Artificer Handbook (rough draft)

Post/Author/DateTimePost
#1

waper9

Oct 18, 2005 0:15:07
The Artificer Handbook.

The handbook is inspired by Caelic and Edymnion's threads respectively. This is my first attempt at a longer post, so please bear with any grammatical, spelling, formatting, or just plain mistakes on my part. And like any author, feedback makes me happy.

In terms of basic information please check out Edymnion's FAQ.

Unofficial Artificer FAQ 2.0

For the ongoing discussion on optimization check Caelic's:

Optimized Artificer

Special thanks to all the contributors in the thread so far.

Abbreviation key
Show

If there's no acronym, it's from the Player's Handbook, Dungeon Master's Guide, or Monster Manual or Eberron campaign setting.
5N - Five Nations
BoED - Book of Exalted Deeds
BoVD - Book of Vile Darkness
CAdv - Complete Adventurer
CArc - Complete Arcane
CD - Complete Divine
CoR - Champions of Ruin
CW - Complete Warrior
Drac - Draconomicon
ExHB - Explorers' Handbook
FF - Fiend Folio
FRCS - Forgotten Realms Campaign Setting
Frost - Frostburn
LEoF - Lost Empires of Faerun
LibMort - Libris Mortis
LoD - Lords of Darkness
LoM - Lords of Madness
MiniHB - Minatures Handbook
MM2 - Monster Manual 2
MM3 - Monster Manual 3
MoE - Magic of Eberron
MoF - Magic of Faerun
MonOF - Monsters of Faerun
MotW - Masters of the Wild (non-updated 3.0 book)
OA - Oriental Adventures (non-updated 3.0 book)
PGtF - Player's Guide to Faerun
PlHB - Planar Handbook
RoD - Races of Destiny
RoE - Races of Eberron
RoS - Races of Stone
RotW - Races of the Wild
Sand - Sandstorm
Sav - Savage Species
Serp - Serpent Kingdoms
Shin - Shining South
UE - Unapproachable East
XPH - Expanded Psionics Handbook - Note that nearly all XPH material is duplicated in the SRD
#2

waper9

Oct 18, 2005 0:15:50
Useful spells
Here's an incomplete section of what spell wands to make. I'll be listing useful spells grouped by feats, cost listed for each spell is the base price (since many feats alter this for the artificer). For spells over lvl 4, they were automatically made using the staff rules, though some of them could easily be scrolls or whatever else.

For any wand that you use constantly, like the presistent ones. You may want to consider eternal wand versions of them, page 265 (eberron)

Extend spell:
-Creeping cold (CD) wand: (CL 3, 4500 gp) A very decent single target damage spell which has a nice fire and forget nature to it.
-Heat/chill metal wand: (CL 3, 4500 gp)while it deals no damage on the last and first round, it should make anyone effected by it nice and toasty/chilly.
-Sonic weapon (CAdv): (CL 3, 4500 gp)Not many creatures resist sonic damage, so adding another d6 sonic is always nice to your weapons.
-Luminous Armor (BoED): (CL 3, 4500 gp) Lasts for 10 hours with wand mastery, and gives +5 AC vs brilliant energy weapons. Increase caster level as desired, and heal back ability damage with restoration scrolls or wands.
-Greater luminous (BoED): (CL 7, 21000 gp) same as above, but +8.
-Miasma(CD): (CL 13, 58500 gp, staff) Extended, and using twin spell and reach spell, this can pretty much kill any caster unless they're using all silent spells. Takes a little longer for others though. Requires fort save through errata.
-Revenance (CD): (CL 7, 21000 gp) One of the more funny combat rezzes I feel, when extended, an ally will spring back to life for a good chunk of time to fight foes.

Persistent spell:
For any 4th lvl or lower presistent spell, it maybe better to use spell storing infusion and cast metamagic item infusion on it instead to save some money initially. Especially things like fly, swift and haste,swift are very useful at lvl 5 persistent, but you don't have the means to make wands but do have the means to spell store it.

-Alter self (CL 3, 4420 gp) eternal wand: There's many benefits to this spell, but of special interest for Warforged artificers they can change into a warforged charger with 2 slam attacks.
-Expeditious retreat eternal wand: (CL 1, 820 gp) +30 movement never hurt anyone.
-Divine sacrifice (CL 2, pal 1, 1500 gp or 820 eternal) Each round up to 10 hp per round, you can sacrifice 2 hp to deal an additional 1d6 damage. Combine this with vigor spells or whatever else, and you can do some mean damage.
-Divine favor wand +2 wand mastery(CL 7th, 5250 gp): +4 hit/damage
-Divine power wand, 7th lvl caster: base attack like fighter, plus all the other goodies (CL 7, 21000 gp)
-Righteous Might, (CL 9, 33750 gp staff): As good persistable for clerics, as for the artificer, as anyone else.
-Bless eternal wand: +1 hit, +1 saves vs fear (820 gp)
-Fly swift (CAdv) eternal wand: Fly spell all day.(4420 gp)
-Embrace the wild (CAdv) eternal wand(ranger version): Blindsight, keen scent, 8+ listen/spot? what's not to like (820 gp)
-Arrow mind/hawkeye/guided shot eternal wand(CAdv) : Good for the archeficers. (820 gp each)
-Master's touch (CAdv): In case you want to be an archeficer without getting proficiency in a longbow, or any other artificer who wants to use weapons. (820 gp eternalwand)
-Arrow Storm (CAdv) (CL 7, rgr 4, 21000 gp) wand: For archeficers, attack anything within your range increment as a full round action. Good for mook clearing.
-Instant locksmith/accelerated movement/instant search eternal wand(CAdv) : Good if you're the skill guy. (820 gp each)
-Forestfold (Cadv) wand: +20 hide/move silent combine (21k) with acorn of far travel spell that allows you to use an acorn for the purposes of being in a forest you can hide better than your party rogue, plus probably made his boots of elvenkind.
-Unfettered Heroism Rod (RoE)(CL 9th, 33750 staff) 5th lvl sorc spell, gives one free action point per round. Which means, hasten infusions every round, or d6 added to a save/attack roll. Very very handy.
-Sign eternal wand(Mini)- Sets initiative as 20 as if you rolled it that round. (820 gp)
-Joyful Noise (CAdv) (CL 2, 1500 gp) 1st lvl bard spell, negates silence around you and allies within 10 feet.
-Blink (CL 5, 11250 gp): 3rd lvl sorc spell, 50% concealment, along with other goodies.
-Blessed aim (CD) (CL 4, paladin, 6000 gp) wand: +2 morale to attack rolls with ranged weapons.
-Improved blink (CD)(CL 9, 33750 gp) wand: As blink above, but improved.
-Body of the sun (CD)(CL 3, 4500 gp) wand: Its basically free damage in melee range of any foe. Minor persistable overall.
-Camouflage eternal (CD) (CL 1, 820 gp) wand: +10 hide checks all day.
-Divine sacrifice(CD)(CL 2, paladin, 1500 gp) wand: For 10 hp per round, you can add on +5d6 to your attack. Couple this with vigor wands or whatever else, you can do some pretty mean damage.
-Dragonbreath (CD) (CL 9, 33750 gp): The main advantage of dragon breath is you can ignore spell resistance, plus being able to breathe it out anytime is kinda cool.
-Poison thorns (CD)(CL 9, 33750 gp): In case you get into a lot of grapples, or have people attacking you with their natural weapons.
-Recitation (CD) (CL 5, 11250 gp): +2 luck to hit, and saves. Enemies get -2 hit and saves. Useful for yourself, and your allies all day.
-Visage of the deity (CD) (CL 5+, cleric 3+,11250+ gp): This starts with just a minor bonus to your charisma, as well as 2 or 3 types of energy resistance. Eventually, the greater version gives you some stats bonuses to everything, as well as sprouting wings, 10/magic DR, etc.
-Eternal Wand of Crescendo (CL 4, Brd 2, 4420 gp?) Now, just how would this work when made Persistent? Would you build to the +3 morale bonus to attack rolls, and then stay there? Would you keep cycling through the 4-round cycle?
-Haste swift (CL 4, Ranger 2, 4420 gp) eternal wand: Haste on yourself all day, and a bit cheaper than a weapon of speed, not to mention other benefits.
-Mass lesser Vigor wands (CL 3, druid 2, 4420 gp) eternal wand: According to the errata you can't use extend spell on vigor line, but you can use persistent spell on it.
-Nightstalker's Transformation(CAdv) (CL 9, sorc 4, 33750 gp) staff: +4 dexterity, +3 luck bonus to AC, +5 reflex throws, +5 spot/listen/hide/move silent, weapon finesse and some weapon proficiencies, +3d6 sneak attack.
-Dagger spell stance (CAdv) (CL 3, sorc 2, 4420gp) eternal wand: For the person going down the dual wand feat line, this is useful as a spell storing infusion at low levels to increase your defense or offense. Combine with nightstalker's transformation to be even more effective.
-Bladeweave (CAdv)(CL 3, sorc 2, 4420 gp) eternal wand: Free additional touch attack that gives a daze effect.
-Mirror Move (CL 3, bard 2, 4420 gp) eternal wand: Get a cohort or whatever else, and go crazy with fighter bonus feats all day.
-Sharptooh (Draco, CL 7, wiz 4) wand: Increases natural weapon damage by one size category.


Still working on completing the list, until then visit the persistent spell threads:

EricMender's Persistent Spells for Clerics

Sisyfos' Persistent spells for Wizards


General
These spells are listed that have more one time shot uses, or for example aren't enhanced by a particular feat. I.e. restoration, is restoration, anyway you look at it. Paladins and rangers are considered half their caster lvl, so for lvl 1 spells in their list they win out if its a level 2 in someone else's, like the first spell.

-Lesser restoration (CL 2, Paladin): Cheaper than the cleric's version.
-Delay Poison (CL 2, Ranger): Cheaper version.
-Embrace the wild (CL 2, Ranger): Cheaper version.
-Bloodhound (CAdv)(CL 2, Ranger): Automatically re-roll track, and it lasts 24 hours. Useful if you have survival skills.
-Scent (CD) (CL 3): In case you need to track, but dont have survival skills.
-Last breath (CD) (CL 7): In case someone dies, lowest level rezz around.
-Omen of peril (CD) (CL 1): One of the better auguries, and doesn't cost xp.
-Quillblast (CD) (CL 9): Crazy amount debilitating damage to your foes. Only people with evasion can really avoid the effects.
-Color spray/entangle (CL 1): Probably two of the best battlefield controll spells at low levels.
-Sandblast (CD)(CL 1): Sets up your rogue nicely for sneak attacks via stun, also useful for getting a target alive.
-Ray of enfeeblement (CL 1): Most wizards or other casters are debilitated by this effect, combine with ray of exhaustion for added hilarity.
-Blinding spittle (CL 1, druid 1, Magic of Faerun): Ranged touch attack at -4, blind opponent, no save.
-Wieldskill (CL 1, cleric 1, Magic of Faerun): +10 to one skill, or can wield weapon, or make a check at +5 skill.
-Unseen servant (CL 1, sorc 1): Setting off traps or whatever else, this handy servant can be a godsend and lasts for 1 hr as a lvl 1 scroll which is nice.
-Tenser's floating disk (CL 1, sorc 1): Creative uses like splashing a huge amount of holy water on a vampire, or whatever else, make this spell handy to have sometimes.
-Holy Sword (CL 7, pal 4): UMD this for a nice +5 weapon with +2d6, dispel, etc.

Blasting combos
This is probably the standard blastificer wand combo:
Wand of lesser acid orb (CL 7, 5250 gp), wand master, CL 9, 5d8 acid damage.
+energy subsitution (electricity)
+born of three thunders: changes it to half sonic/elec
+twin spell: 10d8 sonic/elec [+4 charges]
+energy admixture: 20d8 sonic/elec [+4 charges]
+empower spell (chose this over maximize): 20d8 x 1.5 [+2 charges]
+quicken spell: 40d8 x 1.5 [+4 quicken + 13 base = 17]
+dual wand feat+ 2weapon fighting: 60d8 x 1.5 [+2 dual + 13 base = 15]
--------
90 min to 720 max (405 average damage). Half elec/sonic
[11 base charge + 15 quicken + 13 dual wand = 39 charges*52.5 gp per charge = 2-47.5 gold and 4.2 xp per charge = 164 xp]
or 480 damage maximized. Half elec/ half sonic.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*52.5 gp per charge = 2205 gold and 4.2 xp per charge = 176.4 xp]
DC 11 Reflex for stun/knockdown.
Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion)

Wand of Scorching Ray, (CL 9, 13500 gp), wand mastery CL 11, 3 rays at 4d6 fire damage, or 12d6.
+energy subsitution (electricity)
+born of three thunders: changes it to half sonic/elec
+twin spell: 12d6 sonic/elec [+4 charges]
+energy admixture: 24d6 sonic/elec [+4 charges]
+empower spell (chose this over maximize): 24d6 x 1.5 [+2 charges]
+quicken spell: 48d6 x 1.5 [+4 charges + 13 base charges = 17]
+dual wand feat+ 2weapon fighting: 72d6 x 1.5 [+2 dual + 13 base = 15]
-------------------
108 min 648 max (378 average) Half elec/sonic
[11 base charge + 15 quicken + 13 dual wand = 39 charges*135 gp per charge = 5265 gold and 10.8 xp per charge = 421.2 xp]
or 432 maximized, half elec/sonic.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*135 gp per charge = 5670 gold and 10.8 xp per charge = 453.6 xp]
DC 12 Reflex for stun/knockdown.

Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion, or be cannith wand adept)

Wand of Force Orb, (CL 8, 24000 gp), wand mastery CL 10, force orb dealins 10d6 damage
+twin spell: 20d6 sonic/elec [+4 charges]
+energy admixture: 40d6 [+4 charges]
+empower spell (chose this over maximize): 40d6 x 1.5 [+2 charges]
+quicken spell: 60d6 x 1.5 [+4 charges + 13 base charges = 17]
+dual wand feat+ 2weapon fighting: 80d6 x 1.5 [+2 dual + 13 base = 15]
-------------------
120 min 720 max (420 average)
[11 base charge + 15 quicken + 13 dual wand = 39 charges*480 gp per charge = 18720 gold and 19.2 xp per charge = 748.8 xp]
or 480 maximized.
[12 base charge + 16 quicken + 14 dual wand = 42 charges*480 gp per charge = 20160 gold and 19.2 xp per charge = 806.4 xp]
#3

waper9

Oct 18, 2005 0:18:25
Infusions
They can be increased by metamagic feats, they can't be used with item creation feats. Thus you can never make a wand of metamagic item infusion, but you can extend the same spell if you'd like. Also note that any application of metamagic doubles the casting time like a sorceror or bard.

