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Thread: The artificer returns
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2019-05-16, 04:54 PM (ISO 8601)
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2019-05-16, 04:57 PM (ISO 8601)
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Re: The artificer returns
That's a very valid point. I wouldn't even know what Artificer subclass is more "Gnome" than any other. Artillerist, probably. Gnomes love to blow stuff up. One of them having a "giant" turret and some otherworldly knowledge of technology is exactly what I think of as a classic Gnome trope.
I don't foresee the Battle Smith or the Archivist seeing real play. They feel like generic half-casters, not like actual Artificers. The Alchemist and Artillerist are people who make stuff, but the Archivist and the Battle Smith are people who do stuff.Last edited by Man_Over_Game; 2019-05-16 at 05:02 PM.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-05-16, 04:58 PM (ISO 8601)
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- Jun 2011
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2019-05-16, 05:04 PM (ISO 8601)
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- Aug 2018
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Re: The artificer returns
Warforged aren't...kinda(?) AL official...I think. You can use them in Eberron Adventure League, but nowhere else.
Additionally, the classic lore is that Warforged were made by Artificers. Heck, there's a note in the UA that the original Warforged were Archivist pets. I guess they could become self-sufficient, but I think it'd fit more of a trope if someone else was their creator, not their own.Last edited by Man_Over_Game; 2019-05-16 at 05:05 PM.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-05-16, 05:09 PM (ISO 8601)
- Join Date
- Nov 2018
Re: The artificer returns
You might still be SOL since, if you're a Battle Smith, you can make a body but because you're not an Archivist you can't give it a mind. Perhaps you'll need to find a second Artificer who is an Archivist and enter into a mutual contract with them to make new Warforged, with equal ownership between you two. And you can't just go with any Archivist you need to find one you can trust so you'll need to conduct serial interviews with a prospective partner. A good rule of thumb is that you won't know who you can spend many hours together in the workshop with putting nuts and bolts together until the third interview.
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2019-05-16, 05:19 PM (ISO 8601)
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- May 2015
Re: The artificer returns
Agreed, the BS feels like a fighter that uses "tech", and the Archivist as a caster that uses "tech". But how much they will feel like an artificer will depend almost entirely on the fluff the player gives to it, since allowing for any infused item to work as a casting focus means if don't wanna do fancy stuff you can just have your infused armor be your casting focus and move on.
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2019-05-16, 05:24 PM (ISO 8601)
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- Jun 2011
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2019-05-16, 05:32 PM (ISO 8601)
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2019-05-16, 05:38 PM (ISO 8601)
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- Jun 2011
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2019-05-16, 05:41 PM (ISO 8601)
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- May 2015
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2019-05-16, 06:07 PM (ISO 8601)
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- Jan 2015
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Re: The artificer returns
I find myself wishing for an option got Martial Weapon Proficiency without the Int for weapon attacks thing.
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2019-05-16, 06:13 PM (ISO 8601)
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- Aug 2018
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Re: The artificer returns
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2019-05-16, 06:13 PM (ISO 8601)
- Join Date
- Jun 2011
Re: The artificer returns
This summer, a tale of two lovers, a Warforged soldier, the veteran of a hundred battlefields, a weapon of destruction abandoned & despised after the war, & a lonely Warforged librarian, a slave to the academy which built her, will find each other... but if their dream is to be complete, they must fight, & trust one another, risking it all to find a way to have a child. coming soon, War & Pieces
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2019-05-16, 06:16 PM (ISO 8601)
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- Vinland
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2019-05-16, 06:16 PM (ISO 8601)
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2019-05-16, 06:19 PM (ISO 8601)
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- Jul 2016
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2019-05-16, 06:21 PM (ISO 8601)
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- Vinland
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2019-05-16, 06:39 PM (ISO 8601)
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- Jan 2016
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- Purgatory
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2019-05-16, 08:18 PM (ISO 8601)
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- Aug 2010
Re: The artificer returns
@Man_Over_Game wtf no... bleep no!! Not everything needs to be exclusively themed to 200% fit into every bit of FR lore. The gnomes of eberron have a distinct identity that is wildly different from FR. They run the library of korranberg, they have House Sivis, they are the only ones on khorvaire who know how to bind the elementals to the airships/stormships/lightning rails/etc that. House Cannith builds due to being the ones who are implied to have stolen the method from the drow of xendriik (also nothing like FR drow), and maybe most importantly they have The Trust as a not so secret secret secret police force where agents are authorized to preemptively act as judge jury & executioner.
