Artificer To End All.... [Archive] - Wizards Community

Post/Author/DateTimePost
Notmonk_of_Doom

03-19-08, 01:06 PM
Alright, so here's the deal:

Guy wants to make an Artificer for an Eberron campaign, starting out at level 12. According to what he's worked out, after three rounds of preparation, for twelve rounds, he can shoot 12 rays a round out of a Wand of Scorching Ray for two charges each round at 4d6 fire + 4d6 sonic damage per ray, or 4 Lesser Acid Orbs per round for two charges each round at 5d8 acid + 5d8 sonic damage per orb thanks to the combined effects of several things I will list at the end of this post.

For a level 12 character, this seems severely out of line to me, and I am wondering what rules grounds there are that cut this to something more reasonable. I will be looking up stuff myself, but I'm fairly absent-minded, so I'd appreciate you all looking at it too.

As a secondary concern, the ability of the Siberys dragonmark of Making to use True Creation once per day as a spell-like ability, which apparently (haven't looked into this yet either) seems, based on what I know of the rules for turning spells into spell-like abilities, to indicate that it can be used to create valuable materials (ten+ cubic feet of Electrum per day anyone?) at no experience cost at all. I know this can't be right, but can't for the life of me think of anywhere I've seen something to countermand this.

The Items
Wand of Scorching Ray
Wand of Lesser Acid Orb

The Feats
Energy Admixture [Metamagic], Complete Arcane
You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Prerequisites: Energy Substitution.
Benefit: Choose one type of energy (acid, cold, electricity, or fire [or sonic]) that matches an energy type you have selected for Substitution via Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap.
An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell.
Special: [Paraphrase: You can take the feat multiple times, the energy type of the original spell doesn't need to be different then the new addition, Energy Admixture stacks with Energy Substitution and itself.]

Twin Spell [Metamagic], Complete Arcane
You can simultaneously cast a single spell twice.
Prerequisite: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).
[Paraphrase: Unnecessary information about spells with a durations. Not useful for instantaneous direct damage spells].
A twinned spell uses up a spell slot four levels higher than the spell's actual level.

Wand Mastery [General], Eberron Campaign Setting
Wands are far more potent in your hands.
Prerequisites: Craft Wand, caster level 9th.
Benefit: When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2.

The Class Feature
Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.


The Infusion
Metamagic Item
Transmutation
Level: Artificer 3
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Spell trigger magic item touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. For the duration of this infusion, anyone who casts that spell from the item gains the benefit of the metamagic feat. For example, you could imbue a wand of fireballs with Empower Spell feat or apply the Maximize Spell feat to the cone of cold spell in a staff of frost.
iserith

03-19-08, 01:55 PM
There's a couple of issues on this:

1. I'm pretty sure you can't apply more than one metamagic feat per use of the wand. Notice the verbiage used in the description - "apply A metamagic feat." I also think this was clarified in some later FAQs or erratas.

2. When you're using up 24 charges a round, that wand doesn't last very long. This is very expensive and cannot be maintained on an average PC's salary...

Ask your PC if he thinks this build is overpowered. Chances are he will think it is, but wants to play it anyway. (Or he knows it is, but is lying.) Then ask him why he wants to destroy the spirit of the game with a broken character.
Sunic_Flames

03-19-08, 03:01 PM
All that is correct. Artificers have supreme novaing potential. If you let them, that is to say allow this to be sustainable indefinitely... he will own all. More likely, he will have to moderate himself to avoid ending up in the red resource wise.

After all, if he insta gibs an encounter for 1k GP, but only gets 800 GP in treasure from it, he is losing out.

Solution? Do nothing. That's right. Nothing. Let him build a supreme blastificer. He'll nuke a bit... then run out of cash. Meanwhile, everyone else advances their equipment.

