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General Tabletop Discussion
*Pathfinder & Starfinder
Artificers, a general (positive) rant
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<blockquote data-quote="Chaldfont" data-source="post: 1800881" data-attributes="member: 1472"><p>I'm currently playing a multiclassed rogue-2/artificer-1 (I intend on balancing the levels). This character is in a party with a warforged fighter-3 and a gnome cleric-2.</p><p></p><p>Here are fun things I have been able to do:</p><p></p><ul> <li data-xf-list-type="ul"> Use wands: I have about a fifty-fifty chance now that I took Magical Aptitude feat. I have web and magic missile. And it's really nice to be able to use the clerics CLW wand when he goes down (like when he was grappled and choked into unconsciousness by a mercenary!).</li> <li data-xf-list-type="ul"> Identify potions: Roll a DC 25 Spellcraft. I have a +10.</li> <li data-xf-list-type="ul"> Make and use scrolls: It's hard to make them in the middle of the game, but having a zillion detect magic scrolls is pretty handy.</li> <li data-xf-list-type="ul"> Cast identify!!!!</li> <li data-xf-list-type="ul"> Use weapon augmentation, personal to add the bane ability to my crossbow. With three infusions, I am the ultimate sniper: sneak attack + bane + shocking + cold (1d8 + 2d6 + 1d6 + 1d6 + 3 damage). Hehe, now if I could only hit (I don't have Precise Shot).</li> <li data-xf-list-type="ul"> Gain +2 to search, disable device, open lock, jump, climb, even sense motive! Skill enhancement infusion is great.</li> </ul><p></p><p>Sometimes the UMD checks are pretty hard so I took Magical Aptitude at 3rd level. I also have Action Boost (d8s for action points) to help out.</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 1800881, member: 1472"] I'm currently playing a multiclassed rogue-2/artificer-1 (I intend on balancing the levels). This character is in a party with a warforged fighter-3 and a gnome cleric-2. Here are fun things I have been able to do: [list] [*] Use wands: I have about a fifty-fifty chance now that I took Magical Aptitude feat. I have web and magic missile. And it's really nice to be able to use the clerics CLW wand when he goes down (like when he was grappled and choked into unconsciousness by a mercenary!). [*] Identify potions: Roll a DC 25 Spellcraft. I have a +10. [*] Make and use scrolls: It's hard to make them in the middle of the game, but having a zillion detect magic scrolls is pretty handy. [*] Cast identify!!!! [*] Use weapon augmentation, personal to add the bane ability to my crossbow. With three infusions, I am the ultimate sniper: sneak attack + bane + shocking + cold (1d8 + 2d6 + 1d6 + 1d6 + 3 damage). Hehe, now if I could only hit (I don't have Precise Shot). [*] Gain +2 to search, disable device, open lock, jump, climb, even sense motive! Skill enhancement infusion is great. [/list] Sometimes the UMD checks are pretty hard so I took Magical Aptitude at 3rd level. I also have Action Boost (d8s for action points) to help out. [/QUOTE]
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Artificers, a general (positive) rant
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