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Artificer Handbook (rough draft)
4 years ago  ::  Oct 17, 2005 - 10:15PM #1
waper9
Posts: 29
Date Joined: 09/15/05
The Artificer Handbook.

The handbook is inspired by Caelic and Edymnion's threads respectively. This is my first attempt at a longer post, so please bear with any grammatical, spelling, formatting, or just plain mistakes on my part. And like any author, feedback makes me happy.

In terms of basic information please check out Edymnion's FAQ.

Unofficial Artificer FAQ 2.0

For the ongoing discussion on optimization check Caelic's:

Optimized Artificer

Special thanks to all the contributors in the thread so far.

Abbreviation key
Spoiler: Show

If there's no acronym, it's from the Player's Handbook, Dungeon Master's Guide, or Monster Manual or Eberron campaign setting.
5N - Five Nations
BoED - Book of Exalted Deeds
BoVD - Book of Vile Darkness
CAdv - Complete Adventurer
CArc - Complete Arcane
CD - Complete Divine
CoR - Champions of Ruin
CW - Complete Warrior
Drac - Draconomicon
ExHB - Explorers' Handbook
FF - Fiend Folio
FRCS - Forgotten Realms Campaign Setting
Frost - Frostburn
LEoF - Lost Empires of Faerun
LibMort - Libris Mortis
LoD - Lords of Darkness
LoM - Lords of Madness
MiniHB - Minatures Handbook
MM2 - Monster Manual 2
MM3 - Monster Manual 3
MoE - Magic of Eberron
MoF - Magic of Faerun
MonOF - Monsters of Faerun
MotW - Masters of the Wild (non-updated 3.0 book)
OA - Oriental Adventures (non-updated 3.0 book)
PGtF - Player's Guide to Faerun
PlHB - Planar Handbook
RoD - Races of Destiny
RoE - Races of Eberron
RoS - Races of Stone
RotW - Races of the Wild
Sand - Sandstorm
Sav - Savage Species
Serp - Serpent Kingdoms
Shin - Shining South
UE - Unapproachable East
XPH - Expanded Psionics Handbook - Note that nearly all XPH material is duplicated in the SRD



Some slang:
Bufficer- An artificer focused on buff or support spells for himself or comrades.
Archeficer- An artificer, usually a variant of the bufficer, who focuses on ranged attacks with bows or whatever.
Blastificer- An artificer focused on blasting and dealing damage.
Mook clearing- A spell or effect that's good for multiple monsters.
Golemficer- An artificer focused on golems or other constructs.
Meleeficer- An artificer focused on melee, usually a bufficer variant.

Stats:
Covered more in detail in Edymnion's guide, you should look at a priority of these stats:

1. Intelligence 2. dexterity 3. mediocore charisma or con.

The rest of the stats are somewhat of dump stats, but you will probably need at least some strength to carry armor as well as items til you gain other means of holding them. (listed in the helpful items section). Not to mention the other bonuses of more consitution for more hit points.

Or...

1. Intelligence 2. Strength/dex/con

This stat spread is emphasizing survival at the lower levels. Being able to wear medium armor/shields means you need the above to survive in melee combat. Especially at low levels the d6 hit dice isnt that different from a d8 or d10 overall, and you should have one of the highest AC in your group via infusions. Charisma is a dump stat, since you will be mostly using your melee attacks til your UMD score or items make up for it.

My personal view
Spoiler: Show

I personally recommend maxing out Int even to the exclusion of your other stats, more infusions per day, and more skill points is always handy. Plus you can always get rid of your less than phenomenal physical stats through other means like polymorph or shapechanging if it really becomes an issue. Low level artificers can have fun training a riding dog or something, then using their barding as a target to cast buffs if combat effectiveness seems bad. Or worse case scenario, turn to spell storing infusions to cast spells per day like any mage or cleric of similar level (unless your DM is always about running you ragged for 8 hrs, the 2 to 5 hr duration of the 1st lvl infusion should be plenty of time). Not to mention, you can still heal people with lesser vigor scrolls, or use any number of good 1st lvl spells.


Races:
Artificers, despite getting bonus feats and skills galore through their class need a lot of feats/skills to work to their full potential. Coupled with the important of the other 3 stats above, these races were picked for their bonuses.

Strongheart Halfling (RoF)- One of the best choices, you give up the +1 to all saves to gain a bonus feat. You also get +2 dexterity and small size which helps for ranged touch attacks as well as your AC and poor reflex saves. Of course getting this accepted in most Eberron campaigns becomes an issue.

Human- The main core choice. More skill points is always handy as well as the extra feat.

Warforged- Initially seen as poor due to lower charisma and one less feat, they get the all important wand sheathe (page 269 of Eberron), as well as artificer sub levels (RoE) and somewhat limited (but powerful) alter self options. Almost all the sub levels are worth taking, but I recommend taking craft construct if you take the 4th one. Homunculus are handy to build items(though if you plan on taking craft construct feat, you may want to take the 4th sub lvl), and retain essence has uses like getting xp into your craft reserve for a magical trap. That said, the weapon familiar and tools of war are quite good replacements, the weapon familiar along with share pain (if psionic artificer) or shield other can allow you to have virtually 100+ hp at lvl 5 and beyond.

Here's also a great combination with warforged by catharz:
Spoiler: Show
Especially in Mark of Heroes (or similarly limited campaigns) campaigns you have to strike a balance. First of all, you can't make up staves.
Secondly, the max-item-gp-per-level thing shoves most staves out of a character's price range. These both make wands more attractive.
Thirdly, waiting until 12th level before you can make staves will take a while.

That said, I'm going to go ahead and reccomend Metamagic. But metamagic as a wand-using buffer, at least until you get up there in the levels.

What follows is a shameless cry for attention, pimping a character I've been kicking around like my cash flow depends in it...

Warforged Artificer with all the substitution levels (except 5, if you aren't in Mark of Heroes).
At mid levels, what you want is a Monk's Belt (6,500 gp crafted), a wand of Stone Fist [CAr] (375 gp crafted), and a Battlefist. Unless you have a very generous stat array, the wisdom (or lack thereof) to AC doesn't matter. What does is the attack routine.

Persist the Stone Fist (this isn't my idea). You get +6 to strength for attacks and another slam. Your (2) slam attacks deal 1d8+0.5*Str, and your unarmed strikes deal 2d6+Str (unless you can convince your DM that it can be UMD'ed to 4d8). Suddently, you have a warfored melee machine.

For defense throw in Magic Vestiment (1st level infusion) on a shield of some sort (your Caster's Shield, if you made one) and on your Composite Plating. Preferably with caster level boosters.

At higher levels you can grab a Staff of Fauna [CD] for Greater Magic Fang (shared between you and your Battlefist), a Wand of Divine power (didn't see that coming ), and a Staff of Oaken Battle [CD] (if you want to be an ass).

For a 20th-level build, Artificer 16/Spellcarved Soldier 4 is great, but I woulden't waste time on ScS in Mark of Heroes or lower-level campaigns.

Add on: Using an alter self can give you an additional slam attack via the warforged charger (MM3) at low levels as well, along with powerful charge and adamantine body. You can also use high natural armor forms like the automaton from MM2 to get +11 natural AC, combined with body feats, you can easily hit 40+ AC with your own infusions.


Warforged scout (MM3)- This is a variant of the above but you replace the con bonus with a dex bonus, and get -2 str and -10 speed and small size. This is normally a deterrant to most classes, but for the artificer who tends to hang back in a fight anyhow, the small size/dex bonus for ray spells is very welcome. Not to mention, you still have the options of the above mentioned warforged, and can use the alter self to change into a tiny messenger (100 fly perfect) and though you can't use charger due to size, you can use the battle familiar from Complete Warrior.

Sun elf (RoF)- +2 int bonus and racial proficiency with bows both serve the archeficer quite well. Take this class with otherworldly feat (PGtF) and you can do some arrow demon action later along with all the other artificer goodies.

Other races have varying potential if used for intelligence bonus, but that extra feat, archeficer, or the warforged benefits outweigh them I feel.


Metamagic feat selection:
For any of these feats you are assumed to be lvl 5 using the Metamagic Item infusion (3rd lvl) or 7th lvl (errata for Eberron) or higher using Metamagic Spell trigger class feature. You can also use these on your infusions, but only a couple of feats benefit without too much cost due to many spells being touch, as well as the double casting time for spontaneous casters, as well as only 6 levels worth of spells.

Heighten spell- Get through those globes of invulnerability, or whatever else. +X spell level.

Quicken spell - As good for artificers as any spellcaster. Quickened buffs allow for some nasty surprises, and not to mention blasting potential. +4 spell level.

Twin spell (CArc)- This spell let's you do a power twice on yourself or another target. Useful for healing (double heal effect) as well as damaging, one of the best feats to pick besides quicken. +4 spell level.

Split ray (CArc)- The poor man's version of the Twin Spell feat. Let's you use a ray to effect 2 targets at once. This combined with reach spell can make for some devastating single attacks, but usually the artificer is not lacking in those. +2 spell level.

Reach Spell (CD)- Changes a range of touch spell, to a 30' ray. This is useful for both bufficers and blastificers, as you can send out some no save touch spells easily, as well as buffs that are normally touch spells. +2 spell level.

Extend spell- Has just as many uses by itself, but really a lead in feat for presistent spell. Also can be used on your infusions for longer lasting effect. +1 spell level.

Persistent spell (CArc)- Make those personal or fixed range spells permanent on yourself. +6 spell lvl, but this should be used with the Metamagic Item infusion for best results. Also, have some fun with the party rogue or bard, or any other person with UMD who can use the charge to have a persistable spell of their own.

Energy subsitution (CArc)- Good for blastificers for changing any wand damage to another type. The CA version specifically doesn't have sonic listed though. Use this coupled with energy alteration infusion, and you can give even psions a run for their money. This is mostly a pre-requisite feat for energy admixture though. +0 spell level.

