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| #1XanchairothossMay 13, 2015 20:40:17 | College of ArtificeBonus Proficiencies When you join the College of Artifice at 3rd level, you gain proficiency with one set of Artisan’s tools of your choice, and Artificer’s supplies. Any ability check you make that requires the use of Artisan’s tools you are proficient with is doubled. Additionally, the time it takes you to craft any non-magical item is halved.
Artificer’s Knack Also at 3rd level, you can create consumable magic items such as potions and scrolls. To create a potion, select any spell with a range of touch from any class list. The potion grants the effects of that spell to whoever consumes it within 1 hour of its creation, after which time the potion loses its effectiveness. The crafting of a potion requires Artificer’s supplies, and a number of turns plus the expense of a spell slot equal to the spells level. You can also tap into your magical abilities to rapidly inscribe spell scrolls. A scroll inscribed in this way lasts indefinitely, but is attuned to you and may only be cast by you. The spell you inscribe must be chosen from those you know and you must have a free spell slot to cast it into the scroll. Each scroll takes 10 minutes per spell level to create with the use of parchment, quill, ink, and Artificer’s supplies totaling an amount in gp equal to the level of the spell according to the Artificer Magic Item Creation Table.
Craft Magic At 6th level, you may now temporarily imbue items, enchanting them for a limited time. To create temporary magic items requires Artificer’s supplies, a mundane or magical item to be imbued, and a number of turns plus the expense of a spell slot equal to the items rarity according to the Max Spell Level column on the Artificer Magic Item Creation Table. Temporary magic items do not require a formula, special materials, or cost in gp to produce, and can not have a maximum bonus higher than their rarity. They may duplicate the effects of a single spell, or existing magic item, but are not capable of casting spells. Items temporarily imbued remain enchanted for 1 day, after which time they revert to their normal state.
Master Crafter At 14th level, you gain the ability to forge permanent magic items with unmatched speed, including Armor, Rings, Rods, Staffs, Wands, Weapons, and Wondrous Items. If you possess the formula for a magic item, have all the special materials required on hand, and an amount in Artificer’s supplies equivalent to the gp cost of the item, you may construct a permanent magic item in a fraction of the time it would normally take. You may even take an existing magic item and imbue it with more magical power, combine two or more magic items into a single item by transferring the abilities of one item into the other, or create entirely new magic items of your own devising. Enhancing an existing magic item and combining items increases the item’s rarity by one step for each item or level of enhancement, whichever is greater. The process costs an amount in Artificer’s supplies and time equal to the items new enhancement level based on its rarity. Legendary magic items have a minimum character level required for their construction. Artificer Magic Item Creation Table Item Rarity Creation Cost Max Bonus Max Spell Level Time Minimum Level Common 100 gp - 1st 1 hour - Uncommon 500 gp +1 3rd 1 day - Rare 5,000 gp +2 6th 1 week - Very rare 50,000 gp +3 8th 2 weeks - Legendary 500,000 gp +4 9th 1 month 17th
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| #2MarandahirMay 14, 2015 6:45:26 | Looks fine, but still doesn't deal with the fact that Artificers are to Bards wha what Rangers are to Paladins.
