Sunday, December 13, 2009

Submitted for approval: Legendary Artisan

LEGENDARY ARTISAN

Creation is the ultimate truth, and the ultimate goal of all sentient beings.  It is your everlasting destiny to give your visions reality.


Prerequisites: 21st level artificer

(Flavor text goes here.  The legendary artisan takes the act of creation to a preternatural level, seeking out their inspiration in the fundamental workings of the universe.  They identify with their creations as they would their own flesh, and begin to take a flexible view of life.  After all, the body - much like a tool, or a work of art - may be destroyed, but things can still be created to replace, or improve on, the original.)

Immortality: (Flavor text goes here.  Plenty of room to strike out as a crafter of worlds.)

Legendary Artisan Features:

Fire of Creation (21st level): Your Constitution score increases by 2, and you gain fire resistance 20 and lightning resistance 20.  When crafting a magical item, the cost of creating the item is reduced by half. (Disenchanted items still yield 20% of their base item cost.)

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Life's Work (24th level):  Once per day, when you die, your spirit flees from your body and enters any magical item currently being used by one of your allies within 20 squares.  While within an item, you may not be the target of any attack.
 As long as the item is equipped by a creature, until the end of the encounter, you may act through the item as if you occupied the same square or squares as its bearer. On your turn you may use a minor or a standard action, and may not use move actions. You may make attacks and use powers through the item as if it were an artificer implement with a +6 enhancement bonus. If you are occupying a weapon, you may use that weapon for powers with the weapon keyword as if you were wielding it; if the item is an artificer implement, you use the item's enhancement bonus instead. In addition, you may use the item's powers as if you had the item equipped; if the item power used is a daily or encounter power, that power does not count as expended for the actual bearer.  (Use of a daily item power still counts as one of your item power uses for the day.)
 At the end of the encounter, after a short rest, your spirit returns to your body if it is still present.  You return to life with 1 hit point. If your body is missing, you will need other magic to return to life.

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Unfettered Artifice * Utility 26

Freed from the boundaries of mind, your inspired impulse sparks from ally to ally as their spent magical tools hum with power.

Daily * Arcane

Standard Action * Close burst 10

Target: You and each ally in burst

Effect: Each target regains a daily item power use for the day, and recovers the use of one expended daily item power of their choice.

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Equivalent Exchange (30th level): You may transmute any magic item into a magic item of equivalent level or lower.  Doing so requires five minutes spent working the item's physical and magical shape into its new form.

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(After feedback from David, have revamped the epic destiny, added the last feature it needed, and reflavored it a bit.  Thoughts?)

3 comments:

  1. im not sure about the lvl 24 feature. So basically if you die, you occupy any magic item and live there for the rest of the encounter. You cant take damage, you are never effected by anything, and there is absolutely no down side except for the fact that you have to occupy the same square. Other classes do similar resurrections, but either you skip the encounter and come back, or you come back with hit points. This just makes you immune to everything, brings you back, and you can never die again in this encounter.

    I dig the utility power and I think its pretty good and useful.

    The initial bonus for other classes is +2 to two stats, but you also get resist fire and lightning AND an incredible discount for all items. I would say keep the resistance or the discount.

    Last feature seems good, but should probably have "if the daily power on the item has been used before, transferring item does not recharge the daily power." This way you cant tag team between two awesome items and get their dailies every other encounter.

    Id also suggest that you could take this feature and make it into the initial feature, by taking out the discount. So you will have +2 to a stat and Equivalent Exchange at 21.

    Then you could have something awesome for the final 30th level power. Something like true creation which lets you make artifacts and whatnot.

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  2. Life's Work: The level 24 feature is pretty much shamelessly ripped off of the Arcane Sword epic destiny from Arcane Power, and its Sword's Vengeance feature. The only appreciable difference as far as Life's Work is concerned is that, instead of fighting exactly like you were before you died, you're fighting in the same square as an ally. Otherwise the deal is the same as epic swordmages can get, so if it _is_ OP, then it's not due to homebrew.

    Equivalent Exchange at 21st: The problem with making Equivalent Exchange the 21st level feature is that it effectively allows the party to switch out their magic items at will to match any threats they'll happen to be facing. Either blast it with any vulnerabilities they happen to have, exploit daze/stunlocking weapon properties, completely block elemental damage, or eliminate particular status effects. (A party full of daily-item-use stunning weapons, or daily-item-use "go to the cornfield" weapons, just in time for all our boss fights?) It also completely removes the interest of awarded magic items beyond "you get a level xx magic item", which can and will lead to boring item rewards. And lastly, to put it in perspective, it basically amounts to the ability to disenchant and re-enchant magic items at 100% efficiency instead of 20%. The ability to swap magic items at will is severely broken enough to be a level 30 power, but way too broken to be available for a full 1/3rd of our adventuring career.

    I'd consider dropping the resist lightning, since it was basically an ad hoc sort of thing (less artificer, more mad scientist-y) but I'd leave the item discount and fire resistance together since fire resistance is a dime a dozen for PCs. At this level we're gonna get ridiculous amounts of fire damage anyway, so it'll basically be a very limited-use protection for Evan.

    Re creating artifacts: should be the result of plot, never game mechanics. At epic level, as a DM I'd be perfectly willing to have a character try to make an artifact as a plot point and succeed, whether or not they're an artificer.

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  3. It is OP, because you cant ever die again. And just because its in a book, doesnt mean it hasnt been nerfed before. I mean you will never ever ever ever die. As a healer, occupying the same square as the main tank, thats game over.

    Also the final destiny doesnt seem epic enough. So you can change any item into any other item in five minutes. Im not sure that thats quite big enough to be considered the ultimate end to one's path

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