Artificers first equipment? [Archive] - Wizards Community

Post/Author/DateTimePost
msjonathan

03-02-07, 10:52 AM
which are the first couple of items that an artificer should craft or buy?
FrostWolf

03-02-07, 01:09 PM
I second the question, assuming first level with starting gold.
Nightshade

03-02-07, 06:07 PM
This question depends on what other members of the group there are and on your own ability score stats. Not to mention how much your DM likes to screw with you.

At 1st lvl all you can do are scrolls so:
-Cure Light Wounds (keep one for yourself even if there's a cleric in the group)
-Repair Light Damage (only if there's a Warforged in the group and just in case you run out of infusions and you're in a jam)
-Sleep
-Shillelagh (if you use a Club or quarterstaff)
-Entangle (if the campaign is wilderness and there's no druid in the group)
-Bless (if there's no cleric)
-True Strike (must have for the BBEG)
-Expeditious Retreat (no telling when this might come in handy)
-Shield or Mage Armor (depends on your equipment choices)
-Enlarge Person (If there's a fighter or Barb in the group)
-Magic Weapon (if your DM is a hardass and throws monsters at you that have DR/magic)
-Obscuring Mist (to run away or lay a trap)
-Cause Fear or Remove Fear
-Summon I (Maybe for fun and if you have a good UMD score)

Only try for 2nd level spells if you have a great UMD score at level 1 and don't try for too many. It's not worth the loss of Craft Reserve and GP.
-Scorching Ray
-Cure Mod
-Hold Person
-Rope Trick (only if you're going into the Mournland)

[EDIT:] Forgot the buying part.
Basic equipment - backpack, pouch, spell component pouch, id papers, waterskin, rations 1 day (for emergencies), flint & steel, parchment (lots), ink, inkpen
-scroll cases (to draw scrolls in move actions rather than stnd actions from the backpack),
-Either Studded leather or Chainshirt because you don't want to screw yourself with arcane spell failure on those arcane scrolls (that is, if your DM plays with that. there is currently dispute as to this) or you want to save money for scrolls.
-if there's a warforged in the group, they should buy their own warforged repair kit and you just use it on them when necessary.
-theives tools
Weapons:
-Light Crossbow, bolts
-Club. I chose club because it is light and my STR was 10 (wanted to stay within a light load) AND because I could cast Shillelagh on it.
-You might be able to pick up a Buckler too, depending on STR and weight.

With STR as your dump stat, keep a close watch on your weight. With a 10 STR I could have all the above equipment (at 4th lvl) with Mithral Shirt and still maintain a light load (barely).
Elderich

03-02-07, 06:34 PM
you want a haversack too. Free action to draw that does not provoke. I think this is in the errata.
RogueElement

03-02-07, 08:02 PM
Check out Edy's Artificer Guide 2.0 (we're all breathelessly waiting on 3.0). Edy has TONS of useful advice in there that is just gold. As he suggests, you MUST buy a shield at 1st level. A buckler if you're an xbowman, a large shield if you're a meleeist.
msjonathan

03-03-07, 02:14 AM
sry, but i already knew about first lvl stuff, I read about it at the 2.0 guide, which was helpfull, but I would like to know about items after 5th lvl, after u gotten the feats necesary to build yourself your own homunculus, weapon, 6th lvl staff, etc :D
Cifer

03-03-07, 10:36 AM
That more or less depends on your campaign. HHH will be practical everywhere, a portable hole with your laboratory&homunculus will be if you are traveling a lot. Further, you'll need several means of attacking stuff - most probably wands. There's also a "What strange scrolls did you craft?" thread somewhere, which deals with cool possibilities for scrolls noone would think you'd have ("Hey, I can slow down our enemies with that Hold Portal!" "Who in their right mind wastes a scroll on that?"). Finally, telekinesis always has a use - bullrush enemies off of ledges, get keys,...
Nightshade

