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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="Remathilis" data-source="post: 6623614" data-attributes="member: 7635"><p>See, my idea was that magic items made by the artificer class functions require a "recharge" by said artificer; they are limited in duration and/or uses and would require the artificer to be there to recharge it. Borrowing from my "refluffed warlock" skeleton for a second, you'd have this set up.</p><p></p><p>Infusions: temporary, spell like abilities that an artificer uses on the fly. For example, an infusion could make a weapon become flaming for a minute, infuse a scroll a spell, or rust an opponents weapon. </p><p>Gadgets: More permanent items. They are unstable and require the artificer to maintain them, hence he can only have a small number of them at a time and must be recharged when the artificer takes a short/long rest. Example: a wand that casts a spell once after a long rest, or a magical suit of armor that bestows resistance for 8 hours. The upside is gadgets cost no time or gold to make; the downside is that they are limited to a number per level and the artificer must be their to recharge them. </p><p>Magic Items: An artificer can automatically acquire formulas for magic items, and make them with a slight (10%?) reduction in cost or time. The advantage over gadgets is that they are permanent and don't require upkeep (or count against to gadget limit), but require more time and gold to make. </p><p></p><p>These kind of special limitations are nothing new (Paizo's alchemist can only have a number of bombs based on level, for example) and when you add in some of the other class features (Use Magic Device, potion creation) would make the class a kinda anti-warlock (warlock abilities are primarly about buffing yourself/damaging foes, the artificer is about buffing others and healing).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6623614, member: 7635"] See, my idea was that magic items made by the artificer class functions require a "recharge" by said artificer; they are limited in duration and/or uses and would require the artificer to be there to recharge it. Borrowing from my "refluffed warlock" skeleton for a second, you'd have this set up. Infusions: temporary, spell like abilities that an artificer uses on the fly. For example, an infusion could make a weapon become flaming for a minute, infuse a scroll a spell, or rust an opponents weapon. Gadgets: More permanent items. They are unstable and require the artificer to maintain them, hence he can only have a small number of them at a time and must be recharged when the artificer takes a short/long rest. Example: a wand that casts a spell once after a long rest, or a magical suit of armor that bestows resistance for 8 hours. The upside is gadgets cost no time or gold to make; the downside is that they are limited to a number per level and the artificer must be their to recharge them. Magic Items: An artificer can automatically acquire formulas for magic items, and make them with a slight (10%?) reduction in cost or time. The advantage over gadgets is that they are permanent and don't require upkeep (or count against to gadget limit), but require more time and gold to make. These kind of special limitations are nothing new (Paizo's alchemist can only have a number of bombs based on level, for example) and when you add in some of the other class features (Use Magic Device, potion creation) would make the class a kinda anti-warlock (warlock abilities are primarly about buffing yourself/damaging foes, the artificer is about buffing others and healing). [/QUOTE]
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Community
General Tabletop Discussion
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Proficiencies don't make the class. Do they?
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