4e Artificer

Post/Author/DateTimePost
#1

sithraldor

Jun 06, 2008 16:59:10
Has anyone started work on a 4th Edition artificer. I would be interested in seeing that. Maybe being a part of it. With the new magic item direction I think the artifcer will take a serious hit. I hope someone can prove me wrong.
#2

tiwaztyrsfist

Jun 06, 2008 19:49:51
Let's go ahead and Start one Here.





















#3

snarky_monkey

Jun 06, 2008 22:13:39
Effective Enchanting: Your material cost when using the Enchant Magic Item Ritual is 10% less. Also, you produce more residuum when you use the Disenchant Magic Item Ritual. You gain residuum with an effective value 1/4th that of the disenchanted item.

I like this option and would say instead of any two rituals, they instead receive the enchant and disenchant ones automatically. Also, I would tie this specific benefit to the use of dragonshards and perhaps increase the benefit just a bit as well.

Shard Focus: When performing the Enchant Magic Item Ritual, you can substitute a dragonshard of appropriate value instead of the normal components needed. This substitution will decrease the cost of the ritual by 1/4. This can be done with the Disenchant ritual as well, the benefit being an increased gain of residium equal to 1/3 the items value.
#4

sigma34561

Jun 06, 2008 23:05:42
Ok, when talking about the Artificer Class, lets at least lay down a few things that I think we all know.

The artificer was a great class, but its abilites more often then not lended themselves to abuse.

The artificer, like the cleric or druid, became more powerful with every book that came out. New spells to make items from, new items to make, and new properties to temporarily add to weapons or armor.

Use Magic Device was probably thier most important skill, so naturally they would make magic items to boost that skill. The power to make a single use wand of any low lvl spell from any class let them easily out-class the wizard or rogue in problem solving ability. Some would argue, myself included, the the artifcer was meant to be the ultimate problem solving class, but you would be suprized how few problems could not be solved with one or two spells of 1-3rd lvl. A nightmare for any DM.

Custom Items were made... and that fiendishly simple chart in the DMG led many a trusting DM to allow them.

There were other problems, but the class remained cool.

The 4e artificer will probably be far more balanced, but we will have to wait. The designers know the problems, and 4e is all about balance and fun.

If I were to make an artificer class, here is some of the features I would likely include. The class would probably be a hybrid class. I would lean towards Leader and Striker.

Proficent in Rods, Wands, Staves, Orbs, Daggers, Crossbows, and Maces.

Thier Impliment powers cannot be used without impliments.

An exclusive artficer resources similar to healing surges and action points. It would have a jazzy name. Its too late for me to think of something "sexy" so lets call them Arcane Surges. These Arcane Surges would be used to boost/ehance items or other effects. Probably something like 3 + 1/2 lvl + Int or Cha.

The artificer would ignore the normal limitations on using the Daily Powers of items. He would spend his Arcane Surges instead to activate Items. He would proababy eventually be able to use the same item over and over, but at an increased cost (2 surges for the second time, 3 for the third). He wouldn't receive the ring benefits of using them after a milestone unless he spends an extra surge.

The artificers Utility Powers would probably revolve around spending his Arcane Surges to add bonuses to the party's items. It would be tough to decide weather they would last for an encounter or just for a day. This could be simply imbuing an item with an encounter power to re-roll an attack, add a bonus, add a bonus after the die is rolled, or re-roll damage. It might even be any of those depending on the utility power they chose. I would be inclined to have that as the low level enhancement mechanic, and the higher level mechanic to actually create or enchant a one encounter magic item of thier lvl.

The artificer would probably get an Iron Defender as a Minion pet. I would probably have rules to allow the artificer to spend an Arcane Surge to negate an attack that would take out the minion.

Naturally the artficer would automatically be able to enchant and disenchant items, and to brew potions. Maaaybe able to make items that were a level above him per tier. Maaaybe allow them to occasionly make an item slightly cheaper than normal, but taking a cumulative penalty to Arcane Surges that would dampen at each milestone they reach.

