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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749817" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>Even in Eberron, most magic items needed specialist training to operate. Eternal Wands could only be operated by arcane spellcasters (including magewrights, which in this case were probably soldiers who learned to cast a spell or two on the battlefield), for instance, and many of the super-easy-to-use items still required a Dragonmark (either for technical concerns (i.e. you can do with a Siberys shard what you can't do through normal spellcraft), or because a House developed it and they've got a monopoly, so widespread use is not a design priority).</p><p> </p><p>Our society has air travel and network security as part of everyday life. I doubt either you or I is a trained pilot or sysadmin. (I've no experience with the former, and just enough with the latter to know it's really freaking hard.)</p><p> </p><p></p><p>Ditto for warlocks and eldritch blast, actually. Or arcane tricksters and mage hand.</p><p> </p><p>The class feature merely enables advanced use of SSI. If you are <em>completely</em> allergic to this ability (for reasons which still elude me - it was easily their signature and best ability in 3.5 short of building permanent items, which doesn't exist in 5th), I might be able to resurrect the magitechnician subclass by splitting up the aspects of Inventor and working in a faster schedule for Salvage Essence. Thus, the core artificer has only one fixed ability (Weapon Augmentation, and the feature that makes their augments on par with warrior weapons or wizard cantrips), and those of us who enjoy building things can become magitechnicians instead of spellforgers ("battlesmiths".)</p><p> </p><p>A preliminary take on this:</p><p>3rd: Inventor - Can use spell reserve to cast Prototype. Can't spend more reserve than your highest level spell slot. Short rest recovery. (This level also adds one rarity step to your Salvage Essence, including Legendary items at level 17.)</p><p>6th: Breakthrough - Can spend a Hit Die to accelerate Prototype.</p><p>11th: Prototype Expertise - Add double proficiency to Arcana checks to activate prototypes. (Possibly without the 4th-level-and-lower restriction.)</p><p>17th: Eternal Genius - A natural 20 when successfully activating a prototype means you don't spend the charge when you activate it. (Between this and the Jumpstart infusion, you can probably eke out quite a few strong spells.)</p><p> </p><p></p><p>You are paying an opportunity cost - namely, you can't predict what you'll find in the world. There may be no spell scrolls for quite some time. If you find one, you might already have the schema. If you find one that you can't copy just yet, the full casters probably can (and the wizard has incentive to copy it if it's a wizard spell, so you're competing unless it's something you can both cast, in which case you can share it by getting the schema first).</p><p> </p><p><strong>Tell me how many spells your last wizard actually had in his spellbook.</strong> I think it'll be far less than "all of them", given the difficulties in buying scrolls.</p><p> </p><p> </p><p> </p><p>EDIT: Revisions made:</p><ul> <li data-xf-list-type="ul">The abilities in question (SSI and augmentation) are worked into infusions.</li> <li data-xf-list-type="ul">References to infusions being different from spells are gone - they're all spells now. They're designed to basically require artificer levels or an artificer on hand if you want to play around with the more advanced ones, but simpler ones (like synchronize) are valid choices for other characters now. A few artificer features enhance these spells further. Any reference otherwise is an editing mistake on my part that I'll fix later.</li> <li data-xf-list-type="ul">Imbue Scroll got a rename into Imbue Arcane Device, following my reasoning here(x).</li> <li data-xf-list-type="ul">The spell list got a slight tweak beyond just including the new infusions. Notably, you start with schema for Detect Magic and Identify (letting you cast them as rituals, assemble arcane devices (spell radar - note that these are not spells that typically change the game if more than one character has them), or prototype them if you need them immediately for some reason) but one fewer chosen schema, and other spells that were adding length to the Infusions feature were removed or tweaked. (There are no rituals on the artificer spell list now.)</li> <li data-xf-list-type="ul">The magitechnician is back, specializing in improving the Prototype (SSI) spell and item creation. Far more the former than the latter.</li> <li data-xf-list-type="ul">I need a new ability at level 14; there's a blank spot in the progression without it, but I'm blanking on what it should be.</li> </ul></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749817, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] Even in Eberron, most magic items needed specialist training to operate. Eternal Wands could only be operated by arcane spellcasters (including magewrights, which in this case were probably soldiers who learned to cast a spell or two on the battlefield), for instance, and many of the super-easy-to-use items still required a Dragonmark (either for technical concerns (i.e. you can do with a Siberys shard what you can't do through normal spellcraft), or because a House developed it and they've got a monopoly, so widespread use is not a design priority). Our society has air travel and network security as part of everyday life. I doubt either you or I is a trained pilot or sysadmin. (I've no experience with the former, and just enough with the latter to know it's really freaking hard.) Ditto for warlocks and eldritch blast, actually. Or arcane tricksters and mage hand. The class feature merely enables advanced use of SSI. If you are [i]completely[/i] allergic to this ability (for reasons which still elude me - it was easily their signature and best ability in 3.5 short of building permanent items, which doesn't exist in 5th), I might be able to resurrect the magitechnician subclass by splitting up the aspects of Inventor and working in a faster schedule for Salvage Essence. Thus, the core artificer has only one fixed ability (Weapon Augmentation, and the feature that makes their augments on par with warrior weapons or wizard cantrips), and those of us who enjoy building things can become magitechnicians instead of spellforgers ("battlesmiths".) A preliminary take on this: 3rd: Inventor - Can use spell reserve to cast Prototype. Can't spend more reserve than your highest level spell slot. Short rest recovery. (This level also adds one rarity step to your Salvage Essence, including Legendary items at level 17.) 6th: Breakthrough - Can spend a Hit Die to accelerate Prototype. 11th: Prototype Expertise - Add double proficiency to Arcana checks to activate prototypes. (Possibly without the 4th-level-and-lower restriction.) 17th: Eternal Genius - A natural 20 when successfully activating a prototype means you don't spend the charge when you activate it. (Between this and the Jumpstart infusion, you can probably eke out quite a few strong spells.) You are paying an opportunity cost - namely, you can't predict what you'll find in the world. There may be no spell scrolls for quite some time. If you find one, you might already have the schema. If you find one that you can't copy just yet, the full casters probably can (and the wizard has incentive to copy it if it's a wizard spell, so you're competing unless it's something you can both cast, in which case you can share it by getting the schema first). [b]Tell me how many spells your last wizard actually had in his spellbook.[/b] I think it'll be far less than "all of them", given the difficulties in buying scrolls. EDIT: Revisions made: [LIST][*]The abilities in question (SSI and augmentation) are worked into infusions. [*]References to infusions being different from spells are gone - they're all spells now. They're designed to basically require artificer levels or an artificer on hand if you want to play around with the more advanced ones, but simpler ones (like synchronize) are valid choices for other characters now. A few artificer features enhance these spells further. Any reference otherwise is an editing mistake on my part that I'll fix later. [*]Imbue Scroll got a rename into Imbue Arcane Device, following my reasoning here(x). [*]The spell list got a slight tweak beyond just including the new infusions. Notably, you start with schema for Detect Magic and Identify (letting you cast them as rituals, assemble arcane devices (spell radar - note that these are not spells that typically change the game if more than one character has them), or prototype them if you need them immediately for some reason) but one fewer chosen schema, and other spells that were adding length to the Infusions feature were removed or tweaked. (There are no rituals on the artificer spell list now.) [*]The magitechnician is back, specializing in improving the Prototype (SSI) spell and item creation. Far more the former than the latter. [*]I need a new ability at level 14; there's a blank spot in the progression without it, but I'm blanking on what it should be. [/LIST] [/QUOTE]
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