Galacticz
2011-05-26, 09:28 PM
Hey guys,
Brand new here, so be nice!!
My DM wants to get back to our roots and start a 3.5 campaign. He wants us to all be pretty powerful and wants to play this campaign for longevity, starting at level 1.
I always used to play a druid in 3.5, nothing beats wildshaping and summoning a crap ton of ****. But thats more of the same. I am looking for something new, with unrivaled flexibility. I have never dabbled in DnD's crafting system so when finding out the Artificer based itself around that, I was immediately interested and a little put off. The possibilities seem endless, being able to craft any of 3.5's diverse magic/wonderous items, but it also seems detrimental. What I mean is, the XP cost. I know Artificer's have a 'Craft Reserve', but it seems that I will be blowing through that in just a few days (in game), and then have to start gimping my own progression to keep my bags stocked with wands and scrolls. None the less, I am still immensely interested.
So I have a decent understanding of 3.5, except for the crafting system, but i do not know all the different feats in all the different books to make a nicely optimized Artificer. I need ya'll's help. I need to know how 3.5's crafting system works, and how i would go about crafting my numerous items. I need to know what feats I should get to ease my crafting costs and make me a better Artificer (is it true that Artificers, if built right can create items at 30% their normal cost???).
As for build, I am conflicted as well. I know I want to go kinda a Blastificer/Bufficer, who has a couple golems to watch my ass. So i guess that means I am branching into 3 different builds. Is that too despecialized to be properly optimized?
This class has soo many possibilities, its dizzying. I have tried reading some guides, such as the Artificer's Handbook, but alot of the stuff is going over my head some how. I am sorry for all the Nub questions, but I need some help.
Help a Gnome out.
:smallbiggrin:
Brand new here, so be nice!!
My DM wants to get back to our roots and start a 3.5 campaign. He wants us to all be pretty powerful and wants to play this campaign for longevity, starting at level 1.
I always used to play a druid in 3.5, nothing beats wildshaping and summoning a crap ton of ****. But thats more of the same. I am looking for something new, with unrivaled flexibility. I have never dabbled in DnD's crafting system so when finding out the Artificer based itself around that, I was immediately interested and a little put off. The possibilities seem endless, being able to craft any of 3.5's diverse magic/wonderous items, but it also seems detrimental. What I mean is, the XP cost. I know Artificer's have a 'Craft Reserve', but it seems that I will be blowing through that in just a few days (in game), and then have to start gimping my own progression to keep my bags stocked with wands and scrolls. None the less, I am still immensely interested.
So I have a decent understanding of 3.5, except for the crafting system, but i do not know all the different feats in all the different books to make a nicely optimized Artificer. I need ya'll's help. I need to know how 3.5's crafting system works, and how i would go about crafting my numerous items. I need to know what feats I should get to ease my crafting costs and make me a better Artificer (is it true that Artificers, if built right can create items at 30% their normal cost???).
As for build, I am conflicted as well. I know I want to go kinda a Blastificer/Bufficer, who has a couple golems to watch my ass. So i guess that means I am branching into 3 different builds. Is that too despecialized to be properly optimized?
This class has soo many possibilities, its dizzying. I have tried reading some guides, such as the Artificer's Handbook, but alot of the stuff is going over my head some how. I am sorry for all the Nub questions, but I need some help.
Help a Gnome out.
:smallbiggrin: