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| blooddemon07-15-05, 11:42 AM | This is a thread to squeeze out just a bit more out of the Artificer. 1.)Iconic Blasting Wands: a. Orb of Acid, Lesser: no SR and no Save. Touch Attack, negates armor buffs, natural armor, and if opponent is caught flat footed, negates dex also. b. Ray of Enfeblement:SR but no save. Weaken opponent's tanks, or if they have a powerful spellcaster, bring their strength down to 0 and take them out of commission. c. Scorching Ray:SR but no save. Benchmark blaster wand deals up to 96d6 damage if I can remember from the artificer thread d. Fireball:SR and Reflex for half. one of the more suboptimal damage spells against powerful creatures, but great against masses of weaker creatures. Seems somewhat wreckess but with sculpt spell from CArcane, can be altered to save party and have maximum damage output where it is needed. e. Lightning Bolt: Same as above. Again good for masses of enemies. Even better if an artificer can line him/herself to hit 2 or more powerful enemies. 2.)Iconic Buffing/Support wands a.Mage Armor: Depending on how this is ruled, if it is an actual armor effect or bonus to armor (my DM rules it as actual armor) this can be spread out with chain spell to effect your whole party. b.True Strike: great for called shot against non-construct/undead targets or others that are otherwise immune to sneak/critical hit. Take out that beholder's main eye with a true striked scorching ray. c.Unseen servant: great for getting out that extra umph out a battle, have them spread out caltrops or marbles around the field. Have them grab the key at the end of the room that you came for. d.Enlarge Person: obvious choice for the tank, just make sure that they are cool with being enlarged, they may be a Dex based fighter. e.Resist energy: Fighting something that does heavy energy damage i.e. a dragon, this can help out a bit maximized correctly. f.displacement:Great for the front-liner that can't really get hit all that much such as a rogue. g.<Animal> <Trait>: Some of the best low level spells for low levels. Chaining these correctly can give some great bonuses to the whole party. h.Dispel magic: Get rid of opponent's buffs and negate arms and armor's special abilities. i.Fly:perfect for those who are great blasters, such as yourself, and gives greater strategic power in the battlefield. j.Haste:I reccomend casting this every battle, gives an edge in battle that slower opponents couldn't touch. 3.)Armor abilities: ??? ??? ??? 4.)Weapon Abilities: alright I'll admit it, I don't know what to get past the wands, so anything else would be great to add to this list. If it isn't from core Please be sure to say what resource it is from. |
| Caelic07-15-05, 11:55 AM | Sadly, the benchmark gear section of the "Optimized Artificer" thread was lost to upgrades. A few you've overlooked: *Wand of Arc of Lightning: A bit more difficult to target than a lightning bolt, but has the advantage of being SR-free conjuration. *Wand of Divine Power: This is one of THE iconic Artificer buffer wands when coupled with Persistent Spell and Metamagic Item. *Wand of Wraithstrike: This is another. Having all of your attacks become touch attacks for the entire day doesn't suck. *Staff of Draconic Polymorph/Shapechange: Starting with the former and proceeding to the latter, this is a major element of Artificer power. If your DM only allows specific staves, research one that includes these spells ASAP. Miscellaneous: *Bow of True Arrows: It's 3.0, but if you can get it, do so. Note that it's a spell trigger item, and hence, Metamagic Item will work on it--meaning you can Quicken those True Strikes. Damn...I wish I'd saves the benchmark equipment list. It had a lengthy discourse on wands and staves (and the optimal levels for same,) as well as a long list of the best weapon and armor abilities. I'm going to have to redo that--it's such a crucial part of Artificer optimization that the (eventual) Handbook won't be complete without it. |
| blooddemon07-15-05, 12:22 PM | from CAdventurer: Spellsight Spectacles: +5 to spellcraft to Identify spells, not the big part though. +5 UMD to use scrolls. Save yourself from compiling this huge list of items and such, if and when this thread gets big, just link to it :D (sorry for huge plug) |
