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| Ice_11703-07-07, 12:27 AM | I've made a new character and was wondering if anyone has any suggestions for improvement: Craft Male pesonality Warforged Artificer 1 Neutral Good Representing James Strength 11(+0) Size: Medium Dexterity 12(+1) Height: 6' 5" Constitution14(+2) Weight: 290 lb Intelligence15(+2) Skin: Silvery Wisdom 11(+0) Eyes: lemon Yellow Charisma 10(+0) Hair: None Total Hit Points: 8 Speed: 30 feet Armor Class: 13 = 10 +1 [dexterity] +2 [armor plating] Touch AC: 11 Flat-footed: 12 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +2 = 0 [base] +2 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +2 = 2 [base] Attack (handheld): +0 = 0 [base] Attack (unarmed): +0 = 0 [base] Attack (missile): +1 = 0 [base] +1 [dexterity] Grapple check: +0 = 0 [base] Light load:38 lb. or less Medium load:39-76 lb. Heavy load:77-115 lb. Lift over head:115 lb. Lift off ground:230 lb. Push or drag:575 lb. Region of Origin: Breland Languages: Common Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing] Feats: Exceptional Artisan, Scribe Scroll [free to artificer] Action Points: 5 (this level) Skills Appraise Int 2 = +2 Balance Dex* 1 = +1 Bluff Cha 0 = +0 Climb Str* 0 = +0 Concentration Con 6 = +2 +4 Craft_1 Int 6 = +2 +4 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 1 = +1 Forgery Int 2 = +2 Gather Info. Cha 0 = +0 Heal Wis 0 = +0 Hide Dex* 1 = +1 Intimidate Cha 0 = +0 Jump Str* 0 = +0 Knowledge (arcana) Int 6 = +2 +4 Knowledge (architecture) Int 6 = +2 +4 Listen Wis 0 = +0 Move Silently Dex* 1 = +1 Open Lock Dex 5 = +1 +4 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 1 = +1 Search Int 2 = +2 Sense Motive Wis 0 = +0 Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** 0 = +0 Use Magic Device Cha 4 = +0 +4 Use Rope Dex 1 = +1 * = check penalty for wearing armor First-level Artificer infusions: 3 (2+1) per day Warforged +2 constitution, -2 wisdom, -2 charisma (already included) Composite plating makes armor unusable, 5% arcane spell failure Cannot heal damage naturally Does not eat, sleep, breathe 25% chance to avoid criticals and sneaks -1 to -9 hp, inert but not progressing to death Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion Slam for 1d4 bludgeoning Artificer New class per Eberron campaign setting Artificers are entitled to bonus feats every 4 levels, included here. See the campaign sourcebook for more on artificers. Class HP rolled Level 1: Artificer 6 Craft's Equipment: 50 lb Weapons / Armor / Shield (from above),Crossbow bolts (quiver of 10) x4, Backpack, Candle, Case (for map or scroll), Chalk, Crowbar, Flint and steel, Hammer, Lantern (hooded), Pick, Pouch x4, Spyglass, Vial (for ink or potions) x4, Whetstone, Hourglass, Magnifying glass Thieves' tools, Tools (miscellaneous) x4 More about Craft: Built during the end of the war, he is currently serving in Argonth as an apprentice engineer and hopes to someday leave the fortress and improve his abilities by travelling the 12 kingdoms. [edit]: fixed the languages section Also, if anbody is starting a play by post game anytime soon, please PM me. |
| Sturm Jaeger03-07-07, 02:21 AM | Warforged don't get bonus languages for their Intelligence modifiers. It's why they have no choices listed. However, your DM can always say otherwise. |
| Ice_11703-07-07, 10:06 AM | Fixed it. I'm worried that his Infusions might end up being a little weak in the end. Does anybody have any other improvement ideas? |
| Kid SixXx03-07-07, 10:11 AM | I'd re-finesse those stats to boost up that CHA score if it were me. You've also got 20XP in your 1st lvl Craft Reserve, so make some scrolls. |
| Vharuck03-07-07, 11:25 AM | With 15 Int at level 1, I wouldn't worry about your infusions. Most of the time saving throws won't come into play with them, as you mostly cast infusions on your party's equipment and yourself. As to the point Kid SixXx brings up, Charisma does affect an artificer's Use Magic Device skill, which is more important to an artificer than any other skill to any other class. However, when you think about it, skills are pretty easy to increase and ability modifiers aren't as important to skills as other things. If oyu find yourself rolling too low with Use Magic Device often, I'd suggest taking the Skill Focus (use magic device) feat or crafting what's come