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Artificer: Cartographer Tier 1 Playtest Report. Mr Popular
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<blockquote data-quote="Zardnaar" data-source="post: 9846392" data-attributes="member: 6716779"><p>So I have beenrunning an artificer and picked the weakest onee. The cartographer seems to have a bad reputation. Isuspect this is because of the lvl 11 ability. Generally I like artificers mechanically. </p><p></p><p> Level 11 is a long way away however. Going in there was no real way I gould figure out how to do lots of damage. So I didnt bother. I decided to focus on suppot. </p><p></p><p> No particular min max build. I chose gnome race and the sage background. I chose shield spell in hindsight should have picked find familiar. I wasnt on the front line much, high AC, not many spell slots. And I dont care that much about getting hit. That's what hit dice are for. </p><p></p><p></p><p> Spells. </p><p>Level 1. I picked true strike and guidance. Lvl 1 I picked cure, jump. Added healing word, guiding bolt and faerie fire via leveling.</p><p></p><p> Level two you can create magic items. 4 plans i picked glamer armor, alchemist jug, spellwrought tattoo and +1 shield. Generally always picked garnered armor for half or full plate. AC 19 for myself or 20 for sword and board type. Alchemist jug was for poison or acid. Best use of poison was 3d4 damage boss fight at 4 on the barbarian using cleave and hew. If I went support I gifted armorcand a +1 shield to the front liners. AC 20 or 21 lvl 2. </p><p></p><p>Level 3. Subclass abilities. Crafting scrolls. Actually used this for cure and bless at level 4. The MVP ability is the maps. Letting 4 or 5 PCs teleport around. Every combat lead with faerie fire. We ran out of combats before I ran out of bonus faerie fire. Opportunity cost is low so may as well spam faerie fire</p><p> An extra d4 to initiative was also appreciated. </p><p></p><p>Level 4. I took fae touched. Misty step and bless. Crafted a scroll of bless and gifted it to the cleric. </p><p></p><p> Playstyle. Support. This class was Mr Popular. Boosted ACs to 17-21 range. Boosted accuracy via faerie fire which lead to feeding vex. Boosted initiate and a PC rogue had alert. He liked letting me go first and then he would sneak attack anything failing a save. Most of the party got to teleport 10-30 feet without using bonus action. Clutch healing word and cure as well.</p><p></p><p>Future Plans.</p><p> Level 6 plan. Weapon of warning (advantage to initiative. Pipes of Haunting</p><p></p><p>Downsides. Anemic damage (truestrike crosssbow) , lack of AoE.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9846392, member: 6716779"] So I have beenrunning an artificer and picked the weakest onee. The cartographer seems to have a bad reputation. Isuspect this is because of the lvl 11 ability. Generally I like artificers mechanically. Level 11 is a long way away however. Going in there was no real way I gould figure out how to do lots of damage. So I didnt bother. I decided to focus on suppot. No particular min max build. I chose gnome race and the sage background. I chose shield spell in hindsight should have picked find familiar. I wasnt on the front line much, high AC, not many spell slots. And I dont care that much about getting hit. That's what hit dice are for. Spells. Level 1. I picked true strike and guidance. Lvl 1 I picked cure, jump. Added healing word, guiding bolt and faerie fire via leveling. Level two you can create magic items. 4 plans i picked glamer armor, alchemist jug, spellwrought tattoo and +1 shield. Generally always picked garnered armor for half or full plate. AC 19 for myself or 20 for sword and board type. Alchemist jug was for poison or acid. Best use of poison was 3d4 damage boss fight at 4 on the barbarian using cleave and hew. If I went support I gifted armorcand a +1 shield to the front liners. AC 20 or 21 lvl 2. Level 3. Subclass abilities. Crafting scrolls. Actually used this for cure and bless at level 4. The MVP ability is the maps. Letting 4 or 5 PCs teleport around. Every combat lead with faerie fire. We ran out of combats before I ran out of bonus faerie fire. Opportunity cost is low so may as well spam faerie fire An extra d4 to initiative was also appreciated. Level 4. I took fae touched. Misty step and bless. Crafted a scroll of bless and gifted it to the cleric. Playstyle. Support. This class was Mr Popular. Boosted ACs to 17-21 range. Boosted accuracy via faerie fire which lead to feeding vex. Boosted initiate and a PC rogue had alert. He liked letting me go first and then he would sneak attack anything failing a save. Most of the party got to teleport 10-30 feet without using bonus action. Clutch healing word and cure as well. Future Plans. Level 6 plan. Weapon of warning (advantage to initiative. Pipes of Haunting Downsides. Anemic damage (truestrike crosssbow) , lack of AoE. [/QUOTE]
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