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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749827" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>Yes, all of them are present in the main post. There's a few editing glitches that I'll be smoothing out soon that are reported in the revision log, though (and all the revision logs are bullet lists, so that's easy to find). For example, a couple of the abilities reference the previous level they were available at (Imbue Potions is now a 1st level ability, not a 2nd); the <em>table</em> is correct in this case. I'll try to fix it before the week is out (as I'm taking a vacation and won't have internet access after Thursday). </p><p> </p><p></p><p>Thank you! It'll still take some work, though.</p><p></p><p>That's a thought, but there actually aren't that many with long casting times on their list. It might be worth looking into, though I wouldn't use craft reserve for this (that's entirely for infusing magic into things, not making spells better).</p><p> </p><p>A thought I'm including here will require me looking at resistances, immunities, and vulnerabilities by CR, but it might allow Weapon Augmentation, Armor Augmentation (on a shield), and Elemental Weapon to pick from a wider array of damage types.</p><p></p><p> While a great concept, this would violate Goal 1, since the wright would make the assumption that item creation is going on. However, I think I'll definitely include that in the list of upgrades available at 11th (which already includes an Iron Defender option). </p><p> I like both of them conceptually, but I can't include them by default, since Goal 3 needs it to be as short as possible (I'm still leery about having four subclasses instead of three), and since the former assumes warforged and the latter both requires Cannith thematically and needs plenty of wands; while not a technical Goal 1 violation, I'd rather design the class to be a standalone module. (Plus, wouldn't it be a hoot to have an Eberron-type artificer class that works just as well for Dragonlance tinker gnomes, Forgotten Realms master craftsmen or Lantanese inventors, or so on? The wizard subclass in Unearthed Arcana can come close, but makes assumptions about availability of items and ultimately doesn't feel like an artificer.) We can develop these ideas more once the main class is finished and we've got a sense of how warforged / items in Eberron work, though! </p><p>(FWIW, though, I have kept my interpretation of warforged(x) in mind when I did this. The two are still completely standalone (i.e. there's no warforged-specific bonuses), but they do dovetail together (either as an artificer supporting a warforged, or a warforged artificer).)</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749827, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] Yes, all of them are present in the main post. There's a few editing glitches that I'll be smoothing out soon that are reported in the revision log, though (and all the revision logs are bullet lists, so that's easy to find). For example, a couple of the abilities reference the previous level they were available at (Imbue Potions is now a 1st level ability, not a 2nd); the [i]table[/i] is correct in this case. I'll try to fix it before the week is out (as I'm taking a vacation and won't have internet access after Thursday). Thank you! It'll still take some work, though. That's a thought, but there actually aren't that many with long casting times on their list. It might be worth looking into, though I wouldn't use craft reserve for this (that's entirely for infusing magic into things, not making spells better). A thought I'm including here will require me looking at resistances, immunities, and vulnerabilities by CR, but it might allow Weapon Augmentation, Armor Augmentation (on a shield), and Elemental Weapon to pick from a wider array of damage types. While a great concept, this would violate Goal 1, since the wright would make the assumption that item creation is going on. However, I think I'll definitely include that in the list of upgrades available at 11th (which already includes an Iron Defender option). I like both of them conceptually, but I can't include them by default, since Goal 3 needs it to be as short as possible (I'm still leery about having four subclasses instead of three), and since the former assumes warforged and the latter both requires Cannith thematically and needs plenty of wands; while not a technical Goal 1 violation, I'd rather design the class to be a standalone module. (Plus, wouldn't it be a hoot to have an Eberron-type artificer class that works just as well for Dragonlance tinker gnomes, Forgotten Realms master craftsmen or Lantanese inventors, or so on? The wizard subclass in Unearthed Arcana can come close, but makes assumptions about availability of items and ultimately doesn't feel like an artificer.) We can develop these ideas more once the main class is finished and we've got a sense of how warforged / items in Eberron work, though! (FWIW, though, I have kept my interpretation of warforged(x) in mind when I did this. The two are still completely standalone (i.e. there's no warforged-specific bonuses), but they do dovetail together (either as an artificer supporting a warforged, or a warforged artificer).) [/QUOTE]
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