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Artificers Overpowered?
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<blockquote data-quote="Saeviomagy" data-source="post: 2610791" data-attributes="member: 5890"><p>Suppress requirement is no problem at all. I can't imagine what you think can be done with it.</p><p></p><p>Metamagic item is pretty good, until you realise that the guy is giving up a round of combat to apply it to an item. Much of the time, that round could have been used to simply USE the item to greater effect.</p><p></p><p>Hardly any more than a wizard who dedicates himself to doing so can. The ability of an artificer to turn a worthless item into a useful one is only a problem if you, as a DM, are in the habit of handing out magic items that are useless and not worth any money. Otherwise it's a losing proposition. The artisan feats are not artificer only. They're for anyone who can craft.</p><p></p><p>Try 15th. And this is probably more a fault of shapechange than with any class that gets access to it.</p><p></p><p>As opposed to a mage with wish? Hardly. The thing is crazy broken no matter who gets it.</p><p></p><p></p><p>Now, onto my list of things about the artificer that might inconvenience a DM.</p><p></p><p>1. Bane weapons. If the artificer KNOWS what monsters are coming up, the artificer (and later on the entire party) will be ready with an additional +2 enchantment and +2d6 damage. Do note, however, that to enchant weapons for others, the artificer will be spending some cash.</p><p></p><p>2. Some of the higher plus armours: Armour of etherealness means that all-day etherealness is available to an artificer at level 3 for 50gp. Also he can get a variety of elemental or other resistances, but most of those are easily replicable by other classes for free.</p><p></p><p>3. Spell storing item. An artificer can basically pull any spell in any book in 1 round, plus the casting time of the spell.</p><p></p><p>That's basically it.</p><p></p><p>Note that if you're not using eberronian action points, then many of these abilities become non-issues. An artificer can use an action point to reduce the casting time of an infusion to 1 round regardless of it's normal casting time. Very few of the artificer infusions have a casting time of less than 10 minutes - none of the 3 I mentioned do. So basically if the artificer knows what is coming, he can prepare the entire party. If he's ambushed, he's probably in trouble.</p><p></p><p>Someone might bring up a WoTC character-optimisation build called the blastificer, and conveniently forget to note that the guy is using thousands upon thousands of GP every single round that he's active, and requires considerable time to prepare ahead of time. Not to mention making use of the broken feat, persistant spell.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2610791, member: 5890"] Suppress requirement is no problem at all. I can't imagine what you think can be done with it. Metamagic item is pretty good, until you realise that the guy is giving up a round of combat to apply it to an item. Much of the time, that round could have been used to simply USE the item to greater effect. Hardly any more than a wizard who dedicates himself to doing so can. The ability of an artificer to turn a worthless item into a useful one is only a problem if you, as a DM, are in the habit of handing out magic items that are useless and not worth any money. Otherwise it's a losing proposition. The artisan feats are not artificer only. They're for anyone who can craft. Try 15th. And this is probably more a fault of shapechange than with any class that gets access to it. As opposed to a mage with wish? Hardly. The thing is crazy broken no matter who gets it. Now, onto my list of things about the artificer that might inconvenience a DM. 1. Bane weapons. If the artificer KNOWS what monsters are coming up, the artificer (and later on the entire party) will be ready with an additional +2 enchantment and +2d6 damage. Do note, however, that to enchant weapons for others, the artificer will be spending some cash. 2. Some of the higher plus armours: Armour of etherealness means that all-day etherealness is available to an artificer at level 3 for 50gp. Also he can get a variety of elemental or other resistances, but most of those are easily replicable by other classes for free. 3. Spell storing item. An artificer can basically pull any spell in any book in 1 round, plus the casting time of the spell. That's basically it. Note that if you're not using eberronian action points, then many of these abilities become non-issues. An artificer can use an action point to reduce the casting time of an infusion to 1 round regardless of it's normal casting time. Very few of the artificer infusions have a casting time of less than 10 minutes - none of the 3 I mentioned do. So basically if the artificer knows what is coming, he can prepare the entire party. If he's ambushed, he's probably in trouble. Someone might bring up a WoTC character-optimisation build called the blastificer, and conveniently forget to note that the guy is using thousands upon thousands of GP every single round that he's active, and requires considerable time to prepare ahead of time. Not to mention making use of the broken feat, persistant spell. [/QUOTE]
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