| Post/Author/DateTime | Post |
|---|---|
| #1liquid150Oct 27, 2008 8:32:22 | My last character got wasted with a bodak's death gaze, so here I am looking for more build advice. New character has a multi-functional purpose and intent. Our party needs a leader, sorely, and also needs somebody with a lot of skills. Already in party are a Dwarven melee cleric, and a warforged fighter/juggernaut (he's about to take the PrC next level up). We are all level 6. I am planning on splashing two levels of rogue at levels 1 and 2 for evasion, skill points, and class skills. This makes the build at level 6 4Art/2Rog. My goal is to focus on infusions (obviously), traps, UMD and charisma skills. If I can work some level of scouting in as well, all the better. Combat will be a secondary focus, as my role will probably be infusing buffs, using magic items, and perhaps ranging with a crossbow. I don't think melee will be an option. We are limited to 32 pt buys, with all accessible materials allowed. Is mithral body worth the feat expenditure? I don't plan on taking weapon finesse, is a poor choice? Planned stat point allocation: STR 10 DEX 16 CON 12 INT 16 WIS 10 CHA 10 Are my goals viable with this build? |
| #2dawnmorOct 27, 2008 11:48:06 | Ever looked at the Artificer handboook ? on the Eberron Sticky link forums ? Well, Drop rogue for one. And for 2, List books your allowed . |
| #3liquid150Oct 27, 2008 11:53:14 | Ever looked at the Artificer handboook ? on the Eberron Sticky link forums ? Didn't look at the forums.... Reasoning behind dropping rogue? And I thought I listed the books....pretty much anything 3.5 that I can produce. The sky is the limit. |
| #4dawnmorOct 27, 2008 15:36:15 | Just drop rogue, it doesnt make much sense. Rogue has skill pts, Artificers have the same amount and pretty much the same set of skill pts as a Rogue does. I read alot of forum threads and everyone pretty much says the same thing, NEVER TAKE ARTIFICER AND ROGUE LVLS together, because Your more towards artificers, your already the party rogue to search for traps and such, all your getting is Evasion as a rogue and d6 SA, not worth the 2 lvls. For example, if you go with 6 lvls of artificer you can now make items with 4th lvl spells sense Artificers can make things with spells 2 lvls higher then they are. So your effectively making items as a 8th lvl artificers then just a 6th level one. You can make items like Gloves of Scorching ray, thats what ? like 2 rays each doing 4d6 damage to anyone within 30ft? thats better then a measly +d6 and 2 lvls of rogue which are pointless. I rather take the Scorching ray gloves then sacrifice 2 lvls of artificer just for a measly +d6 SA. http://forums.gleemax.com/showthread.php?t=813665 read that, its the newest artificer handbook. Damn you, now im thinking of a wizard for an upcoming campaign, curse you .But anyways, thats my reasoning behind dropping rogue 2. Go pure crafting and you wont regret it. Specially if you add on the meta magic feats. For example..............Gloves of Scorching ray, CL 12, thats 12d6 rays (3 rays at 4d6 each), 12d6 + 1.5(Empower spell), Maximize spell, x2 (twin spell), Energy Sub (Sonic), +12d6 (Energy Admixture). NOW! do the math. Thats 288 damage. That is if the Energy Admixture is maximized too. 288!!!! damage. Now Ray of clumbsiness d6 dex damage (Spell compendium) Now im pretty sure you can do the math from here? Or my personal favorite..........Flaming whips (Spell compendium) 8d6 fire damage, now add all those metamagic feats........Do the math. That is if you drop the 2 lvls of rogue. Sense Flaming whips is a 4th lvl spell. *Sigh* if you cant comprehend what im explaining then you really shouldnt be playing a artificer in the first place, you need to play something simplier im afraid. |
| #5heaxOct 27, 2008 17:08:23 | Dawnmor, why so condescending? There's no reason for that. Bad form. Artificers are really fun to play- they're already rogue-ish due to the trapfinding and skill set- but they get better. Evasion isn't really worth the investment of two levels for one reason: two levels of artificer is, as Dawnmor already stated, a lot better. With those two levels you gain better infusions (which more than make up for the sneak attack and 10 skill points), another feat, craft reserve, and the first class ability that makes the artificer kick so much arse- Metamagic Spell Trigger. With MST you can expend additional charges from wands, staves, and other magic items with charges to add the effects of metamagic feats you know to the spell effect. So go ahead and get that want of Bite of the Wererat- then reach and chain it. Hell, persist it if you really want to. You could even craft an item to give yourself Evasion. Or sneak attack- Hunter's Sense? Hunter's Eye? That ranger one. Very good. Multiclassing out of artificer hurts more than helps, especially since you are already a warforged and cannot qualify for Cannith Wand Adept or Rogue Mastermaker. Another note- take the substitution levels for Warforged Artificers. It gives you something for free at 1st level and replaces Craft Homunculus with Tools of War- which makes crafting weapons and armour and your own body even cheaper. Then take Craft Construct as a bonus feat and you retain the ability to make Homunculi. |
