Quote from: Elemental_ElfMaybe you should create a few of these items, to show off the differences between each of the 4 styles, which will also give us a better idea of where you are taking the class.
Well, basically what I wanted is what the styles are called. Clanks are constructs, but without any magic powering them. Thus, they are a cheaper but not as long lasting. Firearms are, by and large, gunpowder weapons however this category allows for steam-powered repeating crossbows, and clockwork telescoping polearms and the like. Armor is powered armor, whether steam or clockwork, and objects are, well, engines. Devices for powering stuff that doesn't fall into the other categories.
For example, say you wanted a powered wagon. Your options would be to take a regular wagon, upgrade the axles and wheels to metal to withstand the increased pressure, and build a steam or clockwork engine to power your wagon. Ta-da!, now you don't need horses. Option B is to build a transporter clank. The clank would be more expensive because it would need an AI of sorts; otherwise it would just be an engine with a custom chassis. But it would be the same process for creating, just standard Craft checks with the DCs set by the DM; but I would recommend these DCs:
Weapons
Steam-powered - DC 20
Clockwork - 27
Infused - 35
Armors
Steam-powered - DC 18
Clockwork - DC 24
Infused - DC 30
Engine:
Steam-powered - DC 15
Clockwork - DC 20
Infused - DC 25
Clank:
Steam-powered - DC 24
Clockwork - DC 35
Infused - DC 45
I've been talking about steam-powered and clockwork stuff for a while, here are the differences:
Steam powered is cheaper, heavier, and requires more maintenance. Since this is steampunk, not true steam tech, you can make man-portable steam-powered stuff, but it still requires more stuff (but not as high quality stuff) as clockwork.
Clockwork technology is the way of the future. A well-made clockwork clank will wind itself, never stopping unless you shut it down (this is steampunk, who cares about the First Law of Thermodynamics) and takes up only half the space of steam!
I mentioned Infused tech in the bit about DCs, and I just want to clarify. An Infused item is the epitome of technology, taking on qualities nearing magical in behavior. Only artificers of great level can create Infused item of greater than negligible strength. Items are Infused during creation, and as such an artificer has to proceed with the greatest of caution, hence the higher DC. When retro-fitting an item with an Infusion, you have to make Craft rolls as if crafting from scratch. Simply assume the cost of the original item already made.
I'll probably ax the Infusion from the first 5 levels or so, to justify the fluff I just put up.
Quote from: Gwaihir WindlordQuote from: Vreeg's Coachwhip.Can you provide poor me with a tad of fluff to describe your creation? I do love artificers...
I'll get back to you on that; check back tomorrow or Tuesday.
Sorry, I'm still fleshing out the fluff. It'll come soon enough.