to be known on these boards as artificer's gloves (gloves that grant the wearer a +5 bonus to Use Magic Device), but note that these gloves don't exist in any D&D products so you'd have to run them by your DM first. As for advice, I forget what Exceptional Artisan specifically does (I know it's one of those feats that reduces a certain cost of crafting, probably gold if I had to guess), but at first level I don't see it as being very valuable. Especially when compared to Mithral Plating, which can only be taken at first level (whereas the Artisan feats can be picked up later at your leisure) and which will improve that dreadful AC of 13 (as a warforged artificer, it's good to keep open the tactic of infusing yourself and then entering melee). |
| Kid SixXx03-07-07, 11:36 AM | As to the point Kid SixXx brings up, Charisma does affect an artificer's Use Magic Device skill, which is more important to an artificer than any other skill to any other class. However, when you think about it, skills are pretty easy to increase and ability modifiers aren't as important to skills as other things. If oyu find yourself rolling too low with Use Magic Device often, I'd suggest taking the Skill Focus (use magic device) feat or crafting what's come to be known on these boards as artificer's gloves (gloves that grant the wearer a +5 bonus to Use Magic Device), but note that these gloves don't exist in any D&D products so you'd have to run them by your DM first. Ack, that is true but I hate burning a feat slot to improve something I can sorta heal by stat bonuses in the early goings. My strategy isn't terribly efficient, but it gets the job done when things are just getting started. Later going would be kinda tough too, as he's probably going to want to save those feat slots for Metamagic feats for use with the Metamagic Trigger class ability. As for advice, I forget what Exceptional Artisan specifically does (I know it's one of those feats that reduces a certain cost of crafting, probably gold if I had to guess), but at first level I don't see it as being very valuable. Especially when compared to Mithral Plating, which can only be taken at first level (whereas the Artisan feats can be picked up later at your leisure) and which will improve that dreadful AC of 13 (as a warforged artificer, it's good to keep open the tactic of infusing yourself and then entering melee). There are no ASF penalties for Infusions, so I'd even go with Adamantine Body. Not only can you get artisan feats at your leisure, most artisan feats are bonus feats for the Artificer so you'll get 'em whenever you want to anyway. |
| Vharuck03-07-07, 11:43 AM | Ack, that is true but I hate burning a feat slot to improve something I can sorta heal by stat bonuses in the early goings. Later going would be kinda tough too, as he's probably going to want to save those feat slots for Metamagic feats for use with the Metamagic Trigger class ability. Yeah, but boosting his Charisma by rearranging stats comes at the cost of other stats, and I think his stats are well allocated. Besides, Skill Focus adds a +3 bonus to his skill, which would require at least a Charisma of 16 to do with the ability modifier. Either way, though it's not maximized, I don't think his skill checks even with the current build would really be much of a problem. There are no ASF penalties for Infusions, so I'd even go with Adamantine Body. Not only can you get artisan feats at your leisure, most artisan feats are bonus feats for the Artificer so you'll get 'em whenever you want to anyway. I thought they were, but I didn't want to say that without checking my book. As for why not Adamantine Body, I wouldn't underestimate the benefits of non-reduced movement speeds and a lack of skill check penalties. But then again, that depends on your playstyle. |
| Kid SixXx03-07-07, 11:48 AM | Yeah, but boosting his Charisma by rearranging stats comes at the cost of other stats, and I think his stats are well allocated. Besides, Skill Focus adds a +3 bonus to his skill, which would require at least a Charisma of 16 to do with the ability modifier. Either way, though it's not maximized, I don't think his skill checks even with the current build would really be much of a problem. Absolutely right, and made even more "righter" when you figure in that any close UMD failure roll can be bumped to success with an Action Point. I thought they were, but I didn't want to say that without checking my book. As for why not Adamantine Body, I wouldn't underestimate the benefits of non-reduced movement speeds and a lack of skill check penalties. But then again, that depends on your playstyle. Yep. I tend to play more "mace to the face" divine spellcaster, melee, or rogues so I usually tend to look at things from the "it's ouch time!" perspective. |
