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Potent Potables - The Artificer Manual (by Zathis)
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<blockquote data-quote="Nibelung" data-source="post: 6704880" data-attributes="member: 74499"><p><strong>Originally posted by Zathris:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Races</u></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p>Changeling – Overall lackluster compared to other races with Int, the feat is interesting, but situational.</p><p></p><p><span style="color: #00ccff">De</span>va – An easy choice for Wis builds, but the only real non-epic support comes from Battle Intuition (which, admittedly, is very good) and a few feats that open up if you MC. Epic is a whole nother ball game, if I were going to rate a race gold for anything, it would be Epic Deva because of how absurd Soul of the World is.</p><p></p><p><span style="color: #ff0000">Dragon</span><span style="color: #800080">born</span> – Really the only advantage is Draconic Spellcaster and better Surge Value (and breath cheese), but that doesn’t really make up for the lack of Int.</p><p></p><p><span style="color: #800080">Dr</span><span style="color: #ff0000">ow</span> – A lot of interesting feats which are almost entirely useless for an Artificer.</p><p></p><p>Dwarf – Lacking Int, at least you can get a bonus to both secondaries, and Shield Dwarf subrace gets proficiency with Light Shields, which can save you a feat in Paragon. Their class feat is very nice.</p><p></p><p><span style="color: #0000ff">Eladrin</span> – No secondaries, but bonus skill and encounter teleport (with lots of feat support) are useful enough. They have several class feats which are all decently useful, and one that’s fantastic. Sun Elf subrace can give you proficiency with Orbs, which has some uses.</p><p></p><p><span style="color: #0000ff">Elf</span> – No secondaries (because, Primary). Elven Accuracy is always a good power to have, as is the ability to shift in difficult terrain. Wood elves can drop Elven Accuracy to roll Perception for Init and give allies a +2.</p><p></p><p><span style="color: #0000ff">Gen</span><span style="color: #00ccff">asi</span> – One of Three (!) natural choices for Con builds, the myriad manifestations can augment your damage, control, or mobility; they also have fantastic feat support, regardless of your build.</p><p></p><p><span style="color: #00ccff">Gith</span><span style="color: #0000ff">zerai</span> – Possibly the best race for a Wis build, bonuses to Init, Defenses, and the most important saves.</p><p></p><p>Gnome – Marginally better than Changeling, the feat is really amusing though.</p><p></p><p><span style="color: #ff0000">Goliath</span> – Nothing really of interest here for you as a leader (hybrid builds, maybe)</p><p></p><p><span style="color: #0000ff">Half-Elf</span> – Being able to get an at-will from another class can be very beneficial, but it pretty much has to be Wis based if you want something leader related.</p><p></p><p><span style="color: #ff0000">Halfling</span> – There’s a saying, Go Big or Go Gnome.</p><p></p><p><span style="color: #ff0000">Half-Orc</span> – Thogg Smash Trinkets!</p><p></p><p><strong><span style="color: #0000ff">Hama</span>dryad</strong> – A couple of the utility powers are good, but this is pretty much just inferior to Githzerai due to support.</p><p></p><p><span style="color: #ff0000"><strong>Hengeyokai</strong></span> – I see absolutely no reason to play one.</p><p></p><p><strong><span style="color: #0000ff">Hobg</span><span style="color: #00ccff">oblin</span></strong> – Thank you Herid! Despite being new on the scene, they're certainly the equal of Genasi for Con builds thanks to fantastic racial features and a few feats that mesh well with the Artificer.</p><p></p><p><span style="color: #0000ff">Human</span> – The extra feat can come in handy, but you’ll want Heroic Effort since an extra at-will doesn’t help you at all (unless Hybrid).</p><p></p><p><span style="color: #0000ff">Kalashtar</span> – The resilience against Will attacks is very handy for a leader, since it’s unlikely anyone else can grant you a save, their class feat grants a save (vs daze/dominate) to the targets of your healing infusions, which is a huge benefit in late heroic onward.</p><p></p><p><span style="color: #ff0000">Minotaur </span>– Um, uh, the class feat is good if you have an ally that charges?</p><p></p><p>Mul – Pretty much see Dwarf.</p><p></p><p><span style="color: #0000ff"><strong>Pixie</strong></span> – I really hate pixies. Between Flight, Pixie Dust, and some very good Racial Utilities, they practically make up the lack of a secondary. Stupid pixies.</p><p></p><p><span style="color: #800080">Reve</span>nant – The class feat is pretty boring, and the stats suck, but that’s not why you’d want to be a Revenant. You’d want to be one in order to not go unconscious at 0 and get extra actions in Epic.</p><p></p><p><strong><span style="color: #ff0000">Sa</span><span style="color: #800080">tyr</span></strong> – Their Lure power is the only thing of interest, and that's only useful for a trap build.