It looks like the armorer weapons count as simple weapons so i see no reason you couldn't attach a Ruby of The War Mage to the thunder gauntlets or the lightning launcher (depending on which armor you chose)
It looks like the armorer weapons count as simple weapons so i see no reason you couldn't attach a Ruby of The War Mage to the thunder gauntlets or the lightning launcher (depending on which armor you chose)
Yea... armor, weapons, and foci that cannot be removed except by user action and death and not outright disabled by anything except a DM that lops off an arm (that the armor soon replaces)... sounds VERY powerful to me.
3 levels to get Armorer sounds like one of the best multiclass options given the versatility.
I'm currently in an Eberron campaign at level 3 playing a warforged artificer artillerist and I struggled with some of this conceptualizing spell casting, technically immaterial materials, and racial mechanics a bit. A lot of things in this race/class can be hard to reconcile. You could really complicate things for yourself if you have too rigid of a view point about how the class functions in game rules vs your need for realism.
My character is named Spanner. He was "born" prematurely in the construction process in a clandestine facility about a year after the treaty was signed between the nations of Khorvaire. That's about 3 years after the Mourning. This is a time period in which production of warforged was to be halted in keeping with the treaty. He escaped the facility and wandered for months on end through vast deserts and plains before coming upon civilization in a more forested area, all the while learning what he could about nature and his surroundings. Being incomplete in his construction, he was bare of any external plating like a typical warforged and had a disturbingly humanoid root like musculature mixed with metal including rough facial features giving him a look almost like he had been skinned alive. Because of this and the ignorance of the rural communities he encountered, he was run off and treated like a monster.
After being chased from one town in particular, he noticed some indescribably familiar figures seemingly combing the woods, was in turn noticed and chased. While being pursued through the woods he stumbled across a remote work shop that was home to a curmudgeonly and jaded dwarfish artificer hermit. The hermit, having knowledge of warforged, understood what he was and offered asylum. Over the next 10 or so months the dwarf trained my character in the use of tools, tinkering and magic which I was particularly adept at learning.
The earlier months of existence after escaping the facility are fuzzy and unclear. The only clues to the location of my origin and the reason for my creation and my innate abilities are the khyber dragon shards embedded in the structure of my forearms and a small shard of obsidian that was found lodged in my frame some months after stumbling on the hermit's workshop. After learning of the shard of obsidian the dwarf set me on a journey to Arcanix in Aundair to find someone who could help determine its place of origin. That's a very basic overview that doesn't delve into any of the deeper details that have yet to play out or how that goal has been delayed by the events of the campaign so far.
I had a few considerations to wrap my head around with this given the race, class choices, and background. One being that due to how he has been treated, being pursued by the familiar figures, and his isolation with the hermit, he doesn't like to be in populated areas and prefers to cover himself as much as possible. Typically warforged don't wear clothes but in this case it makes sense for the sake of blending in and obfuscating his unique features. Thing is, clothing is usually worn under armor but warforged literally incorporate armor into their bodies. That gave me some pause as to how to integrate methods of covering myself up. I settled on a long hooded cloak, some cloth wrappings over some of the areas that armor doesn't really cover, gloves and boots, and a face mask all crafted in the time spent in the remote work shop.
When it came to flavoring spell casting and the tool sets I chose to start with (thieves and wood workers) I was able to eventually come up with a blend of ideas depending on the nature of the spell and the tool kit used. Conceptualizing this can be confusing because of the nature of immaterial materials and the wild potential for variety based on your imagination. It kind of became a blend of magical spell casting and tinkering. Some spells utilize small devices made of wood with a mix of magic runes and draconic language carvings in them (part of the back story that hasn't been revealed). Others utilize the lock picks of the thieves tools to access keyholes for small planar spaces. Cantrips essentially are pulled through the minor opening of the key hole itself. 1st level spells and up actually open a small doorway where some of the devices are kept (solidifying the lack of need for the actual materials or devices to be present, though I do keep some on me just for RP).
Here are some examples of what I came up with.
I extend my arm as I whisper in draconic and the tip of my lock pick seems to disappear into a focused point of light in the shape of a key hole. I turn the lock pick and as I pull my hand back a trail of fiery evocation energy is drawn from the key hole forming a firebolt in my hand.
The eldritch cannons are summoned by inserting the picks into the ground, opening a doorway to the small planar space where I draw out the small geometric shell of the cannon. Because of RP and limited materials early in the game I use magic and extend portions of my root like musculature into the shell to bring them to life (kind of an idea stolen from a post I think Keith Baker made about warforged potentially sharing some of their biomass with other warforged to form a sort of family bond in lieu of mating or as a precursor to it) The cannons outer shell then cracks open into a 4 legged turret with 4 upper mandibles all held together by this root like structure. The type of turret is determined by the orientation of the mandibles.