| #6liquid150Oct 27, 2008 20:58:29 | *Sigh* if you cant comprehend what im explaining then you really shouldnt be playing a artificer in the first place, you need to play something simplier im afraid. You didn't really say ANYTHING whatsoever before, so try not expecting me to read your mind. If you can't really comprehend that I'm just looking to have a good time with an effective character, not maximize my d6's, then I suppose you should reconsider giving your advice and stick to the exploit threads. :P |
| #7liquid150Oct 28, 2008 6:10:39 | So from what I gather, the reason to not splash rogue is because the majority of benefits derived from it can be gained on crafted items. Nice. There is still the issue of the other charisma skills I had hoped to work in, but in hindsight perhaps I am trying to do too much with the character. |
| #8dawnmorOct 28, 2008 12:11:05 | Im ignoring your other posts for their irrelevent. Charisma is pointless to an artificer, You need a high Intelligence for More skill points, more infusions, all Charisma does is raises your UMD, true you need it but you need Int more. So if you go for the crafty type of character then I suggest you go Int - Charisma - Dex (For rays) - Str - Con - Wis is a dump stat. You may not like the D6's but it doesnt change the fact that 99% of the spells you need to use to be useful to your group goes off of Dice rolls. That doesnt change. BTW Poison is also nice specially if you combine it with Reach spell. Then apply the metamagic feats to it. You dont need to worry about needing to know a specific lvl of spell to use certain feats I dont believe. |
| #9ehawkOct 28, 2008 13:54:41 | http://69.8.198.225/showthread.php?t=520855 http://forums.gleemax.com/wotc_archive/index.php/t-534502 http://boards1.wizards.com/showthread.php?p=11846862 http://www.crystalkeep.com/d20/rules/DnD3.5Index-Classes-Base.pdf http://www.dandwiki.com/wiki/Artificer_Player%27s_Guide_(DnD_Optimized_Character_Build) |
| #10liquid150Oct 29, 2008 8:06:47 | Im ignoring your other posts for their irrelevent. THank you for the constructive feedback. I only have 10 charisma right now, but the rogue levels had been originally considered for access to skills like diplomacy and bluff, but since then I have realized my skill points are already stretched too thin. I will drop those levels, go pure, and focus on crafting/traps. I would rather not dump anything completely, and I'd like at least a 10 in wisdom. I am under the impression, from the Artificer's Handbook here on these forums, that I will need either 10+spell level wisdom to infuse divine magic, or make a UMD roll with a - 15 penalty. If I have 10 wisdom, and use owl's wisdom to get a 14, can I infuse divine spells up to level 4 without the penalized UMD roll? Also, is mithral body a bad feat for me to take as a warforged artificer? |
| #11dawnmorOct 29, 2008 12:05:46 | No, Mithril isnt a bad feat, infact I highly reccommend it. The only time you take Ironwood body feat is if your a druid, and Adamantite bodyfeat is if your a heavy fighter, like Cleric, Barbarian, Warblade, Crusader. Those sort of melee classes, thats the only time the heavy armor would be required. |
| #12houkamaOct 29, 2008 18:43:20 | Mithral Body is a great choice. Eventually you may want to grab Craft Construct to get a Dedicated wright. Tools of war is just too nice to pass up, for now especially since you are not the only forged in the party. Etch Schema (from Magic of Eberron) is another thing to consider, since scrolls can be costly. Schemas allow you to get more bang for your buck over time if you pick the scrolls you would be most likely to use AND! you don't have to meet the ability score requirement just the minimum caster level requirement. Nifty huh! Oh and you get a +4 to your UMD check for any schema that you make and have used before. |
| #13liquid150Oct 30, 2008 8:13:33 | Why would I not be able to make a dedicated wright using the level 4 class feat Craft Homunculus? The difference between these two feats confuses me a bit. I suppose either way, being able to craft a construct can be extremely useful.... |
| #14EndarireOct 31, 2008 1:35:41 | Get Magical Artisan: Craft Wondrous Item (Player's Guide to Faerun) as soon as practical. Most items you should expect to craft are wondrous, especially if you can make custom items. Bring on the shirt of expeditious retreat or cloak of continuous haste! |