Artificer Trinkets

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Thanks, I don't really know much about any other RPGs. I've only played classic D&D and Heavy Gear so all these ideas where based on those rule sets. Ill keep posting on this thread any time I think of a new idea. Also if your interested. many of my friends tell me I have a knack for creating some nifty story's. So I think I'm going to be writing weekly stories. mostly starting with my current chr "16" so trinket ideas and examples will be all over them.
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Sounds neat! Looking forward to it.
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Emmanuel
Heel Spring Boots:
Want to add an inch to your height? Install specially positioned springs to your boots. I would say that +1 to Jump checks and even +1 to Acrobatic checks when falling could work. The problem is retracting the springs, it wouldn't be automatic so you would have to either ditch the springs or sit and push them back into your soles. Either way, I wouldn't use these unless you were already planning to use them.

You could modify this idea to include variable height lifts inside the shoes (so that they weren't visible outside); by changing the height between the two shoes, you could force yourself to change your walking pattern as well as your height, providing you with a limp perhaps; using this for disguise (I would suggest) would give a +1 or +2 to a disguise check.

Possible Upgrades:
Replace Springs with smoke sticks. Think running away and release the smoke for an easy getaway.

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John
You could modify this idea to include variable height lifts inside the shoes (so that they weren't visible outside); by changing the height between the two shoes, you could force yourself to change your walking pattern as well as your height, providing you with a limp perhaps; using this for disguise (I would suggest) would give a +1 or +2 to a disguise check.

I could also see some other upgrades to the boots like an oil slick (could act like the Grease spell)... And as I type that out, I remember that they did something like that in the Goonies. Woah... flashback!
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I am the DM for his campaign and I approve of this thread...lol

Seriously though, these are pretty nifty ideas. Not sure I metioned it when we talked about your caltrops, but poison would also be a good one...especially sleep.
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I could even see the use of an illusion. As you run away, an image of yourself appears, stops and turns around to challenge your pursuers! It could be an interesting way to buy some time. I don't know if an artificer could make something like that, though.
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Some things I would expect artificers to be able to do rob too much of the limelight from other classes, and so might be unhelpful. One example would be automated lockpicks.

However, if your party are the kind who occasionally might run away from people, particularly in an urban setting, a variation on that theme might be helpful. A little, spring-loaded gadget, you fiddle into a lock, which then releases the tension in its spring, effectively jamming the lock very badly.

Might provide a substantial pick lock penalty for someone attempting to follow you (and the proper key for the door would be absolutely no use at all). Determined and unsubtle people could break the door down, but getting through subtly and quietly would be extremely hard.

Of course, the device is definitely one-shot - unless you're very skilled, and there is some clever way of getting it out again (in which case a successful pick lock against it might undo the trouble).
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I agree with John all the way, but going with your other comment would help in making the artificer limited. most if not all his gadgets that take away from other roles are one time use items. I mean we are talking the med evil ages. You can make the worlds greatest artificer tinker but he's not going to build a fully automatic rifle with m203 attachment and red dot sight. Ok maybe that's a bit excessive but again, with the given tech in this time, any item created would most likely be a one shot wam bam. If you DO happen to make a great over exaggerated item, it must be something that the hero spent a LOT of time on, I'm talking months to years time frame. So all in all, a DM can really allow almost anything a PC can think of as long as the limits are set.

I mean just like in 3.5 where the artificer was overpowered to the greatest b/c he/she could build as many drones as they wanted, in combat he could only really control one at a time.

Oh and also, the caltips mixed with magic is awesome. Oh and final note is this; An artificer can also become a better tinker when his/her skills are combined with other PCs. For example I can created the caltips, but my rouge teammate creates the poison to fill it. for the lock picking, I would go to the same rouge and we would brainstorm on making a gadget for breaking or jamming a lock. Sure an artificer can figure it out alone but asking for advice would speed up the process of creating the item. If not for the rouge, I would have to find a door lock, open it up, study it, and test it. a rouge already being in that field of work would just say "yeah all we need to do is make something thats this big, this long, and has a force of such and such. you get the point
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Door and Chest Opener

A use of gears, ratchets and levers to enhance the strength of an artificer in a specialised situation.

Depending on the available strong metals, you should be able to build some gears and ratchets attached to what amount to jaws. If strong enough, you could use those jaws to prise open locked doors or chests. Naturally, you'd trigger the trap that's on them. (What, not every door is trapped? Pah!)

I'd suggest the artificer could start off making something which could (slowly) exert strength equivalent to 14, and increase the effective strength of the prying jaws over levels. The strength of the character operating the device is utterly irrelevant. This doesn't feel to me unbalancing with other characters, as it is less preferable in many situations than picking any locks. It would apply only to the break DC for opening locked or stuck doors, or chests or similar looking things.

Given the narrow applicability of this, I'd suggest adding a point of strength to the effective strength of the device for each level of artificer building it. It'd probably cost a lot more for materials which could withstand greater than 18 strength; and progressively more as the effective strength exceeds normal human limits.
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