| Zsasz_Diedne07-16-05, 03:01 PM | Just started playing an Artificer last week, and after months of theory and builds, I must say I await the next gaming session with much anticipation, fun fun fun! Anyhoo, back OT I liked the Spellsight Spectacles too, but if you have access to FR spells, a wondrous item of Wieldskill(UMD) is a lot better IMO. As for weapon enchantments: Bane: If you know what your up against ahead of time this is, IMO a sweet enchantment to have, put on your sidearm and/or the main melees in the party and go to town, great on bows/x-bows as well. See also Holy, Axiomatic:) The den of gnolls we're set to fight next week are in for a world of hurt. Spellblade(PGtF): Even if you avoid the front lines this is a good one to have, as you only have to be wielding the weapon. 6k for complete immunity to one spell is well worth it, especially for an Artificer, Dispel and Greater Dispel Magic and Mordenkainen's Disjunction all immediately come to mind(I took Dispel Magic), freeing up those Ring slots. Note also that the spell is absorbed and can be drained away or redirected as you desire:) Dispelling and Greater Dispelling(PGtF): Great, basic anti-caster mods, and a perfect compliment to Spellblade, which do not raise the enhancement bonus of the weapon. I won't start up the whole defenition of a wielded weapon debate again, but it seems these can be applied to ranged weapons/bows too. Miscellanea Monk's Belt+Battlefist: I highly recommend this to the mid-level warforged artificers like myself out there. I chose the BF as my Weapon Familiar, so on top of a nice +3 to Disable Device and UMD checks and a +2 to Reflex saves, I'm doing 3d8 base damage in combat before counting in the persisted Divine Favor and Power. You can bet I am saving those gold pieces to make a Monk's Tattoo next. Shields: Perhaps I missed something, but it seems that the Artificer's being proficient in shields has been overlooked in almost every opto thread I've seen on the class, and I think that's criminal. On top of being dirt cheap to enchant as armor is, they can hold almost all of the same mods and then some. A +5 Large Shield of Heavy Fortification, very basic high-end of the game mod, is giving you +7 points of AC you didn't have before as well as freeing up your armor for any other number of goodies, not to mention foiling that enemy Rogue with the 15-20 crit range that just caught you flatfooted. In general there always seems to be a lot of focus on the uber buffing or insane blaster power, but never on keeping yourself alive to do either, which I think is very pertinent:D Your not always going to win initiative or know what your facing ahead of time. Now if you'll excuse me, Optimizer needs food badly! Rock on. |
| blooddemon07-18-05, 10:13 AM | ASF doesn't work when casting from wands, right? if so shields would be great to have a maxed out enchantment bonus. Just remember to stow it away when doing anything with a check penalty. BTW, if the item/spell is not in core, be sure to point out which book it is from. |
| Zsasz_Diedne07-18-05, 01:40 PM | Precisely, as for Armor Check Penalty, if you have the means for a +5-10 shield, you have the means to make it mithril:) I had meant to post sources, I was in a rush when I posted that, editing now. |
| Zsasz_Diedne07-18-05, 06:29 PM | Misc: Tongs of the Armorer and Hammer of the Weaponsmith(MoF): For the craft minded, these provide a +10 competence bonus on craft armorsmithing and weaponsmithing, respectively. Cheap to buy and even cheaper to make. Weapons: Metalline and Sure Striking(Underdark&PGtF): +2 and +1 bonus respectively, when combined overcome any alignment or material based damage reduction, again some good ones to slap on the party tank. |
| Caelic07-18-05, 07:58 PM | Precisely, as for Armor Check Penalty, if you have the means for a +5-10 shield, you have the means to make it mithril:) I had meant to post sources, I was in a rush when I posted that, editing now. You also have the means to make it Animated at any time, thanks to your infusions. I like the idea of setting down my tower shield and telling it, "Now stay there!"--and having it do so. |
| Zsasz_Diedne07-19-05, 01:19 AM | Heheh didn't think of that, nice one. The only problem I see with that, and with the enchantment in general, is that you still somehow suffer penalties for nonproficiency, as well as armor check penalty and asf, granted that last one not being an issue for an Artificer. All in all, I much prefer the Shield Bearer spell from Dragon 275. |