03-03-07, 12:11 PM
I'd say pick up a packmate Homunculus. They're pretty darn useful. I intend to craft one in lieu of a Heward's Handy Haversack cause the Haversack weighs 5 lbs (backpack weighs 2; with armor weapons and scroll cases, weight is my nemesis) and I have to grab stuff out of it. The packmate hands the stuff directly to you and is self mobile.
Yorath_theWolf

03-03-07, 08:47 PM
gotta second Nightshade on that one, the Packmate is just to usefull not to get(check with yer gm to see if you can also allow yer Luggage to also use thunderstones & tanglefoot bags as well or if he'll only allow em to use vials). also of note to get is the Arbalster. those 2 plus the Improved Homunculus feat as well as dedicateing at least some of your wealth to upgradeing yer lil buddys so that they're at least adequete in deffending you.

other usefull stuff is an portable alchemist's lab so that you can keep yerself in at least basic alchemical goods. and of course keeping a nice stash of alchemical weapons and other items on hand is a godsend as well(various vials, tanglefoot bags, noxious smokestixs, healing salve, antidotes, thunderstones to ruin a caster's day and the like).
FrostWolf

03-04-07, 12:43 AM
Hmm... Can always ask your DM if you Wooden parts of your packmate can be Livewood. Then your packmate would have it's own dryad defender.
Cifer

03-04-07, 02:29 PM
The negative side of the packmate of course is that its easily killed by an AoE, in which case you take the damage for a lost homunculus and may also have problems getting all your stuff home.
msjonathan

03-06-07, 12:36 PM
where can I find the thunderstone, tanglefoot bag and the livewood??
mightyix

03-06-07, 02:29 PM
where can I find the thunderstone, tanglefoot bag and the livewood??

Thunderstone and Tanglefoot Bag are in Players Handbook.

*looks at msjonathan funny* :eek:
Elderich

03-06-07, 04:07 PM
The negative side of the packmate of course is that its easily killed by an AoE, in which case you take the damage for a lost homunculus and may also have problems getting all your stuff home.My packmate makes me go first to find traps.:gel:
Edymnion

03-11-07, 02:32 PM
Check out Edy's Artificer Guide 2.0 (we're all breathelessly waiting on 3.0).Blame the WizO's. I'm waiting to get an answer from them about a few questions before I start work on it. I keep poking them, but its been a month and they haven't even responded to my PMs. Next time I catch Doxxie on AIM, I'm going to corner him about it.sry, but i already knew about first lvl stuff, I read about it at the 2.0 guide, which was helpfull, but I would like to know about items after 5th lvl, after u gotten the feats necesary to build yourself your own homunculus, weapon, 6th lvl staff, etc :DBracers of Archery.
Cabral

03-11-07, 06:23 PM
You know, between a quiver of Ehlonna and a Heward's Handy Haversack, weight should never be an issue...

I would go with a Wand of Vigor :).
Dragom

03-11-07, 06:57 PM
I'm waiting to get an answer from them about a few questions before I start work on it.

I have to wonder what those sticky points are?
Edymnion

03-11-07, 07:11 PM
I have to wonder what those sticky points are?Basically, working out a way to prevent people from using it as a debate thread. I'd like to have it so I can still edit the guide with new stuff as needed, but keep everybody else from posting on it. I mean, I have in the first post or two of the 2.0 guide "Please don't use this thread to debate things. Please make a seperate thread for that, and then post the final answer here." and you see how long that lasted.

Left open, people drag it off topic, they get into pages long debates over things that no beginning artificer player should have to worry about (and the guide *IS* aimed at new artificer players, not veterans), and all around make it big and intimidating instead of welcoming and inviting.

I'm trying to find out what my options for this are. Trying my best to get it right the first time (I would recruit some proofreaders in this case) and just ask a WizO to lock the thread when they sticky it, or if there is some way it could be set up to where I could be the only one to edit the thread, or putting it up in Regdars while screening out the off topic stuff, or something else that I don't know about. I remade it the first time because the thread got huge and unweildy, and I'm remaking it again for the same reason, and I would like to prevent from having to start a 4.0 thread because it hits 50 pages of arguments, AGAIN.

