I have long wanted to play an artificer, but thought they were underpowered in many ways due to being halfcasters, og totally overpower, in a flying armor Playing Ironman, as an Armorer.
Then I saw a video from Dungeons Dudes about the battle Smith, an he is like totally AWESOME in so many ways. Maybe also because I'm one of the few that loves Rangers.
Now I dream about playing a Warforged Battlesmith :D
Yep ... Armorer, Artillerist and Battle Smith are all good :) ... the base artificer though really starts to shine in tier 3 and 4 when they have so many more attunement slots. However, a heavy crossbow Battle Smith with the repeating shot infusion works well from level 2.
Although less than ideal, armorers can don or doff their Arcane Armor at the cost of an action. So, if breaking concentration on the caster isn't an option and the fire damage is an issue, they can always take if off.
Although less than ideal, armorers can don or doff their Arcane Armor at the cost of an action. So, if breaking concentration on the caster isn't an option and the fire damage is an issue, they can always take if off.
I think you misposted here :)
Yep :) ... I realized just after posting and edited it immediately but not fast enough :)
Been Playing a Warforged Battlesmith for years now as one of my first ever characters.
One of the things I found really fun with it is how I could make my Steel Defender as part of my character's Narrative since you can dictate what it will look like. The first SD was a "mimic" made of a Treasure chest we found in our first dungeon, named Chester. Then at some point I decided to make it look exactly like my Warforged but without the Ghulra on its head, to act as my body double.
That and at 11th Level when you get the SSI, and if your DM permits, you can store Levitate in an item and turn something into a false hoverboard... or If you have make a Wind Surfboard, levitate it until you catch wind and spend that time like Jim Hawkins from Treasure Planet. Sure you can infuse, Winged Boots, but I like to have fun.
Plus I can Haste and Enlarge a teammate on a single turn.
I'm that odd one out that really loves playing an Alchemist. Its such a toolbox. Sure its not amazing but it has a lot of tools. (gotta get an All Purpose tool for primal savegry! gimme an acid blade!).
I'm that odd one out that really loves playing an Alchemist. Its such a toolbox. Sure its not amazing but it has a lot of tools. (gotta get an All Purpose tool for primal savegry! gimme an acid blade!).
You aren't alone!
I do love the Armorer best, but I have surprised a few when I said that Alchemist is my second choice for artificer. I have a few players of late who lean strong into the healer/support role, and I loved introducing them to the alchemist as an alternative to the more staid choices of clerics, bards, druids, and such. Sure, you'll never be a life cleric, and spell slots are a little rough until level 11, especially if you are the only source of healing outside of rests; the versatility of infusions and the guaranteed additional INT bonus to heals, and the rest of the extra kit alchemists get (dmg increase from same INT bonus on specific types, daily free lesser restorations, and lots of temp HP generation through elixirs) really adds up to balance things out... just enough to work. Like you said, certainly not amazing, but competent and versatile.
Toss in the myriad choices of backstories and roleplay generated from a character who can do so much through magic and chemistry, and you got a class archetype worth looking at.
Been Playing a Warforged Battlesmith for years now as one of my first ever characters.
One of the things I found really fun with it is how I could make my Steel Defender as part of my character's Narrative since you can dictate what it will look like. The first SD was a "mimic" made of a Treasure chest we found in our first dungeon, named Chester. Then at some point I decided to make it look exactly like my Warforged but without the Ghulra on its head, to act as my body double.
That and at 11th Level when you get the SSI, and if your DM permits, you can store Levitate in an item and turn something into a false hoverboard... or If you have make a Wind Surfboard, levitate it until you catch wind and spend that time like Jim Hawkins from Treasure Planet. Sure you can infuse, Winged Boots, but I like to have fun.
Plus I can Haste and Enlarge a teammate on a single turn.