Eberron is a setting with magic treated as a science & almost certainly has public education in addition to a number of colleges & universities. Members of any race in knorvaire could be a skilled artificer
@Rukelnikov a kobold is small & would actually gain something (pack tactics always active), with the iron defender being medium even mounted combatant would only really help if there were a significant number of tiny/small creatures in a campaign. 5e has very little benefit from riding a mount unless it's faster than you & a 40foot move speed mount is hardly anything to write home about considering a riding horse is 60 & a mastiff/pony is 40 but nothing stops size small creatures from riding a riding horse.
@Man_Over_Game the main continent of focus in eberron (khorvaire) just wrapped up nearly a century of ww1/ww2ish civil war that ended badly & only because one of the six nations blew up from something that basucally turned it into an arcane irradiated wasteland with everyone saying "oh bleep... we didn't do that... who did that! we need to stop and make sure we don't make it worse" while secretly hoping for a way to restart the war on their most favorable terms to seize the victory they were cheated out of. Artificers of khorvaire make well... everything.... the average citizen owns multiple minor magic items & has a decent chance of knowing one or more cantrips. all of the artificers "do stuff" in eberron.
@Man_Over_Game Not really no. House cannith has the dragonmark of making causing them to be much better at making stuff/being artificers than almost anyone else sure... but it's strongly implied that Cannith found the creation forge in xendriik where the giants probably made it. There is also good reason to beliewve that the giants made them for some reason involving the quori invasion that ultimately led to the giants doing something that made The Dragons go full Vorlon & destroy their civilization. House Cannith just figured out how to make it work & it took them a while to get the hang of things. The whole time they were making warforged was iterative improvement/experimenting.
FR based AL likes to pretend that it's the only true d&d, but plenty of games have people playing eberron races in eberron games or custom settings or even non-al following games using published content.
@Makorel You still need an eldritch machine called a creation forge. It's rumored that cannith is still has one secretly operating one despite being currently forbidden by law from doing so. There is reason to believe that the lord of blades and his followers might have & be operating one deep in the mournland. A warforged is not simply a collection of parts or an advanced construct, they have a soul & spells that require a soul work on them. If you tear the adamantine/mithral plating off a warforged you can't forge it into something else because it will corrode/rust/rot away despite the fact that those metals can not normally do any of those things.
An iron defender is a very far cry from a warforged... they are more dangerous than our civilian security robots (military ones are usually called things like mines & drones), but they really are not much smarter than our security robots.
If some warforged wanted to make a warforged, there are already multiple faiths/cults trying to do that sort of thing (Lord of blades ffollowers & kind of cult of the becoming god)Last edited by Tetrasodium; 2019-05-16 at 08:21 PM. Reason: ubb
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2019-05-16, 09:21 PM (ISO 8601)
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- Oct 2015
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2019-05-16, 09:24 PM (ISO 8601)
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2019-05-16, 11:50 PM (ISO 8601)
Re: The artificer returns
Neal Stephenson's Snow Crash?
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2019-05-17, 12:11 AM (ISO 8601)
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- Nov 2015
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Re: The artificer returns
{{Scrubbed}}
Last edited by LibraryOgre; 2019-05-17 at 12:28 PM.
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2019-05-17, 01:40 AM (ISO 8601)
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- Jun 2018
Re: The artificer returns
Personally, I would maybe like both. I think an archer that calculates trajectories in their head before shooting and such could use Int for their attacks. At the same time, I think this game overall mechanically overemphasizes SAD builds for people who wants to optimize but that is maybe another discussion.
