Help with Artificer [Archive] - Wizards Community

Post/Author/DateTimePost
Necronegger

03-09-07, 08:55 PM
Ok I’m totally new to Eberrron and the Artificer class
Read allot of the threads and still not really sure on feats and stats.
Going to make a Human 32pt build like the idea of the ranged blaster but would also like to do a bit of buffing and at 9th lvl or so get the Golem making feat with the idea at higher lvls being able to buff the golem send him into melee and being able to repair him and do a few blasting spells

Not sure what source books I can use but I can always badger the DM to let me use a required feat or skill

Starting at lvl 1 and going all the way to 20 and hopefully into Epic

Thx for any help :)
Dragom

03-10-07, 01:26 AM
Okay... I'm sure my build won't be perfect but it'll be pretty good...

str 9 (One of your least important stats)
dex 13
con 11
int 16 (Primary for infusions)
wis 12 (Emulating divine spells)
cha 12 (Some people say 10 is enough)

Extraordinary crafter (tm) would make a good feat. Make sure to max out UMD and get the full 5 ranks of spellcraft, if only so you can craft scrolls as you want by second level.

Also Point Blank Shot would get a lot of good use, especially early on for your crossbow. Mind you it would get just as much use when your using a Wand of Empowered Scorching Ray.

Almost as much using a personal favorite the Wand of Enervation.

If you have to craft before reaching level 2 get a party caster to supply the spells so you don't have to make UMD rolls. (Also advisable for your first potions at level 2 as well)

Talk to your DM about resonable amounts of downtime. Nothing is worse then going up two levels in a single venture to a dungeon. The waste of your craft researve would be devestating.

The light crossbow is universally accepted as a good idea for 1st level gear, Large wooden shield comes next. Studded leather vs Scale mail is an important question you have to ask. Though the 25gp difference does cover a single scroll.

Or is that two scrolls and a cantrip after you lure the party cleric to your room for a few days of fun only to con her into helping you craft? The old bait and switch...

If I was more awake I'm sure I could paint a neat picture filled with humorous innuendos and classic D&D ridiculousness...
Edymnion

03-10-07, 02:04 PM
Ok I’m totally new to Eberrron and the Artificer class
Read allot of the threads and still not really sure on feats and stats.
Going to make a Human 32pt build like the idea of the ranged blaster but would also like to do a bit of buffing and at 9th lvl or so get the Golem making feat with the idea at higher lvls being able to buff the golem send him into melee and being able to repair him and do a few blasting spells

Not sure what source books I can use but I can always badger the DM to let me use a required feat or skill

Starting at lvl 1 and going all the way to 20 and hopefully into Epic

Thx for any help :)Did you read the guide yet?
http://boards1.wizards.com/showthread.php?t=534502
Nightshade

03-10-07, 10:32 PM
I think Dragom thought you were going for a 28 point build. Here's a general buffer/blaster in a 32 point build:

Str 10
Dex 14
Con 12
Int 16
Wis 12
Cha 14 (some go with as low as 10 but I think that is foolish)
Skills: max out UMD at all levels. Get at least 5 ranks in Spellcraft at 2d level like Dragom said, in order to get the +2 UMD with scrolls.
Feats: I'd go with (1) Extraordinary Artisan (money is your limiting factor) and (2) either Least Mark of Making (if there's a Warforged in the group) or Point Blank Shot (for your Bane light crossbow) or Skill Focus (UMD).

Skill Focus (UMD) is quite good at early levels but gets less and less effective over time. Check with your DM to see if he allows skill bonus UMD magic items. If so, then forget about the Skill Focus feat. It'd be pointless.
Necronegger

03-13-07, 02:45 AM
Ok this is what im going to go with any coments welcome ;)

Str 10
Dex 12
Con 14 (just a preference i like the extra HP's)
Int 16
Wis 12
Cha 14

Skills. max out UMD, get to 5 in spellcraft at 2nd lvl then maybe a point every lvl from then, get up to 5 ranks in craft skills for various type of golem making and some points in search and Disable Device (no rouge in grp) and a few various points in Knowledge skills (Arcana,Arcitecture/Engineering,planes,History) its nice to know a little about your surounding and where your going

Feats
1st Point Blank shot, Extrodanary Artisan
3rd Persistant Spell
4th Extend Spell
6th Energy Subsitution
8th Wand Mastery
9th Craft constructs
12th Energy Admixture, Empower spell
15th Mark of Making
16th Extra ring
18th twin spell
20th Elemental Binding
Cifer

03-13-07, 09:37 AM
3rd Persistant Spell
4th Extend Spell
You might want to switch those two.

9th Craft constructs
Do you think you will need constructs beside your homunculi?

Oh, and see whether you can fit Heroic Spirit somewhere in there. 3 extra action points never have hurt an artificer, neither in item crafting nor in infusion shortening.
RogueElement

03-13-07, 11:48 AM
Do you think you will need constructs beside your homunculi?I couldn't live without my Cave Troll Effigy.
Aezrel

03-13-07, 12:11 PM
I have a question to make.