Also, 12 is an Artificer breakpoint.
BowenSilverclaw1986

03-19-08, 03:17 PM
Agreed, let him nova a bit. Sure, it's pretty damn powerful, but like posters befor me said, he can't keep it up for a very long time. He should notice that pretty soon, and as a result he should start pacing himself :)
Of course he can craft them himself, but he might not always have the time and/or equipment required, and it'll still cost him a lot of resources if he really novas through a lot of the encounters.

As for the Dragonmark, I believe it has been errata'd, not sure about that though. Just check the ECS errata on the site.

Hope things work out for you,
Bowen
Notmonk_of_Doom

03-19-08, 05:13 PM
Nevermind, found it.

Having not been in the 'at-large' community much, could I please get a clarification on what a 'breakpoint' is?
Sunic_Flames

03-19-08, 06:36 PM
A breakpoint is a level where you become considerably more powerful than the one before it. In this case, level 12 means a bonus feat and Craft Staff.

Craft Staff means high end spells for your blastifiscer to nuke with, or good buffs for a godfiscer, or whatever the case may be. Combine this with the two feats of choice, (level up) and you can do nasty stuff.

Also certain feats you didn't qualify for before now that are just obscene, such as Extraordinary Spell Aim, which you then combine with anti magic field to become immune to just about any spell that isn't an orb. Course, it also means line of effect is blocked so you can't cast said spells on enemies either, but orbs are still good blaster spells. Works better for the godifiscer though.

Other examples include any level a spellcaster gains a new spell level (particularly 3rd level and 9th level for your standard full casters), 6th level for your beatstick types due to a second attack from BAB, and so forth.

A Godfiscer (my term) is an Artificer using Persistent spell with an obscene amount of buffs to flat out stomp on everything. If done right the character is near invincible and deals out very high amounts of damage. Needless to say, do not allow this unless it's a no limit type game.
Ace_of_time

03-19-08, 06:52 PM
You forgot about his constrict comp to. Also he can make 99% of what he wants to use with only all UMD check. And with feats will only cost him 25% of half the item cost. That means say he wants to make a staff of life.

Life: Made of thick oak shod in gold, this staff allows use of the following spells:
• Heal (1 charge)
• Raise dead (5 charges)
Moderate conjuration; CL 11th; Craft Staff, heal, resurrection; Price 155,750 gp.
You can make one reg at 77,875gp. But it would only cost him 58,406gp. (with the right feat which he will get. And if he does run low on funds. He can just make ANY MAGIC ITEM with the feat and UMD and sell it off for a profit. At half price he still makes 25%profit. Just FYI.

Note: if he is smart he will use most of his craft res to make extra money for the group plus making what items they need for only a little cost increase for him self. No I don't think he would have to worry about money.

It is so broken My players told me it was banned.
Sunic_Flames

03-19-08, 07:33 PM
You forgot about his constrict comp to.

...Huh?

By the way, some of that is the material component cost. This is not reduced. I believe 50k of it is. Not sure.
Ace_of_time

03-19-08, 08:02 PM
Sorry, craft Homunculus. It can have as many HD as the master -2. And since it is a construct all the good infusions work on him. I don't remember what the feat says on it but we house ruled it for 25% the make cost. Some DMs' do it to the to the item cost. they both come out the same. (I times it by 3/4 or .75)
Wih

03-20-08, 12:47 AM
Articifers more or less pick up their gold, xp and free time and throw it at enemies in the form of magic items. The more they're willing to throw at it, the more powerful they are. If they want to spend 20 charges applying 19 levels of metamagic to a spell they can, it just makes it 20 times more expensive for them.
Just remember that if he's using Wands, his Caster Level (and DC, but that's not important in this instance) is going to be absolutely crap. Anything with SR will laugh at him.
Sunic_Flames

03-20-08, 01:06 AM
Which is why blastifiscers tend to focus on Orb spells.

The Scorching Ray is easily countered by something with energy resistance. Even 10 will turn those 12 * 4-24s into 0-14s. That's changing it from 48-288 to 0-168. Big difference. 20 is even better as now it's doing 48 damage max...