Check this link out for armor/weapon infusions:
Oberoni's Artificer--Best Armor Enhancement/Weapon Augmentation Choices

Copied over from the same link above:
Armor:
Show

+1 (or 5000 gp) Armor Enhancements (Artificer 1, 10 gp to use)
Blinding: Shield only. Great at low levels. Everyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Death Ward: Complete Arcane. Once per day, you are immune to a death spell, death effect, energy drain, or negative energy effect.
Fortification: Great for fighting Rogues; creates 25% chance that a sneak attack (or critical hit) is negated.
Glamered: Hides armor in an illusion of the wielder's choice. Very good for infiltration.


+2 or +3 (or 35,000 gp) Armor Enhancements (Artificer 2, 50 gp to use)
Animated: Shield only. Can use a shield without giving up the use an arm.
Ectoplasmic: Expanded Psionics Handbook. Turn into an Ectoplasmic Form for 5 minutes. You can fly, and have damage reduction.
Exalted: Knocks 1d6 of the damage off of an Unholy weapon, and negates vile damage. No big deal. The real showstopper is that you constantly benefit from Protection from Evil.
Wall: Expanded Psionics Handbook. Shield only. Turn a shield into a wall for 7 minutes. Great for escapes and such.


+4 or +5 (or 100,000 gp) Armor Enhancements (Artificer 3, 100 gp to use)
Etherealness: Become ethereal for as long as you like. Great for escapes.
Phasing: Expanded Psionics Handbook. Run through walls.
Reflecting: Shield only. Once per day, allows you to reflect a spell back at the caster. A true life-saver.
Soulfire: Book of Exalted Deeds. Immune to all death spells, death effects, energy drain, and negative energy effects. That's a lot of immunities.
Time Buttress: Expanded Psionics Handbook. Become invincible for one round. Situationally useful.
#4

waper9

Oct 18, 2005 0:22:11
Artificer advice
This section will address various stages of your artificer. I personally prefer more versatile artificers so my viewpoints might be a little skewed to that.
This is a thread mainly dedicated to flesh out my tips and tricks section of the artificer. Here's an excerpt, and I was hoping more people could add on.

Stat spread
I consider Int to be the only stat to really worry about. With more infusion casts, and extra skill points, etc. You're best off maxing int I feel than any other stat. Plus more later in the low level section, it'll help for crafting normal stuff.

Like any caster, the artificer benefits from being middle-aged or more. As far as I can tell, a warforged artificer can theoretically get the middle-age bonus, and the bonuses thereafter, but not accrue addtional physical penalties. (but since warforged are so recent, there's no rules for it and will generally be disallowed by most DMs in Eberron.)

Low levels 1 to 5:
Since these levels tend to fly by, and your crafting magical options are somewhat limited, consider dipping into the various normal craft skills. Alchemy is an obvious choice, but equipping all your party members with masterwork weapons is good too (weapon smithing/bowmaking). In fact, if you go so far as to sink in 1 point in each of the various craft skills, as well as using all the time before your character enters the scene, you maybe able to convince your DM to have basically 1/3 price on all your items. When scrolls are pricey at these levels at 12.5 gp+ a pop, its nice to have every little bit saved for the items mentioned above and making items like backpacks, or whatever else cheaply does add up.

Use skill enhancement infusion with use magic device. Alternatively, for a shorter duration use, you can use wieldskill scroll (Magic of Faerun) to get a +10 on your skill checks for 1 minute.

Personal weapon augmentation (with bane or shocking) infusion is great, but so is spell storing infusion. The xp cost should only be 6 xp or less depending on what spell you're using, but suddenly popping out a summon or whatever else, can be very handy.

I used to shy away from the gold cost ones, mainly because their duration is too short at these levels, and encounters end before you can put them to good use. Then again, for a lower charisma artificer which I recommend, saving gold by not making scrolls makes it easier to cast lesser armor infusion and such on others, which can lead to tactics like having your barbarian rush in and blind your enemies, and not subject to UMD checks.

That said, remember you can still cast magic vestment on others as well as the various stat buffs which frees up the rest of the party to do other things. Also of note, magic vestment tends to be more handy on your high AC players, simply because reducing a wizard's chance to be hit from 50% to 40% isn't nearly as good as reducing your tank's chance to be hit from 20% to 10%.

Depending on how many skill points you have and if you're the trap monkey, you may want to invest enough to create masterwork thief tools as well.

At 2nd, you may want to consider getting a war-trained riding dog to act as a fighter type. Ideally you'd want to buff your fighters first, but this combatant has a nice trip attack like the wolf does and can carry some of the gear and loot you may acquire. Plus you can handle the animal as a move action, thus using your standard to keep firing your bow, and on subsequent rounds, it'll be fine as the dog keeps attacking and you keep loading (move action) and shooting (standard).

3rd lvl, consider crafting a vest or cloak of resistance, saves are already kinda poor for the artificer, and it can be upgraded as needed. Alternatively, start a UMD +skill item, usually +2 or +3 is all you can afford at this point.

If allowed take the Item familiar feat (explained more below).

4th lvl is usually extroardinary artisan, every gold piece counts. You may want to craft homunculus right now (especially a dedicated wright and a messenger for scouting) but you rarely have the spare gold or experience so it can wait til 6th. Not to mention, constructs are not adjusted for price according to RAW.

At 5th lvl, you'd probably want to use a metamagic item infusion + spell storing infusion + persistent feat to get 1 spell persistent on you for a little xp. This applies to later levels, but somethings you may use constantly may not be so fun wasting xp everyday and better used as an eternal wand.

Of particular note, an alter self + asabi (Monsters of Faerun) gives you +2 natural AC, 50 speed, and 20 ft burrowing. Probably one of the best alter self shapes, short of being a warforged and using the charger form to be a brutal melee combatant (but most artificers can't afford to place so much in str/con).

At 5th, I recommend crafting the caster's shield (and maybe a heavy shield version instead) to get +2 to +3 AC all the time, and 1/4 price scroll use up to 3rd lvl. I.e. 6.25 gp and 1 xp for a lvl 1 spell. This serves you well for using metamagic spell completion at 11th as well.

Mid levels 6 to 10:
At 6th I recommend taking the Item familiar feat from Unearthed Arcana, but since most DMs dont allow it, consider taking more metamagic feats, especially quicken at this point for extra wandage in anticipation of 7th lvl and metamagic spell trigger. A good houserule to maybe convince your DM is to be able to only use the item familiar XP bonus as another craft reserve so it won't level you up but will allow you to spend xp to get better items as well as the skill bonus.

By now you should've built a dedicated wright, unless your DM allows crafting between adventures with ample time, and are setting them to work.

Add in a bag of holding or other similar item with the wright inside. Having your little guy working on items all day in an extradimensional space is just handy. Not to mention, it solves a lot of problems with having to return to town to get your item.

6th level: Start making wands, they're cheaper per charge than scrolls for many spells. Also note that eternal wands come out cheaper, and last forever in the case of persistent spell feat + metamagic item infusion.

Also by 8th lvl, you've probably bumped your int up to 18, if not more, which helps for more bonus infusions.

At 8th you've reached the max of your spell storing. Consider some of the paladin and ranger spells that only go up to 4th, and see yourself wield a holy weapon, through the 4th lvl paladin spell.

Partying tricks- Making your artificer more group friendly
Consider having everyone in your party get use magic device to use persistent spell with metamagic spell trigger or other buffs. Another way for at least clerics is to use the wieldskill spell (MoF). This basically let's them have +5 UMD, or with the expanded skill feat to get UMD, they could have a +10 check.

Having a cleric or wizard or any caster on hand to cast spells alleviates any need for the UMD check when crafting items.

Sample builds:
Warforged Generalist Artificer
Show

This is my standard warforged artificer with all the splatbooks used as well as a 32 point buy system.

Stats:
str 14
dex 14
con 16
wis 6
int 16
cha 10

Feats/flaws/traits:
0. Trait - illiterate. +1 UMD
0. Murky eyed - flaw (UA)
0. inattentive - flaw (or another like feeble)
0. extend spell
0. Jaws of death - bonus flaw feat (RoE)
1. persistent spell (CArc) takes racial sub lvl 1
3. item familiar (UA)
4. Craft construct, takes racial sub lvl 4 +1 int
6. Extroardinary Artisan -25% gp cost.
8. Wand mastery +2 int
9. quicken spell or Second Slam (RoE)
12. Legendary artisan or Heighten, Second Slam (RoE) or quicken spell +3 int
15. Twin spell or Heighten spell(CArc) or silver tracery for spellcraved soldier.
16. Extra rings. +4 int.
18. Free feat or twin spell(may wanna take favored in house cannith to finish off with wand adept)

This is just advice for the beginning of the build, as you level beyond 7th, the choices available for your character become nearly infinite.
-Takes all racial sub levels but 5th.
-Dont forget to buy the +2 UMD masterwork tool. (50 gp)
-Using the illiterate trait, he gets +1 UMD checks, and then proceeds to spend 2 points to gain literacy. By the time he gets item familiar, he can invest 6 ranks into it immediately for another +2 check.
-At 4th: You may consider using alter self via Spell storing infusion. The bonus xp from item familiar should give you a nice buffer to use it, and being able to change into a warforged charger(MM3) for another slam attack is great.
-At lvl 5 and beyond, he can choose to use alter self persistent with warforged charger for adamantine body along with powerful charge feats for free. This basically means combined with battlefist which increases slam attack damage by 1 size category (or near as I can tell, though with it being listed as d4), he'll deal 1d10 with each slam/bite.
-lvl 4 Create a dedicated wright: (2100 gp, all the craft reserve with racial sub lvl 4)
-lvl 5 or 6 Create the battlefist (1300 gp or 975 gp if 6th, 52 xp with racial sub lvl)
-lvl 6 Create a Fist of stone eternal wand (820 gp, or with feat/crafted 307.5 gp and 33 xp). Or just purchase wand normally.
-Lvl 7 is the earliest you can make the monk's belt for the trick mentioned above. (4875 gp crafted, 520 xp)

Other than that I usually tack on a caster's shield (heavy version) and the standard UMD +skill items, a vest of resistance, cloak of protection, a few wieldskill scrolls (lower lvls), 2 or 3 blasting wands, and your favorite persistant spells like divine power, favor, righteous might, haste,swift, fly,swift, etc.

He can use 3 slam attacks, and 1 bite attack, plus with a monk's belt can do the afore mentioned damage. Long as he just uses a shield/unarmed attacks he can slam/bite all day long with Fist of stone (CArc) to gain +6 str. If he goes the spellcraved soldier route he should have: 16/11/6/1 main attacks and 11/11/6/6 slam/bite attacks. A total of 8 attacks, plus 1 more for haste or 12 more for hydra form, etc.

Basically you create a great meleer for games that require stamina, have craft construct still to make dedicated wrights at 4th (note: legendary, extroardinary aristan don't discount the wright crafting cost). And you're still a good trap monkey for the times people call you on it.
#5

waper9

Oct 18, 2005 0:26:44
So what stacks for metamagic feats?
The ongoing debate can be found here:

Metamagic Stacking.....

Though most metamagic feats can stack on each other except for redundant effects, such as doing extend + persistant.

Quickened wands? Don't they take a standard action to use?
Pinky's Brain and Elderich
The DMG says quicken shortens activation times for items to a free action

DMG pg 283, right at the start. ECS pg 32 in the description of metamagic spell trigger also supports this.

Use magic +skill item are broken!
They're not, its basically like denying boots of elvenkind to the party rogue or whatever else. For more details visit:

UMD as it pertains to artificers

The weirdness of wands
Aelryinth wrote an excellent summary of wand usage, the usefulness of the cannith wand adept, which metamagic feats to use, as well as answering general questions and cites some good examples for blasting.

Aelryinth's Weirdness of Wands

Staffs and artificers
This thread is the ongoing debate about if you can use UMD checks to boost levels in items (specifically staves) as well as getting insane DCs, etc.

Throwin' down the gauntlet: Staffs & Artificers by Psifon

Armor to make
While most artificers might be content to use infusions to enhance their own armor. Here's a few good crafted ones:

Psifon's "What's the best armor in the game?"

Wands with built in metamagic feats
If you can help solve this problem, please refer to

Chiyo's Spell level of Wands with built in Metamagic Feats

Arcane spell failure
The errata states:

1) That artificer scrolls are neither arcane nor divine and thus unaffected by ASF, and that
2) Any non-artificer scroll (i.e. shop bought wiz/cle scroll) would be subject to ASF.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at xx% if the Adamantine Body feat is chosen"

Finally, arcane spell failure only effects spells with a somatic component. Thus you could use a knock or powerword scroll without failure.

To the DMs... artificer seemingly overpowerd
That is actually not the case, as having playtested it, it's certainly not overpowered until you start adding in too many persistent spells or giving unlimited time to craft as well as gold resource. Not to mention extremely fun to be a skill monkey as well as semi-caster. There's other factors that make artificer seem overpowered, but like the druid or cleric, the seemingly overpowered aspect is purely from a number point of view. Artificers can't be or do everything at once, and it only leads to versatility at best.

Either way, here's some houserules to apply. (Before choosing any of these below, please remember the above, if you can control the gold influx and craft time well in your campaigns, most of these should be a non-issue. Most PCs can't spend months trying to craft items or whatever else.)

1. Metamagic item infusion, and using higher lvl spell slots to cast it more often along with metmagic spell trigger with near infinite amount of feats applied to one spell. (i.e. the blasting combos.)

Solutions
-Limit one from each category. (i.e. I can empower with metamagic item infusion and maximize with spell trigger, but can't tack on any more feats).
-Limit it up to the spellcaster of the same level. For example, a lvl 5 artificer can empower a 1st lvl spell (i.e. 3rd lvl). This should apply later to a lvl 17 artificer being able to quicken a lvl 5 spell for example.
-Limit metamagic item infusion to only be cast in the 3rd lvl slot.
-Limit choices for metamagic feats. I.e. the major game breaker for most DMs is persistent. After getting rid of that most artificers are quite enjoyable I feel.
-Realize that the PC just spent about all his charges from his wand to do a trick like that, and he'll eventually run out of gold.

2. Persistent can certainly be a problem as the feat itself is broken. But here's a few reasonable solutions without the complete removal of it.

Solutions:
-Limit it to the spellcaster lvl as above. At minimum you need to be a lvl 13 artificer then, and can only ever do up to 3rd lvl spells.
-Max of X persistent spells. Usually 2 or 3, though this breaks down a little with shapechange being so desirable.
-Duration increased by 2 or 3 steps only. For example, a 1rd/lvl spell increases to 1 minute, then 10 minutes per lvl spell. Thus a 10 min/lvl spell goes to 1 hr/lvl then persistent (24 hrs). This is a nice way to keep things like divine favor persitent out of the way, but give more useful utility spells to the artificer.

