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*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Kobold Avenger" data-source="post: 7706627" data-attributes="member: 779"><p>I like this version of the Artificer so far...</p><p></p><p>General:</p><p>-Wondrous Invention, I think there should be a guideline for what types of magic items they get on each level. Also so many things have a "what happens if you lose it" entry, but wondrous item strangely enough doesn't. Also it should have something about what happens if you want to replace something.</p><p></p><p>-Mechanical Servant, I feel there's some cases where an Artificer might want a Modron or a mechanical humanoid. But I guess that would be the subject of another Artificer specialization.</p><p></p><p>Alchemist:</p><p>-From what I'm reading they can produce formula at will, but can only have one out a time?</p><p></p><p>-I feel a couple of other formula options should be there, like Alchemical Frost, Poison Clouds and Flashbang Grenade.</p><p></p><p>Gunsmith:</p><p>-I know the assumed tech level is medieval, but I feel that they should mention that Gunsmiths should get proficiency in all firearms if they exist as common weapons in a campaingn. I'm fine with the 2d6 damage stat, it's the type of damage I'd even give to rifles from the 19th century.</p><p></p><p>-I feel that some of the special attacks could do different elemental damage types, I feel fire damage should happen before 17th level, but it's about the only one other force that a radius explosion should do. Maybe wave should be fire and explosive should be force.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7706627, member: 779"] I like this version of the Artificer so far... General: -Wondrous Invention, I think there should be a guideline for what types of magic items they get on each level. Also so many things have a "what happens if you lose it" entry, but wondrous item strangely enough doesn't. Also it should have something about what happens if you want to replace something. -Mechanical Servant, I feel there's some cases where an Artificer might want a Modron or a mechanical humanoid. But I guess that would be the subject of another Artificer specialization. Alchemist: -From what I'm reading they can produce formula at will, but can only have one out a time? -I feel a couple of other formula options should be there, like Alchemical Frost, Poison Clouds and Flashbang Grenade. Gunsmith: -I know the assumed tech level is medieval, but I feel that they should mention that Gunsmiths should get proficiency in all firearms if they exist as common weapons in a campaingn. I'm fine with the 2d6 damage stat, it's the type of damage I'd even give to rifles from the 19th century. -I feel that some of the special attacks could do different elemental damage types, I feel fire damage should happen before 17th level, but it's about the only one other force that a radius explosion should do. Maybe wave should be fire and explosive should be force. [/QUOTE]
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Unearthed Arcana Introduces The Artifcer
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