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*Pathfinder & Starfinder
Artificers, a general (positive) rant
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<blockquote data-quote="jasin" data-source="post: 1800362" data-attributes="member: 7531"><p>I'll be playing one this weekend, so I've been checking out what one can </p><p>do, both right at the start, and at higher levels.</p><p></p><p>My first thought about the whole concept was that being an expert item </p><p>creator is a useful but an extremely un-sexy party role, since it </p><p>doesn't really give any true spotlight time. Sure, the fighter might </p><p>only be able to kill the dragon because of that +5 dragonbane sword you </p><p>made... but it's still the fighter who killed the dragon.</p><p></p><p>After seeing the infusion list, the class seemed quite a bit better. </p><p>Weapon and armour augmentation are nice: being able to add the </p><p>appropriate bane or energy resistance property to your and your allies' </p><p>stuff on the spot is pretty neat.</p><p></p><p>Metamagic spell trigger class ability can make you a hideous blaster, if </p><p>you've got money to burn. Metamagic item and power surge infusions and </p><p>the cheap item creation feats help cut the costs a bit, but it still </p><p>seems prohibitively expensive to specialize in wand-blasting.</p><p></p><p>Because of metamagic spell trigger, NPC artificers might suffer (or </p><p>enjoy, depending on perspective <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) form the same overpoweredness I've </p><p>seen people attribute to psions: when cornered (as D&D villains often </p><p>are) both can unload a frightening amount of punishment. Imagine what a </p><p>7th-level artificer with Quicken Spell, Maximize Spell and a CL 5th wand </p><p>of fireball can do to a 7th-level party, if he goes all out. Two </p><p>Maximized fireballs per round. Sure, he'll burn the whole wand in the </p><p>rounds, but that's better off than being XP on the party's sheets.</p><p></p><p>But what sold me on the class are skill enhancement and spell storing </p><p>item infusions. The versatility is just incredible! Being able to spend </p><p>a 1st level slot to use any skill at roughly cross-class maximum or cast </p><p>any spell of 4th-level or lower makes the artificer a true jack-of-all-</p><p>trades. Despite the flavour text, a bard is actually a pretty </p><p>specialized morale officer/socialite/enchanter, but the artificer is a </p><p>true Compleat Adventurer. Given a minute or two (and some XP to burn) </p><p>the artificer can knock locks open, scry on people, remove diseases and </p><p>curses, send out animal messengers, dimension door the whole party </p><p>through obstacles... even reincarnate fallen party members!</p><p></p><p></p><p>So... has anyone played an artificer? What did you do in combat: blast </p><p>with wands, buff self then melee, buff self than snipe, buff others...? </p><p>What are everyones' thoughts on the spell storing item infusion? Is it </p><p>too abusable?</p></blockquote><p></p>
[QUOTE="jasin, post: 1800362, member: 7531"] 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? [/QUOTE]
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