Artificer +UMD item [Archive] - Wizards Community

Post/Author/DateTimePost
Necronegger

05-03-07, 06:43 AM
Ok im new to the Artificer class and have been reading the Artificer guide
It recomends that u craft a +UMD item if u can get the DM to agree

But am unsure how to go about making one and what CL Rating and spell to use

There are only a few spells that i can find that increase skills

Could i use a headband and use Heroism as the spell to create a +2 UMD item ?

Heroism Brd 2, Sor/Wiz 3 +2 skill checks for 10mins/lvl

So using the Bard version of the spell would make it LvL 2 spell
so i could make it at Artificer LVL 3 for CL 5 2000gp market price ?

And at higher Lvl's could use Greater Heroism for a +4 bonus ?

Or am i missing something or are there better spells to use

any advice would be helpfull Thanks in advance :cool:
Cifer

05-03-07, 12:56 PM
Yes, you are missing something.
Creating magical items does not translate 1:1 into normal spellcasting. See the Cloak of Elvenkind for an example: the prereq is casting invisibility (and being an elf), not anything that actually gives you bonuses for hiding. Looking through all the skill enhancing items, most require only that you have a certain amount of ranks in the skill which is to be enhanced (ring of climbing/jumping). Some instead require a level 1 or 2 spell (cloak of elvenkind, circlet of persuasion).

Most probably, the prereq would thus be having 5 ranks in UMD. Unless your DM says otherwise, the item could be this one:

Artificer's Vest (I'd say a vest with a lot of tools in even more pockets sounds more fitting than a headband): This item grants a +5 competence bonus to Use Magical Device.
Faint transmutation (or possibly enchantment...);
CL 4th (this has nothing to do with your caster level or anything you do with the item! It's only important if someone tries to dispel it);
Prerequisites: Craft Wondrous Item (duh),
creator must have 5 ranks in Use Magical Device;
Price 2,500 gp; Weight 3 lb.

You can basically craft it as soon as you get Craft Wondrous Item if you maxed out your UMD skill.

And it's bigger brother:
Greater Artificer's Vest: This item grants a +10 competence bonus to Use Magical Device.
Moderate transmutation;
CL 7th;
Prerequisites: Craft Wondrous Item (duh),
Creator must have 10 ranks in Use Magical Device;
Price 10,000 gp; Weight 3 lb.
Edymnion

05-04-07, 08:36 AM
Artificer's Vest (I'd say a vest with a lot of tools in even more pockets sounds more fitting than a headband)Eh, my female artificer had a stylish jeweled belt as her UMD booster, but then, no slot really fits the themantic use, and I find the 3.5 rules for "affinity" to be rather stupid in the first place, so I may not be the best judge of what slot the item should take up.
Ryoden_Anariavas

05-04-07, 09:54 AM
I had always planned on making it a vest.


...(but then I ended up running the game and diddnt get to play :raincloud :allalone:)
dhorne

05-04-07, 10:38 AM
There is a Artificer infusion that you have overlooked that gives a bonus to one skill. The infusion is a first level infusion called Skill Enhancement. Under the infusion's description the infusion grants a +1 circumstance bonus, with an additional +1 bonus every 2 caster levels without a cap. So I am thinking that an item with a CL of 19 with this infusion as a base for its effects will have a +9 circumstance bonus (legally) over an item with a CL of 3 (+2 circ. bonus) if I word the item to grant an effect of the infusion Skill Enhancement with the caster level being equal to the CL of the item. In this case the CL becomes important enough to keep track of it. It is also interesting to see a PC having to keep upgrading this item to keep its bonus going up similar to bracers of armor. hehehehe!
Michael_Silverforge

05-04-07, 02:33 PM
I agree with Master Cifer, that most spell prerequisites do not give a 1:1 translation to the effect of the magic item, rather they are similar. After some extensive debate with my DM here's what I recently created:

Circlet of Utilization
This item grants a +5 competence bonus to Use Magical Device checks.
Faint transmutation
CL 3rd
Prerequisites: Craft Wondrous Item, Eagle's Splendor
Price 2,500 gp; Weight -

We debated extensively over circlet (like the Circlet of Persuasion) or vest (like the Vest of Excape). We also debated extensively over the prerequisites. Craft Wondrous Item was a given, we debated over 5 ranks in UMD, Eagle's Splendor, Nystul's Magic Aura, Identify, and one or two others.

Unfortunately, I must disagree with Master dhorne on the use of the artificer infusion 'Skill Enhancement' to make the item. Infusions are specifically forbidden to be used as prerequisites for magic items.
dhorne

05-07-07, 02:14 PM
Unfortunately, I must disagree with Master dhorne on the use of the artificer infusion 'Skill Enhancement' to make the item. Infusions are specifically forbidden to be used as prerequisites for magic items.

