Fighter, gadgeteer

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God_of_Awesome
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Fighter, gadgeteer

Post by God_of_Awesome »

Fighter
"So then the wizard said, 'Your puny sword cannot defeat me!' And I was all like, 'My puny sword is back at my house. This is my vorpal sword!' And then he died."

So one of the problems with the Fighter was how reliant they were on magic items. The problem with that, in turn, is that made them reliant on the good will of their DM to hand out magic items like candy. This is one attempt to fix that by giving the Fighter the power to provide their own magic items.

Age, Gold, Alignment, HD, BAB, Saves, Armor, Weapons: Same as PHB Fighter

Skills: Same as RoW Fighter

These type of Fighters are reliant on Con, Dex and Str like normal Fighter but also requires an Intelligence of at least 10.

Fighter Table
LevelAbilitiesSpellcraft# of WeaponsEnchantments per Weapon
1Item Crafting, Revoke,Recraft,Recycle111
2Sentience111
3-211
4-221
5-322
6Dual Wielding322
7-432
8Modify432
9-532
10-543
11-643
12Quadruple Wielding643
13-753
14Shielding753
15-854
16-864
17-964
18Sixtuple Wielding964
19-974
20Excalibur975

Item Crafting
A Fighter can craft magic items in an hour long ritual without any of the normal prerequisites. Her Spellcraft level is his Spellcasting level for the purpose of crafting magical items. She starts out with one magic item and at 4th level and every 3 levels after (7, 10, 13, 16, 19) she can enchant another magic item. At first, she may only put one enchantment on an item, but at 5th level and every fifth level afterwards (10, 15, 20) she may add extra enchantments.

Revoke, Recraft, Recycle
A Fighter may revoke the enchantments on any of her items at any time from anywhere. She must wait 24 hours before she can craft a new one. She can even revoke her enchantments from the afterlife if she so chooses.

Sentience
The Fighter can grant one item sentience. This does not count against her total enchantment levels. This item has a Wis, Cha and Int score whose total ability points equals her own Wis, Cha and Int to be moved around at her will upon creation. The item has all the same class skills as the Fighter and skill points equal to the total number of points the Fighter put into skills using Wis, Cha and Int to be moved around at her will upon creation. The sword gains skills point and ability points at the same rate as the Fighter. The item can be of any alignment but the rules surrounding the alignment of wielders and their weapons still apply. Sentience granted by this ability does not fall under the 'Revoke, Recraft, Recycle' ability. You may, however, move the sentiency to another item.

Multi Wielding
At 6th level, the Fighter gains the Two Weapon Fighting feat. If she already has this feat, choose another [Combat] feat. When wielding two weapons, the Fighter may elect to have them share enchantments. At 12th level, the Fighter may treat any two weapon as if it had the Dancing enchantment and these two weapons, along with the two weapons in each of her hands, share enchantments. At 16th level, this is upgraded to being able to elect to treat four weapons as having the Dancing enchantment.

Modify
In an hour long ritual, the Fighter can change the enchantments in any item.

Shielding
At 14th level, the items the Fighter enchants become immune to disjunction and anti-magic fields.

Excalibur
At 20th level, you may craft an item with all the enchantments ever including the one that makes it come back to you when you call for it.
Last edited by God_of_Awesome on Tue Dec 08, 2009 7:28 am, edited 2 times in total.
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Post by Leress »

This isn't a very good class. All this class can do is make items. Having 4 dancing weapons doesn't really mean a whole lot since it takes a standard action just to activate one. It main and only schtick isn't very good. At level 20 you might as well say "You get an artifact sword you should have had a long time ago."
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Post by God_of_Awesome »

An item that has all the enchantments is appropiate to lower levels?

Unless I missed something, like you can only use one enchantment at a time rule, that sounds like a bull shit.
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Post by Leress »

God_of_Awesome wrote:An item that has all the enchantments is appropiate to lower levels?

Unless I missed something, like you can only use one enchantment at a time rule, that sounds like a bull shit.
The ability you put at 20 is bullshit. Since a couple of the enchantments will hurt you when you have the weapon held. Really that is the least of this class's problems. Overall it is still not good. At first level you can't even have a magical weapon because your " spellcasting" level is too low for anything. You can't put shit on your weapon until level 9. So you really can't do anything with your weapons except make them dance and sing.
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Post by God_of_Awesome »

Now see, that's better. Something I can work with.

So suppose I gave the Fighter access to fifth level spellcasting for item crafting of the get go?
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Post by Prak »

Well then he'd start emulating the Artificer. Why not just look at the impact of giving an artificer a fighter's basic stats?
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Post by God_of_Awesome »

Where would I find the Artificer class anyway?
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Post by Leress »

God_of_Awesome wrote:Where would I find the Artificer class anyway?
Eberron Campaign Book.
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Post by Koumei »

One of the "AND IT BREEDS TRUE" books.

Edit: ninja'd.

