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(3.X D&D/d20) Recruiting: The First (Now OOC)
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<blockquote data-quote="Arkhandus" data-source="post: 4956518" data-attributes="member: 13966"><p><strong>Elidar's Review</strong></p><p></p><p></p><p>Your armor check penalty should be -2.</p><p></p><p></p><p>You don't learn bonus device powers for high Intelligence, just as a sorcerer doesn't get more spells known based on Charisma. So you only have 4 device powers known of 0-level and 2 known of 1st-level. Drop one of each level to fix that.</p><p></p><p>You should also have Sylvan among your set of automatic languages. Technically, Elven is an automatic language for you, but Common is one of your bonus languages for high Intelligence.</p><p></p><p></p><p>Artificer Item isn't a feat, it's a class feature that lets you create items with your device powers. So pick a feat for 1st-level.</p><p></p><p>You should note Weapon Familiarity (Gnome Hooked Hammer), +1 to Illusion spell save DCs, and Spell-Like Abilities (Dancing Lights, Ghost Sound, Prestidigitation, 1/day each, caster level 1st, save DC 11) on the sheet. Also, note the +4 Hide bonus for Small size next to the Small size details.</p><p></p><p></p><p>Appraise is Intelligence-based, so its modifier should be 4 and total should be 6. Profession needs a specific specialty, just like craft skills; apothecary, engineer, or siege engineer would be the most appropriate options. The Alchemy skill is Craft (Alchemy) in 3.5 and should be noted as such. Use Magic Device IS NOT a class skill for you. It will only become one after you reach high levels in the class. Replace those 4 ranks in UMD with something else.</p><p></p><p></p><p>Studded Leather weighs 10 pounds for Small characters. Waterskins weigh 1 pound each for Small characters. Your actual carried load is 34 pounds. Your light load capacity is 43.5 pounds, medium load is 87 pounds, and heavy load is 131.25 pounds (I know that's just nitpicking).</p><p></p><p>The Flare Goggles need to have their second slot noted. Goggles slot + either the belt slot or cloak slot, depending on how they're built (back-mounted mini-generator or belt-mounted battery pack?). Also, why Goggles? Flare zaps a critter with a pulse of bright light to dazzle them, so it's not really something you'd use to enhance your vision. Fine with me if you want it to be a goggle device though, just not sure why that choice was made for it.</p><p></p><p>Elidar's age should be 80 years. Normally the minimum for a young adult gnome is 40 years, but Forest Gnomes are even longer lived, averaging 500 year lifespans, so I'm going to say that each of their age categories lasts twice as long as those of other gnomes, except that their maximum age is still 3d% (3d100) years beyond Venerable.</p><p></p><p></p><p>1. Use Magic Device is not a class skill at low levels; only high-level artificers develop any ability to utilize magic to some degree. Concentration is unnecessary for the artificer.</p><p></p><p>As noted in the book, activating a device is a standard action that does not provoke AoOs, and cannot be interrupted, and anyone can activate it (you can give the devices to allies or trade them away if desired).</p><p></p><p>I didn't want to alter the class' basic traits or first 10 levels. But admittedly, it doesn't make much sense for them to not have Open Locks as a class skill, nor to lack any decent trap-disarming capacity with all their technological expertise. So I *guess* I'll houserule in Open Locks as a class skill for them, and Trapfinding at 1st-level as a class feature like the rogue. Also, since Alchemy is a class skill for the class' 3.0 version (and in 3.0 it's a prestige class for dabblers in the arcane), I'm saying the artificer can use Craft (Alchemy) without being a spellcaster.</p><p></p><p>2a. Each device takes up 1 or 2 slots (your first device and the bonus devices gained later are all 2-slot items, using either the belt or cloak slot and any single other slot). You can use a weapon and shield (or just a two-handed weapon) and still use your devices, but it does take a free hand to activate a device (flipping switches, adjusting dials, cranking gears, pulling triggers, etc.), so a light shield or buckler would not interfere (those leave your hand free enough to handle other objects).</p><p></p><p>Switching between devices that use the same slots would take as much time as changing a piece of clothing; something in the belt slot would probably take a full-round action to remove, for instance, to unbuckle and unstrap and set down, while a cloak slot item (a flamethrower's fuel tank and such for instance) might just be a move action to remove. It'll depend on the individual device and the slots it occupies. Of course this is irrelevant until you accumulate 2 or 3 more devices.</p><p></p><p>2b. Artificer items need to use either the belt or cloak slot as their second slot. A Shocking Grasp Gauntlet would be fine, but cost 10 more GP than the current Flare Goggles and have only 5 charges. You'll be able to acquire materials to create additional items during play, but you'll have to find them or find NPCs who've got them (such as finding an NPC who is mining for metals).</p><p></p><p>2c. Your devices are separate from normal armor and weapons, and don't actually take up a hand (though they need to be triggered by a free hand). You can't have an impact-triggered counterattacking device, nor a weapon that has added effects on impact. The gnome in the Magic of Faerun picture is carrying a Launch Bolt device with many charges (bolts) remaining, essentially similar to a normal crossbow with only minor differences. And wearing goggles of some other device power, probably See Invisibility or Detect Poison, and wearing a harness/gauntlet of what's probably a Bull's Strength device.