</p><p></p><p>Shadar-Kai – Generally worse than Eladrin, the teleport is more interesting but there’s less support.</p><p></p><p><span style="color: #800080">Shade</span> – I have to rate this? Fine, it gets Int, which keeps it out of the red.</p><p></p><p><span style="color: #0000ff">Shard</span>mind – Teleporting with decent support and you’re a Construct*. Nothing spectacular though.</p><p></p><p>Shif<span style="color: #800080">ter </span>– The racial powers aren’t that amazing for you, though the class feat lets an ally benefit from your shifting, which is very useful.</p><p></p><p><span style="color: #0000ff">Tiefling</span> – Ah, tiefling, is there anything you can’t do well? Nope! Probably slightly better as a Con build since the Class Feat is Cha based and Cha is wasted on a Wis build.</p><p></p><p><strong>Tinker</strong></p><p><span style="color: #0000ff"><strong>Gnome</strong></span> – I really want to like them more, but the right stats and an interesting feat can't overcome the weak racial features to match the other Int/Cons.</p><p></p><p><span style="color: #ff0000">Vryloka</span> – No.</p><p></p><p>Warf<span style="color: #00ccff">orged</span> – With Hobgoblin showing up, Warforged is only good for Warforged Tactics and a couple embedable items, it's still a good choice for Con builds.</p><p></p><p><span style="color: #800080">Wilden</span> – None of their Aspects are particularly good for a Leader, downranked vs Dwarf/Mul for lack of support.</p><p></p><p>* In addition to not needing to Eat/Drink/Breathe/Sleep, Shadmind and Warforged benefit from the bonus healing (and Temps if it’s an ally) on the Reparation Apparatus (on the assumption that your DM lets the item do something, as opposed to only affecting NPCs)</p><p></p><p>[/sblock]</p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Backgrounds</u></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p>Adventurer’s Scion – Reroll Monster Knowledge checks.</p><p></p><p><span style="color: #0000ff">Akanûl</span> (FR) – Resist Cold, Fire, and Thunder 2/3/5 (stacks with other resists).</p><p> Feats: <strong>Show</strong></p><p>[sblock]</p><p> <span style="color: #800080"> Airspur Windrider</span> – Subtract 10’ from fall distance before damage. (less useful by mid paragon where training in Acrobatics will decrease Fall Damage more) [/sblock]</p><p></p><p><span style="color: #00ccff">Arcane Student who Saw too Much</span> (SoW) – +1 Save vs Daze, Stun, Immobilize, Restrain.</p><p></p><p><span style="color: #00ccff">Auspicious Birth</span> (SoW)<span style="color: #00ccff">/B</span>orn Under a Bad Sign (SoW)/Thay (FR) – Substitute your highest ability (Int) for Con when determining starting HP. Not as necessary for Con builds.</p><p></p><p>Brother in Battle (SoW)/ Narfell (FR) – Add Endurance to Class Skills, +3 Endurance.</p><p></p><p><span style="color: #0000ff">Calimshan</span> (FR) – Resist Fire 4/7/10 and +5 for Endurance checks made due to thirst.</p><p></p><p>Chessenta (FR) – When you AP you get a +1 hit for that action.</p><p></p><p>Cloistered Priest (SoW) – Add Religion to Class Skills, +3 Religion.</p><p></p><p>Cor<span style="color: #800080">myr</span> (FR) – Add Insight to Class Skills, +2 Insight, and +2 Save vs Fear.</p><p></p><p><span style="color: #800080">Cormyr (Wheloon)</span> (FR) – Only +2 Thievery and +2 Save vs Charm</p><p></p><p><span style="color: #00ccff">Crusading Zealot</span> (SoW) – +1 Saves until you fail a save (until you rest).</p><p></p><p><span style="color: #800080">Curious Archeologist</span> – Your first successful Thievery check in a skill challenge to disable a trap counts double.</p><p></p><p><span style="color: #0000ff">Dalelands</span> (FR) – Reroll Nature checks, +1 Initiative.</p><p></p><p><span style="color: #800080">Dragon</span><span style="color: #ff0000"> Coast</span> (FR) – Reroll Insight checks, +1 Language.</p><p></p><p><span style="color: #00ccff">Gritty Sergeant</span> (SoW) – Proficiency in one Simple or Military Weapon, +1 Initiative.</p><p></p><p><span style="color: #800080">Haunted Veteran</span> (SoW) – Reroll failed Save vs Fear once per encounter.</p><p></p><p><span style="color: #0000ff">High Imaskar</span> (FR) – Reroll Arcana checks, know Deep Speech.</p><p></p><p>Ikemmu – +2 Arcana and Dungeoneering, Additional +2 when using any Travel Ritual.</p><p></p><p><span style="color: #800080">Luruar</span> (FR) – Reroll History checks, +1 Language.</p><p></p><p><span style="color: #800080">Monster Hunter</span> (SoW) – +2 Monster Knowledge checks.</p><p></p><p>Moonshae Isles (FR) – Know Elven, +2 Save vs Charm and Fear.</p><p></p><p><span style="color: #800080">Myth Drannor</span> (FR)<span style="color: #800080"><strong>/Recent Convert</strong></span> (SoW) – Reroll failed Save vs Charm once per encounter.</p><p></p><p><span style="color: #0000ff">Noble Bred for War</span> (SoW) – Proficiency in one Simple or Military Weapon, +1 Diplomacy (obviously inferior to Gritty Sergeant).</p><p></p><p><span style="color: #0000ff">Officer who came out of Retirement</span> (SoW) – +1 History, +1 Initiative.