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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
State of the Archetypes
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<blockquote data-quote="kerleth" data-source="post: 8781214" data-attributes="member: 84383"><p><strong>Artificer: </strong></p><ul> <li data-xf-list-type="ul">"Splicer" creates biological symbiotes that can be attached to other people. Somewhat like the stitcher, but instead of a minion you are improving your fellow adventurers. Could instead have a more cybernetic aesthetic. Main focus is applying buffs to allies in a vaguely unnatural way.</li> <li data-xf-list-type="ul">"Mad Doctor" has healing abilities, but others that evoke of plagues and parasites. Focuses on creating "serums" that can heal or harm somewhat like the Bombardier creates explosives. Can analyze afflictions to be able to cure or inflict them. Eventually not limited to just poison and disease, but also petrification, polymorphs, curses and similar conditions.</li> <li data-xf-list-type="ul">"Aetherlink" creates a magical connection that allows thoughts and various abilities to be passed from one party member to another. Somewhat like an advanced familiar bond for everyone. Potentially allow characters to loan abilities to each other.</li> <li data-xf-list-type="ul">"Minimalist/Macguyver" focuses on scrounging and quickly throwing together devices using common materials. Abilities make them surprisingly at home in the wilderness, and better than normal in the exploration pillar.</li> <li data-xf-list-type="ul">"Lexicon" focuses on the transformative power of the written word in culture. Uses scrolls, tattoos, runes, heiroglyphs, and similar to store effects for later, and usable by other people.</li> <li data-xf-list-type="ul">"Dreamforge/Soulforge" is seemingly able to instantly craft temporary items from nothing. But nothing is free, and the costs might disturb those who discovered the truth.</li> <li data-xf-list-type="ul">"Canvas" Like any artist they put their blood, sweat, and tears into their work. Few are quite so literal. Devices are built from their own flesh and maintain a link to their creator.</li> <li data-xf-list-type="ul">"Promethean" The signature of the divine is the act of creation. Holy powers reminiscent of a cleric or paladin. Abilities perhaps take the form of reliquaries blessed by their deity.</li> <li data-xf-list-type="ul">"Machinae" There is a soul in all things. Augments conventional craftsmanship by communing with the spirits within objects. Can gain knowledge from them similar to psychometry, as well as entreating the objects to get them to help, or hinder, their use.</li> <li data-xf-list-type="ul">"Yliaster" Focuses not on external craftsmanship, but on internal alchemy, purifying themselves to become a philosopher's stone. Jekyll and Hyde meets Wuxia.</li> </ul><p></p><p><strong>Savant</strong></p><ul> <li data-xf-list-type="ul">"Lorekeeper" Abilities focused on knowledge and creating memetic affects. Perhaps can exchange and store memories directly. Perhaps can create triggered effects in people that take effect, or move to another, at a later point. Focuses on oral history as opposed to writing.</li> <li data-xf-list-type="ul">"Untouchable" A focus on forbidden lore and inherently corruptive knowledge. Invoking disturbing effects through the use of alien symbols and language. Suggested flavor of someone needing to both study and hide this knowledge so that the forces involved can be guarded against.</li> <li data-xf-list-type="ul">"Natural Philosopher" focused on analyzing the features of creatures and environments. Has access to a number of niche specialized abilities and party tactics that can be used once the situation has been sufficiently analyzed.</li> <li data-xf-list-type="ul">"Archaeologist" gains a number of abilities that help them to clandestinely explore ancient ruins with hidden passages and liberate their forgotten treasures. Coincidentally also useful at breaking and entering. Take the Savant and pushes them in a bit more of the dungeon delving rogue direction. I believe that the two are mechanically distinct enough that this wouldn't be a problem, and would in fact be a good alternative for a different take on that character type.</li> <li data-xf-list-type="ul">"Fysiker" A mix of healing abilities and combat tricks based on manipulating a network of life energy in people's bodies. Hollywood combat doctor that uses "pressure points" and scalpel cuts in fights to.</li> <li data-xf-list-type="ul">"Prognosticator" Analyzes situations to such an extent that they can gain insights similar to divinations and manipulate the results of die rolls. Abilities similar to fate/luck manipulation through sheer predictive power.</li> <li data-xf-list-type="ul">"Inheritor" can pull on a collective memory / shared soul to gain skills and knowledge they should not possess. Perhaps flavored by becoming a medium for the echos of their ancestors.</li> <li data-xf-list-type="ul">Several of the Artificer ideas above could with minimal tweaking fit a Savant. Artifice and knowledge have a lot of inherent overlap.</li> </ul></blockquote><p></p>
