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Bulix
2012-09-01, 10:39 PM
(Please place the number of the question before the answer on your reply) :smallsmile:

Three questions:

1.- How do I get money as a Low Level Artificer?

2.- What are infusions and how much do they cost?

3.- In what handbook does the class appear in?

4.- What variables do you take into consideration for the gp cost of item creation?

5.- How many points do you have in your Pool each level?

Thank you. :smallsmile:

Dayzgone
2012-09-01, 11:04 PM
Well to answer all your questions in one. you can find the class in the Eberron Campaign Setting book. The rest should pretty much answer its self

gorfnab
2012-09-01, 11:06 PM
Artificer Handbook (http://brilliantgameologists.com/boards/index.php?topic=5929.0)

Uhtred
2012-09-01, 11:14 PM
(Please place the number of the question before the answer on your reply) :smallsmile:

Three questions:

1.- How do I get money as a Low Level Artificer?

2.- What are infusions and how much do they cost?

3.- In what handbook does the class appear in?

4.- What variables do you take into consideration for the gp cost of item creation?

5.- How many points do you have in your Pool each level?

Thank you. :smallsmile:

1. You become best friends with the party tank and take his attack bonus and damage and crit rate and weapon enchantments into the stratosphere. His armor, too. Get the Fighter to promise you half the loot from his kills in exchange for this service. Profit.

2. Infusions are an Artificer's "Spells," he knows all the infusions on the list (like a Cleric) and doesn't have to prepare which ones he uses ahead of time. They don't cost anything, and they affect only objects and constructs. But they do have durations, so casting Bull Strength on a guy's belt will grant him +4 to Str like a Belt of Giant Strength, but it's got a finite duration.

3. It appears in the Eberron Campaign Setting, but new infusions appear in a lot of the Eberron supplements.

4. You take the item's "Cost to create" entry for gp, or half retail if you don't have any item creation feats that would let you make it for cheaper.

5. It varies from level to level, and depends on how many magic items you've consumed that level. My Artificer looted a 3-wish luck blade that he saved until he really needed the xp to make something awesome. Be aware, though, that your pool resets and any craft pool xp you haven't used when you level is lost unless your DM lets them roll over. But RAW says they don't.

Tvtyrant
2012-09-02, 01:57 AM
1. The easiest way I know of is to rob a bank :smalltongue:

More honestly, at level one you mostly use your infusions (bane property is terrific). Archerficers and Meleeficers do alright at level 1, blastificers stand in the back and try not to get hit (crossbow plunking ftw).

At other levels you simply string out your WBL as far as possible, and have your allies pay 1.5 for items from you (so you make a .5 profit to spend on your own stuff, or for things that benefit the party as a whole.)

This (http://brilliantgameologists.com/boards/index.php?topic=11474)is a good guide which does the levels step by step.

shadow_archmagi
2012-09-02, 08:51 AM
2. Infusions are an Artificer's "Spells," he knows all the infusions on the list (like a Cleric) and doesn't have to prepare which ones he uses ahead of time. They don't cost anything, and they affect only objects and constructs. But they do have durations, so casting Bull Strength on a guy's belt will grant him +4 to Str like a Belt of Giant Strength, but it's got a finite duration.


Incorrect. Many Infusions do have a material component- the Weapon and Armor augmentations all require jars of ointment worth 20 to 200gp (Except for Personal Weapon Augmentation, which is free)



For the cost of magic items, Here you go (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#tableEstimatingMagicItemGol dPieceValues)

Note that this table is a guideline to price and you should work out with your DM what seems fair. For example, by this chart, you could make an item that casts true strike when you spend a standard action to shout "DON'T SCREW THIS UP" for 1800. You could make five of them for 9000 gold and then hire commoners to follow the party around shouting "DON"T SCREW THIS UP" on their action.

Uhtred
2012-09-02, 09:48 AM
Incorrect. Many Infusions do have a material component- the Weapon and Armor augmentations all require jars of ointment worth 20 to 200gp (Except for Personal Weapon Augmentation, which is free).

I thought the question was asking about the price of Infusions themselves. You don't have to purchase them like a Wizard does spells.