</p><p></p><p>Restless Dead – +1 bonus to damage rolls against Undead.</p><p></p><p>Sarifal (FR) – Earth, Forest, Ice, or Swamp Terrain Walk.</p><p></p><p><span style="color: #800080">Tarmalune</span> (FR) – +1 Speed until the end of your turn when you spend an AP, and +2 Diplomacy.</p><p> Feats: <strong>Show</strong></p><p>[sblock]</p><p><span style="color: #800080">Darren Gambler</span> – A +2 whenever you reroll an attack, skill, or ability check. Grant CA if 2nd roll is worse.</p><p><span style="color: #ff0000">Firequench Aspirant</span> – Resist Fire 2/5/8 and master the Arcane Mark ritual.</p><p><span style="color: #800080">Tarn-Trader Bodyguard</span> – Gain 5/10/15 THP when an ally within 3 is dropped to 0. [/sblock]</p><p></p><p>Touched by Darkness – +1 Save vs Necrotic.</p><p></p><p><span style="color: #00ccff">Trained from Birth for a Specific Prophecy</span> (SoW) – Reroll Initiative once per day.</p><p></p><p>Tymanther (FR) – Add Athletics to Class Skills, +2 Athletics.</p><p>Feats: <strong>Show</strong></p><p>[sblock]</p><p><span style="color: #ff0000">Ruinspoke Scrounger</span> – 55% chance to recover an alchemical item you missed with, once per day.</p><p><span style="color: #800080">Thymaran Engineer </span>– Reroll any skill check made as a countermeasure to a trap. [/sblock]</p><p></p><p><span style="color: #0000ff">Vilhon Wilds</span> (FR) – Reroll Dungeoneering checks, +1 Initiative.</p><p></p><p><span style="color: #800080">Windrise Ports</span> (FR) – Add any skill to Class Skills, and know an additional language.</p><p> Feats: <strong>Show</strong></p><p>[sblock]</p><p><span style="color: #800080">Harglastan Catacomb Delver</span> – Move at full speed and -2 penalty to attack when squeezing, and +2 feat bonus to Dungeoneering.</p><p><span style="color: #800080">Imdolphyn Dockhaunt </span>– +2 Acrobatics to balance, +2 Athletics to Climb, and master the Make Whole ritual.</p><p><span style="color: #800080">Ramekho Troubleshooter </span>– Provide +3 when you Aid Another’s skill or ability check, and know an additional language.[/sblock]</p><p></p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Themes</u></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p><span style="color: #800080">Alchemist</span> (D399) – This gets an honorable mention since Artificer’s are known for creating useful things for every situation. It has niche optimization potential, but an entirely alchemy based character is fairly bad.</p><p></p><p><span style="color: #0000ff"><strong>Chaosmade</strong></span> (HotEC) – Random though it may be, the Encounter power at least always is beneficial, possibly granting a free basic makes it worth considering; ignore the Utilities except maybe the <span style="color: #0000ff">u10</span>.</p><p></p><p><strong>Bloodsworn</strong> (DSH) – Really only worth looking at if you're a Dwarf.</p><p></p><p><span style="color: #0000ff"><strong>Cormyran Battle Mage</strong></span> (D407) – Provoking OAs isn't always a problem, but it's worth having an encounter power to ignore it if you're a Xbow/thrown user. Immunity to Surprise is a modest bonus. Obviously you should <span style="color: #ff0000">ignore this</span> if you're never going to provoke.</p><p></p><p><span style="color: #00ccff">Devil’s Pawn</span> (NWCS) – For Close builds. Giving enemies a -2 to attack and defenses is really good. Slightly unfriendly (your allies can deal with 5 fire damage, I say!)</p><p></p><p><span style="color: #0000ff"><strong>Disgraced Noble</strong></span> (BoVD) – The attack isn't very accurate, but at the very least it guarantees you the ability to grant an attack as an encounter power, so it helps your nova more than most themes. U10 giving a Self heal might be worth taking at level 16 ...</p><p></p><p>Dune Trader (DSCS) – There’s a few decent movement enabling powers.</p><p></p><p><span style="color: #0000ff"><strong>Elderboy</strong></span> (D413) – A nice defensive theme, the features are worth at least 1 surge per combat on their own, and all of the utilities are good for you. <em>Requires Male Drow.</em></p><p></p><p><span style="color: #0000ff"><strong>Elemental Initiate</strong></span> (HotEC) – For melee builds with a striker bent, the IR slide is very nice, as is free skill training, Ki Focus proficiency, and a Will bonus. The <span style="color: #0000ff">u2</span> might be worth taking at level 6.</p><p></p><p><span style="color: #0000ff"><strong>Elemental</strong></span> Priest (DSCS) – Some good conjuring powers that give bonuses, especially the dailies.</p><p></p><p><strong>Escaped Thrall</strong> (DSH) – Even though the power is highly situational, this is the only way to get a PP outside of a MC feat or a DS theme. +1 Will is always nice.</p><p></p><p>Explorer (D399) – A small defense boost (or CA) power because every battle has difficult terrain somewhere. +1 Fort at level 10 is nice.</p><p></p><p><span style="color: #0000ff">Fey Beast Tamer </span>(HotFW) – Companion that gives you CA, and has a nifty Aura effect. Their attack is pretty weak, but adds OA potential.