Energy admixture (CArc)- For blastificers, this is a nice finisher after twin spell and quicken. Most monsters will resist the common elements like fire, and cold later, but they wont resist a sonic version of these coupled with energy alteration infusion to deal even more sonic, or acid or whatever. +4 spell lvl.

Born of three thunders (CArc)- Though it has a bad daze effect using it, being able to use sonic damage, and stun/knockdown your targets is good I feel. You can also use a mind blank scroll or item each day to avoid hazardous effects of this feat later as it is still counted as daze is an effect to the mind. +0 spell lvl.

Empower and Maximize spell- As useful for anyone else as it is artificers. I hesistate to mention this earlier as the other feats have much more potential (i.e. I'd rather twin a spell, than empower or maximize it)

Other metamgic feats have their uses, but aren't mentioned due to limited use or not having any effect on the artificer who must use wands. Or in the case of repeat/chain spell, there's many better feat choices before it like quicken or twin that emulate it without needing to wait.


General feats:
Point blank shot/Precise shot: Good for early on in your career, as well as if you go the archeficer route.

Two weapon fighting -> Dual wand wielder (CArc): Though a somewhat pricey line in terms of feat and stats needed, you'll be happy with this feat being able to cast another wand's worth of power in a round, in addition to the quickened one. Uses +2 charges from the offhand wand.

Nymph's kiss or skill focus UMD(BoED): Recommended for low level campaigns, or if a DM doesnt allow you to make custom +skill items, also adds a nice 1 skill point per lvl as well as +2 to all charisma checks. Though I personally feel this is a bad feat choice with so many others available.

Action surge, heroic spirit, etc: Hasten infusion is great, but with the errata to Mark of siberys and the need for free feats, its sometimes a tough call to take these feats.

Mark feats: I do like them, but they're more feats to burn in an already feat tight class I feel, of note though:
Mark of finding: Let's you identify, and locate objects.
Mark of Making: An obvious choice, let's you make items faster.

Darkcraft (BoVD)- Basically let's you sacrifice mobs for xp to use in item creation.

Item familiar (UA)- Let's you get +10% experience, as well as a bunch of other benefits. Very useful if you want to keep up with other characters. As well as the skill investment bonus allows you to basically double your use magic device score.

Shape Soulmeld (Magic of Incarnum)- Prereq Con 13:allows you to shape one Soulmeld from any list, and is a GENERAL feat.

Mage's Spectacles (soulmeld from same book): gives +4 UMD, +4 Decipher Script, and +4 Spellcraft. (Scales w/ Essentia, which we don't want to waste levels or feats on)

Dragon Prophesier -> Prophecy's artifex (MoE): +1 saves from the first one after a full round action. In addition to that, when you get the artifex feat you can activate any wand or staff you created as a swift action.

Cull wand essence(MoE): This feat while giving more versatility for non-blasting wands by allowing you to blast with it. But at the cost of a feat, as well as applying spell resistance, it's not worth it. Especially considering you can make a no save, touch attack wand such as the lesser acid orb wand.

Etch schema (MoE): One of two ways to get infusions on an item. Very useful I feel when you consider how many metamagic item infusions you'd want per day or whatever else.

Rapid Infusion (MoE): 1/day you can hasten an infusion. Which would be quite nice except when you can use Unfettered heroism to do the same without expending a feat.

Improved Homunculus (MoE): I generally feel homunculus are a waste combat wise, but this gives them some interesting abilities both inside and out of combat. With some of them having 12 int, you could make a pretty versatile homunculus that flies, has some skills (such as super spot/listen with the arbalester), fires flaming,shocking,burst bolts, and basically doubles in many roles. Problem is when spending money on the homunculus, you must ask yourself what you could've spent the money/xp on instead. The answer generally comes up as "something better."

Wand surge (MoE): This allows you to use action points for wand charges. If you're at the last stretch of your level and about to get some more action points, or using unfettered heroism, this is a good way to save a few charges. Otherwise, with artificer being so feat tight, not a great choice, not to mention mimicked by Power Surge Infusion.

Item creation
Besides the ones listed for the artificer consider taking these. Technically an artificer is not a spellcaster, so those with caster lvl needed may not apply such as the first one.

Craft Contingent Item(CArc)- This item creation feat allows you to make contigent items. Funny things to do is have say revenance on yourself so when you die, you spring back to life and start wailing on them. The most common use though is things like quickened teleport, or saving yourself from near death with heal spell or whatever else.

Eldeen Plantgrafter, elemental grafter, death grafter (MoE)- The graft line of item creation allows for some interesting new abilities at the cost of some hp or stats. My personal favorite is the grappling vine from the plantgrafter for melee-ficers, let's you grapple a foe at a range (bulbasaur much?) not to mention useful for pulling levers.

Class bonus feats(with any of these, maybe taken as general):
Craft construct: You can't emulate feats with the artificer, and homunculus just don't cut it sometimes with the damage they deal you on death. Toting some golems around is never a bad thing for the artificer. As noted above, this maybe worthwhile to take as a warforged, especially if you took the 4th lvl racial sub level.

Effigies are also available via craft construct from Complete Arcane. The interesting thing is you can apply an infinite amount of templates before they turn effigy. Though they lose many benefits of it, the cost is still based off hit dice, hence you can have a feral, greenbound, horrid animal turned effigy as a super grappler.

There's also the Shredstorm from MM3 that is the only construct swarm I know of.

Extra rings: Basically an epic level stuff, available in pre-epic. 4 rings doesn't hurt anyone, especially if you're say a bufficer with 4 rings of counterspells to protect your own. Not essential til you can actually afford 4 rings, say 16 or 20th lvl bonus feat.

Extroardinary, Legendary, Exceptional Artisan: I usually take these feats in that order. Legendary always helps to reduce some xp useage, and Extroardinary reduces the cost of the more expensive later items made. Exceptional Artisan can be kind of a wash I feel, due to the nature of dedicated wright constructs who can build for you. Errata note: These feats do NOT stack on each other, no free items for example.

Wand mastery: Depending on how much you blast, buff or whatever else, this is a nice feat to take at 8th lvl I feel. Using a 7th lvl wand of lesser acid orb with energy subsitution or energy alteration infusion, is just gravy when you get the full damage now in sonic form or whatever.

Traits/flaws
If you can convince your DM about traits from Unearthed Arcana, you can get a couple free feats from flaws as well. I recommend murky eyed and either feeble, shaky, pathetic or inattentive depending on your preference. Murky eyed can generally be overcomed by embrace the wild eternal wand at 6th and persistent spell.

chiyo]Other cheap way to boost the low level UMd would be to use the Illiterate trait from UA. Your character starts illiterate but gains +1 to any skill (UMD here). A character can then use 2 skill points to become literrate. Essentially, you use 2 skill points to boost your UMD by 1. It's not a very interesting deal if you're starting at mid-high level but for a lvl 1 artificer, it could help. Does it make sense?


Warforged feats
Adamantine body: This is a nice little benefit at lower levels to keep your artificer alive. Though being mimicked by the warforged charger form (MM3) makes it less appealing, still useful for low dex players as it stacks with alter self shapes to provide some insanely high AC.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at 35% if the Adamantine Body feat is chosen"

Mithral body: More AC never hurt... the problem is like any of these feats, you lack spare feats to take them. I'd choose adamantine over mithral, simply because the speed can be negated, and the skill check penalties don't effect the majority of the artificer.

Improved Damage reduction: Damage reduction, as handy for the artificer as anyone else.

Second slam(RoE): Pre-req +6 base attack. Uses your highest base attack -5 hit. Combine this with a bufficer build and persistent fist of stone for 3 slam attacks plus your normal unarmed ones. Combined with charger form, you can have 4 slam attacks.

Jaws of death (RoE): You gain a bite attack as a secondary natural weapon, combined with the above, you can now slam 3 times and bite. (note: secondary natural attacks are -5 hit from your highest attack). My favorite at low levels, having this and fist of stone scrolls makes for 3 natural attacks, or 1 regular attack + 3 natural ones.

Multiattack: While not a warforged feat, allows you to attack with the slams/bite at a better rate.

Psiforged (MoE): You're basically a cognizance crystal storing power points, it also has to be taken at first level which limits its usefulness I feel. That said, it makes no difference for the psionic artificer either as they use charges, not power points. On the flipside, least it let's you take psionic feats easier (but again... feats are tight for an arti wrote:

Other cheap way to boost the low level UMd would be to use the Illiterate trait from UA. Your character starts illiterate but gains +1 to any skill (UMD here). A character can then use 2 skill points to become literrate. Essentially, you use 2 skill points to boost your UMD by 1. It's not a very interesting deal if you're starting at mid-high level but for a lvl 1 artificer, it could help. Does it make sense?[/quote]
Warforged feats
Adamantine body: This is a nice little benefit at lower levels to keep your artificer alive. Though being mimicked by the warforged charger form (MM3) makes it less appealing, still useful for low dex players as it stacks with alter self shapes to provide some insanely high AC.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at 35% if the Adamantine Body feat is chosen"

Mithral body: More AC never hurt... the problem is like any of these feats, you lack spare feats to take them. I'd choose adamantine over mithral, simply because the speed can be negated, and the skill check penalties don't effect the majority of the artificer.

Improved Damage reduction: Damage reduction, as handy for the artificer as anyone else.

Second slam(RoE): Pre-req +6 base attack. Uses your highest base attack -5 hit. Combine this with a bufficer build and persistent fist of stone for 3 slam attacks plus your normal unarmed ones. Combined with charger form, you can have 4 slam attacks.

Jaws of death (RoE): You gain a bite attack as a secondary natural weapon, combined with the above, you can now slam 3 times and bite. (note: secondary natural attacks are -5 hit from your highest attack). My favorite at low levels, having this and fist of stone scrolls makes for 3 natural attacks, or 1 regular attack + 3 natural ones.

Multiattack: While not a warforged feat, allows you to attack with the slams/bite at a better rate.

