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Labro
2012-10-12, 06:47 PM
Hello,

as I have mentioned in the title. I'd like to build a character, who (not solely) tries to solve adventuring problems by creating constructs for various situations, like scouting, fighting, travelling (and whatever else can be solved by constructs and/or tools). If such a thread already exists, I'd gladly look at the discussions there, but I could not find it myself.

The books that I got easy access to (and which I would prefer to use) are: The Complete series and the SRD without the Variant and Psyconics Rules (my group hasn't played with Psyconics so far). We are playing in the Forgotten Realms, so Arcana Unearthed and Eberron are not an option (from my side)

I was thinking about a Transmuter (because he is the master of transforming living and dead matter) becoming an Effigy master, but there are several questions, that still spring to my mind:

1. What about creatures, that are smaller than tiny in size (i.e. a common bee, to have asmall flying spy drone) as Effigies? There seems to be no prize for the body. And more important... where can I find diminutive/fine animals?

2. Is there a PrC or Base Class, that I have overlooked, that would fit in a build like TransmuterX/Effigy Master5/SomethingX?

3. We are starting at Level 1, but I would still love to see a build from 1-20 so I can set myself goals to accomplish.

Thank you very much in advance.

Inferno
2012-10-12, 07:22 PM
I know Eberron is off the table, but the Artificer base class from the ECS needs mentioning. It's pretty well exactly what you want, and is easily reflavored as a worshiper/cleric of Gond for Forgotten realms.

Actually the astral construct power on the Psion/Wilder list is one of the best for making specialized, if short-lived constructs.

I would talk to your DM about allowing one, as they are great matches for what you're looking for. Psionics is some of the best stuff in the SRD as it is, give it a chance if you can.:smallsmile:

Gavinfoxx
2012-10-12, 07:29 PM
Azurin Artificer with shape soulmeld -- mage's spectacles, apprentice (craftsman), item familiar, extraordinary artisan, magical artisan, legendary artisan, exceptional artisan, craft construct, maxed UMD, etc. etc.

http://brilliantgameologists.com/boards/index.php?topic=7274
http://brilliantgameologists.com/boards/index.php?topic=177
http://www.minmaxboards.com/index.php?topic=2829

eggs
2012-10-12, 07:40 PM
The only Forgotten Realms crafting-specific class I can think of is the Techsmith of Gond from Faiths and pantheons. It's easy to get into, and it comes with a construct sidekick that can wind up with an unusually high BA, but it doesn't make crafting much better (actually, most of its abilities seem geared toward fighting against constructs in melee, which is just strange, given its full casting and 1/2 BA).

In the core+complete books, I think your best bet is just making a caster build with Craft Construct - maybe with Effigy Master levels, if you want to invest enough GP for the extra HD to matter. Improved Familiar for a blade guardian familiar would be flavorful and not that bad mechanically - at worst, the spell-storing ability can accelerate the caster's spell output (and note that metamagicked third-level spells are still viable options for the blade guardian's spell storage), and a shared Alter Self for animated objects is just good utility.

danzibr
2012-10-12, 07:50 PM
It's already been mentioned, but I'd strongly suggest making a Shaper who specializes in AC's, then look at Creator from the Mind's Eye business. It's not Psyconics so you should be good.

Labro
2012-10-13, 06:03 AM
thank you very much for the answers.

I forgot to mention, that the campaign will be about following the footsteps of our (human) parents, so no races except for human are allowed.

So in summary, there are three options for me:

1. I take the Psyonic Path, going for Astral Constructs
@ Danzibr: sry for the Typo in my previous post ;)

2. I take the Artificer straight 20 Levels

3. I take an arcane/divine caster with Craft Construct and maybe a little Effigy Master (arcane) and/or Techsmith of Gond (arcane/divine)
@ eggs: I really like the idea of a Spellguard familiar

I'll have to look into the artificer and the Psyonics Rules a little more.

danzibr
2012-10-13, 06:55 AM
1. I take the Psyonic Path, going for Astral Constructs
@ Danzibr: sry for the Typo in my previous post ;)
Ahh now I feel like a d-bag... I was joking but that probably wasn't communicated well through my typing.