</p><p></p><p>Gloomwrought Emissary (D400) – Adds a useful Weakened for your Interrupt powers, bonus to skills you suck at isn’t very useful.</p><p></p><p><span style="color: #00ccff"><strong>Halaster's Clone</strong></span> (D409) – The power is delayed til 5th, but it makes for a good reorient power. +4 Initiative is the real draw, power bonus so it won't stack with Warlords or some other things. Decent u2 to get you out of a Dominate or Stun (dazes you, but that's no real concern by comparison)</p><p></p><p>Harper Agent (NWCS) – Pretty useful since you often need to hit on demand, but lack of other real features isn’t as great.</p><p></p><p>Iliyanbruen Guardian (NWCS) – The increased mobility is decent, but you can do the same thing with a Paragon feat. <em>Requires Eladrin.</em></p><p></p><p><span style="color: #00ccff"><strong>Infernal Prince</strong></span> (BoVD) – The clear choice for a Fire build with an attack bonus and a good damage power, all others should <span style="color: #ff0000">avoid completely</span>.</p><p></p><p><span style="color: #0000ff"><strong>Infernal Slave</strong></span> (BoVD) – I'm sure I'll catch some flak for rating this blue, but the massive slide from the encounter power can set up novas, and NAD bonus is frankly worth the penalty while bloodied, and the optional powers have both striker and leader potential.</p><p></p><p><span style="color: #00ccff"><strong>Ironwrought</strong></span> (HotEC) – Melee builds will love this one, not only do you get a double-roll, but an attack bonus when you use it and Resist All while bloodied.</p><p></p><p><span style="color: #0000ff">Knight</span></p><p><span style="color: #ff0000">Hospitaler</span> (D399) – Useless for Con builds. Moderate reactive healing (and a bonus for yourself) is nice, but it’s not as useful if you’re taking several of the Immediate Action powers (and you should).</p><p></p><p>Mercenary (D399) – For Melee builds. Do more damage, knock prone. Small bonus to Defs when you’re bloodied.</p><p></p><p><span style="color: #0000ff">Noble</span> (D399) – Movement Enabling with a defense boost tied in; and you get a free item, which makes this highly useful in controlled item campaigns.</p><p></p><p><span style="color: #00ccff">Noble Adept</span> (DSCS) – Helps you or an ally hit when needed, also gives you a Power Point which can be used for other things (though I’m not sure why you’d want to) A couple of the powers are decent. If you're undecided, I'd go with this as the default "best".</p><p></p><p><span style="color: #0000ff"><strong>Ooze Master</strong></span> (D413) – The features are decent, but not amazing since Acid support is terrible. The <strong><span style="color: #00ffff">u6, Celerity Jelly</span></strong> on the other hand, is a great movement enabler with enemy only DT.</p><p></p><p><span style="color: #0000ff">Ordained Priest</span> (D399) – All Hail the Machine God! Either of the powers is decent for whatever type of Artificer you are, and skill bonuses for Wis builds.</p><p></p><p><span style="color: #00ccff">Order Adept</span> (D399) – A Burst power, zomg! But seriously, being able to take Wizard Utility powers, a large bonus to Arcana, and +1 Will makes this the default choice for people that can't take Noble Adept. Ignore what the compendium and online builder say, they are wrong, you can pick any Wizard power and the Will bonus really is only +1.</p><p></p><p>Outlaw (D399) – Supposedly you’re a secondary controller, adding a Daze to an at-will can help you be one.</p><p></p><p>Pack Outcast (NWCS) – You can time your shapeshifts so that you’re only a wolf on off-turns and get a free shift every other turn. The real draw here is at level 5 giving you (and your ally) CA just for being adjacent to the same enemy as another ally. <em>Requires Human or Shifter.</em></p><p></p><p><span style="color: #0000ff"><strong>Primordial Adept</strong></span> (HotEC) – Pretty much only for Cold or Thunder striker builds, everyone else <span style="color: #ff0000">has better options</span>.</p><p></p><p><strong><span style="color: #800080">Sarifal</span></strong></p><p><strong><span style="color: #0000ff">Feywarden</span></strong> (D405) – You can definitely build to take advantage of the vulnerability aura with powers that give allies a damage keyword as a Con build, and the Fort bonus makes it solid. <em>Requires non-Drow fey.</em></p><p></p><p>Scholar (D399) – A themely theme. Lots of bonus languages, and a nice bonus power for knowing things about enemies.</p><p></p><p><span style="color: #0000ff">Seer </span>(D399) – Most people like rolling their own dice, but there are certainly advantages to knowing what the rolls will be.</p><p></p><p><span style="color: #0000ff"><strong>Sensate</strong></span> (D414) – A nice way to self-generate THP as well as a nearly constant +3 to all skills at level 10.</p><p></p><p><strong>Sidhe Lord</strong> (HotFW) – The summon lets you spread damage around, and can teleport you once. The real draw is the u2 which can guarantee you an Action Point every encounter with a little ally enabling thrown in, <span style="color: #00ccff"><strong>really good</strong></span> if you have a fantastic AP feature from your Paragon Path. <em>Requires Half-Elf or Fey Origin.