So where does that leave us? Both the Artificer Tradition of Wizard (from UA) and this College of Artifice FAIL to provide the essential spells that the Wizard can't cast, because they don't do anything about the Artificer's spell list. Furthermore, both FAIL to provide the ability for these classes to wade into combat. Wizards have the smallest hit die and no armour proficiencies and minimal weapon proficiencies. Artificers just don't fit as clothed staff-users. |
| (Reply to #2)Xanchairothoss |
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| #4MarandahirMay 14, 2015 7:41:49 | Sorry, that was a silly way to emphasize it, and your attempt is a noble cause. Furthermore, your attempt IS better than the Wizard Tradition one, just, in my opinion, not by much. |
| #5XanchairothossMay 14, 2015 11:07:29 | Yes! The issue with economy per magic items and their creation is a huge roadblock for an easy Artificer build in this edition. You hit the nail right on the head. I agree, Master Crafter is lackluster, thus combining it with Craft Magic was a stronger option, imo. For keeping the class as a Bard College: -Trade Savant and 2nd Level ability for Bonus tool proficiencies, and include Martial Weapons, shields, and Light Armor. -6th level: Artificer’s Knack -10th level: Medium Armor proficiency & Master Crafter -14th level: Craft Magic
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| #6Tempest_StormwindMay 14, 2015 11:41:51 | Full disclosure, I've got an artificer project of my own and, as such, may not be entirel neutral here. That said, I think we're on similar wavelengths regarding artificers, so I think this might prove helpful. (I'd also like to hear your thoughts on my version, if you feel up to it.)
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| #7Captain_KoboldMay 14, 2015 11:01:18 | While some people think Artificers should be able to wade into combat like Fighters, a lot also think that they should be able to handle traps and similar like Rogues as well.
With this sort of thing, multiclassing is generally the best way to handle it, but many do not want to give up caster levels.
Its a question of differing ideas of what the class actually represents, and whether you're going for the base concept or trying to replicate how the class worked in a previous edition. |
| #8XanchairothossMay 14, 2015 16:42:03 | @Tempest_Stormwind, that’s a 3500 word filibuster wall of text, mate 0_0
I fail to see how a thief would be required to activate Use Magic Device in order to un-cork a potion and drink its contents. I mean, the Barbarian does just as fine interacting with potions without Use Magic Device. As written, this lets you give spell scrolls of any spell that is both a bard and wizard spell to your wizard and have them copy it, since that's not casting the spell. Sounds great to me! Seems like a good benefit for picking up levels in this class, or dipping. […]totaling an amount in gp equal to the level of the spell according to the Artificer Magic Item Creation Table. If this is compared to standard item creation, it's like having the formulas for spell scrolls of any spell you know, and being able to complete the work in ~hours instead of days. Is that what you intend?
"Can duplicate the effects of a single spell.... but are not capable of casting spells" is a contradiction. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.” etc. I can pick up a regular sack, spend three rounds and a 3rd level spell slot, and have a Bag of Holding for a day; in effect every single Uncommon situational magic item ever is now in your hands (because, let's face it, how often are you going to need a Folding Boat?), and it's not too many more levels before the same is true of Rare items. The only cost is a spell slot.
I can pick up a stick and spend... let's see, one round and a 1st level spell slot to turn it into a ghetto Wand of Chromatic Orb (or any other 1st level spell I can imagine) that works once? (After all, that's duplicating the effect of a single spell....). For costly components, the point you’re driving at is “can I make a staff that hits people and grants wishes?” the answer is yes. How would you recommend fixing that? I don’t want to scrap the ability, but reigning it in is certainly helpful. And thanks for helping me idiot-proof this!
