Help with a weird Artificer

Post/Author/DateTimePost
#1

janzen

Oct 05, 2008 6:16:36
I'm hoping the good man & woman of the CO boards can help me with a certain project. I'll search the boards material for ideas but would like a more personal touch since this situation is bizare.

Need to show a few friends ( explained in first block ) that the Artificer isn't useless, the type of character i'm looking to create is a blaster ( I'm already the Buff/Debuff Wizard ). Just want a faithfull and usefull sidekick for my Wizard.

All books are allowed.
High Powered Campaign.
Campaign set in Ebberon.
2x Flaws allowed with DM approval.
We're at lv5 and campaign will end around lv18-20.
Planar Shepherd Banned.
Time Stop Banned.
Karma Beads has its price increased and a very long quest to go with it.
Wraithstrike is the same as above.
LA is up to huge debate, example Dark template on Ninja/Swordsage. Usually allowed but if too high up to huge nerfs.

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I've been in a rough situations on what to do, few weeks ago me and another player discussed having a Artificer PC to assist us. The other player wanted to use one feat on Leadership other then Extra Turning ( DMM Persist Cleric ), he wanted to have a Artificer cohort to help with the item load.

Now tonight my character came too own a Shield Guardian ( long story ), having its old masters amulet my Wizard can now control a CR 8 at lv5. After some talking/debate the DM came to the conclusion its like Leadership the feat in amulet form. I want to make it into a Artificer PC/Cohort to the agreement of the Cleric who wants to help rebuild the machine. As a DM myself, I know having a Shield Guardian helping us would be a issue, soo after some price qoutes from him both me & the Cleric can afford to remake it.

Normally this would be okay, but a few of the other players had better ideas. The players running the VoP Monk & Fighter want to make it into a pure Fighter. This obvious isn't what me & the Cleric had in mind but the others don't want to make something usefull into something useless as they put ( because making people blind, weakened, buff, heal etc is considered useless ) soo this turn into a big issue.
#2

dawnmor

Oct 05, 2008 13:12:33
Well you know the drill, Make up a character idea and then show us lol.

You want a blaster? Alright, make one so we can all rip it apart to the bare atom of the character :D.
#3

headofvecna

Oct 05, 2008 18:40:01
Maximize , chain, and repeat spell are probably the best metamagic blasting options. Dual Wand Wielder (pre-req TWF and craft wand) is really nice.

But with a lenient DM, and yours sounds like such, the best thing about an artificer cohort is having them craft four times the magical items you'd normally be able to afford and take the xp hit for you as well. Extraordinary Artisan paired with Magical Artisan: Wonderous has heaps of awesome on top.
#4

janzen

Oct 06, 2008 9:57:34
Sorry I should have posted my design concept with the rest, I know that right away I'll be making items soo that played a big role in the design of the character. The DM is pretty lenient at times, one of my ideas was to go the Persist route but my DM will probally allow me to have the Artificer created with X/day Divine Power. I went into Warforged Racial Subs but wanted to keep Craft Homonculus only for the usefull Dedicated Wrights. Other then thats it open to some kind and harsh criticism.


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Char: Chachamaru Karakuri ( major credit to who gets this one )
1 Artificer: Artificer Knowledge, Artisan bonus, Disable trap, Item creation, Scribe Scroll, Infuse Self, Skill Focus [Use Magic Device]
Flaw Unattentive: Extraordinary Artisan
Flaw Pathetic: Empowered Spell
Free: Mithral Body
Free: Mithral Fluidy
2 Artificer: Brew Potion
3 Artificer: Craft Wondrous Item, Maximize Spell, Tools of War
4 Artificer: Craft Homonculus, Legendary Artisan
5 Artificer: Craft Magic Arms and Armor, Retain Essence
6 Artificer: Metamagic Spell Trigger, Quicken Spell
7 Artificer: Craft Wand
8 Artificer: Wand Mastery
9 Artificer: Craft Rod, Two Weapon Fighting
10 Artificer:
11 Artificer: Metamagic Spell Completion
12 Artificer: Dual Wand Wielder, Craft Staff, Twin Spell
13 Artificer: Skill Mastery
14 Artificer: Forge Ring
15 Artificer: Extend Spell
16 Artificer: Persistant Spell
17 Artificer:
18 Artificer: Extra Ring
19 Artificer:
20 Artificer: Persistant Spell
#5

dawnmor

Oct 06, 2008 12:00:59
I only got the Kuri part LOL.