Psiforged (MoE): You're basically a cognizance crystal storing power points, it also has to be taken at first level which limits its usefulness I feel. That said, it makes no difference for the psionic artificer either as they use charges, not power points. On the flipside, least it let's you take psionic feats easier (but again... feats are tight for an artificer).

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4 years ago  ::  Oct 17, 2005 - 10:15PM #2
waper9
Posts: 29
Date Joined: 09/15/05
Useful spells
Here's an incomplete section of what spell wands to make. I'll be listing useful spells grouped by feats, cost listed for each spell is the base price (since many feats alter this for the artificer). For spells over lvl 4, they were automatically made using the staff rules, though some of them could easily be scrolls or whatever else.

For any wand that you use constantly, like the presistent ones. You may want to consider eternal wand versions of them, page 265 (eberron)

Extend spell:
-Creeping cold (CD) wand: (CL 3, 4500 gp) A very decent single target damage spell which has a nice fire and forget nature to it.
-Heat/chill metal wand: (CL 3, 4500 gp)while it deals no damage on the last and first round, it should make anyone effected by it nice and toasty/chilly.
-Sonic weapon (CAdv): (CL 3, 4500 gp)Not many creatures resist sonic damage, so adding another d6 sonic is always nice to your weapons.
-Luminous Armor (BoED): (CL 3, 4500 gp) Lasts for 10 hours with wand mastery, and gives +5 AC vs brilliant energy weapons. Increase caster level as desired, and heal back ability damage with restoration scrolls or wands.
-Greater luminous (BoED): (CL 7, 21000 gp) same as above, but +8.
-Miasma(CD): (CL 13, 58500 gp, staff) Extended, and using twin spell and reach spell, this can pretty much kill any caster unless they're using all silent spells. Takes a little longer for others though. Requires fort save through errata.
-Revenance (CD): (CL 7, 21000 gp) One of the more funny combat rezzes I feel, when extended, an ally will spring back to life for a good chunk of time to fight foes.

Persistent spell:
For any 4th lvl or lower presistent spell, it maybe better to use spell storing infusion and cast metamagic item infusion on it instead to save some money initially. Especially things like fly, swift and haste,swift are very useful at lvl 5 persistent, but you don't have the means to make wands but do have the means to spell store it.

-Alter self (CL 3, 4420 gp) eternal wand: There's many benefits to this spell, but of special interest for Warforged artificers they can change into a warforged charger with 2 slam attacks.
-Expeditious retreat eternal wand: (CL 1, 820 gp) +30 movement never hurt anyone.
-Divine sacrifice (CL 2, pal 1, 1500 gp or 820 eternal) Each round up to 10 hp per round, you can sacrifice 2 hp to deal an additional 1d6 damage. Combine this with vigor spells or whatever else, and you can do some mean damage.
-Divine favor wand +2 wand mastery(CL 7th, 5250 gp): +4 hit/damage
-Divine power wand, 7th lvl caster: base attack like fighter, plus all the other goodies (CL 7, 21000 gp)
-Righteous Might, (CL 9, 33750 gp staff): As good persistable for clerics, as for the artificer, as anyone else.
-Bless eternal wand: +1 hit, +1 saves vs fear (820 gp)
-Fly swift (CAdv) eternal wand: Fly spell all day.(4420 gp)
-Embrace the wild (CAdv) eternal wand(ranger version): Blindsight, keen scent, 8+ listen/spot? what's not to like (820 gp)
-Arrow mind/hawkeye/guided shot eternal wand(CAdv) : Good for the archeficers. (820 gp each)
-Master's touch (CAdv): In case you want to be an archeficer without getting proficiency in a longbow, or any other artificer who wants to use weapons. (820 gp eternalwand)
-Arrow Storm (CAdv) (CL 7, rgr 4, 21000 gp) wand: For archeficers, attack anything within your range increment as a full round action. Good for mook clearing.
-Instant locksmith/accelerated movement/instant search eternal wand(CAdv) : Good if you're the skill guy. (820 gp each)
-Forestfold (Cadv) wand: +20 hide/move silent combine (21k) with acorn of far travel spell that allows you to use an acorn for the purposes of being in a forest you can hide better than your party rogue, plus probably made his boots of elvenkind.
-Unfettered Heroism Rod (RoE)(CL 9th, 33750 staff) 5th lvl sorc spell, gives one free action point per round. Which means, hasten infusions every round, or d6 added to a save/attack roll. Very very handy.
-Sign eternal wand(Mini)- Sets initiative as 20 as if you rolled it that round. (820 gp)
-Joyful Noise (CAdv) (CL 2, 1500 gp) 1st lvl bard spell, negates silence around you and allies within 10 feet.
-Blink (CL 5, 11250 gp): 3rd lvl sorc spell, 50% concealment, along with other goodies.
-Blessed aim (CD) (CL 4, paladin, 6000 gp) wand: +2 morale to attack rolls with ranged weapons.
-Improved blink (CD)(CL 9, 33750 gp) wand: As blink above, but improved.
-Body of the sun (CD)(CL 3, 4500 gp) wand: Its basically free damage in melee range of any foe. Minor persistable overall.
-Camouflage eternal (CD) (CL 1, 820 gp) wand: +10 hide checks all day.
-Divine sacrifice(CD)(CL 2, paladin, 1500 gp) wand: For 10 hp per round, you can add on +5d6 to your attack. Couple this with vigor wands or whatever else, you can do some pretty mean damage.
-Dragonbreath (CD) (CL 9, 33750 gp): The main advantage of dragon breath is you can ignore spell resistance, plus being able to breathe it out anytime is kinda cool.
-Poison thorns (CD)(CL 9, 33750 gp): In case you get into a lot of grapples, or have people attacking you with their natural weapons.
-Recitation (CD) (CL 5, 11250 gp): +2 luck to hit, and saves. Enemies get -2 hit and saves. Useful for yourself, and your allies all day.
-Visage of the deity (CD) (CL 5+, cleric 3+,11250+ gp): This starts with just a minor bonus to your charisma, as well as 2 or 3 types of energy resistance. Eventually, the greater version gives you some stats bonuses to everything, as well as sprouting wings, 10/magic DR, etc.
-Eternal Wand of Crescendo (CL 4, Brd 2, 4420 gp?) Now, just how would this work when made Persistent? Would you build to the +3 morale bonus to attack rolls, and then stay there? Would you keep cycling through the 4-round cycle?
-Haste swift (CL 4, Ranger 2, 4420 gp) eternal wand: Haste on yourself all day, and a bit cheaper than a weapon of speed, not to mention other benefits.
-Mass lesser Vigor wands (CL 3, druid 2, 4420 gp) eternal wand: According to the errata you can't use extend spell on vigor line, but you can use persistent spell on it.
-Nightstalker's Transformation(CAdv) (CL 9, sorc 4, 33750 gp) staff: +4 dexterity, +3 luck bonus to AC, +5 reflex throws, +5 spot/listen/hide/move silent, weapon finesse and some weapon proficiencies, +3d6 sneak attack.
-Dagger spell stance (CAdv) (CL 3, sorc 2, 4420gp) eternal wand: For the person going down the dual wand feat line, this is useful as a spell storing infusion at low levels to increase your defense or offense. Combine with nightstalker's transformation to be even more effective.
-Bladeweave (CAdv)(CL 3, sorc 2, 4420 gp) eternal wand: Free additional touch attack that gives a daze effect.
-Mirror Move (CL 3, bard 2, 4420 gp) eternal wand: Get a cohort or whatever else, and go crazy with fighter bonus feats all day.
-Sharptooh (Draco, CL 7, wiz 4) wand: Increases natural weapon damage by one size category.


Still working on completing the list, until then visit the persistent spell threads:

EricMender's Persistent Spells for Clerics

Sisyfos' Persistent spells for Wizards


General
These spells are listed that have more one time shot uses, or for example aren't enhanced by a particular feat. I.e. restoration, is restoration, anyway you look at it. Paladins and rangers are considered half their caster lvl, so for lvl 1 spells in their list they win out if its a level 2 in someone else's, like the first spell.

-Lesser restoration (CL 2, Paladin): Cheaper than the cleric's version.
-Delay Poison (CL 2, Ranger): Cheaper version.
-Embrace the wild (CL 2, Ranger): Cheaper version.
-Bloodhound (CAdv)(CL 2, Ranger): Automatically re-roll track, and it lasts 24 hours. Useful if you have survival skills.
-Scent (CD) (CL 3): In case you need to track, but dont have survival skills.
-Last breath (CD) (CL 7): In case someone dies, lowest level rezz around.
-Omen of peril (CD) (CL 1): One of the better auguries, and doesn't cost xp.
-Quillblast (CD) (CL 9): Crazy amount debilitating damage to your foes. Only people with evasion can really avoid the effects.
-Color spray/entangle (CL 1): Probably two of the best battlefield controll spells at low levels.
-Sandblast (CD)(CL 1): Sets up your rogue nicely for sneak attacks via stun, also useful for getting a target alive.
-Ray of enfeeblement (CL 1): Most wizards or other casters are debilitated by this effect, combine with ray of exhaustion for added hilarity.
-Blinding spittle (CL 1, druid 1, Magic of Faerun): Ranged touch attack at -4, blind opponent, no save.
-Wieldskill (CL 1, cleric 1, Magic of Faerun): +10 to one skill, or can wield weapon, or make a check at +5 skill.
-Unseen servant (CL 1, sorc 1): Setting off traps or whatever else, this handy servant can be a godsend and lasts for 1 hr as a lvl 1 scroll which is nice.
-Tenser's floating disk (CL 1, sorc 1): Creative uses like splashing a huge amount of holy water on a vampire, or whatever else, make this spell handy to have sometimes.
-Holy Sword (CL 7, pal 4): UMD this for a nice +5 weapon with +2d6, dispel, etc.

