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Does the Artificer Suck?
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<blockquote data-quote="ECMO3" data-source="post: 8395859" data-attributes="member: 7030563"><p>Because that is their role. Their job is to suck up attacks and get in the way of enemies fixing or holding them in place. Hit points are a limited use commodity. Ending the fight with the party losing the fewest resources is the goal.</p><p></p><p>You are not going to find a 1st (PEG) or 2nd level (blur) spell that will be more effective in that regard at level 6. Sure I can fireball them all, hope all of them miss their save and maybe get the same result on round 1 (if I get lucky and they have abnormally low hps for CR6) or use a 1st or 2nd level slot and a 3-use a day ability and virtually assure it by round 3 or 4.</p><p></p><p></p><p></p><p>Sure everyone has weaknesses. I think a fighter in plate has bigger weaknesses though simply in terms of disadvantage on steath than anything you are going to point out on said warforged bladesinger.</p><p></p><p>You can find weakness on her sheet, but exploiting those weaknesses in combat is a bit more difficult to realize. The biggest obvious one is a bladesinger has few hps ... BUT she has a lot to cover that with shield, absorb elements, decent dex save and SOD. One reaction per turn is another weakness, and you can make her choose between an AOO early in the count vs saving the reaction for shield later .... BUT the initiave order needs to be conducive to it and even then it doesn't really translate into hurting her as much as it gives the enemy a bit more freedom. She has a poor charisma and strength save .... BUT not to many monsters leverage those and she has spells to end/counter some of these. She has poor constitution save ..... BUT most damage that requires a con save also requires a hit and she has INT bonus on concentration in bladesong while also getting hit less than other casters and having the ability to reduce any damage she does take (therefore lowering the concentration DC). She has poor athletics .... BUT in combat you can usually use acrobatics instead and she is both good at acrobatics and has advantage in bladesong.</p><p></p><p>I was not playing her; but we had a bladesinger in one of my campaigns that went multiple entire levels (around 4-7 or something like that) and never got hit by an attack in combat a single time. She was the character on the front line in every single fight. She was not my character, she was someone else's, but she was the strongest character I have ever seen played through level 13 (when we quit the campaign). Now she did have a staff of defense and bracers of defense (both of which came I believe from Lost Mines of Phadelvar). These enhanced her strengths even more, but neither of these are OP magic items for a tier 2 character.</p><p></p><p></p><p>Well if we are bringing homebrew into it then we are not really playing the game RAW and the sky is the limit. RAW you should "exercise caution when using challange rating higher than the party's average level"</p><p></p><p>That is the game we are discussing.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8395859, member: 7030563"] Because that is their role. Their job is to suck up attacks and get in the way of enemies fixing or holding them in place. Hit points are a limited use commodity. Ending the fight with the party losing the fewest resources is the goal. You are not going to find a 1st (PEG) or 2nd level (blur) spell that will be more effective in that regard at level 6. Sure I can fireball them all, hope all of them miss their save and maybe get the same result on round 1 (if I get lucky and they have abnormally low hps for CR6) or use a 1st or 2nd level slot and a 3-use a day ability and virtually assure it by round 3 or 4. Sure everyone has weaknesses. I think a fighter in plate has bigger weaknesses though simply in terms of disadvantage on steath than anything you are going to point out on said warforged bladesinger. You can find weakness on her sheet, but exploiting those weaknesses in combat is a bit more difficult to realize. The biggest obvious one is a bladesinger has few hps ... BUT she has a lot to cover that with shield, absorb elements, decent dex save and SOD. One reaction per turn is another weakness, and you can make her choose between an AOO early in the count vs saving the reaction for shield later .... BUT the initiave order needs to be conducive to it and even then it doesn't really translate into hurting her as much as it gives the enemy a bit more freedom. She has a poor charisma and strength save .... BUT not to many monsters leverage those and she has spells to end/counter some of these. She has poor constitution save ..... BUT most damage that requires a con save also requires a hit and she has INT bonus on concentration in bladesong while also getting hit less than other casters and having the ability to reduce any damage she does take (therefore lowering the concentration DC). She has poor athletics .... BUT in combat you can usually use acrobatics instead and she is both good at acrobatics and has advantage in bladesong. I was not playing her; but we had a bladesinger in one of my campaigns that went multiple entire levels (around 4-7 or something like that) and never got hit by an attack in combat a single time. She was the character on the front line in every single fight. She was not my character, she was someone else's, but she was the strongest character I have ever seen played through level 13 (when we quit the campaign). Now she did have a staff of defense and bracers of defense (both of which came I believe from Lost Mines of Phadelvar). These enhanced her strengths even more, but neither of these are OP magic items for a tier 2 character. Well if we are bringing homebrew into it then we are not really playing the game RAW and the sky is the limit. RAW you should "exercise caution when using challange rating higher than the party's average level" That is the game we are discussing. [/QUOTE]
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