| geekpocket07-19-05, 07:44 AM | How about a flying robotic centaur mount with six arms, a tail, and a tentacle attack? At 8th level Artificer, take Craft Construct. Then look at pg 151 in the Complete Arcane for rules on making an Effigy. By the RAW, you pay for the Effigy in terms of HD and size, not CR or LA. As an example: Rusty Insectile Reptilian Feral Mineral Warrior Winged Voidmind Half-Dragon Centaur Large Construct Hit Dice: 8d10+30 Initiative: +5 Speed: Land 60, Burrow 30, Climb 60, Fly 120 (average) Armor Class: 33 (-1 Size, +5 Dex, +19 natural) touch 10, flat-footed 28 Base Attack/Grapple: +6/+27 Attack: Claws +23 (2d6+8) Hooves +19 (1d6+8) Bite +18 (1d8+8) Tentacle +18 (1d8+8) Full Attack: 2 Claws +23 (2d6+8) 2 Hooves +19 (1d6+8) Bite +18 (1d8+8) Tentacle +18 (1d8+8) Space/Reach: 10ft/5ft Special Attacks: Constrict, Improved Grab, Pounce, Rake 2d6+8 Special Qualities: Damage Reduction 5/Adamantine, Construct Traits, Darkvision 60 ft., low-light vision Save: Fort +2, Ref +7, Will +2 Abilities: Str 44, Dex 20, Con --, Int --, Wis 11, Cha 01 Skills: -- Feats: Weapon Focus (hoof) Rusty's Market Price is 21k. The cost to create Rusty is 13k +640xp. Or, if you're an artificer with Extraordinary and Legendary Artisan, he only costs a mere 9750gp +480xp. This isn't the best you can do. It's pretty wierd looking, actually. But he's got construct traits and 4 movement rates, so he can take you anywhere. Tell him to attack any enemy that comes within his reach, and use him as a mobile wand-casting platform. If you are playing in Sharn, the the Improved Flight Item [Item Creation] Feat. Any construct you make [Rusty] who has the ability to fly [Rusty, again] gains the benefit of the Manifest Flight feat. Whenever you fly in Sharn, it's at 180 ft with one step increased [Now Good] maneuverability. |
| Zsasz_Diedne07-19-05, 09:12 AM | The Effigy cheese is well known at this point methinks, and not really the focus of this thread, as constructs are really cohorts masking themselves as equipment. Every time I think of even attempting to try something like that, I envision perfectly the look on my DM's face right before he says: "No". :D |
| blooddemon07-19-05, 10:11 AM | I don't think I have ever seen an artificer build with the craft construct feat. technically you could make an amulet that emulates the feat for a lot, but it would be pretty funny to have a bunch of amulets and rings and such that emulate many of the feats needed for both blasting and buffing. I could see an artificer with the extra rings feat rooting through his backpack looking for the rings needed to do what he wants. |
| geekpocket07-19-05, 12:22 PM | Well, drop the cheese then and make something a DM would allow. I still think an Effigy can be an effective piece of "equipment" for an Artificer, if none other than as a limited bodyguard/transport. And Craft Construct has other uses, like, for example, making a golem. |
| Zsasz_Diedne07-19-05, 12:33 PM | I don't disagree, nor do I think the majority of players here would try to get over with it, but the whole template stacking thing annoys me:) Actually one of my three October contest entries was an Artificer with Craft Construct as his focus. He ran around with two Ironwyrm Golems, a Nimblewright and a Runic Guardian and had all the artisan feats, including the one from PGtF. It can get pretty nasty when your Iron Golem has been infused with Bane, Ghost Touch, Holy, Disruption etc etc. While the use of contructs has been only lightly touched upon with the Arty, I think it is something not to be ignored, and certainly a viable path both mechanincally and thematically. I simply see contructs as minions, not gear, and thus not really pertaining to this thread, though it would make a nice thread topic.... |
| geekpocket07-19-05, 02:15 PM | eh, didnt mean to hijack the thread - sorry. I also agree with the template stacking. It's more a math exercise to freak your DM out than anything you'd really want to play. edit: since you've had experience playing around with Artificers and Constructs, care to start that other thread? |
| eRaz0r07-19-05, 04:38 PM | Custom Item : Monocle of Artifice (+X to UMD) where X is whatever you can get away with. Using the DMG's guide to custom items, this is an item based on the many skill-granting items to be found in the regular core set. e.g. Armor of Shadows, (lesser, regular, greater), Elven Cloak and Boots etc. Market Price : X^2 x 100. (modified by any factors such as item-slot affinities etc) Prereqs : usually X ranks in the skill (UMD), Craft Wondrous Item. Often restricted to 5, 10, or 15 ranks (lesser, regular, greater) If your DM allows you to create custom items, this item should be first on your list after you get Craft Wondrous Item. Even if you take Skill Focus and Nymphs Kiss and Magical Aptitude, this item is still incredibly useful for you. Other Items : Monocle of Perusal (Complete Adventurer ? or was it CArc?) - Identify several times a day for free + a skill bonus to something, IIRC. Dedicated Wright - obviously this homonculus is a boon to any artificer who's also an adventurer. |