Blasting combos
This is probably the standard blastificer wand combo:
Wand of lesser acid orb (CL 7, 5250 gp), wand master, CL 9, 5d8 acid damage.
+energy subsitution (electricity)
+born of three thunders: changes it to half sonic/elec
+twin spell: 10d8 sonic/elec [+4 charges]
+energy admixture: 20d8 sonic/elec [+4 charges]
+empower spell (chose this over maximize): 20d8 x 1.5 [+2 charges]
+quicken spell: 40d8 x 1.5 [+4 quicken + 13 base = 17]
+dual wand feat+ 2weapon fighting: 60d8 x 1.5 [+2 dual + 13 base = 15]
--------
90 min to 720 max (405 average damage). Half elec/sonic
[11 base charge + 15 quicken + 13 dual wand = 39 charges*52.5 gp per charge = 2-47.5 gold and 4.2 xp per charge = 164 xp]
or 480 damage maximized. Half elec/ half sonic.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*52.5 gp per charge = 2205 gold and 4.2 xp per charge = 176.4 xp]
DC 11 Reflex for stun/knockdown.
Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion)

Wand of Scorching Ray, (CL 9, 13500 gp), wand mastery CL 11, 3 rays at 4d6 fire damage, or 12d6.
+energy subsitution (electricity)
+born of three thunders: changes it to half sonic/elec
+twin spell: 12d6 sonic/elec [+4 charges]
+energy admixture: 24d6 sonic/elec [+4 charges]
+empower spell (chose this over maximize): 24d6 x 1.5 [+2 charges]
+quicken spell: 48d6 x 1.5 [+4 charges + 13 base charges = 17]
+dual wand feat+ 2weapon fighting: 72d6 x 1.5 [+2 dual + 13 base = 15]
-------------------
108 min 648 max (378 average) Half elec/sonic
[11 base charge + 15 quicken + 13 dual wand = 39 charges*135 gp per charge = 5265 gold and 10.8 xp per charge = 421.2 xp]
or 432 maximized, half elec/sonic.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*135 gp per charge = 5670 gold and 10.8 xp per charge = 453.6 xp]
DC 12 Reflex for stun/knockdown.

Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion, or be cannith wand adept)

Wand of Force Orb, (CL 8, 24000 gp), wand mastery CL 10, force orb dealins 10d6 damage
+twin spell: 20d6 sonic/elec [+4 charges]
+energy admixture: 40d6 [+4 charges]
+empower spell (chose this over maximize): 40d6 x 1.5 [+2 charges]
+quicken spell: 60d6 x 1.5 [+4 charges + 13 base charges = 17]
+dual wand feat+ 2weapon fighting: 80d6 x 1.5 [+2 dual + 13 base = 15]
-------------------
120 min 720 max (420 average)
[11 base charge + 15 quicken + 13 dual wand = 39 charges*480 gp per charge = 18720 gold and 19.2 xp per charge = 748.8 xp]
or 480 maximized.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*480 gp per charge = 20160 gold and 19.2 xp per charge = 806.4 xp]
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4 years ago  ::  Oct 17, 2005 - 10:18PM #3
waper9
Posts: 29
Date Joined: 09/15/05
Infusions
They can be increased by metamagic feats, they can't be used with item creation feats.  Thus you can never make a wand of metamagic item infusion, but you can extend the same spell if you'd like.  Also note that any application of metamagic doubles the casting time like a sorceror or bard.

Check this link out for armor/weapon infusions:
Oberoni's Artificer--Best Armor Enhancement/Weapon Augmentation Choices

Copied over from the same link above:
Armor:
Spoiler: Show

+1 (or 5000 gp) Armor Enhancements (Artificer 1, 10 gp to use)
Blinding: Shield only. Great at low levels. Everyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Death Ward: Complete Arcane. Once per day, you are immune to a death spell, death effect, energy drain, or negative energy effect.
Fortification: Great for fighting Rogues; creates 25% chance that a sneak attack (or critical hit) is negated.
Glamered: Hides armor in an illusion of the wielder's choice. Very good for infiltration.


+2 or +3 (or 35,000 gp) Armor Enhancements (Artificer 2, 50 gp to use)
Animated: Shield only. Can use a shield without giving up the use an arm.
Ectoplasmic: Expanded Psionics Handbook. Turn into an Ectoplasmic Form for 5 minutes. You can fly, and have damage reduction.
Exalted: Knocks 1d6 of the damage off of an Unholy weapon, and negates vile damage. No big deal. The real showstopper is that you constantly benefit from Protection from Evil.
Wall: Expanded Psionics Handbook. Shield only. Turn a shield into a wall for 7 minutes. Great for escapes and such.


+4 or +5 (or 100,000 gp) Armor Enhancements (Artificer 3, 100 gp to use)
Etherealness: Become ethereal for as long as you like. Great for escapes.
Phasing: Expanded Psionics Handbook. Run through walls.
Reflecting: Shield only. Once per day, allows you to reflect a spell back at the caster. A true life-saver.
Soulfire: Book of Exalted Deeds. Immune to all death spells, death effects, energy drain, and negative energy effects. That's a lot of immunities.
Time Buttress: Expanded Psionics Handbook. Become invincible for one round. Situationally useful.


Weapons
Spoiler: Show
+1 (or 10,000 gp) Weapon Augmentations (Artificer 1, free [self only], or Artificer 2, 10 gp)
Bane: The quintessential example used when describing how cool Weapon Augmentation, Personal is. Choose the right creature type, and your weapon's enhancement bonus jumps by +2 (meaning you hit more, and deal more damage). You also get 2d6 more damage tacked on.
Blessed: Book of Exalted Deeds. Weapon can overcome 'good' damage reduction, and all critical threats against evil creatures are automatically successful.
Defending: Used intelligently, this enhancement will let you add what is essentially a free bonus to your AC that increases by level. For example, if you have applied Greater Magic Weapon to your bow and your arrows, you can apply your bow's enhancement bonus to your AC.
Enfeebling: Does 1d6+2 Strength damage on a critical hit.
Flaming, Frost, Shocking: Tack an extra 1d6 damage on to a weapon.
Ghost Touch: Hit ghosts, duh.
Keen: Double crit range. Very nice on...well, most weapons, especially if it's just for a mere 1st level infusion.
Lucky: Once per day, reroll a failed attack roll.
Magebane: Complete Arcane. It's basically a Bane against any arcane caster. If you know you're fighting an evil human wizard, for example, and you make your weapon both Bane (humans) and Magebane...that's an extra +4 to the enhancement bonus, and 4d6 extra damage to boot. Ouch.
Merciful: 1d6 damage added to a weapon. The upside is, it's nonelemental. The downside (or, depending on how you look at it, the further upside) is that the damage is nonlethal. Great for dragging in enemies, rather than killing them.
Parrying: Expanded Psionics Handbook. Grants you a +1 insight bonus to both AC and saving throws.
Psychokinetic: Expanded Psionics Handbook. An extra 1d4 damage, no strings attached. It's not even affected by damage reduction.
Spell Storing: Great for getting off a free spell in the opening round of a fight. There is some controversy as to whether or not this enhancement can be placed on ammunition; if you and your DM feel it can, this combos very nicely with Vampiric Touches and Hold Persons. (the Vampiric Touches might not let you gain any temp HP, depending on how you read the Spell Storing ability. However, it's still scaling, untyped damage)
Vicious: Melee only. You take 1d6 damage, your opponent takes 2d6 damage. Good, if you don't mind the pain.


+2 or +3 (or 70,000 gp) Weapon Augmentations (Artificer 4, 100 gp)
Anarchic, Axiomatic, Holy, Unholy: Makes weapon very good against one alignment; deals 2d6 extra damage, and overcomes some damage reduction. Good for plane-hopping.
Banishing: Book of Exalted Deeds. Kicks an extraplanar creature back to its home plane unless it makes a DC 24 Will save. This will make some encounters very short.
Clouting: Complete Arcane. Anyone struck by this has to make a DC 19 fort save or get shoved back 10 feet (or simply fall if they can't move back that far). Then, they have to make another DC 19 fort save or be stunned for a round. Nice in a variety of situations.
Collision: Expanded Psionics Handbook. Just adds 5 damage to each hit. Simple and painful.
Disruption: Excellent for fighting the undead.
Exit Wound: Complete Warrior. Ranged only. First of all, adds 1d6 damage. Second, it continues to move through the victim and in a straight line, until it finally hits an object. This means, for example, that if you position yourself right, you can hit a line of opponents (although each enemy in that line gets an A x 4 bonus to AC, where A equals the number of previous targets). Used correctly, you can mow through a lot of enemies.
Paralyzing: Book of Exalted Deeds. Each hit forces the victim to make a DC 17 Will save or be paralyzed (similar to Hold Monster).
Speed: Another attack. Can't go wrong with that. It doesn't stack with other speed-increasing effects, though.
Wounding: Deals one Constitution damage with each hit. Can add up very quickly.


+4 or +5 (or 200,000 gp) Weapon Augmentations (Artificer 6, 200 gp)
Brilliant Energy: Excellent for hitting heavily armored foes. Sucks against the Undead, and just generally speedy enemies.


Energy Alteration Infusion (1st lvl):  This infusion let's you change damage types as needed.  Unlike the energy substitution feat, this allows for sonic damage.  Or changing all your flaming, shock, etc damage to sonic is just sweet.

Spell storing infusion (1st lvl) by wburdick:  This maybe used to give some nice ranger, bard, or paladin spells (as well as classes like assassin) since the caster lvl is always double the level of the spell.  Thus you could have a holysword spell stored which is a 4th lvl spell, but at 8th lvl artificer.

Also, its a cheap way to get some of those persistable spells at lvl 5 for a little xp cost.

Prestige classes and multi classing
Much like any caster, the artificer doesn't benefit much from multi-classing.  Also with the loss of the craft reserve via multi-classing, it makes it even a tougher choice to do so.  Anyway, this section addresses the few PrCs and multi-class combos that can be useful.

