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Proficiencies don't make the class. Do they?
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<blockquote data-quote="I'm A Banana" data-source="post: 6606534" data-attributes="member: 2067"><p>Another way of perhaps putting my argument - why is the below character <em>not an artificer</em>? What do they lack that they would need to be a real artificer?</p><p></p><p>[sblock]</p><p><strong>Str</strong> 14</p><p><strong>Dex</strong> 10</p><p><strong>Con</strong> 16</p><p><strong>Int</strong> 15</p><p><strong>Wis</strong> 13</p><p><strong>Cha</strong> 08</p><p><strong>Proficiencies</strong>: </p><p>(weapon) Battleaxe, Handaxe, Throwing Hammer, Warhammer, Dagger, Dart, Sling, Quarterstaff, Light Crossbow</p><p>(armor) light armor, medium armor</p><p>(skills) Arcana, History, Investigation,Perception </p><p>(tools) Artisan's Tools, Thieves' Tools</p><p><strong>Class Features (Apprentice Tier)</strong>:</p><p><em>Infusions</em> </p><p>Each day, you can prepare a number of infusions from your list of known infusions equal to your Intelligence Modifier + your class level. Using an infusion follows the same rules as casting a spell in general. Your Intelligence score is your spellcasting ability score for your infusions. When you use an infusion, you must target an object. If the spell normally targets a creature, you can target an object the creature is wearing, and if the spell normally fills an area or creates an effect, your infusion causes the object to produce the area or effect at the indicated range. If the spell normally targets the caster, you can use it on an object you possess, but the object loses its infusion if removed from you. </p><p></p><p>At 1st-level, you know 6 1st-level infusions of your choice, and you can use 2 infusions every day. </p><p></p><p>The infusions this character knows are <em>alarm^</em> (usually infused into a small bell), <em>comprehend languages^</em> (usually infused into an ear-horn), <em>grease*</em> (usually infused into a vial of actual grease), <em>mage armor*</em> (usually infused into a small amulet), <em>thunderwave</em> (usually infused into a music box), and <em>unseen servant^</em> (usually infused into a small automated chlid's toy). Infusions marked with a * are typically prepared. </p><p></p><p><em>Easy Infusions</em></p><p>You have three easy infusions that you know and can use without spending one of your daily infusion uses on. These infusions for this character are <em>acid splash</em>, <em>mending</em>, and <em>shocking grasp</em></p><p></p><p><em>Complex Infusions</em></p><p>Some infusions have the complex tag. Those that do can be infused into an item following the rules for casting the spell as a ritual as long as you know the infusion (even if you do not have it prepared). The complex infusions are marked above with a ^. </p><p></p><p><em>Salvage</em></p><p>Once per day when you finish a short rest, you can recover a number of infusions whose combined level is equal to or less than your class level (rounded up), and you cannot recover an infusion of 6th level or higher.</p><p></p><p><em>Always the Right Tool</em></p><p>Starting at 2nd level, you can use your action to jury-rig some inanimate object from whatever you have on hand. The object you create can be no larger than 3 feet on a side and weigh no more than 10 pounds, and you must be familiar with the actual form of the object you're replicating (such as by having seen it). The object is visibly fragile, held together with hope and dreams and a little artificer elbow-grease. The object falls apart after 1 hour, or if it takes any damage. You can use this feature again by disassembling the object. </p><p></p><p><em>Item Creation</em></p><p>At 3rd level, you can create common or uncommon magic items. A common item costs 100 gp to create and an uncommon item costs 500 gp to create. You must know the formula for creating these items to create them. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6606534, member: 2067"] Another way of perhaps putting my argument - why is the below character [I]not an artificer[/I]? What do they lack that they would need to be a real artificer? [sblock] [B]Str[/B] 14 [B]Dex[/B] 10 [B]Con[/B] 16 [B]Int[/B] 15 [B]Wis[/B] 13 [B]Cha[/B] 08 [B]Proficiencies[/B]: (weapon) Battleaxe, Handaxe, Throwing Hammer, Warhammer, Dagger, Dart, Sling, Quarterstaff, Light Crossbow (armor) light armor, medium armor (skills) Arcana, History, Investigation,Perception (tools) Artisan's Tools, Thieves' Tools [B]Class Features (Apprentice Tier)[/B]: [I]Infusions[/I] Each day, you can prepare a number of infusions from your list of known infusions equal to your Intelligence Modifier + your class level. Using an infusion follows the same rules as casting a spell in general. Your Intelligence score is your spellcasting ability score for your infusions. When you use an infusion, you must target an object. If the spell normally targets a creature, you can target an object the creature is wearing, and if the spell normally fills an area or creates an effect, your infusion causes the object to produce the area or effect at the indicated range. If the spell normally targets the caster, you can use it on an object you possess, but the object loses its infusion if removed from you. At 1st-level, you know 6 1st-level infusions of your choice, and you can use 2 infusions every day. The infusions this character knows are [I]alarm^[/I] (usually infused into a small bell), [I]comprehend languages^[/I] (usually infused into an ear-horn), [I]grease*[/I] (usually infused into a vial of actual grease), [I]mage armor*[/I] (usually infused into a small amulet), [I]thunderwave[/I] (usually infused into a music box), and [I]unseen servant^[/I] (usually infused into a small automated chlid's toy). Infusions marked with a * are typically prepared. [I]Easy Infusions[/I] You have three easy infusions that you know and can use without spending one of your daily infusion uses on. These infusions for this character are [I]acid splash[/I], [I]mending[/I], and [I]shocking grasp[/I] [I]Complex Infusions[/I] Some infusions have the complex tag. Those that do can be infused into an item following the rules for casting the spell as a ritual as long as you know the infusion (even if you do not have it prepared). The complex infusions are marked above with a ^. [I]Salvage[/I] Once per day when you finish a short rest, you can recover a number of infusions whose combined level is equal to or less than your class level (rounded up), and you cannot recover an infusion of 6th level or higher. [I]Always the Right Tool[/I] Starting at 2nd level, you can use your action to jury-rig some inanimate object from whatever you have on hand. The object you create can be no larger than 3 feet on a side and weigh no more than 10 pounds, and you must be familiar with the actual form of the object you're replicating (such as by having seen it). The object is visibly fragile, held together with hope and dreams and a little artificer elbow-grease. The object falls apart after 1 hour, or if it takes any damage. You can use this feature again by disassembling the object. [I]Item Creation[/I] At 3rd level, you can create common or uncommon magic items. A common item costs 100 gp to create and an uncommon item costs 500 gp to create. You must know the formula for creating these items to create them. [/sblock] [/QUOTE]
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Proficiencies don't make the class. Do they?
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