First time making and Artificer [Archive] - Wizards Community

Post/Author/DateTimePost
qlawdat

08-15-07, 10:45 PM
My beloved rogue died recently, and despite our best efforts getting him revived was not going to happen. So my DM is allowing me to make an Artificer. I am starting at 8th level, any book under the sun allowed (I probably own it, and if not I am sure someone in my group does). Anyways, I was planning a human artificer.

Now, I have read every artificer faq, and guide I could find on the forums, thats a lot of them. So my roll (that I am thinking) will be pretty much everything but melee, we have that covered in spades. So, caster, trap finder, caster, healer buffer. We have a wizard/red wizard, and a druid. So I am not relied on for any of those things, but I can add to them.

Ok, ok on to my point. I am kind of overwhelmed by the number of items I can have as an artificer. MY DM is being really really generous and allowing me to basically have infinite craft reserve for before my character was made. He is saying that my artificer has obviously adventured in his life and has drained a few items of their exp to make up the difference.

So, what do I get? With just the MIC I am overwhelmed. And thats before I get to wands and scrolls, or schema, or eternal wands, or even potions (which I tend to think are a horrible think to waste my time/money making, but thats just me). So, what are some things that you would consider a must? What scrolls are best to have. Whats really good to have one of, just in case?

I have read Bunko's bargan basement; really cheap items. And those are really good. but, like I said I just have so many things to choose from.


I was thinking about getting persistent spell, and some eternal wands to keep my party buffed forever. My DM ruled that spells with a range of touch can be persisted, so I am thinking eternal wands of bulls strength/cats grace etc.


Thanks for any input.
Nightshade

08-16-07, 05:09 PM
Having tons of money and items to craft and depending on you Str (weight can be bothersome for low Str artificers), I'd say go for:

Heward's Handy Haversack
Infinite Scrollcase (holds 50 scrolls; See MoE)
Mithral Shirt +2 or 3 (low arcane spell failure)
Darkwood Buckler +2 or 3 (no asf)
Circlet of Persuasion (or Circlet of Use Magic Device, if your DM allows it)
Bracers of Dexterity (for AC and to help with that Bane'd crossbow)
Light Crossbow +1 with elemental damage die of your choice (cast a bane infusion on it to take people down!)
Club +1 with elemental die damage (it's very light and you can use a scroll of Shillellagh on it to do serious damage!)
Wand of Magic Missile
Eternal Wand of Cure Moderate Wounds
Eternal Wand of Scorching Ray
Token of Featherfall (perhaps 2 of them; see Sharn: City of Towers)

Make a large range of scrolls from 1st to 5th lvl:
Entangle
Expeditious Retreat
Shillelagh
Haste
Levitation
Enlarge person
Protection from arrows
Resist Energy
Web
Glitterdust
Tasha's Hideous Laughter
Invisibility
Knock
Nondetection
Hold Person
Charm Monster
Dominate Person
Teleport
Dispel Magic
.... I think you get the idea

Potions:
Make numerous Cure potions for those dire situations
Lesser Restoration
Restoration
Neutralize poison, etc, etc

People like to say that the Wizard is Batman. Untrue.
The Artificer is the real Batman. Complete with Utility Belt (if your DM allows unique magic items). You're the backup Wizard, the Backup Cleric, the Backup druid spellcaster. And in a pinch, you can cast enough Infusions and scrolls on yourself to make a half-way decent Fighter.

EDIT: Note that with Metamagic Spell Trigger, you can apply your metamagic to your wands, so go hogwild with the wands. But don't forget to get the basics I've written above.
Kinger

08-18-07, 06:43 PM
I'd forget the club and get a Morningstar instead. Bigger damage die, more damage types, and the inability to cast "Shillelagh" on it isn't really a detriment. It's one less round of casting before you start smacking.

I'd also go with a mundane wand of Scorching Ray (or indeed any "do XdY damage" spells) rather than Eternal so one can use Metamagic Spell Trigger to add Empowered, Maximized, Admixtured, or whatever on top. You may be able to convince your DM to allow it on Eternal Wands, but with ordinairy wands you've got no problem.

I would recommend getting Eternal Wands of spells you plan to use EVERY day, but only twice per day. Long-duration buffs, Rope Trick, or (as you mentioned) a Cure Moderate Wounds to top-up. Bonus note for the Cure Mod: your Wizard buddy can use it (Bard spell is arcane, and any arcane spellwielder can cast from Eternal Wands).

Something you use rarely, and when you do it's more than twice? Spiderclimb, Endure Elements, stuff like that? Get regular wands of that.

Gotta second the Handy Haversack suggestion. Holds all you want, and you can get exactly what you want out of it when you want it, unlike a Bag of Holding.

Also, put that Craft Homonculous class feature to good use, and build yourself a Dedicated Wright. Stick him in a Portable Hole with whatever bits and pieces you need and set up a roving Item Creation Lab. Whenever it's not making magic items for you, put it to work sculpting works of art to hock in town or something for some supplemental income, however modest it may be.