I’m a longtime and player, but I recently joined a 4e campaign and I am just hating 4th edition despite my best efforts to like it. I’m certain. The artificer appeared in Dragon magazine # (July ), in a 4th edition playtest article. I am stuck at work, and our network blocks most game related sites (Including Wizards. made it under the radar somehow). Until I can.
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Results 1 to 10 of Potent Potables – The Artificer Manual “Fight with a friend at your back, steel in your hands, and magic in your veins. Why you would want to play an Artificer. DB – Player’s Handbook Races: TF – Player’s Handbook Races: AP – Action point. BBEG – Big bad evil guy. Usually, calculations for this allow 1 round of setup before the actual damage.
CA – Combat advantage. CC – Combat Challenge. ED – Epic destiny.
Artificer (4e Class) – D&D Wiki
HP – Hit points. LX – Level X. MAD – Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build. MBA – Melee basic attack. MC – Multiclass or multiclassing. OA – Opportunity attack. PP – Paragon path. RBA – Ranged basic attack. SAD – Single attribute dependency, which is defined as a build that really only needs 1 ability score. THP – Temporary hit points.
Originally posted by Zathris: Power Source and Role: You can rebuild it; you have the Magic, You have the Technology. Proper combinations of these can turn even a Swordmage into a fearsome striker. Battle Engineers excel at this. You have a few powers that give the enemy penalties to attack rolls, slow, or daze them. Mostly in this area are powers that punish the enemy for attacking your allies. Being Arcane makes it easy to get these things through MC Power swapping if you really want.
Spell Commanders are a notable exception, and are quite a bit better at this.
Their direct healing is fairly good as well, especially if your allies are melee types. Class Profile Hit Points: Cloth or Leather Weapons: Rods, Staffs, and Wands To save hand-space, many people take feats to use their weapon as an implement, or a slotless implement Defense Bonus: Arcana and 4 of: In a game of high fantasy, this gets used a LOT.
Perception is generally more useful. Unless you get the option to train arrtificer something else from a Background, your best option is to just take Diplomacy, Dungeoneering, Heal, and Perception.
Acrobatics is always useful so that you can participate in physical skill challenges, and fall more than 5 feet without landing on your face. Nature and Religion are the other ritual skills and useful for Monster Knowledge.
Epic is a whole nother ball game, if I were going to rate a race gold for anything, it would be Epic Deva because of how absurd Soul of the World is. Their class feat is very nice. Sun Elf subrace can give you proficiency with Orbs, artivicer has some uses.
Elven Accuracy is always a good power to have, as is the ability to shift in difficult terrain. Despite being new on the scene, they’re certainly the equal of Genasi for Con builds thanks to fantastic racial features and a few feats that mesh well with the Artificer. Between Flight, Pixie Dust, and some very good Racial Utilities, they practically make up the lack of a secondary.
Fine, it gets Int, which keeps it out of the red. Grant CA if 2nd roll is worse. It has niche optimization potential, but an entirely alchemy based artificeer is fairly bad. Immunity to Surprise is a modest bonus. Obviously you should ignore this if you’re never going to provoke. Giving enemies a -2 to attack and defenses is really good.
Slightly artificcer your allies can deal with 5 fire damage, I say! U10 giving a Self heal might be worth taking at level The u2 might be worth taking at level 6. Their attack is pretty weak, but adds OA potential. Do more damage, knock prone. If you’re undecided, I’d go with artidicer as the default “best”. The u6, Celerity Jelly on the adtificer hand, is 4d great movement enabler with enemy only DT. Either of the powers is decent for whatever type of Artificer you are, and skill bonuses for Wis builds.
The real draw here is at level 5 giving you and your artifocer CA just for being adjacent to the same enemy as another ally. Requires Human or Shifter. Lots of bonus languages, artifier a nice bonus power for knowing things about enemies. The real draw is the u2 which can guarantee you an Action Point every encounter with a little ally enabling thrown in, really good if you have a fantastic Artificrr feature from your Paragon Path.
Requires Half-Elf or Fey Origin. Pick up a daze, and gain THP when bloodied. I really like the utilities. The U2 is fantastic since it makes your MBA grab and gives you regen. The U2 gives you a climb speed and regen. Decent, but not amazing. I’ve decided to focus the ratings to being based on having fairly optimized allies with the idea being to give Magic Weapon’s bonus to as many allies as possible and all other powers either working toward that goal or a useful action when MW simply isn’t an option.
This works decently when centered on a sticky defender, better if you and the defender have Permafrost going.
Range kind of sucks. Useless for Con builds.
dnd 4e – Artificer with a Defender-y bent – Role-playing Games Stack Exchange
Cold, Imp vs Ref. Becomes better if you have the wand but you have to be careful of the timing.
Useless for Wis builds. Lightning, Imp vs Ref. The wand only makes it a little better artiicer Wis builds. Also can be good with a trap build.
Thunder, Imp vs Fort. Force, Imp vs Fort. I’ve re-evaluated my rating for this power because of it stacking with MW, and with a focus on offensive power, this is actually kept for quite a while. You need to be using a Superior Xbow for this to be any good.
Poison, R vs AC. Cold, Imp vs Fort. Force, Imp vs Ref. Again, you lose the accuracy that Magic Weapon gives, but this removes the need to be anywhere near your allies and does stack with MW, but restricts the bonus to artifucer one target which is arificer, really.
More stacking damage is very artifider, and it affects attacks that lack a damage roll. Only better than Punishing Eye when dealing with ranged enemies and a Permafrost build.
It enables you to OA decently and could substitute for a Defender since its OAs mark if it actually had good defenses.
Artificer (4e Class)
It’s got a decent area, negates concealment hey, it could matter! It even works on powers that lack a damage roll or don’t deal damage at all killing minions just by putting them to sleep: The action cost is pesky, but using it in T1 is worth the damage almost the artifiver game.
Maybe if it was an encounter, or not a Standard action. Psychic, Imp vs Will. Lightning, Imp vs Fort. Psychic, Illusion, Imp vs Will. The Con version of Hypnotic Distraction, but slightly worse since it only affects melee.