Cannith wand adept, PrC 3 lvls, (Sharn:  City of Towers):  This prestige class basically gives you +3 to wand mastery, as well as a dual wield wand option (though not as good as the feat).  You use up a feat in the pre-reqs(though mark of making does have some uses), as well as not advancing in artificer, but gain a nice action point option (which means you can basically add a d6 to your d20 checks each round) as well as quickdrawing the wands.  This is definitely a nice way to finish off your artificer as higher levels I feel, but as mentioned above, losing craft reserve, as well as not really advancing the artificer class makes it a poor choice til higher lvls.

Cleric, 1 lvl, domains magic and whatever.  This basically removes the need for use magic device checks on pretty much any spell, but later you will have no problems making the umd checks, and mid lvls its tough to justify as you're getting into the sweet spot for artificer.  It's a good early choice I feel though, especially for those with low charisma, or don't get skill focus UMD, or just for the extra safety/other domain.

Psion, (expanded psionics handbook).  This might be a good choice for the upcoming psi-artificer, or if your DM views psionic/magic transparency very broadly.  1 free feat, as well as not making use psionic device checks, makes this a very attractive choice.


Items
Excluding the above mentioned:  (Note for all items, the artificer has a +2 lvl in terms of crafting requirements, so for a CL 9 item, they need only be 7th)

Caster’s Shield: (CL 6, 3153, shield price 153) The +1 wooden light shield can scribe up to 3rd lvl spells for 1/2 of their raw cost price, or 1/4 of their base price.  I.e. a lvl 1 scroll at 25 gp, costs 6.25 gp and 1 xp instead of 12.5 gp.  If you can, convince your DM to make a custom version of this as a heavy wooden shield for 1 more AC.  Remember since its been erratad that artificer scrolls aren't arcane nor divine, they suffer no arcane spell failure.

This shield is also great when you hit 11th lvl due to metamagic spell completion trigger and having a high enough UMD skill to metamagic those 3rd lvl or less spells.  I.e.  fly, swift persistent or another low lvl one.

Note for Warforged artificers who took the racial sub level 4, can make this with their craft reserve right at 5th lvl and have some to spare. 

Efficient quiver: (CL 9, 1800 gp, 2lbs)  This item lets you store wands, scrolls, etc, and is the cheapest besides going to the standard heward's handy haversack.

Heward's handy haversack (CL 9, 2000 gp, 5 lbs)  The standard in item storage.

Bag of tricks (CL 3+, 900+ gp)  Combine this with speak with animal scrolls or items and you got a very nice little scout.

Cloak/vest of resistance (CL 5, 1000+, caster must be 3x the level of the bonus):  Upgrade as needed, your saves could use them.

Vest of Escape (CL 4, 5200 gp):  +4 open locks and +6 escape artist are both nice for the artificer who's the skill monkey in the group.  If nothing else, it helps you escape grapples.

Boots of striding/leaping (CL 3, 5 ranks in jump, 5500 gp):  My only problem with this item is most artificers can't build it til lvl 7 needing jump skill and all.  That said, if you do multi-class to get jump as a class skill, this becomes available when you need it.

Gloves of storing (CL 6, 10000 gp):  They were great in 3.0, but they're not nearly as good as wand sheathes for the artificer due to the price.  That said, when you can afford to make them, it makes a good substitute for the quickdraw feat later for holding 2 wands akimbo and blasting away.

Feather token (CL 12, 50 to 400):  If you could craft these a little earlier than 10th, it would be grand.  Still, the creative uses for the feather tokens are just too good to pass up sometimes, and they're dirt cheap to make.

Bow of True strike(Sword and Fist):  You can use this as a spell trigger item along with quicken to benefit from True striking.

Traveller's cloak: (MoF)  (CL 5, 1200 gp, 1 lb)  free food, and drink is just handy to have, and cheaper than the ring of sustenance.

Use magic +5 device worn item (CL 5, 2500 gp, 1 lb)  +5 use magic device checks at low levels is always handy.  Upgrade as needed.

Circlet of Persuasion: (CL 5th, Price 4,500 gp.) grants a +3 competence bonus on the wearer’s Charisma-based checks.

Winged mask(MoF)  (13000 gp, CL 5, 1 lb)  Depending on your level or number of infusions available per day, this winged mask might be a better choice then the fly swift wand.

Scroll of permanency + greater magic fang (15th lvl) = (CL 15, 11250 gp)  Cast these 2 scrolls on yourself as a one time use, to get +5 natural attack (claws or bite or whatever).  Obviously, other spells are useful as well, but for the bufficer and polymorph/shapechange, this works out pretty well.

Tobin's Guide to Common magics (Tool, masterwork from PHB 128, 50 gp) This gives a +2 bonus to UMD checks and can be crafted quite easily with 2 or 3 ranks in bookbinding.  (or if you can convince your DM to do it with another craft check).

Life-Drinker: (CL 13, 40,320 gp, cost:  20,320 gp and 1600 xp)
For the warforged artificers.  This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.

Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.

Spare Hand (Magic of eberron, 12k):  Another arm... but it becomes really good with the ability to hold more magical weapons or draw wands as a free action, etc.

Spellblade (PGtF, 6k market):  Use this modifier for your weapon for dispel magic and greater dispel magic to save your buffs.  You can even use the Spare hand from the Magic of Eberron book to hold the weapon.

Constructs
Made by Ske
Spoiler: Show

I've improved it now. Read it like this:

Required level _ Name (book page)
Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)


The list is sorted by required level, and then name.

Books included: Monster Manual 1-3, Eberron Campaign Setting, Fiend Folio, Magic of Eberron, Monster Compendium, Five Nations

01 Arbalester (MoE 152)
DC14 Sculpting/Carpentry
arcane eye, mending
1250gp 93xp

01 Dedicated Wright (ECS 285)
DC14 Pottery
arcane Eye, fabricate
2100gp 160xp

01 Expiditious Messenger (ECS 285)
DC16 Sculpting
arcane eye, sending
1650gp 126xp

01 Furtive Filcher (ECS 286)
DC12 Sculpting/Pottery
arcane eye, shadow conjuration
1550gp 118xp

01 Necrophidius (FF 126)
DC13 Sculpting
Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound
Cle: animate objects, command, geas/quest, hold person
5000gp 100xp

01 Packmate (MoE 152)
DC14 Sculpting
arcane lock, arcane eye, mending
1260gp 93xp

01 Persistent Harrier (MoE 153)
DC14 Sculpting
arcane eye, mending
1250gp 93xp

04 Homunculus (MM1 154)
DC12 Sculpting/Pottery
arcane eye, mirror image, mending
1050gp 78xp

04 Iron Defender (ECS 287)
DC14 Metalworking
arcane eye, keen edge, mirror image, mending
1250gp 93xp

08 Flesh Golem (MM1 135)
DC13 Leatherworking/Heal
Creator must supply 6 different bodies
animate dead, bull’s strength, geas/quest, limited wish
10500go 780xp

10 Caryatid Column (FF 30)
DC15 Sculpting/Stonemasonry
Creator must be able to cast arcane or divine spells
Requires a magic weapon, usually a +2 bastard sword (8335gp)
lesser geas, meld into stone, statue, stone shape
20000gp 800xp

11 Clay Golem (MM1 134)
DC15 Sculpting/Heal
animate objects, commune, resurrection
21500gp 1540xp

11 Gloom Golem (MM3 68)
DC21 Sculpting AND DC21 Knowledge (the planes)
Creator must be evil
crushing despair, limited wish, planar binding, polymorph any object
25000gp 1200xp

12 Iron Cobra (FF 103)
DC20 Armorsmithing/Weaponsmithing
Creator must be able to cast both arcane and divine spells
animate object, freemdom of movement, geas/quest, locate creature
20000gp 1000xp

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
50000gp 3400xp

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp

16 Brass Golem (MM2 117)
DC25 Armorsmithing AND DC25 Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object
200000gp 4000xp

16 Bronze Serpent (MM2 40)
DC25 Armorsmithing/Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object, shocking grasp
200000gp 4000xp

16 Diamond Golem (MC 53)
DC16 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, sunbeam, polymorph any object, stone shape, dispel magic
67000gp 1500xp

16 Dragonflesh Golem (MM2 117)
DC25 Knowledge (nature) AND DC25 Heal
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
200000gp 4000xp

16 Hangman Golem (MM3 69)
DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus)
animate rope, geas/quest, limited wish, polymorph any object
72625gp 5710xp

16 Iron Golem (MM1 136)
DC20 Armorsmithing/Weaponsmithing
cloudkill, geas/quest, limited wish, polymorph any object
80000gp 5600xp

16 Ruby Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, move earth, polymorph any object, stone shape
57000gp 1500xp

16 Runic Guardian (MM2 182)
DC20 Profession(engineer)/Sculpting AND DC15 Metalworking
“limited wish, discern location, shield, shield other”
200000gp
The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp
Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical. I didn’t write an xp cost, but some of the other constructs follow the formula of cost*1/25.

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
10000gp 200xp

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
70000gp 2800xp

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp

18 Juggernaut (MM2 132)
DC18 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web
70000gp 2000xp

18 Nimblewright (MM2 162)
DC16 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
geas/quest, haste, limited wish, polymorph any object
35000gp 1600xp

18 Slaughterstone Behemoth (MM3 159)
DC25 Sculpting/Stonemasonry
geas/quest, sound burst, stoneskin
90000gp 6400xp

19 Grisgol (MM3 76)
DC25 Bookbinding
Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns.
See description for extra costs.
control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc.
110000gp 8000xp

20 Blackstone Gigant (FF 21)
DC25 Sculpting/Stonemasonry
Creator must be able to cast divine spells
animate objects, flesh to stone, geas/quest, miracle
200000gp, 8000xp


Arms and equipment guide  
I feel this deserves special mention since you can get the following feats for free basically on an intelligent item or using the item familiar bonus powers.

