
Sstrad |

Hello there,
I have this player in my group of heroes who asked me to play a Warforge Artificer in this AP.
My party have just finished the second book, and will start the Broken moon this sunday.
In my party, I have a priest of Desna, a Paladin of Sarenrae (undead scourge), a ranger and a wizard. The wizard spent a lot of feats for being able to create most magical items the party could need.
I must take the responsabilities about the warforge Artificer. I just wanted to please my player, and knew nothing about the artificer and warforge class before hand.
After reading all his immunity and DR, and the possibility of casting wizard and priest spelles ... I decided to give him one level less than the others players. *
At this time, I made another arrangement. I told the warforge player that he could *dispell magical items to use the primal material to create things*. After reading the Artificer class last night, I felt bad.
Now I have the feeling that Artificer and Warforge are really too much, but maybe I am wrong. And I espcially feel that my wizard player is all screwed.
This is a warforge Artificer from Eberron 3.5.
So now, if you have some advices for me to make it more balance ...

darkwarriorkarg |
Ugh... I don't object to artificers at all. I do object to stealing another PC's thunder. (I miss running my Eberron game)
Plus, unless you've done some conversions, the artificer has abilities that are, quite frankly, no longer applicable.
A living construct in an undead heavy game is great to have. That isn't much of an issue. The immunities mean you can send lots of undead and not worry about TPK by energy drain.
Issue #1:
You permitted something you didn't research.
Issue #2:
PC steals the thunder of another PC. If the wizard's concept is item crafter, another PC should not come up with "I do the same, only better". Item crafting is a big sacrifice for a wizard.
Issue #3:
Version conversion. The class and living construct type need revision, as some of the abilities are no longer relevant (item deconstruction, XP salvaging, XP savings) or associated with creature type (resistance to sneak attacks)
I would ask the player to NOT play an artificer, as that would disrupt teh concept of the wizard player. Let him keep the Warforged as is if you want (partial win for the player), but change the concept or ruin the fun of the wizard player.

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You're in a lose/lose situation because you didn't look into it enough before you started. At this point, two books in, whether you let him continue or make him change, you're gonna disappoint someone.
Whenever a player asks me if they can do something unusual, my initial response is always "I'll look into it and let you know."