XaiJu
Nimble Co.
Nimble Co.

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Artificer Beta

Some big changes with the Artificer class! Testing has been going well so far, lots of great feedback. The class feels very customizable, uniquely so, and I think that's definitely the fantasy I'm trying to hit. A genius who can make inventions and upgrade them in lots of different ways.

There are currently about a dozen different inventions (you can pick a new invention roughly every other level) and nearly 40 different upgrades (you can pick 1 new upgrade every level). There may be a few more or a few less by the time the class is completed, but it'll likely be roughly in that ballpark. Enough customization to scratch the itch for theorycrafters and optimizers, but not so much that it scares away the normies!

The artificer can fill a number of different roles quite well: as a frontliner tank, a glass cannon damage dealer, a fast ranged class, and even as a healer in a pinch. It's far from finished, but it's far enough along to move from an Alpha test to now be called a Beta test. I'm eager to hear your feedback as you get your hands on it and start testing.

I'm commissioning some new art for the inventions, so please don't mind the filler art too much. For feedback I'm mostly interested to hear about the mechanics, do they play smoothly, and the upgrades, are there any that are so OP you feel like you must take them, or any so underpowered you'd never want to take them?

What's next?

I'm putting the finishing touches on the Hexbinder class (formerly the Witch). It's feeling like it's really in a good spot. And I'm starting to cook on the Psion Class and a new class that I'm *quite* excited about. So excited that I've already commissioned some art for it (and it looks rad). Stay tuned, I'll be sharing it in the coming days.

I'm also working on some new monster groups, constructs called Mana Hulks.

As always, thanks for the continued support

– Evan

Artificer Beta Artificer Beta

Comments

As someone who loves artificers, the gadgeteer subclass really captures what I wanted as much as is possible without magic. I would love a spellcasting subclass a la spellblade. I am not sure the inventor subclass really jives with me, and I think there needs to be a bit more gadeteering, a cantrip-level repeatable effect to represent mcguyvering

Steve Sutherland

After reading through the class a few more times I understand it better now. I really like it. The biggest thing I think is that we just need more inventions and gadgets to choose from. I like the risk reward mechanic. I still think a 10th level artificer should have been able to fix the blowback from his gauntlets by now. He can still miss though. Thoughts?

Jackson Thigpen

Is this class still in development? I have some ideas I'd like to share. I have always loved the archetype for the artificer, and I am a big fan of the current design thematically. For the mana blade and the manabolt canon, I wonder if taking damage on a mishap is to punitive. It will already require an additional action to repair it, not to mention possibly having to break free from melee to be able to repair it(if I were the GM I would give the enemies advantage on their attacks if you attempted a repair while in melee. I would also likely give the repair roll disadvantage since someone is actively trying to kill you.) I think the biggest problem is at low levels you could easily drop yourself from multiple mishaps if you get a bad run of dice. All that being said, for lower levels or a new invention even at higher levels, mishaps make sense as you are learning and honing your craft - it also adds to the mad scientist vibe which I am pretty sure we all dig. However, as you reach mid game and especially late game you should be a much more capable artificer by this point and your baseline inventions that you have had for most of your career shouldn't break every other encounter. It makes you look incompetent after a while. Granted, you still need to be able to miss like everyone else, but that can be narrated many ways. My last suggestion is this is a great opportunity for player agency and creativity. Is it possible to lay out some parameters for the player to design some of their own gadgets and inventions? Game balance is a big deal. However, if every artificer has the same inventions the class will feel stale as the game ages. I love the art you chose for this by the way and I am really excited to play this class when it is complete both as a player and as a GM (evil scientist!!!). Thank you for all the hard work you have done. The game is great so far!

Jackson Thigpen

I love the art and the really hilarious “push your luck” mechanics. I see Belle’s father in Beauty and the Beast with his goggles. I don’t particularly like that all artificers start with the same thing. I would figure such eclectic nutcases would making really wild and crazy stuff that barely function, but do crazy (and useful) stuff. Have them pick an item from the Item list, and give them… I dunno, a list of 5? “enhancements”, one of which they get to put on it. Then roll a random setback for it? Dunno if that makes any sense. This is really amazing stuff you are doing!

SpydersWebbing

The art is amazing btw

Tobias Brockmeyer

I absolutely love the artificer, and I'm looking forward to playing your version of it. Looks like the file name is saying v1.3 but the last page in the pdf says V1.1

Morten Arntun


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