Random Character Concept- Tech-mage(Artificer/Wizard Multiclass..is it viable?)

Takhisis

First Post
Inspired by Magic the gathering and other such works which have wizards who specialize in artifice but also pack a magical punch I came up with the crazy idea of a wizard/artificer hybrid. I have no idea how optimal that would be, or if it's even worth it, but I like the idea of a character who is a master of constructs and both uses magic and technology and his construct minions to aid his party and defeat his enemy. I especially like the idea of combining a summoning wizard with an artificer since both classes use con and int and wizard summons make great refluffs into constructs, golems and other such artificial creatures. While I know Hybrid characters are generally inferior, I want to see what kind of builds you can come up with for this kind of character. A tech-magi who's especially good at making minions.

So, any builds out there? Or at the least ideas?
 

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I have never actually played such a PC. But tried to build some.

It will surely work fine as an effective character, regarding the stats and powers go. Both of the class has Int as their primal stat, and either Con or Wis as their secondary stat.

The biggest loss will be, rituals. Both of the hybrid classes don't have ritual casting class feature.

Instead, an artificer multiclassing into wizard may work, too. That may make a tougher PC (leather armor proficiency and more HPs) and all the artificer's class features including it's Ritual Casting. If you dare to go paragpon multiclassing, you can even learn Implement Master feat for gaining wizard’s Arcane Implement Mastery class feature.
 

I think the concept is a little flawed.

Wizards who specialize in artifice are called "Artificers." They aren't Wizard|Artificers. Artificers already use a combination of magic and technology.

As for the mechanics, picking summoning spells for both classes would not be a good idea, in my opinion. Without the versatility, you lose much of why you'd want to hybrid in the first place, especially when the concept you wish to have is already covered by a base class. What makes an effective hybrid is not having two classes that do about the same thing, it's having more tools to use in more situations. Whenever an ally needs a buff, pull out the artificer power. Whenever the enemies are clumped, use a wizard power. Having both the wizard and artificer resources spent on summons means you're not gaining anything for being a hybrid.

Now, this is all said without actually trying to make a build. I think even if you stick with only summons and the hybrid character, it will still be fun to play, I just don't think it gains anything from hybrid in both the mechanical and conceptual sense.

EDIT: Didn't mean for that to be entirely counterproductive, but I hope it at least hopefully strengthens or redirects your ideas, not shoot it down. I think it's a cool concept really, but I do really love Eberron. :)
 

I've been wanting to do a similar thing whenever my girlfriend has DMing duties, simply because I want to show our players how utility characters can be effective and provide problem solving role playing opportunities through a mix of item crafting, cantrips and ritual casting.

For that purpose, I'd recommend multiclassing. A wizard MCed into artificer keeps his cantrip abilities, and counts as an artificer so he can take craft-enhancing feats. An artificer MCed into wizard will lose the cantrips but he'll be more durable. Also artificers have my favorite key stat spread (INT, CON and WIS) in that they do not overlap in the calculation of Fortitude, Reflex and Will.
 

I think the concept is a little flawed.

Wizards who specialize in artifice are called "Artificers." They aren't Wizard|Artificers. Artificers already use a combination of magic and technology.

As for the mechanics, picking summoning spells for both classes would not be a good idea, in my opinion. Without the versatility, you lose much of why you'd want to hybrid in the first place, especially when the concept you wish to have is already covered by a base class. What makes an effective hybrid is not having two classes that do about the same thing, it's having more tools to use in more situations. Whenever an ally needs a buff, pull out the artificer power. Whenever the enemies are clumped, use a wizard power. Having both the wizard and artificer resources spent on summons means you're not gaining anything for being a hybrid.

Now, this is all said without actually trying to make a build. I think even if you stick with only summons and the hybrid character, it will still be fun to play, I just don't think it gains anything from hybrid in both the mechanical and conceptual sense.

EDIT: Didn't mean for that to be entirely counterproductive, but I hope it at least hopefully strengthens or redirects your ideas, not shoot it down. I think it's a cool concept really, but I do really love Eberron. :)
Well, actually you could be some sort of Battlefield Wizard that focuses on temporarily binding magic into items (artificer) and also doubles as a mobile arcane artillery unit (wizard). You could re-flavor the wizard spells as being temporary enchantments weaved into your war-staff (or whatever implement you use). You're just expanding your repertoire from buffing and healing infusions to include crowd control spells.

This is certainly in line with how artificers are presented in Eberron.
 

[MENTION=607]Klaus[/MENTION]

I agree; I was talking about the original poster's concept. There are no doubt countless concepts that would work great.
 

As for the original question: a wizard|artificer is definitely viable (I've built one or two myself), but take note that most artificer summons are not up to par to the more recent upgrades to summoning powers, and that artificers have general lack of recent support. Add to that that the 'summoner' artificer uses Wisdom rather than Constitution, and the summoner approach is not that great (although you could just use the wizard summons instead).

That said, a wizard|artificer can be a capable healer and buffer with the correct choice of powers - Magic Weapon is still all kinds of awesome - while using his wizard power slots for their powerful control spells. I don't have the CB right now (I'm at work), but I'll try to whip something up when I have the time.
 

I had an artificer multiclassed into wizard in one of the party's I ran with. During a particularly brutal adventure (above our level and with party members missing) it came down to the artificer duking it out with a dragon and through a combination of the DM's luck running out (he's notorious for rolling 20's) and spamming the at-will that boosts AC and pushes the enemy, the artificer was able to force the dragon in a corner and stay alive.

Anyway, while the concepts are similar, they do have powers which are different enough where multiclassing or hybrid-ing is worthwhile. In general, the question is which role you want the most (control or leader). Controller and leader are in some ways two sides to the same coin with the former debuffing the opponent while the latter buffs their allies.

In terms of class to start with, if you don't start with hybrid, you get ritual casting either way. The biggest benefit for the wizard, imho, is their spellbook. Yes, you will get some other features like their implement mastery and the like, but the biggest element is the versatility that comes from the spellbook. The biggest benefit for the artificer is their healing ability, which is extra powerful for it's ability to better manage a party's resources as a tough character (for example a battlerager fighter that makes great use of temp hit points to rarely need to spend their many surges) can contribute surges to keep the weaker members of the party alive. Many of the magic item based abilities of the artificer are greatly weakened by the new magic item economy (you can't really buy items that have daily powers as they are considered uncommon or rare).

One thing that could benefit the artificer with the new magic item rules is that by getting more bang for his buck residium wise in disenchanting uncommon or rare items, combined with the feat which lets him craft above his level, he could actually get enough money to enchant higher level (common) items without necessarily bankrupting the party, especially if he uses the rules to boost the level of an existing item further.
 

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