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Dragon 365 - Artificer
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<blockquote data-quote="Saurdaux" data-source="post: 4359429" data-attributes="member: 58389"><p><strong>Alternate Implement</strong></p><p></p><p>Regarding the three hands problem, I'd like to see them use the artifices as their implement. Give them a few categories to specialize in like how a wizard can choose wand, orb, or staff. Maybe <strong>trap</strong>,<strong> device</strong>, and <strong>construct</strong>. Within each category, you could make any number of different kinds that have differing uses, but roughly equal potency. A trap might add an ongoing effect, a device could enhance the range or potency of an ability, and a construct could add an extra attack in addition to serving as the delivery mechanism for a spell.</p><p></p><p>Using Spike Wire as an example, you could use it with a bear trap that adds an additional slow effect, a launching device which gives it an increased area of effect, or a ram construct which makes a little charge attack on one target while affecting the area with the wire.</p><p></p><p>An Artificer could carry a number of different gadgets for different circumstances, providing a versatile bag of tricks. To balance it out, there could be a limit on how many they could carry, with some of the more potent artifices expending upon use (power drains, explodes, etc.), while others are permanent but less powerful.</p></blockquote><p></p>
[QUOTE="Saurdaux, post: 4359429, member: 58389"] [b]Alternate Implement[/b] Regarding the three hands problem, I'd like to see them use the artifices as their implement. Give them a few categories to specialize in like how a wizard can choose wand, orb, or staff. Maybe [B]trap[/B],[B] device[/B], and [B]construct[/B]. Within each category, you could make any number of different kinds that have differing uses, but roughly equal potency. A trap might add an ongoing effect, a device could enhance the range or potency of an ability, and a construct could add an extra attack in addition to serving as the delivery mechanism for a spell. Using Spike Wire as an example, you could use it with a bear trap that adds an additional slow effect, a launching device which gives it an increased area of effect, or a ram construct which makes a little charge attack on one target while affecting the area with the wire. An Artificer could carry a number of different gadgets for different circumstances, providing a versatile bag of tricks. To balance it out, there could be a limit on how many they could carry, with some of the more potent artifices expending upon use (power drains, explodes, etc.), while others are permanent but less powerful. [/QUOTE]
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