it for future reference, OR
Someone else can cast it into her artifact for her, which her help to channel it.
This lets her let OTHER party members bank spells, which I think would be a great party-building skill.
3. Material components matter. She cannot build things if she has no materials.
If she wants to put two charges of spell X into a thing, then she needs 2 sets of the material components.
Use the thing twice and the components are gone and the artifact becomes mundane.
To which I replied that it's almost sounding a bit like an Al-Qadim Sha'ir (good thing I own that handbook!), which I'll have to look up to see if it could be translated to 5th edition. Flavorwise, that's a LOT closer to Warlock, than Artificer, and certainly suggests a charisma-based style of casting rather than Int.
But part me suggests I should just tell her to stop, and play a wizard. lol
Any ideas?