[QUOTE="kerleth, post: 8781214, member: 84383"] [B]Artificer: [/B] [LIST] [*]"Splicer" creates biological symbiotes that can be attached to other people. Somewhat like the stitcher, but instead of a minion you are improving your fellow adventurers. Could instead have a more cybernetic aesthetic. Main focus is applying buffs to allies in a vaguely unnatural way. [*]"Mad Doctor" has healing abilities, but others that evoke of plagues and parasites. Focuses on creating "serums" that can heal or harm somewhat like the Bombardier creates explosives. Can analyze afflictions to be able to cure or inflict them. Eventually not limited to just poison and disease, but also petrification, polymorphs, curses and similar conditions. [*]"Aetherlink" creates a magical connection that allows thoughts and various abilities to be passed from one party member to another. Somewhat like an advanced familiar bond for everyone. Potentially allow characters to loan abilities to each other. [*]"Minimalist/Macguyver" focuses on scrounging and quickly throwing together devices using common materials. Abilities make them surprisingly at home in the wilderness, and better than normal in the exploration pillar. [*]"Lexicon" focuses on the transformative power of the written word in culture. Uses scrolls, tattoos, runes, heiroglyphs, and similar to store effects for later, and usable by other people. [*]"Dreamforge/Soulforge" is seemingly able to instantly craft temporary items from nothing. But nothing is free, and the costs might disturb those who discovered the truth. [*]"Canvas" Like any artist they put their blood, sweat, and tears into their work. Few are quite so literal. Devices are built from their own flesh and maintain a link to their creator. [*]"Promethean" The signature of the divine is the act of creation. Holy powers reminiscent of a cleric or paladin. Abilities perhaps take the form of reliquaries blessed by their deity. [*]"Machinae" There is a soul in all things. Augments conventional craftsmanship by communing with the spirits within objects. Can gain knowledge from them similar to psychometry, as well as entreating the objects to get them to help, or hinder, their use. [*]"Yliaster" Focuses not on external craftsmanship, but on internal alchemy, purifying themselves to become a philosopher's stone. Jekyll and Hyde meets Wuxia. [/LIST] [B]Savant[/B] [LIST] [*]"Lorekeeper" Abilities focused on knowledge and creating memetic affects. Perhaps can exchange and store memories directly. Perhaps can create triggered effects in people that take effect, or move to another, at a later point. Focuses on oral history as opposed to writing. [*]"Untouchable" A focus on forbidden lore and inherently corruptive knowledge. Invoking disturbing effects through the use of alien symbols and language. Suggested flavor of someone needing to both study and hide this knowledge so that the forces involved can be guarded against. [*]"Natural Philosopher" focused on analyzing the features of creatures and environments. Has access to a number of niche specialized abilities and party tactics that can be used once the situation has been sufficiently analyzed. [*]"Archaeologist" gains a number of abilities that help them to clandestinely explore ancient ruins with hidden passages and liberate their forgotten treasures. Coincidentally also useful at breaking and entering. Take the Savant and pushes them in a bit more of the dungeon delving rogue direction. I believe that the two are mechanically distinct enough that this wouldn't be a problem, and would in fact be a good alternative for a different take on that character type. [*]"Fysiker" A mix of healing abilities and combat tricks based on manipulating a network of life energy in people's bodies. Hollywood combat doctor that uses "pressure points" and scalpel cuts in fights to. [*]"Prognosticator" Analyzes situations to such an extent that they can gain insights similar to divinations and manipulate the results of die rolls. Abilities similar to fate/luck manipulation through sheer predictive power. [*]"Inheritor" can pull on a collective memory / shared soul to gain skills and knowledge they should not possess. Perhaps flavored by becoming a medium for the echos of their ancestors. [*]Several of the Artificer ideas above could with minimal tweaking fit a Savant. Artifice and knowledge have a lot of inherent overlap. [/LIST] [/QUOTE]
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