| Post/Author/DateTime | Post |
|---|---|
| #1TalaeDec 17, 2009 7:40:49 | The player in my group that will most likely be playing an Artificer has a question. Does the Artificer get two free infusions after an extended rest, or are those two created by utilizes surges in the creation process? I tend to think that due to the wording the first two are free, but thought I would seek a more definitive answer. |
| #2endless_spiralDec 17, 2009 12:23:24 | That's how I would play it. The first two after an extended rest are free; from there out, recharging them requires someone to spend a healing surge. Yes, this means the artificer can continue to provide (some) healing even after the party is out of healing surges. This is the thing I like about the artificer as leader: it allows the party to spread the burden of using up their healing surges around. Sure the defenders might be the ones getting hit, but now the strikers or controllers (who, assuming the defender is doing his/her job, aren't getting hit) can provide the healing surges to keep them in the fight, if necessary. |
| #3darkspartanDec 18, 2009 22:18:39 | I play artificers rather a lot now that they're a little better codified. The first two are indeed free after an extended rest, and they last until the end of the next extended rest. After that, you need healing surges to make more. It does depend on the other PCs being amenable to evening out their healing surges, though, and that's not always going to happen. -Sarena |
| #4Nibelung_ajrDec 20, 2009 15:44:10 | Yes, the first 2/3 after an extended rest are free. By my experience, the artificer is the best leader for parties that goes for 5-7 combat encounters per day (while the others are suited for 3-5 encounters) exactly because he can control better the group's surges. |
| #5meshonDec 23, 2009 13:21:22 | Only vaguely related, but how does everyone here figure the healing infusions work in game? I mean, they have some range, but they seem to be material objects. Our group was trying to figure it out and we decided that they're like a can of fizzy soda that the Artificer shakes up, uncorks, and then sprays all over the target. When we're not so silly, we play it like a potion that the Artificer tosses to the target shouting "Drink this!" As far as renewing the infusions using other people's healing surges, we haven't figured out a way to describe that that isn't sort of creepy and vampiric. cheers, Meshon |
| #6blackmage88Dec 23, 2009 13:29:22 | For my own artificer I always saw it as him pulling out a vial of something, possibly residium mixed with life energy, emptying it out into his hand and then using magic to propel it towards a target to heal on contact. Of course, some of my party members seem to see it as my artificer using a dart gun to shoot people with syringes with the infusions inside, so what do I know? ![]() |
| #7sallaDec 24, 2009 18:15:55 | I tend to visualize them as crystals ... the artificer crystalizes the energy donated from a teammate, then either shatters it and directs the energy to the target, or throws it at the target and it breaks on them. |
| #8endless_spiralDec 25, 2009 15:45:33 | in James Wyatt's Draconic Prophecies novels, the changeling artificer is always pulling out a particular wand to heal people. i think this is a good assignment for the player. who says all artificers' healing infusions work the same way, flavor-wise? perhaps every artificer has their own set of tricks for how to get the healing mechanic to work. thus, it could be up to the player (or players, if your group has more than one artificer) to work out how his/her artificer's healing works... |
| #9darkspartanDec 25, 2009 20:47:43 | I rather like the idea of injectables that are easily mixed. -Sarena |
| #10OgiwanDec 28, 2009 9:24:20 | My artificer played it as a kind of ball of gloop that he threw on the target. Of course, I think it's best to leave it up to the artificer how it happens. |
| #11MyckDec 31, 2009 15:48:35 | So the artificer can create the first two for free and if he doesn't use them then he has them in reserve? So if they take a short rest and he creates new ones then he has four healing infusions for the next fight? Is that how that works? Or can he only use two? |
| #12Fingolfin_AerosJan 02, 2010 0:32:40 | So the artificer can create the first two for free and if he doesn't use them then he has them in reserve? So if they take a short rest and he creates new ones then he has four healing infusions for the next fight? Is that how that works? Or can he only use two? No. Like all leaders, you can only use your infusions twice (Three times after level 16) per encounter. You start each day with two charged infusions, and must expend healing surges (yours or an ally's) to recharge these infusions. Currently there are three options for infusions, called admixtures, Curative (healing) and either resistive or one from Dragon Magazine (I think) that you can swap Resistive for. I'm not sure about RAW, but RAI may allow for you to have a stockpile for a day that you draw from for combats, and that discharges after an extended rest. I think it'd be kind of silly to do that, but a DM might allow it. |
| #13SpacyRicochetJan 06, 2010 8:06:21 | Allowing the use of infusions beyond the normal limit of healers is probably too strong, since players often don't need that amount of healing in a combat. If they do, something has probably gone horribly wrong (like their luck). Don't forget that infusions aren't the only form of healing available, since there are sufficient powers that also give healing. If players don't pick them and still want/have to rely on an excess of healing, they're probably trying to optimize their own character without considering party needs. |
| #14darkspartanJan 11, 2010 16:46:01 | I thought RAW was fairly clear: You may have not more than two Admixtures on hand, and any you have left at the end of the workday are lost. You get the first two free, and Surges are required after that. -Sarena |