poopyloop
2022-06-10, 05:19 PM
Hey what's up?
I'm trying to put together a character for an upcoming campaign. I have the basic ideas figured out as far as who they are and the major parts of the background and I was hoping I could come to the community to get some advice on the actual gameplay mechanics of what I'm trying to do.
We are playing in a homebrew world where magic had a hand to play in destroying ancient societies and thus is seen as taboo in a lot of areas. And from what I understand, magic has the potential to be unstable as well. There are also certain locations that have ancient magic floating around and societies that may have secrets to how magic works and the place it had in the past. This part of the campaign setting intrigued me, so I was looking for a character that could use magic to some degree, but wasn't entirely reliant on it, possibly inexperienced and willing to learn more and grow into it. I also wanted to have them be well versed in the knowledge skills and be interested in exploring rough terrain and unusual places. I have the background set to be an archeologist - exploring the ancient ruins and caves where lost magic relics can be found and having knowledge about them that commoners wouldn't have available.
However the class had me a little stumped. But after some self deliberation, I thought Rogue seemed like a very fitting class for someone who is spelunking and exploring, as well as a skill expert. Artificer also struck me as someone who had access to some spells, while not being entirely reliant on them, but it mostly took to me because I could easily flavor the artifacts the character was recovering as the infusions and spells. I love the idea in concept, but I'm having trouble convincing myself this will be an effective character in combat. The plan was Rogue 1->Armor Artificer 5-> Arcane Trickster Rogue X. Along with the homebrew setting there are also homebrew races that have very customizable racial abilities. So any traditional races are basically out, as far as I know.
It seems to work well out of combat to me, but I fear it will be ineffective, or at least boring in combat. What do you guys think? Is it going to be a one trick combat pony? Is there some other combination of classes that would fit my goals better? While the flavor and character aspects are very important to me, and I'm willing to sacrifice some combat potential of the character for them, I still want to have a character that is fun and interesting in combat, and at least somewhat effective. Optimization is not necessary but I would like to optimize within my concept
Quick "criteria" list
-effective in knowledge skills (specifically history and arcana)
-can be effective with or without magic (or at least effective for a small amount of time without magic)
-easy/believable archeologist tie-in/flavor
-has fun or strategic options in combat
Thanks!
I'm trying to put together a character for an upcoming campaign. I have the basic ideas figured out as far as who they are and the major parts of the background and I was hoping I could come to the community to get some advice on the actual gameplay mechanics of what I'm trying to do.
We are playing in a homebrew world where magic had a hand to play in destroying ancient societies and thus is seen as taboo in a lot of areas. And from what I understand, magic has the potential to be unstable as well. There are also certain locations that have ancient magic floating around and societies that may have secrets to how magic works and the place it had in the past. This part of the campaign setting intrigued me, so I was looking for a character that could use magic to some degree, but wasn't entirely reliant on it, possibly inexperienced and willing to learn more and grow into it. I also wanted to have them be well versed in the knowledge skills and be interested in exploring rough terrain and unusual places. I have the background set to be an archeologist - exploring the ancient ruins and caves where lost magic relics can be found and having knowledge about them that commoners wouldn't have available.
However the class had me a little stumped. But after some self deliberation, I thought Rogue seemed like a very fitting class for someone who is spelunking and exploring, as well as a skill expert. Artificer also struck me as someone who had access to some spells, while not being entirely reliant on them, but it mostly took to me because I could easily flavor the artifacts the character was recovering as the infusions and spells. I love the idea in concept, but I'm having trouble convincing myself this will be an effective character in combat. The plan was Rogue 1->Armor Artificer 5-> Arcane Trickster Rogue X. Along with the homebrew setting there are also homebrew races that have very customizable racial abilities. So any traditional races are basically out, as far as I know.
It seems to work well out of combat to me, but I fear it will be ineffective, or at least boring in combat. What do you guys think? Is it going to be a one trick combat pony? Is there some other combination of classes that would fit my goals better? While the flavor and character aspects are very important to me, and I'm willing to sacrifice some combat potential of the character for them, I still want to have a character that is fun and interesting in combat, and at least somewhat effective. Optimization is not necessary but I would like to optimize within my concept
Quick "criteria" list
-effective in knowledge skills (specifically history and arcana)
-can be effective with or without magic (or at least effective for a small amount of time without magic)
-easy/believable archeologist tie-in/flavor
-has fun or strategic options in combat
Thanks!