Artificers playtest thoughts

Vempyre

Explorer
* Human Artificers - what to do with the extra at0will for the purpose of the playtest?

* Artifice defenses - I think it derogates too much from the way normal defense is calculated. At lvl 1 nobody is ever gonna miss your artifice and at lvl 30 it's going to have defenses about equal to your own. I would propose either 10 + 1/2 lvl or 10 + 1/2 lvl +2 or something similar.

Edit : bleah I somehow didn't see there was a thread on that already even though I was looking for it. Have it merged with the other thread?
 
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Defenses and attacks for monsters scale based on level, not half level. PCs get magic items, feats, and stat bumps to bridge the rest of the distance.
 


At will: Just give 'em a cleric or warlord power of your choice, shifted to Int, Con and (guessing) Cha at need. The balance should be close enough for government work.
 

But we're talkin' player stuff here, not NPC stuff :)
A first level monster has an attack bonus of about 6 against the Artifice's defenses of 5, a 30th level monster has an attack bonus of about 35 against a 30th level Artifice's defense of 34. It may be too low, but it scales perfectly.
 

That is a pretty good fix destil. I was thinking something similar for a multiclass feat. Give one of the skills (probably arcana), and the artificer healing ability. Both leaders multiclass give the healing/inspiring word class ability/power 1/day.
 


For a human, I agree that taking a Cleric or Warlord (likely warlord are more fitting) At-Will and do a minor conversion to match the stats of the Artificer.

Here are some suggestions:

Artificer's Mark -- Artificer Attack 1
You fire at an enemy, marking the target for your allies.
At Will <> Arcane, Force, Weapon
Standard Action -- Ranged
weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and then choose one ally adjacent to either you or the target. This ally applies your Constitution modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.


Control Weapon -- Artificer Attack 1
You use magic to control an ally's weapon.
At Will <> Arcane, Implement, Weapon
Standard Action -- Melee
or [/b]Ranged[/b] weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target.
Hit: Ally’s basic attack damage + your Constitution modifier.
 

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