| Ice_11703-07-07, 01:04 PM | Maybe I should consider rerolling him and trying for some better ability scores. Personally, Int seems very important to an artificer, seeing as how they will be the ones to make an obscene amount of Craft and Knowledge checks. Wis doesn't concern me that much, but Cha is also pretty important so... yeah, I think a reworking of stats could do me some good. For feats, I'm with Vharuck in saying that limiting my movement speed probably woudn't be such a good idea, so I'll say Mithral>Adamantine. Thanks, you guys. :tiphat: |
| Vharuck03-07-07, 01:31 PM | You're quite welcome. But I'd just like to say again that your ability scores are just fine. Character success is determined most by your knowledge of what your character can do and how much you enjoy playing your character. |
| Myrddin Wyllt03-07-07, 03:29 PM | HEY....I recognize that stat layout! :D http://www.pathguy.com/eberron.htm Not bad as character generators go, but as with any generator, be sure to check the math and rules against the rulebooks. And send Ed an email if something doesn't add up right. He'll fix it pretty quickly. As for your character, looks fine to me. I'm always more interested in the character's story and progression than in starting stats. I'd recommend two levels of fighter at some point, for feats, and to improve his capabilities as a second-line fighter. It's a good mix with artificer, IMO. (I'm sure someone will argue, and that's fine. You play your character, and let this guy play his.) |
| fiendish_platypus03-07-07, 04:37 PM | Change the dagger to a club or staff (wichever you prefer, you can use shilleglah scroll on them and nab some scrolls, you can also make them, a great use of the extra xp you get just for being you. You should very seriously think about changing your feat to mithral body or adamantine body (I'd personally go with adamantine), also, try focusing on infusions that can buffer you up to make you a better combatist. The eberron sourcebooks have a lot of those. Also, I would try to find a way to boost the charisma for the UMD skill. |
| Ice_11703-08-07, 12:45 AM | Heres the new version with some alterations. Craft Male Personality Warforged Artificer 1 Neutral Good Representing Ice_117 Strength 14 (+2) Size: Medium Dexterity 15 (+2) Height: 6' 4" Constitution 17 (+3) Weight: 290 lb Intelligence 17 (+3) Skin: Silvery Wisdom 11 (+0) Eyes: Lemon Yellow Charisma 14 (+2) Hair: None Total Hit Points: 9 Speed: 30 feet Armor Class: 17 = 10 +2 [dexterity] +5 [mithral plating] Touch AC: 12 Flat-footed: 15 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +3 = 0 [base] +3 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +2 = 2 [base] Attack (handheld): +2 = 0 [base] +2 [strength] Attack (unarmed): +2 = 0 [base] +2 [strength] Attack (missile): +2 = 0 [base] +2 [dexterity] Grapple check: +2 = 0 [base] +2 [strength] Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb. Region of Origin: Breland Languages:Common Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning] Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing] Feats: Mithral Body, Scribe Scroll[free to artificer] Action Points: 5 (this level) Skill Name Appraise Int 3 = +3 Balance Dex* 2 = +2 Bluff Cha 2 = +2 Climb Str* 2 = +2 Concentration Con 7 = +3 +4 Craft_1 Int 7 = +3 +4 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 2 = +2 Disable Device Int 7 = +3 +4 Disguise Cha 2 = +2 Escape Artist Dex* 2 = +2 Forgery Int 3 = +3 Gather Information Cha 2 = +2 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha 2 = +2 Jump Str* 2 = +2 Knowledge (arcana) Int 7 = +3 +4 Knowledge (architecture) Int 7 = +3 +4 Listen Wis 0 = +0 Move Silently Dex* 2 = +2 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Profession Wis 4 = +0 +4 Ride Dex 2 = +2 Search Int 3 = +3 Sense Motive Wis 0 = +0 Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** 2 = +2 Use