</em></p><p></p><p><span style="color: #0000ff">Son of Alagondar</span> (D402) – For Melee builds. Pick up a daze, and gain THP when bloodied.</p><p></p><p><strong>Sorcere Adept</strong> (D413) – Not as good as Ironwrought, but at least it works for any attack, the real draw is the free ritual casting. <em>Requires Drow.</em></p><p></p><p><span style="color: #00ccff">Spellscarred Harbinger</span> (NWCS) – The Daze is only a daily, but you get that AND a useful Encounter power to teleport, turn invis, or reroll a save (much like Harper I suppose). I really like the utilities. <em>Requires a Spellscar.</em></p><p></p><p><span style="color: #0000ff">Templar</span> (DSCS) – There’s some decent powers to compete with your choices, especially the <span style="color: #00ffff">U6</span> and <span style="color: #0000ff">U10</span></p><p></p><p><strong>Werebear</strong> (D410) – Not really useful until you hit 10th level when you can stay in your form and still use your powers. While in form, you gain low-light vision and the +1 AC and Fort bonus are really nice, and the MBA you get marks which may or may not be a good thing for you. The U2 is fantastic since it makes your MBA grab and gives you regen.</p><p></p><p><strong>Wererat</strong> (D410) – As Werebear, but you gain a +2 Ref bonus instead, and your MBA deals less damage but also ongoing. The U2 gives you a climb speed and regen.</p><p></p><p>Wilder (DSCS) – Nice for optimizing around Crits.</p><p></p><p>Wizard’s Apprentice (D399) – A Daze power, a free item, and an Arcana boost. Decent, but not amazing.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6704880, member: 74499"] [b]Originally posted by Zathris:[/b] [CENTER][Size=4][b][u]Races[/u][/b][/size][/CENTER] [b]Show[/b] [sblock] Changeling – Overall lackluster compared to other races with Int, the feat is interesting, but situational. [COLOR=#00ccff]De[/COLOR]va – An easy choice for Wis builds, but the only real non-epic support comes from Battle Intuition (which, admittedly, is very good) and a few feats that open up if you MC. Epic is a whole nother ball game, if I were going to rate a race gold for anything, it would be Epic Deva because of how absurd Soul of the World is. [COLOR=#ff0000]Dragon[/COLOR][COLOR=#800080]born[/COLOR] – Really the only advantage is Draconic Spellcaster and better Surge Value (and breath cheese), but that doesn’t really make up for the lack of Int. [COLOR=#800080]Dr[/COLOR][COLOR=#ff0000]ow[/COLOR] – A lot of interesting feats which are almost entirely useless for an Artificer. Dwarf – Lacking Int, at least you can get a bonus to both secondaries, and Shield Dwarf subrace gets proficiency with Light Shields, which can save you a feat in Paragon. Their class feat is very nice. [COLOR=#0000ff]Eladrin[/COLOR] – No secondaries, but bonus skill and encounter teleport (with lots of feat support) are useful enough. They have several class feats which are all decently useful, and one that’s fantastic. Sun Elf subrace can give you proficiency with Orbs, which has some uses. [COLOR=#0000ff]Elf[/COLOR] – No secondaries (because, Primary). Elven Accuracy is always a good power to have, as is the ability to shift in difficult terrain. Wood elves can drop Elven Accuracy to roll Perception for Init and give allies a +2. [COLOR=#0000ff]Gen[/COLOR][COLOR=#00ccff]asi[/COLOR] – One of Three (!) natural choices for Con builds, the myriad manifestations can augment your damage, control, or mobility; they also have fantastic feat support, regardless of your build. [COLOR=#00ccff]Gith[/COLOR][COLOR=#0000ff]zerai[/COLOR] – Possibly the best race for a Wis build, bonuses to Init, Defenses, and the most important saves. Gnome – Marginally better than Changeling, the feat is really amusing though. [COLOR=#ff0000]Goliath[/COLOR] – Nothing really of interest here for you as a leader (hybrid builds, maybe) [COLOR=#0000ff]Half-Elf[/COLOR] – Being able to get an at-will from another class can be very beneficial, but it pretty much has to be Wis based if you want something leader related. [COLOR=#ff0000]Halfling[/COLOR] – There’s a saying, Go Big or Go Gnome. [COLOR=#ff0000]Half-Orc[/COLOR] – Thogg Smash Trinkets! [b][COLOR=#0000ff]Hama[/COLOR]dryad[/b] – A couple of the utility powers are good, but this is pretty much just inferior to Githzerai due to support. [COLOR=#ff0000][b]Hengeyokai[/b][/COLOR] – I see absolutely no reason to play one. [b][COLOR=#0000ff]Hobg[/COLOR][COLOR=#00ccff]oblin[/COLOR][/b] – Thank you Herid! Despite being new on the scene, they're certainly the equal of Genasi for Con builds thanks to fantastic racial features and a few feats that mesh well with the Artificer. [COLOR=#0000ff]Human[/COLOR] – The extra feat can come in handy, but you’ll want Heroic Effort since an extra at-will doesn’t help you at all (unless Hybrid). [COLOR=#0000ff]Kalashtar[/COLOR] – The resilience against Will attacks is very handy for a leader, since it’s unlikely anyone else can grant you a save, their class feat