I agree about the wands/guns and to person who lives in a magical world and have never seen a gun before, they would be the same. I would even go so far in the other direction to call the turret a walking, self-casting wand. For an artillerist, guns and wands are pretty much the same thing.
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2019-05-17, 02:01 AM (ISO 8601)
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- Apr 2019
Re: The artificer returns
Considering a Paladin 2/Archivist 18. Paladin Wrathful Smite, Hypnotic Pattern, Great Weapon Fighting Style and eventually Radiant Weapon could make a decentish support gish. Finish up with Capstone Spell Storing item. Enhanced Defense and Boots of the Winding Path seem like a decent combination.
Starting at 6th.
Any thoughts?
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2019-05-17, 02:39 AM (ISO 8601)
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Re: The artificer returns
I think it's somewhat funny that Paladin or Ranger can afford to have odd level when multiclassing with Artificer, thanks to their opposing rules for spellcasting when multiclassed.
Likewise, Artificer alone can afford to have an odd level when multiclassed.
Paladin or Ranger is forced to round their levels down, but Artificer round them up, so together, they come up with a perfect match as compared to single-classed Artificer, Paladin, or Ranger of the same character level.
To explain with my own build idea (Oath of the Ancients 13/Artificer 7; not sure which sub-class, tbh)
When multiclassed, Paladin 13 counts for 6.5 levels, rounded down to 6.
When multiclassed, Artificer 7 counts for 3.5 levels, rounded up to 4.
When together, Paladin 13 and Artificer 7 = 10 multiclassed spellcasting levels (6 + 4), which has exactly the same amount of spell slots as either class would have, when single-classed.
Compared to Paladin 13/Ranger 7:
When multiclassed, Ranger 7 also counts for 3.5 levels, but with their level rounded down to 3, together, Paladin 13/Ranger 7 would equal to only 9 levels for multiclassed spellcasting, which is same as a 18th level Paladin or Ranger would have.Last edited by Arkhios; 2019-05-17 at 02:49 AM.
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2019-05-17, 06:51 AM (ISO 8601)
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- Aug 2013
Re: The artificer returns
I've been thinking about how best to abuse Spell Storing Item and Warding Bond.
It seems like the best use would be to hand it off to your Iron Defender and have it cast it on you, but Spell Storing Item says the caster needs to have the object "in hand" and the ID has no hands.
Tiny Servants have hands, though they only have 10 hitpoints each. I suppose you could cast Tiny Servant at level 5 to create 5 of them and just carry them in your backpack along with the SSI. The first has standing orders to use the SSI on you when combat starts, or perhaps a perpetually readied action along with a codeword from you. The second has standing orders to Ready an Action every round, using the SSI on you if it sees the first Servant die. The third through the fifth have the same order, but triggered by the next Servant in order dying.
Tiny Servants last 8 hours, so it seems like a reasonable investment for that spell slot. Especially considering the fact that it's just the last line of defense for a guy with half-plate+shield, +3 to AC from infusions, and permanent 3/4 cover. Oh, and at level 20, +6 to all saves.
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2019-05-17, 07:53 AM (ISO 8601)
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- Jan 2016
Re: The artificer returns
Already thinking of mods to the Iron Guardian. It's a creature of your own creation. Would need to work with DM but perhaps we can also tweak the stats to be more stealthy:
Battle Smith 5/Arcane Trickster X
Iron Infiltrator:
- 4HP per Artificer Level vs 5
- Small Sized
- Swap Dex/Str (AC and damage remain the same)
- Gains Proficiency in Stealth
Losing some HP seems like a fair trade off for small size and proficiency in stealth.
Any thoughts? Artificer always struck me as a good base for an arcane investigator or dungeon delver. Combine with AT for more magic tricks and sneakiness.
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2019-05-17, 08:55 AM (ISO 8601)
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- Jun 2011
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2019-05-17, 09:22 AM (ISO 8601)
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Re: The artificer returns
Went back and updated my review with the last two subclasses added to it.