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Party Artificer Needs Help in Combat
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<blockquote data-quote="SteelDraco" data-source="post: 3772637" data-attributes="member: 359"><p>Wand Mastery is a great feat, from the Eberron Campaign Setting book. It increases the effective caster level of any wand you use by two. Take that, and suddenly that CL 1 wand is shooting off at CL 3 - for the same exact price. It's much nicer that way. A Wand of Scorching Ray is the ultimate artificer gear, though. It gets expensive to burn through charges, but with Wand Mastery, Dual Wand Wielding, and Metamagic Spell Trigger, you can pump out INSANE amounts of damage. </p><p></p><p>Any additional magic items are going to make the artificer more powerful. Does your group use the Magic Item Compendium? I know there's a +1 weapon property in there called Precise, that lets you use a ranged weapon as though you had the Precise Shot feat. The Spell Compendium has a spell called Master's Touch, which might translate all right to an infusion - it allows you to use a touched weapon as though you're proficient with it. </p><p></p><p>I built a useful fighter/psionic artificer, with a focus on archery. Put an appropriate Bane on the bow you're using, and have a handy spell or two hanging in your Spell Storing Item, and you can be in good shape in combat. I never got a chance to play the character, but I was going to stand in the back and Rapid Shot with all-bane arrows at whatever we were fighting. I had Dorje Mastery (the psionic equivalent of Wand Mastery), and had dorjes of Energy Stun, Body Adjustment, and Force Screen. If the arrows weren't working, I could do some blasting with my dorje, and heal myself quite effectively (3d12 per charge from the Body Adjustment dorje). You could do the same thing pretty effectively with a normal artificer, though Dorje Mastery is quite a bit better than Wand Mastery.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 3772637, member: 359"] Wand Mastery is a great feat, from the Eberron Campaign Setting book. It increases the effective caster level of any wand you use by two. Take that, and suddenly that CL 1 wand is shooting off at CL 3 - for the same exact price. It's much nicer that way. A Wand of Scorching Ray is the ultimate artificer gear, though. It gets expensive to burn through charges, but with Wand Mastery, Dual Wand Wielding, and Metamagic Spell Trigger, you can pump out INSANE amounts of damage. Any additional magic items are going to make the artificer more powerful. Does your group use the Magic Item Compendium? I know there's a +1 weapon property in there called Precise, that lets you use a ranged weapon as though you had the Precise Shot feat. The Spell Compendium has a spell called Master's Touch, which might translate all right to an infusion - it allows you to use a touched weapon as though you're proficient with it. I built a useful fighter/psionic artificer, with a focus on archery. Put an appropriate Bane on the bow you're using, and have a handy spell or two hanging in your Spell Storing Item, and you can be in good shape in combat. I never got a chance to play the character, but I was going to stand in the back and Rapid Shot with all-bane arrows at whatever we were fighting. I had Dorje Mastery (the psionic equivalent of Wand Mastery), and had dorjes of Energy Stun, Body Adjustment, and Force Screen. If the arrows weren't working, I could do some blasting with my dorje, and heal myself quite effectively (3d12 per charge from the Body Adjustment dorje). You could do the same thing pretty effectively with a normal artificer, though Dorje Mastery is quite a bit better than Wand Mastery. [/QUOTE]
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