To talk about Psionics more, it really is an awesome system. Many people, myself included, think it's better than the other types of casting, and I think it's even simpler. Check this out for a nice Psionic rules read. (http://www.giantitp.com/forums/showpost.php?p=10635999&postcount=2)

Also, if you are making AC's then you're probably going to start off as Psion (Shaper), Wilder or Ardent. Well, Ardent is off the table 'cuz it's not in the SRD. Of the two, for a less optimized group (and if you don't want to put as much work into it) I'd suggest Wilder.

What level are you starting at?

Rubik
2012-10-13, 07:35 AM
It's already been mentioned, but I'd strongly suggest making a Shaper who specializes in AC's, then look at Creator from the Mind's Eye business. It's not Psyconics so you should be good.Well, first of all it's "psionics." And second, the PrC is the Constructor (which is awesometastic, but make sure you get the 3.5 revised version, not the 3.0 version).

Also, Complete Psionic has a metapsionic feat called "Linked Power," which allows you to manifest one power which goes off this round and another secondary power which goes off next round without any additional action cost. So choose a swift or immediate action power to manifest for a low power point cost, Link Astral Construct to it, and watch as you manifest Astral Construct essentially for free.

This saves you from having to take that last level of constructor and losing a manifester level.

Labro
2012-10-13, 07:57 AM
Ahh now I feel like a d-bag... I was joking but that probably wasn't communicated well through my typing.

Aww, don't take this the wrong way :D. I really enjoyed being all confused like: Huh?! how is it not Psyonics? The Class is, Astral Constructs are? Ohhh, I wrote Psyconics!

And thanks very much for the link!

Rubik
2012-10-13, 08:00 AM
http://www.wizards.com/default.asp?x=dnd/psm/20040625b

There are also a number of items which are awesome for shaper/constructors, many of which are (by default) casting items, but according to transparency, psionic manifesters can use them just fine. Arcanist's gloves from MIC, for instance, since augmenting a power doesn't change its actual effective level.

Labro
2012-10-13, 10:00 AM
Thanks very much.

My DM said, that Psionics are not an option, but I think I could convince him to let me play an artificer.

The Problem is: We are 4 Players (a favored soul, a ranger, a fighter and me), so we are lacking the skill monkey to find and disable traps and an arcane spellcaster. That leaves me with 2 options: either a full caster focusing on battlefield control and utility creatures to disable/find traps or an artificer with less capability of casting spells (unless very very rich - and then i would be reduced to "no save spells") who has the ability himself.

I'm very unsure of it, but I think I'll stick to the Transmuter, just because I think it wouldn't be in conflict with my view of Faerūn and because I feel more comfortable playing something I know.

So, I still have a few more questions: Where can I find apropriate Constructs (and in case of the Effigy master animals/magical beasts, etc.). Because the SRDs range of creatures is very limited. What really bugs me is, that I can't find diminutive/fine animals (as stated in my first post). Are there no rules for those? Do you have to create them yourself?

Thanks in advance.

Uhtred
2012-10-13, 10:30 AM
Funny story? Artificers can cast arcane spells from wands or scrolls. They can also create/empower those wands and scrolls. I read the artificer description as being able to cast ANY spell, as long as it's from a scroll or wand. Which you can also make. As for skill checks, that's what potions (and the artificer's fairly large skill list) are for. You can make those too. And every time you find a magic item nobody else wants, you can eat it. Then use the xp that was used to make that item into more scrolls, wands, potions, and items. What a great class. Also constructs. Artificers do those too, and could use their infusions to boost their pet Iron Defender up to godliness.

Also they get Trapfinding as a class skill. And if you find and disable a magical trap, you can eat it, and use its xp to make more stuff.

Also Homunculi, the sort of little constructs you're looking for, come in all shapes and flavors, and can be found scattered through the Eberron books. My favorite was taking the Improved Homunculus feat, giving my Iron Defender (metal spiny dog, essentially,) the ability to fly. I then attached an arbalester (animate crossbow homunculus) to his back with sovereign glue. Key the Star Wars Death Star trench music as the metal dog flew around blasting people with the animated crossbow turret on his back.

