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A bit of a problem with Infusions
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<blockquote data-quote="UltimaGabe" data-source="post: 1679269" data-attributes="member: 16019"><p>Hey, everyone. I've been playing an Artificer for the last four or five levels, and for the most part, I love it. I love being able to craft all sorts of items, I like the infusions, and for the most part, it's been great. I've had a few questions here and there regarding infusions and item creation, but none of them are as strange as one I have right now.</p><p></p><p>As you all know, Infusions generally turn worn items (mundane or magical) into temporary magic items, such as a belt or cloak or whatever with the Bull's Strength infusion giving the wearer a +4 to strength, or the Shield of Faith infusion granting a warforged a +2 (or higher) deflection bonus to AC. It's great, because not many infusions (until a couple at higher levels) are offensive.</p><p></p><p>Once you get into higher levels, however, some of them ARE offensive. And, you see, because a little clause put into the Infusion ability description, these offensive spells, although usually gotten at a later level than their Arcane or Divine counterparts, are much, much more powerful than said counterparts. You know why?</p><p></p><p>It's because, according to the description of the Infusion class ability of the Artificer, Infusions <em>never allow saves</em>.</p><p></p><p>That's right. So when your Artificer gets to 3rd level, he can cast Heat Metal or Chill Metal onto a person's armor, and they don't get a save to resist it. Warforged and other Constructs never get a save for half against their Inflict Serious Damage infusions. But, even more deadly than all of these, I want to point you all to a couple of the Artificer's 6th-level Infusions.</p><p></p><p>Disable Construct, the Construct version of Harm, has no save either. So that means against a Construct (a being without a Constitution score, remember), Disable Construct will always do 150 points of damage (assuming you're level 15 when you use it). Always. No save.</p><p></p><p>What's worse? Take a look at what their other 6th-level Infusions are- specifically, BLADE BARRIER. 15d6 points of Force damage, affecting a considerably large area, with NO SAVE. NO SAVE. NO SAVE AT ALL. Every enemy in a 20-foot radius suddenly takes an average of 45 points of damage that affects incorporeal foes, gets through all forms of Damage Reduction, and isn't subject to any sort of Energy Resistance. Oh, and it lasts for minutes per level, if I'm not mistaken. So if they don't move, they take another 45 points of damage next round, same effects as before. And again. And again. And again. All of this with nothing but Spell Resistance blocking it.</p><p></p><p>Anyone know of any Errata coming out for Eberron soon? Because it needs it. BADLY.</p></blockquote><p></p>
[QUOTE="UltimaGabe, post: 1679269, member: 16019"] Hey, everyone. I've been playing an Artificer for the last four or five levels, and for the most part, I love it. I love being able to craft all sorts of items, I like the infusions, and for the most part, it's been great. I've had a few questions here and there regarding infusions and item creation, but none of them are as strange as one I have right now. As you all know, Infusions generally turn worn items (mundane or magical) into temporary magic items, such as a belt or cloak or whatever with the Bull's Strength infusion giving the wearer a +4 to strength, or the Shield of Faith infusion granting a warforged a +2 (or higher) deflection bonus to AC. It's great, because not many infusions (until a couple at higher levels) are offensive. Once you get into higher levels, however, some of them ARE offensive. And, you see, because a little clause put into the Infusion ability description, these offensive spells, although usually gotten at a later level than their Arcane or Divine counterparts, are much, much more powerful than said counterparts. You know why? It's because, according to the description of the Infusion class ability of the Artificer, Infusions [i]never allow saves[/i]. That's right. So when your Artificer gets to 3rd level, he can cast Heat Metal or Chill Metal onto a person's armor, and they don't get a save to resist it. Warforged and other Constructs never get a save for half against their Inflict Serious Damage infusions. But, even more deadly than all of these, I want to point you all to a couple of the Artificer's 6th-level Infusions. Disable Construct, the Construct version of Harm, has no save either. So that means against a Construct (a being without a Constitution score, remember), Disable Construct will always do 150 points of damage (assuming you're level 15 when you use it). Always. No save. What's worse? Take a look at what their other 6th-level Infusions are- specifically, BLADE BARRIER. 15d6 points of Force damage, affecting a considerably large area, with NO SAVE. NO SAVE. NO SAVE AT ALL. Every enemy in a 20-foot radius suddenly takes an average of 45 points of damage that affects incorporeal foes, gets through all forms of Damage Reduction, and isn't subject to any sort of Energy Resistance. Oh, and it lasts for minutes per level, if I'm not mistaken. So if they don't move, they take another 45 points of damage next round, same effects as before. And again. And again. And again. All of this with nothing but Spell Resistance blocking it. Anyone know of any Errata coming out for Eberron soon? Because it needs it. BADLY. [/QUOTE]
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