| Scion of Coldshard07-19-05, 05:26 PM | b. Ray of Enfeblement:SR but no save. Weaken opponent's tanks, or if they have a powerful spellcaster, bring their strength down to 0 and take them out of commission. Ray of enfeeblement makes it so that while under its effects the subjects str score cannot go below 1. Worked out really well for an npc sprite I used once. a.Mage Armor: Depending on how this is ruled, if it is an actual armor effect or bonus to armor (my DM rules it as actual armor) this can be spread out with chain spell to effect your whole party. It is an armor bonus, not a bonus to armor. But the artificer can change it to some other bonus name right? Also, if a dm allows crossing of umd and upd (as I think they should really, but thats just me ;) ) then perhaps a dorje of inertial armor? Then again, there are lots of psionic items that could also help this guy. |
| Zsasz_Diedne07-19-05, 05:30 PM | eh, didnt mean to hijack the thread - sorry. I also agree with the template stacking. It's more a math exercise to freak your DM out than anything you'd really want to play. edit: since you've had experience playing around with Artificers and Constructs, care to start that other thread? No need to apologize, it happens, and I really saw it as more of a sidetrack than a hijack:) Thread up! |
| Zsasz_Diedne07-19-05, 05:39 PM | Custom Item : Monocle of Artifice (+X to UMD) where X is whatever you can get away with. Using the DMG's guide to custom items, this is an item based on the many skill-granting items to be found in the regular core set. e.g. Armor of Shadows, (lesser, regular, greater), Elven Cloak and Boots etc. Market Price : X^2 x 100. (modified by any factors such as item-slot affinities etc) Prereqs : usually X ranks in the skill (UMD), Craft Wondrous Item. Often restricted to 5, 10, or 15 ranks (lesser, regular, greater) If your DM allows you to create custom items, this item should be first on your list after you get Craft Wondrous Item. Even if you take Skill Focus and Nymphs Kiss and Magical Aptitude, this item is still incredibly useful for you. Other Items : Monocle of Perusal (Complete Adventurer ? or was it CArc?) - Identify several times a day for free + a skill bonus to something, IIRC. Dedicated Wright - obviously this homonculus is a boon to any artificer who's also an adventurer. I went with a "charm bracelet" custom no slot item, uses Wieldskill(PGtF) and Divine Insight(CAdv), +10 UMD. Between that, Artisan Bonus and my Cha I have a +31 UMD for all relevant items at 9th level, no Nymph's Kiss, no Magical Aptitude and no Skill Focus(got a +3 UMD from my Weapon Familiar to replace it). The DW is on the list in the new topic I started, def must have:) |
| Tonas07-21-05, 02:48 AM | I play a rather sneaky artificer in an Eberron game, and I have to say that wands of Nystul's magic aura are a good investment. They're not flashy like a wand of scorching ray, more of a precaution you can take if you think you're going to be searched by guards who might use a detect magic spell and find a cleverly hidden wand or scroll. Combined with a glove of storeing and you can sneak staves or large weapons into an audience with the local regent. You can even use the wand to plant 'magic items' on your person while keeping the ones they should worry about hidden. All for the low price of 750gp for a level 1 version, if you've got wand mastery that'll last you for three days. I'm also surprised that so far a way to avoid being seen and notice people who are trying to do the same hasn't been mentioned. Not being seen should be fairly obvious with a spell like invisibility, or improved invisiblity. Put those on wands, scrolls, what have you. As for seeing these things which can't be seen I like embrace the wild from CV. Make a wand of it as a ranger spell and it's a level 1 at cl 2, just the level to gain porpoise senses which include blindsight out to 120 feet. My group has taken to calling it porpovision. :nonono: On a more frivolous note, wands of prestidigitation can be used to freshen up after a long battle, spice up tavern food, and much much more! |