Where does it say that? I know that any item created by an Artificer is neither arcane or divine, but I could not find any mention that an infusion can not be used to create an item.
Warforged Goblin

05-08-07, 07:35 AM
How I handle UMD items in my game:

Artificer’s Item: Due to the recent influx of adventuring artificers, many different types of this item have been seen. They range from goggles to gloves to earrings to belts to even the artificer’s own tools. Whatever form they’re found, an artificer’s item grants a +5 bonus to Use Magic Device checks, although some have been found with many more magical additions of varying degrees.

Faint transmutation; CL 3rd; Craft Wondrous Item; creator must have a craft reserve; Price 2,500 gp if an item slot is used, 5,000 gp if not; Weight ½ - 1 lb.
dhorne

05-08-07, 10:39 AM
Where does it say that? I know that any item created by an Artificer is neither arcane or divine, but I could not find any mention that an infusion can not be used to create an item.

As an example of infusion based items I sumbit the item Schema. This item is created using a spell or infusion no higher than 6th level.
Edymnion

05-08-07, 12:08 PM
Where does it say that? I know that any item created by an Artificer is neither arcane or divine, but I could not find any mention that an infusion can not be used to create an item.In the Infusion entry. It specifically says that infusions cannot be used as prereqs for magical item creation. Hence, you must make UMD checks to emulate spells, even if you have an infusion that does exactly the same thing. Schema are special partly BECAUSE they allow you to make an item out of an infusion.
Amaril

05-08-07, 03:57 PM
Shards provide bonuses to any specified skill, and being universal items, they can be used by anyone.
http://www.d20srd.org/srd/psionic/items/universalItems.htm#shards
dhorne

05-10-07, 10:48 AM
In the Infusion entry. It specifically says that infusions cannot be used as prereqs for magical item creation. Hence, you must make UMD checks to emulate spells, even if you have an infusion that does exactly the same thing. Schema are special partly BECAUSE they allow you to make an item out of an infusion.

I am sorry if this feels like a rerun or attack on you, it is not.

I can not find any mention of the fact that infusions can not be used to create an item. I have looked through the infusion enrty under Artificer and even went to the magic section looking for more information. I have included the errata for help. No luck.

The only thing I found is the part mentioning that an artificer still has to use Use Magic Device check to active an item even if the spell the item is based on is on the artificer's infusion list. In the example given was a wand of light, even though there is a infusion called light. I have a feeling that this is because of the differences between the spell and the infusion of the same name.

In the infusion entry under Artificer it states that the infusions are neither arcane or divine. This can explain why an artificer needs to use UMD checks to active any 'normal' magical item, since these items are based on arcane or divine spells. But, no mention that infusions cannot be used to base items on.

I have found that infusions are treated like spells in every respect, just that they have to be imbued into items or constructs, including living constructs, and not cast on any targets like the arcane or divine spell can.
Cifer

05-10-07, 03:38 PM
How about "An artificer's infusions do not meet spell prerequisites for item creation" - page 32, last paragraph of item creation. Associating this with dissimilarity of the light spell to the light infusion is entirely your interpretation, especially when they are explicitly called "equivalent".

You will not find anything that says "infusions can't be used to base an item on them". However, you will neither find anything that says "flapping your arms and making chicken noises can't be used to make an item that grants you the power to fly". Taking something not being explicitly prohibited to mean the same as it being allowed is one of the weakest arguments possible for D&D rules, especially since those very same rules allow dead people to walk around without problems.
Michael_Silverforge

05-11-07, 08:34 AM
Where does it say that? I know that any item created by an Artificer is neither arcane or divine, but I could not find any mention that an infusion can not be used to create an item.

How about "An artificer's infusions do not meet spell prerequisites for item creation" - page 32, last paragraph of item creation.

Master dhorne, I will add to Master Cifer's cite that this is in the "Eberron Campaign Setting". Please note, I only meant to say that Artificer infusions cannot be used as spell prerequisites, I did not mean to imply that you could not base the effects of a magic item on an infusion effect, arguably that is precisely what this thread is discussing. If the Artificer and the DM are agreeable to an improving UMD item, as you explained above, then by all means create it. However, the infusion 'Skill Enhancement' should not be used as a spell prerequisite for that item.
Edymnion

05-14-07, 12:52 PM
However, the infusion 'Skill Enhancement' should not be used as a spell prerequisite for that item.And in fact can't be. But even if you made your UMD check to fake the spell, you still wouldn't need a skill boosting spell as a prereq anyway. You just plain make it. Just like you don't need Greater Magic Weapon as a prereq when making a +5 sword, as long as your level is high enough, you just plain make it, no checks required.
kentonblack

05-16-07, 01:25 PM
And in fact can't be. But even if you made your UMD check to fake the spell, you still wouldn't need a skill boosting spell as a prereq anyway. You just plain make it. Just like you don't need Greater Magic Weapon as a prereq when making a +5 sword, as long as your level is high enough, you just plain make it, no checks required.

*seconds the motion*
I hate to be a nerd here, but read the books man!