Artificer at low-lvl (1-5)

Post/Author/DateTimePost
#1

Zarza

Mar 03, 2010 4:59:53
For a long time I am dreaming about character who will be concentrated on item-creation. Seems like artificer is the best option avaliable. But I come to conclusion that she cant really make anything usefull al low levels without sacruficing her usefullness to party and/or survivability.
To make things she need high Cha plus Skill Focus(UMD) plus cheating UMD- boosters and even then she limited to 1-2 lvl scrolls and Wondrous Items which require 1-3 arcane spells 1-2 lvl or 1 arcane spell 3 lvl, and costs no more then 500gp*her lvl (1500 at 3rd, 2500 at 5 th).
It's rather dissapointing.  May be I miss somthing important?
#2

bugbearii

Mar 03, 2010 12:01:08
I could not find any real usefulness for the Artificer until level 7 for wands as far as combat goes. Just get a crossbow and hope that you hit. After that you will have the strongest character in the game. Don't waste a feat on Skill Focus:UMD if your DM will allow you to craft skill items like it says in the DMG. Also, don't forget about adding a race and class restriction to wondorous items, weapons, and armor so that the gold cost is an additional 40% off. The only thing you can do at low levels to help your party is craft healing potions for them and use scrolls of cure light wounds and of course buff them. I wasted feats and ability score on my first artificer and I don't want you to do the same.
#3

dawnmor

Mar 03, 2010 13:25:01
My first experience with an artificer was decently crappy but dont do what the book says, the book says CHA is your most important stat, THAT is a complete and utter LIE!.  Intelligence is key to the Artificer.

Intelligence gives more skills, it governs how many infusions you get and how hard they are to resist.  At low levels from my experience is that Artificers are the Skill monkey's and trap finders of the group early on.  Later when they are able to craft magic items their usefulness increases.

I suggest playing a Warforged Artificer to make use of the Sub levels.  A character who doesnt sleep is very good for crafting.  Craft (Weaponsmithing, armorsmithing, blacksmithing) are key for you as a crafter.  Later, you should do Wands, VERY! useful.  If you want to make your party cry and scream for mom alot, I suggest taking a few non crafter feats, like Two Weapon fighting and Wand Weilder.  So you can do 2x the damage when Duel weilding 2 wands.

Also on the Feat front, I suggest you take feats for metamagic too, Maximize, Empower spell on a Wand of Fireball or Wand of Scorching ray and I think your set.

I did a Wizard who crafted her own wands and she would sit up in a Rope trick in safety as she covered her group as they went into a dungeon and she blasted lizard folks all day :P.  Best fun I ever had with a Wizard.
#4

bugbearii

Mar 03, 2010 15:13:31
     Few corrections, it cost like 2500 gold to have a mechanical advocate who will craft for you so warforged isnt that big of a deal...
     Can't put more than 1 metamagic feat on a wand when using the 3rd level artificer infusion. The way I like to get around that is craft energy substition into the wand (free) and then use the infusion on energy admixture to make it only cost 1 charge. double damage
     Agree on intelligence, agree with two weapon fighting and wand wielder
     As for feats I would get persistent spell, energy sub, energy admixture, maybe some favored in house and dragonmarked for role playing purposes.
#5

phaedrusxy

Mar 03, 2010 16:58:54
     Few corrections, it cost like 2500 gold to have a mechanical advocate who will craft for you so warforged isnt that big of a deal...

At levels 1-5, 2500 gp is a big deal...
#6

bugbearii

Mar 03, 2010 17:03:22
True, but how much crafting will be done at lower levels? Well my point was is it worth giving up a feat and the chance to be dragon marked because all crafting takes 8 hours minimum anyway. At higher levels it will not matter because you have this advocate in your portable hole in your pocket.
#7

phaedrusxy

Mar 03, 2010 17:16:51
True, but how much crafting will be done at lower levels? Well my point was is it worth giving up a feat and the chance to be dragon marked because all crafting takes 8 hours minimum anyway. At higher levels it will not matter because you have this advocate in your portable hole in your pocket.

Yes, but this thread is specifically about levels 1-5. Did you read the title? Not every game even reaches the high levels at all.

Besides, it's not like that's the only advantage warforged have as a race, either. There are plenty of other reasons to play one, and yes, I do think that they're probably worth giving up a feat for in most cases.
#8

meep_war_bunny

Mar 05, 2010 5:25:48
Zarza,

"Brilliant Gameologists" has an AMAZING Artificer Handbook.  I can't get to that link from here, so please dig it up yourself.  It's awesome. 

I started playing my first artificer a few months ago.  I started with a Gold Dwarf with the Metallurgy Feat, and dipped one level of Cleric for the Artifice and Craft domains.  I decided to focus on item creation as well.  It's amazing quickly with extraordinary artisan, legendary artisan, etc. that the artificer goes logarithmic. 

I decided very early to become a golemficer.  I planned to dodge combat, and I planned to use my time in combat to buff either the party or my creations.  Priority one was defeating the time limitations on mundane items.  I created a dedicated wright homonculus.  Now, I could have "Little Red" working on armor, items, weapons, or even golem bodies while I wasn't even paying attention.  I did not want to spend 42 weeks in the lab to make some

Next, I created another dedicated wright homonculus.  "Little Blue" was focused on magic item creation.  Now, I can have one DW making "stuff" and I can have another one making "items" for use.  With these two things done, all I have to worry about is playing my character.  The rest is book keeping. 

OK.  So I have the ability to make lots of stuff for supercheap in minimal time without my own personal effort.  What would you do?  I built a Flesh Golem.

That's right.  At 7th level, I'm rolling around with a flesh golem named "Frank".  He has his own story as to why he doesn't talk, and why he smells a little funny.  I put some money into making him armor.  I boosted his hit dice. 

If you look at the construct resistances in the MM or SRD, you quickly see how at 7th level Frank can easily tank for the entire party.  The majority of the party is caster-types, so I thought I would bring in something to soak damage and wreak havoc.  I overshot the mark.  Frank can single-handedly destroy virtually all monsters at or around the ECL because of a few things: 

1) Infusions.  Adamantine construct helps Frank bypass DR.  At 7th level this is huge, and I'm assuming it will be for a few more levels.  Bull's Strength takes a combat monster into more of a monster.  Charging Frank up before combat, or before entering danger zones, most infusions last around 10 min/level.

2) Action Economy.  Frank does all my fighting.  I can do whatever I want during combat (which is almost always buffing and hiding).  I've thrown out obscuring mist for some minor BC, but for the most part I try to make either Frank or everyone else awesomer (sic). 

3) Character Concept.  I put no effort into making my dwarf combat savvy.  I used no feats, skills, or personal gear toward fighting.  I have a large, smelly, fully leather covered gimp and sidekick to fight for me.  Imagine leadership without having to lead.

I have derived a great deal of satisfaction from focusing my character completely on crafting and researching and roleplaying.  Plus, when combat rolls around I just unleash Frank.  My plan for the long-term is to build Stone and Iron and Adamantine Golems when able.  With the item creation cost reduction feats, you can chop the prices down to VERY reasonable levels. 

Hope I helped!