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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Datalore" data-source="post: 7706943" data-attributes="member: 6805042"><p>This thread is as much about sharing opinions as anything. You don't like mine, so you are questioning the validity of my comment. That is pretty low. I dont see you telling the fans of this class to stop gushing about it and start posting play reports.</p><p></p><p>Anywho, I will be allowing a nerfed version of this in a Curse of the Crimson Throne conversion I'm running. Again, the flavor is cool and it's a neat concept. I am open to that but this is OP as hell and I just don't see how this doesn't overshadow the rogue without significant modification. Heh, give up 1 or 2 dpr in exchange for consistent damage, at will aoe, and awesome utility and support abilities? Hehe, lol.</p><p></p><p>Nerfed version I will be using</p><p>The magic items they get are on a delayed progression. So, what it says they get at 2 through wondrous invention they get at 5 instead. The original 20th level tier is removed. Also instead of getting superior attunement at 5 and 15, they get it once at 7.</p><p></p><p>The construct will just be a Clockwork Familiar (like the ones you get from find familiar) that costs 50 gp and 1 day to make or replace. It can be replaced by a mechanical version of one of the Chain Pact Warlock's improved familiars at 11th level (the cost to make/replace this guy is 200 gold). The stuff about it being a construct and not able to be charmed/poisoned applies but like a familiar it can't attack.</p><p></p><p>Alchemical fire increases in damage to 2d6 at 4 and every 4 levels after that. Alchemical Acid increases in damage at 3 and every 3 levels after.</p><p></p><p>Thunder Cannon deals 1d6 base damage. It gains a +1 enhancement bonus every 7 levels. Thunder Monger damage increases at 3 and every 3 levels after. Blast wave damage starts at 1d6. Piercing and explosive round damage reduced by 1 die.</p></blockquote><p></p>
[QUOTE="Datalore, post: 7706943, member: 6805042"] This thread is as much about sharing opinions as anything. You don't like mine, so you are questioning the validity of my comment. That is pretty low. I dont see you telling the fans of this class to stop gushing about it and start posting play reports. Anywho, I will be allowing a nerfed version of this in a Curse of the Crimson Throne conversion I'm running. Again, the flavor is cool and it's a neat concept. I am open to that but this is OP as hell and I just don't see how this doesn't overshadow the rogue without significant modification. Heh, give up 1 or 2 dpr in exchange for consistent damage, at will aoe, and awesome utility and support abilities? Hehe, lol. Nerfed version I will be using The magic items they get are on a delayed progression. So, what it says they get at 2 through wondrous invention they get at 5 instead. The original 20th level tier is removed. Also instead of getting superior attunement at 5 and 15, they get it once at 7. The construct will just be a Clockwork Familiar (like the ones you get from find familiar) that costs 50 gp and 1 day to make or replace. It can be replaced by a mechanical version of one of the Chain Pact Warlock's improved familiars at 11th level (the cost to make/replace this guy is 200 gold). The stuff about it being a construct and not able to be charmed/poisoned applies but like a familiar it can't attack. Alchemical fire increases in damage to 2d6 at 4 and every 4 levels after that. Alchemical Acid increases in damage at 3 and every 3 levels after. Thunder Cannon deals 1d6 base damage. It gains a +1 enhancement bonus every 7 levels. Thunder Monger damage increases at 3 and every 3 levels after. Blast wave damage starts at 1d6. Piercing and explosive round damage reduced by 1 die. [/QUOTE]
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