I’ll insert the caveat: “last for 1 day, or up until you finish a long rest, after which time they revert to their normal state.” It seems that this ability gives you every magic item ever (up to a particular rarity), costing only a spell slot and a bit of extra setup time, and the last bit opens that up to unusual items that can duplicate the effects of any spell on any list ever (up to a limit set by your maximum spell level, but not limited by class). Yeah, I think this is a bit poorly written and open to all kinds of abuse. I’ll think on it, unless you (or anyone else) have a suggestion? The bit about "levels of enhancement" is weird and hard to follow, but the basic idea - crafting magic items in a fraction of the time, if you have the formula and the requirements - is a sound one. You just need to refine a bit about what the rules are for putting new items together. Yeah, as I wrote that I was thinking it myself, but it’s pretty much paraphrased from the DMG. I didn’t want to go refining the rules Mearls wrote in a simple sub-class – it’d be better to refine the rules as variants, then present the class as dependent on incorporation of said variant rules. Also, you need to consider what this does for a class in a world where the artificer is allowed, but item creation is not (or if it is allowed but formulas are really rare). For instance, your world might have artificers as masters of using and maintaining ancient technology, but the methods of actually creating such items were lost to the ages. The 6th level ability basically says "I can outright ignore formulas for short bursts" (which destroys that hypothetical world, and forces every world into a high-magic-item environment, even if the magic item in question is inappropriate - say, a Decanter of Endless Water in Dark Sun) and the 14th level ability only works if formulas and crafting are allowed (with no fallback if you never find a formula). Oh man, you’re making me want to drop the concept entirely, or at least the interesting portions of it. Craft Magic is the highlight. (I got around this in my own game by giving the artificer a way to discover formulas (rather than bypassing them), based on which items the DM was already comfortable handing out and without any extra work on the DM's part. If the DM wanted to allow item creation but block the PC's use of that ability, all he needs to do is add a difficult or impossible requirement to the formula. If a DM wants to block item creation for your artificer, he can't do anything except ban it.) Excellent point. Ok, you’ve pretty much convinced me I need to beat the piss out of this sub-class ability, perhaps the formula approach is best, yet, that really destroys creativity in the hands of the player – which is foremost in my mind. I would be torn between Bard and Cleric either way if I was forced to make a subclass - Keith did something similar by modifying a Cleric slightly, then creating an "Artifice" domain to bolt onto it. However, that still involved a base class modification. Yeah, I’m almost wondering if it might be better to just simply create a template that can be slotted into multiple different classes, but that almost seems cumbersome and indicating the archetype wants to be its own class. Do note that just because it's a "College" doesn't mean that it's academic or anything. The name of something is different from something. Also, Oratory isn't a thing in 5e; they have musical foci instead (which replace the material components with strumming on a musical instrument; notably, your voice isn't one of these. The singing accompaniment is the verbal component.) Spellcasting Ability: “Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration.” If you want, one thing to consider is that the subclass abilities should use Intelligence, the primary artificer score, for item creation things. This introduces some MAD on par with the arcane trickster or eldritch knight, but it remains a viable route nonetheless (this subtly reinforces you if you pick support spells that don't rely on DCs or attack rolls, i.e. those artificers typically use). Double attribute dependency upon two non-physical attributes? Absolutely not. Regarding Bard, consider how this subclass links up with other bard abilities (i.e. not at all). You can try tapping into your bardic inspiration as a resource to power your items (both other bard subclasses give a new use for inspiration dice, via Cutting Words or Combat Inspiration; you could call it Inspired Engineering or something. One of the few good things about the UA artificer is how it prevented Arcane Recovery capacity from returning while the items were still around; imagine something similar for bards, where an item that took up 3 Inspiration meant that you had 3 fewer Inspiration dice to pass out as long as the item existed?), or require ability checks that aren't linked to any specific skill to activate them (so Jack of All Trades subtly helps this, while rogues (who share Expertise) can't steal your thunder). Rather than cementing your specific mechanics (which need some work, as I think I showed), you can start from the ground up as a bard subclass and work it in that direction. Damn, skippy. That’s some good advice, much appreciated! (Full disclosure: The "archaeologist" angle is one of the major fluff lines running through my artificer, most prominent in my magitechnician subclass. I called it that because I wanted it to match both the "student of ancient magical devices" angle as well as the "guy who applies that knowledge to solve practical problems today in creative magical ways" engineer angle, depending on what world was being used.) I concur