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Artificer OverviewFrom "Tools of the Trade", the original Artificer handbook by Ytterbium_Dragon upon whose work this wiki is based:Want to be an arcane leader, but the bard's flavor is too weird? Or do you just want some extra controller on your leader? Maybe you loved your abjurer concept from 3.x, but had a hard time converting it to 4e. The Artificer is the answer in all of these circumstances. Artificer flavor defaults to being a magi-technical engineer, but their abilities can define many different kinds of flavor. They're the new quintessential transmuter, abjurer, or simple buff mage. Whatever your reason for signing up, you'll probably want to make sure that the character is effective. Artificers are not just great leaders, they are incredibly flexible: you can summon, fight ranged or melee, have special familiars, act on other players' turns, and be proactive in your healing. At the paragon level you can buff other players (and yourself) through the roof or make other players attack while still keeping your attack. BasicsHP - Right on par with other leaders. Better if you choose a Constitution-based build.Surges - One less than most leaders, but Con builds will hardly notice Proficiencies - Only the monk and rogue have worse weapon proficiencies. Your implements are decent, but you have to use them in conjunction with a weapon, which limits your weapon choice even more. Free leather armor is nice though. FeaturesArcane Empowerment - A nice little perk. It generally won't amount to much, but it comes in handy.Arcane Rejuvenation - Not too incredible all by itself, but it doesn't seem to take up one of your three class features, so why not? No way to break this one, but it's still a cool boost once in a while. Ritual Casting - a free feat, and you get enchant/disenchant three and five levels earlier, respectively. Even at early levels you can ensure that your party gets the right gear. Healing Infusion - Easily the best leader healing ability in the game. You get to pool your healing surges, and the first two heals of the day don't take up any surges at all. For better or worse, Artificers are stuck with Curative Admixture but can choose between Resistive Formula and Shielding Elixir.
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