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4956518, member: 13966"] [b]Elidar's Review[/b] Your armor check penalty should be -2. You don't learn bonus device powers for high Intelligence, just as a sorcerer doesn't get more spells known based on Charisma. So you only have 4 device powers known of 0-level and 2 known of 1st-level. Drop one of each level to fix that. You should also have Sylvan among your set of automatic languages. Technically, Elven is an automatic language for you, but Common is one of your bonus languages for high Intelligence. Artificer Item isn't a feat, it's a class feature that lets you create items with your device powers. So pick a feat for 1st-level. You should note Weapon Familiarity (Gnome Hooked Hammer), +1 to Illusion spell save DCs, and Spell-Like Abilities (Dancing Lights, Ghost Sound, Prestidigitation, 1/day each, caster level 1st, save DC 11) on the sheet. Also, note the +4 Hide bonus for Small size next to the Small size details. Appraise is Intelligence-based, so its modifier should be 4 and total should be 6. Profession needs a specific specialty, just like craft skills; apothecary, engineer, or siege engineer would be the most appropriate options. The Alchemy skill is Craft (Alchemy) in 3.5 and should be noted as such. Use Magic Device IS NOT a class skill for you. It will only become one after you reach high levels in the class. Replace those 4 ranks in UMD with something else. Studded Leather weighs 10 pounds for Small characters. Waterskins weigh 1 pound each for Small characters. Your actual carried load is 34 pounds. Your light load capacity is 43.5 pounds, medium load is 87 pounds, and heavy load is 131.25 pounds (I know that's just nitpicking). The Flare Goggles need to have their second slot noted. Goggles slot + either the belt slot or cloak slot, depending on how they're built (back-mounted mini-generator or belt-mounted battery pack?). Also, why Goggles? Flare zaps a critter with a pulse of bright light to dazzle them, so it's not really something you'd use to enhance your vision. Fine with me if you want it to be a goggle device though, just not sure why that choice was made for it. Elidar's age should be 80 years. Normally the minimum for a young adult gnome is 40 years, but Forest Gnomes are even longer lived, averaging 500 year lifespans, so I'm going to say that each of their age categories lasts twice as long as those of other gnomes, except that their maximum age is still 3d% (3d100) years beyond Venerable. 1. Use Magic Device is not a class skill at low levels; only high-level artificers develop any ability to utilize magic to some degree. Concentration is unnecessary for the artificer. As noted in the book, activating a device is a standard action that does not provoke AoOs, and cannot be interrupted, and anyone can activate it (you can give the devices to allies or trade them away if desired). I didn't want to alter the class' basic traits or first 10 levels. But admittedly, it doesn't make much sense for them to not have Open Locks as a class skill, nor to lack any decent trap-disarming capacity with all their technological expertise. So I *guess* I'll houserule in Open Locks as a class skill for them, and Trapfinding at 1st-level as a class feature like the rogue. Also, since Alchemy is a class skill for the class' 3.0 version (and in 3.0 it's a prestige class for dabblers in the arcane), I'm saying the artificer can use Craft (Alchemy) without being a spellcaster. 2a. Each device takes up 1 or 2 slots (your first device and the bonus devices gained later are all 2-slot items, using either the belt or cloak slot and any single other slot). You can use a weapon and shield (or just a two-handed weapon) and still use your devices, but it does take a free hand to activate a device (flipping switches, adjusting dials, cranking gears, pulling triggers, etc.), so a light shield or buckler would not interfere (those leave your hand free enough to handle other objects). Switching between devices that use the same slots would take as much time as changing a piece of clothing; something in the belt slot would probably take a full-round action to remove, for instance, to unbuckle and unstrap and set down, while a cloak slot item (a flamethrower's fuel tank and such for instance) might just be a move action to remove. It'll depend on the individual device and the slots it occupies. Of course this is irrelevant until you accumulate 2 or 3 more devices. 2b. Artificer items need to use either the belt or cloak slot as their second slot. A Shocking Grasp Gauntlet would be fine, but cost 10 more GP than the current Flare Goggles and have only 5 charges. You'll be able to acquire materials to create additional items during play, but you'll have to find them or find NPCs who've got them (such as finding an NPC who is mining for metals). 2c. Your devices are separate from normal armor and weapons, and don't actually take up a hand (though they need to be triggered by a free hand). You can't have an impact-triggered counterattacking device, nor a weapon that has added effects on impact. The gnome in the Magic of Faerun picture is carrying a Launch Bolt device with many charges (bolts) remaining, essentially similar to a normal crossbow with only minor differences. And wearing goggles of some other device power, probably See Invisibility or Detect Poison, and wearing a harness/gauntlet of what's probably a Bull's Strength device. [/QUOTE]
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