Labro
2012-10-13, 11:08 AM
Also Homunculi, the sort of little constructs you're looking for, come in all shapes and flavors, and can be found scattered through the Eberron books. My favorite was taking the Improved Homunculus feat, giving my Iron Defender (metal spiny dog, essentially,) the ability to fly. I then attached an arbalester (animate crossbow homunculus) to his back with sovereign glue. Key the Star Wars Death Star trench music as the metal dog flew around blasting people with the animated crossbow turret on his back.

Sounds like much fun =D. Crafting Homunculi is something any class should be able to do though, if my DM allows this feat from the ECS. In the Forgotten Realms, Homunculi seem rather limited in their abilities.


Funny story? Artificers can cast arcane spells from wands or scrolls. They can also create/empower those wands and scrolls.

I know. But the Character will be limited by his EXP for Item Creation (which would include Constructs). So compared to a Wizard/Transmuter I would lose a lot of spells I could cast per day, unless I find some huge treasure with loads of Magic Items no one needs and a pot of gold at the end of the rainbow. And then I would still need a lot of time to create all those precious wands/scrolls/constructs or just buy the stuff which would be massivly expensive.

Last point would still be the flair of Eberron I would bring into the Faerūn world, which I'm still not very happy about (though I like some of the "adjustments" Inferno mentioned)

Edit: The craft construct feat doesn't seem to have any prerequisites. Can I just take the feat at Level 1 and pretend to have crafted minor creatures already?

danzibr
2012-10-13, 11:38 AM
Well, first of all it's "psionics." And second, the PrC is the Constructor (which is awesometastic, but make sure you get the 3.5 revised version, not the 3.0 version).
That... was the point.

Gavinfoxx
2012-10-13, 11:44 AM
Craft Construct requires Craft Magic Arms & Armor and Craft Wondrous item. Look at when you get those feats for 'free' from an artificer...

Also, Artificers are REALLY GOOD at skill stuff -- if your actual player skill is up to playing them effectively. They are a difficult class to play, and their ability to solve skill problems is mostly predicated on having a good supply of low level scrolls of all sorts, your personal ability to understand and use the cheapest useful spell for a particular job, your ability to understand and manipulate the crafting system (protip: focus on scrolls and wondrous items and wands. Never potions!).

Here are some useful links to you. One of them even explains why the 'artificer not having enough crafting xp' isn't that big of a deal, if the DM is using the rules in the DMG.

http://community.wizards.com/go/thread/view/75882/19872242/Experience_is_a_River

Oh, I forgot to mention the "Improved Homunculus" feat. That might be of interest. But Homunculi do become obsolete fairly quickly.

Remember, for a given amount of found treasure or wealth, a group with an artificer in the party will potentially have DOUBLE the amount of total wealth in useful equipment as a group with a Wizard. Maybe more. What you have to focus on is figuring out ways of leveraging your crafting into making the most efficient tools to usefully improve the party's overall capability.

http://www.giantitp.com/forums/showthread.php?t=187851

http://www.minmaxboards.com/index.php?topic=1002.0

http://brilliantgameologists.com/boards/index.php?topic=11066.0

http://brilliantgameologists.com/boards/index.php?topic=12837

http://www.dandwiki.com/wiki/Artificer_Player%27s_Guide_%283.5e_Optimized_Chara cter_Build%29

http://community.wizards.com/go/thread/view/75882/19872330/Artificer_Handbook_%28rough_draft%29

http://brilliantgameologists.com/boards/index.php?topic=5929.0

http://community.wizards.com/go/thread/view/75882/19869786/Optimized_Artificer

http://brilliantgameologists.com/boards/index.php?topic=12661.0

http://www.minmaxboards.com/index.php?topic=2811

Also, my handbook on airships is really useful (it talks about some effigies as well):

https://docs.google.com/document/d/14zilT4WGOyHM0AfpG4-GmD2FkgDg1HZ9HC1cTleQHds/edit

As is my handbook on large-scale wealth creation:

https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Also, remember: all these races are human in D&D:

Aventi, Azurin, Deep Imaskari, Extaminar, Human, Complacent Human, Silverbrow Human, Illumian, Mongrelfolk, Neanderthal, Sea Kin, Underfolk, Varsharan

http://www.minmaxboards.com/index.php?topic=1281.0

So you do have options! What you thought there was only one human race? Please, there used to be multiple human races here!

