An Essential Artificer - Part I

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#1

greatfrito

Jul 18, 2011 15:39:54
Part I - The Basic Ideas

With the Bladesinger revealed as a Wizard subclass, and with the general dicussion around the General Dicussion forums regarding class design, I've decided to start taking a "stab" at the creation of an Essentials-style "Artificer".

Yes, as a Wizard subclass.  Because that seems to be the thang.  ;)

The Basics - Class Traits


Wizard, Tinkerer
Arcane Leader
Why This Is the Class For You: Noooo idea.  You should read it!
Key Abilities: Intelligence, Constitution.

Class Traits
Hit Points: 12 + Constitution; +5 each level.
Bonus to Defense: +1 Fortitude, +1 Will.
Healing Surges per Day: 7 + Constitution Modifier.
Armor Proficiencies: Cloth, leather; light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Implement Proficiencies: Rods, Staffs, Wands.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Thievery (Dex).
Trained Skills: Arcana, plus four more.from the list of class skills.

The Basics - (The Core) Class Features


Level 1: Healing Word
[Same as the feature for other E-leaders.]

Level 1: Empowered Strike
At the core of the Tinkerer's talents is the ability to augment magical and physical attacks with his own arcane power.  Empowering Strike allows you to infuse an ally's implement or weapon with arcane power, increasing the attack's potency.

Empowering Strike            Wizard Attack
As an ally strikes, you lend your own arcane power to augment the attack.
Encounter ♦ Arcane, Implement
Free Action            Close burst 10
Trigger: You or an ally within the burst make an attack against an enemy.
Target: You or the triggering ally.
Effect: The target gains a +2 power bonus to the attack roll, and the enemy takes 1d8 extra damage if the attack hits.
    Level 17: 2d8 extra damage.
    Level 27: 3d8 extra damage.

Level 1: Minor Arcane Devices
[Blah blah blah - fluff]
    Benefit: During an extended rest, you can prepare two minor arcane devices.  These devices persist until you create new minor arcane devices.  They do not function for any creature other than yourself, unless the device specifies otherwise. 
    Each device has a power associated with it, and other benefits.  You can use the power associated with a device, or gain the benefits assocaited with it, only when you hold it in your hand, unless the power specifies otherwise.  Drawing or stowing a device follows the same rule as all other items.

Arcane Designator            Wizard Item
This metallic contraption glows with power as it is activated, and fires a bolt of arcane force that both harms a foe and serves to mark it for the attacks of your allies.
Associated Wizard Power: magic missile (PH1 p.159[see errata], Class Compendium: Arcanist p.XX, or HotFL p.203)
Benefit: When you use magic missile, your allies gain a power bonus to damage rolls against the target until the end of your next turn.  This bonus is equal to your Constitution modifier.
    When you use empowering strike or healing word on an ally, the target can make a basic attack as a free action.

Freezing Mechanism            Wizard Item
This small machine whirls to life when activated, and fires an icy beam of freezing cold from its heart.
Associated Wizard Power: ray of frost (PH1 p.159, or Class Compendium: Arcanist p.XX)
Benefit: When you use healing word, the target also gains resist cold and resist fire each equal to 5 + your Constitution modifier until the end of your next turn.
    When you use empowering strike, the attack gains the Cold keyword, and the damage and extra damage are cold damage in addition to their normal types.  If the attack hits, it also deals extra cold damage equal to your Constitution modifier.

Invigoration Implement        Wizard Item
This device glows with a faint, soothing light, and with a bright, searing light when it is activated.
Associated Wizard Power: searing flash (new power, see p.XX)
Benefit: When you hit an enemy with searing flash, one ally adjacent to either you or the target gains temporary hit points equal to your Constitution modifier.
    When you use empowering strike or healing word, the target gains temporary hit points equal to your Constitution modifier.

Resonant Aparatus            Wizard Item
This small contraption has a clear crystal at its heart which, when activated, vibrates and produces a high-pitched scream of destructive power.
Associated Wizard Power: thunderwave (PH1 p.159, or Class Compendium: Arcanist p.XX)
Benefit: When you use healing word, you can push one enemy adjacent to the target 1 square away from the primary target.
    When you use empowering strike, if the attack hits the target can also push the enemy 1 square.