3. Quicken + dual wands makes for 3 spells a round which is broken.
Since the PC probably used quite a few charges to do this at a very inefficient rate, most of the problem is the fact they can replenish the wands they used easily. Not to mention, using dual wand as a full round action just means you get to fire a quicken spell off at best when you need it.
#6

mr._dog

Oct 18, 2005 2:28:56
Another great spell to persist is Sign from the Miniatures Handbook. It sets your initiative at what you'd get if you rolled a 20.

Cleric spell, 1st level. Wand works well here.
#7

waper9

Oct 18, 2005 2:57:26
Awesome find... good for higher lvls when initiative means so much.
#8

zombiegleemax

Oct 18, 2005 6:05:48
as far as i am concerned it looks like a good start, could be quite a lot more but i am sure you are working on it

gs
Funny
#9

jameswilliamogle

Oct 18, 2005 9:28:10
Looks great! Just a small point: Quicken Spell for the Artificer isn't as good as the other feats you have listed simply because it is almost always a standard action (or longer) to activate magic items, and Quicken doesn't shorten this.

edit: as was pointed out later, the DMG says Quicken shortens activation times of items to a free action (anyone have a reference page / paragraph for that though? I need to show that to my DM).
#10

elderich

Oct 18, 2005 9:51:12
Good job.

The abreviations in the text do not follow the abreviation legend.

You might be better to link the thread Ravashack posted that in, as it seems Ravashack agrees it is not as clear cut as he thought.

The DMG says quicken shortens activation times for items to a free action.

I think a GP and XP cost break down for the blasterficer is critical. I think too many DMs are getting the wrong idea about artificers. The gold and XP balance the artificers power.

You might want to link the persistant threads so future readers can get the latest info.
#11

zombiegleemax

Oct 18, 2005 10:10:10
Add heighten to the metamagic feats. Allows you to break through a globe of invulnerability, and allows you to pump the DC on cheap first level spells such as colorspray and sandblast (if you aren't going to be able to bring something down in one round then using one of your wand attacks for a twinned, extended and maybe repeated sandblast seems a decent option if he's close and vulnerable to stun ... costs next to nothing.)
The DMG says quicken shortens activation times for items to a free action.

Never noticed that, that's a nice arguement to counter the minimum activation time is a standard action one.

There's also the fact that metamagic spelltrigger is a new way to use a wand, so the old rules do not necessarily apply ... and given that the example in the ECS of the ability uses quicken we can safely say it works.
#12

elderich

Oct 18, 2005 10:15:15
There is also a precident in a few magical items, like hewards haversack, and the bow of true strike from Sword and fist, which can be activated as many times as you can use it in a round.

The unfortunate thing there is no pricing for activation differant from the norm.
Put second post here
We really dont want to argue about this or clutter up this very nice thread with a totaly off topic side discussion.

If you got a problem with the price, or the item talk to Wotc. I am sure they will be quickly issue eratta to clarify it.... wont they? I think any number means any number; 5 times a round is a number. And our groups ban the item.

The bow may or may not work as I suggested, but you do agree it is not the ONLY item that can be activated in less than a standard action, right? Which makes the point that items can be activated in less than a standard action, as the DMG says.
#13

zombiegleemax

Oct 18, 2005 10:20:52
Fair enough ... Ill shorten this. Bow of True Arrows from SaF activates like a spelltrigger device, ie. it takes a standard action to cast true strike.
#14

elderich

Oct 18, 2005 10:33:54
see above
#15

zombiegleemax

Oct 18, 2005 10:51:07
Vigor spells can't be extended, sadly... see the CD faq.
#16

jameswilliamogle

Oct 18, 2005 11:55:52
Thanks for the clarification on Quicken + Item usage (anyone have a pg number, though? thanks!).

How does one go about using eternal wands w/ metamagic spell trigger, though? Wouldn't we need more than 2 uses per day for most metamagics (and thus be using the item creation rules in the back of the DMG)? Are there links to threads that discuss this?
#17

mr._dog

Oct 18, 2005 12:02:38
Another good wand that's a candidate for persistent spell at lower levels is Fist of Stone (C. Arcane). The +6 enhancement bonus to strength is great for a first level spell (Until you can afford to start using Divine Power).

Another is Fly, Swift, from complete Adventurer. Flying all day long is nice, especially at low levels.
#18

elderich

Oct 18, 2005 12:07:19
Can someone link the CD FAQ? Found something in the New d&d FAQ
The vigor series of spells (found in Complete Divine)
raise an interesting question. Does the built-in maximum
duration of each spell limitation override the effect of the
Extend Spell feat?
Yes. Extend Spell still increases the spell’s duration, but
only up to a maximum of the spell’s listed maximum duration.
Use either the normal maximum duration or the doubled
duration, whichever is less. If a 7th-level druid used Extend
Spell on her vigor spell, the duration could not increase beyond
25 rounds.
#19

zombiegleemax

Oct 18, 2005 12:13:44
Thanks for the clarification on Quicken + Item usage (anyone have a pg number, though? thanks!).

DMG pg 283, right at the start. ECS pg 32 in the description of metamagic spell trigger.
How does one go about using eternal wands w/ metamagic spell trigger, though? Wouldn't we need more than 2 uses per day for most metamagics

Yep, but it would still work fine with metamagic item infusion.
#20

eRaz0r

Oct 18, 2005 12:41:18
In the Persistable section, I dont see Righteous Might anywhere. Even the latest nerfed version can be handy for a melee type, especially if you can have it all day.
#21

waper9

Oct 18, 2005 15:25:38
This is just a rough draft, so feel free to clutter it up as much as you need to about anything artificer related. I'm sure everything is artificer related, but you get my drift... only really post about it if it increases an artificer's power.

Anyway, keep posting, I'll try to keep it as updated as possible, and still combing over Caelic's thread for more gems.

Edit to add:
I didn't add the Gold/XP cost since feats alter this price, so it varies depending on what level your artificer is at. I'll probably add a small blurb about conversion soon.

If you have the legendary artisan feat and want to see what the max base price item you can make for your experience used...

33.3333333*XP = Base price Max.

So for example, if I wanted to use all my craft reserve for previous levels starting at 4th with legendary artisan to build my character, I would use this formula. So could make for 54 xp, a hat of disguise valued at 1799.99999 gp (or 1800 gp).

Thanks for the input all, keep it coming.
#22

caelic

Oct 18, 2005 16:20:54
Geh. Now, what'm I gonna do with the half an unfinished Artificer Handbook that's sitting on my computer?

Serious note, though--Divine Metamagic will not work on infusions, unless I've missed something major. Firstly, DM only works on divine spells (as per the CD errata.) Secondly, infusions aren't spells to begin with.
#23

jameswilliamogle

Oct 18, 2005 20:04:02
Does anyone have a link to the various UMD-boost threads? Might be useful for the main post.
#24

waper9

Oct 18, 2005 20:05:52
Geh. Now, what'm I gonna do with the half an unfinished Artificer Handbook that's sitting on my computer?

Serious note, though--Divine Metamagic will not work on infusions, unless I've missed something major. Firstly, DM only works on divine spells (as per the CD errata.) Secondly, infusions aren't spells to begin with.

Heh I tried to PM you Caelic, in case you had started it but your box was full.

Anyway, feel free to email or PM me with stuff, or I can do the reverse if you got somethings already done.

Ah, figured that was a little murky... will get rid of the feat now.
#25

waper9

Oct 19, 2005 1:31:48
Does anyone have a link to the various UMD-boost threads? Might be useful for the main post.

Yay, here it is... thanks for mentioning it.

http://boards1.wizards.com/showthread.php?t=382714
#26

colm_l

Oct 19, 2005 5:48:44
Vigor spells can't be extended, sadly... see the CD faq.

I remember reading they can be persisted though.
#27

waper9

Oct 19, 2005 7:16:31
Hmm, you wouldn't think they cold be persisted with their touch range and all, unless I missed it in the complete divine errata?
#28

colm_l

Oct 19, 2005 9:35:12
Hmm, you wouldn't think they cold be persisted with their touch range and all, unless I missed it in the complete divine errata?

The mass lesser vigor spell has a fixed range (of 20 feet),
which makes it eligible for the revised Persistent Spell feat
in Player’s Guide to Faerûn. Does that mean a 17th-level
druid could use a 9th-level spell slot to give nine creatures
fast healing 1 for 24 hours, or does the built-in limit of 25
rounds make that pointless?

Unlike Extend Spell, Persistent Spell replaces a spell’s normal
duration with a new duration of 24 hours. In this case, the
effect overrides the normal maximum duration of the spell, so it
would indeed grant nine creatures fast healing 1 for 24 hours (a
pretty reasonable effect for a 9th-level spell).

Besides - if you want one of the others there's a meta-magic feat to change touch to a fixed range
#29

waper9

Oct 19, 2005 14:21:51
I see... makes sense for mass lesser vigor.
#30

elderich

Oct 19, 2005 16:50:57
I didn't add the Gold/XP cost since feats alter this price, so it varies depending on what level your artificer is at.

I would put cost in since gold is THE way to ballance the artificers power. Just assume no feats. This allows you to start understanding how much gold that big wand blast will actualy cost, instead if just wowing them with the big damage numbers.

And you really ought to link the metamagic discussion.
#31

caelic

Oct 19, 2005 17:07:43
Balancing the Artificer through gold is tricky, though--a canny Artificer player who knows how to take advantage of Mercantile Background, high Diplomacy, and Retain Essence can build himself a formidable money-making machine if he so chooses.
#32

elderich

Oct 19, 2005 17:26:51
When you are dropping 3K GP on one wand blast you NEED the money making tricks.
#33

aelryinth

Oct 19, 2005 17:27:18
The generally accepted notion among those people looking at the artificer, and the opinion of Keith Baker (Eberron designer), is that multiple applications of the same infusion don't stack, as they come from the same 'source'...a single Infusion being used multiple ways.

Thus, you are largely limited to one use of Metamagic Infusion on an item (such as Twin Spell) and another feat via Metamagic Spell Trigger (generally Quicken).

Also, I noticed no treatment of the various Item Creation feats, and the Feats which modify them for the artificer. Specifically, the ongoing misinterpretations of the Artificer feats stacking on one another (errata'd to only take one) and stacking on each other (they don't...the three feats work off the base costs).

Strangely, I also don't see any mention of the Cannith Wand Adept.

Lastly, there are some severe problems with allowing Heighten Spell, because of the +8 Spell levels you can give it for 'free' with Infusions. A reasonable assumption is that you can't heighten it past 4th level (the limit for wands) or past the caster level of the staff or wielder (for staves). Other wise you get into really silly stuff like DC 26 saves for Charm Person spells at 375 GP a wand...at level 6.

===Aelryinth
#34

elderich

Oct 19, 2005 17:36:37
The generally accepted notion among those people looking at the artificer, and the opinion of Keith Baker (Eberron designer), is that multiple applications of the same infusion don't stack, as they come from the same 'source'...a single Infusion being used multiple ways.

Why not just post a link to the discussion, instead of starting this crap here?
Lastly, there are some severe problems with allowing Heighten Spell, because of the +8 Spell levels you can give it for 'free' with Infusions. A reasonable assumption is that you can't heighten it past 4th level (the limit for wands) or past the caster level of the staff or wielder (for staves). Other wise you get into really silly stuff like DC 26 saves for Charm Person spells at 375 GP a wand...at level 6.

Again, Sharing your opinion is one thing, but linking the discussion, or creating a discussion to link to keeps the clutter out of the thread.
#35

catharz

Oct 19, 2005 17:59:50
Secondly, infusions aren't spells to begin with.

Does this mean that an Artificer can cast Infusions while under the effects of Tensers?
#36

elderich

Oct 19, 2005 18:15:32
server glich
#37

caelic

Oct 19, 2005 19:24:44
Does this mean that an Artificer can cast Infusions while under the effects of Tensers?

In theory? Yes. Of course, I'm hard pressed to think of a situation where you'd pop Tenser's, then promptly sit down and spend a minute or more spiffying up your weapon with an infusion, but it could be done.

More useful, perhaps, is the fact that the Artificer's UMD prowess is absolutely undiminished by Tenser's. He can still use spell trigger items, since Tenser's specifies that it removes the ability "exactly as if the spell were no longer on your spell list."
#38

zombiegleemax

Oct 19, 2005 19:42:12
Which is nice for that wand of metamagic item quickened truestrike.
#39

aelryinth

Oct 19, 2005 22:31:35
I think that errata allows Artificer to count as spellcaster progression for classes if the Artificer otherwise qualifies for them, and use of infusions IS like the use of magic, hence why he can take and use metamagic feats...so no, I probably wouldn't think Tenser's would let you use an infusion. It's just a different form of spellcasting, after all.

==Aelryinth
#40

catharz

Oct 19, 2005 22:38:06
In theory? Yes. Of course, I'm hard pressed to think of a situation where you'd pop Tenser's, then promptly sit down and spend a minute or more spiffying up your weapon with an infusion, but it could be done.

Well, if you're making it Persistant, or if you want to add Construct essence or something...

More useful, perhaps, is the fact that the Artificer's UMD prowess is absolutely undiminished by Tenser's. He can still use spell trigger items, since Tenser's specifies that it removes the ability "exactly as if the spell were no longer on your spell list."

Bam! That is a nice bit of rules-lawyering there, Caelic.
Divine power is still better in general (two levels lower, more +Str), but Transformation has it's own perks. And Persistant Nightstalker's [CAd] would be pretty rad.
#41

aelryinth

Oct 19, 2005 23:21:34
As for starting an argument, I'm doing nothing of the sort. This is the Optimization board, it's about breaking the balance of the game.

And it's pretty much agreed that to prevent blastificing, that Metamagic Infusion is treated as a single source when applied...and so varying the feat doesn't stack, each application overwrites the one in front of it...and overwrites lesser spells of the same time, the same way GMW overwrites Magic Weapon.

It's a balance issue, not an argument issue, and should be heard.

You can still Dual Wield a CL 10 Elemental ORb wand, +5 Caster level it with Wand Mastery and Cannith Wand Adept, Twin it with infusion, Quicken it with Metamagic Spell Trigger, and Dual Wield a second Twinned one for 6 15d6 Sonic Balls (or another element of your choice) per round. That's UTTERLY inside the rules...and 90d6 dmg no save, no SR, ranged touch, elementally twinked to best effect, is enough for even the most conservative game.

Even 30d6 of ranged touch attack dmg per charge (and heck, you can give it temporary charges!) can break a game, if you just allow Twin Spell. And this is at level 12!

