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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749944" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>That worked because the artificer was only supposed to be used in Eberron. I'm designing with a broader focus in mind, hence the shift away from this. (It's thematically still present with magitechnicians' expenditure of Hit Dice to trigger Prototype faster, but it's missing elsewhere). </p><p> </p><p>Action points, as written, only really interact with d20 rolls (meaning, interestingly, that spellcasters who focus on spells with saving throws or auxiliary effects (including the artificer's buffs) are the only character type not likely to employ them on offense*). I would have preferred if action points were a bit more universal, but more limited (say, 1+half your level instead of 5+half your level, but using them gave you an extra action, similar to the fighter's Action Surge but with absolutely no refresh short of levelling up; to make them all the more dramatic, allow spending two to take an action out of turn), as then they'd be equally usable by everyone.</p><p> </p><p>But this is digressing.</p><p> </p><p> </p><p><strong>*</strong></p><p>[sblock]I play in two 3.5 games set in Eberron, with the same players (two separate parties of five). One of my characters is a shaper, focusing on summoned constructs and other no-attack effects (plopping down walls, countering enemy magic, and so on). It reached the point where I would go <em>entire character levels</em> without spending a single action point, because my primary methods of influencing the world were ones that didn't employ d20s, and my tactics kept me safe enough that AP's defensive uses never came up. I eventually had to take Action Surge as a feat just to have something to spend them on (it's a good match, too, since my primary offense was really slow to set up).</p><p></p><p>[/sblock]</p><p> </p><p> </p><p></p><p>There are no craft checks, which makes this difficult to do. I might tackle an alternative take on dragonmarks once the artificer is finished to a satisfactory degree.</p><p> </p><p> </p><p> </p><p><strong>Revisions made:</strong></p><ul> <li data-xf-list-type="ul">Having Magecraft now lets you complete twice as much work per downtime day engaged in crafting (including magic item creation if you're using that), and the wording on the golemists' Dedicated Wright changed to accommodate this (a Dedicated Wright and a magecraft-using artificer working together can complete projects four times as fast as a normal worker, but this is only available after level 11.). This is only for the character with it - a party of five non-artificers can create up to 25gp in one day of mundane crafting, while a party of four non-artificers and one artificer can create 30gp. A party of <em>five </em>artificers can create 50gp in one day, and since Magecraft is available at level 1 (early enough in the "apprentice" levels) this might have a dramatic impact on campaign manufacturing. (The basic solution assumes that most NPCs aren't artificers, in the same manner that most medical professionals in a hospital aren't MDs (rather, you'll find more RNs and other assorted medical personnel without the title "doctor".). A setting like Eberron would instead have an NPC archetype, the Magewright, which has Magecraft as a class feature the same way the Berserker has the barbarian's Reckless Attack.) </li> </ul><p></p><p>I haven't had a chance to further test the proposed change to Personal Weapon Augmentation yet (a reminder: this would allow it to be activated by spending 1 craft reserve as a bonus action in addition to triggering automatically if you cast Weapon Augmentation on your own weapon; craft resere spent this way recovers on a short rest). I'm quite open to feedback on this topic while I try to clear up enough time to repeat my tests with it.</p><p> </p><p> </p><p> </p><p>Also, in case you're interested, <strong><span style="color: blue"><a href="https://www.dropbox.com/s/782x84459q15wo5/Eberron%20Compilation%20-%20Tempest%20Stormwind.pdf?dl=0" target="_blank">here's my entire in-progress Eberron rules compilation</a></span></strong>, which includes the artificer in fully-formatted style, along with my take on the three released Eberron races, and will soon include dragonmarks. </p><p><strong>Summary</strong></p><p>[sblock]You'll notice there's a dearth of fluff. It's not all that important yet since all of these elements have established fluff from two editions to draw upon, but there's still placeholder text for it.</p><p> </p><p><strong>Warforged</strong></p><ul> <li data-xf-list-type="ul">The race is substantially different from the Unearthed Arcana version. It's strongly based on <a href="http://keith-baker.com/extra-life-hacking-the-warforged/" target="_blank">Keith's hacked warforged stats</a>.