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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Chaosmancer" data-source="post: 7706861" data-attributes="member: 6801228"><p>Finally caught up.</p><p></p><p>This may be me being a little oblivious, but I've read it multiple times... How do you heal your robot servant? As a construct it can't be healed by healing magic, since it is immune to poison it is reasonable to assume potions won't be effective, there are no rules about repairing it to give it hp, just reviving it with 1 hp... so how does it regain hp? Does it die, and then just walk around with 1 hp until you can get to town and build a new one? </p><p></p><p>In addition to potential scaling issues, I think this needs to be addressed. </p><p></p><p>On the scaling issue though... I'm not really seeing it. Artificers can pump out really nice damage, so unlike the beastmaster, I don't think the assumption is that they are using this to help fight, more using it as a shield and a melee deterrant (this is one of the only classes I'm aware of that has 0 reason to be in melee ever, even wizards get Vampiric Touch) </p><p></p><p>I also agree medium and more humanoid shapes would be cool and they should totally have a clockwork builder subclass for minionmancy.</p><p></p><p></p><p>I'm also not enthused about Wondrous Invention, mostly for the higher levels. If one of my biggest bumps at 15th level is making a hat of disguise or boots of sprinting.... just what the heck? Those are relatively minor items to my recollection but that's my 15th level ability? </p><p></p><p>I think I would do it slightly differently, perhaps a modular item that can be remade and reconfigured. Give it a spell point pool and options for abilities. Perhaps a bit much for a class, but that lets you make some cool and unique items. Maybe break your item into multiple smaller pools or combine them into a single more powerful item. I think it would make them feel more tinkery and engineery. </p><p></p><p>Infuse magic is interesting, but I only glanced over the spell list so I don't know how cool it could end up being. I'd increase the time to 12 hours instead of 8. Makes it feel safer to spend the time breaking camp into making some charms for your friends and not worrying about them wearing off before they ended up needing them. </p><p></p><p>Huh... They don't get ritual caster which seems almost counter-intuitive to my tired mind. But then again, ritual combined with infuse magic... actually doesn't seem like it would break anything. I think they should totally get ritual caster, sure it's only a feat away at this point but if any class should have that ability the class that ritually infuses items with magic should be able to ritual cast. </p><p></p><p>Tanglefoot bag needs a buff, too weak as is.</p><p></p><p>You get all the formula's by the end of alchemist, and some of them are defintely stronger than others. Most of them take an action as well, and I think potentially allowing some more experimentation with this could be cool. Though, combine that with modular items and the page count for the class could start getting rather high. </p><p></p><p></p><p>Guns are cool, but after 3rd level you never use your standard attack again. Thunder Monger is just a straight up all the time boost. Even compared to the "Speciality" effects at later levels, unless a lot of enemies are grouped together, I'd almost never prefer a 3d6 cone with a save or a 4d6 line with a save to the 8d6+mod attack roll. </p><p></p><p>Also, all of those saves just tell you what they do if a creature fails the save. Indicating that a successful save deals 0 damage. That makes these really weak options, even for at-will attacks. Even the sun-soul at will bomb does 1/2 on a save doesn't it?</p><p></p><p>I'd also like the ability to craft runes onto things. That just seems like a very artificer ability, to add temporary runes to a mundane item. I guess infuse does that a little bit, but none of the spells make a sword flaming or other cool effects. Still, you can place a haste in someone's sword or armor, which is kind of cool I guess. </p><p></p><p>Very tired. Good night</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7706861, member: 6801228"] Finally caught up. This may be me being a little oblivious, but I've read it multiple times... How do you heal your robot servant? As a construct it can't be healed by healing magic, since it is immune to poison it is reasonable to assume potions won't be effective, there are no rules about repairing it to give it hp, just reviving it with 1 hp... so how does it regain hp? Does it die, and then just walk around with 1 hp until you can get to town and build a new one? In addition to potential scaling issues, I think this needs to be addressed. On the scaling issue though... I'm not really seeing it. Artificers can pump out really nice damage, so unlike the beastmaster, I don't think the assumption is that they are using this to help fight, more using it as a shield and a melee deterrant (this is one of the only classes I'm aware of that has 0 reason to be in melee ever, even wizards get Vampiric Touch) I also agree medium and more humanoid shapes would be cool and they should totally have a clockwork builder subclass for minionmancy. I'm also not enthused about Wondrous Invention, mostly for the higher levels. If one of my biggest bumps at 15th level is making a hat of disguise or boots of sprinting.... just what the heck? Those are relatively minor items to my recollection but that's my 15th level ability? I think I would do it slightly differently, perhaps a modular item that can be remade and reconfigured. Give it a spell point pool and options for abilities. Perhaps a bit much for a class, but that lets you make some cool and unique items. Maybe break your item into multiple smaller pools or combine them into a single more powerful item. I think it would make them feel more tinkery and engineery. Infuse magic is interesting, but I only glanced over the spell list so I don't know how cool it could end up being. I'd increase the time to 12 hours instead of 8. Makes it feel safer to spend the time breaking camp into making some charms for your friends and not worrying about them wearing off before they ended up needing them. Huh... They don't get ritual caster which seems almost counter-intuitive to my tired mind. But then again, ritual combined with infuse magic... actually doesn't seem like it would break anything. I think they should totally get ritual caster, sure it's only a feat away at this point but if any class should have that ability the class that ritually infuses items with magic should be able to ritual cast. Tanglefoot bag needs a buff, too weak as is. You get all the formula's by the end of alchemist, and some of them are defintely stronger than others. Most of them take an action as well, and I think potentially allowing some more experimentation with this could be cool. Though, combine that with modular items and the page count for the class could start getting rather high. Guns are cool, but after 3rd level you never use your standard attack again. Thunder Monger is just a straight up all the time boost. Even compared to the "Speciality" effects at later levels, unless a lot of enemies are grouped together, I'd almost never prefer a 3d6 cone with a save or a 4d6 line with a save to the 8d6+mod attack roll. Also, all of those saves just tell you what they do if a creature fails the save. Indicating that a successful save deals 0 damage. That makes these really weak options, even for at-will attacks. Even the sun-soul at will bomb does 1/2 on a save doesn't it? I'd also like the ability to craft runes onto things. That just seems like a very artificer ability, to add temporary runes to a mundane item. I guess infuse does that a little bit, but none of the spells make a sword flaming or other cool effects. Still, you can place a haste in someone's sword or armor, which is kind of cool I guess. Very tired. Good night [/QUOTE]
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