So I'm not arguing...I'm presenting the reasonable interpretations of how the class is limited. Which, from a balance standpoint, is still really, really strong.

==Aelryinth
#42

waper9

Oct 20, 2005 2:58:52
I would put cost in since gold is THE way to ballance the artificers power. Just assume no feats. This allows you to start understanding how much gold that big wand blast will actualy cost, instead if just wowing them with the big damage numbers.

And you really ought to link the metamagic discussion.

I thought I did put in the costs of the wands... Did you want a breakdown per charge or whatever (which I did for the blastificer combo.) or more of the xp involved? I figure just listing the base price, then having the person do the calculation works out best.

Metamagic link discussion is the third post down, under the question/answer section.

Strangely, I also don't see any mention of the Cannith Wand Adept.

What page/book is that from, I must've missed it when doing my feat combing.


Thanks for all the input so far all though. Like I said, don't worry about cluttering it too much, since this is the rough draft and its easier to find stuff when people mention it on this thread than looking through X post, etc.
#43

maghana

Oct 20, 2005 5:51:27
I thought I did put in the costs of the wands... Did you want a breakdown per charge or whatever (which I did for the blastificer combo.) or more of the xp involved? I figure just listing the base price, then having the person do the calculation works out best.

Metamagic link discussion is the third post down, under the question/answer section.



What page/book is that from, I must've missed it when doing my feat combing.


Thanks for all the input so far all though. Like I said, don't worry about cluttering it too much, since this is the rough draft and its easier to find stuff when people mention it on this thread than looking through X post, etc.

Well, with Wand Surge (MoE) and unfettered Heroism (RoE), you'll have all the charges you will ever need for free :D

Edit: Well, one charge per round
#44

zombiegleemax

Oct 20, 2005 9:18:55
Wand adept is from Sharn City of Towers pg 162. Doesn't increase infusions, but adds level to CL and DC for wands which together with wand mastery gives you +5 to CL and DC (which together with heighten gives you pretty good DCs).
#45

jameswilliamogle

Oct 20, 2005 12:31:30
Is there an analysis anywhere of estimated treasure per encounter vs. the amount each blast costs in cash and XP to see what exactly the blastificer should blast vs. what s/he should use a wand normally (1 charge) on? Likewise, and I've seen this on other threads, is there a breakdown of level by level purchases / investments (maybe including created items)? I would start one, but alas, am at work all day.
#46

elderich

Oct 20, 2005 12:54:23
Is there an analysis anywhere of estimated...

James said it better than me waper9. I think there would be great value in having such an analysis. And if you want I can post what i have done, and you can go from there, or redoo it entirly.
#47

zombiegleemax

Oct 20, 2005 13:06:43
BTW, about adamantine body ... with a persistent alter self to warforged charger you can get adamantine body for free.
#48

elderich

Oct 20, 2005 13:37:38
As for starting an argument, I'm doing nothing of the sort. This is the Optimization board, it's about breaking the balance of the game.

This thread is about a handbook for artificers. It is not a thread on artificer ballance. I humbly suggest this thread should REFERANCE debates on issues, such as balance; not CONTAIN them.
And it's pretty much agreed that to prevent blastificing...

Hold it right there. Assumes facts not in evidence. Are we sure blastificing is a problem? If we accept it is, Are we sure your suggested fix is the only one for the way my group plays the game? Raise the concern and link the debate. Inform the reader and let them sort out how THEY want to play the game.
So I'm not arguing...I'm presenting the reasonable interpretations of how the class is limited.

It may seem reasonable to tell people what to do, but history is filled with bloody accounts of the common result.
#49

waper9

Oct 20, 2005 16:17:07
James said it better than me waper9. I think there would be great value in having such an analysis. And if you want I can post what i have done, and you can go from there, or redoo it entirly.

Sure, post what you got done, I could always use some help.

As for the items by level vs encounter xp as well as treasure, I'm going to put that a bit low on my priority list for a couple reasons. At low levels you tend to worry about the caster level requirements of items more. And if you go by the wealth per level of the PC in the DMG, you can easily figure out what you can build per level. (But if someone wants to build a table for items, I'm all for it, as mine is more of a barebones post about the items I like, i.e. the quiver instead of haversack to save money, etc)

And for later blasting combos, I list the XP used per charge as well as the gold used per charge, and then give the maximum amount. Which means, you may have varying ideas of what you need to do. Like if you only wanted to go positive for xp, you could pretty much blast anything your level and be alright xp wise, but wealth by level restricts you more than anything.
#50

waper9

Oct 24, 2005 23:50:12
Shameless bump...

And for those kinda keeping up, updated some prices, as well as the added the 2 blasting combos (lesser acid orb, admixed, and scorching ray) with charges/xp used. Added a PrC/multi-class section, and a few more items.

Added a new useful feat I feel for thr arty.. Item familiar from Unearthed arcana, added a small Golemficer section. Most of this is still work in progress, but need input or help on some of the items.
#51

radicaltaoist

Oct 25, 2005 0:05:21
EDIT: Waitasec, that's not right. What's that spell that gives you d6es of temp hit points?
#52

zombiegleemax

Oct 25, 2005 0:28:13
Bear's heart from DotF gives 1d4/level.
#53

aelryinth

Oct 25, 2005 0:49:36
I broke down the common blastificing wands on the Eberron classes board, Edy's thread at the top. It's either on the last page or second to last page.

==Aelryinth
#54

waper9

Oct 25, 2005 1:28:44
Yeah, just read it, thanks for posting it up.

Edit: Just gonna link to it as a single post since you answer a lot of questions.
#55

kharmakazy

Oct 25, 2005 16:35:59
So was there ever an official verdict on whether or not you could pump up caster levels with UMD checks (ala PHB)?

If so could you link me to the appropriate literature?
#56

radicaltaoist

Oct 25, 2005 16:53:28
Bear's heart from DotF gives 1d4/level.

Eh, 3.0. I'm positive there was something out there that gave dice of temporary hp, and it was lovely to empower or maximize.
#57

jameswilliamogle

Oct 25, 2005 19:07:19
*NEWS FLASH*
From Magic of Incarnum: Shape Soulmeld (Prereq Con 13) - allows you to shape one Souldmeld from any list, and is a GENERAL feat.

Mage's Spectacles (soulmeld from same book): gives +4 UMD, +4 Decipher Script, and +4 Spellcraft. (Scales w/ Essentia, which we don't want to waste levels or feats on)

MUCH better than Skill Focus UMD, except that it could be suppressed somehow. Definitely trendier to use incarnum feats :P.
#58

kharmakazy

Oct 25, 2005 21:16:32
So was there ever an official verdict on whether or not you could pump up caster levels with UMD checks (ala PHB)?

If so could you link me to the appropriate literature?

bump
#59

jameswilliamogle

Oct 25, 2005 23:44:54
could someone post a link to a thread discussing UMD to pump levels? I'd like to see how it's done, and what the arguments for and against are.
#60

quenditar

Oct 25, 2005 23:55:33
[thread=448722]This[/thread] is one such thread.
#61

waper9

Oct 26, 2005 21:40:02
Need some help fleshing out the artificer tips section.

Which is the 3rd or 4th post down.
#62

waper9

Oct 28, 2005 4:47:11
Anyone know if warforged get age bonuses? Supposedly they dont get penalties after middle aged, but it doesnt say anything about the bonus.
#63

elderich

Oct 31, 2005 9:29:24
I think there are some good threads on Armor and Shield enhancements that would be great to link/incorporate.
I think this is the latest armor one.
http://boards1.wizards.com/showthread.php?t=140262

Have you posted in the unofical artificer thread and the optomized artificer thread to direct people here?

Would you consider a section in the handbook for DM's? I think many DM's have gotten the wrong idea about artificers and a section discussing what they might want to know about them, how to limit them, why it really is not as bad as some make it out to be. Much like a few have done for psionics.

EDIT;
Got a moment to reread your new first post. Some ideas for you to think about.

Energy subsitution and Energy admixture. These 2 feats allow you to double the damage of a spell, but the doubled part is of one selected type. If you spent the two feats on twin and repeat, you would get 2 doublings. If a blastificer has these already as well as split ray, and chain, and still has 2 free feats, then it is the path to more damage. But all of the feats I have listed double the spell effect for one feat, as opposed to 2. Even Maximized nearly doubles the power for one feat only. Empowered adds 50% for one feat so it is just as good.

The link in the second post to "Oberoni's Artificer--Best..." is broke.
#64

waper9

Oct 31, 2005 18:53:27
Thanks for the corrections.

I added a small blurb to the DMs in the FAQ section, but could use some help fleshing it out more. Can't think of any more off the top of my head.
#65

santherus

Nov 01, 2005 4:05:17
>> I recommend the adamantine body (even with the low speed) or mithral body as the only worthwhile warforged feat as you can combine it with presistent spell and expeditious retreat to get decent movement and not have to worry about buying or making an armor.

You might want to include a caveat in here about the armour feats increasing your arcane spell failure chance when using scrolls.
#66

waper9

Nov 01, 2005 4:14:14
Errata states artificer scrolls are neither arcane or divine.. hence no spell failure.

Edit: also makes them unuseable by your other party members except for people with Use magic device.
#67

santherus

Nov 01, 2005 8:28:41
... Apologies: wasn't quite clear enough. I was hoping that the FAQ might specify:

1) That artificer scrolls are neither arcane nor divine and thus unaffected by ASF, and that
2) Any non-artificer scroll (i.e. shop bought wiz/cle scroll) would be subject to ASF.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at xx% if the Adamantine Body feat is chosen"

Apologies again for cluttering the thread.
#68

waper9

Nov 01, 2005 11:39:16
No, like I said... this is the rough draft, clutter it up as much as needed so I dont have to sift through every post containing artificer builds or whatever else.

I get what you mean... I'll add that to the FAQ section.
#69

elderich

Nov 01, 2005 14:34:10
ASF effects only spells with somatic components. Most are, but it might be noted for completeness
#70

santherus

Nov 02, 2005 0:23:36
Just realised: adamantine body stipulates

"You are considered to be wearing heavy armor"

Artificers have only light armor proficiency, so would therefore suffer the usual non-proficiency penalties. Perhaps suggest Mithral Body instead?
#71

waper9

Nov 02, 2005 4:59:04
Actually I think it was in ask Keith or errata somewhere or FAQ that warforged are automatically proficient with their body armors.

The adamantine body in fact, can be used with monk's stuff even (which blows my mind, but actually makes them nice) according to Races of Eberron. Think of it more as a AC bonus with skill check penalties and speed reduction, then you basically got what adamantine/mithral body is.

Anyway, I'll look around for it again, didn't think it would be much of an issue for artificers though since I know for sure the first paragraph means they can use it without harm.
#72

lostone

Nov 02, 2005 7:44:21
Actually I think it was in ask Keith or errata somewhere or FAQ that warforged are automatically proficient with their body armors.

Which makes perfect sense, since they have had it since the day they were "born". AFAIK I don't have a "skin profienciency". :D

The adamantine body in fact, can be used with monk's stuff even (which blows my mind, but actually makes them nice) according to Races of Eberron. Think of it more as a AC bonus with skill check penalties and speed reduction, then you basically got what adamantine/mithral body is.

:OMG! W-w-what? So a monk gets the benefit of full plate armor and wisdom to AC??? Page number?
#73

waper9

Nov 02, 2005 8:48:54
Ah nevermind, thought since they put in "skills" it meant only armor check penalties. Also since I read the barbarian entry which states them running around in adamantine body armor and still using fast movement (which is normally negated in heavy armor) i thought it would still apply. Page 23, Races of Eberron.

Anyway, looking over at the warforged FAQ, seems like you can't use adamantine body and still retain monk benefits sadly. Though I still feel like they're very good as monks, especially using battlefist.
#74

zombiegleemax

Nov 02, 2005 9:47:19
Ah nevermind, thought since they put in "skills" it meant only armor check penalties. Also since I read the barbarian entry which states them running around in adamantine body armor and still using fast movement (which is normally negated in heavy armor) i thought it would still apply. Page 23, Races of Eberron.

It's a secondary source, the primary source is the feat ... and the feat prohibits you from using abilities prohibited by wearing (heavy) armor.
#75

quenditar

Dec 01, 2005 12:39:54
Has anything been done with the new material that's come out?
#76

zombiegleemax

Dec 01, 2005 13:01:12
Well Spare Hands + spellblades is an obvious combination. Free up some hands by wielding dagger spellblades to block dispel/greater dispel.

Packmate is handy for the ready item ability it has, Drawing wands and other such things.

With weapon familiar (via racial sub level 5) you can have the warforged psionic artificer use the whole vigor + share pain combination. Basically, you're looking at:

At lvl 6:
Weapon familiar.
30 hp from the item
+10 hp for the enhancement
+17 hp (1/2 of the artificer's hp. (lvl 6, 6d6 = 21 hp))
+30 (5 hp/lvl of vigor (lvl 6))
-----
87 hp (87/57 hp)

Yourself:
21 hp +30 vigor +87 from above = 138 hp (assuming you heal as you go)

Anyway, not as great as the renegade mastermaker, but everytime you enhance the weapon familiar, its looking at more hitpoints, along with vigor getting giving 10 hp per caster lvl now, and double healing via infusions.

Alternatively, you can do this with shield other + reinforce construct. As with the above, its neat if you let the item have say the ability to use share pain or shield other at will to also help allies.
#77

cyler_dup

Dec 01, 2005 14:35:28
Can someone tell me the text that says strongheart halflings get a bonuse feat?
#78

michael_tree_dup

Dec 01, 2005 22:27:33
Has anything been done with the new material that's come out?

Prophecy's Artifex (RoE) is a fantastic feat, like Metamagic Item (quicken) that doesn't require the Quicken Spell feat or cost an infusion slot, and allows you to activate any wand or staff you've made (not just a single one infused with the metamagic item).

It costs two feats, but it's tremendously useful, especially at lower levels.
#79

zombiegleemax

Dec 05, 2005 11:21:46
Yeah, and you get +1 saves for being in your prophesicizing rage (best way to describe it).

Overall though, unless your DM is applying houserules, I found the MoE kinda bland for upgrading powers. Though using a pending potion with a few spells has a lot of advantages.

Hasn't been mention before... but alter self + warforged.

Electrum horror - free point blank shot/rapid shot and small size. Can fire pressure darts (better than a crossbow or even longbow). Which makes it easier to take other feats.

Adamantine body feat + natural armor forms- Such as the above, you can now get 27 AC at lvl 4 with just alter self.

Weapon familiar + shield other or share pain + temp hp = the above listed combo, 138 hp basically at lvl 5 (with no con bonus) and double healing/temp hp is nice.

On that note... a one hander gives +3 umd unnammed, basically negating the -2 cha as well as giving +2 UMD overall.