I've been trying to get somebody to talk to me for a month now, to no luck.
RogueElement

03-11-07, 09:20 PM
Trying my best to get it right the first time (I would recruit some proofreaders in this case).

I volunteer to proof read it! Just send me a private email when you're ready, I'll send you back a Word doc with the changes highlighted. I can render it into PDF too when you've got the final draft.

As for credentials, I offer this: I correctly spelled "rogue" and I am one of the few people who know the difference between "loose" and "lose".
goblin_pride

03-11-07, 11:59 PM
sry, but i already knew about first lvl stuff, I read about it at the 2.0 guide, which was helpfull, but I would like to know about items after 5th lvl, after u gotten the feats necesary to build yourself your own homunculus, weapon, 6th lvl staff, etc :D

After 3rd level, you should be going nuts making all manner of gear. Boots to increase your speed, bracers to protect your hide, bags to carry things in, clothes that hide your sorry butt from view.... Go nuts, I mean you should be making one new item for you and 3-5 to sell so that you can keep making new toys for yourself. And since you get that salvage class ability at 5th, your craft reserve isn't a limit anymore.
Cifer

03-12-07, 09:04 AM
bracers to protect your hide
Well, the artificer can wear real armor, which is less expensive and provides more special effects.
goblin_pride

03-12-07, 04:21 PM
Well, the artificer can wear real armor, which is less expensive and provides more special effects.

An excellent point, but make the bracers anyway, wear them at night to sleep in or sell 'em to arcane casters.
Edymnion

03-12-07, 07:34 PM
An excellent point, but make the bracers anyway, wear them at night to sleep in or sell 'em to arcane casters.Its cheaper and easier to just make a mithril shirt and wear it all the time, under your clothes.
Cifer

03-12-07, 09:14 PM
That's actually something interesting... sew a mithral chain shirt into e.g. thick robes so they are not heard clinking. Perfect low-profile armor for all the social occassions where you're not welcome in full plate, but where a dagger to the shoulder blades is considered natural causes.
Edymnion

03-13-07, 06:03 PM
That's actually something interesting... sew a mithral chain shirt into e.g. thick robes so they are not heard clinking. Perfect low-profile armor for all the social occassions where you're not welcome in full plate, but where a dagger to the shoulder blades is considered natural causes.Mithril shirt has no armor check penalty, it doesn't clink loud enough to be heard in the first place. :)
Cifer

03-13-07, 08:21 PM
Mithril shirt has no armor check penalty, it doesn't clink loud enough to be heard in the first place.

Well, excuse me. It's a little something I like to call "roleplaying" (http://www.giantitp.com/comics/oots0243.html)
Dragom

03-13-07, 08:50 PM
Point Edymnion, Point Cifer, Draw.
RogueElement

03-13-07, 08:53 PM
Mithril shirt has no armor check penalty, it doesn't clink loud enough to be heard in the first place. :)

I have little teddy bears and moons printed on my mithral night shirt. It's paranoid AND adorable.
goblin_pride

03-14-07, 02:26 AM
I have little teddy bears and moons printed on my mithral night shirt. It's paranoid AND adorable.

And somehow that doesn't surprise me.
RogueElement

03-14-07, 07:01 AM
And somehow that doesn't surprise me.

Kiss my shiny metal night shirt. :D

You're just jealous cuz all the chicks dig dudes with teddy bears on their armor.
goblin_pride

03-14-07, 03:14 PM
You're just jealous cuz all the chicks dig dudes with teddy bears on their armor.

I just pictured a paladin in bunny slippers and pajamas charging across the battlefield mounted on his celestial hobbyhorse. I have to thank you for that, I haven't laughed that hard in years.
dunkeykong

03-14-07, 03:29 PM
I volunteer to proof read it! Just send me a private email when you're ready, I'll send you back a Word doc with the changes highlighted. I can render it into PDF too when you've got the final draft.

