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Artificer Rogue?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8022247" data-attributes="member: 6906155"><p>It depends - if you are in a game where magic items are plentiful or can be chosen by the player they make less of a difference. But still, some of them are plenty strong, especially when you compare it to what rogue subclasses get. Rogues are strong core weak subclass types, so there is little room to manoeuvre. If they get half what artificers get they should get half of what rogues get. But the rogues biggest thing is sneak attack and the rules don't let you halve that.</p><p></p><p>In some games even having a magic weapon at level 3 or a bag of holding make a huge difference.</p><p></p><p>Personally I would start with an artificer base class and add rogue abilities. Artificers have more in their subclass so that gives a lot more flexibility.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8022247, member: 6906155"] It depends - if you are in a game where magic items are plentiful or can be chosen by the player they make less of a difference. But still, some of them are plenty strong, especially when you compare it to what rogue subclasses get. Rogues are strong core weak subclass types, so there is little room to manoeuvre. If they get half what artificers get they should get half of what rogues get. But the rogues biggest thing is sneak attack and the rules don't let you halve that. In some games even having a magic weapon at level 3 or a bag of holding make a huge difference. Personally I would start with an artificer base class and add rogue abilities. Artificers have more in their subclass so that gives a lot more flexibility. [/QUOTE]
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