with your reasoning (which shows good designer instinct), although I would dispute using multiclassing here. Ideally, you shouldn't need to multiclass to capture a concept you're designing - that's why you're designing it. Also, multiclassing is a variant; you shouldn't have a variant relying on another variant. I’m mostly trying to distill the essence of the class, actualizing it fully would require an entire base class, which I’m not entirely sure I’d like to build alone. If you want good multiclassing options, consider it from the other angle. I can see artificer dips appealing, thematically, to arcane tricksters and eldritch knights in particular, and bards and warlocks as secondary focuses, possibly followed by wizards or Knowledge clerics. The trick is to make those choices, specifically, appealing if multiclassing is allowed, while still letting it stand on its own if it isn't. Noted. I concur completely; I wrote at length about that here. I summed it up as "It may be an artificer, but it certainly isn't the Eberron artificer." *thumbs up* This: “I feel that too. It just feels.... confused.” Xanchairothoss wrote: For Psions, since Spellcasting and Sorcerous Origin are both level 1 Features, changing the base attribute dependency for a Psion Bloodline doesn’t seem too hard a stretch – it’s a single line change that would occur right at character creation and be a ribbon feature of that Bloodline. That's been my instinct too - the psion and a few other psionic archetypes can be created as Sorcerous Origins without too much hassle. THe biggest issue is handling the specific powers they need (at a bare-bones level, that's telepathy, telekinesis, and visions; either all in the same archetype or in subforms of the same origin) rather than the overall mechanics. Recall that the sorcerer list has no unique spells on it (all of them appear on at least one other class' list!). Meh. Building a Psion would be a piece of cake, it’s merely the laboriousness of picking appropriate specialty spells that would be a turn-off. Regarding the rest of this reply, please see my comments above. You need to clarify and fix a few things on those abilities before we can plug-and-play with other classes. (I'd also suggest reading my artificer, including the second post full of design notes, as I went over many of the same issues regarding interfacing this class with assorted expectations on magic items and campaign settings.)
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| #9Tempest_StormwindMay 14, 2015 18:25:03 |
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| (Reply to #9)Xanchairothoss | I did read through all of the above. You're abviously further along, and have a firm grip on the ins and outs. I feel to continue down this road is a waste of time, as I'm repeating the same mistakes you've already worked past. I'll read your thread and give you a hand instead if I see anything that might stick out as helpful. |
| #11Tempest_StormwindMay 15, 2015 11:13:38 |
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| #12XanchairothossMay 15, 2015 12:52:04 |
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| #13Tempest_StormwindMay 15, 2015 13:08:02 |
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| (Reply to #13)Xanchairothoss |
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| #15MarandahirMay 15, 2015 14:32:48 | I also think that in that article, why he does say that the healing infusion thing is something that was put in by 4e designers that aren't him, and you should ask them (do I hint a bit of frustration? This was a few years ago, and I assume they want him back on board for 5e's direction for it, just like they've refocused with Ed Greenwood and other FR writers for 5e, well, Keith does say that it becomes a discussion of what is a hitpoint and what purpose healing infusions are – I believe the healing infusion concept of the Artificer really does speak to the concept of HP as abstractions that are only really relevant to heroes and monsters/villains, and not the general populace who go to House Jorasco or to the Church for healing (he suggests perhaps even limiting the healing profession from the various Churches). Unfortunately, Cure Wounds now lacks the material components it once had, in order to better compete with Healing Word (which, further, has no somatic components). This makes the spell a bit more unconvincing from an Artificer, where in the past healing spells that were like a ritual of using herbs and such weaved with magic might have been. At this point, making potions of cure wounds may be the best direction for dealing with the healing infusion, but I think it should be one of the fast-tap spells. It might be worthwhile deciding that there are certain potions that Artificers can make offhand or easily compared to making just about anything. But maybe that restriction defeats the idea of them being outside-the-box genii like Nikola Tesla. My comparison of them as engineering students was slightly incorrect: all of those "students" were students in their backgrounds, it was a description of how they were Sages if they chose the Sage background, essesntially. The Artificer was a mechanics/alchemy/engineering student, but now is a genius inventor/chemist/technosorceror. It's a fine line to walk to create the class accurately, and I find it a little bit too limiting to place it here as a Bardic College, but also too free-form in the way it was portrayed in the full-class homebrew thread. :/ |
| #16Tempest_StormwindMay 15, 2015 15:20:57 |
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| (Reply to #15)Xanchairothoss |
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