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Party Artificer Needs Help in Combat
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<blockquote data-quote="Wolfwood2" data-source="post: 3770166" data-attributes="member: 39394"><p>We are using action points.</p><p></p><p></p><p></p><p>Yeah, he did that last time. After a series of dice rolls, he was able to cast one Quickened CL-1 magic missile and one regular CL-1 magic missile... in the same round! Cue 5 points of damage and all the other players struggling to hide their pity smiles.</p><p></p><p>Then it's the psion's initiative. Overchanneled augment, and cue 7d10 Mind Thrust damage.</p><p></p><p></p><p></p><p>He actually is, but that's pretty boring work. Not flashy or fun during combat time.</p><p></p><p></p><p></p><p>We've found a few CL-1 level wands. Honestly, rods and staves are probably a bit much for (until end of last session) 6th level characters.</p><p></p><p></p><p></p><p></p><p>Yes, he's maxed the skill and built an item to give himself a bonus on the check. Mostly it's, "Don't roll a 1."</p><p></p><p></p><p></p><p>The player isn't happy that the most useful thing his character does in combat is to take a hit so that other, more effective PCs can stay on their feet longer. The DM nicknamed his character "damage sponge" after the artificer fell to negatives twice in the same session. (This was about third or fourth level or so.)</p><p></p><p>The other players acknowledge how useful having an artificer is, but we feel bad for him when his huge combination of feats and class abilities, that he's been waiting so many levels for, results in 2d4+2 damage.</p><p></p><p>Still, getting custom-made items and having newly found items identified immediately (with an artificer's monocle) is pretty cool.</p><p></p><p>Is the Iron Defender really worthwhile for him? It seems like he'd have to pump in an awful lot of gold to make it survivable in combat. It only starts with, what, 3D10+10 hitpoints? The player is very worried he'll kill his character by taking damage from destroyed homoculuses.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3770166, member: 39394"] We are using action points. Yeah, he did that last time. After a series of dice rolls, he was able to cast one Quickened CL-1 magic missile and one regular CL-1 magic missile... in the same round! Cue 5 points of damage and all the other players struggling to hide their pity smiles. Then it's the psion's initiative. Overchanneled augment, and cue 7d10 Mind Thrust damage. He actually is, but that's pretty boring work. Not flashy or fun during combat time. We've found a few CL-1 level wands. Honestly, rods and staves are probably a bit much for (until end of last session) 6th level characters. Yes, he's maxed the skill and built an item to give himself a bonus on the check. Mostly it's, "Don't roll a 1." The player isn't happy that the most useful thing his character does in combat is to take a hit so that other, more effective PCs can stay on their feet longer. The DM nicknamed his character "damage sponge" after the artificer fell to negatives twice in the same session. (This was about third or fourth level or so.) The other players acknowledge how useful having an artificer is, but we feel bad for him when his huge combination of feats and class abilities, that he's been waiting so many levels for, results in 2d4+2 damage. Still, getting custom-made items and having newly found items identified immediately (with an artificer's monocle) is pretty cool. Is the Iron Defender really worthwhile for him? It seems like he'd have to pump in an awful lot of gold to make it survivable in combat. It only starts with, what, 3D10+10 hitpoints? The player is very worried he'll kill his character by taking damage from destroyed homoculuses. [/QUOTE]
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