Strongheart halfling is something like... they give up the lucky (+1 saves) and gain a bonus feat. They didnt grow up in the adverse conditions like other halflings, hence got more time (free feat) to learn things.
#80

talion09

Dec 13, 2005 23:45:10
Can someone tell me the text that says strongheart halflings get a bonuse feat?

Forgotten Realms Campaign Setting (FRCS)
#81

ske

Dec 19, 2005 13:35:12
That is so cool, you quoted me. I'll be adding more stuff to the list one of these days, namely pre-reqs and such. I feel all useful now.

Edit: Oh, Warforged don't get either bonuses or penalties for getting older.
#82

skilgannon

Dec 28, 2005 16:54:36
Just as a quick note - if your DM does allow the Item Familiar feat, then you can probably drop it on your Warforged Adamantine body and you don't need to worry about it ever getting stolen.
#83

waper9

Jan 27, 2006 1:34:58
Well, been awhile since I checked this thread.

Item familiar on plating is an interesting thought, but it requires a 2k item, so it would be nearly impossible I thought to do so.
#84

zombiegleemax

Feb 16, 2006 22:33:11
Glamer your plating, or make it +2, or something. Now its worth 2k+.
#85

gwythion_dup

Feb 17, 2006 19:45:41
can't think of a better place to ask...

Where is Dedicated Wright found?
#86

vikjunk

Feb 17, 2006 20:14:09
can't think of a better place to ask...

Where is Dedicated Wright found?

Eberron Campaign Setting pg. 285
#87

elderich

Feb 20, 2006 14:07:15
Well, been awhile since I checked this thread.

Item familiar on plating is an interesting thought, but it requires a 2k item, so it would be nearly impossible I thought to do so.

Add a +1 armor bonus to your plate.

I belive all warforged loose the armor slot, no matter what armor you have right? Because you have built "on" armor? A warforged could just enchant whatever armor they have, and item familiar that.

On a side note Item Familiar is the base rules for the weapon familiar that is granted as a warforged sub level. Hard for a DM to argue a warforged can have the feat but no one else can.
#88

zombiegleemax

Feb 20, 2006 17:28:53
Item familiar is a feat that is completely different from the weapon familiar class ability granted by the warforged artificer sub level. Yes, both provide you with an intelligent item. That's about it. The rules for item familiars are very different, including bonus XP, invested skill ranks, and so on, as well as no restriction on what magic item it is, versus the weapon familiar which is basically a wizard's familiar, but in weapon form.
#89

lostone

Feb 21, 2006 9:07:31
Add a +1 armor bonus to your plate.

That would need to be +2 (x*x*1000 for armor, x*x*2000 for weapons, +1 armor only adds 1000gp to the value).

I belive all warforged loose the armor slot, no matter what armor you have right? Because you have built "on" armor? A warforged could just enchant whatever armor they have, and item familiar that.

Or for another option there is a feat in Races of Eberron: Unarmored Body. Then you can wear medium armor or magical robes.
#90

timlagor

Feb 21, 2006 19:47:54
You can still Dual Wield a CL 10 Elemental Orb wand, +5 Caster level it with Wand Mastery and Cannith Wand Adept, Twin it with infusion, Quicken it with Metamagic Spell Trigger, and Dual Wield a second Twinned one for 6 15d6 Sonic Balls (or another element of your choice) per round. That's UTTERLY inside the rules...and 90d6 dmg no save, no SR, ranged touch, elementally twinked to best effect, is enough for even the most conservative game.

Just a note to point out that even with only one infusion allowed, you can increase the damage by at least another 33%. Each of the non-quickened shots can be Metamagic Triggered (Admixture/Repeat) as well. (more if the Admixture/Repeat stacks with the Infused Twin in your game)

Obviously this is grossly inefficient (even using the Dual Wand Feat that's 16 charges for 8shots; vs 1 charge for 2 shots with just the Met Item) but it probably beats dying ...and that red dragon probably has a fair amount of loot for you :D
#91

gavinfoxx

Feb 21, 2006 20:42:33
So what is a good build for a cohort artificer that does all the crafting for a party in the background? Someone that specializes in being a merchant and selling and crafting stuff, mundane and magic...

The artificer doesn't seem to be a very mundane-focused build...

So for a cohort who is going to be doing mundane and magical crafting, what would be a good build?

I'm thinking first level of rogue for the skillpoints, put stuff into profession (merchant) and lots of crafting and all the things required for the guy who is staying in the city making your stuff...
#92

aelryinth

Feb 21, 2006 21:26:49
Just a note to point out that even with only one infusion allowed, you can increase the damage by at least another 33%. Each of the non-quickened shots can be Metamagic Triggered (Admixture/Repeat) as well. (more if the Admixture/Repeat stacks with the Infused Twin in your game)

Obviously this is grossly inefficient (even using the Dual Wand Feat that's 16 charges for 8shots; vs 1 charge for 2 shots with just the Met Item) but it probably beats dying ...and that red dragon probably has a fair amount of loot for you :D

The above is true only if you allow Metamagic Spell Triggers to stack, and/or be used more then once/wand/round. I'm playing conservative. When you get liberal with the rules, all sorts of things are possible.

Under this interpretation of the rules, you can add in a LOT more dmg (Admixture, Split Ray, and Repeat SPell, among others). You'll blow through a wand a round, but I'll spend 10k in wands to mop the floor with a Great Red Wyrm in one frenzy of Frost Orbs.

==Aelryinth
#93

timlagor

Feb 21, 2006 21:28:59
For such a Cohort, I'd go straight Artificer. He can make himself magic items to increase his craft skills and he will get plenty of skill points so long as you prioritise Intelligence as you should.
If he's not adventuring, the Craft Reserve becomes even more important.. though I suppose he's going to have trouble refilling it too... still NPCs must gain xp somehow.


I really don't rate Rogue at all highly for an Artificer though -you already have the trapfinding and 16 skillpoints really isn't that many for a human artificer (starting with up to 36). They're certainly nice but you can get enough with straight Artificer and Artificer14 is somewhere I want to get as soon as possible!
Furthermore your cohort won't need to invest in adventuring skills if he's staying in town.

Frankly your planned cohort sounds more like a follower though -NPC classes would do the job fine- then you can take the Artificer adventuring with you as well! (assuming you have Leadership for this cohort, you get followers too)

A single Dedicated Wright can churn out a lot of stuff too -especially if your DM accepts the argument that they work all day and night so they can produce stuff in one third of the game time :D


****************************
Aelryinth: I'm not talking about stacking triggers:
1) Swift Action: Quicken trigger a wand
2) Standard Action: Admixture Trigger both wands

It is using trigger twice on the same wand with different Feats in the same round but I can see nothing to suggest that is even slightly suspect in the rules.
In any case you can certainly MetaTrigger the off-hand wand.
#94

caelic

Feb 21, 2006 21:58:19
Ael,

I think he's saying one Metamagic Spell Trigger and one Metamagic Item. Surely, even a conservative interpretation of the rules allows that, yes?
#95

timlagor

Feb 22, 2006 2:45:05
Ael,
I think he's saying one Metamagic Spell Trigger and one Metamagic Item. Surely, even a conservative interpretation of the rules allows that, yes?

2 Metamagic Items on different wands
1 Quicken Spell Trigger on Wand A (swift action)
1 Admixture Trigger on Wand A
1 Admixture Trigger on Wand B

If Wand A can be activated twice in a round then it should also be able to be Meta-Triggered twice in a round.


The same damage could be achieved using 3 wands if necessary, bearing in mind that this is for the absolute killer fight that you know is coming.
#96

caelic

Feb 22, 2006 9:39:40
There, I'd have to disagree with you, Tim. A Quicken on the wand wouldn't have any effect on the number of times in a round the Artificer can use a given special ability, any more than being under the effects of Haste would allow a fighter to use Divine Smite more often; moreover, the general rule on not stacking iterations of the same effect would seem to apply here.

By a conservative reading of the rules, I think one of each is all you're going to get...which is really plenty, if you use them well.
#97

timlagor

Feb 22, 2006 9:53:32
Caelic: you're over you PM limit or I would have sent this through that.

Where are you getting the limit on Metamagic Spell trigger? I don't see anythign inthe ability to indicate it's limitted to once per round (as I presume Divine Smite is).
Using Spell Trigger is a non-action so it's not limitted by being Swift or anything. The only limitation I can see is that you have to be using an item with charges...

I agree that you don't need the extra power but I really can't see anything at all to support denying it -even on a conservative ruling.
#98

caelic

Feb 22, 2006 10:50:04
Tim,

It's not the "Once per round" limit that's going to get you; I don't personally support that, but many DMs do as a houserule, so I thought I'd bring it up.

However, the general rule of non-stacking effects does seem to be relevant here, and that's what's going to make this hard to do under a conservative reading.
#99

timlagor

Feb 22, 2006 11:18:34
The Spell Trigger metamagic applies to one triggering only. It doesn't apply for the round so there is no question of stacking.
The Quicken has been and gone by the time you do the Admixture.

Stacking requires simultanaiety.
#100

will_shakespeare

Mar 02, 2006 2:39:26
Hi there,

there is one thing you have to keep in mind, concerning eternal wands and the persistent spell feat. Only arcane spells can be made into eternal wands. So if you wanna have a persistent lesser vigor e.g. (by using the metamagic item infusion), you have to make scrolls or wands with it. This makes the whole persistent thing a little bit dearer when it comes to divine spells, cause you have to make new wands from time to time.
What do you say?

Cheers

Will
#101

timlagor

Mar 02, 2006 7:00:43
persistent lesser vigor is worthless anyway.
Lesser vigor has a maximum duration of 15 rounds which is not affected by Extend or Persistant so you only get 15 rounds anyway.
#102

will_shakespeare

Mar 02, 2006 7:16:53
persistent lesser vigor is worthless anyway.
Lesser vigor has a maximum duration of 15 rounds which is not affected by Extend or Persistant so you only get 15 rounds anyway.

Wrong. Lesser Vigor, like all the other vigor spells, is affected by the Persistent Spell feat. Just take a look at the v.3.5 Main D&D FAQ (p.52).

Cheers

Will
#103

quenditar

Mar 02, 2006 12:04:08
Wrong. Lesser Vigor, like all the other vigor spells, is affected by the Persistent Spell feat. Just take a look at the v.3.5 Main D&D FAQ (p.52).

Cheers

Will

How are you persisting lesser vigor? It has a range of touch. Mass lesser vigor has a fixed range and is eligible, but not the individual ones.
#104

will_shakespeare

Mar 02, 2006 12:14:23
How are you persisting lesser vigor? It has a range of touch. Mass lesser vigor has a fixed range and is eligible, but not the individual ones.

Oops, you're right. But isn't "touch" a "fixed" range? :P
#105

caelic

Mar 02, 2006 15:50:59
Oops, you're right. But isn't "touch" a "fixed" range? :P

No. Touch is not a fixed range. This was established way back in the 3.0 FAQ.
#106

aelryinth

Mar 02, 2006 18:30:54
The Spell Trigger metamagic applies to one triggering only. It doesn't apply for the round so there is no question of stacking.
The Quicken has been and gone by the time you do the Admixture.

Stacking requires simultanaiety.

And if I take my Quickened action at the end of the round, instead of at the beginning?

Suddenly, your combo doesn't work, because I Admixtured 'first' and can't do a Quicken? Or do I get an Admixture from Trigger off with my Quickened blast because its effect lasts the whole round? Or i the Admixture 'gone' by the time I use my Quicken?

What you are doing is asking us to interpret all three scenarios, all of which could be perfectly valid depending on how you interpret Metamagic Spell Trigger.

And we are being conservative and saying Metamagic Spell Trigger is an effect, and you can only use it once a round, otherwise you get into 'stacking' (the Spell Trigger slot is being used per activation, not per charge...so now I can stack by using Quicken).

Understand? With your way, all I have to do is move Quicken to the end of the round and I open up a can o' worms.

Easier to say the Spell Trigger occupies the slot for the whole round, and you can't fill it twice.

===Aelryinth
#107

timlagor

Mar 03, 2006 7:47:16
HUH?
Metamagic Trigger only affects the one single unique triggering when you burn the extra charges.

The Admixture Trigger doesn't persist any more than the Quicken does nor did I say anythign to give the impression that it does (nor is there even a hint in the rules that it would).
#108

zombiegleemax

Mar 22, 2006 19:29:08
Hey, got a few questions. These were listed in your list of useful spells:

-Dragonbreath (CD) (CL 9, 33750 gp)
-Wand of Scorching Ray, (CL 9, 13500 gp), wand mastery CL 11

-Greater luminous (BoED): (CL 7, 21000 gp)
-Wand of lesser acid orb (CL 7, 5250 gp), wand master, CL 9

How come Dragonbreath is CL 9 and listed at 33750 gp, whereas the Wand of Scorching Ray is CL 9 and listed at only 13500? Same thing with the Greater Luminous which is listed at CL 7 at 21000, and Wand of Lesser Orb of Acid is also CL 7 but listed at only 5250?
#109

aelryinth

Mar 22, 2006 20:33:57
HUH?
Metamagic Trigger only affects the one single unique triggering when you burn the extra charges.

The Admixture Trigger doesn't persist any more than the Quicken does nor did I say anythign to give the impression that it does (nor is there even a hint in the rules that it would).

Being conservative means all the Triggered effects must play by the same rules. Just because you Quickened with Spell Trigger once doesn't mean it allows you to trigger again with a different Metamagic feat in the same round. A Conservative reader goes for what is specifically allowed, not for what is not disallowed. The latter way opens up all sorts of abuse possibilities.

Consider this...to Quicken Metamagic Spell Trigger a wand, you first have to spend a standard action to Trigger it. So, the QUickened effect must last until the next time it's triggered, when the triggering is now a Quickened action.

This is a perfectly valid way to interpret the Quickening effect, and means that the SECOND shot in the round is actually the quickened one...which means the Spell Trigger actually has to apply for the entire round.

Your way is also perfectly valid...if you want to open up the ball of wax of allowing Multiple Spell Triggers in one round. I prefer to stay consistent and have the Spell Trigger 'active' for the entire round. It's a conservative approach, that's all...and it helps keep some of the abuse power of the artificer under wraps.

===Aelryinth
#110

aelryinth

Mar 22, 2006 20:43:01
Hey, got a few questions. These were listed in your list of useful spells:

-Dragonbreath (CD) (CL 9, 33750 gp)
-Wand of Scorching Ray, (CL 9, 13500 gp), wand mastery CL 11

-Greater luminous (BoED): (CL 7, 21000 gp)
-Wand of lesser acid orb (CL 7, 5250 gp), wand master, CL 9

How come Dragonbreath is CL 9 and listed at 33750 gp, whereas the Wand of Scorching Ray is CL 9 and listed at only 13500? Same thing with the Greater Luminous which is listed at CL 7 at 21000, and Wand of Lesser Orb of Acid is also CL 7 but listed at only 5250?

