Artificer_Handbook_stats

Artificer_Handbook_stats

by starkiller_, Jun 19,2010
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Artificer Stats


Strength - Generally useless unless you're going for specific feats. In that case, only put in enough to qualify for those feats.
Constitution - One of Artificers' secondary stats, and the stat that seems to get the most love from powers. It's always a good idea to have a decent Con score as an Artificer. Even if you're focusing on Wisdom as a secondary, you'll probably want to put any leftover points into here.
Dexterity - Again, fairly useless unless you're going for specific feats.
Intelligence - Your key stat. You need to hit to grant buffs. 16 or 18 in this stat before racials, no exceptions.
Wisdom - Another possible secondary stat for Artificers. There aren't as many powers that grant perks keying off of this stat, but it helps you qualify for the awesome polearm feats, which keeps it even with Con.
Charisma - Don't bother putting points into this.

Archetypes


The Versatile Artificer


The most common and straightforward Artificer that is able to function effectively in nearly any party. This build keeps roughly even levels of Intelligence and its secondary stat in order to make the most out of his buffs. The Versatile Artificer gets its namesake from its capability to use every power in the Artificer's arsenal from any range. He generally employs a throw-able light/heavy blade along with Arcane Implement Proficiency to achieve this capability. Most Versatile Artificers use Constitution as their secondary stat to make them sturdier on the front line and to take advantage of more powers' rider benefits, but Wisdom also works well.

The Sharpshooter


This type of Artificer employs a long range crossbow to stay out of harm's way. Sharpshooters work best with ranged strikers and controllers, such as Archer Rangers, Sorcerers, and Wizards. Most Sharpshooters choose Wisdom as their secondary ability score due to greater ranged power synergy and a diminished need for Constitution due to less time spent on the front line. Sharpshooters are very effective in the right party but have trouble in melee-centric parties due to their need to remain adjacent to allies when using Magic Weapon. The Crossbow Caster feat is an absolute must in order to not be overly limited in power selection.

The Summoner


The Summoner loads up on the Artificer's fairly good summoning powers. Summoners can use either Wisdom or Constitution. Wisdom-based Summoners make better healers and make better use of Artificer summons' rider benefits. Constitution-based Summoners create sturdier summons. If looking at hybrid options, Constitution Summoners should look into hybriding Wizard, while Wisdom Summoners make excellent Invoker or Wizard hybrids.

The Polearm Artificer


Artificers can make great use of polearms due to Wisdom being one of their secondary stats. Using a polearm opens up a ton of tactical options, which the Artificer will thrive on. Reach allows the Artificer to stay adjacent to his allies while still being out of harm's way. The build doesn't shine until paragon tier, but when it reaches level 11 it's quite good, potentially being able to use Magic Weapon three times in one turn. Note that only the races listed will work at all with this build because the stat placement is very stringent. After all, it does have to qualify for Heavy Blade Opportunity and Polearm Gamble.
Races: Eladrin, Changeling, Shadar-kai, Genasi, Deva, Githzerai, Shardmind
Weapon Types: Glaive
Array: Str 12/14*, Con 11, Dex 12/14*, Int 16, Wis 12/14*, Cha 8
  • Put the score of 12 into the stat that your race gets a bonus to.

Notable Multiclass Options


Avenger (PHB2) - The powers are lacking, but you get access to the Star of Corellon and a nice accuracy bonus for a couple of turns
Cleric (PHB) - Aligns with your secondary stat. Also lets you use holy symbols, which means that you can use a Star of Corellon for your arcane powers and keep a hand free.
Invoker (PHB2) - Nice controller powers and double stat alignment.
Swordmage (FRPG) - Access to some good powers. Has primary and secondary stat alignment.
Warlock (PHB) - Double stat alignment and some decent controllerish powers available
Wizard (PHB) - Primary stat alignment, great powers to cherrypick, and opens up several good paragon paths

Notable Hybridization Options


Cleric (PHB) - Holy symbols for all of your powers frees up your weapon slots for any weapon. Secondary stat synergy, access to extra healing powers, and more potent healing via Cleric powers thanks to Healer's Lore. Don't take the Strength based powers though.
Invoker (PHB2) - Double stat synergy and some decent controller powers.
Swordmage (FRPG) - From a swordmage point of view, you lose barely anything and gain access to Artificers' incredible powers and healing infusion 1/day. Makes an excellent defender even better.
Warlock (PHB) - Double stat synergy. Decent power selection and some nifty quirks.
Wizard (PHB) - Primary and Secondary stat synergy. Excellent powers and the ability to stunlock eventually. Incredible choice.

Sample Builds


Constitution Versatile Artificer, level 11


Race: Warforged
Class/Path: Artificer/Battle Engineer
Healing Infusion: Resistive Formula
Array: Str 13, Con 21, Dex 11, Int 21, Wis 13, Cha 9 (Str 12, Con 16, Dex 10, Int 16, Wis 12, Cha 8)
Feats: Enhanced Resistive Formula, Psychic Lock, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), White Lotus Riposte, Weapon Focus (Heavy Blades)
At-Will Powers: Magic Weapon, Static Shock
Encounter Powers: Greater Magic Weapon, Vampric Weapons, Repulsion Strike, Scouring Weapon
Daily Powers: Radiant Sigil, Icebound Sigil, Punishing Eye
Utility Powers: Sigil of Luck (D), Regenerative Infusion (D), Restorative Infusion (D), Telekinetic Leap (E)
Key Items: Githyanki Silver Drow Long Knife, Shared Valor Armor
This build has more damage buffs than you'll know what to do with! It also excels at handing out temp HP, which is capitalized upon by Shared Valor Armor. Every hit applies a -2 penalty to attack thanks to Psychic Lock + Githyanki Silver Weapon!

