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| #1TectormanJun 18, 2009 13:08:26 | 1.) The Artificer’s Impart Energy Arcane Empowerment If I have an 11th-level character and he spends a daily magic item power, then he has one more use of a daily magic item power left, and it can’t be the same power (from the same magic item) as before, nor can it be a different power from the same magic item (should the item have two daily powers). The exception to this is after you’ve hit a milestone. At that point, you not only get one more use of a daily magic item power, but it can even be from an item that you’ve used a daily power from (but not the same power as before; it’d have to be another daily item power from that magic item). The Artificer can use his Impart Energy ability to recharge the daily power of a magic item. This daily power still could not be used by the person who used it first that day unless he’s hit a milestone. Someone else in the party, however, could use it without waiting for a milestone. That’s the intent, right? The Impart Energy is intended to promote the magic item switching hands or to promote going for those milestones. The language didn’t accidentally forget to include a phrase like “and the person who used a daily magic item power from this magic item is allowed to use this power again early”, right? 2.) The Artificer’s Healing Infusions The Artificer creates two healing infusions at the end of an extended rest. The phrase “you determine the effect of a healing infusion at the time you use the power, not at the time you create it” is intended to mean that you don’t have to declare that you created, say, one Curative Admixture and one Resistive Formula beforehand, right? Not really a problem, but the difference in how this healing power works and how the other Leaders’ healing powers work makes this a power I want to make sure of. 3.) The Artificer’s Ritual Casting The Artificer is said to “have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole.” Does this mean he ignores the requirement “your level must equal or exceed the ritual’s level” and he could conceivably use these rituals from day one? Or that he can’t use them (at least DMI and EMI) until he reaches the levels (4 and 6) where he normally could? 4.) The Artificer’s Corrosive Sigil Power The flavor text at the beginning of the power: “Your sigil imbues a weapon or an implement with arcane acid.” The valid target of the power: “One weapon.” Compare to Icebound Sigil, Radiant Sigil Lifeshock Sigil, where the flavor text only references a weapon and still works on both weapons and implements, or Sigil of Luck, Lightning Sigil, Hellfire Sigil, and Haste Sigil, which work on either one and the flavor text doesn’t distinguish either way. Should I be expecting errata for this? 5.) The Artificer’s Simulacrum Power “The simulacrum has nonmagical copies of any implements or weapons you possessed at the time of its creation.” Does that mean he’s supposed to be 30% behind on accuracy or does the Implement keyword mean that the simulacrum is using the enhancement bonus of your implement for his attacks? What if you switch implements while the power is still in effect; does he use the new implement or the implement used at the time of his creation? 6.) The Warforged Components Text That one little phrase, “Two-handed implements, such as staffs, cannot be attached or embedded”, is probably going to raise some questions. Does this mean that the magic staff is two-handed both as a weapon and as an implement (and thus, become unavailable for Small size characters to use (pet peeve: stupid design choice))? Or is this phrasing not meant to describe the staff as a two-handed implement, but rather to say that the staff can’t be embedded or attached because its weapon function requires it to be two-handed, even if its implement function can be one-handed? |
| #2TheBouncyPherretJun 18, 2009 19:36:43 | 1.) The Artificer’s Impart Energy Arcane Empowerment That is the intent. At heroic levels, it's intended to give you one more reason to go for the milestone. At paragon and beyond, it allows your dragonborn archer who worships Bahamut to use his flaming bow daily power more than once. Just an example, not from actual experience :P 2.) The Artificer’s Healing Infusions Again, you are correct. When you use the infusion, you can choose if it's curative, or resistive. It follows the "use what you need, when you need it" philosophy of 4e. 3.) The Artificer’s Ritual Casting There is nothing that says you are exempt from the level requirement, so you still need to be of appropriate level. 4.) The Artificer’s Corrosive Sigil Power Based on precedence (all other [X] sigil powers work on implement or weapon), I'd say it's a typo. Keep an eye on that errata. 5.) The Artificer’s Simulacrum Power Nope. Note that it goes on to say "the simulacrum uses your attack bonus with the power." The "non-magical copies" is there to prevent the simulacrum from using powers from your items. Otherwise, you could use a daily power, than swap with the simulacrum...who's item still has it's daily power! 6.) The Warforged Components Text I...do not know. As of current, the only two-handed implements that I know of are swordmage implements (IE fullblade). I'm not sure why it says that staves are two-handed... TBP P.S. If you wouldn't mind, next time giving page numbers would help, since none of the info for artificers are yet in the compendium. It took me a while to find the simulacrum power. |
| #3quickliftJun 18, 2009 21:32:03 | In regards to the beginning rituals that an artificer starts with. In the player's handbook it does states that you cannot master a ritual unless you are of the same level as the ritual. You must meet two requirements to master a ritual. You must have the Ritual Caster feat (clerics and wizards get this feat at 1st level), and your level must equal or exceed the ritual’s level. If you meet those requirements and spend 8 hours studying a ritual, you can add it to your list of mastered rituals. As long as you have the ritual’s book handy, you can perform a mastered ritual whenever you want. So it may be one of the exceptions to the rules that character abilities tend to create. As the Eberron book states that you have mastered the ritual. By mastering you are able to use it. But a first level character will only be able to create a first level magic item. (without additional feat choices) |
| #4zombiegleemaxJun 19, 2009 10:38:42 | As a comparison, the Invoker (PHB2) gets Hand of Fate, a level 4 ritual that it says they can use from level 1, once per day without components. Myself, if it comes as a class feature, I'd let him use it. Still has a component cost and is limited by his level, but what other way will you ever get basic Level 1 magic items? They are not on standard treasure parcels anyway. |