Well, I'd assume offhandedly that we are talking different levels of spells here. Cost is always 375 x Caster Level x Spell Level.

Lesser Acid Orb is level 2, CL 7 = 5250 to create.. 10,500 if you buy.
Greater Luminous ? 21k/cl7 is 3k/375 is 8...um, this must mean the buy off the shelf price. Creating it would be half of this. I'd guess it's a 4th level spell.

Dragonbreath I'm assuming is a level 4 spell, and that's the buy price, not the make price.

Scorching Ray is a 2nd level spell, so thats the shelf price.

===Aelryinth
#111

colm_l

Mar 23, 2006 3:56:05
Well, I'd assume offhandedly that we are talking different levels of spells here. Cost is always 375 x Caster Level x Spell Level.

Lesser Acid Orb is level 2, CL 7 = 5250 to create.. 10,500 if you buy.

Lesser acid orb is 1st level
#112

elderich

Mar 27, 2006 11:18:37
Warper9;
I want to apologize for inexcusable delay in actualy getting a chance to go over your excellent handbook.

I dont know how to say this, but I think there are alot of problems with the blastificer builds.
1) 9 feats, not 8
2) 3 attacks using double wand weilder. A quickend wand is a free action to activate, but the spell still requires an attack, and you only have two (2) attacks with the wands as "a full round action" when using the double wand weilder feat, or the dual weilder class ability of the CWA.
3) Charges aren't right. The second wand should be 13x2=26 charges to activate as "each use of the secondary wand expendes two charges instead of one." This means the gold and XP aren't right.

I am not a big fan of the blastificer, but not wanting to dump and run, I offer this clean up as a suggested starting point. Reusing the sugested feats...

STAFF of lesser acid orb, no save no SRCL 8, SL1 6000 gp, 120/60gp, 4.8XP per charge) Save the wand master feat
5d8 acid damage [+1 charge]
+energy sub (electricity) [+0 charges]
10d8 elec +energy admix (electricity) [+4 charges]
5d8 sonic 5d8 elec +born of three thunders: changes damage to half sonic/elec[+0 charges]
5d8 sonic 5d8 elec x1.5 +empower spell (chose this over maximize): 10d8 half sonic/elec x 1.5 [+2 charges]
5d8 sonic 5d8 elec x1.5 x2 +twin spell: [+4 charges]
Free Action +quicken spell: [+4 charges]
Sub Total: 20d8 x 1.5 (half sonic/elec) [+15 charges] 7 feats (including TWF)

Level 20 BAB 15/13(TWF)/10/5 (Full attack action) means...
80d8 x 1.5 (half sonic/elec) [+60! charges, 7200/3600GP and 288XP]
-----------------------------------------------
120 min to 960 max (540 average damage) Half elec/sonic.
DC 11 Reflex for stun/knockdown.

60 charges are a problem. Perhaps some tactical feat to weild two staffs, 3 power surges or quickdraw another staff? Or drop down to 3 attacks, and drop TWF.

Second Topic

Regarding Tenken's question in post 108. Perhaps adding the spell level to the description of the recommended spells would more complete your handbook. Perhaps a price derivation formula with recommended items, i.e.
Note: I think you can copy and past this. Need to add PHB to Legend
Data stolen from http://www.crystalkeep.com/d20 "Full Spell List by Name"

Extend spell:
-Creeping cold (CD 159) wand: (CL 3, SL2, 4500 gp) A very decent single target damage spell which has a nice fire and forget nature to it.
-Heat/chill metal (PHB 239/209) wand: (CL 3, SL2, 4500 gp)while it deals no damage on the last and first round, it should make anyone effected by it nice and toasty/chilly.
-Sonic weapon (CAdv 157) wand: (CL 3, SL2, 4500 gp)Not many creatures resist sonic damage, so adding another d6 sonic is always nice to your weapons.
-Luminous Armor (BoED 102) wand: (CL 3, SL2, 4500 gp) Lasts for 10 hours with wand mastery, and gives +5 AC vs brilliant energy weapons. Increase caster level as desired, and heal back ability damage with restoration scrolls or wands.
-Greater luminous (BoED 102) wand: (CL 7, SL4, 21000 gp) same as above, but +8.
-Miasma(CD 168 Errataed) staff: (CL 13, SL6, 58500 gp) Extended, and using twin spell and reach spell, this can pretty much kill any caster unless they're using all silent spells. Takes a little longer for others though. Requires fort save through errata.
-Revenance (CD 178): (CL 7, SL4, 21000 gp) One of the more funny combat rezzes I feel, when extended, an ally will spring back to life for a good chunk of time to fight foes.

Third Topic

regarding touch spells;
from the 3.0 FAQ p 24 Cut and paste.
Question: "Would spells that have touch range, such as spell resistance, be considered to have a fixed range, and therefore be usable with the Persistent Spell feat?"
Answer:"No. Range touch is not "fixed" for purposes of the Persistent Spell feat. The spell must affect the caster’s person (personal range) or have some effect that radiates from the caster’s person (a fixed range, expressed in feet)."

Fourth, a small added annotation.
Heighten spell- Get through those globes of invulnerability, or whatever else. +X spell level. Max spell level is 9.
#113

elderich

Mar 27, 2006 11:21:27
Being conservative means all the Triggered effects must play by the same rules. Just because you Quickened with Spell Trigger once doesn't mean it allows you to trigger again with a different Metamagic feat in the same round.

Simply false. Spell trigger is an effect based on triggering an item. Whenever one triggers an item meeting the requirements one can use the class ability. Temporal elements have nothing to do with it.
A Conservative reader goes for what is specifically allowed, not for what is not disallowed.

Simply false. Aelryinth's conservative movement simply makes up restrictions according to whenever they want. The only requirement is that they have absolutely no support under RAW.
Consider this...to Quicken Metamagic Spell Trigger a wand, you first have to spend a standard action to Trigger it. So, the Quickened effect must last until the next time it's triggered, when the triggering is now a Quickened action.

Simply false. The ECS and the DMG SPECIFICALLY contradicts this.
This is a perfectly valid way to interpret the Quickening effect, and means that the SECOND shot in the round is actually the quickened one...which means the Spell Trigger actually has to apply for the entire round.

Simply false. The ECS and the DMG SPECIFICALLY contradicts this.
Your way is also perfectly valid...if you want to open up the ball of wax of allowing Multiple Spell Triggers in one round. I prefer to stay consistent and have the Spell Trigger 'active' for the entire round.

An Idea simply not supported under RAW. An Idea that is not supported in any play testing experience I have ever encountered or heard of.
It's a conservative approach, that's all...and it helps keep some of the abuse power of the artificer under wraps.

Assumes facts not in evidence.
You simply have not shown that there is a problem with the artificers power output.
Granted that the artificer can do some powerful things, as MANY other perfectly acceptable builds can. And other similar power builds will require much less consumption of scarce resources.

Your use of language like "conservative" is rather offensive. While a Libertarian might agree with the usage, as it is reactionary, irrational, and founded in telling other people what to do; a conservative would be rightly offended at it's expansive, unproven, and unneccesary nature.
#114

zombiegleemax

Apr 21, 2006 10:44:02
Awesome Handbook Waper. Wish I had it when I made my artificer over a year ago hehe.

I was wondering if you'd consider a minor change to the evaluation of the wand surge feat for the case of bufficers persisting unfettered heroism. 1 free wand/staff activation per round for the whole day which doesn't sound so bad a choice for one feat.

Also I was wondering about including a separate paragraph onAction Surge in feats to consider. For blastificers especially, there is a ramp up in power in many fights before they can blast effectively. Action surge gives you the possibility of activating a wand in the same round as you imbue it with a metamagic item infusion at the cost of two action points. At lower levels, this may seem like a lot but above 10th say, 2 action points for starting blasting a round earlier is invaluable. And for blastificers with the access to unfettered heroism, it's especially good. Use standard action to activate staff of unfettered heroism, then Action Surge only costs you a single action point for the duration (not talking about persisting it either). It's also seems like a nice option for boosting the artificer's blasting output beyond quickened/artiflex activation and dual wielding.
#115

tweedledope

Apr 21, 2006 11:06:47
A little addition to your PrC section...the Techsmith from the Faiths and Pantheons (FR).

It is for the Golemficer. It gets 10/10 caster/infusion level at a 1/2 BAB but has TONS of Golem flavor including your own golem that works as a pseudofamiliar.

Very nice and you gain proficiency with firearms which is just hillarious.

-=TD=-
#116

zombiegleemax

Jul 10, 2006 18:33:50
I feel this deserves special mention since you can get the following feats for free basically on an intelligent item or using the item familiar bonus powers.

Improved initiative, sunder, expertise, blind-fight, combat reflexes+10,000 each
Uncanny dodge as a 5th lvl barbarian, find traps at will +10,000 gp each
Detect Secret doors at will +1,800 gp
Detect Magic at will +1,800 gp
Evasion +25,000 gp
Wielder does not need to sleep +5,000 gp
Wielder does not need to breathe +7,500 gp

Took me a while but I found out most of these come from 3.0 version of the DMG. Based on that, how did you come up with the costs for each and are these options even still viable under 3.5?
#117

lostone

Jul 11, 2006 7:45:35
are these options even still viable under 3.5?

100% up to your DM if they aren't in the 3.5 DMG.
#118

zombiegleemax

Jul 11, 2006 17:25:35
Still wondering about the costs. DMG 3.0 intelligent item costs are based only on how many powers the item has, none relating to specific powers. DMG 3.5 item costs are cheaper for the item itself but have costs for each power. Based on the "detect magic at will" price, all the prices are crafting costs, not market cost. "Detect magic at will" is the only power mentioned that is in the 3.5 item costs.

The first two lines seem to be based on having an item with just one of those powers as its only power using double the cost for such an item from the 3.0 costs.

Guessing "detect secret doors at will" cost is based on "detect magic at will" cost from the DMG 3.5. That alone seems wrong as "detect magic" is a 0-level spell and "detect secret doors" is a 1st-level spell. "Detect secret doors at will" would be more in line with the greater power "detect opposing alignment at will" which is based on another 1st-level spell.

The last three lines I have no idea how the prices were determined. I could find no corellation in either the 3.0 or 3.5 intelligent item costs.

Don't mean to put down the guide as it is very good overall. Just thought folks should be aware that this one section is not based on mostly 3.5 material, and so would need thorough adjustment and approval from the DM.
#119

thecook

Sep 22, 2006 13:26:14
Hi all,

First,I apologize for my poor English.
Second, i'll get to the point, i'm going to play a gestalt artificer, and i need some help.
i supposed an artificer/spellthief (fire a ray, SA and steal spell, coool ) or an artificer/rogue (evasion and so on ) or an artificer/wizard (for feats, to be a blaster and a buffer :D but with NO armor ) or even an artificer/beguiler (sooo social )
Any suggestion for another gestalt class?
and for the prestige class on the roguish-side?

what do you think?

Thank you all, i apologize again for my poor english.
#120

zombiegleemax

Sep 22, 2006 13:54:19
Artificer can already do anything (better). If you gestalt it you want something on the other side which makes you more survivable. Saves, divine grace and immunities are king in gestalt.
#121

darkz0r

Dec 12, 2006 17:30:19
Back when I made my artificer I took a level of Marshall (miniatures) to get teh aura bonus to UMD.
Sure that makes you lose your level 20 ability, but do you really have enough UMD to ditch it ?

Im just wondering since it wasent even mentioned...
#122

jameswilliamogle

Dec 12, 2006 18:45:34
I think it wasn't mentioned b/c most folks tend to take the long view of things. Cha becomes secondary to your actual ranks after just a few levels, and reducing that nice 5000 xp craft reserve at 20th just doesn't seem worth it when an arti can usually hit a dc 20 by 5th or so, even w/o feats or levels. The highest DC you'll ever need to hit pre-epic is 37, which means you only need a 27 modifier, and at 20th level w/o any extras you'll have a 23 mod, needing only a +6 Cha item (w/ a 12 cha) or a Circlet of Persuasion to auto-succeed.

I think its an ok option for short (and I mean really short) low level games, but after 6th or so (say, cha 14, umd 9, +3 circlet, +2 cha item, and taking 10 for an auto check of 25, all wands and most scrolls up to 3rd level) the extra cha bonus (umd 28) or extra points from skil focus (umd up to 31) don't really add that much more that couldn't be done already (save for a few more levels of scroll uses, which you still couldn't make).... UNLESS you believe that UMD can be used to fake a really high caster level...
#123

caelic

Dec 12, 2006 18:56:15
Honestly, I think Marshal was a better option prior to the release of Spell Compendium and all the ridiculously good first-level skill enhancing spells you can now scoff. A few Spell Storing Item infusions, and you're basically set to make any UMD check you need...and, as James says, in the long run it's worth the minor inconvenience of having to restock your SSIs.
#124

darkz0r

Dec 12, 2006 19:04:31
Ohhh, good points. :D
I really didnt look much into SCo, guess its gonna be my next thing to look over.

Too bad my DM isnt going to consider Eberron stuff for this next campaign...I feel that without using mark of making and AP's its gonna suck a bit for the arti.
#125

caelic

Dec 12, 2006 19:22:50
Not in the slightest. APs are nice, but an Artificer is nearly-unstoppable even without them. If you're referring to the Siberys Mark of Making, that's just broken as written, and it's a good thing they errataed it, IMO.
#126

timlagor

Dec 13, 2006 12:40:13
The highest [UMD] DC you'll ever need to hit pre-epic is 37, which means you only need a 27 modifier, and at 20th level w/o any extras you'll have a 23 mod, needing only a +6 Cha item (w/ a 12 cha) or a Circlet of Persuasion to auto-succeed.

DC 47 not 37 for a Metamagic 9th level scroll (and that's assuming it's capped at 9th including the metamagic).
#127

darkz0r

Dec 13, 2006 13:02:14
Yeah you are right, the AP's wont make much of a difference...

But since we are starting at level 5 I guess Ill need a few more UMD early on.
Since the shadowcraft mage is beign a pain to get working (rule wise) Ill make another artificer. :D Lets hope this campaign lasts ;)
#128

Acrid

Dec 24, 2006 4:05:17
SO i have a question, it may have been adressed before i am not sure.

Adding metamgic feats adds charges to a wand correct?

why not use metamagic feats on an eternal wand?

essentially you have an enternal wan in each hand, metamgic the crap out it the two tiems u get to use it, quickdraw two more wands?

will any of this work?
#129

caelic

Dec 24, 2006 10:43:31
Well...no. An eternal wand doesn't have the charges to expend, y'see.

