Artificer Help

Post/Author/DateTimePost
#1

pido911

Jul 18, 2011 1:02:29
Hello all! I will be playing a campaign soon in Eberron and I wish to play an artificer. There has been some serious hype about the optimization and pun-pun like combos. My DM will obvious not be alright with that kind of thing, and frankly it wouldnt be all that much fun. So what i need is an artificer build that is good, but not completely optimized. Flaws are not allowed

Keep in mind that we will most likely only make it to 10th level, and it is just I and one more guy.

Thanks guys Smile
#2

The_Crimson_Dawn

Jul 18, 2011 3:24:44
Just go straight artificer and take meta magic feats that you like and feats that you like.  Then all you have to do is pick what items you may want to make.  Artificers are so good that is all you need.
#3

Unahim

Jul 18, 2011 11:41:19
Just a general question, how do you deal with the xp cost required for items?(the craft reserve is not nearly enough) I hate being "behind" the party, and especially with my current DM, xp is pretty scarce(we got level 2 after about 20-25 hours of play I believe.) so I'm afraid to try an artificer out.
#4

Tempest_Stormwind

Jul 18, 2011 13:09:49
Just a general question, how do you deal with the xp cost required for items?(the craft reserve is not nearly enough) I hate being "behind" the party, and especially with my current DM, xp is pretty scarce(we got level 2 after about 20-25 hours of play I believe.) so I'm afraid to try an artificer out.


Don't worry about it. Your craft reserve isn't too small - you're just overextending yourself. No need to craft a Staff of the Magi at level 2, are we?)

Second, and this is the important bit, experience is a river. Do not worry about falling behind - so long as your DM actually awards XP according to the rules, there exists something called the "one level gravy train". The basic idea is that staying one level behind the party will award you more XP than the rest of the team, comparatively, and the excess is always available for crafting - you remain roughly one level behind the rest of the party, but the entire team gets essentially double the wealth in gear.

EDIT: Found it. 
#5

The_Crimson_Dawn

Jul 18, 2011 13:42:53
And if you really game the system you can lose XP to get ahead of everybody else in levels.
#6

aelryinth

Jul 18, 2011 22:47:33
but that's really chutzpah, as the DM should count xp sacked for magic items towards your CL total. An 8 with too much gear IS +1 ECL for a monster encounter, and it should apply to characters.

Keep in mind XP is still easy to come by, and your biggest problem is actually going to be using up all your reserve. Make magic items for everyone, buff the party up, and watch everyone rock. THat's what artificers can do easily.

If you were going 10+, I'd say start looking at some wands and Wand Mastery, but that's a different build.

===Aelryinth
#7

Chrome-Gnome

Jul 20, 2011 11:38:25
I assume you've read the handbook, so it depends on your buddy, or if you're playing multiple characters. From what it seems I would suggest Golemficer so you can have a meat(or metal/clay) shield for your party of two. 

Talk with your DM ahead of time about custom magic items. Maybe ask him to read the handbook's section for DMs. I would probably just suggest making a Golemficer/Blastificer so you can cover two rolls. Although you may be filling in a trapfinder slot in the party.

Over all though, the artificer will be quite effective without much optimization. Just remember to plan ahead, because the artificer requires extra thought