grants a save (vs daze/dominate) to the targets of your healing infusions, which is a huge benefit in late heroic onward. [COLOR=#ff0000]Minotaur [/COLOR]– Um, uh, the class feat is good if you have an ally that charges? Mul – Pretty much see Dwarf. [COLOR=#0000ff][b]Pixie[/b][/COLOR] – I really hate pixies. Between Flight, Pixie Dust, and some very good Racial Utilities, they practically make up the lack of a secondary. Stupid pixies. [COLOR=#800080]Reve[/COLOR]nant – The class feat is pretty boring, and the stats suck, but that’s not why you’d want to be a Revenant. You’d want to be one in order to not go unconscious at 0 and get extra actions in Epic. [b][COLOR=#ff0000]Sa[/COLOR][COLOR=#800080]tyr[/COLOR][/b] – Their Lure power is the only thing of interest, and that's only useful for a trap build. Shadar-Kai – Generally worse than Eladrin, the teleport is more interesting but there’s less support. [COLOR=#800080]Shade[/COLOR] – I have to rate this? Fine, it gets Int, which keeps it out of the red. [COLOR=#0000ff]Shard[/COLOR]mind – Teleporting with decent support and you’re a Construct*. Nothing spectacular though. Shif[COLOR=#800080]ter [/COLOR]– The racial powers aren’t that amazing for you, though the class feat lets an ally benefit from your shifting, which is very useful. [COLOR=#0000ff]Tiefling[/COLOR] – Ah, tiefling, is there anything you can’t do well? Nope! Probably slightly better as a Con build since the Class Feat is Cha based and Cha is wasted on a Wis build. [b]Tinker[/b] [COLOR=#0000ff][b]Gnome[/b][/COLOR] – I really want to like them more, but the right stats and an interesting feat can't overcome the weak racial features to match the other Int/Cons. [COLOR=#ff0000]Vryloka[/COLOR] – No. Warf[COLOR=#00ccff]orged[/COLOR] – With Hobgoblin showing up, Warforged is only good for Warforged Tactics and a couple embedable items, it's still a good choice for Con builds. [COLOR=#800080]Wilden[/COLOR] – None of their Aspects are particularly good for a Leader, downranked vs Dwarf/Mul for lack of support. * In addition to not needing to Eat/Drink/Breathe/Sleep, Shadmind and Warforged benefit from the bonus healing (and Temps if it’s an ally) on the Reparation Apparatus (on the assumption that your DM lets the item do something, as opposed to only affecting NPCs) [/sblock] [CENTER][Size=4][b][u]Backgrounds[/u][/b][/size][/CENTER] [b]Show[/b] [sblock] Adventurer’s Scion – Reroll Monster Knowledge checks. [COLOR=#0000ff]Akanûl[/COLOR] (FR) – Resist Cold, Fire, and Thunder 2/3/5 (stacks with other resists). Feats: [b]Show[/b] [sblock] [COLOR=#800080] Airspur Windrider[/COLOR] – Subtract 10’ from fall distance before damage. (less useful by mid paragon where training in Acrobatics will decrease Fall Damage more) [/sblock] [COLOR=#00ccff]Arcane Student who Saw too Much[/COLOR] (SoW) – +1 Save vs Daze, Stun, Immobilize, Restrain. [COLOR=#00ccff]Auspicious Birth[/COLOR] (SoW)[COLOR=#00ccff]/B[/COLOR]orn Under a Bad Sign (SoW)/Thay (FR) – Substitute your highest ability (Int) for Con when determining starting HP. Not as necessary for Con builds. Brother in Battle (SoW)/ Narfell (FR) – Add Endurance to Class Skills, +3 Endurance. [COLOR=#0000ff]Calimshan[/COLOR] (FR) – Resist Fire 4/7/10 and +5 for Endurance checks made due to thirst. Chessenta (FR) – When you AP you get a +1 hit for that action. Cloistered Priest (SoW) – Add Religion to Class Skills, +3 Religion. Cor[COLOR=#800080]myr[/COLOR] (FR) – Add Insight to Class Skills, +2 Insight, and +2 Save vs Fear. [COLOR=#800080]Cormyr (Wheloon)[/COLOR] (FR) – Only +2 Thievery and +2 Save vs Charm [COLOR=#00ccff]Crusading Zealot[/COLOR] (SoW) – +1 Saves until you fail a save (until you rest). [COLOR=#800080]Curious Archeologist[/COLOR] – Your first successful Thievery check in a skill challenge to disable a trap counts double. [COLOR=#0000ff]Dalelands[/COLOR] (FR) – Reroll Nature checks, +1 Initiative. [COLOR=#800080]Dragon[/COLOR][COLOR=#ff0000] Coast[/COLOR] (FR) – Reroll Insight checks, +1 Language. [COLOR=#00ccff]Gritty Sergeant[/COLOR] (SoW) – Proficiency in one Simple or Military Weapon, +1 Initiative. [COLOR=#800080]Haunted Veteran[/COLOR] (SoW) – Reroll failed Save vs Fear once per encounter. [COLOR=#0000ff]High Imaskar[/COLOR] (FR) – Reroll Arcana checks, know Deep Speech. Ikemmu – +2 Arcana and Dungeoneering, Additional +2 when using any Travel Ritual. [COLOR=#800080]Luruar[/COLOR] (FR) – Reroll History checks, +1 Language. [COLOR=#800080]Monster Hunter[/COLOR] (SoW) – +2 Monster Knowledge checks. Moonshae Isles (FR) – Know Elven, +2 Save vs Charm and Fear. [COLOR=#800080]Myth Drannor[/COLOR] (FR)[COLOR=#800080][b]/Recent Convert[/b][/COLOR] (SoW) – Reroll failed Save vs Charm once per encounter. [COLOR=#0000ff]Noble Bred for War[/COLOR] (SoW) – Proficiency in one Simple or Military Weapon, +1 Diplomacy (obviously inferior to Gritty Sergeant). [COLOR=#0000ff]Officer who came out of Retirement[/COLOR] (SoW) – +1 History, +1 Initiative. Restless Dead – +1 bonus to damage rolls against Undead. Sarifal (FR) – Earth, Forest, Ice, or Swamp Terrain Walk. [COLOR=#800080]Tarmalune[/COLOR] (FR) – +1 