Improved initiative, sunder, expertise, blind-fight, combat reflexes+10,000 each
Uncanny dodge as a 5th lvl barbarian, find traps at will +10,000 gp each
Detect Secret doors at will  +1,800 gp
Detect Magic at will  +1,800 gp
Evasion  +25,000 gp
Wielder does not need to sleep +5,000 gp
Wielder does not need to breathe +7,500 gp

The other abilities are maybe's at best.
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4 years ago  ::  Oct 17, 2005 - 10:22PM #4
waper9
Posts: 29
Date Joined: 09/15/05
Artificer advice
This section will address various stages of your artificer. I personally prefer more versatile artificers so my viewpoints might be a little skewed to that.
This is a thread mainly dedicated to flesh out my tips and tricks section of the artificer. Here's an excerpt, and I was hoping more people could add on.

Stat spread
I consider Int to be the only stat to really worry about. With more infusion casts, and extra skill points, etc. You're best off maxing int I feel than any other stat. Plus more later in the low level section, it'll help for crafting normal stuff.

Like any caster, the artificer benefits from being middle-aged or more. As far as I can tell, a warforged artificer can theoretically get the middle-age bonus, and the bonuses thereafter, but not accrue addtional physical penalties. (but since warforged are so recent, there's no rules for it and will generally be disallowed by most DMs in Eberron.)

Low levels 1 to 5:
Since these levels tend to fly by, and your crafting magical options are somewhat limited, consider dipping into the various normal craft skills. Alchemy is an obvious choice, but equipping all your party members with masterwork weapons is good too (weapon smithing/bowmaking). In fact, if you go so far as to sink in 1 point in each of the various craft skills, as well as using all the time before your character enters the scene, you maybe able to convince your DM to have basically 1/3 price on all your items. When scrolls are pricey at these levels at 12.5 gp+ a pop, its nice to have every little bit saved for the items mentioned above and making items like backpacks, or whatever else cheaply does add up.

Use skill enhancement infusion with use magic device. Alternatively, for a shorter duration use, you can use wieldskill scroll (Magic of Faerun) to get a +10 on your skill checks for 1 minute.

Personal weapon augmentation (with bane or shocking) infusion is great, but so is spell storing infusion. The xp cost should only be 6 xp or less depending on what spell you're using, but suddenly popping out a summon or whatever else, can be very handy.

I used to shy away from the gold cost ones, mainly because their duration is too short at these levels, and encounters end before you can put them to good use. Then again, for a lower charisma artificer which I recommend, saving gold by not making scrolls makes it easier to cast lesser armor infusion and such on others, which can lead to tactics like having your barbarian rush in and blind your enemies, and not subject to UMD checks.

That said, remember you can still cast magic vestment on others as well as the various stat buffs which frees up the rest of the party to do other things. Also of note, magic vestment tends to be more handy on your high AC players, simply because reducing a wizard's chance to be hit from 50% to 40% isn't nearly as good as reducing your tank's chance to be hit from 20% to 10%.

Depending on how many skill points you have and if you're the trap monkey, you may want to invest enough to create masterwork thief tools as well.

At 2nd, you may want to consider getting a war-trained riding dog to act as a fighter type. Ideally you'd want to buff your fighters first, but this combatant has a nice trip attack like the wolf does and can carry some of the gear and loot you may acquire. Plus you can handle the animal as a move action, thus using your standard to keep firing your bow, and on subsequent rounds, it'll be fine as the dog keeps attacking and you keep loading (move action) and shooting (standard).

3rd lvl, consider crafting a vest or cloak of resistance, saves are already kinda poor for the artificer, and it can be upgraded as needed. Alternatively, start a UMD +skill item, usually +2 or +3 is all you can afford at this point.

If allowed take the Item familiar feat (explained more below).

4th lvl is usually extroardinary artisan, every gold piece counts. You may want to craft homunculus right now (especially a dedicated wright and a messenger for scouting) but you rarely have the spare gold or experience so it can wait til 6th. Not to mention, constructs are not adjusted for price according to RAW.

At 5th lvl, you'd probably want to use a metamagic item infusion + spell storing infusion + persistent feat to get 1 spell persistent on you for a little xp. This applies to later levels, but somethings you may use constantly may not be so fun wasting xp everyday and better used as an eternal wand.

Of particular note, an alter self + asabi (Monsters of Faerun) gives you +2 natural AC, 50 speed, and 20 ft burrowing. Probably one of the best alter self shapes, short of being a warforged and using the charger form to be a brutal melee combatant (but most artificers can't afford to place so much in str/con).

At 5th, I recommend crafting the caster's shield (and maybe a heavy shield version instead) to get +2 to +3 AC all the time, and 1/4 price scroll use up to 3rd lvl. I.e. 6.25 gp and 1 xp for a lvl 1 spell. This serves you well for using metamagic spell completion at 11th as well.

Mid levels 6 to 10:
At 6th I recommend taking the Item familiar feat from Unearthed Arcana, but since most DMs dont allow it, consider taking more metamagic feats, especially quicken at this point for extra wandage in anticipation of 7th lvl and metamagic spell trigger. A good houserule to maybe convince your DM is to be able to only use the item familiar XP bonus as another craft reserve so it won't level you up but will allow you to spend xp to get better items as well as the skill bonus.

By now you should've built a dedicated wright, unless your DM allows crafting between adventures with ample time, and are setting them to work.

Add in a bag of holding or other similar item with the wright inside. Having your little guy working on items all day in an extradimensional space is just handy. Not to mention, it solves a lot of problems with having to return to town to get your item.

6th level: Start making wands, they're cheaper per charge than scrolls for many spells. Also note that eternal wands come out cheaper, and last forever in the case of persistent spell feat + metamagic item infusion.

Also by 8th lvl, you've probably bumped your int up to 18, if not more, which helps for more bonus infusions.

At 8th you've reached the max of your spell storing. Consider some of the paladin and ranger spells that only go up to 4th, and see yourself wield a holy weapon, through the 4th lvl paladin spell.

Partying tricks- Making your artificer more group friendly
Consider having everyone in your party get use magic device to use persistent spell with metamagic spell trigger or other buffs. Another way for at least clerics is to use the wieldskill spell (MoF). This basically let's them have +5 UMD, or with the expanded skill feat to get UMD, they could have a +10 check.

Having a cleric or wizard or any caster on hand to cast spells alleviates any need for the UMD check when crafting items.

Sample builds:
Warforged Generalist Artificer
Spoiler: Show

This is my standard warforged artificer with all the splatbooks used as well as a 32 point buy system.

Stats:
str 14
dex 14
con 16
wis 6
int 16
cha 10

Feats/flaws/traits:
0. Trait - illiterate. +1 UMD
0. Murky eyed - flaw (UA)
0. inattentive - flaw (or another like feeble)
0. extend spell
0. Jaws of death - bonus flaw feat (RoE)
1. persistent spell (CArc) takes racial sub lvl 1
3. item familiar (UA)
4. Craft construct, takes racial sub lvl 4 +1 int
6. Extroardinary Artisan -25% gp cost.
8. Wand mastery +2 int
9. quicken spell or Second Slam (RoE)
12. Legendary artisan or Heighten, Second Slam (RoE) or quicken spell +3 int
15. Twin spell or Heighten spell(CArc) or silver tracery for spellcraved soldier.
16. Extra rings. +4 int.
18. Free feat or twin spell(may wanna take favored in house cannith to finish off with wand adept)

This is just advice for the beginning of the build, as you level beyond 7th, the choices available for your character become nearly infinite.
-Takes all racial sub levels but 5th.
-Dont forget to buy the +2 UMD masterwork tool. (50 gp)
-Using the illiterate trait, he gets +1 UMD checks, and then proceeds to spend 2 points to gain literacy. By the time he gets item familiar, he can invest 6 ranks into it immediately for another +2 check.
-At 4th: You may consider using alter self via Spell storing infusion. The bonus xp from item familiar should give you a nice buffer to use it, and being able to change into a warforged charger(MM3) for another slam attack is great.
-At lvl 5 and beyond, he can choose to use alter self persistent with warforged charger for adamantine body along with powerful charge feats for free. This basically means combined with battlefist which increases slam attack damage by 1 size category (or near as I can tell, though with it being listed as d4), he'll deal 1d10 with each slam/bite.
-lvl 4 Create a dedicated wright: (2100 gp, all the craft reserve with racial sub lvl 4)
-lvl 5 or 6 Create the battlefist (1300 gp or 975 gp if 6th, 52 xp with racial sub lvl)
-lvl 6 Create a Fist of stone eternal wand (820 gp, or with feat/crafted 307.5 gp and 33 xp). Or just purchase wand normally.
-Lvl 7 is the earliest you can make the monk's belt for the trick mentioned above. (4875 gp crafted, 520 xp)

Other than that I usually tack on a caster's shield (heavy version) and the standard UMD +skill items, a vest of resistance, cloak of protection, a few wieldskill scrolls (lower lvls), 2 or 3 blasting wands, and your favorite persistant spells like divine power, favor, righteous might, haste,swift, fly,swift, etc.

He can use 3 slam attacks, and 1 bite attack, plus with a monk's belt can do the afore mentioned damage. Long as he just uses a shield/unarmed attacks he can slam/bite all day long with Fist of stone (CArc) to gain +6 str. If he goes the spellcraved soldier route he should have: 16/11/6/1 main attacks and 11/11/6/6 slam/bite attacks. A total of 8 attacks, plus 1 more for haste or 12 more for hydra form, etc.

Basically you create a great meleer for games that require stamina, have craft construct still to make dedicated wrights at 4th (note: legendary, extroardinary aristan don't discount the wright crafting cost). And you're still a good trap monkey for the times people call you on it.


Spoiler: Show

Here's one way I like to go with my artificer, a generalist + melee focus....