And yeah, the class seems very empty and not-special. Maybe you could specifically just give them awesome gear as class features - as in "At level 5, you trip over and find a suit of awesome full plate" and "At level 6, a gem of elemental command falls on your lap".
Last edited by Koumei on Tue Dec 08, 2009 8:30 am, edited 1 time in total.
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Post by Username17 »

Artificers have a lot of traction, as evidenced by the fact that it's an expansion class that gets talked about much more than the Warmage or the Wu Jen. Unfortunately, they blow. They have special spells that create temporary magic items that have long casting times and short durations. Want to spend 10 rounds casting a spell to turn your weapon into a Bane Weapon for 10 minutes? I didn't think so. When a class has the special ability to spend an Action Point to reduce the casting time of their spells to the still onerous 1 Full Round, you know you got problems.

But it gets worse, because of course while I have legitimately no idea how the hell you're supposed to get out of first level alive, the fact remains that some levels down the line your character is broken as fuck. Happens right around the time that Wizards can get a demon army of their own, but it happens pretty hard. And no, it's not because BLASTIFICERS DO DAMAGAE!!1! or anything, it's because reliably having charged items that deliver cloud kill (or the tentacles) and solid fog is completely broken. If you can shut down all movement and ranged attacks while spamming area DOTs, then you win D&D.

Scrolls are shitty treasure. Always have been. But 3e managed to push them pas simply being a nuisance treasure drop you often forgot you had to being a broken piece of crazy overpoweredness - and still being a nuisance treasure drop you often forgot you had. People don't like spending "permanent" resources, but the fact is that with treasure accumulating from every encounter and items going obsolete, there's no such thing as a permanent resource.

Any character who makes items as they go up in level is necessarily facing the wealth-by-level system right in the face. And the fact is that the 3e WBL system does not work. Used as written, people who blow all their money on limited use items and use them to total-pwn every encounter they meet are way overpowered compared to what the game expects of you. Meanwhile, after the first couple of levels, the WBL guidelines aren't enough for warrior types to have anything even vaguely approaching level appropriate equipment. Let's be honest here: which is more helpful? A +1 Quarterstaff or an army of 80 hit dice worth of skeletons? Which do you think costs more? Which do you think the game suggests you get bonus treasure after acquiring?

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Post by God_of_Awesome »

Wait, was that directed at this class or the Artificer?
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Post by schpeelah »

They are basically the same thing, only slightly different mechanics - the core concept is the same and it's the core concept that is flawed.
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Post by Username17 »

God_of_Awesome wrote:Wait, was that directed at this class or the Artificer?
Your class gives an effective caster level of 9, and thus the ability to make +3 weapons, at 17th level. I think it's pretty much assumed that you're going to scrap basically that entire class and remake it in some other direction. I'm putting out flaws both in the specific Artificer class and general problems that any theoretical artificing class will necessarily contend with.

The lack of consistent meaning in the wealth by level system and the basic inadequacy of wealth by level to cover what the characters are in fact actually supposed to have is a huge and one might say insurmountable problem when designing an artificer class for the mass audience. When it is already the case that characters cannot contribute past 8th level or so without their Wealth by level being padded with zero cost artifacts, you know the system is thoroughly busted.

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Post by God_of_Awesome »

So are you saying a class that makes magic items essentially breaks the economy? Or that it is lack luster compared to other classes?
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Post by Username17 »

God_of_Awesome wrote:So are you saying a class that makes magic items essentially breaks the economy? Or that it is lack luster compared to other classes?
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Post by God_of_Awesome »

I- are you sitting on an isolated mountain top when you write this because you're just as inconsequential and confusing as the old hermits from the stories.
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Post by Koumei »

It's quite simple: two monks were walking on a bridge, and the first one commented on the leaves of the trees. The second one said "Yes, but I am quite tall."

And the first monk became enlightened.

Wait, I mean this:

Even if your class could break the wealth by level, it doesn't even matter: it is broken to start with, it needs patching up all the time, and indeed its brokenness is lampshaded by things like Balor Mining and unlimited wishes. So if your class flat out shat diamonds once per day, had a Midas touch and could just say "All weapons I can see are now +5" then it still wouldn't matter.

As it is, it's not very good at cranking out the wealth in a way that anyone cares, so it can't even do that.

A possible direction to take is the ability to just put buffs on very quickly/all day, so he goes "Today everything I wear is +X, and also I grant myself these special abilities", and have "spells" per day that are actually inventions, always having inexpensive material components.

So he sees plants and goblins wandering up and goes "A-ha! I will take a page from Zhuge Liang!", before spending a full round action building and using a flame thrower on them.
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Post by Prak »

Koumei wrote:So if your class flat out shat diamonds once per day
Lmao. Thanks for that mental image Koumei....
So he sees plants and goblins wandering up and goes "A-ha! I will take a page from Zhuge Liang!", before spending a full round action building and using a flame thrower on them.
take a look at the apothecary class someone else is working on.

this
Last edited by Prak on Wed Dec 09, 2009 8:42 am, edited 1 time in total.
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