Speed until the end of your turn when you spend an AP, and +2 Diplomacy. Feats: [b]Show[/b] [sblock] [COLOR=#800080]Darren Gambler[/COLOR] – A +2 whenever you reroll an attack, skill, or ability check. Grant CA if 2nd roll is worse. [COLOR=#ff0000]Firequench Aspirant[/COLOR] – Resist Fire 2/5/8 and master the Arcane Mark ritual. [COLOR=#800080]Tarn-Trader Bodyguard[/COLOR] – Gain 5/10/15 THP when an ally within 3 is dropped to 0. [/sblock] Touched by Darkness – +1 Save vs Necrotic. [COLOR=#00ccff]Trained from Birth for a Specific Prophecy[/COLOR] (SoW) – Reroll Initiative once per day. Tymanther (FR) – Add Athletics to Class Skills, +2 Athletics. Feats: [b]Show[/b] [sblock] [COLOR=#ff0000]Ruinspoke Scrounger[/COLOR] – 55% chance to recover an alchemical item you missed with, once per day. [COLOR=#800080]Thymaran Engineer [/COLOR]– Reroll any skill check made as a countermeasure to a trap. [/sblock] [COLOR=#0000ff]Vilhon Wilds[/COLOR] (FR) – Reroll Dungeoneering checks, +1 Initiative. [COLOR=#800080]Windrise Ports[/COLOR] (FR) – Add any skill to Class Skills, and know an additional language. Feats: [b]Show[/b] [sblock] [COLOR=#800080]Harglastan Catacomb Delver[/COLOR] – Move at full speed and -2 penalty to attack when squeezing, and +2 feat bonus to Dungeoneering. [COLOR=#800080]Imdolphyn Dockhaunt [/COLOR]– +2 Acrobatics to balance, +2 Athletics to Climb, and master the Make Whole ritual. [COLOR=#800080]Ramekho Troubleshooter [/COLOR]– Provide +3 when you Aid Another’s skill or ability check, and know an additional language.[/sblock] [/sblock] [CENTER][Size=4][b][u]Themes[/u][/b][/size][/CENTER] [b]Show[/b] [sblock] [COLOR=#800080]Alchemist[/COLOR] (D399) – This gets an honorable mention since Artificer’s are known for creating useful things for every situation. It has niche optimization potential, but an entirely alchemy based character is fairly bad. [COLOR=#0000ff][b]Chaosmade[/b][/COLOR] (HotEC) – Random though it may be, the Encounter power at least always is beneficial, possibly granting a free basic makes it worth considering; ignore the Utilities except maybe the [COLOR=#0000ff]u10[/COLOR]. [b]Bloodsworn[/b] (DSH) – Really only worth looking at if you're a Dwarf. [COLOR=#0000ff][b]Cormyran Battle Mage[/b][/COLOR] (D407) – Provoking OAs isn't always a problem, but it's worth having an encounter power to ignore it if you're a Xbow/thrown user. Immunity to Surprise is a modest bonus. Obviously you should [COLOR=#ff0000]ignore this[/COLOR] if you're never going to provoke. [COLOR=#00ccff]Devil’s Pawn[/COLOR] (NWCS) – For Close builds. Giving enemies a -2 to attack and defenses is really good. Slightly unfriendly (your allies can deal with 5 fire damage, I say!) [COLOR=#0000ff][b]Disgraced Noble[/b][/COLOR] (BoVD) – The attack isn't very accurate, but at the very least it guarantees you the ability to grant an attack as an encounter power, so it helps your nova more than most themes. U10 giving a Self heal might be worth taking at level 16 ... Dune Trader (DSCS) – There’s a few decent movement enabling powers. [COLOR=#0000ff][b]Elderboy[/b][/COLOR] (D413) – A nice defensive theme, the features are worth at least 1 surge per combat on their own, and all of the utilities are good for you. [i]Requires Male Drow.[/i] [COLOR=#0000ff][b]Elemental Initiate[/b][/COLOR] (HotEC) – For melee builds with a striker bent, the IR slide is very nice, as is free skill training, Ki Focus proficiency, and a Will bonus. The [COLOR=#0000ff]u2[/COLOR] might be worth taking at level 6. [COLOR=#0000ff][b]Elemental[/b][/COLOR] Priest (DSCS) – Some good conjuring powers that give bonuses, especially the dailies. [b]Escaped Thrall[/b] (DSH) – Even though the power is highly situational, this is the only way to get a PP outside of a MC feat or a DS theme. +1 Will is always nice. Explorer (D399) – A small defense boost (or CA) power because every battle has difficult terrain somewhere. +1 Fort at level 10 is nice. [COLOR=#0000ff]Fey Beast Tamer [/COLOR](HotFW) – Companion that gives you CA, and has a nifty Aura effect. Their attack is pretty weak, but adds OA potential. Gloomwrought Emissary (D400) – Adds a useful Weakened for your Interrupt powers, bonus to skills you suck at isn’t very useful. [COLOR=#00ccff][b]Halaster's Clone[/b][/COLOR] (D409) – The power is delayed til 5th, but it makes for a good reorient power. +4 Initiative is the real draw, power bonus so it won't stack with Warlords or some other things. Decent u2 to get you out of a Dominate or Stun (dazes you, but that's no real concern by comparison) Harper Agent (NWCS) – Pretty useful since you often need to hit on demand, but lack of other real features isn’t as great. Iliyanbruen Guardian (NWCS) – The increased mobility is decent, but you can do the same thing with a Paragon feat. [i]Requires Eladrin.