Artificer
Formerly of House Cannith,
although possibly still a scion of the house.
He will not have the House Dragonmark, which forever nominated him for a
quiet life in the back rooms, designing toys and devices that may never be
built and waiting for special projects to appear that he can attach his name
too.
Family
With both parents and potentially
two siblings manifesting the Dragonmark, he is the unloved third child of a
fairly prominent family. Each of the
others would have the titles of lord and lady, which would have made him quite
jealous.
Education
While fundamentally a Guildsman,
I play with the idea that not everyone teaches guild rhetoric absolutely. With no manifest dragonmark my education was
put into the hands of a prominent, if dissenting tutor who shaped my worldview
with a bias against the ancient War of the Mark, which is House Cannith’s
finest hour! I may have developed a quiet
desire to go to the Aberrant’s Last Stand in Sharn.
Alignment, and Consequently,
Region
I can’t think what alignment I
would want to play besides Lawful Good or Lawful Neutral. This choice is made because I have so little
ability to commit to Evil, whether to push Religious Evil or my own interests
at the expense of all others. I invent
to make life easier for everybody who follows the law and serves the guild, and
consequently my interests. This
association with my interests and the good of the Guild is significant for what
is coming up. By consequence, this
biases me toward the Western Cannith faction.
Dragonmark
It would have been my greatest
dream come true to manifest the Dragonmark of Cannith late in life. When a Dragonmark appeared, jubilation turned
to panic, and dreams to nightmare. It
was an Aberrant Dragonmark. Let’s make
the Dragonmark itself easily hidden. Its bestowed powers could be passive, but
it is infinitely more intense if the Mark bestowed active powers, and then,
could not be controlled easily or even at all.
It is now imperative that this character flee the Guild as quickly and
quietly as possible, lest he lose his place in it. What this story lacks is what I would need to
ask the DM for assistance with.
The Adventure Seed
This character needs something to
quest for. The greatest treasure
possible would be a tool, magic item, or reflecting that he is an artificer, an
infusion or spell that can be researched as an infusion. Spells already exist to change the shape and
look of the Dragonmark, but he needs a spell to control his Aberrant Powers. This target does not need to be real, and
certainly does not need to be easy to find, but should be somewhere dark and
lonely – robbing the guild treasury is not such a great idea.
Adventuring Props
Whatever the powers of the
Aberrant Mark, this character needs another cause to blame for those powers
manifesting. And he is artificer! This works perfectly! He will travel with up to three do-nothing
machines, such as spinner wheels or jack in the boxes. When he senses the Mark acting up, he will
draw the do-nothing machine that first comes to hand and “trigger it,” then
announce to all and sundry that “Sorry! Sorry, no it’s not supposed to do
that. Sorry, experimental!” He’s an artificer, he is known to be playing
around with dangerous infusions, and it is generally known that you cannot do Craft
Wonderous Items safely until 3rd level. These do-nothing machines might leave the
character with a fine for Recklessness, or Disturbing the Peace, but that is
miles away from being Excoriated for being an Aberrant Dragonmark.
Player’s Request to the DM
Although the quest objective is
to restrain and control the Dragonmark, I think I would have more fun in a
campaign that keeps pushing the character to explore and harness the
Dragonmark. The setting includes
numerous foils that can serve admirably to bring that about, such as the heirs
of House Tarkhana.
Possible Other Options
The House Cannith is a great
placement for an artificer, but if the character class was different, other Houses
could be used instead. For example, a
warrior would come from House Deneith, and would have little besides his
weapons and what the Mark gave him. This
seems more limiting, though, so I am not sure I like it. It also loses the “Sorry, Experimental”
excuse, which I thought was mighty clever!
Attitude/ Personality
This character would tend to see
himself as a victim. Rather than
dwelling on “Why is this happening to me?” though, he would focus on his abilities
as an artificer to support his teammates and let them take center stage. He would be if anything more comfortable
working on another party members problems rather than his own, all the while
questing for hidden artifacts or spells that could enable him to return to his
quiet workshop at home without fear of discovery. Most of those spells would come early, but
can always be increased in power, duration, or effect with higher levels.
Adventuring Restrictions
Most PC adventurers are a forgiving
lot, but there are characters which are riskier than others. In general, fellow House Dragonmarks are
likely to be familiar with what Dragonmarks can do, and more dangerously what
they cannot do. Long term adventuring is
likely to give them more opportunities to learn who and what you are, and they
are unlikely to be any friendlier knowing than the family back home. This goes double for House Thurrani
characters, which are likely to set his fears to panic. This is a character who desires very much to
get out of the public sight, and fellow Dragonmark adventurers are likely to
set him off.
Weapon and Combat Choices
Artificers have the ability to
infuse scrolls at first level, potions at second, wondrous items at third, and
weapons and armor only at fourth. Given
the choices, any artificer is likely to seek tools that allow him to make best
use of his scrolls early. I’m already
picturing a character with a dozen scroll tubes in his backpack, a tool for
every occasion. But that could impose
long delays in finding the exact tool he needs in combat. Two scroll tubes on his belt could help a lot,
one on the left and one on the right.
That still doesn’t seem good enough.
Here we go. My artificer would carry a portable lectern,
a clipboard with moldings formed like a crossbow. There can be three (or more) scrolls mounted
to the lectern like window blinds; reloading could take minutes but each scroll
could be deployed and cast within the round, and kept organized for the crunch
time. The lectern itself could serve as
an anchor for infusions, with a small hood that can be infused with light or a
weak spell to repel water.
The only problem with this design
is that it cannot include a crossbow – it cannot be loaded as a crossbow. But a blow gun can be loaded from the
front! Suppose the mouldings housed a blow
gun design with a mouthpiece to blow into.
I like this a lot, as this weapon not only allows the use of scrolls for
big attacks and a blow gun to deliver smaller, more efficient attacks on normal
sized targets.
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