As a potential Leader/Striker hybrid, thier powers would revolve around party buffs and magical blasts.

Paragon Paths might focus on Temporary Buffs, Magic Item Creation, Blasting Foes, or maybe even a Magic Item Corrupter who would apply de-buffs to enemies.

And then there would be the epic destiny, Artifact Lord.

Ok, if that isn't enough inspiration for you guys to get started, I dont know what is. WOTC, I expect a little credit when you use my amazing idea.
#5

kinger

Jun 07, 2008 18:28:16
I began a previous discussion back here a while ago, before the new rules were released. Based on what I've seen so far (including the new Warforged article) there's some definate changes needed.

As to what's in this thread...

I'm going to have to disagree with the concept of "Arcane Surges." One of 4e's design goals, to the best of my knowledge, was "Everybody follows the same rules." It just seems a needless complication to say that Artificers aren't bound by the Item Daily Power restriction, instead having another resource they may expend to do the same thing. I'd rather have powers that simply let me use an item again, rather than having to track another resource. Similarly I don't like the idea of limiting the effectiveness of the Artificer's abilities based solely on this resource. If he only has 6 Arcane Surges, but he wants to use 7 Encounter powers in a day... he can't. But his buddies can.

Similarly, I disagree with making Dragonshards "special" with regards to ritual component costs. As far as I can tell, the 3e fluff for shards is that they are THE components used in magic item creation, not some special material. I'd rather the Artificer just get a flat discount.

The previous exploitable strength of the Artificer was his ability to "fake it," and with Use Magic Item gone I agree that the best way to mimic the idea in 4e is to let him be a better Ritual user. A discount, perhaps a lower casting time (sounds like a good Utility power), that sort of thing.
#6

tiwaztyrsfist

Jun 07, 2008 21:49:57
Also, the should be able to use Other magic impliments somehow.

I'll think on this and do some more tomorrow.
#7

famoth83

Jun 07, 2008 22:26:35
I agree with some things. Others... not so much.

Artificers being better with rituals: Yes.
At the very least artificers should get Enchant Magic Item, Brew Potion, and Disenchant Item for free. I would go so far that they are so engrained in the artificer’s training that Enchant Magic Item and Disenchant Item are so engrained in the artificers training that they can use them without a ritual book.

As for using them more efficiently... I’d probably at the very least make it so that Disenchant Item doesn’t have a component cost, but that would only be a benefit in a world where it wasn’t true for all classes. This makes sense for Eberron since there is a powerful magic market in the game, but the artificer is still expected to create their own magical items. In another game where this rule might be universally applied to all casters, the increase residuum output makes sense.

Being more effective at creating magic items is trickier. I personally wouldn’t let them make more powerful items but make it cheaper for them to make them. Not by too much. 10% at most, possibly only 5%. While most of the world of Eberron shops, the Artificer should be making his own gear.

As for rituals in general... have them add their charisma check in addition to the normal modifier that goes with all Arcana ritual skills. Most likely with the limitation on only applying when they are casting from scrolls, but getting a discount when scribing scrolls from books.

Artificers having an Arcane Surge system rather then the normal system: No.
Inventive, but there is such a thing as digging yourself a grave. I agree with Kinger that such a thing should be a utility power. In fact, two. One low level one for regaining an encounter item power, and a higher level one for regaining a daily item power. Since there are always a wide selection of utility powers, they can be selected or not selected as the player wishes. Probably will have duplicate powers even higher on that do the same thing but with a power bonus to the item, or affect items of other players.

Swift Ritual Kinda.
...make it a utility power, not a ritual.

Leader Role Yes.
Artificers are make to be leaders. Buffing team mates, themselves, and healing constructs have been at their core from the beginning. Since you can’t get around with buffing alone, here you will have to be creative.

Already mentioned on possible class feature with the rituals and item creation, add another. Working name “Blessing”. Blessing isn’t appropriate for a name at all, but I can’t think of one so it what I’m using just to talk about.

