Hi
Thinking about implementing a new class in Quickband and hoping for suggestions.
The class would be called the Artificer and would be a weak warrior with a selection of spells (*) that boost their equipment. They would be able to enchant and brand equipment, recharge devices, and create a selection of basic jewelery (=RFire, etc). Maybe to copy a scroll (duplicate an ? in inventory).
Dwarven Artificers would be able to make dwarven armor, Elven artificers would be able to make armor of Elvenkind. Possibly any class would be able to make DSM after killing an appropriately colored and sized dragon...?
They'd also get utility spells - no healing, haste, damage-causing spells or monster detection - but various forms of ID and Remove Curse, Detect Objects, perhaps some more novel stuff like a temporary disenchantment resist or a Rapid Deconstruction spell that does 999 damage to golems.
I see the class as strong around CL10-15 with early access to elemental brands, resists, and good AC. Quite weak in the endgame, though unlimited access to branded ammo would help.
There would have to be measures to stop them from making items and selling them to shops to get unlimited gold - I figure I can stick an X% discount on all items they modify, and I also wondered about giving them a limited supply of 'construction points', earnt when they gain XP - the higher Int, the more CPs gained.
Thoughts?
A.
(*) I originally felt they should not have spells, rather abilities that are usable in town only - perhaps in a new 'smithy' building - but of course that's no good for ironman.
Thinking about implementing a new class in Quickband and hoping for suggestions.
The class would be called the Artificer and would be a weak warrior with a selection of spells (*) that boost their equipment. They would be able to enchant and brand equipment, recharge devices, and create a selection of basic jewelery (=RFire, etc). Maybe to copy a scroll (duplicate an ? in inventory).
Dwarven Artificers would be able to make dwarven armor, Elven artificers would be able to make armor of Elvenkind. Possibly any class would be able to make DSM after killing an appropriately colored and sized dragon...?
They'd also get utility spells - no healing, haste, damage-causing spells or monster detection - but various forms of ID and Remove Curse, Detect Objects, perhaps some more novel stuff like a temporary disenchantment resist or a Rapid Deconstruction spell that does 999 damage to golems.
I see the class as strong around CL10-15 with early access to elemental brands, resists, and good AC. Quite weak in the endgame, though unlimited access to branded ammo would help.
There would have to be measures to stop them from making items and selling them to shops to get unlimited gold - I figure I can stick an X% discount on all items they modify, and I also wondered about giving them a limited supply of 'construction points', earnt when they gain XP - the higher Int, the more CPs gained.
Thoughts?
A.
(*) I originally felt they should not have spells, rather abilities that are usable in town only - perhaps in a new 'smithy' building - but of course that's no good for ironman.
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