| Post/Author/DateTime | Post |
|---|---|
| clem08-08-06, 04:06 AM | A question concerning the Tools of War class feature for 4th level warforged artificers. According to Races of Eberron, this allows each XP of the artificer's craft reserve to act as twice the amount for the purposes of creating magic shields, weapons, or armor or when add a magical property to a construct. How would this apply with XE's artificer rules? Would each artificer gold piece count as two for purposes of creating the above-mentioned items and effects? |
| smerwin2908-08-06, 08:17 AM | Most likely. |
| Randall Montgomery08-08-06, 12:53 PM | I play a Warforged Fighter/Artificer with all the sub levels in MoH, and that is how I've been using the feat. While there's been some debate on the boards wheither you can use your craft reserve to partially pay for a weapon (since you rarely have enough in your reserve to completely pay a magic weapon's cost, even when it's doubled), I will continue to play this way until either an official ruling is made or I play with a DM who disallows this. Since I only play MoH with a retail group, and I've played every module with the same DM, this probably won't be an issue for me, but YMMV. |
| clem08-08-06, 02:50 PM | It would make sense for a D&D Campaigns artificer to use his artificer gold allotment as a partial payment towards a created magic item. After all, a non-D&D Campaigns artifacer can use his XP pool as partial payment towards a magic item, using his regular XP to fill in the remaining required. |
| Frobi-Wan Kenobi08-08-06, 03:35 PM | Well, considering that you'll be 5th level before you could craft a +1 weapon your XenEx Craft Reserve will be 500 double that for 1000 total so you could craft a +1 club or one side of a quarterstaff at 5th level. At 6th you shouldn't have a problem crafting any +1 weapon execpt a couple (composite Longbows, etc.). Minimum level for crafting magic weapons and armor for Artificers in XenEx is as follows: +1 - 5th level +2 - 9th level (under normal rules it should be 5th) +3 - 15th level (under normal rules it should be 7th) +4 - 21st level, but I don't think we are going epic (under normal rules it should be 10th) |
| Randall Montgomery08-09-06, 10:43 AM | Ohh yeah, I had forgotten about the new Artificer crafting rules for XenEx. In that case never mind, you shouldn't have ANY problem using your entire craft reserve. Now I remember why I refused to play an Artificer in this campaing.... Well, considering that you'll be 5th level before you could craft a +1 weapon your XenEx Craft Reserve will be 500 double that for 1000 total so you could craft a +1 club or one side of a quarterstaff at 5th level. At 6th you shouldn't have a problem crafting any +1 weapon execpt a couple (composite Longbows, etc.). Minimum level for crafting magic weapons and armor for Artificers in XenEx is as follows: +1 - 5th level +2 - 9th level (under normal rules it should be 5th) +3 - 15th level (under normal rules it should be 7th) +4 - 21st level, but I don't think we are going epic (under normal rules it should be 10th) |