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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749924" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p> Yes. Force is a rare resistance at best, and I didn't want to just give it out. (EDIT: The artificer's specialist anti-construct spells deal Force damage, but that's against a limited target type (realistically, most games will see them used with objects, i.e. repairing vehicles or in demolitions. Generally speaking, Force is nigh-irresistable - I think only Helmed Horrors, Mummy Lords (in some circumstances) and raging bear totem barbarians resist or are immune to it.) </p><p>I'm also uncertain about the psychic and poison damage types, at least offensively. I'm still entering data on resistances, immunities, and vulnerabilities by CR (I've been delayed on doing this because I've been doing intense analysis on the size of the book of schema!), so I can't exactly check against the monsters as rigorously as I want yet. (Generally speaking, Armor Augmentation is used to defend the party against a monster's most dangerous attack, while Weapon Augmentation is used to get around a resistance or immunity or exploit a vulnerability. The artificer casting the latter enjoys a bonus on their own weapons, but that's not shared with the rest of the party - instead, the opportunity cost of using it gets reduced.... except for this one ability, which expands the spectrum on which those spells operate.) I'm open to feedback on this point.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749924, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] Yes. Force is a rare resistance at best, and I didn't want to just give it out. (EDIT: The artificer's specialist anti-construct spells deal Force damage, but that's against a limited target type (realistically, most games will see them used with objects, i.e. repairing vehicles or in demolitions. Generally speaking, Force is nigh-irresistable - I think only Helmed Horrors, Mummy Lords (in some circumstances) and raging bear totem barbarians resist or are immune to it.) I'm also uncertain about the psychic and poison damage types, at least offensively. I'm still entering data on resistances, immunities, and vulnerabilities by CR (I've been delayed on doing this because I've been doing intense analysis on the size of the book of schema!), so I can't exactly check against the monsters as rigorously as I want yet. (Generally speaking, Armor Augmentation is used to defend the party against a monster's most dangerous attack, while Weapon Augmentation is used to get around a resistance or immunity or exploit a vulnerability. The artificer casting the latter enjoys a bonus on their own weapons, but that's not shared with the rest of the party - instead, the opportunity cost of using it gets reduced.... except for this one ability, which expands the spectrum on which those spells operate.) I'm open to feedback on this point. [/QUOTE]
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