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<blockquote data-quote="RUMBLETiGER" data-source="post: 6096078" data-attributes="member: 6674868"><p>You've chosen the most complex, but highly rewarding class. Enjoy!</p><p></p><p>It sounds like you already have an idea how you want to play this character. </p><p></p><p>Think of infusions as mostly buff spells that take a long time to cast. They're really useful, especially the weapon enhancements since you can make any of them. You just need time to prepare in advance, and sometimes adventures don't permit that. Crafting also takes much, much more time. The advantage you have is you are a Warforged, you don't need to sleep, you can craft during the 8 hours everyone else is sleeping as long as they don't need to to keep watch. If you stay up all night crafting, you won't rest to replenish your infusions. If you craft something cool, it'll be worth it. </p><p></p><p>Artificer requires time, lots and lots of time, to make it awesome. Now, if you're starting at level 10, you can assume you played level 1-9 building stuff. If you're playing wealth by level, turn that gold into items you crafted for yourself (Assume half cost). It might help, for this designing mental exercise to walk yourself thru level by level. This means, for example, at level 1, you have 20 points in your craft reserve. That's 20 level 1 spell scrolls. Assuming you've adventured level 1-9, some of them would get used up, but you can enter the adventure with a ton of scrolls and wands. Heck, you could have taken the Craft Construct feat before level 10 (if you wanted to swap something already on your list) and built something nifty. Go as bananas as your DM would allow.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 6096078, member: 6674868"] You've chosen the most complex, but highly rewarding class. Enjoy! It sounds like you already have an idea how you want to play this character. Think of infusions as mostly buff spells that take a long time to cast. They're really useful, especially the weapon enhancements since you can make any of them. You just need time to prepare in advance, and sometimes adventures don't permit that. Crafting also takes much, much more time. The advantage you have is you are a Warforged, you don't need to sleep, you can craft during the 8 hours everyone else is sleeping as long as they don't need to to keep watch. If you stay up all night crafting, you won't rest to replenish your infusions. If you craft something cool, it'll be worth it. Artificer requires time, lots and lots of time, to make it awesome. Now, if you're starting at level 10, you can assume you played level 1-9 building stuff. If you're playing wealth by level, turn that gold into items you crafted for yourself (Assume half cost). It might help, for this designing mental exercise to walk yourself thru level by level. This means, for example, at level 1, you have 20 points in your craft reserve. That's 20 level 1 spell scrolls. Assuming you've adventured level 1-9, some of them would get used up, but you can enter the adventure with a ton of scrolls and wands. Heck, you could have taken the Craft Construct feat before level 10 (if you wanted to swap something already on your list) and built something nifty. Go as bananas as your DM would allow. [/QUOTE]
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