Two possible interpretations exist:

1. The eternal wand's uses per day count as charges for Metamagic Spell Trigger. In this case, you have 3 charges to play with. That's not going to give you a lot of metamagic.

2. The eternal wand's uses per day don't count as charges for Metamagic Spell Trigger. In this case, you have 0 charges to play with, which will give you even less metamagic.

Now this isn't to say that eternal wands are useless to an Artificer; far from it. What you want to do is get eternal wands of the buff spells you use on a daily basis, and then use the Metamagic Item infusion to apply metamagic (like Persistent).

That way, you can buff yourself on a daily basis without burning up limited-use wands.
#130

frater

Feb 06, 2007 21:29:06
Question, and I apologize if this has been addressed elsewhere,

How is it that you are suggesting making Persistent wands? My understanding of metamagic and item creation is that the spell level is increased by the appropriate metamagic and wands cap out at 4th level spells so even with a Lvl 1 spell when you add Persistent metamagic it becomes a Lvl 7 spell and cannot be crafted into a wand.

Am I missing something?
#131

jameswilliamogle

Feb 06, 2007 22:22:56
Question, and I apologize if this has been addressed elsewhere,

How is it that you are suggesting making Persistent wands? My understanding of metamagic and item creation is that the spell level is increased by the appropriate metamagic and wands cap out at 4th level spells so even with a Lvl 1 spell when you add Persistent metamagic it becomes a Lvl 7 spell and cannot be crafted into a wand.

Am I missing something?

You are missing two effects, pertinent to the Artificer, and now that Complete Mage is out, other spellcasters: Metamagic Spell Trigger, the class ability or feat, allows you to apply spell trigger items with metamagic feats you know, which burns through the wand, using the same number of charges as the level adjustment of the metamagic (so persistant costs 6 more charges, or 7 total). Artificers also have a very powerful infusion that allows them, for the duration of the infusion, to produce the same effect, but doesn't cost any extra charges.
#132

frater

Feb 06, 2007 22:42:31
Oh ok - I thought about that but it didn't sound like that was what people were talking about. I think I just wasn't willing to believe someone was willing to spend 7 charges :D

Thanks for the clarification.
#133

timlagor

Feb 16, 2007 7:54:43
Oh ok - I thought about that but it didn't sound like that was what people were talking about. I think I just wasn't willing to believe someone was willing to spend 7 charges :D

Artificers do it with infusions (Metamagic Item is only third level)
5 charges for Quicken is suggested pretty often though (on an MI-Twinned wand: 4shots for 6charges in a round)
#134

apocalypserat

Apr 10, 2007 11:29:32
Ok ive looked through this Artificer's Handbook and for was has been said is fine and a great refence.

Now for what i see there is no Mention of the Magical Artisan feat(from Players Guide to Faerun) which lets you make stuff from one item creation feat 75% less of gp,xp, and time.

Also ive also read here and there from other posts on Artificers that the Eberron Artisan Feats dont Stack??? that is WRONG! (unless i missed an update somewhere and would appreciate if someone linked me or sent it to me) they do stack look on that page where it tells you a breakdown of the feats there are little 1's or something after them. and the key at the bottom right say you may take these feat mutiple times they stack.


Other than that this is a good post...:D ... and sorry if im wrong somewhere here im half asleep
#135

caelic

Apr 10, 2007 11:34:34
Also ive also read here and there from other posts on Artificers that the Eberron Artisan Feats dont Stack??? that is WRONG! (unless i missed an update somewhere and would appreciate if someone linked me or sent it to me) they do stack look on that page where it tells you a breakdown of the feats there are little 1's or something after them. and the key at the bottom right say you may take these feat mutiple times they stack.

...and the errata corrects that; those footnotes are invalid.

Always keep up with the errata, it's your friend.

Magical Artisan has actually been the source of a lot of debate with Artificer builds; some have advocated taking it and applying it to Extraordinary Artisan, since that's technically classified an Item Creation feat. Now, I think that's too cheesy, and a good case can be made that the Artisan feats are NOT item creation feats and ECS is in error on that...but YMMV.
#136

lostone

Apr 10, 2007 12:23:06
So is there a non-rough draft version of this thread somewhere?
#137

apocalypserat

Apr 10, 2007 12:26:16
Yeah i dont get on the interweb too much but i just got threw reading the erreta and handbook 3 so the stack thing doesnt work...*tear*

but Magical Artisan on a normal item creation feat like say Craft wand with extraordanary and legendary the xp and gp ones thats ok sure the time is thrided but its free right but as a DM i can see a bit'o cheese in that but thats creativity to me, and what would applying it to Extraordinary Artisan do any way make -25%xp go -75% faster er i dont get it...


And What about Exposive spell ??? that a good feat
#138

caelic

Apr 10, 2007 13:17:38
Err...you misread Magical Artisan. It doesn't make items cost 75% less; it makes them cost 75% of what they would normally cost.

It's a good feat, but nowhere near that good.

Stacking Magical Artisan and Legendary/Extraordinary/Exceptional artisan would get you one of two results, depending on how your DM calculates things:

1. The item would cost half of the normal cost in time, money, and xp.

2. The item would cost 56.25% of the normal cost (.75*.75)
#139

apocalypserat

Apr 10, 2007 13:45:48
Wouldnt that be 50%?.Technically ([-25%] + [-25%] = [-50%]?)
Im gonna kill one of my players tonight...
#140

caelic

Apr 10, 2007 15:39:45
Wouldnt that be 50%?.Technically ([-25%] + [-25%] = [-50%]?)
Im gonna kill one of my players tonight...

As I said, it depends on how you as DM interpret the interaction between two 25% discounts. One interpretation results in a 50% reduction; the other results in slightly less.
#141

jameswilliamogle

Apr 10, 2007 19:03:36
I've never met a DM that wouldn't multiply twice, even though it is more complex.
#142

uneasyspider

Apr 24, 2007 10:31:37
Wonderful thread. I want to see it grow more. I love this class and play it with alot of passion. It's put me on the edge of my mind with this game. It makes me look at the game with such death and value. One class to rule them all, I say. Melee, archery, golems/constructs, buffs, and blasts. Damn. I can play this class forever, in every campaign setting.. the more I play it, the more I get used to the rules and variations of DM ideas for it. Like one DM doesn't charge us XP for crafting, so long as we be good folk about it, so that game is totally fun compared to a regular one.

I'm glad someone pointed out the complete mage's feat for metamagic spell trigger. That's nice for casters. And holy crap I nearly shat myself to reading the spell "Mortal Transcendence" or whatever. my heart sank at the end when I read it kills you, no save, when it's over. lol. even if it is persistable, it can't be permenancied...... unless.... what about that epic level permenency spell thing from the ELH? Anyone?
#143

zombiegleemax

Apr 24, 2007 11:44:57
Mage's Spectacles (soulmeld from same book): gives +4 UMD, +4 Decipher Script, and +4 Spellcraft. (Scales w/ Essentia, which we don't want to waste levels or feats on)

You don't need to. You can just waste skill points. Be an azurin artificer; you still get the bonus feat, and you trade your extra skill points for a point of essentia.

Also, have people just forgotten about wraithstrike, or do they actually realize that persistent wraithstrike is broken beyond broken?
#144

zodiacphoenix

May 27, 2007 16:38:57
I'm not sure anyone's posted this yet, but has anyone thought how 'powerful' the Artisan feats (the item creation ones, Exceptional, Extraordinary, and Legendary) these make the artificer? Do the math for a wand of fireballs (doesn't matter what level or how maxed or whatever it is). The amount of XP and Gold drop so fast, and the XP become almost nothing after the Gold is reduced by 1/4, then the XP by 1/4 that it becomes scary to think an Artificer could make a half dozen Fireball wands with only the craft reserve and some personal XP wheras a normal wizard, not taking these same feats, would have to invest a good portion of his own XP to get the same number of wands.
#145

zodiacphoenix

May 28, 2007 12:19:36
Okay, I had a brainfart...Its not that powerful, but its still a little unfair.
#146

brislove

Jul 30, 2007 1:25:16
What are thoughts on extend spell as a standalone. Persistent is banned in the campaign i'm running my artificer in. How Strong is Extend by itself for this class?

I assume it's not useful for a blastificer, but would Extend be useful for Buffificer's and their variants (meleeficer/Archerficier), even without Persistent?

I am brand new to these boards, I had heard about them, but I hadn't ventured to them until a week ago.
#147

colm_l

Aug 19, 2007 7:12:13
I've been taking a look at "Drow of the Underdark" recently & noticed the "Eilservs school" feat (pg 56).

It's a relatively easy access feat (TWF,WF(staff), spellcraft:2 ranks) for fighting with a staff, which gives you a type-less bonus to damage based on the number of charges left in the staff & allows you a free activation of the staff if you hit with both ends (on yourself or on your foe).

This sounds excellent so far - however, it does drain 3 feats from an already feat-tight class, & seems to take up your swift action.

I can't quite decide if it's worth the trade-off but figured I'd post it here for completeness (& second opinions).
#148

thealmightytophizzle

Aug 28, 2007 1:41:17
OK, I didn't find mention of this anywhere on this thread. I don't know what the rules are for quoting WotC materials, but I feel a short version will help illuminate my problem. Numerous posters suggest using eternal wands for the spells you wish to persistent with - however this would require the 3rd level infusion would it not?

p. 32 of Eberron Campaign Setting states under Metamagic Spell Trigger (last paragraph):

An artificer cannot use this ability when using a spell trigger item that does not have charges, such as a prayer beads.

Am I correct to assume that what people meant is that you cast the Metamagic Item spell choosing persistent onto the wands before using their daily activation allotments? Thanks for listening.
#149

skarlett_spyder

Aug 28, 2007 9:07:44
I'm not sure it can even be used with an eternal wand, as it doesn't have charges at all, but uses/day.

And I don't remember anyone saying that eternal wands can be used. I'll have to go back through the thread though.

And even if there was, I'd make an argument against it.
#150

carnivore

Sep 03, 2007 17:11:00
for the link

:D
#151

snizor

Sep 26, 2007 22:43:28
Here's a more updated list of Constructs (based off of Ske's list in the original post). Been working on it for a guide to crafting constructs.
Constructs

I've improved it now. Read it like this:

Required level _ Name (book page)
Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)
Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs from those listed by Ske


The list is sorted by required level, and then name.

Books included: Monster Manual 1-5, Eberron Campaign Setting, Fiend Folio, Magic of Eberron, Monster Compendium, Five Nations, Frostburn, Lost Empires of Faerun, Magic of Incarnum, Draconomicon, Fiendish Codex 2, Drow of the Underdark, Heroes of Horror, Heroes of Battle

01 Arbalester (MoE 152)
DC14 Sculpting/Carpentry
arcane eye, mending
1250gp 93xp

01 Dedicated Wright (ECS 285)
DC14 Pottery
arcane Eye, fabricate
2100gp 160xp

01 Expiditious Messenger (ECS 285)
DC16 Sculpting
arcane eye, sending
1650gp 126xp

01 Furtive Filcher (ECS 286)
DC12 Sculpting/Pottery
arcane eye, shadow conjuration
1550gp 118xp

01 Necrophidius (FF 126)
DC13 Sculpting
Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound
Cle: animate objects, command, geas/quest, hold person
2500gp 80xp

01 Packmate (MoE 152)
DC14 Sculpting
arcane lock, arcane eye, mending
1260gp 93xp

01 Persistent Harrier (MoE 153)
DC14 Sculpting
arcane eye, mending
1250gp 93xp

04 Clockroach (MM4 28)
DC14 Metalworking
Arcane eye, Melf’s acid arrow, message
1075gp 80xp

04 Clockwork Steed (MM4 32)
DC18 Blacksmithing
animate objects, mount
1150gp 80xp

04 Homunculus (MM1 154)
DC12 Sculpting/Pottery
arcane eye, mirror image, mending
1050gp 78xp

04 Iron Defender (ECS 287)
DC14 Metalworking
arcane eye, keen edge, mirror image, mending
1250gp 93xp

05 Alchemy Beetle (SoX 74)
DC15 Blacksmithing and Glassblowing
fireball
4000gp 240xp

05 Clockwork Mender (MM4 30)
DC15 Blacksmithing
mending, repair light damage
1250gp 68xp

07 Crawling Claws (LEoF 163)
NA
animate dead, cat’s grace, lesser geas
9250gp 710xp

07 Fang Golem (MM4 72)
DC15 Sculpting or Weaving
greater magic fang, reincarnate, spike stones
8000gp 580xp

08 Brass Steed (HoB 153)
DC12 Armorsmithing/weaponsmithing
animate objects, bull’s strength, flame arrow, geas/quest, haste
10000gp 720xp


08 Flesh Golem (MM1 135)
DC13 Leatherworking/Heal
Creator must supply 6 different bodies
animate dead, bull’s strength, geas/quest, limited wish
10500go 780xp

09 Magmacore Golem (MM5 70)
DC10 Sculpting
animate objects, commune, lesser planar binding
19650gp 1400xp

09 Shardsoul Slayer (MM5 149)
DC15 Armorsmithing
animate objects, lesser planar binding, shatter
41000gp 2800xp (creates 3)

10 Caryatid Column (FF 30)
DC15 Sculpting/Stonemasonry
Creator must be able to cast arcane or divine spells
Requires a magic weapon, usually a +2 bastard sword (8335gp)
lesser geas, meld into stone, statue, stone shape
19535gp 419xp

10 Ice Golem (Frostburn 137)
DC15 Sculpting
Ice shape, wall of ice, and animate snow and ice or cone of cold
32000gp 2320xp

11 Clay Golem (MM1 134)
DC15 Sculpting/Heal
animate objects, commune, resurrection
21500gp 1540xp

11 Gloom Golem (MM3 68)
DC21 Sculpting AND DC21 Knowledge (the planes)
Creator must be evil
crushing despair, limited wish, planar binding, polymorph any object
25000gp 1200xp

11 Grave Dirt Golem (LM 105)
DC15 Sculpting
animate objects, commune, resurrection
18250gp 1400xp

11 Incarnum Golem (MoI 179)
DC15 Sculpting
Ability to shape a soulmeld, animate object, limited wish, planar binding
27500go 1600xp

12 Adamantine Spider (DotU 106)
DC18 Metalworking
animate objects, descern location
5450gp 436xp

12 Cadaver Golem (HoH 149)
DC16 Leatherworking/heal
bull’s strength, create undead, geas/quest, limited wish
15750gp 1170xp

12 Force Golem (MM5 68)
DC20 Armorsmithing
animate objects, contact other plane, lesser planar binding
29,250gp 2000xp

12 Iron Cobra (FF 103)
DC20 Armorsmithing/Weaponsmithing
Creator must be able to cast both arcane and divine spells
animate object, freemdom of movement, geas/quest, locate creature
2500gp 80xp

13 Dragonbone Golem (Draco 164)
DC20 Heal
animate dead, cause fear, geas/quest
60000gp 4400xp

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
50000gp 3400xp

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp

15 Helmed Horror (LEoF 175)
NA
air walk or fly, limited wish, spell turning
39150gp xp cost not listed

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp

16 Brass Golem (MM2 117)
DC25 Armorsmithing AND DC25 Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object
33820gp 2247xp

16 Bronze Serpent (MM2 40)
DC25 Armorsmithing/Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object, shocking grasp
46500gp 3540xp

16 Diamond Golem (MC 53)
DC16 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, sunbeam, polymorph any object, stone shape, dispel magic
67000gp 1500xp

16 Dragonflesh Golem (MM2 117)
DC25 Knowledge (nature) AND DC25 Heal
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
92500gp 6800xp

16 Drakestone Golem (Draco 164)
DC25 Sculpting/masonry
animate objects, antimagic field, flesh to stone, geas/quest
95000gp 6400xp

16 Hangman Golem (MM3 69)
DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus)
animate rope, geas/quest, limited wish, polymorph any object
72625gp 5710xp

16 Iron Golem (MM1 136)
DC20 Armorsmithing/Weaponsmithing
cloudkill, geas/quest, limited wish, polymorph any object
80000gp 5600xp

16 Ruby Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, move earth, polymorph any object, stone shape
57000gp 1500xp

16 Runic Guardian (MM2 182)
DC20 Profession(engineer)/Sculpting AND DC15 Metalworking
“limited wish, discern location, shield, shield other”
97500gp 6600xp
The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp
Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical. I didn’t write an xp cost, but some of the other constructs follow the formula of cost*1/25.

