Go Back   EN World D&D / RPG News > D&D 4th Edition Discussion > 4e Fan Creations and House Rules

4e Fan Creations and House Rules Working on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!

 
Share LinkBack Thread Tools Display Modes
Old 3rd July 2009, 01:37 PM   #1 (permalink)
Registered User
 
Join Date: Jun 2009
Location: UK
Posts: 47
Warrior147 Kobold Slinger (Lvl 1)
Fixing the Artificer

I bought the Eberron Player's Guide, and I have a few changes for the artificer here.

1. Artificers can wield orbs as implements.

2. Healing Infusion is too complicated. I would replace it with this power.

Healing Infusion
You infuse an ally with arcane energy, healing his wounds.
Encounter (Special); Arcane, Healing
Minor Action Ranged
10
Target: One ally
Effect: The target regains hit points equal to your healing surge value.
Special: You can use this power 3 times per encounter, but only once per round.

3. Artificers have eight healing surges rather than five.

4. Replace arcane empowerment with the following.

Arcane Empowerment
You can spend two healing surges to recharge a magic item's daily power. You can only do this once per day for one magic item.
Warrior147 is offline   Reply With Quote
Old 13th July 2009, 03:37 AM   #2 (permalink)
Registered User
 
Join Date: Aug 2002
Location: Somewhere in Canada
Posts: 6
EsperDerek Goblin Sharpshooter (Lvl 2)
Send a message via AIM to EsperDerek
Quote:
Originally Posted by Warrior147 View Post
I bought the Eberron Player's Guide, and I have a few changes for the artificer here.
Okay, I'll bite:

Quote:
Originally Posted by Warrior147 View Post
1. Artificers can wield orbs as implements.
What's the point? Artificers already have a wide array of implements that they can use-the largest, in fact, excluding the Wizard. Plus, orbs at the moment seem to be 'wizard-exclusive'.


Quote:
Originally Posted by Warrior147 View Post
2. Healing Infusion is too complicated. I would replace it with this power.

Healing Infusion
You infuse an ally with arcane energy, healing his wounds.
Encounter (Special); Arcane, Healing
Minor Action Ranged
10
Target: One ally
Effect: The target regains hit points equal to your healing surge value.
Special: You can use this power 3 times per encounter, but only once per round.
Healing Infusion isn't that complicated. The first option is essentially just like 'Healing/Inspiring/Majestic Word', and the second option is just '+1 to AC, can gain temp HP on a free action'. The recharging is simple, too, and it makes it probably the most versatile healing abilities in the game. Yours not only loses that, most of it's flavor, and also makes it the _worst_ healing in the game.

Unless the target doesn't spend a healing surge at all, and you don't do the infusion recharge thing, then it's just broken.

Quote:
Originally Posted by Warrior147 View Post
3. Artificers have eight healing surges rather than five.
Whoa, whoa. First, Artificers have six healing surges, not five. Also, their high CON focus means that they'll probably have between 8-10 surges all told at level 1, which is a high amount for a non-defender. If you give them eight, which is even higher than all the other leaders, you're going to have Artificers running 10-12 surges at level 1. That'll be more than anything short of a CONlock, or a high-CON Barbarian, Warden or Fighter, and your Non-AC Defenses in general will be higher than those in general. It's pretty much unnecessary, Artificers have more than enough already.

Quote:
Originally Posted by Warrior147 View Post
4. Replace arcane empowerment with the following.

Arcane Empowerment
You can spend two healing surges to recharge a magic item's daily power. You can only do this once per day for one magic item.
Unless you do something like this, I suppose. You're making sure that no one on the face of ever will actually use this ability-healing surges are worth far more than daily magic item uses, and you're asking the artificer to give up two of them? As is, Arcane Empowerment is a nice little tidbit that shows that the artificer knows how to tinker with items-you get one, and one per milestone, and you can only recharge an item once per day anyways. Plus, no Augment Energy?

Really, I'm interested in knowing why you feel these changes are necessary?
EsperDerek is offline   Reply With Quote
Old 13th July 2009, 03:54 AM   #3 (permalink)
Registered User
 
Flipguarder's Avatar
 
Join Date: Mar 2008
Posts: 873
Flipguarder Goblin Sharpshooter (Lvl 2)
Me too, I love the artificer class and feel both its flavor and feel these changes are unnecessary and lead to less fun overall.
Flipguarder is offline   Reply With Quote


Bookmarks

Tags
arcane, artificer, class, fix, leader

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 06:05 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.