Home Creators Posts Import Register Favorites Logout

Content

So this is mostly it. Obviously things will still shift and change, and I will be scrubbing through for any corrections or typos, but this is largely the version that will get posted tomorrow.

I've made some grammar fixes and the like (thank you to all that submitted corrections to add to the pile!) and I've gone through and fixed a few more on my own, but there is still quite the pass to go through from various name updates still propogated across the upgrades and the like.

Change Log (since last version):

Clarified that if you pick a Stormforged Weapon that requires ammunition with cross disciplinary, you get the ability to make ammo too.

Added Alchemical Acid to Cross Disciplinary.

Renamed Deployable wings to Flying Gadget. I don't care if they are wings are not.

Added two clarifications to Stormforged Weapons - one that they can share a pool of upgrades instead of having the same ones (to allow for mixmatched types of weapons) and one to say fuck the loading property.

Added Faraday Helmet and Arcaneware Upgrades to Warsmith. I may need to double check the math with Faraday helmet, but that's 2-12, which does not seem that unreasonable to me.

Fleshsmith...

I changed Perfection of Form to bring back the bonus action attack. Constitution modifier/long rest times. Lot of people were under the opinion the first level feature was too weak without it.

I heavily changed Live Dissection and added it to Perfect of Mind; it now allows you to replace an attack roll with an Intelligence Medicine check; this is way way more likely to hit than an attack due to expertize, but does less damage (particularly once extra attack shows up, as it just doubles the twice, not the modifier).

I nerfed Doctor, and moved the second half the upgrade to Field Surgeon. Technically... Field Surgery does not require Doctor, but it is highly recommended for obvious reasons.

This means that the Doctor route has the same number of upgrades for the same functionality as previously; but lifts the hit dice spend to level 3, which is probably a bit more reasonable.

I dropped Perfect Specimen as people mostly did not like it. I added a new feature called Autoimmune Response. Its like Not-Quite-Legendary Resistance.

Added Better Eyes.

Tweaked Extra Arm as it no longer gives extra attacks on its own.

I removed "Light" from Extra Claws as the natural weapons no longer interact well with dual wielding, and traditionally natural weapons aren't light (even unarmed strikes aren't). this is probably for the best as I've done this elsewhere with natural weapons, but I think makes extra claws probably fairly bad, as it's basically just a rapier now. I guess it's more "an option".

Extra Tentacles bonus action removed.

Field Surgery: the second half of the  Doctor upgrade, slightly tweaked. Technically does not require Doctor... probably recommended though.

Extra Endurace added at 11th level, makes the bonus action of Perfection of Form unlimited.

Extra Arms is still there. Still maybe too good. Still might get nerfed further.

Very Forbidden Knowledge now only works with the fangs bonus action attack, but deals 2d8 damage instead of 1d8.

Added Vivisection, allowing the Intelligence (Medicine) attack of Perfect of Mind path to instantly kill people. That seems fair and balanced.

Added Best Eyes, as an upgrade to Better Eyes (the old Dragon Eye upgrade).

I added Nystul's Magic Aura to the spell list (against my better judgement).

There will still be some tweaks between this and tomorrows version as I continue process the last of the playtesting feedback (and general feedback). Huge thanks to those that spent their weekend playing around with it, and huge thanks to all that send in feedback in general.

My main goal between now and then will be to sit down and actually read the document one more time end to end and make sure that everything is more or less where it supposed to; create the master change list, make sure the art additions are credited, etc.

Files

WIP Artificer 2.0 by

WIP Artificer 2.0 by - Created with GM Binder.

Comments

Matthew Gesus

Fleshsmith Notes Reflexive Twitch - Mentions that "as usual, this attack does not apply the modifier." What modifier? What's the usual case for the extra arm? Massive Hulk - Has Massive Flex as a prereq, no such upgrade exists. (Should be Massive Mutation?) Dark Miracle - If you use this with an effect that targets multiple creatures, do they all gain the healing? Field Surgery - I get the joke there, but you know people are going to harp on it, because that's what people do.

Invidia

So I love basically all the changes you've made to Fleshsmith since last week, especially the return of bonus action attacks. The only thing I want to mention is that Vampiric Touch is still listed on the 4th tier for Forbidden Knowledge, despite being a 3rd level spell. Edit: So I just read over the changes to Extra Arms. My one thing with them is that they aren't very useful if you don't take them as your Perfection of Form upgrade, and instead take them afterwards. Also, would any of the Perfection of Form weapons ever be added to Cross Disciplinary Knowledge? Or are they too different?

VerixaOkblek

So after reading the Fleshsmith changes i have to say this is extremely good. I still think Fleshsmith Proficiency could do with something extra. (say a weapon or two or giving you something to actually craft with those two proficiencies :P) Thesis of Flesh's change is perfect, it offers a unique ability for each option, allowing for very different playstyles between fleshsmith builds, & opens up a ton of potential for future Thesis options & Fleshsmith playstyles, also seems they each get their own "special upgrade", which is definitely going to add to the fun. :D (i especially like what you've done for Perfection of Mind Doctor builds) Autoimmune Response may lack a bit of oomph for a capstone on its own, but seems like a good addition to Fleshsmith's survivibility, give or take some balance as needed. Better eyes & Best Eyes are definitely an enjoyable addition, i also like the idea where you can select Better eyes several times with different effects. Extra arms is definitely closer to a more balanced position, now that it cant use Live Dissection & relies on your bonus action, its also a lot more expensive upgrades wise, requiring most of your late game upgrade slots. (though it could probably do with the "light weapons only" rule again since it seems people might be able to use a bunch of 2 handed weapons with the arms & uncanny strength) The Claws do seem pretty bad now, and along with the fleshsmiths other natural weapons, still seems to suffer from the issue i mentioned before, when compared to the other subclasses "upgrade-weapons", IE no special attack/effect & needing a separate upgrade to become magical, (and of course no enchanting) this also means they dont really stack up to Extra Arms even after its nerf. (I guess Fangs are the exception? though that's because it has its "ultimate upgrade" like Extra Arms does) While there still seems to be a weird lack of both acid Damage and internal organ based upgrades, and a few kinks here and there to be worked out, the Fleshsmith seems to be all but ready to ship out the gate. :D (if it seems like i double posted its because my message seemed to vanish the first time)

Kerius

1) Perfection of Form lists Extra Arms as an options instead of Extra Arm 2) Extra Claws seems pretty bad 3) Uncanny Strength says you can hold a two handed weapon in one hand. This should say wield in one hand. Everybody can hold one in one hand. 4) I agree with the other comments that the upgrade turning your natural weapons magical should just be baked into the base upgrades.