All 4 mandibles forward with a small trickle of flame between them for the flamethrower.
All 4 mandibles spread out to the sides and slightly curled back like a narrow x for the force ballista which fires bolts of purple force energy.
All 4 mandibles in a flat x for the Protector with the knurl of wood that bonds them together raised up in the center and arcing deep blue pulses of energy in waves and lightning out between it and the length of each mandible.
These were particularly hard for me to initially conceptualize where I got the resources from and where I keep them because... you're supposed to have potentially 3 of these shells worth of material on hand when they can be as big as 2 1/2' x 2 1/2' if you make them small, just in case you use every 1st level spell for the day to make turrets? Very confusing stuff. Just explain it away somehow.
For detect magic I fiddle with two overlapped rings of wood with runes carved in them, joined at the edge by a rivet. I spend time reading the runes to charge the device, place my hands in a circle around the rings and twist to rotate them out so the two circles are now side by side. Energy fills the space in the circles and I place the device in my hands over my eyes like I'm doing mock binoculars. When I remove my hands the rings remain over my eyes. Basically it's a magical floating ocular hud.
Once you get over some of the less obvious ideas about how to circumvent the RP aspects of having these things prepared and available, you realize that you are only really limited by your own imagination. That can be both the best and worst thing in my opinion. I plan on rewriting and revising the way I access these spells and abilities as I purchase and gain access to other tools like Tinkers tools or especially at level 5 when I start utilizing my own enhanced focus and arcane firearm. It can be a continually creative and evolving thing based off circumstance and RP.
Others utilize the lock picks of the thieves tools to access keyholes for small planar spaces. Cantrips essentially are pulled through the minor opening of the key hole itself. 1st level spells and up actually open a small doorway where some of the devices are kept (solidifying the lack of need for the actual materials or devices to be present, though I do keep some on me just for RP).
Here are some examples of what I came up with.
I extend my arm as I whisper in draconic and the tip of my lock pick seems to disappear into a focused point of light in the shape of a key hole. I turn the lock pick and as I pull my hand back a trail of fiery evocation energy is drawn from the key hole forming a firebolt in my hand.
I really like this example and I believe it is the only one that has actually explained the usage of thieves' tools.
Excellent idea and thank you for taking the time to share.
I just made an armorer artificer for PbP campaign. He casts his spells by making small modifications to his armor, allowing it to become electrified (shocking grasp), release a thunderous explosion (thunderwave), or scan magical items (identify).
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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So I did some more independent research and found the items you mentioned.
That leads to my next question about a potential meta...
Infusion: Magic Armor -> Arcane Armor
Infusion: Ruby of the War Mage -> Arcane Armor weapon
There is nothing really preventing that, right? You would be combining two items within RAW?
It looks like the armorer weapons count as simple weapons so i see no reason you couldn't attach a Ruby of The War Mage to the thunder gauntlets or the lightning launcher (depending on which armor you chose)
Yea... armor, weapons, and foci that cannot be removed except by user action and death and not outright disabled by anything except a DM that lops off an arm (that the armor soon replaces)... sounds VERY powerful to me.
3 levels to get Armorer sounds like one of the best multiclass options given the versatility.
I'm currently in an Eberron campaign at level 3 playing a warforged artificer artillerist and I struggled with some of this conceptualizing spell casting, technically immaterial materials, and racial mechanics a bit. A lot of things in this race/class can be hard to reconcile. You could really complicate things for yourself if you have too rigid of a view point about how the class functions in game rules vs your need for realism.
My character is named Spanner. He was "born" prematurely in the construction process in a clandestine facility about a year after the treaty was signed between the nations of Khorvaire. That's about 3 years after the Mourning. This is a time period in which production of warforged was to be halted in keeping with the treaty. He escaped the facility and wandered for months on end through vast deserts and plains before coming upon civilization in a more forested area, all the while learning what he could about nature and his surroundings. Being incomplete in his construction, he was bare of any external plating like a typical warforged and had a disturbingly humanoid root like musculature mixed with metal including rough facial features giving him a look almost like he had been skinned alive. Because of this and the ignorance of the rural communities he encountered, he was run off and treated like a monster.
After being chased from one town in particular, he noticed some indescribably familiar figures seemingly combing the woods, was in turn noticed and chased. While being pursued through the woods he stumbled across a remote work shop that was home to a curmudgeonly and jaded dwarfish artificer hermit. The hermit, having knowledge of warforged, understood what he was and offered asylum. Over the next 10 or so months the dwarf trained my character in the use of tools, tinkering and magic which I was particularly adept at learning.