The ability is similar to curses, but for players. Or to be exact, for their armor. The artificer can “bless” one of the primary items of an ally: weapon, armor, or neck slot. This blessing brings the enhancement bonus of the item up to par for the character’s level, and provides a small surge of healing when the bonus that action that bonus is tied to is used successfully. About 1/2 the character level of the artificer plus their charisma modifier. Blessing could be applied once per round as a minor action, and each character could only have one blessing. As a final note, the blessing is only to the core bonus, and does power up the side bonuses of the item, making resistances in armor that get more powerful as the armors enhancement bonus goes up.

Non-utility powers would probably be divided into three categories: one for each of the types of blessing targets. Intelligence based, they would work strategically through the blessings, causing allies to experience sudden surges of defense and offence. The game is now about providing bonuses for having something rather then penalties for not having something, at least on the average, so each encounter power will probably provide a bonus if a certain item is blessed and daily powers will probably require a certain item to be blessed.

As a final touch, give the artificer something akin to Healing Lore, but make it apply only to constructs, both offensively and defensively. Relevant stat should be constitution, somewhat just to give them an even spread across the defenses, but also because it makes some sense for the extra kick to be coming from the brute force of the artificer’s life force.

And if you want to be a meleeficer, there is nothing keeping you from blessing your own weapon, and then using weapon blesses focused powers on yourself. You couldn’t be the only leader in the party under these circumstances, but you’d still be helping in your role as long as you were placing your blessings on the rest of the party. Since you would be like the warlord in regard to needing to hit with the attacks you’re causing yourself to make, you’ll need a decent Strength.

Dragonshards ...not relevant
The discussion of dragon shards should be discussed on their own. In theory, the artificer must stand on it’s own in a world without dragon shards, if need be. With many items in Eberron, the dragon shard isn’t optional, but actually is a required component. In all likely hood, certain types of dragon shards might be treated as residuum in items not already requiring a certain dragonshard. Eberron shards in Arcana items, Syberis shards in Psionic Items, and Khyber shards in Primordial items.

Final Thoughts
I like the fact that this conversation is taking place. It... feels constructive. Oh well, sleep calls.
#8

ChaoticGood

Jun 07, 2008 22:37:47
Famoth83: Instead of "Blessing," how about "Optimize"?
#9

kinger

Jun 08, 2008 0:24:52
Famoth83: Instead of "Blessing," how about "Optimize"?

Heh, too many negative connotations associated with that word. Perhaps "Imbue," though I can't say I know what the noun for that is. The Warlock curses creatures with curses, but the Artificer imbues items with... uh...
#10

sithraldor

Jun 08, 2008 13:13:45
?Infusions?
#11

famoth83

Jun 08, 2008 13:49:53
?Infusions?

This sounds like the best suggestion, and for multiple reasons.

Powers are classified by their power source. Since we're making Artificers with an Arcane power source, their powers will be called spells.

In turn, infusions are an important part of the Artificer's feel. So if they can't be the powers of the Artificer anymore, they should be a class feature. So under what I wrote up earlier, Artificer's would Infuse one of the three critical piecies of equipment, and in turn encounter spells would gain a benifit if a certain item was infused.

Honestly, what I wrote last night was off the top of my head. Thinking back on it, it is good and almost viable still, but it has one flaw: one primary play style. All classes not only have a role, but also multiple play styles to fullfill that role. Clerics have the melee Battle Cleric and more ranged Devoted Clerics. Warlords are not as diverse since they are more required to be up on the front line, but there is still a different feel between the Inspiring Warlord and the Tatical Warlord.

Of course the biggest problem is finding a good offence. Right now, the best my brainstorm has would be powers like Commander's Strike. You empower the item, and then it is up to the item's wielder to strike. With that in mind there probally should be a division of powers that have the Artificer attaking with their own infused weapon. Of course, the powers will still have to support the Artificer's leader role, so every one of these attacks should trigger a burst that can benifit allies with infused items.

