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Community
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*Pathfinder & Starfinder
First level gnome artificer - what eqpt and augmentations?
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<blockquote data-quote="Staffan" data-source="post: 1748538" data-attributes="member: 907"><p>Assuming you mean "infusions" instead of augmentations, you should note that artificers combine the best features of clerics and sorcerers: they have access to their entire list, and can cast them spontaneously (which is balanced by the infusions often taking a long time to cast and not having big and flashy effects). So you don't need to decide ahead of time what infusions to use - you use them as needed.</p><p></p><p>As for some tips for actual augmentations (that is, the stuff you can do with <em>lesser armor augmentation</em> and <em>personal weapon augmentation</em>), here's a few:</p><p>Shadow, Silent Moves, or Slick armor: +5 to Hide, Move Silently, or Escape Artist.</p><p>Anti-impact armor: Half damage from falls and constriction and similar "full-body" blunt attacks [from Complete Warrior].</p><p>Blinding shield: Twice per day, make your shield flash with a bright light. Everyone except you within 20 ft must roll Reflex DC 14 or be blinded for 1d4 rounds.</p><p>Bane weapon: +2 enhancement bonus and +2d6 damage versus one creature type (or subtype). Excellent if you know that the situation will have you fighting against lots of similar creatures (e.g. "going into the hobgoblin camp").</p><p>Dispelling weapon: Casts targeted <em>dispel magic<em> at 5th level once per day as a free action triggered on a successful attack (you attack, hit, and decide "this is when I use the dispel") [from Player's Guide to Faerûn].</em></em></p><p><em><em>Ghost Touch: Affects incorporeal foes.</em></em></p><p><em><em>Sure Striking: Acts as having all alignments for the purpose of DR. [Player's Guide to Faerûn]</em></em></p><p><em><em>Various elemental damages: +1d6 damage of one element is a classic. Especially good if you know you're going up against something with a vulnerability to that element - but then again, if you know that much, you probaby know enough to get the right Bane instead.</em></em></p><p><em><em></em></em></p><p><em><em>Edit: Oh, and another thing I noticed about your character. As a gnome, you're starting at somewhere between 44 and 94 years old (I <strong>think</strong> artificers would use the +9d6 age, which would make it 49-94). The first warforged were made 32 years ago. Yet, you seem to have been raised by them...</em></em></p></blockquote><p></p>
[QUOTE="Staffan, post: 1748538, member: 907"] Assuming you mean "infusions" instead of augmentations, you should note that artificers combine the best features of clerics and sorcerers: they have access to their entire list, and can cast them spontaneously (which is balanced by the infusions often taking a long time to cast and not having big and flashy effects). So you don't need to decide ahead of time what infusions to use - you use them as needed. As for some tips for actual augmentations (that is, the stuff you can do with [i]lesser armor augmentation[/i] and [i]personal weapon augmentation[/i]), here's a few: Shadow, Silent Moves, or Slick armor: +5 to Hide, Move Silently, or Escape Artist. Anti-impact armor: Half damage from falls and constriction and similar "full-body" blunt attacks [from Complete Warrior]. Blinding shield: Twice per day, make your shield flash with a bright light. Everyone except you within 20 ft must roll Reflex DC 14 or be blinded for 1d4 rounds. Bane weapon: +2 enhancement bonus and +2d6 damage versus one creature type (or subtype). Excellent if you know that the situation will have you fighting against lots of similar creatures (e.g. "going into the hobgoblin camp"). Dispelling weapon: Casts targeted [i]dispel magic[i] at 5th level once per day as a free action triggered on a successful attack (you attack, hit, and decide "this is when I use the dispel") [from Player's Guide to Faerûn]. Ghost Touch: Affects incorporeal foes. Sure Striking: Acts as having all alignments for the purpose of DR. [Player's Guide to Faerûn] Various elemental damages: +1d6 damage of one element is a classic. Especially good if you know you're going up against something with a vulnerability to that element - but then again, if you know that much, you probaby know enough to get the right Bane instead. Edit: Oh, and another thing I noticed about your character. As a gnome, you're starting at somewhere between 44 and 94 years old (I [b]think[/b] artificers would use the +9d6 age, which would make it 49-94). The first warforged were made 32 years ago. Yet, you seem to have been raised by them...[/i][/i] [/QUOTE]
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First level gnome artificer - what eqpt and augmentations?
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