Faolyn
(she/her)
It looks as though you only have to spend the gold if you make a new invention, because "you are able to repair them with whatever is on hand." It'd be nice to have it cleared up, though.i'd also like to ask: do you pay the gold price every time you prepare your inventions, or only when you prepare a different spell, or only when you gain another spell to prepare? i ask because the last line before explaining the fizzle die is says you reintegrate them into new inventions.
I missed that. Thanks for pointing it out.you create the curare through your tactical chemistry feature, which at this level lets you add your intelligence to the save. that takes the save DC from 13 to 16-18, depending on your intelligence (if your 9th level artificer has less then 16 int at this point, don't even talk to me honestly), which is a lot better.
Agreed. Now that I'm thinking about it, I think that being the inventor of something should up your prestige rating a bit, or give you a bonus on Charisma checks made against people who use it. Something like that. (This also makes me want to have a new follower type: salesperson, who goes forth and earns money for you by hawking your wares.)my only problem with the marvel of innovation feature is that, aside from being able to create more valuable trade goods, this doesn't really do anything. it's basically just "you can make more money during downtime", which is...nice, i guess, but odd for an adventurer.
I was thinking that but forgot to write it. It should be 4 items at level 10 or so, and then 5 at 14.also, technological attunement is a crazy jump. you go from being able to attune to 3 items straight to 5 at level 14 (and you never get a 6th like in o5e, which is fine, but i like the idea of high level artificers just going "haha, attunement items go brr"). like, wow, yeah, level 14's a good spot for 5 items to attune to, but the jump gives me whiplash. getting a 4th earlier on (say, at level 10 with trinket master) would make this less jarring.
Also agreed. Although I think that this Laboratory should be a type of stronghold and something different should be used as the 20th-level ability. I'm not sure what. Maybe a philosophers' stone or a wish-generating engine or something like that?and laboratory of the master honestly feels like several class features mashed into one that all come online too late to really be of any use. like yeah, okay, a laboratory stronghold for my artificer is nice, but am i really going to play long enough after i hit level 20 for any of this stuff to actually matter? i think this should have been spread across a few levels (maybe level 14 for the expertise and followers, 17 for the grade 4 stuff, 20 for the grade 6 stuff? although just being able to get inspiration on a long rest for the 20th level ability might be underwhelming) so that the player could actually have time to really play with this stronghold.
I imagine they felt it would be OP if the engineer had a pet and all of their spells, particularly since with luck, they may never lose their "spell slot" by rolling a 1 on the Fizzle Die. I don't think it would be OP, though, and it would probably be better if they just said a pet could have a certain number of modifications at a time depending on your level or maybe equal to half your PB. (Although that said, the Grafted Spell Invention should take up an invention.)i don't know why this takes a regular class resource anyways. the bombardier doesn't do this - why do the engineer and stitcher do it? but if we are going to be giving up class resources for these modifications, i don't think it should be your spells.
I've noticed that people tend to have one of two different reactions when it comes to pet archetypes: They either love sending pets into battle for them, or they hate that everything about the archetype is based around the pet and the PC has nothing to do themselves (in combat, at least). Sadly, by giving up inventions to modify the pets, this makes these two archetypes having little to do in combat.
I imagine this is more along the lines of, you've killed a dragon or giant because you're an adventurer, so know you can use their parts. Now I'm wondering if this is why Stitchers get gentle repose--to keep those parts fresh for longer.also, advanced grafting sucks really bad. i can kind of understand making the engineer's advanced modifications take an extra invention (even if i think it should be taking infusions instead), but you're going to make the stitcher not only need to give up an extra invention, but also have a fresh corpse (of a dragon or giant for two of them, no less!) on hand to make them (and if you also need the corpses to maintain those advanced modifications, then at that point they're just worthless)??? like, damn, way to kill a cool idea.
Actually, this brings up an issue I have with the spell inventions: that they have to be able to be wielded. What if I want my gentle repose to take the form of a Tupperware container?