This is still brainstorming to tide us over until WotC comes out with something offical, of course, but still needs to cover all it's bases.
#12

snarky_monkey

Jun 08, 2008 14:48:39
Style wise, maybe there can be builds for an Artificer who specializes in either offense or buffing/defense. Then you could have similar leader abilities or feats that help focus into either of these builds.

Looking back now, I agree tying a benefit to dragonshards makes them a Eberron only class, and that is something that is unlikely to be seen.
#13

kinger

Jun 08, 2008 15:23:07
Here's much of what I came up with in the last thread. A lot of what was there isn't really valid anymore now knowing what we do about 4e.

While the idea of choosing a particular piece of an ally's equipment and "infusing" it is flavorful, it still sounds kind of iffy. For the purposes of what I've written below, I use the term Infusion differently. It's more like a class feature, or at least that's where it would go in the Artificer's PHB write-up.

Infusion is a keyword for arcane powers. An Infusion normally targets an item or items, with any attack rolls being made against the defenses of the creature attending the item. If the item is unattended no attack roll is necessary to affect it with an Infusion, and any effects that persist until a save is made automatically persist until the end of the encounter or for 5 minutes. If the item becomes attended after the attack is made while the effect is still ongoing (such as if the effect was sustained) the attending creature is affected by any ongoing effects, but not any initial effects. The attending creature can make saves normally to stop any ongoing effects. If a creature stops attending a targeted item it no longer suffers any ongoing effects.
Infusions can target constructs as well as items. A targeted construct is affected as if it attended a targeted item, but it is unable to stop attending the targeted item.
Regardless of the action necessary to use an Infusion power, you may only use one Infusion power per round, unless you spend an Action Point to gain an additional action. Sustaining an Infusion does not count towards this limit.


Powers

Heat/Chill Metal, a persistent damager

Heat/Chill Metal, Artificer Attack ?
You infuse an object with extreme temperature, causing it to burn or chill the opponent holding it.
Encounter, Arcane, Implement, Infusion, Fire or Cold
Standard Action, Ranged 5
Target: One metallic object or metallic creature
Attack: Int vs Will
Special: When attacking choose either Fire or Cold. Any damage dealt by this power is of that type.
Hit: 1d8 + Int damage to the attending creature or targetted metallic creature, and ongoing 5 damage (save ends). If the item is attended by a grabbed or grabbing creature, all creatures involved in the grab are subject to the ongoing damage, but only the attending creature may make saves.
Special: For the purposes of this spell, a metallic object is any object that is made predominantly of metal. Chainmail is a metallic object (barring any unusual, nonmetallic materials like Ironwood used for its construction), but studded leather armor is not. Similarly, a metallic creature is one that is largely made of metal, not simply metallic in appearance or colouration. An Iron Defender is considered a metallic creature for the purposes of this spell, but a Gold Dragon is not.

(That may be too wordy.)
#14

bongo

Jun 08, 2008 20:58:08
If artificers were a leader class, they would be expected to have some healing ability equivalent to healing word and inspiring word. It could be something like this:

Power Infusion, Artificer Feature
You infuse an item and it's wielder with arcane power.
Encounter (Special), Divine, Healing
Minor Action, Close Burst 5
Target: Your or one ally
Effect: Your or an ally can spend a healing surge. Choose that character's weapon, armor, or amulet to enhance. The magic bonus on that item increases by 2 until the end of that character's next turn.
Special: This power can be used twice per encounter, but only once per round.
#15

18DELTA

Jun 10, 2008 2:26:23
-Well according to this post over at enworld the 4E Artificer will be on DDI next month.
-Its the first post of the thread, Chris Youngs and the Rouse told him at Game day in Seattle.


18DELTA ;)
#16

sithraldor

Jun 10, 2008 20:02:09
i got to say that is a good idea especially after they upgraded the warforged. It is a good thing for all the Eberron fans out there (myself include). Artificer has been the only class I played since eberron was released.
#17

skrap-san

Jun 10, 2008 22:59:40
Artificer has been the only race I played since eberron was released.

What did I miss now :D
#18

sithraldor

Jun 11, 2008 9:10:05
Sorry class :P