You did read the Mechonomicon, yes?

http://brilliantgameologists.com/boards/index.php?topic=177

And have you seen this?

http://community.wizards.com/go/thread/view/75882/19861634/Domo_Arigato_Mr._Roboto

No need to go that far, of course; look at a smaller amount of templates to add to your effigy creations.

For example, a:

Magebred (Eberron Campaign Setting) adds: +4 to natural armor, +4 str, +2 dex, improved natural attack: claw

Woodling (Monster Manual III) adds +7 natural armor

Half-Scrag (Fiend Folio) adds +4 to natural armor, +6 str, +2 dex, -5 land speed, 20' swim speed, changes D4 claws to D8 claws

Half-Dragon Li Lung (dragon magazine #356) adds 4 natural armor, str+8, burrow speed 10', flying (average) at twice groundspeed

Effigy (Complete Arcane) adds +4 str, -2 to dex, adds 2 to natural armor, removes con and int, removes most special abilities, adds dr 5/adamantine, sets wisdom to 11 and charisma to 1

base girallon (Monster Manual/SRD) scores of note are large size, 7HD, 4 claws at 1d4, bite at 1d8, 40' speed, 40' climb speed, natural armor 4, str 22, dex 17, a rend.

New creature, according to my calculations, would have...

Cost 19,000 gp MARKET VALUE (!)

7D10+30 hp (68 hp)
Large, Mindless Construct
44 str
19 dex
con -
int -
wis 11
cha 1
45' land speed
10' burrow speed
40' climb speed
20' swim speed
90' fly speed (average)
dr 5/adamantine
25 points of natural armor (!)
4 1d10 claw attacks (primary)
1 1d8 bite attack (secondary)
1 1d6 slam attack (secondary)
+ 2d6 Girallon Rend
Improved Natural Attack Claw

Of course, that might be too hardcore for most DM's, especially since you can make this at like level eight. So comparing it to other golems makeable around the ~7-9 hd range, some modifications might be in order. After comparing it to a Flesh golem (SRD/MM1), serpentflesh golem (SK), a full improved homunculus iron defender (EbCS, MoE), and a fang golem (MMIV), some more sane stats might be something like:

+10 natural armor
40 ft move, 40' climb, 40' fly (average), 20' swim, 10' burrow
dr 5/adamantine
7 HD + 30 hp (68 hp)
large
4 claws at 1d6, 1 bite at 1d8, girallon rend 2d6
str 22
dex 17
Improved Natural Attack Claw

And you'd be able to make this at level 7...

Labro
2012-10-13, 12:02 PM
Craft Construct requires Craft Magic Arms & Armor and Craft Wondrous item. Look at when you get those feats for 'free' from an artificer...

You are right. Totally missed that.


Aventi, Azurin, Deep Imaskari, Extaminar, Human, Complacent Human, Silverbrow Human, Illumian, Mongrelfolk, Neanderthal, Sea Kin, Underfolk, Varsharan

I actually didn't know that. For me the human from the PHB was the only human until today =D


Also, my handbook on airships is really useful (it talks about some effigies as well)

I'll look into it, but Airships are definately no option. There are a few built by the Netheril in the South of Faerūn, but it's definately more an Eberron thing.


You did read the Mechonomicon, yes?

Not yet ;) and thanks a lot for all the other material!

Edit: It says that Effigies lose all Subtypes, when being crafted and become solely a Construct, but this doesn't effect templates, right? So that incredible template-stacking would still be possible?

Gavinfoxx
2012-10-13, 12:03 PM
I'll look into it, but Airships are definately no option. There are a few built by the Netheril in the South of Faerūn, but it's definately more an Eberron thing.


Ah! My wealth creation handbook talks about some faerun-specific options for artificer types, too. You should definitely look at that; get some past history with a particular mage college in the FR: Silver Marches book! And the airship thing talks about non-setting-specific options, as well as the faerun-specific options!

eggs
2012-10-13, 12:22 PM
No need to go that far, of course; look at a smaller amount of templates to add to your effigy creations.
If you do this, be sure to bring a helmet to the game, and keep a sharp eye out for flying DMGs.

Since it looks like the OP is taking this suggestion seriously, I'd just say this kind of "unlimited freebies due to a rules omission" really is about as cheesy as it gets, and really shouldn't be expected to fly in any game.