The substitution levels for a warforged artificer at level 1 include infuse self.

my questions are:
If the warforged artificer have a heavy steel shield in one hand and a heavy mace on the other, can he infuse himself or does he need a free hand?

and if he tries to infuse a party member does he need a free hand?
Cifer

03-13-07, 08:43 PM
If the warforged artificer have a heavy steel shield in one hand and a heavy mace on the other, can he infuse himself or does he need a free hand?
I'm afraid he can't - infusions usually contain somatic components which need a hand, meaning you have to let go of either your shield (unless it's a light one) or your weapon.

and if he tries to infuse a party member does he need a free hand?
He would need the free hand to cast the actual infusion, but IMO he wouldn't need it to touch a party member - touch attacks don't have to use the palm of the hand.
You could, for example, cast Repair Moderate Damage, hold the charge, pick up your mace again, whack someone and then discharge it on either yourself or an ally.

I couldn't live without my Cave Troll Effigy.
I prefer having a living meatshie- er, I mean, a trusted and honorable fighter of my party at my side.
goblin_pride

03-14-07, 02:19 AM
I prefer having a living meatshie- er, I mean, a trusted and honorable fighter of my party at my side.

And I like having the warforged Codpiece and Sharaat between me and anything waving pointy things.
RogueElement

03-14-07, 07:05 AM
And I like having the warforged Codpiece and Sharaat between me and anything waving pointy things.

Better living through implants, that's what I always say.
DrOfDemonology

03-14-07, 07:51 PM
Whatever happened to rolling dice for your stats? Maybe it's because I'm Old School, but it's always seemd the better, more fun way. And of course with the option of if you roll total garbage, you simply roll a new set of numbers ;)
Dragom

03-14-07, 08:30 PM
I've seen too many games crash and burn over random stats. I've never really tried the point buy, but it would be nice to do an almost ballanced game for once.
Cifer

03-15-07, 12:25 AM
Yup. In my game, there's one player... well, the Luck indeed seems to favor the children and the fools. Let's just say he was deemed unable to roleplay his 16 intelligence (and that was one of his lower stats...).
goblin_pride

03-15-07, 01:12 AM
Let's just say he was deemed unable to roleplay his 16 intelligence (and that was one of his lower stats...).

Sounds like the bugbear fighter in my game that apparently couldn't speak in sentences. The player never did manage to use proper grammar or polysylabic words even though the character had an intelligence of 16.
RogueElement

03-15-07, 11:32 PM
I've always thought of the Intelligence stat of the character to be a reflection of his general background education and ability to memorize data, not a measure of how smart or clever he is. That way you can have a character with an 18 Int that's still an idiot and have a character with an 8 Int who's as cunning as hell.
Elderich

03-16-07, 02:16 PM
He would need the free hand to cast the actual infusion, but IMO he wouldn't need it to touch a party member - touch attacks don't have to use the palm of the hand.
You could, for example, cast Repair Moderate Damage, hold the charge, pick up your mace again, whack someone and then discharge it on either yourself or an ally.Greetings Cifer;
Can you point me to a source for this rule? I have been looking all over and cannot find it anywhere!!!!
Cifer

03-16-07, 03:09 PM
I guess you're referring to the "needs a free hand to cast". Well, I couldn't find the exact rule - however, you cannot cast while you are polymorphed into something with significantly different hands and fingers, meaning that somatic components rely on said fingers which would be occupied with holding a weapon or heavy shield.
Elderich

03-16-07, 07:32 PM
I meant this part Cifer touch attacks don't have to use the palm of the hand.
You could, for example, cast Repair Moderate Damage, hold the charge, pick up your mace again, whack someone and then discharge it on either yourself or an ally.
Cifer

03-16-07, 07:50 PM
Well, I have referenced the source for the first part: My Opinion, derived from the fact that you don't need to make unarmed attacks with your palm either.

The second is merely extrapolation from the first in combination with the rules on holding the charge:
Touch Spells and Holding the Charge

In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.
Edymnion

03-16-07, 08:10 PM
well, the Luck indeed seems to favor the children and the fools.Don't forget ships named Enterprise. :)
Cifer

03-16-07, 08:57 PM
Don't forget ships named Enterprise.
Nah, those are just favored by the director.
Elderich

03-20-07, 03:39 PM
The second is merely extrapolation from the first in combination with the rules on holding the charge:I thought there was actually a rule that said one could deliver a touch attack thru something like a staff... But it seems one cannot touch weapons while holding a charge.
Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch at*tacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch any*thing or anyone while holding a charge, even unintentionally, the spell discharges.<sniped>
Cifer

03-21-07, 12:14 AM
@Elderich
Well, that part seems to be missing in the SRD. Of course, it's also rather stupid since the caster would need to be flying naked in a vacuum in order to not discharge his spell...

Even if you were going to say that touch attacks have to be made with the hands, it would mean gloves were right out.