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[D&D 3.0-3.5] Is there a class for this?

Herr CaesarHerr Caesar Registered User regular
edited June 2009 in Critical Failures
So there's this character I want to make. It'd be a crafter based class who makes weapons and various doohickeys that resemble magic spells. So instead of learning to cast fireball, he would instead construct a flamethrower. I was directed the Artificer class from Eberron, but they temporarily imbue items with magical powers instead of building the item from scratch; which isn't quite what I'm looking for. So if there's a class that vaguely sounds like what I'm looking for in 3.0 or 3.5 D&D I would be much obliged if you informed me.

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Posts

  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited June 2009
    ......Artificers get all the craft magic item feats. You could do it, hell with the 1st level infusion that lets you make a one charge wand does that with a bit of reflavoring.

    Otherwise, no. You're going to be stuck re"flavoring" an existing class and Artificer is still your best choice for that.

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  • CelerityNovaCelerityNova Registered User regular
    edited June 2009
    +1 for Artificer. You'll need refluffing, but not that much.

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  • Herr CaesarHerr Caesar Registered User regular
    edited June 2009
    I'll look into it with DM today. Thank you very much.

    Herr Caesar on
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  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    edited June 2009
    The non eberron Gnome Artificer PrC from Magic of Faerun is exactly that concept. However, mechanically, the PRC is very limiting on what spells you can make into doohickeys. At its bare mechanics, it allows you to make 50 charge items that can be used by anyone.

    If your GM is open to the idea tho, he may let you open up the spell list.

    cptrugged on
  • CelerityNovaCelerityNova Registered User regular
    edited June 2009
    Well, it is worth noting that while the Artificer is in the Eberron Campaign Setting book, there is absolutely nothing actually tying it to that setting exclusively. Ok, they make lots of magic stuff. There are plenty of worlds where there would be a market for such talent. And that's without counting the adventurers that make or break economies by killing things, taking their stuff, and then buying other stuff. Many of them already have people making stuff, and even specializing in doing so. So a bunch of Wizards and Clerics get replaced with Artificers. That's cool.

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