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How is Artificer Balanced?
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<blockquote data-quote="Todd Roybark" data-source="post: 8026734" data-attributes="member: 6920677"><p>A tiny sized magical object can easily be considered to be within the weight capacity of the Mage Hand cantrip. My group has used that to pass the baton, as it were. Typically to play “keep away” if enemy spell casters get close to the Protector Cannon.</p><p></p><p>Also,Tenser’s Floating Disk is <em>tailor</em> made to go with an Arcane Cannon.</p><p></p><p>It’s nice, but not game breaking. My experience of the Temp HP machine sounds similar to yours. The turret is limited by the fact that is is <em>always</em> fire. Sometimes you don’t need a cone effect, spammed ad nauseam.</p><p></p><p>If you <em>do indeed</em> need a constant cone effect, Dragon’s Breath is better.<img class="smilie smilie--emoji" alt="🐉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f409.png" title="Dragon :dragon:" data-shortname=":dragon:" loading="lazy" width="64" height="64" /></p><p></p><p>In addition to the Artillerist, there is a Diviner, and a Sorcerer with Careful Metamagic, in the group. Often times the Wizard just wants to expend a spell slot, for a future Arcane Recovery, or the Sorcerer is just the better caster for a similar effect.</p><p></p><p></p><p></p><p>That is what I thought, but we are 6th level, and the effect is still quite noticeable. A character with a Ring of Fire Resistance can fail their Saving Throw against an 24 point Fireball and walk out with 4 hp of damage due to the 8 Temp HP they have.</p><p></p><p>I play a Psi Knight in the game, and that subclass’ paltry damage reduction power is greatly magnified by everyone having Temp HP. I can only imagine what the combo of a 6th level Ancestral Barb and Protector Arcane Cannon would play like.</p><p></p><p>The only downside to making a tiny walking canon is, if you play with jerks like myself and friends we are going to call the canon this:</p><p>[MEDIA=youtube]mIUk08iYZKE[/MEDIA]</p></blockquote><p></p>
[QUOTE="Todd Roybark, post: 8026734, member: 6920677"] A tiny sized magical object can easily be considered to be within the weight capacity of the Mage Hand cantrip. My group has used that to pass the baton, as it were. Typically to play “keep away” if enemy spell casters get close to the Protector Cannon. Also,Tenser’s Floating Disk is [I]tailor[/I] made to go with an Arcane Cannon. It’s nice, but not game breaking. My experience of the Temp HP machine sounds similar to yours. The turret is limited by the fact that is is [I]always[/I] fire. Sometimes you don’t need a cone effect, spammed ad nauseam. If you [I]do indeed[/I] need a constant cone effect, Dragon’s Breath is better.🐉 In addition to the Artillerist, there is a Diviner, and a Sorcerer with Careful Metamagic, in the group. Often times the Wizard just wants to expend a spell slot, for a future Arcane Recovery, or the Sorcerer is just the better caster for a similar effect. That is what I thought, but we are 6th level, and the effect is still quite noticeable. A character with a Ring of Fire Resistance can fail their Saving Throw against an 24 point Fireball and walk out with 4 hp of damage due to the 8 Temp HP they have. I play a Psi Knight in the game, and that subclass’ paltry damage reduction power is greatly magnified by everyone having Temp HP. I can only imagine what the combo of a 6th level Ancestral Barb and Protector Arcane Cannon would play like. The only downside to making a tiny walking canon is, if you play with jerks like myself and friends we are going to call the canon this: [MEDIA=youtube]mIUk08iYZKE[/MEDIA] [/QUOTE]
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