The earlier months of existence after escaping the facility are fuzzy and unclear. The only clues to the location of my origin and the reason for my creation and my innate abilities are the khyber dragon shards embedded in the structure of my forearms and a small shard of obsidian that was found lodged in my frame some months after stumbling on the hermit's workshop. After learning of the shard of obsidian the dwarf set me on a journey to Arcanix in Aundair to find someone who could help determine its place of origin. That's a very basic overview that doesn't delve into any of the deeper details that have yet to play out or how that goal has been delayed by the events of the campaign so far.
I had a few considerations to wrap my head around with this given the race, class choices, and background. One being that due to how he has been treated, being pursued by the familiar figures, and his isolation with the hermit, he doesn't like to be in populated areas and prefers to cover himself as much as possible. Typically warforged don't wear clothes but in this case it makes sense for the sake of blending in and obfuscating his unique features. Thing is, clothing is usually worn under armor but warforged literally incorporate armor into their bodies. That gave me some pause as to how to integrate methods of covering myself up. I settled on a long hooded cloak, some cloth wrappings over some of the areas that armor doesn't really cover, gloves and boots, and a face mask all crafted in the time spent in the remote work shop.
When it came to flavoring spell casting and the tool sets I chose to start with (thieves and wood workers) I was able to eventually come up with a blend of ideas depending on the nature of the spell and the tool kit used. Conceptualizing this can be confusing because of the nature of immaterial materials and the wild potential for variety based on your imagination. It kind of became a blend of magical spell casting and tinkering. Some spells utilize small devices made of wood with a mix of magic runes and draconic language carvings in them (part of the back story that hasn't been revealed). Others utilize the lock picks of the thieves tools to access keyholes for small planar spaces. Cantrips essentially are pulled through the minor opening of the key hole itself. 1st level spells and up actually open a small doorway where some of the devices are kept (solidifying the lack of need for the actual materials or devices to be present, though I do keep some on me just for RP).
Here are some examples of what I came up with.
I extend my arm as I whisper in draconic and the tip of my lock pick seems to disappear into a focused point of light in the shape of a key hole. I turn the lock pick and as I pull my hand back a trail of fiery evocation energy is drawn from the key hole forming a firebolt in my hand.
The eldritch cannons are summoned by inserting the picks into the ground, opening a doorway to the small planar space where I draw out the small geometric shell of the cannon. Because of RP and limited materials early in the game I use magic and extend portions of my root like musculature into the shell to bring them to life (kind of an idea stolen from a post I think Keith Baker made about warforged potentially sharing some of their biomass with other warforged to form a sort of family bond in lieu of mating or as a precursor to it) The cannons outer shell then cracks open into a 4 legged turret with 4 upper mandibles all held together by this root like structure. The type of turret is determined by the orientation of the mandibles.
All 4 mandibles forward with a small trickle of flame between them for the flamethrower.
All 4 mandibles spread out to the sides and slightly curled back like a narrow x for the force ballista which fires bolts of purple force energy.
All 4 mandibles in a flat x for the Protector with the knurl of wood that bonds them together raised up in the center and arcing deep blue pulses of energy in waves and lightning out between it and the length of each mandible.
These were particularly hard for me to initially conceptualize where I got the resources from and where I keep them because... you're supposed to have potentially 3 of these shells worth of material on hand when they can be as big as 2 1/2' x 2 1/2' if you make them small, just in case you use every 1st level spell for the day to make turrets? Very confusing stuff. Just explain it away somehow.
For detect magic I fiddle with two overlapped rings of wood with runes carved in them, joined at the edge by a rivet. I spend time reading the runes to charge the device, place my hands in a circle around the rings and twist to rotate them out so the two circles are now side by side. Energy fills the space in the circles and I place the device in my hands over my eyes like I'm doing mock binoculars. When I remove my hands the rings remain over my eyes. Basically it's a magical floating ocular hud.
Once you get over some of the less obvious ideas about how to circumvent the RP aspects of having these things prepared and available, you realize that you are only really limited by your own imagination. That can be both the best and worst thing in my opinion. I plan on rewriting and revising the way I access these spells and abilities as I purchase and gain access to other tools like Tinkers tools or especially at level 5 when I start utilizing my own enhanced focus and arcane firearm. It can be a continually creative and evolving thing based off circumstance and RP.
I really like this example and I believe it is the only one that has actually explained the usage of thieves' tools.
Excellent idea and thank you for taking the time to share.
I just made an armorer artificer for PbP campaign. He casts his spells by making small modifications to his armor, allowing it to become electrified (shocking grasp), release a thunderous explosion (thunderwave), or scan magical items (identify).
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.