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
15000gp 1080xp

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
48000gp 1080xp

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp

18 Battle Horror (LEoF 176)
NA
air walk or fly, blink, dimension door, limited wish, magic missile, spell turning
76650gp xp cost not listed

18 Ironwyrm Golem (Draco 165)
DC30 Armorsmithing/weaponsmithing
animate objects, antimagic field, geas/quest, incendiary cloud, limited wish
125000gp 8000xp

18 Juggernaut (MM2 132)
DC18 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web
75000gp 5400xp

18 Nimblewright (MM2 162)
DC16 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
geas/quest, haste, limited wish, polymorph any object
18500gp 580xp

18 Scouring Slinger (MM5 144)
NA
creeping doom, shambler
58500gp 3000xp

18 Souring Stanchion (MM5 145)
DC25 Woodworking
creeping doom, animate plants
52,200gp 3000xp

18 Slaughterstone Behemoth (MM3 159)
DC25 Sculpting/Stonemasonry
geas/quest, sound burst, stoneskin
90000gp 6400xp

19 Grisgol (MM3 76)
DC25 Bookbinding
Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns.
See description for extra costs.
control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc.
110000gp 8000xp

20 Blackstone Gigant (FF 21)
DC25 Sculpting/Stonemasonry
Creator must be able to cast divine spells
animate objects, flesh to stone, geas/quest, miracle
105,000gp, 7800xp

25 Hellfire Engine (FC2 119)
DC20 Amorsmithing/weaponsmithing
hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment
200000gp 9600xp

25 Mithril Golem (Epic SRD)
DC30 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish
250000gp 5000xp

25 Stone Collosus (Epic SRD)
DC37 Sculpting/masonry
Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter
760000gp 30600xp

29 Flesh Collosus (Epic SRD)
NA
Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death
760000gp 30600xp

30 Adamantine Golem (Epic SRD)
DC40 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish
500000gp 10000xp

35 Iron Collosus (Epic SRD)
DC42 Armorsmithing/weaponsmithing
Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object
1000000gp 50000xp
#152

grundle

Nov 05, 2007 9:39:10
Just to clarify:

What happens when a Warforged Artificer with Tools of War (4th Racial Substitution) and Legendary Artisan crafts a weapon?

Tools of War seems to double the value of your XP when spent on weapons.

Legendary Artisan seems to reduce the base cost of the item.

it seems to me that those 2 effects would stack. am i right on this?

so, for example: a +2 longsword would end up costing 120 XP

8000*1/25 = 320*3/4 = 240/2 = 120

Assuming that I'm correct, is Retain Essence really all that useful?

Most of my gaming experience lands in the 5-15 range, where it seems to me that XP is pretty easy to come by. With regard to gold, however, I seem to always be running low. It makes me wonder how often i'll want to just sell the junk that we find instead of converting it into XP.

Do you think Weapon Familiar would be better for me?

also, can anyone point me to some resources about making more gold in D&D?

thanks!
#153

colm_l

Nov 05, 2007 10:43:10
Assuming that I'm correct, is Retain Essence really all that useful?

Yes. Look at the amount of XP & the GP cost of a scroll of wish for example.

Works out at about a 5.6 GP to craft XP ratio rather than the standard 25 GP to 1 XP.

As for gold, craft items for your party - charge them 25 GP per XP point (while using the above better ratio) & you'll soon have plenty of cash for personal gear.

Alternatively, there's a lot of tricks about the board for wealth generation.
#154

The_Orange_Pet

Dec 29, 2007 11:03:02
Wand Chamber from Dungeonscape. Broken.

100 gp.

Put into a Shield/Wep.

The wand is readied and can be removed anytime.

Eat that WF Wand Sheathers. Ownd.
#155

cyrocloud

Dec 29, 2007 11:37:18
I'll agree that it is strong for it's price but I don't think 4th level spells and below should be considered bronken...Unless of course your useing some artificer abilities...
#156

The_Orange_Pet

Dec 29, 2007 23:20:30
I'll agree that it is strong for it's price but I don't think 4th level spells and below should be considered bronken...Unless of course your useing some artificer abilities...

I think that if you have wands you're automatically using some Artificer abilities lol.

I'm feeling this:

Light Crossbow w/Wand Chamber
Caster Shield w/Wand Chamber

You get Bane'd shots, cheap low level infusable scrolls , AC, and 2 readied wands of your choice, Some good.
#157

archerpwr

Dec 30, 2007 1:01:15
Really, cut with the bold. Bold is like underline:
Used sparingly, it provides emphasis.
Used in excess, you're just hurting peoples' eyes.

I'm not going to address unreadable content. My eyes deserve better.
#158

friendlyfrog

Dec 30, 2007 7:19:28
Wand chamber's like a limited Quick draw, working only with the wands you already have inside your items. Although you can use it when you have your hands full of weapon and shield, but that's only a problem at the lower levels (animated shields and spare hands mean you'll always have at least one hand free). And wand bracers are pretty spiffy, too.
#159

The_Orange_Pet

Dec 30, 2007 14:47:53
Wand chamber's like a limited Quick draw, working only with the wands you already have inside your items. Although you can use it when you have your hands full of weapon and shield, but that's only a problem at the lower levels (animated shields and spare hands mean you'll always have at least one hand free). And wand bracers are pretty spiffy, too.

Agreed, but it still invalidates one of the primary draws of choosing a WF Artificer.

I 2nd Wand Bracelet as well. Its very handy, but a 25k GP item is a mid-game solution.

On a side note, one of my CO buddies pointed out a rod to me that can hold 3 wands and deploy a charge from each at the same time. If anyone else has seen this whats your opinion? I'll get more info at my game tonight.
#160

friendlyfrog

Dec 30, 2007 15:07:04
Bracer, not bracelet. Page 33 of Dungeonscape. And a member of any race can have a Wand sheathe now, thanks to the Warforged crafts in Faiths of Eberron, so.
#161

vindiction7

Jan 29, 2008 17:13:42
I 2nd Wand Bracelet as well. Its very handy, but a 25k GP item is a mid-game solution.

It's less than half the price in the reprint in Magic Item Compendium.
#162

neithann

Apr 11, 2008 9:48:42
hi! how can you create a golem with the arteficer???? in the infusions list there isn't limited desire :S
#163

Scottbert

Apr 11, 2008 10:08:06
hi! how can you create a golem with the arteficer???? in the infusions list there isn't limited desire :S

Once you meet the prerequisites for Craft Construct, you may take it as a feat and then make one just like any other item (check the golem's entry for what's needed to create it, costwise and what spells you'll need to make UMD checks for)
#164

neithann

Apr 11, 2008 10:44:19
Once you meet the prerequisites for Craft Construct, you may take it as a feat and then make one just like any other item (check the golem's entry for what's needed to create it, costwise and what spells you'll need to make UMD checks for)

so for example to create an alchemical golem MMIII you need to be 14th and have to buy:
- limited wish scroll
-geas/quest scroll
-poison scroll
-polymorph any object scroll
or you can use these wizard spells????? limited wish is too high for artificer who has only 6 spell levels...
#165

ninja1

Apr 11, 2008 12:27:37
Scrolls do work, but you could also hire an NPC or ask another PC who has access to those spells. Other characters can contribute spells when creating any magic item.
#166

neithann

Apr 11, 2008 12:35:23
Scrolls do work, but you could also hire an NPC or ask another PC who has access to those spells. Other characters can contribute spells when creating any magic item.

can the artificer learn these spells to do the work by himself?
mmmmm i think he cant because there are 7th level spell and artificer has only 6th levels.... i was planning on create a character who can build golems...
#167

spikegif

Apr 11, 2008 16:53:35
can the artificer learn these spells to do the work by himself?
mmmmm i think he cant because there are 7th level spell and artificer has only 6th levels.... i was planning on create a character who can build golems...

you do not have to worry about having 6 levels of spells, you emulate the spell with a UMD check. At 14th level you can emulate any Wizard spell of 8th or lower (14 level +2 levels higher). The emulation of the spell is usable only for crafting. (see Item Creation (Ex): from the Artificer class in the Eberron Hand Book, pg 32)
#168

borg285

Aug 21, 2008 13:55:36
If a first level artificer uses spell storing item to store (Daze, Sonic Slap,Caltrops,Cure Minor Wounds,Detect Magic,Guidance,Launch Item,Repair Minor Damage,Seeker's Chant, OR Touch of Fatigue) all of which are 0th lvl spells, and which pass the test of "no greater than one-half your artificer level", and store that cantrip into an item, thus making it a spell completion item, then use METAMAGIC SCROLL and apply a metamagic feat to it, like reach or split or empower or Fell Drain (all +2 metamagic) on that item? If you have a UMD bonus of at least +10 there is no chance of failure for spell storing and suffering a mishap. Plus this did not cost him any XP: "XPCost: Your caster level X the spell level" = 2 X 0 = 0!!

A cool side effect of fell drain: if a creature has as many negative levels as HD it dies (no save). A level 1 creature is usually only 1 hd. If it's struck with a cantrip that sucessfully deals damage fell drain kicks in and gives it -1 lvl (from a frikkin cantrip). Now it has as many negative levels as HD and dies. Powerful cantrip.
Also please expound on what "1 hour/level or until discharged" means. Is it whichever is greater or whichever is least, like it will vanish in an hour, or will it disappear the next day, or will it stay until I use it next week?
#169

briar_copperleaf

May 31, 2009 19:34:14
I'm currently a warforged artificer 3/ cleric 1 , with the domains of magic and artifice, and have been using the 3.0 version of the handbook. I came across something that's almost a footnote about the clockwork mender's in that a swarm of them can be summoned with a 'Summon monster 2' spell, and as someone who though I'm not trying to be a frontline fighter, but seems to always in the middle of the battle ('snickers' Bane, gotta love it), this has been very handy for a warforged Pc in that they can both attack your opponents and turn around and repair you, kinda of a two birds one infusion thing .
I'm currently summoning them with scrolls, but am also talking with my GM about letting create a infusion for summoning them.
#170

ymuckluck

Aug 04, 2009 17:14:59
I was upset that their were no meleeficer builds up. Here is a rough draft:

Race: Half-Ogre

1)Artificer [Power Attack]
2)Artificer
3)Artificer [Improved Bull Rush]
4)Artificer
5)Barbarian (pounce)
6)Renegade Mastermaker [Improved Natural Attack: Slam]
7)Renegade Mastermaker
8)Renegade Mastermaker
9)Renegade Mastermaker [Improved Unarmed Strike]
10)Renegade Mastermaker
11)Renegade Mastermaker
12)Renegade Mastermaker [Snap Kick]
13)Renegade Mastermaker
14)Renegade Mastermaker
15)Renegade Mastermaker [Adamantine Body] [Second Slam]
16)Warforged Juggernaut (Powerful Charge)
17)Warforged Juggernaut
18)Warforged Juggernaut [Jaws of Death]
19)Warforged Juggernaut
20)Warforged Juggernaut (greater powerful Charge)
#171

dread_pirate

Sep 30, 2010 11:27:41
I was upset that their were no meleeficer builds up. Here is a rough draft: Race: Half-Ogre 1)Artificer [Power Attack] 2)Artificer 3)Artificer [Improved Bull Rush] 4)Artificer 5)Barbarian (pounce) 6)Renegade Mastermaker [Improved Natural Attack: Slam] 7)Renegade Mastermaker 8)Renegade Mastermaker 9)Renegade Mastermaker [Improved Unarmed Strike] 10)Renegade Mastermaker 11)Renegade Mastermaker 12)Renegade Mastermaker [Snap Kick] 13)Renegade Mastermaker 14)Renegade Mastermaker 15)Renegade Mastermaker [Adamantine Body] [Second Slam] 16)Warforged Juggernaut (Powerful Charge) 17)Warforged Juggernaut 18)Warforged Juggernaut [Jaws of Death] 19)Warforged Juggernaut 20)Warforged Juggernaut (greater powerful Charge)



This is a cool Idea and I was considering it with the Bariar, since it has an extra natural attack and fast movement, however Half-Ogres are Giants, not humanoids (and Barriars are Outsiders) so they do not meet the prerequisites for "Renegate Mastermaker". I think it's a silly requirement, but I think it was because they didn't want abominous warforged walking about - besides the charger and the titan that is.
#172

ymuckluck

Sep 30, 2010 11:45:10

This is a cool Idea and I was considering it with the Bariar, since it has an extra natural attack and fast movement, however Half-Ogres are Giants, not humanoids (and Barriars are Outsiders) so they do not meet the prerequisites for "Renegate Mastermaker". I think it's a silly requirement, but I think it was because they didn't want abominous warforged walking about - besides the charger and the titan that is.



I must have missed that.  I never got to play that build though... I could take the feat from Races of Destiny that allows Half-Ogre to have the humanoid type.  
#173

bill_bisco_average_adventurer

Aug 22, 2011 19:22:57
An excellent guidebook worthy of keeping alive.