Wisdom Versatile Artificer, level 11


Race: Githzerai
Class/Path: Artificer/Academy Master
Healing Infusion: Resistive Formula
Array: Str 13, Con 13, Dex 11, Int 21, Wis 21, Cha 9 (Str 12, Con 12, Dex 10, Int 16, Wis 16, Cha 8)
Feats: Mark of Warding, Psychic Lock, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Enhanced Resistive Formula, Iron Formula
At-Will Powers: Magic Weapon, Ethereal Chill
Encounter Powers: Learned Boost, Debilitating Intercession, Shocking Feedback, Scouring Weapon
Daily Powers: Healer's Momentum, Flameheart Defender, Punishing Eye
Utility Powers: Healing Figurine (D), Energy Conversion (E), Swift Mender (E), Memory of a Thousand Lifetimes (E)
Key Items: Githyanki Silver Drow Long Knife, Shared Valor Armor
The Wisdom-based Versatile Artificer is almost the same as its Constitution-based counterpart, except it's less focused on damage buffs and more focused on healing. It also uses summons competently. The Githzerai version has an extremely potent Resistive Formula that grants +2 to all defenses!

Sharpshooter Artificer, level 11


Race: Deva
Class/Path: Artificer/Spell Commander
Healing Infusion: Resistive Formula
Array: Str 13, Con 13, Dex 11, Int 21, Wis 21, Cha 9 (Str 12, Con 12, Dex 10, Int 16, Wis 16, Cha 8)
Feats: Crossbow Caster, Weapon Proficiency (Superior Crossbow), Psychic Lock, Versatile Expertise (Crossbows, Crossbows), Potent Restorables, Weapon Focus (Crossbows), Speed Loader
At-Will Powers: Magic Weapon, Ethereal Chill
Encounter Powers: Spell Tracer, Debilitating Intercession, Shocking Feedback, Scouring Weapon
Daily Powers: Healer's Momentum, Flameheart Defender, Punishing Eye
Utility Powers: Healing Figurine (D), Energy Conversion (E), Swift Mender (E), Memory of a Thousand Lifetimes (E)
Key Items: Mindiron Crossbow
The Sharpshooter plays it safe from the back lines, offering buffs to ranged party members and healing to the front line! Allies will surely appreciate the -2 penalty to attack that you apply every shot thanks to Mindiron Crossbow + Psychic Lock!

Summoner Artificer, level 11


Race: Githzerai
Class/Path: Artificer/Bonded Summoner
Healing Infusion: Resistive Formula
Array: Str 13, Con 13, Dex 11, Int 21, Wis 21, Cha 9 (Str 12, Con 12, Dex 10, Int 16, Wis 16, Cha 8)
Feats: Hide Armor Proficiency, Weapon Proficiency (Drow Long Knife), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Toughness, Psychic Lock, Arcane Initiate (Winged Horde)
At-Will Powers: Magic Weapon, Ethereal Chill
Encounter Powers: Debilitating Intercession, Shocking Feedback, Halo of Thorns
Daily Powers: Dancing Weapon, Obedient Servant, Fireburst Armor
Utility Powers: Healing Figurine, Energy Conversion, Reinforced Minion
Key Items: Githyanki Silver Drow Long Knife
Apply Flameburst Armor to your summons to entice enemies to waste their attacks on them! This works especially well with Obedient Servant, as you'll get an extra Wis-mod damage out of the deal. Load up on feats to increase your hit points and defenses to make the most out of your summons.

Polearm Artificer, level 12


Race: Eladrin
Class/Path: Artificer/Battle Engineer
Healing Infusion: Resistive Formula
Array: Str 15, Con 12, Dex 15, Int 21, Wis 17, Cha 9 (Str 14, Con 11, Dex 12, Int 16, Wis 14, Cha 8)
Feats: White Lotus Riposte, Weapon Proficiency (Glaive), Arcane Implement Proficiency (Heavy Blades), Versatile Expertise (Heavy Blades, Heavy Blades), Vanishing Concoction, Heavy Blade Opportunity, Polearm Gamble
At-Will Powers: Magic Weapon, Ethereal Chill
Encounter Powers: Greater Magic Weapon, Gale-Force Infusion, Hypnotic Distraction, Shielding Cube
Daily Powers: Lightning Motes, Dancing Weapon, Punishing Eye
Utility Powers: Healing Figurine (D), Energy Conversion (E), Swift Mender (E), Fey Step (E)
Key Items: Any Glaive
The Polearm Artificer tries to entice enemies to attack him through possessing Energy Conversion and a handful of healing powers. When the enemy does try to attack him, he gets attacked by Magic Weapon twice thanks to Polearm Gamble and White Lotus Master Riposte!

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