Magic Device Cha 6 = +2 +4 Use Rope Dex 2 = +2 * = check penalty for wearing armor First-level Artificer infusions: 3 (2+1) per day Warforged +2 constitution, -2 wisdom, -2 charisma (already included) Composite plating makes armor unusable, 5% arcane spell failure Cannot heal damage naturally Does not eat, sleep, breathe 25% chance to avoid criticals and sneaks -1 to -9 hp, inert but not progressing to death Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion Slam for 1d4 bludgeoning Mithral body gives --2 armor check penalty on certain skill checks. Artificer New class per Eberron campaign setting Artificers are entitled to bonus feats every 4 levels, included here. See the campaign sourcebook for more on artificers. Level 1: Class: Artificer, HP rolled: 6 Craft's Equipment: 16 lb Weapons / Armor / Shield (from above), 4 lb Crossbow bolts (quiver of 10) x4, 2 lb Backpack, Candle, 1 lb Case (for map or scroll), Chalk, 5 lb Crowbar, Flint and steel, 2 lb Hammer, Ink vial, Ink pen, 2 lb Lantern (hooded), Paper sheets x4, 10 lb Pick, 2 lb Pouch x4, 8 lb Spade / shovel, 1 lb Spyglass, 1 lb Torches x1, 1 lb Vial (for ink or potions) x4, 1 lb Hourglass, Magnifying glass, 1 lb Thieves' tools, 8 lb Tools (miscellaneous) x4 _____ 65 lb Total More about Craft: Built during the end of the war, he is currently serving in Argonth as an apprentice engineer and hopes to someday leave the fortress and improve his abilities by travelling the 12 kingdoms. |
| Kid SixXx03-08-07, 08:20 AM | Aie, look at that elite array! Dice were generous on the re-roll! |
| Ice_11703-08-07, 12:42 PM | Actually, they came from an old favorite of mine: 5d6, subtract the two lowest, add the three hightest. Old, but effective and very satisfying. |
| fiendish_platypus03-08-07, 04:40 PM | Actually, they came from an old favorite of mine: 5d6, subtract the two lowest, add the three hightest. Old, but effective and very satisfying. You're not the only one who still uses that :D . |
| Ice_11703-08-07, 08:20 PM | I am going to take some previous advice posted by kid sixXx and make some scrolls for him (if I can remember where the rules for that are. anybody know?). Depending on how many I can make, what do you guys think would be some good ones? Repair x Damage, definetly. |
| UnderworldLord03-08-07, 08:27 PM | Theres a whole thread on that somewhere around here actually... |
| Ice_11703-08-07, 08:30 PM | Where? |
| UnderworldLord03-08-07, 11:06 PM | http://boards1.wizards.com/showthread.php?t=793985 <- should be it. |
| fiendish_platypus03-09-07, 08:16 AM | I am going to take some previous advice posted by kid sixXx and make some scrolls for him (if I can remember where the rules for that are. anybody know?). Depending on how many I can make, what do you guys think would be some good ones? Repair x Damage, definetly. I think theres rules for making scrolls under the Scribe Scroll feat, or maybe its in the DMG... |
| Ice_11703-10-07, 12:41 PM | Dragom said: I recomend the "Tool Box" class of spells scrolls. The spells that make you say "That sure would be handy now but who would ever think to prepare a spell that is so specific?" Scrolls that make your DM think you chose them at random. Like Hold portal Comprehend languages Detect Secret doors Tensers floating Disk Disguise self Nystuls magic Aura Erase Reduce person Endure elements Hide from animals Hide from undead Pass without trace Speak with animals Death Watch Remove Fear Spells that are so very handy but only in exactly the right circumstances. As such you may benefit from the safety net of preparedness for many adventures to come. I can agree, but the xp and gp cost and the creation rules still escape me. Where the:censored:are they!!??? |
| fiendish_platypus03-10-07, 05:54 PM | Dragom said: I can agree, but the xp and gp cost and the creation rules still escape me. Where the:censored:are they!!??? Player's Handbook, under the scribe scroll feat, it's all there. |
| Ice_11703-12-07, 01:46 PM | Found 'em. Just sorting 'em out. |
| Ice_11703-13-07, 11:58 PM | Okay, I've decided on Speak with Animals, Reduce Person, Tensers Floating Disc and Detect Secret Doors (for now). Now, according to my calculations (which could be wrong), with optimum conditions, I could make up to 20 scrolls and be done with it. Would you guys happen to know what the correct thing to do is? |