Artificer VS Wizard

Post/Author/DateTimePost
#1

dracoxero

Jan 29, 2009 13:54:43
I am currently starting in a 6th level custom campaign with a group of friends of mine and the DM has informed us about how hard he plans to make it. We currently have a lot of fighting oriented characters but only one arcane caster which is a bard. I was planning on being a 6th level wizard and using specialized magic conjuration for battle field control, but now im having second thoughts because we don't have a rogue so the assistant DM will be playing as the rogue.

So I was wondering if being an Artificer would be a better idea then wizard? and is so i would need some info on how to play and build one, (such as stats to pick, and skills, spells, etc...)

Also, because of the number of players, my DM has allowed me to play the role of "rival" to the party, so as you can imagine I will probably be traveling on my own for certain portions of the campaign. (not to mention I want to be far enough away to stay alive when the DM turns the rogue against the party)

So if anyone has ideas, builds, tips for survival, or optimizations for my character please feel free to let me know. ^.^ Thanks
#2

liquid150

Jan 29, 2009 13:57:46
Sounds pretty complicated :D

Anyway, both classes are full of win. Artificers can be wizards, and everything else too if given the time to craft. It depends in a large way on how the DM plays the game. Do weeks, or months pass? If so, artificer for the win.
#3

dracoxero

Jan 29, 2009 15:11:48
I don't believe so, but he did say as a wizard instead of taking full days to learn new spells i could adventure and in between resting and adventuring i could "study" to learn new spells etc... Also I am very good with wizards, however I am still new to the Artificer, so I would need to learn all there is to know about them and how they play.
#4

oprick

Jan 29, 2009 18:11:10
in a way, im wondering why you would need to fill a party role: rogue, when you're going to be off on your own for part of it anyway?

more concrete advice: bunko's bargain bin item crafting (from the handly links stickied on the top) : http://forums.gleemax.com/showthread.php?t=657626

artificer handbook (draft): http://forums.gleemax.com/showthread.php?t=520855

and in general, items are going to fill the rogue-abilities. for our campaigns, the rogue is usually the skillmonkey for search, spot, & listen more than disabling traps or slight of hand. just something to consider.

remember that you can 'retain essence' on magical traps, because they are magic items. this is tantamount to disable device in many respects
#5

dracoxero

Jan 29, 2009 19:34:24
Thanks for the tips, it looks like one of the members multi-classed into rogue. I guess im going BFC wizard.