Author Topic: Warforged Stafficer  (Read 1250 times)

Offline Arz

  • DnD Handbook Writer
  • ***
  • Posts: 600
  • New season
    • View Profile
Warforged Stafficer
« on: December 13, 2012, 05:05:07 PM »
So I hate retain essence and was thinking on how to get some use out of warforged weapon familiars. Still needs work but I've played a lot of artificers yet have yet to attempt melee. So here's my go...

Artificer16/SpellcarvedSoldier4?
1-extroardinary artisan
3-Double Wand Wielder
4-Craft Construct
6-Planar Touchstone(CoE:War)
8-Wand Mastery
9-Eilservs School
12-Extra Ring, Second Slam
15-Holy Warrior
16-chain spell
18-Silver Tracery

Combat actions
Full round-Dual wand activation, full attack
Standard-Infusion, item
Move-Potion, concentration
Swift-staff charge

Share infusion economy
IL+1 & Repair (Cha) dmg per infusion
1/2 xp-spell storing, power surge
two (different) effects-weapon augmentation, skill enhancement, metamagic item, armor enhancement, above

Deliver touch infusions-chill/heat metal, inflict, rusting grasp, suppress dragonmark,

The gimmick is to get dancing quarterstaves with wand chambers and gloves of the balanced hand. Each staff holds 150(wand+wand+staff) charges for +15 to damage plus holy warrior. Use your weapon familiar to help out in activating all of these and the many swift actions it should generate. Throw on entangling staff, Shillelagh, Spellstaff, and other buffs. Definetly needs to visit the metamagic storm. Needs fine tuning, any suggestions?

Are there more ways to increase charges in a staff? Wand chambers, Power surge, Spell storing item, that ring pommel property that I can't find, possible wpn properties. Managed to get to 151 charges (+16dmg) w/out too many resources but beyond that is crazyland.

Should I trade Second slam for Spell-linked familiar?
Did they errata how artificer bonus feats don't mention needing prerequisites? So persistent w/out extend spell... been awhile since I played this class.

How does a weapon familiar activate stuff?
As per intelligent item, any attached function is just activated as inherent. No die rolls for UMD. Adding dancing allows it to use maneuvers (feats) as per its weilder(warforged). This creates a chain effect as long as the warforged renews the dancing every 4 rounds.
« Last Edit: December 16, 2012, 04:19:53 PM by Arz »