Artificer help... [Archive] - Wizards Community

Post/Author/DateTimePost
MiscDebris

08-01-04, 11:01 PM
I'm getting ready to begin a custom campaign, and I would like a little help with this little magic item creation fiend.

Human Artificer 20 (Starting at 10)

1 - Magic Aptitude, Skill Focus (UMD)
3 - Legendary Artisan
4 - Exceptional Artisan
6 - Extraordinary Artisan
8 - (Artificer Feat)
Jack of All Trades
12 - Craft Construct, Wand Mastery
15 - X
16 - (Artificer Feat)
18 - X
20 - (Artificer Feat)

Mainly buffing, building, supporting, filling holes. that sort of thing. The end game is to make lots of constructs.

Not many other feats really jump out at me. I am thinking I want to utilize metamagic feats, but I don't know what ones would work well with infusions, the metamagic spell trigger ability, and the metamagic spell completion ability.

Of course, I am not restricted to just that. Those are the feats I want to take up there, though I can maybe perhaps be convinced to drop Magic Apitude and Skill Focus. Jack of all Trades is pretty much stuck. Skill enhancement makes it quite good, I think.

Ideas?
MiscDebris
Caelic

08-01-04, 11:13 PM
Things to think about:

Extend Spell and Persistent Spell. Being able to make those first level wand spells Persistent pays off big-time. Having a wand of Divine Power (Persistent-able, of course) tucked away for when you need to get into the thick of things helps a lot.

Quicken Spell. HUGELY useful with Metamagic Spell Trigger.

Let me ask you this: which skills do you want Jack of All Trades for? You already have the big "trained only" skills as class skills.
Handle Animal, Sleight of Hand, and the various Professions are all very well and good, but are you going to have a great enough need for them OFTEN enough to require a feat? You can, after all, just burn a couple of skill points to get a rank in the skill in question.
MiscDebris

08-01-04, 11:45 PM
Jack of all Trades is for Descipher Script, Knowledge Skills, and when I'm bored, Sleight of Hand and Tumble.

I was thinking about Extending Wands of the various Vigor spells. You're not actually losing anything. Cast it twice, it heals X. Extend cast it once, it still heals X, and you don't have to do it again. Of course, you could use less of it on people that are less wounded. That works with every level of Vigor. Cheap, efficient, and simple.

I worry about the efficiency of those metamagic abilities on wands, GP and all. Persistant Enlarge Person is very efficient. Persistant Rightious Might from a staff? I don't know about that...

Ok, so Extended, Persistant (If the DM allows it, FR and all) and Quicken. Three down, two to go.

EDIT: Fixed a typo