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<blockquote data-quote="Jfdlsjfd" data-source="post: 8342992" data-attributes="member: 42856"><p>Needed for one (damage upgrade from 1d8 to 1d10, then 2d10). The added boost makes it a strong competitor for the armorer subclass IMHO. It also seem (but I didn't run the numbers) to make it more attractive to attack than to cast a booming/green flame blade cantrip, "wasting" the extra attack in the build.</p><p></p><p>The second boost, getting an extra property at level 3, is very strong. Basically you get to use you SAD bonus to attack, with a weapon doing 1d10 base damage that can be either finesse, thrown, or reach. It makes it a very tempting 3-level dip for a rogue (or take a small dip in rogue for a mastermaker] so you can add sneak attack damage (with finesse, as you wouldn't use it ever as a single class mastermaker since your INT bonus is certainly better), thrown is great since you can infuse it with returning weapon (or more exactly, MUST infuse...) and reach is cool too if you're going Sentinel. You're basically fighting with a halberd that allows a shield to go with that. It's definitely strong and frontload the class a lot. At 9th level you get an extra infusion slot and your fist count as a shield, so you free a hand... for dual wielding with a hand axe, maybe, since the mastermaker doesn't have a strong use for his bonus action? It would make him need STR though, but still interesting.</p><p></p><p>All in all, I retract my earlier criticism of KB's artificer being low-powered. This one sounds very good, especially if you're digging the Grendizer reenactment of attacking your literally throwing a rocket punch at your enemies.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8342992, member: 42856"] Needed for one (damage upgrade from 1d8 to 1d10, then 2d10). The added boost makes it a strong competitor for the armorer subclass IMHO. It also seem (but I didn't run the numbers) to make it more attractive to attack than to cast a booming/green flame blade cantrip, "wasting" the extra attack in the build. The second boost, getting an extra property at level 3, is very strong. Basically you get to use you SAD bonus to attack, with a weapon doing 1d10 base damage that can be either finesse, thrown, or reach. It makes it a very tempting 3-level dip for a rogue (or take a small dip in rogue for a mastermaker] so you can add sneak attack damage (with finesse, as you wouldn't use it ever as a single class mastermaker since your INT bonus is certainly better), thrown is great since you can infuse it with returning weapon (or more exactly, MUST infuse...) and reach is cool too if you're going Sentinel. You're basically fighting with a halberd that allows a shield to go with that. It's definitely strong and frontload the class a lot. At 9th level you get an extra infusion slot and your fist count as a shield, so you free a hand... for dual wielding with a hand axe, maybe, since the mastermaker doesn't have a strong use for his bonus action? It would make him need STR though, but still interesting. All in all, I retract my earlier criticism of KB's artificer being low-powered. This one sounds very good, especially if you're digging the Grendizer reenactment of attacking your literally throwing a rocket punch at your enemies. [/QUOTE]
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