4th edition artificer build




















An artificer begins each day with the ability to empower one magic item, and gains an additional empowerment at each milestone. You must spend a short rest with an item in order to empower it. An item may be empowered in two ways:.

Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever an ally of an artificer uses a magic item 's daily power, in addition to the power's normal effects, the ally gains temporary hit points equal to one-half the artificer's level plus the artificer's Intelligence modifier.

At the end of an extended rest, the artificer creates two healing infusions that last until the end of the next extended rest. At 16th level, the artificer can create a third infusion.

The effect of a healing infusion is determined at the time of use, not at the time of creation. While some of these decisions may remain static for long periods of time, the intent of the class is that you will tailor your abilities day-to-day to suit the challenges you expect to face.

While that versatility and adaptability is very powerful, it also requires a great deal of micromanagement of your character. Of course, you may also be the only source of magic items, which may be worthwhile. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated.

Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows. Portions of the materials used are property of Wizards of the Coast.

Hit Points : With d8 hit points and medium armor, the artificer is not a tank by any means. Intelligence saves are exceptionally rare. Proficiencies : Medium armor and shields will keep you alive in melee, but with only simple weapons your best Finesse option is a dagger. Your Artificer Speclialist will grant you proficiency in an additional set of tools relevant to the subclass at 3rd level.

Magical Tinkering : This is very similar to cantrips like Prestidigitation. You can have multiple objects affected at the same time, so consider carrying around a few prepared items which you can quickly produce and use. You get ritual casting, which is always great, and the spell list is a combination of options from the cleric and wizard spell lists, allowing to serve as a blaster, a healer, and a support caster. Notably, the Artificer can retrain a cantrip every level. To the best of my knowledge, the Artificer is the only class with the ability to replace cantrips.

You can wave a set of lockpicks around to cast fireball, which I think will inevitably lead to some laughs at the table and countless goofy characters using weird tools to perform magic. Thanks to the core rules for spell components, this means that you can always use the hand holding your focus to perform somatic components. That makes the Artificer the only spellcaster who can perform every one of their spells with items in both of their hands.

I complain about this rule frequently. For help selecting spells, see my Artificer Spell List Breakdown. You get to start with two infused items chosen from four Infusion known, which is like getting two magic items at 2nd level. For guidane on Infusions, see my Artificer Infusions Breakdown. Artificer Specialist : Artificer subclasses are briefly summarized below. See my Artificer Subclasses Breakdown for help selecting your subclass. Instead, you get this.

I think the expectation is that you can use this to craft the tools for your subclass for free, and trade them out for other tools when you need them. Magic item Adept : Attuning an additional item is typically not a big difference, but considering many Infusions require attunement, this can be very important in campaigns which include magic items. The ability to craft your own magic items faster and for less gold improves this ability further because you can craft items which require attunement with less concern about the limited number of items you can attune.

Spell-Storing Item : It may only be a 1st- or 2nd-level spell, but you can cast it up to 10 times per day at 20 Intelligence. Those requirements are rare, but maybe you want to use a Holy Avenger or something.

Artificers live and die by their Intelligence score, but Dexterity and Constitution are just as helpful to the Artificer as they are to everyone else. The Artificer has an impressive three total dump stats, allowing you to dump all of your points into the abilities which we care about and leave the rest at 8. Replicate Magic Item gives you access to ability score boosting items and items which boost all of your saving throws, so you can often offset or override incredibly low ability scores with little effort.

Str : Typically a dump stat. Only the Battlesmith will invest heavily in fighting with weapons, and they can rely on Intelligence for attack and damage. Int : Your primary stat. Fuels your spells and all of your class features. Wis : Technically a dump stat, but it complements many of your skills nicely so it may be helpful to put some points into it. The most important thing you can get from your race is an Intelligence increase. Even martial subclass options like the Armorer and the Battle Smith are almost entirely dependent on Intelligence for their features.

If somebody is not satisfied with his class, then remarking that some DMs might let him do stuff that the rules don't cover doesn't strike me as helpful. Re: New to 4e - Feel useless as an Artificer At this point, I don't think the system is as much to blame as the players.

That battlemind seems highly suspicious to me As for the rest of the party complaining about your character, that's more than a little obnoxious. The main problem, so far as I can see, is that the team works like a well-oiled machine, but leaves no place for your artificer to contribute. The best solution to that might indeed be switching to wizard or another controller; this doesn't necessitate changing your backstory.

Refluffing is easy in 4E. I read somewhere those are overpowered in Fourth Edition - but the rules seem to indicate they do next to nothing? I must have read them wrong. What do they actually give you? You're right, i shouldn't have presented it like it was status quo. I've been in games of varying quality run by people with varying level of rules mastery so openended and fast-and-loose have wedged their way into my game philosophy. A further question then would be: is the DM running the game as sort of a fight of the week deal?

A sandbox? That's the issue, then, it seems. If the rest of your party is walking all over the encounters without a Leader's help , you certainly would feel useless.

My character also has a Dragonmark - the Mark of Making. That would be the class feature Battle Resilience. Note also that this lasts for only one turn per encounter. Originally Posted by Angel Bob.

Re: New to 4e - Feel useless as an Artificer I'm certain the refluffing won't be a problem with the DM, I've already refluffed every single one of my powers to make them cooler.

He carries a cane with a spherical crystal on top and plants it in the ground as a "focus" for manipulating ambient mana in objects, to channel ice or electricity or acid through his crossbow. It's also what redirects the spare energy from his shots to enhance allies' weapons when he uses Magic Weapon. I think Wizard might make me feel less stupidly weak, and especially with Mark of Making, would let him be still themed as an inventor.

Still, I have this attraction toward "Artificer" as a class. The oddballishness of it fits so well with my theme. I really wish its playstyle fit mine better,. I have Mark of Making.

Since, at the DM's instruction and as I would have anyway I picked powers I thought fit the character's concept. Yeah, mark of making doesn't do much. I should point out that, from high heroic levels onwards, you will see a clear and marked distinction between characters who pick their powers for concept, and characters who take powers for effectivity in combat.

Wizards are one of the strongest classes in the game. They don't need mark of making either, they get ritual casting for free saving you a feat. The Dragonmark is pretty central to his concept as a character - though I could switch it to a different type of Mark, I suppose.

What Dragonmarks work well for Wizards? I'm a huge fan of battlefield control - making walls, moving enemies, etc. Page 1 of 3 1 2 3 Last Jump to page:. Site Navigation. Tweets by RichBurlew. All times are GMT Opens up other feats that work off slides if you MC Fighter.

Adding an artificer to a party can offset the lack of trap-finding abilities and mechanical know-how when no rogue is present. Pick your favorite striker, hurt an enemy and create some distance, and then artificeer able to teleport next to that ally for the rest of the encounter.

While any race could become an Artificer, Humans, Dwarves, and Dragonborn are the most likely. I would buy the hell out of that. Ending the effect to remove a condition is very nice when needed. HP — Hit points. The U2 is fantastic since it makes your MBA grab and gives you regen.

Acid, Imp vs AC. Only better than Punishing Eye when dealing with ranged enemies and a Permafrost build. Giving enemies a -2 to attack and defenses is really good. Edit this Page All pages needing balance.



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