Artificer equipment suggestions? [Archive] - Wizards Community

Post/Author/DateTimePost
Lilt

11-13-04, 08:50 AM
My artificer just got to level 3. He has about enough money to make any item of up-to or over 2k, but only enough craft pool to make an item of up-to 1.5k. I have a few craft pool left-over from last level so I'm wondering what potions or scrolls I should make with that too.

The campaign is running using 3.25 rules. One item I'm planning on making with my old craft pool (still limited to 2nd caster level) is a scroll of Animal Friendship as having a 4HD animal around can be quite useful. A few other scrols such-as curative ones and similar.

My ideas for the wonderous items I can make at 3rd level are as follows:
Gloves of the Artificer +2 (Item of +2 to UMD, priced using 3.5 rules at 400gp)
Item of 1/day goodberry (essentially a pez dispenser. Free food and healing useable through the day)
Item of 1/day feather-fall (never know when it might come in handy to take 6d6 less falling damage)
Item of 1/day bless (not sure about this one...)

That's the craft pool and most of my money gone. Any ideas for what-else to spend the 2nd level craft pool on? Any ideas for better wonderous items?
PhaedrusXY

11-13-04, 09:43 AM
Instead of the Ring of Animal Friendship, I would suggest saving money till you can afford to make a Bag of Tricks, preferably the tan one. It is a very good item for the cost. You can summon up to 10 animals a week from it, you don't have to go chase them down to charm them like with the ring, and they don't really die when they die. :P All the ones in the Tan bag are fairly tough, also. The rust colored one isn't too bad, either. And it's only 3,000 gold.
Lilt

11-13-04, 10:10 AM
I was going for a scroll of animal friendship... It's OK as a scroll because it's a single use item that has permenant effects. I don't know exactly what I'd be trying to use it for yet, but having my horse as my animal companion seems like a good idea, as would having an eagle, a wolf, or similar.

I hadn't yet decided what 3rd level feat to take and I'm noticing that Legendary Artisan looks quite nice... It essentially gives a 33% larger craft pool every level. I'm not sure wether to take this or some metamagic feat for use with wands and similar at a later date.

As I don't get metamagic spell trigger or spell completion until a later date, I'm thinking I'll leave accquiring metamagic feats until then. Seem like a good idea? I was thinking about taking Extraordinary artisan with my bonus feat next level so that I need to spend less money too.
Eyeless Blond

11-13-04, 11:41 AM
Extrordinary Artisan is a great feat, but IMO the best thing about artificers is that they are the reigning kings of metamagic. With Metamagic Item, Metamagic Spell Trigger, and (at later levels when your UMD truly skyrockets) Metamagic Spell Completion, you're doing wonderful. Artificers are one of the few classes who can get away with using the high-level adjustment metamagics like Quicken or Persistant earlier on, which is really neat and opens the path to some truly astonishing combos even as early as level 7. But even better IMO, especially for the blaster-type is elemental substitution which costs you nothing but assures you'll never have to be screwed confronting a fire immune monster with nothing but fire spells around.

But the crafting feats are really good too, especially at low levels where you can really take advantage of them.
Lilt

11-13-04, 11:52 AM
How does this sound then: I have Skill Focus UMD and Otherworldly as feats. I'm looking at taking Legendary Artisan at 3rd level, extend spell at 4th level, and Persistant Spell at 6th level.

Also: Is Legendary Artisan as good as I think it is?
Caelic

11-13-04, 12:58 PM
It's very, very good...but for an Artificer, a feat HAS to be very good to be worth taking. They just have that many strong choices.

The holy trinity of Artificer-dom, as far as I'm concerned, is Quicken, Twin, and Persistent. Those three feats boost your power by a truly staggering amount. The new twin wand feat from CA is also very cool, but costs two feats--thus, the cost-benefit ratio isn't nearly as nice.

A few standard bits of Artificer gear, as far as I'm concerned, should be:

1. Wand of Lesser Acid Orb, level 9. This is cheap, effective, and reliable--the artificer's starting Boom Stick. No save, no spell resistance, and a Quickened Twinned volley can dish out 20d8 damage.

2. Wand of Scorching Ray, level 11. Somewhat more expensive, and it's lousy against high SR opponents, but versatile. Against high HP, no SR opponents, it can dish out monstrous damage...and that damage can be split up into a lot of smaller bolts for effective crowd control.

3. Wand of Divine Power, level 7. Make it Persistent. 'Nuff said.

4. Bow of True Arrows (Sword and Fist.) Keep in mind that this is a spell trigger item...and, as such, you can use Metamagic Item to Quicken the True Strike ability.

These will all come later, naturally.
Lilt

11-13-04, 01:48 PM
Hmm... I know I've seen it before, but what book is twin spell in?
Tealgorthian

11-13-04, 02:02 PM
Tome and Blood, one of the FR books, maybe a couple of them.

And I bet my eye teeth that it is in the Complete Arcane
Lilt

11-13-04, 05:31 PM
That's my feat selection sorted to some extent, thanks. I kindof made this character without much time, without access to these board (and without access to the eberron book either) so it can probably just be considered a mistake that I took the otherworldly feat.

Now: Back to the matter of what items to make with my level 2 and 3 craft pools.
A bunch of 1/day spell items? What spells?
A skill-boosting item? What skills? My GM has limited the boost that I'm allowed to give to my full UMD skill somewhat but I'm allowed specialisations.
Official minor wonderous items?
Lots and lots of scrolls? What spells? What levels?