Shock Generator            Wizard Item
While it may appear to be a metal rod with simple wires coiled around it, when activted this device unleahes arcs of lightning at the behest of the wielder.
Associated Wizard Power: arc lightning (HotFL p.204)
Benefit: When you hit an enemy with arc lightning, the next attack that enemy makes before the end of your next turn takes a penalty to the damage roll equal to your Constitution modifier.
    When you use empowering strike or healing word, the first time the target is hit by a melee attack before the end of your next turn, the attacker takes lightning damage equal to your Constitution modifier.

Transmutation Inducer            Wizard Item
The energy from this creation can either melt and corrode an enemy's armor, or thicken and bolster an ally's.
Associated Wizard Power: corrosive splash (new power, see p.XX)
Benefit: When you use corrosive splash, the power only targets enemies within the burst.  Each ally in the burst instead gains a +1 power bonus to AC until the end of your next turn.
    When you use empowering strike or healing word, the target gains a power bonus to AC until the end of your next turn.  This bonus is equal to your Constitution modifier.


New Wizard Powers

Corrosive Splash            Wizard Attack 1
You launch a corrosive blob at your foes, which bursts above them and showers them with acid.
At-Will ♦ Acid, Arcane, Evocation, Implement
Standard Action        Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
    Level 21: 2d6 + Intelligence modifier acid damage.

Searing Flash                Wizard Attack 1
Light brighter even than the sun flashes from your palm to the face of a foe, searing its flesh and blinding its eyes.
At-Will ♦ Arcane, Evocation, Implement, Radiant
Standard Action        Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
    Level 21: 2d6 + Intelligence modifier radiant damage.
#2

greatfrito

Jul 18, 2011 15:47:29
Okay, some commentary to start us off.

This is obviously in the very very early stages of design.

This is my first all-out, "screw all of the rules" class I've attempted.  By which I mean: no "normal" at-will powers, questionable relation to the "character role", and generally a different structure.

This will be built with the goal of recreating the Artificer I played and enjoyed in 3.5 - something of a different beast from the 4e incarnation.

The basics are there at this point (though there's a lot to fill in, even for level 1, clearly):


  • creates (pseudo-temporary) items, which are the source of his attack powers;

  • single multi-use encounter power that augments an ally's attack (much like backstab/power strike, but shared with an ally);

  • daily powers will either be the same (pseudo-temporary) items for attack powers, or long-term "buffs" to allies by enhancing equipment.



Anyways, again, this is in the very early stages, but I thought I'd toss it out now, while I work on it.
#3

lady_ishtar

Jul 22, 2011 11:57:51
Looks very interesting, than again, most of your stuff does. One thing I would keep from the origianl 4e artificer is the Healing Infusion mechanic. It is the most distinct and unique healing mechanic of all the leaders (maybe with the exception of the shaman).

Otherwise it looks interesting. Looking forward to seeing more.
#4

Eisenritter

Jul 22, 2011 19:05:32
Looks very interesting, than again, most of your stuff does. One thing I would keep from the origianl 4e artificer is the Healing Infusion mechanic. It is the most distinct and unique healing mechanic of all the leaders (maybe with the exception of the shaman).

Otherwise it looks interesting. Looking forward to seeing more.



Except this is a wizard subclass.  Since the wizard never had a healing power, a Leader subclass of it gets healing word by default.  To whit:  Sentinel druid.
#5

Timmeh

Jul 23, 2011 2:02:31
Let me first say: I don't care what has come before, whether it's Essentials or AEDU or 3.5. I also don't particularly care whether you call it a subclass of the Wizard, the Artificer, or the Moon. The rule of law is "Is this awesome? If not, get out." I would also like to say that I'm going to be especially critical, because this is the class that I know and love and I want you to do well in making it awesome, even though it already is. As such, when you're looking at my comments and seeing snarky criticism, I'm not trying to troll or bait you, and I'll only try to demean you if you pervert what I love about the class; which you haven't done so far.

Healing Infusion/Healing Word

Healing Infusion is the clearly superior leader power. It has great fluff and great utility; and the Artificer has always struck me as "The Down to Earth Clever Bastard" counterpart to the booksmart Wizard. Simplicity be damned; the Healing Infusion works and fits the Artificer to a T. Healing Word doesn't do the same trick. I would advise either going with Healing Infusion or forging something special. You do have some special, but...