</li> <li data-xf-list-type="ul">The race's living construct nature is emphasized and elaborated as simply as I could manage. Amongst other things, it's now clear what type they are. I rather like how this turned out.</li> <li data-xf-list-type="ul">Composite plating is actual integrated armor, not a +1 AC mod. This returns to the 3e style rather than the 4e "hermit crab" approach. They still have very good AC (and a racial Con bonus).</li> <li data-xf-list-type="ul">There are three subraces (soldier, scout, and juggernaut) which each have slightly different composite plating stats (light, medium, and heavy armor), with proficiency requirements that favor martial classes and keep the race separate from the mountain dwarf.<br /> </li> <li data-xf-list-type="ul">A sidebar attaches some fluff to attunement and the (Medium/Heavy) Armor Mastery feats to revive the idea of warforged components and Mithral Body / Adamantine Body. (There's also a proposed Light Armor Mastery feat, which here is fluffed to Mithral Fluidity but has some slight nods to the useful bits of Unarmored Body.)<br /> </li> </ul><p>I haven't implemented it yet, but I think I've found a way to get the benefits of the "hermit crab" style armor without sacrificing the integrated armor's mechanics either - by expanding the idea of "attunement = warforged component", and observing that a character can attune to <em>any</em> magic item, even those that don't actually require it. Namely, if a warforged attunes to a suit of magic armor, it integrates with their composite plating and its stats replace that of the plating until the warforged is no longer attuned to the armor. The logic here is the same as, say, a character in scale mail who has Mage Armor cast on him - you just pick the AC formula you use, and if you pick the magic armor's, you also get its special properties. The trick is just finding an easy, rules-lite way of doing this, since the warforged is already <em>slightly</em> wordier than I'd like. </p><p> </p><p><strong>Changelings</strong></p><ul> <li data-xf-list-type="ul">My take is really similar, since, on balance, I like how they turned out.</li> <li data-xf-list-type="ul">I kept the term "polymorph" since there isn't a better term for what happens, and it mirrors the monster ability Shapeshifting, but now I'm clear that it doesn't change stats <em>at all</em> (including no temporary HP, as there's been some confusion on that point.)</li> <li data-xf-list-type="ul">Shapeshift is no longer limited to humanoids you've seen - you can create new disguise identities again. </li> <li data-xf-list-type="ul">I've added a Natural Linguist ability expanding on their ability to learn languages. It's fairly minor but one of the things I felt they were really missing.</li> </ul><p><strong>Shifter</strong></p><ul> <li data-xf-list-type="ul">Most of the changes here are minor, but they do add up. The core race, pre-subrace, is pretty much unchanged, and I didn't touch Beasthide, Cliffwalk, Longtooth, or Wildhunt.</li> <li data-xf-list-type="ul">I've restored the Dreamsight trait, but I'm not completely sold on its shifting feature.</li> <li data-xf-list-type="ul">Longstride's been slightly altered so it's actually worth considering as a rogue - it not only unlocks a bonus-action Dash, it also cuts your movement costs in half while doing a bonus-action Dash (sort of a reverse Difficult Terrain).</li> <li data-xf-list-type="ul">Razorclaw was adjusted, since the original was only really useful if you were a monk, but monk martial arts made it superfluous. The tweak is simple - you can make the claw attack as a <em>reaction</em> to being hit as well as a bonus action. It's still useful for monks (who get the bigger unarmed strike damage on the bonus-action or reaction attack), while remaining useful for everyone else (since there's very few ways to get reaction attacks).</li> </ul><p><strong>Dragonmarks:</strong></p><ul> <li data-xf-list-type="ul">They're coming. I'm toying around with a background feature substitution for the basic effect, using a feat to reflect Dragonmark Heirs, as hinted above. "Aberrant" is going to be one of the mark choices, with a somewhat more flexible collection of combat spells.</li> <li data-xf-list-type="ul">In terms of which spells are available, I actually like most of the choices from the Unearthed Arcana document. It's not <em>what</em> magic's available, it's <em>how </em>that magic's available that I'm adjusting.