Henry
Autoexreginated
Glyfair said:Make sure you understand the artificer, if one is played. It's pretty easy to abuse if not played as written. It's also susceptible to abuse even as written, but not much more than any other spellcasting class.
And FOR GOD'S SAKE don't let them have or build any magic items that boost their Use Magic Device Skill. I paid for that one greatly. An artificer build with a modicum of thought to him will have a very good chance to activate magic items of their level, and a smaller chance to activate and build items of higher level. An artificer with a +5 or +10 to their UMD skill will be creating and using items much more powerful than their party warrants at any given level. I let one pass, and I lived with it, and learned to deal with it, but were I starting a new campaign, I would ban all UMD-boosting magic items from existing.
Also, make sure to give an artificer downtime between adventures to restore their magic items. Eberron is not a high-level magic setting, but it's not a magic-poor setting either. The artificer lives and dies by magic item creation, so give him/her time to replenish magics.
Otherwise, an Artificer works just fine as a valuable contributing and support member of the party.