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[5E] Gunslinger Caster
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<blockquote data-quote="Voice" data-source="post: 7350808" data-attributes="member: 6939829"><p>Ok, on further review of the Artificer/Gunsmith, it is stylistically a near-exact match for the concept. That's great, and grabbing Magical Initiate as the Variant Human feat will give me the familiar I need, along with giving me the option for a couple cantrips for different damage types/effects that will remain useful as I level up.</p><p>Any suggestions from the Wizard list?</p><p></p><p>On the down side, in its current incarnation, it's a bit low on combat options, as there are very few instances when you will be more effective in combat doing something *other* than unleashing Thunder Monger before 9th level. (Even then, unless you've got a lot of minions on the battlefield, TM will probably still be a better option most of the time.) </p><p></p><p>Changes I expect to see between this and the final product:</p><ul> <li data-xf-list-type="ul">Tool Proficiency: Possibly fewer? It feels like a *lot* of tool proficiencies, but there's comparatively little to do with most of them in-game. Unless, maybe, whatever source it is released in includes more rules for tools in-game.</li> <li data-xf-list-type="ul">Arcane Magazine: A hard limit on capacity at any one time. As it is now, the magazine is effectively limitless. 40/day, + 10/short rest means that, unless you regularly have 10+ significant combat encounters per game day with just one or two short rests, you're not going to run out, even if you fire every round.</li> <li data-xf-list-type="ul">Thunder Cannon: Shorter initial range, increasing with level.</li> <li data-xf-list-type="ul">Restrictions on just how often you can throw out later powers. (A 1/2 fireball isn't nearly as powerful as the real deal, but being able to throw it out *every* round of *every* combat to deal with the 'softer' targets? That's different, even at 17th level.)</li> <li data-xf-list-type="ul">Mechanical Servant: Revised into its own specialization and replaced with something else in the Alchemist and Gunsmith specializations.</li> <li data-xf-list-type="ul">Wonderous Inventions: Not sure. If these can be replaced easily, it has just become a money source. If they can't, you have the potential to lose a *lot* of class features if the items get lost or stolen. I'm inclined to try figuring out something to replace this feature altogether. Maybe link them to the player like the Warlock's blade?</li> </ul></blockquote><p></p>
[QUOTE="Voice, post: 7350808, member: 6939829"] Ok, on further review of the Artificer/Gunsmith, it is stylistically a near-exact match for the concept. That's great, and grabbing Magical Initiate as the Variant Human feat will give me the familiar I need, along with giving me the option for a couple cantrips for different damage types/effects that will remain useful as I level up. Any suggestions from the Wizard list? On the down side, in its current incarnation, it's a bit low on combat options, as there are very few instances when you will be more effective in combat doing something *other* than unleashing Thunder Monger before 9th level. (Even then, unless you've got a lot of minions on the battlefield, TM will probably still be a better option most of the time.) Changes I expect to see between this and the final product: [LIST] [*]Tool Proficiency: Possibly fewer? It feels like a *lot* of tool proficiencies, but there's comparatively little to do with most of them in-game. Unless, maybe, whatever source it is released in includes more rules for tools in-game. [*]Arcane Magazine: A hard limit on capacity at any one time. As it is now, the magazine is effectively limitless. 40/day, + 10/short rest means that, unless you regularly have 10+ significant combat encounters per game day with just one or two short rests, you're not going to run out, even if you fire every round. [*]Thunder Cannon: Shorter initial range, increasing with level. [*]Restrictions on just how often you can throw out later powers. (A 1/2 fireball isn't nearly as powerful as the real deal, but being able to throw it out *every* round of *every* combat to deal with the 'softer' targets? That's different, even at 17th level.) [*]Mechanical Servant: Revised into its own specialization and replaced with something else in the Alchemist and Gunsmith specializations. [*]Wonderous Inventions: Not sure. If these can be replaced easily, it has just become a money source. If they can't, you have the potential to lose a *lot* of class features if the items get lost or stolen. I'm inclined to try figuring out something to replace this feature altogether. Maybe link them to the player like the Warlock's blade? [/LIST] [/QUOTE]
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