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Artificer: Alchemist Impressions
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<blockquote data-quote="Ashrym" data-source="post: 7858543" data-attributes="member: 6750235"><p>Yeah, the abilities that come with experimental elixirs aren't bad at 3rd level but the random part is annoying, and they don't scale well. It's just basically one, two, or three free potions depending on level. At 9th level they give temporary hit points on top of the original effect. Could be worse but clearly not a show stopper. I like this flavor the best so I'll probably play it as is anyway. </p><p></p><p>The other benefit for the elixirs is the alchemist doesn't have to be the one who uses them, or even present at the time. It's minor but worth a mention.</p><p></p><p>The eldritch cannon is also a once per day item but it lasts an hour or until killed. If mobile it slows the party down to 15' move for it to keep up (another PITA). No extra free cannons with higher level like elixirs. The cannon scales in hit points and adds abilities at higher levels related to the cannon instead.</p><p></p><p>Battlesmiths seem to do better than alchemists or artillerist at 3rd level with the steel defender pet and also the battle ready feature. The pet can be healed with the mending cantrip so unlimited healing as long as it doesn't outright die. And that subclass gets extra attack at 5th level for better damage on a lower damage class.</p><p></p><p></p><p>My first impression is that I love how the fluff is written up for the mechanics. Expertise with tools is decent and INT to start with means good with investigation and thieves' tools. Capstone looks kind of awesome if anyone ever plays that high. Extra magic item attunement is nice. The subclasses each add spells prepped like domains so that's a nice bonus. Some guaranteed magic items is decent and using infusions to have those magic items can flesh out some cracks in what the party needs.</p><p></p><p>A magic using class that has CON save proficiency as part of the class is always good. Starting with medium armor and a shield is a definite plus.</p><p></p><p>The downside is that this is a very general generalist. The it's not full spell progression and the spell list isn't too flashy. The cantrip limits what will be taken because anyone who has a steel defender or homunculus is going to take mending to heal it. That leaves one damage cantrip or one utility cantrip for some time, and given that the 5th level alchemist or artillerist benefit is a bonus to spell damage it's that's going to be the other cantrip at the time.</p><p></p><p>This is clearly a support class.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7858543, member: 6750235"] Yeah, the abilities that come with experimental elixirs aren't bad at 3rd level but the random part is annoying, and they don't scale well. It's just basically one, two, or three free potions depending on level. At 9th level they give temporary hit points on top of the original effect. Could be worse but clearly not a show stopper. I like this flavor the best so I'll probably play it as is anyway. The other benefit for the elixirs is the alchemist doesn't have to be the one who uses them, or even present at the time. It's minor but worth a mention. The eldritch cannon is also a once per day item but it lasts an hour or until killed. If mobile it slows the party down to 15' move for it to keep up (another PITA). No extra free cannons with higher level like elixirs. The cannon scales in hit points and adds abilities at higher levels related to the cannon instead. Battlesmiths seem to do better than alchemists or artillerist at 3rd level with the steel defender pet and also the battle ready feature. The pet can be healed with the mending cantrip so unlimited healing as long as it doesn't outright die. And that subclass gets extra attack at 5th level for better damage on a lower damage class. My first impression is that I love how the fluff is written up for the mechanics. Expertise with tools is decent and INT to start with means good with investigation and thieves' tools. Capstone looks kind of awesome if anyone ever plays that high. Extra magic item attunement is nice. The subclasses each add spells prepped like domains so that's a nice bonus. Some guaranteed magic items is decent and using infusions to have those magic items can flesh out some cracks in what the party needs. A magic using class that has CON save proficiency as part of the class is always good. Starting with medium armor and a shield is a definite plus. The downside is that this is a very general generalist. The it's not full spell progression and the spell list isn't too flashy. The cantrip limits what will be taken because anyone who has a steel defender or homunculus is going to take mending to heal it. That leaves one damage cantrip or one utility cantrip for some time, and given that the 5th level alchemist or artillerist benefit is a bonus to spell damage it's that's going to be the other cantrip at the time. This is clearly a support class. [/QUOTE]
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