Expanded Toolbox 2.0.3 Update
🕑 Added 2020-05-18 07:02:40 +0000 UTCTo be honest, there's still a lot I wanted to do with this before I posted it, but it's getting a little ridiculously delayed at this point and I want to get what's there out, so I've cleaned up what I could and posted it. I think there will be a 2.0.3a as I sort through my notes this week and realize the things I didn't get in/updated tweaked. Still a good bit in this change as the change log indicates...
The major additions are the new Thesis option Perfection of Technique (which we saw playtested on Friday by VerixaOkblek!) and the first big update to the Cursesmith based on playtest feedback - there's still more to do/parse there, and I had a few things I wanted to get but couldn't (Piloted Golem tweaks for Warsmith, sentient armor tweaks for the warsmith, some new options for the Golemsmith..., a new weapon improvement for Thundersmith...), but I really didn't want to miss yet another deadline, so I'm putting the pencil down for now :)
2.0.3
- Weapon of Throwing duration increased to 8 hours.
- New Special Weapon Entered under Thundersmith Weapons
Gadgetsmith
- Added Stealweave Nets
- Added Trick Shots
Golemsmith
- Everwatching Sentry not grants it the effect of the Alert feat while it is idle.
Warsmith
- Vice Grip prerequisite removed.
- Shield Arm upgraded upgrades shove action now.
Cursesmith
- Changed Necrotic Rots mechanics to be somewhat more streamlined. Tweaked the weapon the afflicts it. The spell version of it is now a touch attack spell.
- Once per turn, you can add intelligence to the Awakened Eldritch Eruption.
- Destructive Power maximizes the curse die when attacking objects or structures.
- Removed the hit bonus from Abhorrent Reach and added Abhorrent Mutation Upgrade tree.
- Curse Eater Clarified.
- Added Creature of Darkness to Aspect of the Damned.
- Removed Worming Pain Upgrade.
- Nerfed Helms to be 1/short or long rest. Moved to Unrestricted Upgrades.
- Consuming Power moved to 11th level.
- Abhorrent Mutations for the weapon added.
- Tweaked wording on True Artifact
- Weapon Apothesis upgrade to 1d8, effects tweaked.
- Eldritch Lore given more utility.
Fleshsmith
- Amalgamated Form
- Merged Acid Gland and Acid Spit to reduce the upgrade cost of the feature. Removed acid resistance.
- Prehensile Feet
- New Thesis option added: Thesis of Technique.
- New Upgrade added: Death Flail
- New Upgrade added: Bathed in Blood
- New Upgrade added: Butcher's Knack
- New Upgrade added: Spiked Chain
- New Upgrade Added: Flaying Hook
Comments
KibblesTasty
GMBinder can having rendering issues. In general, it works best on Chrome. If you're on Chrome and it's still having issues, often you can get it to snap onto screen by changing the zooming setting. If you cannot get it to work, you can use the PDF version: https://drive.google.com/open?id=1mWGy3HXabPNRaGVimZU5GctVVvwQDpCi
Do you have any tips for getting this to show up normal in GmBinder? a whole bunch of the text is shifted half a page right for me, pushing it off the page where I can't read it
KibblesTasty
It is indeed intended to do that; in it's awakened state. Remember that Awakening it also awakens the Curse, compared to the other effects, casting a cantrip twice isn't outrageous - particularly as we aren't talking about something like EB, you only get the modifier once here - the best you can do is 4d10 + 4 at level 5, which is a solid 26 damage, but that's not particularly impressive compared to just a greatsword swinging twice at 4d6 + 8 at 22, when you remove you have the curse to content with, and it's supposed to be a non-power neutral feature. The level 11 verison of it might be too strong, but that's when the curse die steps up again. Previously you couldn't add your Int modifier until 11, which made it more balanced at 11, but quite a bit too weak 1-4 as it was just... bad at that those levels. So we are currently tuning it to be better early game and weaker late game to better match the power curve of the other options.
Aerrol
With the Cursesmith's Eldritch Eruption, is the intent to allow multiple cantrips a turn? I'd guess not, but right now it sounds like you could fire one cantrip per attack if you have extra attack.