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*Dungeons & Dragons
Giving the arcane gish an identity.
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<blockquote data-quote="TheOneGargoyle" data-source="post: 8354272" data-attributes="member: 6924207"><p>Hehe yeah, swordmage was hella fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ok, what about this, if we're trying to get something somewhere b/w EK & bladedancer and somewhere in the vicinity of the artificer and/or swordmage, why not see if can't just smoosh together the existing abilities from those 4 and see what we can come up with ?</p><p></p><p>eg: Gish</p><p>HD: d8, Weapons (Simple), Armor (Light), Saves (Con, Int), Tools (None), Skills (2 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception)</p><p>From Swordmage: Arcane Warding at L1 (+1 AC, or +3 if empty hand), maybe something mid-teens level from Swordmage PP ?</p><p>From Battlesmith: Spellcasting as per Artificer at L1 (weapon as focus instead of tools), Battle Ready at L3 (Martial wpns, Int to hit/dmg), Arcane Jolt at L9 (dmg version only), Spell-storing Item (weapon only) at L11</p><p>From EK: Fighting Style at L2, Weapon Bond at L3 (summon weapon, can't be disarmed), Indomitable at L9 (reroll saves)</p><p>From Bladesinger: their version of Extra Attack at L6 (2 atks, sub 1 for a cantrip)</p><p></p><p>Maybe also adapt the Artificer infusions, instead of being item enchants to being self-buffs, a bit like Warlock Invocations. We could call them Enhancements, can only effect yourself (ie can't enchant an item and give it to someone else).</p><p>Examples:</p><p>Enhanced Arcane Focus (+1 spell attacks, ignore half cover w/ spell attacks, +2 at L10)</p><p>Enhanced Defense (+1 AC, +2 at L10)</p><p>Enhanced Weapon (+1 attack and dmg, +2 at L10)</p><p>Awareness (Adv on Initiative, can't be surprised)</p><p>Mind Sharpener (4 charges, succeed failed concentration check, regains 1d4 charges daily)</p><p>Radiant Weapon (pre-req L6, +1 atk & dmg, shed light, 4 charges, spend charge to blind attacker as reaction, regains 1d4 charges daily)</p><p>Repulsion Shield (+1 AC, 4 charges, spend a charge to push an attacker 15' as a reaction to being hit, regains 1d4 charges daily)</p><p>Resistance (resistance to one dmg type)</p><p>Spell Refueling (use action to recover spell slot 3rd level or lower, usable again next day)</p><p></p><p>Would need suitable editing/adjustments to the artificer spell lists too. Remove the healing spells & revify at a minimum. Perhaps add back in the Battle Smith ones.</p><p></p><p>Thoughts ?</p><p></p><p>Edit: In before comments about cherry-picking the best abilities from the strongest classes in the game and combining them all into a super class <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It should be noted that this proposed class has NO Action Surge, Second Wind, Full progression spellcasting, Steel Defender, Extra Attunements, Skill Expertise, Bladesong, Song of Defense, Song of Victory, etc etc</p></blockquote><p></p>
[QUOTE="TheOneGargoyle, post: 8354272, member: 6924207"] Hehe yeah, swordmage was hella fun :) Ok, what about this, if we're trying to get something somewhere b/w EK & bladedancer and somewhere in the vicinity of the artificer and/or swordmage, why not see if can't just smoosh together the existing abilities from those 4 and see what we can come up with ? eg: Gish HD: d8, Weapons (Simple), Armor (Light), Saves (Con, Int), Tools (None), Skills (2 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception) From Swordmage: Arcane Warding at L1 (+1 AC, or +3 if empty hand), maybe something mid-teens level from Swordmage PP ? From Battlesmith: Spellcasting as per Artificer at L1 (weapon as focus instead of tools), Battle Ready at L3 (Martial wpns, Int to hit/dmg), Arcane Jolt at L9 (dmg version only), Spell-storing Item (weapon only) at L11 From EK: Fighting Style at L2, Weapon Bond at L3 (summon weapon, can't be disarmed), Indomitable at L9 (reroll saves) From Bladesinger: their version of Extra Attack at L6 (2 atks, sub 1 for a cantrip) Maybe also adapt the Artificer infusions, instead of being item enchants to being self-buffs, a bit like Warlock Invocations. We could call them Enhancements, can only effect yourself (ie can't enchant an item and give it to someone else). Examples: Enhanced Arcane Focus (+1 spell attacks, ignore half cover w/ spell attacks, +2 at L10) Enhanced Defense (+1 AC, +2 at L10) Enhanced Weapon (+1 attack and dmg, +2 at L10) Awareness (Adv on Initiative, can't be surprised) Mind Sharpener (4 charges, succeed failed concentration check, regains 1d4 charges daily) Radiant Weapon (pre-req L6, +1 atk & dmg, shed light, 4 charges, spend charge to blind attacker as reaction, regains 1d4 charges daily) Repulsion Shield (+1 AC, 4 charges, spend a charge to push an attacker 15' as a reaction to being hit, regains 1d4 charges daily) Resistance (resistance to one dmg type) Spell Refueling (use action to recover spell slot 3rd level or lower, usable again next day) Would need suitable editing/adjustments to the artificer spell lists too. Remove the healing spells & revify at a minimum. Perhaps add back in the Battle Smith ones. Thoughts ? Edit: In before comments about cherry-picking the best abilities from the strongest classes in the game and combining them all into a super class :) It should be noted that this proposed class has NO Action Surge, Second Wind, Full progression spellcasting, Steel Defender, Extra Attunements, Skill Expertise, Bladesong, Song of Defense, Song of Victory, etc etc [/QUOTE]
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