As for credentials, I offer this: I correctly spelled "rogue" and I am one of the few people who know the difference between "loose" and "lose".

Ill also throw my hat in that grammatically correct ring. If you need any help with the guide at all dont hesitate to shoot me a PM.
RogueElement

03-14-07, 08:41 PM
I just pictured a paladin in bunny slippers and pajamas charging across the battlefield mounted on his celestial hobbyhorse. I have to thank you for that, I haven't laughed that hard in years.

:D
Flinx58

04-21-07, 05:36 PM
What about the portable Hole + workshop for your homunculus? Though I always wondered why somone didnt use something like Leomonds Magnificent Mansion or something and just made one of the rooms a working area. I mean why shouldnt you be able to get up and go get a glass of wine from the kitchen if you wanted to take a break while making an item or have a place where your homunculi could all go and chill while until you needed them?
RogueElement

04-22-07, 06:08 PM
Well there are two problems with Mordencainen's Magnificient Mansion: 1) the entrance isn't portable and 2) it's a 7th level spell. You could create the entrance inside a Portable Hole and that would solve the first problem. However, Minor Schemas can only be created for up to 6th level spells. You'd have to get permission from the almighty DM to create a custom item that casts MMM 1/day at CL 12 at cost of 33,600 gp. Even added to the cost of the Portable Hole (20,000gp), it's about the same price as a Daern's Instant Fortress, but with a lot more perks. And it's not a bad price for being able to adventure in ultimate luxury. Robin Leach would be proud.
Cifer

04-23-07, 08:01 AM
You could create the entrance inside a Portable Hole and that would solve the first problem.
It would also create a third problem: A MMM is considered extradimensional space. It might be... interesting when you open one within a portable hole.
Further, you forgot the fourth problem: There is no mentioning that any part of a MMM persists after the spell ends. Thus, you'd also need to permanency it (if that can be done since the spell isn't listed as permanenceable), although that one would reraise the "portable exit" problem again.
RogueElement

04-23-07, 09:14 AM
It would also create a third problem: A MMM is considered extradimensional space. It might be... interesting when you open one within a portable hole.
Further, you forgot the fourth problem: There is no mentioning that any part of a MMM persists after the spell ends. Thus, you'd also need to permanency it (if that can be done since the spell isn't listed as permanenceable), although that one would reraise the "portable exit" problem again.

True, but I used the "Constant" cost for the 1/day effect instead of the "Command Word" cost. I guestimated that the extra cost would cover it. Since it's a 2hrs/level spell and not a high-powered 1rd/level spell, you wouldnt need to pay the humungus extra cost for a permanent effect.

I never liked the "extra dimensional space inside an extra dimensional space causes a dimensional rift" rule. I'm sure the rule is just a product of freshman physics students smoking too much weed.

Besides, I figure that the entrance to the MMM is just a portal to the extra dimensional space, so the effect of putting the MMM portal in the portable hole would be the same as chaining pocket dimensions together with portals.
Dragonlord20000

04-23-07, 01:51 PM
Artificer's Monocle from MIC

For a meager 750 gold, 60 exp, and 2 days of work you can use your artificer's knowledge ability to identify an item, free!

Never stock up on pearls again!
Cifer

04-23-07, 06:06 PM
Besides, I figure that the entrance to the MMM is just a portal to the extra dimensional space, so the effect of putting the MMM portal in the portable hole would be the same as chaining pocket dimensions together with portals.
Portal to extradimensional space as opposed to... what?
RogueElement

04-23-07, 07:43 PM
Portal to extradimensional space as opposed to... what?

My point exactly! As I said above, I never liked the idea of an item "containing" an extradimensional space and when you put another object "containing" an extradimensional space into it, a dimensional rift occurs. I like the idea that the bag/cloth is just a portal to a pocket dimension, hence no dangers of dimensional rifts.

This is why Cannith needs UL approval to ensure that Bags of Holding and Portable Holes are portals to pocket dimensions and not the cheap Chinese knockoffs that contain the dangerous dimensional-rift-causing extradimensional spaces.