Artificer woes [Archive] - Wizards Community

Post/Author/DateTimePost
Halflingtoes

09-09-06, 01:20 AM
Ok, I think the Artificer class (Eberron Campaign Setting) is certainly interesting, but I'm not so certain a class built around magic item creation was a great idea for a player class.

Anyway, The party is seventh level now, and the Artificer is laying down some heavy versatility.

with the feats Extraordinary Artisan and Legendary Artisan, he cranks out cure critical wounds wands as quickly as possible. With Maximize Spell and the metamagic trigger ability, he can be the most potent healer on the field.

When not healing, the Cull Wand Essence feat makes him the most potent offensive force on the field. With the same wand.

By expending a charge from the cure critical wand, he does a ranged touch attack that does 10d6 damage.

I think next time we reboot, I'll be disallowing the cull wand essence feat.
X-Codes

09-09-06, 01:29 AM
The Artificier is an insanely powerful class, no two ways around it. It isn't that feat thats broken.

For now, the only character that can beat Pun-Pun (the now legendary monster created by the CO Boards) is the Artificier by killing off would-be Pun-Puns before they can transcend.

Simply put, I don't allow artificiers in my campaigns. Anyone with half a brain can create a character able to fill all 4 party roles with the class before expending a single feat. It's just too much. Powergaming is one thing, but this is pure, unadulterated insanity.