First Time Artificer. What to do?

Post/Author/DateTimePost
#1

nightside_samurai

May 15, 2008 12:47:41
My friend is gonna run a 10th level duo game for me and one other person and the idea behind the game is that my character will be a House Cannith Artificer on an expedition to Xen'Drik to find ancient artifacts. Here are the things that are certain for the character:

He needs to have a Dragonmark. The best he can get at level 10.

I'm not extremely interested in crafting stuff more than what I'll start with. I see myself as wanting to play a more combat oriented artificer, maybe whipping up buffs for armor or weapons or using wands and such.

All the Eberron books will be available for use. Other than that assume Core only.

Stats will be high powered, assume at least a 32 point buy with the likelihood of a 38.

I'd appreciate any help you guys and gals can give me on this.

Thanks

P.S. I'm still in the planning stage for this character, once I get more specific information, I'll post it here.
#2

gaffer

May 15, 2008 14:16:16
Handy links. Artificer. Go.
#3

sally_jones

May 15, 2008 14:44:47
do you want to fight in melee while buffed or be a blaster with wands?

artificer 5 / renegade mastermaker 5 would make a beefy artificer.

artificer 7 / cannith wand adept 3 would make a good wand blaster (rod of many wands)
#4

nightside_samurai

May 15, 2008 21:31:13
So I went with the Renegade Mastermaker suggestion and this is what I came up with. I'm very happy to receive criticisms on this build.

Loor'Dan d'Cannith<br /> <br /> Male Human<br /> Artificer 5 / Renegade Mastermaker 5<br /> Lawful Neutral<br /> <br /> Str 18 (+4)<br /> Dex 17 (+3)<br /> Con 16 (+3)<br /> Int 18 (+4)<br /> Wis 11 (+0)<br /> Cha 14 (+2)<br /> <br /> HP: 74<br /> Speed: 30 feet<br /> <br /> AC: 13 = 10 +3 [dexterity]<br /> Touch: 13<br /> Flat: 10<br /> <br /> Init: +7 = +3 [dexterity] +4 [improved initiative]<br /> <br /> Saves:<br /> Fort: +8 = 5 [base] +3 [constitution]<br /> Ref: +5 = 2 [base] +3 [dexterity]<br /> Will: +8 = 8 [base]<br /> <br /> Melee: +10/+5 = 6 [base] +4 [strength]<br /> Ranged: +9/+4 = 6 [base] +3 [dexterity]<br /> Grapple: +10/+5 = 6 [base] +4 [strength]<br /> <br /> Region of Origin: Breland<br /> Dragonmarked House: Cannith [Mark of Making]<br /> <br /> Languages:<br /> Common Draconic Giant Goblin Riedran<br /> <br /> Feats:<br /> Least Dragonmark - Repair Light Damage 3/day<br /> Lesser Dragonmark - Minor Creation 2/day<br /> Greater Dragonmark - Major Creation 1/day<br /> Attune Magic Weapon<br /> Improved Initiative<br /> Martial Weapon Proficiency<br /> Scribe Scroll[free to artificer]<br /> Brew Potion[free to artificer]<br /> Craft Wondrous Item[free to artificer]<br /> Craft Magic Arms and Armor[free to artificer]<br /> <br /> Skills:<br /> Concentration Con 16 = +3 +13<br /> Craft (Sculpting) Int 19 = +4 +13 +2 [mark of making]<br /> Disable Device Int 17 = +4 +13<br /> Knowledge (arcana) Int 17 = +4 +13<br /> Knowledge (history) Int 10 = +4 +6<br /> Knowledge (planes) Int 17 = +4 +13<br /> Open Lock Dex 11 = +3 +8<br /> Spellcraft Int 19 = +4 +13 +2 [Knowledge, arcane]<br /> Use Magic Device Cha 15 = +2 +13<br /> * = check penalty for wearing armor<br /> <br /> Craft_1 &gt;=5 ranks gives +2 on related appraise checks.<br /> Know Planes &gt;=5 ranks gives +2 on survival checks on other planes.<br /> Spellcraft &gt;=5 ranks gives +2 on use magic device checks on scrolls.<br /> Use Magic Device &gt;=5 ranks gives +2 on spellcraft checks to decipher scrolls.<br /> <br /> Infusions:<br /> 1-level Artificer infusions: 4 (3+1) per day<br /> <br /> 2-level Artificer infusions: 4 (3+1) per day:<br /> <br /> 3-level Artificer infusions: 4 (3+1) per day:<br /> <br /> 4-level Artificer infusions: 3 (2+1) per day:<br /> <br /> Human:<br /> * Extra feat at first level (already included)<br /> * Four extra skill points at first level (already included)<br /> * One extra skill point at each additional level (already included)<br /> <br /> Artificer:<br /> * New class per Eberron campaign setting<br /> * Artificers are entitled to bonus feats every 4 levels, included here.<br /> * See the campaign sourcebook for more on artificers.<br /> <br /> Renegade Mastermaker:<br /> * Battlefist; craft master (level 1)<br /> * Battlefist +1, self-repair (level 2)<br /> * Support construction (level 3)<br /> * Damage reduction 1 / adamantite (level 4)<br /> * Battlefist +2 (level 5)
#5

tos_shai_hulud

May 16, 2008 3:01:54
My only criticism is that the character lacks ranks in Search, so he can disable a trap only after it has already sprung on him! He has the ability, but not the skill to find traps.
#6

nightside_samurai

May 16, 2008 16:20:17
My only criticism is that the character lacks ranks in Search, so he can disable a trap only after it has already sprung on him! He has the ability, but not the skill to find traps.

That's true but as just a skill check it's not too bad and I'm planning on augmenting my ability with some items when I get to that part.
#7

sally_jones

May 16, 2008 19:35:13
why the martial weapon prof? dont forget you get your renegade mastermaker level adds to your craft skills.
#8

gaffer

May 16, 2008 22:59:05
Consider Persistent Spell.