Warforged artificer 20, or 16/4 spell carved soldier or fighter or other classes
stats (assuming 28 point buy)
str 14 (may lower)
dex 10 (don't raise above 12)
con 16 (may lower)
wis 6 (may raise to 8 or 10)
int 15 +5 from lvls (or max out)
cha 10 (don't raise above 12)

Feats:
1. Adamantine body or free
3. Extend spell
6. Persistent spell
9. quicken spell or craft construct
12. free or craft construct or quicken spell
15. free
18. free

Artificer feats:
4. Extroardinary artisan
8, 12. Suggested: legendary artisan, wand mastery.
16. Extra rings
20. free

UA:
Assuming UA, you'd move around the above feats to accomodate:
Craft construct and Item familiar or more metamagic feats for blasting like twinned, split ray, dual wand, etc.

I'd also use craft points from there to get items faster.

skills:
open locks, use magic device, search, disable device, spellcraft (5 ranks or more), knowledge arcana, craft 2 or 3 ranks sculpting, and armor smithing. Are usually what I try to take first.

Optional:
all the other artificer class skills, craft(all, specifically, i usually max one of the warforged repair ones), decipher script (even though it is cross class, it fits to have at least one rank), Concentration (not included above, since many of the combat infusions can be cast outside of threat range, least at the beginning).

Items by level (unless otherwise noted, all magic items include the relevant crafted item feat, crafted cost and xp):

* items denoted with an asterik are effected by tools of war.
1. 125 gp Average starting gold. -Masterwork UMD item (50 gp) Thief tools (30 gp), backpack (2 gp), heavy wooden shield (7 gp) rope (1 gp) sunrod x3 (6 gp) 2 empty sacks (0.2 gp) Spell component pouch (5 gp)= 101.2 gp spent (assumed 38 silver spent on travel expenses or other items) = 105 gp spent. 20 left over gp
2. 20+900 gp: 920 gp: Oil of repair light damage x2 (both given to others in case of emergency - 50 gp, 4 xp). Scrolls, various. Mostly utility scrolls like wieldskill, expeditious retreat, lesser restoration, speed swim, speak with animal (see below) are some suggestions. 36 caster levels worth(450 gp, 36 xp) = 500 spent. 420 leftover.
3. 420 +1900 gp (2700 gp) = 2320. Umd item +2 (200 gp, 16 xp) Bag of tricks grey(450 gp, 36 xp) Scrolls, various, 8 caster lvls(glitterdust tends to be handy at this point) (100 gp, 8 xp)= 750 spent. 1570 leftover
4. 1570 +2700 gp (5.4k) = 4270. UMD item upgrade to +5 (788 gp, 84 xp) or Hat of disguise(675 gp, 72xp)/Everbright lantern (87 gp, 4 xp), Scrolls, caster lvl 4 (38 gp, 4 xp) = 800 spent, 3470 (3357) gp leftover.
-----At this point I start worrying less about being in the craft reserve---
(mainly due to xp being quite good at 5+, and gold becomes more of an issue to keep up)
5. 3470+3600 gp (9k)=7070 gp. Battlefist (975 gp, 104* xp) Weapon familiar (1000 gp) shield other (see below, 4500, 480* xp max) = 6475 spent, 595 (482) left over.
6. 595+4k (13k, 120 xp) = 4595 gp. Embrace the wild eternal wand (308 gp, 25 xp), +1 vest of resistance (375 gp, 40 xp ) Sign eternal wand(308 gp, 25 xp) wand of divine favor (CL 7, 1969 gp, 230 xp)= 4085 spent, 510 left.
7. 510+6k (19k)= 6510 Handy haversack (750 gp, 80 xp), +1 plating (375 gp, 40 xp*), more wands such as divine power, favor, lesser acid, etc.

----At this point these tend to just be nice items, but you should generally tailor to your playstyle (i.e. go blaster route if you wanna, etc)----
8. +8k (27k) Monk's belt(continuing the melee theme), metalline enhancement, sure striking on battlefist. Caster's Darkwood shield: +257 gp +1500 gp (1125 gp) = 1757, or 1382 gp, 120 xp (90 xp)*. +5 UMD item (see below,938 gp, 75 xp). Wand sheathes, etc.
9. +9k (36k) Moderate fortification (on shield, to be upgraded)
10. +13k (49k)
11. +17k (66k)
12. +12k (88k)
13. +22k (110k) Soulfire (BoED) on plating
14. +40k (150k)
15. +50k (200k)
16. +60k (260k)
17. +80k (340k)
18. +100k (440k)
19. +140k (580k)
20. +180k (760k)


Shield other - this allows you to have your weapon familiar (battlefist) act as an extra hp pool for others and yourself. Not to mention your healing infusions and self boosting spells apply to this item as well, and double for some of the effects.

Unlimited...
12000 x 0.75 = 9000 / 2 = 4500 gp
Restricted variant
12000 x 0.75 x .7 = 6300 /2 = 3150 gp

XP
12000 / 25 = 480 xp
Restricted variant
12000 x 0.7 = 8400 /25 = 336 xp

UMD seems low, and why have 2 of them? By lvl 8 you can change one of the UMD bonus via Item Alteration Infusion. Hence you have +10 UMD check +3 from your weapon familiar for a total of +13 and +11 ranks = 24 ranks. Not to mention the +2 bonus from having the feat itself = +26 UMD check for very cheap.

Item familiar? Allows you to get bonus skills. Basically double ranks in UMD via it. Hence at lvl 8, you'd have something like 22 ranks + the above for 37 umd check.


What this character can do at various levels(assumes racial sub levels):
1. May use spell storing infusion to have fist of stone, and one more slam attack. You're looking at 3 attacks at lvl 1 if you wanted too. Not to mention the 2/adamantine DR, and at least 20 AC (if not 22 via magic vestment).

Enhance skill checks via infusion.

Spell storing infusion for a little more versatility, as well as scrolls.

Magic vestment people or yourself for more AC.

No scrolls are made since its assumed almost no downtime at this level.

3. Can play scout with the bag of tricks, or use aid other option, or have them draw AoOs via speak with animal scroll.

4. Torch bearer, or starts to get pretty good at their UMD checks now. Can now use alter self if they want for some xp via spell storing infusion each day.
Alter self forms:
Clockwork horror: Electrum(ranged/wand touch form): Gives Point blank shot, precise shot, 27 AC (not enhanced) As well as pressure darts. The darts are better than a crossbow at 2d4+strength damage, not to mention the AC is nice.
Warforged charger: 1 more slam attack, large size, powerful charge? its quite nice. You can now total 4 attacks if you wanted.
Expeditious messenger Technically you can run into a small sized one, hence the 100 fly-perfect + small size = super wand attacker.

Can cast reinforce construct for d10 + lvl of temp hit points for self.

5. Metamagic item infusion becomes available. You're more likely to cast toughen construct at this point though for more AC, or extended infusions.

You also have the battlefist now, +3 UMD check +2 fort or reflex save from weapon familiar. This item with shield other can take the wounds of others or yourself to basically give you as much hp as it has, plus with share infusion means you get double temp hp from the above, double healing, and double hit points at the bare minimum (not counting the fact you'd most likely need to heal yourself first to keep up).

6. persistent spell. Specifically, I'd use embrace the wild (porpoise) to deal with many of the normal spot/listen hazards, as well as invisibile opponents, etc. Sign spell sets your initiative as if you rolled 20 all day.

7. Handy sack- A no brainer, let's you draw out wands you're gonna make and need faster as well as store them. +1 plating for further enhancement.

8+ Soulfire= immune to death effects is so nice.
Fortification= deal with rogues when needed
Sure striking, metalline= Never deal with damage reduction headaches again.



Warforged Golemficer (artificer 16/cannith wand adept 3/other class 1 or artificer 20)
Spoiler: Show

Feats:
1: extend spell
3: persistent spell
4: extroardinary artisan (bonus)
6: item familiar (UA)
8: craft construct (bonus)
9: wand mastery
12: quicken spell, legendary artisan (bonus)
15: Mark of making, or Favored in house (pre-req for CWA)
Art 16: extra rings (bonus)
18: Twin spell

Takes racial sub levels 1 and 4 from Races of Eberron.

This build aims to be a bufficer at first, being able to use persistent spell with cheaper wands like Fist of stone as detailed by catharz in the warforged race part. Eventually, the artificer will build golems saving a lot of money by relying on their melee prowess, and using infusions to keep said constructs healed. To mitigate the huge xp cost of golems, this build has taken Item familiar feat, which also gives other nice benefits.

Suggested items: (Item craft cost is based off the artisan feats where applicable)
3rd lvl: Eternal wand, Fist of Stone (820 gp, or wait til 6th)
5th lvl(9k): Battlefist (2600 base, cost: 975 gp, 52 xp (using craft reserve))
6th (13k): Eternal wand, Fist of Stone (820 base, cost 307.5 gp, 33 xp)
Eternal wand, haste or fly, swift or alter self(4420 base, cost: 1657.5 gp, 177)

Total spent: 2940 gp, 262 xp if everything is crafted. Or 3452.5 gp, 229 xp.

8th lvl(27k): Flesh golem x1, Cost: 10500 gp, 380 xp(500 xp saved from WF racial sub lvl 4 and craft reserve)
9th lvl (36k): Clay golem x1 (Total, 1 flesh golem, 1 clay golem) Cost: 21500 gp, 940 xp (600 xp saved)

Total spent: 34940 gp, 1582 xp. Or 35452.5 gp, 1529 xp.

10th lvl (49k): Mask of Flying x2 (4875 gp x2 = 9750 gp, 390 xp x2 = 780 xp - 400 reserve = 380 xp spent)
Or wand of undeniable gravity (mini handbook) (4500 gp, CL 3)- But this item has more limited uses I feel.
Total spent: 44690 gp, 1962 xp. Or 45202.5 gp, 2015 xp.

Alternatively, you can spend the money on items making dispel magic wands or disabling wands (hold person, entangle, etc). Mainly, I give them flying to be able to catch most opponents.


Archeficer
Spoiler: Show
There's many ways to be the archeficer, I'll try to cover the arrow demon variant here.