Orbs work better as they're less nickel and dime focused, not to mention SR: No.

Anyways, just don't make it profitable to nova and he won't.
Golem1972

03-22-08, 09:26 PM
Alright, so here's the deal:

Guy wants to make an Artificer for an Eberron campaign, starting out at level 12. According to what he's worked out, after three rounds of preparation, for twelve rounds, he can shoot 12 rays a round out of a Wand of Scorching Ray for two charges each round at 4d6 fire + 4d6 sonic damage per ray, or 4 Lesser Acid Orbs per round for two charges each round at 5d8 acid + 5d8 sonic damage per orb thanks to the combined effects of several things I will list at the end of this post.

As a secondary concern, the ability of the Siberys dragonmark of Making to use True Creation once per day as a spell-like ability, which apparently (haven't looked into this yet either) seems, based on what I know of the rules for turning spells into spell-like abilities, to indicate that it can be used to create valuable materials (ten+ cubic feet of Electrum per day anyone?) at no experience cost at all. I know this can't be right, but can't for the life of me think of anywhere I've seen something to countermand this.

The Items
Wand of Scorching Ray
Wand of Lesser Acid Orb

The Feats
Energy Admixture [Metamagic], Complete Arcane

Twin Spell [Metamagic], Complete Arcane

Wand Mastery [General], Eberron Campaign Setting

The Class Feature
Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.


The Infusion
Metamagic Item
Transmutation
Level: Artificer 3
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Spell trigger magic item touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. For the duration of this infusion, anyone who casts that spell from the item gains the benefit of the metamagic feat. For example, you could imbue a wand of fireballs with Empower Spell feat or apply the Maximize Spell feat to the cone of cold spell in a staff of frost.

First item: Yes this is powerful, but he's trading 3 infusions and 3 Rounds! to do this much damage. Most combats will be just about over by the time he's done buffing. He may not even survive long enough to use his super-wand. This costs him almost nothing in gp (1 charge per shot). The expensive (but fast) method is to use the class feature: Metamagic Spell Trigger to burn a bunch of charges but have all of these effects with no time expenditure.

Much cheesier would be to build a custom staff with his favorite buffs, Metamagic Item: Persistant, and Unfettered Cheese to get free persistant buffs.

Even cheesier would be to Planar Bind a Nightmare and Astral Projection cheese for infinite charges for everything he owns (this is the part where he talks the party into buying a pair of Rings of Three Wishes for him (in return, he will give each party member a +5 inherent bonus to all of their stats (in one afternoon))).

Item 2: Heir of Syberis: has been (errated?) declared to still cost xp to use.

Artificers are very powerful. They take a lot of time (in game and out) to live up to their potential. They will have more money than the other party members, but will always feel strapped for cash.
Cranewings

03-23-08, 12:00 AM
Doesn't the word artifice mean ruse? So an artificer would be a crafter of tricks.

An Artificer in the White Wolf game Mage the Awakening tricks people into believing his magick is science.

What is the artificer in dnd tricking people with?

Sounds like someone at Wizards just ripped off a cool name.
Rood_Inverse

03-23-08, 12:45 AM
Just because I want to grief a little... Does it ever feel unfair about the amount of metamagic you can dump into a wand? It makes me thinkg of a gun triying to fire two bullets at once... Doesn't seem "quite right," even if it is RAW.
Merestil Haye

03-23-08, 07:22 AM
Doesn't the word artifice mean ruse? So an artificer would be a crafter of tricks.Not necessarily.

Dictionary.com offers the following meanings for "artificer" A skilled worker; a craftsperson.
One that contrives, devises, or constructs somethingTo be frank, that's the first idea that comes to my mind when I hear the word "Arrtificer" - someone who makes things.
Cranewings

03-23-08, 08:41 AM
pffffft, whatever. /shot down