jasin
Explorer
I'll be playing one this weekend, so I've been checking out what one can
do, both right at the start, and at higher levels.
My first thought about the whole concept was that being an expert item
creator is a useful but an extremely un-sexy party role, since it
doesn't really give any true spotlight time. Sure, the fighter might
only be able to kill the dragon because of that +5 dragonbane sword you
made... but it's still the fighter who killed the dragon.
After seeing the infusion list, the class seemed quite a bit better.
Weapon and armour augmentation are nice: being able to add the
appropriate bane or energy resistance property to your and your allies'
stuff on the spot is pretty neat.
Metamagic spell trigger class ability can make you a hideous blaster, if
you've got money to burn. Metamagic item and power surge infusions and
the cheap item creation feats help cut the costs a bit, but it still
seems prohibitively expensive to specialize in wand-blasting.
Because of metamagic spell trigger, NPC artificers might suffer (or
enjoy, depending on perspective
) form the same overpoweredness I've
seen people attribute to psions: when cornered (as D&D villains often
are) both can unload a frightening amount of punishment. Imagine what a
7th-level artificer with Quicken Spell, Maximize Spell and a CL 5th wand
of fireball can do to a 7th-level party, if he goes all out. Two
Maximized fireballs per round. Sure, he'll burn the whole wand in the
rounds, but that's better off than being XP on the party's sheets.
But what sold me on the class are skill enhancement and spell storing
item infusions. The versatility is just incredible! Being able to spend
a 1st level slot to use any skill at roughly cross-class maximum or cast
any spell of 4th-level or lower makes the artificer a true jack-of-all-
trades. Despite the flavour text, a bard is actually a pretty
specialized morale officer/socialite/enchanter, but the artificer is a
true Compleat Adventurer. Given a minute or two (and some XP to burn)
the artificer can knock locks open, scry on people, remove diseases and
curses, send out animal messengers, dimension door the whole party
through obstacles... even reincarnate fallen party members!
So... has anyone played an artificer? What did you do in combat: blast
with wands, buff self then melee, buff self than snipe, buff others...?
What are everyones' thoughts on the spell storing item infusion? Is it
too abusable?
do, both right at the start, and at higher levels.
My first thought about the whole concept was that being an expert item
creator is a useful but an extremely un-sexy party role, since it
doesn't really give any true spotlight time. Sure, the fighter might
only be able to kill the dragon because of that +5 dragonbane sword you
made... but it's still the fighter who killed the dragon.
After seeing the infusion list, the class seemed quite a bit better.
Weapon and armour augmentation are nice: being able to add the
appropriate bane or energy resistance property to your and your allies'
stuff on the spot is pretty neat.
Metamagic spell trigger class ability can make you a hideous blaster, if
you've got money to burn. Metamagic item and power surge infusions and
the cheap item creation feats help cut the costs a bit, but it still
seems prohibitively expensive to specialize in wand-blasting.
Because of metamagic spell trigger, NPC artificers might suffer (or
enjoy, depending on perspective

seen people attribute to psions: when cornered (as D&D villains often
are) both can unload a frightening amount of punishment. Imagine what a
7th-level artificer with Quicken Spell, Maximize Spell and a CL 5th wand
of fireball can do to a 7th-level party, if he goes all out. Two
Maximized fireballs per round. Sure, he'll burn the whole wand in the
rounds, but that's better off than being XP on the party's sheets.
But what sold me on the class are skill enhancement and spell storing
item infusions. The versatility is just incredible! Being able to spend
a 1st level slot to use any skill at roughly cross-class maximum or cast
any spell of 4th-level or lower makes the artificer a true jack-of-all-
trades. Despite the flavour text, a bard is actually a pretty
specialized morale officer/socialite/enchanter, but the artificer is a
true Compleat Adventurer. Given a minute or two (and some XP to burn)
the artificer can knock locks open, scry on people, remove diseases and
curses, send out animal messengers, dimension door the whole party
through obstacles... even reincarnate fallen party members!
So... has anyone played an artificer? What did you do in combat: blast
with wands, buff self then melee, buff self than snipe, buff others...?
What are everyones' thoughts on the spell storing item infusion? Is it
too abusable?