</li> </ul><p>I have a few good ideas for the kalashtar as well (they're my favorite of the four unique Eberron races), but like Mearls, I think working on them prior to the release of psionics rules is premature. </p><p> </p><p>Finally, I've included an in-progress sidebar on adapting all of the elements to games other than Eberron. I plan on including full examples of where they might be found in Faerun and Athas once I get a chance to fluff everything.</p><p></p><p>[/sblock]</p><p>I'd like to thank <strong>AlHazred</strong> for bringing the templating for this to my attention. This is what I've been working on with that since.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749944, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] That worked because the artificer was only supposed to be used in Eberron. I'm designing with a broader focus in mind, hence the shift away from this. (It's thematically still present with magitechnicians' expenditure of Hit Dice to trigger Prototype faster, but it's missing elsewhere). Action points, as written, only really interact with d20 rolls (meaning, interestingly, that spellcasters who focus on spells with saving throws or auxiliary effects (including the artificer's buffs) are the only character type not likely to employ them on offense*). I would have preferred if action points were a bit more universal, but more limited (say, 1+half your level instead of 5+half your level, but using them gave you an extra action, similar to the fighter's Action Surge but with absolutely no refresh short of levelling up; to make them all the more dramatic, allow spending two to take an action out of turn), as then they'd be equally usable by everyone. But this is digressing. [b]*[/b] [sblock]I play in two 3.5 games set in Eberron, with the same players (two separate parties of five). One of my characters is a shaper, focusing on summoned constructs and other no-attack effects (plopping down walls, countering enemy magic, and so on). It reached the point where I would go [i]entire character levels[/i] without spending a single action point, because my primary methods of influencing the world were ones that didn't employ d20s, and my tactics kept me safe enough that AP's defensive uses never came up. I eventually had to take Action Surge as a feat just to have something to spend them on (it's a good match, too, since my primary offense was really slow to set up). [/sblock] There are no craft checks, which makes this difficult to do. I might tackle an alternative take on dragonmarks once the artificer is finished to a satisfactory degree. [b]Revisions made:[/b] [LIST][*]Having Magecraft now lets you complete twice as much work per downtime day engaged in crafting (including magic item creation if you're using that), and the wording on the golemists' Dedicated Wright changed to accommodate this (a Dedicated Wright and a magecraft-using artificer working together can complete projects four times as fast as a normal worker, but this is only available after level 11.). This is only for the character with it - a party of five non-artificers can create up to 25gp in one day of mundane crafting, while a party of four non-artificers and one artificer can create 30gp. A party of [i]five [/i]artificers can create 50gp in one day, and since Magecraft is available at level 1 (early enough in the "apprentice" levels) this might have a dramatic impact on campaign manufacturing. (The basic solution assumes that most NPCs aren't artificers, in the same manner that most medical professionals in a hospital aren't MDs (rather, you'll find more RNs and other assorted medical personnel without the title "doctor".). A setting like Eberron would instead have an NPC archetype, the Magewright, which has Magecraft as a class feature the same way the Berserker has the barbarian's Reckless Attack.) [/LIST] I haven't had a chance to further test the proposed change to Personal Weapon Augmentation yet (a reminder: this would allow it to be activated by spending 1 craft reserve as a bonus action in addition to triggering automatically if you cast Weapon Augmentation on your own weapon; craft resere spent this way recovers on a short rest). I'm quite open to feedback on this topic while I try to clear up enough time to repeat my tests with it. Also, in case you're interested, [b][COLOR=blue][URL=https://www.dropbox.com/s/782x84459q15wo5/Eberron%20Compilation%20-%20Tempest%20Stormwind.pdf?dl=0]here's my entire in-progress Eberron rules compilation[/URL][/COLOR][/b], which includes the artificer in fully-formatted style, along with my take on the three released Eberron races, and will soon include dragonmarks. [b]Summary[/b] [sblock]You'll notice there's a dearth of fluff. It's not all that important yet since all of these elements have established fluff from two editions to draw upon, but there's still placeholder text for it. [b]Warforged[/b] [LIST][*]The race is substantially different from the Unearthed