That's kind of funny... I'm currently playing a Battlesmith whose Steel Defender is made out of a treasure chest called Chester... or more accurately C.H.E.S.T.R.: "Combat Handy Electronic Sorting Trunk Robot"
How 'bout an Astral elf Alchemist 3/Celestial Warlock? You could play it as sort of an 'Inter-dimensional Candy-man'. You'd get 4 hour rests, so you'd have 4 hours to burn Warlock slots on Experimental elixers. Even at Alch 3/lock 2 that's 1 random and 8 experimental elixirs you get to choose every long rest. Paging Doctor Jekyll?
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That Artificers can be awesome.
I have long wanted to play an artificer, but thought they were underpowered in many ways due to being halfcasters, og totally overpower, in a flying armor Playing Ironman, as an Armorer.
Then I saw a video from Dungeons Dudes about the battle Smith, an he is like totally AWESOME in so many ways.
Maybe also because I'm one of the few that loves Rangers.
Now I dream about playing a Warforged Battlesmith :D
Artificers definitely are great. It is the only class I have really played or thought about playing.
Yep ... Armorer, Artillerist and Battle Smith are all good :) ... the base artificer though really starts to shine in tier 3 and 4 when they have so many more attunement slots. However, a heavy crossbow Battle Smith with the repeating shot infusion works well from level 2.
I think you misposted here :)
Yep :) ... I realized just after posting and edited it immediately but not fast enough :)
Been Playing a Warforged Battlesmith for years now as one of my first ever characters.
One of the things I found really fun with it is how I could make my Steel Defender as part of my character's Narrative since you can dictate what it will look like. The first SD was a "mimic" made of a Treasure chest we found in our first dungeon, named Chester. Then at some point I decided to make it look exactly like my Warforged but without the Ghulra on its head, to act as my body double.
That and at 11th Level when you get the SSI, and if your DM permits, you can store Levitate in an item and turn something into a false hoverboard... or If you have make a Wind Surfboard, levitate it until you catch wind and spend that time like Jim Hawkins from Treasure Planet. Sure you can infuse, Winged Boots, but I like to have fun.
Plus I can Haste and Enlarge a teammate on a single turn.
I'm that odd one out that really loves playing an Alchemist. Its such a toolbox. Sure its not amazing but it has a lot of tools. (gotta get an All Purpose tool for primal savegry! gimme an acid blade!).
I got to play an Alchemist, and it's a lot of fun. No Cure Wounds? Spell slot for healing cocktail! I was a Chef Artificer
chef really is nice quality of life for alchemist. Really fits .
You aren't alone!
I do love the Armorer best, but I have surprised a few when I said that Alchemist is my second choice for artificer. I have a few players of late who lean strong into the healer/support role, and I loved introducing them to the alchemist as an alternative to the more staid choices of clerics, bards, druids, and such. Sure, you'll never be a life cleric, and spell slots are a little rough until level 11, especially if you are the only source of healing outside of rests; the versatility of infusions and the guaranteed additional INT bonus to heals, and the rest of the extra kit alchemists get (dmg increase from same INT bonus on specific types, daily free lesser restorations, and lots of temp HP generation through elixirs) really adds up to balance things out... just enough to work. Like you said, certainly not amazing, but competent and versatile.
Toss in the myriad choices of backstories and roleplay generated from a character who can do so much through magic and chemistry, and you got a class archetype worth looking at.
That's kind of funny... I'm currently playing a Battlesmith whose Steel Defender is made out of a treasure chest called Chester... or more accurately C.H.E.S.T.R.: "Combat Handy Electronic Sorting Trunk Robot"
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How 'bout an Astral elf Alchemist 3/Celestial Warlock? You could play it as sort of an 'Inter-dimensional Candy-man'. You'd get 4 hour rests, so you'd have 4 hours to burn Warlock slots on Experimental elixers. Even at Alch 3/lock 2 that's 1 random and 8 experimental elixirs you get to choose every long rest. Paging Doctor Jekyll?