In my first semi-homebrew campaign (using the Sword Coast as a basis), I'm introducing a high level artificer, roughly what would be lvl18 or so for a PC, or similar to an archmage. Right now I'm picturing him like a steam-punk Gnome-version of Tom Bombadil. Also quite a lot of crazy scientist vibes. He doesn't care much about what goes around in the world, but has a keen interest of magic items and such, but won't for any reason leave his tower (which is an old lighthouse heavily remodelled). He will work as a quest giver and perhaps magic item-outlet to some extent.
But, I've never played or used an artificer before, and would like to see if any of you brilliant minds out there has some suggestions for a spell list, contraptions and constructions that could run around his "lair" or other things that could be cool to include to give a sense of wonder. Any good material out there, books, images, suggestions, perhaps even a stat block (even though I sincerely hope that my PC won't fight him. At the moment that will be a TPK)?
Assuming he has a laboratory he should have created something to help him out around the lab. Think along the lines of the spider constructs from skyrim or something similar
He would also have a variety of unfinished and finished weapons just laying around. Maybe a sword with a flamethrower. Depending on if he is super crazy he could try to turn skeletons into undead machines Along with varius scrolls laying around. Like a wizard artificers study so give him random papers to study from. He could also have animals parts laying around for inspiration, Bat wings, triceratops horns. Something to give him inspiration.
Now with the lab out of the way here are some extra ideas for weapons and trinkets
A self heating spoon, A cold sword (Think flametongue but with cold damage), an entire mech, A ring that shoots out swords and armor, A flying cape
Seeing that he is an NPC you are not bound to what a PC can do. You can have multiple creations that work as designed and more that work mostly as designed. Combine a few of the class features and create a whole new thing from your imagination. Take cues from anime, scifi, and books you have read. Almost anything from starwars droid army could work as wholly mechanical, wholly biological or a combination of both. Have things that are plays on words or other puns. I'm thinking the periodic table (a table that morphs into a cupboard or chair and back again), A flying pig, an aquarium with a Jumbo shrimp. Things that caught the NPCs fancy once but are now nearly forgotten. Add and change things with each PC visit.
Have a basement that reminds the PCs of under Sid's bed in Toy Story. Have a room that is filled to the brim like Fibber McGees's closet.
I introduce you to Maurice "Mo" von Shambleshaft, gnomish artificer and craftsman extraordinaire. He and his wife Maureen (an artificer/alchemist) run a shop from a major city (in Eberron it was Sharn) but they also run a circuit of large cities within the nation to broker their wares. They have a small shop that functions much like an Instnat Tower that they can move around with them and set up shop. The shop is FILLED with contraptions to augment his work and odd bits of gear that may or may not be magical. He also has an extensive library on arcana back in the home city that serves as a great place to do research.
Not only is he an exceptional craftsmen, his traveling makes him a good source of information and tasty tidbits that can be used to direct adventures to where they may be needed. His constant work at fashioning magic items means he is always in need of exotic materials.
My players love running into Mo and will intentionally hunt him down to make trades or commision work. Part of it is his squeaky, energetic voice but also his pragmatic look at the world.
Hi,
In my first semi-homebrew campaign (using the Sword Coast as a basis), I'm introducing a high level artificer, roughly what would be lvl18 or so for a PC, or similar to an archmage. Right now I'm picturing him like a steam-punk Gnome-version of Tom Bombadil. Also quite a lot of crazy scientist vibes. He doesn't care much about what goes around in the world, but has a keen interest of magic items and such, but won't for any reason leave his tower (which is an old lighthouse heavily remodelled). He will work as a quest giver and perhaps magic item-outlet to some extent.
But, I've never played or used an artificer before, and would like to see if any of you brilliant minds out there has some suggestions for a spell list, contraptions and constructions that could run around his "lair" or other things that could be cool to include to give a sense of wonder. Any good material out there, books, images, suggestions, perhaps even a stat block (even though I sincerely hope that my PC won't fight him. At the moment that will be a TPK)?
Thanks!
Assuming he has a laboratory he should have created something to help him out around the lab. Think along the lines of the spider constructs from skyrim or something similar
He would also have a variety of unfinished and finished weapons just laying around. Maybe a sword with a flamethrower. Depending on if he is super crazy he could try to turn skeletons into undead machines Along with varius scrolls laying around. Like a wizard artificers study so give him random papers to study from. He could also have animals parts laying around for inspiration, Bat wings, triceratops horns. Something to give him inspiration.
Now with the lab out of the way here are some extra ideas for weapons and trinkets
A self heating spoon, A cold sword (Think flametongue but with cold damage), an entire mech, A ring that shoots out swords and armor, A flying cape
Seeing that he is an NPC you are not bound to what a PC can do. You can have multiple creations that work as designed and more that work mostly as designed. Combine a few of the class features and create a whole new thing from your imagination. Take cues from anime, scifi, and books you have read. Almost anything from starwars droid army could work as wholly mechanical, wholly biological or a combination of both. Have things that are plays on words or other puns. I'm thinking the periodic table (a table that morphs into a cupboard or chair and back again), A flying pig, an aquarium with a Jumbo shrimp. Things that caught the NPCs fancy once but are now nearly forgotten. Add and change things with each PC visit.
Have a basement that reminds the PCs of under Sid's bed in Toy Story. Have a room that is filled to the brim like Fibber McGees's closet.
He will quickly become a player favorite.
I introduce you to Maurice "Mo" von Shambleshaft, gnomish artificer and craftsman extraordinaire. He and his wife Maureen (an artificer/alchemist) run a shop from a major city (in Eberron it was Sharn) but they also run a circuit of large cities within the nation to broker their wares. They have a small shop that functions much like an Instnat Tower that they can move around with them and set up shop. The shop is FILLED with contraptions to augment his work and odd bits of gear that may or may not be magical. He also has an extensive library on arcana back in the home city that serves as a great place to do research.
Not only is he an exceptional craftsmen, his traveling makes him a good source of information and tasty tidbits that can be used to direct adventures to where they may be needed. His constant work at fashioning magic items means he is always in need of exotic materials.
My players love running into Mo and will intentionally hunt him down to make trades or commision work. Part of it is his squeaky, energetic voice but also his pragmatic look at the world.
Hey, these are all great ideas and tips! Thanks!
I feel I've put on a lot of flesh of this character now in my mind. Will post back here when I've actually run him to share what it ended up being