Race: Sun elf (RoF) +2 int bonus works best with artificer over the other elves to gain longbow proficiency
Feats: Otherworldly (PGtF), Extend spell, persistent spell, Ranged attack feats (point blank shot, rapid shot, precise shot, manyshot, etc)
Spells: Polymorph wand (CL 10, i.e. 8th lvl with wandmastery)- Allows you to turn into an outsider with the otherworldly feat. Which means Arrow demon (MM3), which has things like being able to wield a larger size bow than themselves and use 2 bows at once.
Divine favor/power/righteous might: More damage, much like the cleric archer, persist these spells.
Haste, swift, persistent: One more attack.

You can add more persistable spells like guided shot, hawkeye, etc, but generally speaking you shouldn't be missing and dealing massive damage with those listed above.


Ninjaficer by Caelic
Spoiler: Show

Originally Posted by Caelic
Okay, just for grins, here's the rough build for the Ninjaficer.

Human Rog1/Art19

Str:10 Dex:10 Con:14 Int:16 Wis:10 Cha: 16

1. Rogue 1: Able Learner, Extend Spell
2. Artificer 1: Scribe Scroll
3. Artificer 2: Brew Potion, Two-Weapon Fighting
4. Artificer 3: Craft Wondrous Item
5. Artificer 4: Legendary Artisan
6. Artificer 5: Craft Magic Arms and Armor, Persistent Spell
7. Artificer 6: Metamagic Spell Trigger
8. Artificer 7: Craft Wand
9. Artificer 8: Quicken Spell, Improved Two-Weapon Fighting
10. Artificer 9: Craft Rod
11. Artificer 10
12. Artificer 11: Metamagic Spell Completion, Dual Wand Wielder
13. Artificer 12: Craft Staff, Heighten Spell
14. Artificer 13
15. Artificer 14: Forge Ring, Twin Spell
16. Artificer 15
17. Artificer 16: Extra Rings
18. Artificer 17: Feat
19. Artificer 18
20. Artificer 19


This can be made a pure Artificer blend, which actually makes it a bit stronger in combat, but the skills become much more problematic. As the build stands, it matures more slowly than the Blastificer, really coming into its own at around level 13.

At level 13, given the right mix of gear and Persistent spells, the Ninjaficer winds up with six attacks per round--four on the main hand, at +26/+26/+20/+15, and two on the off hand, at +26/+20. The main hand attacks deal 1d6+16, plus 2d6 for a Bane weapon, plus 15d6 Sneak Attack...for a grand total of 18d6+16. The off-hand attacks only deal 18d6+11. All of these are melee touch attacks, thus likely to land; the Ninjaficer is under the effects of Persistent Improved Blink, thus every one is likely to get the sneak attack damage.

Total potential melee damage per round: 108d6+86, excluding criticals (and both weapons are keen, with a +4 chance to confirm criticals.) This is, granted, somewhat less than a Blastificer of the same level could do, but the Ninjaficer can do this every round, all day, without burning up valuable wand charges left and right.

Skillwise, the level 13 Ninjaficer shakes down like this. This is without enhancements from equipment.

UMD: +27
Hide: +52 (plus Hide in Plain Sight capability)
Move Silently: +32 (can Move Silently at full normal speed.)
Spot: +20
Listen: +20
Search: +20
Open Lock: +28
Disable Device: +20
Climb: +13
Swim: +13
Tumble: +16
Balance: +16

Note, however, that these skill totals are highly mutable--Improvisation and the Skill Enhancement infusion can drastically increase any needed skill.

Saves at level 13, in default "fighting form," are +13 +23 +8. Again, this is prior to enhancement with equipment. Default Armor Class, prior to equipment, is 41.

add on: This build uses the kelvezu from MM3 to obtain the insane sneak attack damage (+8d6 sneak dmg).
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4 years ago  ::  Oct 17, 2005 - 10:26PM #5
waper9
Posts: 29
Date Joined: 09/15/05
So what stacks for metamagic feats?
The ongoing debate can be found here:

Metamagic Stacking.....

Though most metamagic feats can stack on each other except for redundant effects, such as doing extend + persistant.

Quickened wands? Don't they take a standard action to use?
Pinky's Brain and Elderich
The DMG says quicken shortens activation times for items to a free action

DMG pg 283, right at the start. ECS pg 32 in the description of metamagic spell trigger also supports this.

Use magic +skill item are broken!
They're not, its basically like denying boots of elvenkind to the party rogue or whatever else. For more details visit:

UMD as it pertains to artificers

The weirdness of wands
Aelryinth wrote an excellent summary of wand usage, the usefulness of the cannith wand adept, which metamagic feats to use, as well as answering general questions and cites some good examples for blasting.

Aelryinth's Weirdness of Wands

Staffs and artificers
This thread is the ongoing debate about if you can use UMD checks to boost levels in items (specifically staves) as well as getting insane DCs, etc.

Throwin' down the gauntlet: Staffs & Artificers by Psifon

Armor to make
While most artificers might be content to use infusions to enhance their own armor. Here's a few good crafted ones:

Psifon's "What's the best armor in the game?"

Wands with built in metamagic feats
If you can help solve this problem, please refer to

Chiyo's Spell level of Wands with built in Metamagic Feats

Arcane spell failure
The errata states:

1) That artificer scrolls are neither arcane nor divine and thus unaffected by ASF, and that
2) Any non-artificer scroll (i.e. shop bought wiz/cle scroll) would be subject to ASF.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at xx% if the Adamantine Body feat is chosen"

Finally, arcane spell failure only effects spells with a somatic component. Thus you could use a knock or powerword scroll without failure.

To the DMs... artificer seemingly overpowerd
That is actually not the case, as having playtested it, it's certainly not overpowered until you start adding in too many persistent spells or giving unlimited time to craft as well as gold resource. Not to mention extremely fun to be a skill monkey as well as semi-caster. There's other factors that make artificer seem overpowered, but like the druid or cleric, the seemingly overpowered aspect is purely from a number point of view. Artificers can't be or do everything at once, and it only leads to versatility at best.

Either way, here's some houserules to apply. (Before choosing any of these below, please remember the above, if you can control the gold influx and craft time well in your campaigns, most of these should be a non-issue. Most PCs can't spend months trying to craft items or whatever else.)

1. Metamagic item infusion, and using higher lvl spell slots to cast it more often along with metmagic spell trigger with near infinite amount of feats applied to one spell. (i.e. the blasting combos.)

Solutions
-Limit one from each category. (i.e. I can empower with metamagic item infusion and maximize with spell trigger, but can't tack on any more feats).
-Limit it up to the spellcaster of the same level. For example, a lvl 5 artificer can empower a 1st lvl spell (i.e. 3rd lvl). This should apply later to a lvl 17 artificer being able to quicken a lvl 5 spell for example.
-Limit metamagic item infusion to only be cast in the 3rd lvl slot.
-Limit choices for metamagic feats. I.e. the major game breaker for most DMs is persistent. After getting rid of that most artificers are quite enjoyable I feel.
-Realize that the PC just spent about all his charges from his wand to do a trick like that, and he'll eventually run out of gold.

2. Persistent can certainly be a problem as the feat itself is broken. But here's a few reasonable solutions without the complete removal of it.

Solutions:
-Limit it to the spellcaster lvl as above. At minimum you need to be a lvl 13 artificer then, and can only ever do up to 3rd lvl spells.
-Max of X persistent spells. Usually 2 or 3, though this breaks down a little with shapechange being so desirable.
-Duration increased by 2 or 3 steps only. For example, a 1rd/lvl spell increases to 1 minute, then 10 minutes per lvl spell. Thus a 10 min/lvl spell goes to 1 hr/lvl then persistent (24 hrs). This is a nice way to keep things like divine favor persitent out of the way, but give more useful utility spells to the artificer.

3. Quicken + dual wands makes for 3 spells a round which is broken.
Since the PC probably used quite a few charges to do this at a very inefficient rate, most of the problem is the fact they can replenish the wands they used easily. Not to mention, using dual wand as a full round action just means you get to fire a quicken spell off at best when you need it.
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4 years ago  ::  Oct 18, 2005 - 12:28AM #6
Mr._Dog
Posts: 35
Date Joined: 11/12/02
Another great spell to persist is Sign from the Miniatures Handbook. It sets your initiative at what you'd get if you rolled a 20.

Cleric spell, 1st level. Wand works well here.
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4 years ago  ::  Oct 18, 2005 - 12:57AM #7
waper9
Posts: 29
Date Joined: 09/15/05
Awesome find... good for higher lvls when initiative means so much.
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4 years ago  ::  Oct 18, 2005 - 4:05AM #8
zombiegleemax
Posts: 470,908
Date Joined: 08/10/09
as far as i am concerned it looks like a good start, could be quite a lot more but i am sure you are working on it

gs
Funny
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4 years ago  ::  Oct 18, 2005 - 7:28AM #9
jameswilliamogle
Posts: 2,500
Date Joined: 06/01/05
Looks great! Just a small point: Quicken Spell for the Artificer isn't as good as the other feats you have listed simply because it is almost always a standard action (or longer) to activate magic items, and Quicken doesn't shorten this.

edit: as was pointed out later, the DMG says Quicken shortens activation times of items to a free action (anyone have a reference page / paragraph for that though? I need to show that to my DM).
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4 years ago  ::  Oct 18, 2005 - 7:51AM #10
Elderich
Posts: 163
Date Joined: 03/12/05
Good job.

The abreviations in the text do not follow the abreviation legend.

You might be better to link the thread Ravashack posted that in, as it seems Ravashack agrees it is not as clear cut as he thought.

The DMG says quicken shortens activation times for items to a free action.

I think a GP and XP cost break down for the blasterficer is critical. I think too many DMs are getting the wrong idea about artificers. The gold and XP balance the artificers power.

You might want to link the persistant threads so future readers can get the latest info.
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