Kara im not sure unless its the instance in world of warcraft? LOL.

Drop Craft Homoculus sense you can pick up the CRAFT CONSTRUCT feat and that covers your Homoculus's :P, not to mention you can now craft your own construct army of you wanted too lol.

If your going for the Blaster type, concentrate on Rays and you should bve good, Empower is a good spell to use, specially on that Ray of Stupidity from Spell Compendium if I remember right it lowers a casters Int .

Make a ray of Poison (Poison spell), BOOM! theirs your Con dropping spell , not alot of monsters will have a high Con but they will have a high fort save though, sooo.......Empower it, twin, repeat, maximize, BAM! a D10 + .5 (Empower), x2 twin, repeat = 60 pts of con damage if my memory serves. But im half away.

Persist is good if you can get him to have 24 hour buffs :P.
#6

pithica

Oct 06, 2008 14:18:12
EDIT: removed text to correct myself...

If your going for the Blaster type, concentrate on Rays and you should bve good, Empower is a good spell to use, specially on that Ray of Stupidity from Spell Compendium if I remember right it lowers a casters Int .

A better target for Ray of Stupidity is the 'typical' Half-Orc Barbarian (read: the dumbest enemy as opposed to the smartest). Drop them to Int 0 in one shot (with a split ray) and effectively remove them from the battle. Most Animals/Magical beasts can be completely eliminated in one shot.

To the OP: If you really want to go with a Blaster build, look up the 'Blastificer' thread(s). There are a number of build options with feat/spell descriptions out there already. If the BSF's really can't wrap their head's around how you want to do it, remind them that the Level 5 Artificer can additionally create a 5 Hit dice 'guard dog' that can take on a tank role, if that becomes necessary.
#7

carnivore

Oct 06, 2008 14:21:02
look here for ideas:

Artificer: (Eberron Campaign Setting)
[thread=287275]Optimized Artificer[/thread] - (by Caelic)
[thread=520855]Artificer Handbook (rough draft)[/thread] - (by waper9)
[thread=373293]Unofficial Artificer FAQ[/thread] - (by Edymnion)
[thread=387497]The Stafficer[/thread] - (by Interested2)
[thread=448722]Throwin' down the gauntlet: Staffs & Artificers[/thread] - (by Psifon)


especially this:

You know, the more I think about this, the more I think it's scary.

Going back to our ninth level artificer, if we reconfigure him slightly, he can have the following feats:

Level 1: Energy Substitution (sonic,) Skill Focus (UMD)
Level 3: Twin Spell
Level 6: Energy Admixture (sonic)
Level 9: Quicken Spell


Packing his Wand of Scorching Ray, our man can, given a couple of rounds of prep time, squeeze off 96d6 damage, no save--12 4d6 firebolts, and 12 4d6 sonic bolts. In a dire emergency, he can do this without prep time, but he's going to be burning up a lot of extra charges--12 of 'em, to be exact. ("Set phasers to overload, Mr. Sulu!")

That's an average of 336 damage, assuming all of the bolts hit...probably a good bit less than that in reality, since SOME of the bolts will miss, but some will also crit. Any way you slice it, a substantial amount of damage for a ninth level character.

Who SAYS Artificers don't make good blasters?

:D
#8

anyrandomelf

Oct 07, 2008 15:12:33
You may desire a blaster, but it pales compared to a ninjaficer
http://forums.gleemax.com/showpost.php?p=14459006&postcount=861
Note that your actually better off NOT taking that first level of Rogue, and you get the final product one level sooner.
And untill you get 13HD to poly into a Kevld, poly into a maruu from sandstorm.

Not only does a ninjaficer hit harder than a blaster, but it can chain those persistent spells to the rest of the party as well. Remember wrathful healing from the A&E and to tell your rogue to take a dip of ?swordsage? to get that manuver that gives half SA damage to things immune to SA

Special ops team of Doom methinks!