User talk:ZarHakkar/Inventor (5e Class)

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Some things to look at[edit]

  • Craft Explosive: Can I stockpile explosives over the course of a month's downtime, or do they have an expiry date? How heavy are they? Am I assumed to have the necessary materials? Explosion needs a saving throw DC.
  • Craft Explosive and Improve Metal are both long-term benefits that use a short-term resource. e.g. If Improve Metal lets me give everyone in the party a semi-permanent +1 AC and +2 (or more) to attack rolls during my downtime, then it doesn't matter how many tinker points it uses.
  • Uncommon Knowledge: Wording issue, I can't add a bonus to a check before I roll the dice to determine the check; do they add their proficiency bonus if they already get to add their proficiency bonus? When does this benefit expire if the target doesn't make a skill check? What is the range of this feature, can it help a character a mile away?
  • Features benefit creatures, not players.
  • "Intelligence stat" -> "Intelligence score"
  • Tinker's research grants me proficiencies in skills that I might already have at 1st level. What nice thing are you going to give people who already have these skills?
  • On a thematic note, unexpected critical and sudden strike seem a bit odd. If tinker points represent the character's ability to tinker, what's happening when they become a bonus attack?
  • Skillful Imitation. I assume that the inventor has to have seen the spell be cast, or have been effected by it, or somesuch. If the contraption imitates an attack spell, is the spellcasting ability going to be Intelligence? Is the action required to use the contraption the same as the spell's casting time? Does it require components? Is it cast at the lowest possible spell level, or is it cast at the spell level that the original spell was cast at? How heavy is the contraption? Do I hold it in one hand to use it? Can anyone use it or just me? If it imitates a spell that requires concentration do I need to concentrate as well, or is my contraption handling that?
  • Gearsmith - woah, this means you can now give a shield-using fighter +4 to AC and +4 or more to their attack rolls, permanently. This would be very powerful even if it only lasted one turn.
  • Create Buzzard - it can lift 30 lb, but carry 25lb? Perhaps give it a Strength score so it can use the existing encumbrance rules. This doesn't use tinker points? Does it use up any materials?
  • Create Tower - is the attack a melee weapon attack? Where do the materials come from?
  • Create Contraption - explosion needs a saving throw. Also noticed for this and Create Explosive, you just need a maximum range, not a normal/long range, since it isn't a ranged weapon attack.
  • Improved Contraptions - I think this should be the DC in the first place. Marasmusine (talk) 01:27, 19 August 2015 (MDT)
Keep the talk page for continuity and so people know if things have already been discussed. --Calidore Chase (talk) 22:16, 18 October 2015 (MDT)

What the **** is this gigantic change to a class i am currently using? i cant even find the version that was here a week ago. a WEEK. couldnt whoever changed this done an alternate version instead of wrecking something that was just fine? —The preceding unsigned comment was added by 47.137.34.169 (talkcontribs) . Please sign your posts.

Try this revision. Also, please don't swear. — Geodude671 (talk

wow thank you! and sorry about the swearing

| contribs | email)‎ . . 15:33, 3 November 2017 (MDT)

Survival[edit]

I think the Inventor needs Survival to be one of the Proficiency Skills. If I had to boil down the class to a single skill, that would be it. I'm not sure if another Skill would need to be dropped out of the list, but I'd drop Athletics in that case. Vandechoz (talk) 08:54, 21 May 2016 (MDT)