[/i] [COLOR=#00ccff][b]Infernal Prince[/b][/COLOR] (BoVD) – The clear choice for a Fire build with an attack bonus and a good damage power, all others should [COLOR=#ff0000]avoid completely[/COLOR]. [COLOR=#0000ff][b]Infernal Slave[/b][/COLOR] (BoVD) – I'm sure I'll catch some flak for rating this blue, but the massive slide from the encounter power can set up novas, and NAD bonus is frankly worth the penalty while bloodied, and the optional powers have both striker and leader potential. [COLOR=#00ccff][b]Ironwrought[/b][/COLOR] (HotEC) – Melee builds will love this one, not only do you get a double-roll, but an attack bonus when you use it and Resist All while bloodied. [COLOR=#0000ff]Knight[/COLOR] [COLOR=#ff0000]Hospitaler[/COLOR] (D399) – Useless for Con builds. Moderate reactive healing (and a bonus for yourself) is nice, but it’s not as useful if you’re taking several of the Immediate Action powers (and you should). Mercenary (D399) – For Melee builds. Do more damage, knock prone. Small bonus to Defs when you’re bloodied. [COLOR=#0000ff]Noble[/COLOR] (D399) – Movement Enabling with a defense boost tied in; and you get a free item, which makes this highly useful in controlled item campaigns. [COLOR=#00ccff]Noble Adept[/COLOR] (DSCS) – Helps you or an ally hit when needed, also gives you a Power Point which can be used for other things (though I’m not sure why you’d want to) A couple of the powers are decent. If you're undecided, I'd go with this as the default "best". [COLOR=#0000ff][b]Ooze Master[/b][/COLOR] (D413) – The features are decent, but not amazing since Acid support is terrible. The [b][COLOR=#00ffff]u6, Celerity Jelly[/COLOR][/b] on the other hand, is a great movement enabler with enemy only DT. [COLOR=#0000ff]Ordained Priest[/COLOR] (D399) – All Hail the Machine God! Either of the powers is decent for whatever type of Artificer you are, and skill bonuses for Wis builds. [COLOR=#00ccff]Order Adept[/COLOR] (D399) – A Burst power, zomg! But seriously, being able to take Wizard Utility powers, a large bonus to Arcana, and +1 Will makes this the default choice for people that can't take Noble Adept. Ignore what the compendium and online builder say, they are wrong, you can pick any Wizard power and the Will bonus really is only +1. Outlaw (D399) – Supposedly you’re a secondary controller, adding a Daze to an at-will can help you be one. Pack Outcast (NWCS) – You can time your shapeshifts so that you’re only a wolf on off-turns and get a free shift every other turn. The real draw here is at level 5 giving you (and your ally) CA just for being adjacent to the same enemy as another ally. [i]Requires Human or Shifter.[/i] [COLOR=#0000ff][b]Primordial Adept[/b][/COLOR] (HotEC) – Pretty much only for Cold or Thunder striker builds, everyone else [COLOR=#ff0000]has better options[/COLOR]. [b][COLOR=#800080]Sarifal[/COLOR] [COLOR=#0000ff]Feywarden[/COLOR][/b] (D405) – You can definitely build to take advantage of the vulnerability aura with powers that give allies a damage keyword as a Con build, and the Fort bonus makes it solid. [i]Requires non-Drow fey.[/i] Scholar (D399) – A themely theme. Lots of bonus languages, and a nice bonus power for knowing things about enemies. [COLOR=#0000ff]Seer [/COLOR](D399) – Most people like rolling their own dice, but there are certainly advantages to knowing what the rolls will be. [COLOR=#0000ff][b]Sensate[/b][/COLOR] (D414) – A nice way to self-generate THP as well as a nearly constant +3 to all skills at level 10. [b]Sidhe Lord[/b] (HotFW) – The summon lets you spread damage around, and can teleport you once. The real draw is the u2 which can guarantee you an Action Point every encounter with a little ally enabling thrown in, [COLOR=#00ccff][b]really good[/b][/COLOR] if you have a fantastic AP feature from your Paragon Path. [i]Requires Half-Elf or Fey Origin.[/i] [COLOR=#0000ff]Son of Alagondar[/COLOR] (D402) – For Melee builds. Pick up a daze, and gain THP when bloodied. [b]Sorcere Adept[/b] (D413) – Not as good as Ironwrought, but at least it works for any attack, the real draw is the free ritual casting. [i]Requires Drow.[/i] [COLOR=#00ccff]Spellscarred Harbinger[/COLOR] (NWCS) – The Daze is only a daily, but you get that AND a useful Encounter power to teleport, turn invis, or reroll a save (much like Harper I suppose). I really like the utilities. [i]Requires a Spellscar.[/i] [COLOR=#0000ff]Templar[/COLOR] (DSCS) – There’s some decent powers to compete with your choices, especially the [COLOR=#00ffff]U6[/COLOR] and [COLOR=#0000ff]U10[/COLOR] [b]Werebear[/b] (D410) – Not really useful until you hit 10th level when you can stay in your form and still use your powers. While in form, you gain low-light vision and the +1 AC and Fort bonus are really nice, and the MBA you get marks which may or may not be a good thing for you. The U2 is fantastic since it makes your MBA grab and gives you regen. [b]Wererat[/b] (D410) – As Werebear, but you gain a +2 Ref bonus instead, and your MBA deals less damage but also ongoing. The U2 gives you a climb speed and regen. Wilder (DSCS) – Nice for optimizing around Crits. Wizard’s Apprentice (D399) – A Daze power, a free item, and an Arcana boost. Decent, but not amazing. [/sblock] [/QUOTE]
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Potent Potables - The Artificer Manual (by Zathis)
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