kidel / bg3_artificer Goto Github PK
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License: MIT License
Collaborative effort to bring Artificer and its subclasses to Baldur's Gate 3
License: MIT License
Best approximation I can think of is Light and Minor Illusion cantrips
could be just Light Cantrip and Minor Illusion Cantrip
similar to Guidance Cantrip
random effect similar to Wild Magic or selected via spell container
2d6 force damage added to weapon attacks and Steel Defender -> unlocks a temporary spell to heal a target, see Storm Sorcerer fly after spell
if you are wearing an item that changes stats on your character it can reset your elixir charges. amulet of the devout is one item that does this. My character does have Volo's eye and every time the "see invisibility" cycles to lost and then back the charges reset.
As soon as we get resource icons working, we should move stack requirements to resources.
Missing abilities can be skipped for now. The goal is to have a complete skeleton.
For missing ones we can leave comments in the lsx, so we already know where to add stuff later.
Need to set up artificer specific choices for conversations with NPCs. I think for most, just replacing wizard with artificer would work in 99.9% of all cases since artificer used to be a wizard subclass. To my knowledge there is only one instance where you actually talk to a construct. The boss of the arcane tower can be talked down if some conditions are met. It would be a fun twist to put in some unique dialogue just for the artificer in order to just get what you want from it.
create a spell scroll
(get from http://dnd5e.wikidot.com/artificer:infusions). Infusion are learned but must be prepared. Not all infusions are interesting. Most of them can be skills copied from Pact of the Blade, Shillelagh and Goodberry (so items can't be stockpiled). I'd make most non-permanent infusions (basically all of them) as free action so that can be used in fight if people forget to re-conjure them after long rest.
an easy way could be to simply add more powerful elixirs to Experimental Elixir + add lesser Restoration using Experimental Elixir resources instead of Spell Slots
Find a way to add titles and descriptions to progression sections
use comments or placeholder skills for missing ones
use placeholder skills and comments for missing ones
If you have the need to assign a placeholder icon to an ability or passive write the names as a response and I'll make a spot for them in the lsx
I have the following placeholder names that'll eventually need icons. Feel free to add to the list as needed.
Action_Repeating_Shot (the repeating shot skill that gets unlocked)
Skill_Infusion_RepeatingShot (the infusion itself)
Skill_Infusion_ReturningWeapon
We should have the gauntlets as equippable items in main hand and offhand so that you can use infusions on them and they work with other feats.
We then have to make them a requirement for armorer's skill (they give a buff that's added as requirement for the attack abilities) and disappear on respec similarily to pact weapons.
(could be a magically crafted armor or a status to an existing equipped armor, similar to Pact of the Blade). Container should allow selection of 2 effects:
better version of whatever we used as Eldritch Cannon
Hello,
Can you please add me as a collaborator. I have a bunch of Artificer stuff already implemented. I would hate for others to waste time and effort on stuff I've already completed.
Thanks,
DrBoskonovitch
can initially copy Beast Master pet and go from there, a smart idea could be adding a metalling effect on it, and of course customize stats and attacks
similar to Pact Weapon, gives 1 extra d8 damage to spells passive
I signed up got Github to also try to help. I do have no knowledge about coding but I'm a DnD GM that homebrews a lot. I might have some insight on replacement mechanics, substitute spells/systems and I got plenty of time for testing if you all will have me.
easy way: conjure a cannon ranged weapon that gives skills equivalent to Flaming Hands, Eldritch Blast and False Life, hard way: make a pet that looks like a cannon
Right Tool for the Job lets you pick from shovel, trap disarm kit and thieves' tools but none of these seem to work right now - no item in inventory, nothing on the ground and the class action doesn't go on cooldown.
Hi,
Checked out your implementation, it looks very promising. Do you have plans to implement progress up to level 20?
Title says it all
an easy way could be to get passive damage buff on spells and expend Experimental Elixir to heal
get from here: http://dnd5e.wikidot.com/artificer
create a magic item once per long rest using Gold or a Magic Item resource
Armor Modifications makes no sense in BG3, an easy rebalance could be to simply add 2 more Infusion Slots. Or we can scrap it and give Perfected Armor
magic weapons use Intelligence instead of Strength or Dexterity, see Pact of the Blade
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