Arcana version. It's strongly based on [URL=http://keith-baker.com/extra-life-hacking-the-warforged/]Keith's hacked warforged stats[/URL]. [*]The race's living construct nature is emphasized and elaborated as simply as I could manage. Amongst other things, it's now clear what type they are. I rather like how this turned out. [*]Composite plating is actual integrated armor, not a +1 AC mod. This returns to the 3e style rather than the 4e "hermit crab" approach. They still have very good AC (and a racial Con bonus). [*]There are three subraces (soldier, scout, and juggernaut) which each have slightly different composite plating stats (light, medium, and heavy armor), with proficiency requirements that favor martial classes and keep the race separate from the mountain dwarf. [*]A sidebar attaches some fluff to attunement and the (Medium/Heavy) Armor Mastery feats to revive the idea of warforged components and Mithral Body / Adamantine Body. (There's also a proposed Light Armor Mastery feat, which here is fluffed to Mithral Fluidity but has some slight nods to the useful bits of Unarmored Body.) [/LIST] I haven't implemented it yet, but I think I've found a way to get the benefits of the "hermit crab" style armor without sacrificing the integrated armor's mechanics either - by expanding the idea of "attunement = warforged component", and observing that a character can attune to [i]any[/i] magic item, even those that don't actually require it. Namely, if a warforged attunes to a suit of magic armor, it integrates with their composite plating and its stats replace that of the plating until the warforged is no longer attuned to the armor. The logic here is the same as, say, a character in scale mail who has Mage Armor cast on him - you just pick the AC formula you use, and if you pick the magic armor's, you also get its special properties. The trick is just finding an easy, rules-lite way of doing this, since the warforged is already [i]slightly[/i] wordier than I'd like. [b]Changelings[/b] [LIST][*]My take is really similar, since, on balance, I like how they turned out. [*]I kept the term "polymorph" since there isn't a better term for what happens, and it mirrors the monster ability Shapeshifting, but now I'm clear that it doesn't change stats [i]at all[/i] (including no temporary HP, as there's been some confusion on that point.) [*]Shapeshift is no longer limited to humanoids you've seen - you can create new disguise identities again. [*]I've added a Natural Linguist ability expanding on their ability to learn languages. It's fairly minor but one of the things I felt they were really missing. [/LIST] [b]Shifter[/b] [LIST][*]Most of the changes here are minor, but they do add up. The core race, pre-subrace, is pretty much unchanged, and I didn't touch Beasthide, Cliffwalk, Longtooth, or Wildhunt. [*]I've restored the Dreamsight trait, but I'm not completely sold on its shifting feature. [*]Longstride's been slightly altered so it's actually worth considering as a rogue - it not only unlocks a bonus-action Dash, it also cuts your movement costs in half while doing a bonus-action Dash (sort of a reverse Difficult Terrain). [*]Razorclaw was adjusted, since the original was only really useful if you were a monk, but monk martial arts made it superfluous. The tweak is simple - you can make the claw attack as a [i]reaction[/i] to being hit as well as a bonus action. It's still useful for monks (who get the bigger unarmed strike damage on the bonus-action or reaction attack), while remaining useful for everyone else (since there's very few ways to get reaction attacks). [/LIST] [b]Dragonmarks:[/b] [LIST][*]They're coming. I'm toying around with a background feature substitution for the basic effect, using a feat to reflect Dragonmark Heirs, as hinted above. "Aberrant" is going to be one of the mark choices, with a somewhat more flexible collection of combat spells. [*]In terms of which spells are available, I actually like most of the choices from the Unearthed Arcana document. It's not [i]what[/i] magic's available, it's [i]how [/i]that magic's available that I'm adjusting. [/LIST] I have a few good ideas for the kalashtar as well (they're my favorite of the four unique Eberron races), but like Mearls, I think working on them prior to the release of psionics rules is premature. Finally, I've included an in-progress sidebar on adapting all of the elements to games other than Eberron. I plan on including full examples of where they might be found in Faerun and Athas once I get a chance to fluff everything. [/sblock] I'd like to thank [b]AlHazred[/b] for bringing the templating for this to my attention. This is what I've been working on with that since. [/QUOTE]
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