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General Tabletop Discussion
*Dungeons & Dragons
Giving the arcane gish an identity.
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<blockquote data-quote="Tinker-TDC" data-source="post: 8326590" data-attributes="member: 6802653"><p>I think taking the base chassis, customizing the spell list, and then using the subclasses for combat styles (a sword and board, great weapons, dual-wielder, and arcane archer probably to start, adding in different armor methods like an unarmored defense for the Jedi type or a heavy armor proficiency for the Elder Scrolls type) would mostly be able to get things across. I might even say give it custom cantrips that work in concert with multiattack for imbuing spells, though that's probably better as a class ability. </p><p></p><p>Looking at the Artificer Infusions it seems like a lot of things that they do are just cool things that a magical swordsman could do using their supernatural skill. Upside is you don't need an item, downside is you can only use on self, not an ally. Examples:</p><p>Armor that replaces limbs.</p><p>Increased speed.</p><p>Increased Strength.</p><p>Bonus action Teleportation.</p><p>Bonus to spell attack rolls.</p><p>Ability to ignore cover.</p><p>Bonus to weapon attack rolls. </p><p>Bonus to AC.</p><p>Advantage on Initiative.</p><p>Cannot be surprised.</p><p>Increased CON.</p><p>Weapon produces light.</p><p>You have a friendly homonculus.</p><p>Ignore the loading property.</p><p>Weapon creates its own magical ammunition.</p><p>Shield pushes back enemies.</p><p>Resistance to a damage type.</p><p>A thrown weapon returns to your hand after being thrown.</p><p></p><p>Looks like a bunch of cool magic warrior stuff to me as long as it's decoupled from being based on having a magic item.</p></blockquote><p></p>
[QUOTE="Tinker-TDC, post: 8326590, member: 6802653"] I think taking the base chassis, customizing the spell list, and then using the subclasses for combat styles (a sword and board, great weapons, dual-wielder, and arcane archer probably to start, adding in different armor methods like an unarmored defense for the Jedi type or a heavy armor proficiency for the Elder Scrolls type) would mostly be able to get things across. I might even say give it custom cantrips that work in concert with multiattack for imbuing spells, though that's probably better as a class ability. Looking at the Artificer Infusions it seems like a lot of things that they do are just cool things that a magical swordsman could do using their supernatural skill. Upside is you don't need an item, downside is you can only use on self, not an ally. Examples: Armor that replaces limbs. Increased speed. Increased Strength. Bonus action Teleportation. Bonus to spell attack rolls. Ability to ignore cover. Bonus to weapon attack rolls. Bonus to AC. Advantage on Initiative. Cannot be surprised. Increased CON. Weapon produces light. You have a friendly homonculus. Ignore the loading property. Weapon creates its own magical ammunition. Shield pushes back enemies. Resistance to a damage type. A thrown weapon returns to your hand after being thrown. Looks like a bunch of cool magic warrior stuff to me as long as it's decoupled from being based on having a magic item. [/QUOTE]
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Giving the arcane gish an identity.
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