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View Full Version : UA Artificer Specialist Mechanist - Making a Construct Character Class



Monomach
August 4th, 2018, 21:30
Does anyone have a data module for this they can share or am I going to have to do this from scratch, creating all the custom skills/feats etc that are required. So far in the campaign I am playing in I have created my construct as an NPC, and email the NPC module to my GM updated as and when we level. I would rather have this automated and am looking for tips on how to do this.

Thanks

Zacchaeus
August 4th, 2018, 22:44
Hi monomach, welcome to FG.

You can create your class in FG, see this video on how to do it. You can also create any feats or whatever else you need and export everything as a module. https://www.fantasygrounds.com/forums/showthread.php?37112-New-Class-Creation-Video

LordEntrails
August 4th, 2018, 22:48
Welcome to the forums.

I'm not familiar with this class. But if it is from UA dated after Feb 9, 2018, then it would be included in this module; https://www.fantasygrounds.com/store/product.php?id=WOTC5EUA (though the very latest might take a week or two to get updated, not sure how long it takes).

If it's not included in that module, but from the UA, that is copyrighted material so no one would be able to share it with you, and you or your DM will have to create it themselves. Zacchaeus has some videos on creating classes, or their is information on the forums/wiki/User Guide if you prefer written formats.

Monomach
August 5th, 2018, 22:21
Thanks for the replies guys. I have the Artificer class, it’s the Construct part I am looking to develop further from being an NPC to make it simpler for my GM.
I don’t know if you are familiar with the version I am speaking of, but the Construct has development options in terms of mechanical/arcane upgrade choices applicable at certain levels. It’s quite frankly a superb piece of work. As an NPC I can simply add additional ‘powers’ to it and am able to activate them straight to the combat tracker for combat from using correct syntax in the skill descriptions. In order to make it a full class of its own will I need to create custom feats/skills/etc ?

Thanks

Zacchaeus
August 5th, 2018, 22:42
I don’t know the class, so I’m shooting in the dark, but an NPC is a lot more limited in the effects that can be created over a PC. Whatever you need can be created as abilities rather than feats or skills although you could create feats and skills if you wanted.

LordEntrails
August 5th, 2018, 22:57
It might be useful if you can point us to the source you are using, if it's not IP restricted/copyrighted. Or at least name the source.

And when you say "NPC" that has a very distinct definition in FG. And I'm not thinking you mean an NPC as FG uses the term. In FG, and NPC is a type of object, it has different variables/attributes/fields than a PC (Character does).

If you mean NPC as some personality that has the same traits as a PC but is not run by a player, then that would just be a "PC" in FG, though it would be "owned" by the GM.

Nickademus
August 6th, 2018, 17:25
I'd assume it is this (https://www.dmsguild.com/product/221941/Mechanist--Specialist-option-for-the-Artificer).

PyroTornado
November 10th, 2018, 03:07
I know what he's talking about. It's this: https://homebrewery.naturalcrit.com/share/SyF1G_gPg
I've been spending the last several days entering the info into my own version of Fantasy grounds. I agree that I would like an easier way to manage the Servant.
There are three chassis options and four build options by default, with the chassis being open to customization for personal preference. While talking with one of my players, he had the idea for an insect-like chassis that was small size and could default spider climb. That being said, the way the subclass is setup, the DM would need to work on the stat block for the Mechanical servant itself, which might take too much creative control from the player. Also, there are at least 12 different combinations of setups just from the first two choices available, and that is not even counting the upgrades.
Someone needs to refine a module that will add this version of the Artificer to the game. I personally believe this is the best iteration of the class out right now.

Zacchaeus
November 10th, 2018, 08:59
Someone needs to refine a module that will add this version of the Artificer to the game. I personally believe this is the best iteration of the class out right now.

This could be you!

And welcome to FG.

Monomach
November 10th, 2018, 09:03
I know what he's talking about. It's this: https://homebrewery.naturalcrit.com/share/SyF1G_gPg
I've been spending the last several days entering the info into my own version of Fantasy grounds. I agree that I would like an easier way to manage the Servant.
There are three chassis options and four build options by default, with the chassis being open to customization for personal preference. While talking with one of my players, he had the idea for an insect-like chassis that was small size and could default spider climb. That being said, the way the subclass is setup, the DM would need to work on the stat block for the Mechanical servant itself, which might take too much creative control from the player. Also, there are at least 12 different combinations of setups just from the first two choices available, and that is not even counting the upgrades.
Someone needs to refine a module that will add this version of the Artificer to the game. I personally believe this is the best iteration of the class out right now.

That link won’t open for me Pyro but sounds like the right one.
I opted to go down the NPC Sheet route for the Construct, then update/email the module to our GM as and when needed. It’s one less job for him to do.

My design is a Beetle (6 legs), Medium Build, Strong Chassis. Crushing Mandibles as weapon, using Grapple rules to perform a pin, ‘Lockjaw’.