Rapidghoul
2012-01-23, 04:01 PM
At last weekend's session, we were short one member (who often flakes on us), so we decided to roll up new characters and start a campaign we can play without him to avoid the awkward "he's... in the tavern!" or "he's... dead!" moments.
We're starting at level 4, one flaw allowed, most any source available up to DM's discretion. The party thus far is a silverbrow human dragonfire inspiration bard, a gold dwarf paladin of moradin, and a wild / wood elf ranger/scout/swift hunter. I decided to play a warforged caster focused on buffing since it's out of my element (I usually play skill based characters or a blaster). It also splits the bard and paladin's heals between three people instead of four since I can Repair myself, and I don't want to play the dedicated healer really.
Originally, I had the idea of a Focused Transmuter / Master Specialist character that focuses on time magic (he's clockwork, aspiring to be a Quarut (http://www.wizards.com/dnd/images/ff_gallery/50174.jpg)). However, I'm beginning to look more and more into Artificer. I'd still be able to buff and repair, plus it just looks really cool to be able to enchant your own body. I've also never been one to use item creation feats due to losing experience, and the craft pool would let me get around that a little.
So, having played neither a transmuter nor an artificer (or a warforged, or even a caster that wasn't a Conjurer, Evoker, or Bard), I'm turning to the playground for advice and experiences. Anything I'm overlooking, good or bad, about either class? I'm not looking for cheese or munchkin builds necessarily, just a fun class that can offer a lot of options.
We're starting at level 4, one flaw allowed, most any source available up to DM's discretion. The party thus far is a silverbrow human dragonfire inspiration bard, a gold dwarf paladin of moradin, and a wild / wood elf ranger/scout/swift hunter. I decided to play a warforged caster focused on buffing since it's out of my element (I usually play skill based characters or a blaster). It also splits the bard and paladin's heals between three people instead of four since I can Repair myself, and I don't want to play the dedicated healer really.
Originally, I had the idea of a Focused Transmuter / Master Specialist character that focuses on time magic (he's clockwork, aspiring to be a Quarut (http://www.wizards.com/dnd/images/ff_gallery/50174.jpg)). However, I'm beginning to look more and more into Artificer. I'd still be able to buff and repair, plus it just looks really cool to be able to enchant your own body. I've also never been one to use item creation feats due to losing experience, and the craft pool would let me get around that a little.
So, having played neither a transmuter nor an artificer (or a warforged, or even a caster that wasn't a Conjurer, Evoker, or Bard), I'm turning to the playground for advice and experiences. Anything I'm overlooking, good or bad, about either class? I'm not looking for cheese or munchkin builds necessarily, just a fun class that can offer a lot of options.