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Artificer: Alchemist Impressions
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<blockquote data-quote="Umbran" data-source="post: 7857944" data-attributes="member: 177"><p>I am building a Artificer for a game that's going to start tomorrow. I'm building off the UA document for now, and the GM is expecting his Eberron book to show up before game - having seen reviews of the Eberron version, we don't expect many differences that will be apparent at 1st level, and any others are, of course, for the future.</p><p></p><p>The skill choice is a little underwhelming - I'd have preferred a third skill slot. Or, Arcana + 2 slots would also have been reasonable. I know they get a lot of tools, and eventually expertise with those tools, but I expect most of the tools to be mostly irrelevant in play.</p><p></p><p>I think a major part of the class gets hidden in the infusions. If you are playing D&D with lots of magic items anyway, those don't seem like much. If your group is playing with magic items as optional rarities, then those infusions become a whole lot more interesting. We are talking about a character who can be walking around with two magic items at the beginning of 2nd level, or supporting their party handing out those items, with some ability to swap out to make them the most useful at the moment.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7857944, member: 177"] I am building a Artificer for a game that's going to start tomorrow. I'm building off the UA document for now, and the GM is expecting his Eberron book to show up before game - having seen reviews of the Eberron version, we don't expect many differences that will be apparent at 1st level, and any others are, of course, for the future. The skill choice is a little underwhelming - I'd have preferred a third skill slot. Or, Arcana + 2 slots would also have been reasonable. I know they get a lot of tools, and eventually expertise with those tools, but I expect most of the tools to be mostly irrelevant in play. I think a major part of the class gets hidden in the infusions. If you are playing D&D with lots of magic items anyway, those don't seem like much. If your group is playing with magic items as optional rarities, then those infusions become a whole lot more interesting. We are talking about a character who can be walking around with two magic items at the beginning of 2nd level, or supporting their party handing out those items, with some ability to swap out to make them the most useful at the moment. [/QUOTE]
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