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*Pathfinder & Starfinder
1st level Artificer
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<blockquote data-quote="Flipguarder" data-source="post: 4920029" data-attributes="member: 61430"><p>Unfortunately, this is one of those times where I disagree with Sir Draco here. </p><p></p><p>Take a race that has a bonus to int, then boost int to 16 with point buy stuff . that's the easy part.</p><p></p><p>I would say that the Artificer is the hardest leader to play. I don't think that they are at all underpowered, but from the two people i play with in campaigns, they both seem to have a pretty hard time feeling contributory in battle. I would look at my party and find out what kind of healer they want. </p><p></p><p>The two kinds of artificers are ones who focus on summoning mechanical minions, and those who focus on powers that improve the weapons and armors of his party temporarily. Both make excellent healers but heal in different ways. One way is by loading people up with temporary hitpoints, the other is just a straight up heal.</p><p></p><p>The big bonus about artificers healing ability is that it get's recharged instead of it being a daily or encounter allotment. You have as many heals as your party has healing surges (as far as multiple encounters are concerned) this overall means longer days, and less weird times resting in the middle of a dungeon.</p><p></p><p>You may know all this and thats fine. But I would take VERY special care in creating an artificer, specifically in what powers to choose. They have lots of FUN powers, but many of those aren't the ones you would find useful in combat. Find out what the party wants, and if you can't find many good powers for that, look into alchemical items. Artificers can be pretty bad-ass at those.</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4920029, member: 61430"] Unfortunately, this is one of those times where I disagree with Sir Draco here. Take a race that has a bonus to int, then boost int to 16 with point buy stuff . that's the easy part. I would say that the Artificer is the hardest leader to play. I don't think that they are at all underpowered, but from the two people i play with in campaigns, they both seem to have a pretty hard time feeling contributory in battle. I would look at my party and find out what kind of healer they want. The two kinds of artificers are ones who focus on summoning mechanical minions, and those who focus on powers that improve the weapons and armors of his party temporarily. Both make excellent healers but heal in different ways. One way is by loading people up with temporary hitpoints, the other is just a straight up heal. The big bonus about artificers healing ability is that it get's recharged instead of it being a daily or encounter allotment. You have as many heals as your party has healing surges (as far as multiple encounters are concerned) this overall means longer days, and less weird times resting in the middle of a dungeon. You may know all this and thats fine. But I would take VERY special care in creating an artificer, specifically in what powers to choose. They have lots of FUN powers, but many of those aren't the ones you would find useful in combat. Find out what the party wants, and if you can't find many good powers for that, look into alchemical items. Artificers can be pretty bad-ass at those. [/QUOTE]
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1st level Artificer
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