Labro
2012-10-13, 12:30 PM
Since it looks like the OP is taking this suggestion seriously

No, I'm actually not taking it seriously. I'm just trying to find a reason, that shouldn't even be possible in the first place.


There are a few built by the Netheril in the South of Faerūn, but it's definately more an Eberron thing

It's actually Halruaans, but they are decendants of the Netherese IIRC.

So, I'm talking to my DM right now, and it seems he likes the idea of an artificer aswell. Grrr.... this decision really is tearing me apart.

Tvtyrant
2012-10-13, 03:39 PM
Well, I have a really weird one for infinite free constructs. They are in the lower ranks though.

Take Druid or Wildshape Ranger 4 (or if you can get wildshape faster than that, go that route)/Master of Many Forms 6-10/Probably Warshaper

Get the feat Assume Supernatural Ability from Savage Species, which allows you to take a single SU ability of anything you wildshape into. Wildshape into a Madcrafter of Thoon to make up to 3 CR 6 creatures a day (or more if you are willing to take some damage).

Scyther's of Thoon get stronger the more of them there are, so having about 5 is best. They remain fairly relevant due to their Dispelling Touch, which lets them make melee touch attacks to cause a dispel magic effect.

Labro
2012-10-13, 05:25 PM
Sounds funny, although i haven't heard like 50% of the stuff you mentioned.

The problem is, that we are playing 3 foster children of very protecting parents, which happen to be the ones educating us (they were former adventurers themselves so arcane casters/clerics etc. are okay), but going for a Barbarian or Druid would kind of ruin the setting.

I decided to go with 2 builds deciding which one I'll play right before we start:

1: Human Transmuter10/Effigy Master5/Master Specialist1/Archmage4

Feats: 1 - Spell Focus (Transmutation), Spell Focus (Conjuration); 3 - Craft Wondrous Items; 5 - Craft Magic Arms and Armor; 6 - Craft Construct; I haven't decided on the rest of the feats, but with the level in master specialist I'll have the prerequisites for Archmage, so I dont have any pressure here.

2: Human Artificer 20

Feats: I really have no idea which feats to pick. I'll keep looking in all the links you gave me.

Skillwise I'll have to go with a lot of craft skillpoints and the normal stuff like Knowledge (Arcana) and Spellcraft. Any advise at which other skills to pick?

Gavinfoxx
2012-10-13, 05:41 PM
The most important skill for an artificer is use magic device. Then things like Spellcraft, Knowledge Arcana (and all the knowledges, really) and such.

Actual crafting skills aren't that important at all. Those are not involved in the making of magic items. Further, there is equipment that can easily get you into the master-crafting for essentially any mundane item. Just get items that increase your intelligence, and one of many items that gives you +5 competence on all craft checks (like if you always had super-masterwork tools). With take 10 (which doesn't take any extra time, by the way!), you'll be fine.

Why don't you take a look at one of my golemficer artificers from a dead game?

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=50042

https://docs.google.com/spreadsheet/ccc?key=0AjzWDdrpxjKQdEFOSTdVVTZYSjFzYlNsWHZjN3B3V mc&hl=en_US#gid=0

Labro
2012-10-13, 06:57 PM
Why don't you take a look at one of my golemficer artificers from a dead game?
So you haven't put a single point in a Craft skill except Alchemy?

I am still trying to figure out your feats since we haven't played with flaws yet, but I think I get the most of it: Craft Construct, Extend and Invisible Spell, one artisan feat and the mage's spectacles seem to be kind of typical artificer stuff -the rest seems character related.

Anyhow, thank you very very much!

Tvtyrant
2012-10-13, 07:19 PM
I have some lists and handbooks that might help you out :D

Zeroficer Guide (http://brilliantgameologists.com/boards/index.php?topic=11474)-How to play an Artificer to the hilt.
Unofficial Artificer Player's Guide (http://brilliantgameologists.com/boards/index.php?topic=5929.0)-General Artificer advice.
List of Bargain Spells (http://brilliantgameologists.com/boards/index.php?topic=12661)-Lowest levels an Artificer can get spells.
Mechonomicon (http://community.wizards.com/go/thread/view/75882/19870786/Mechonomicon)-Breakdown of constructs by level and cost.
Old conversation on using Improved Homunculus. (http://community.wizards.com/go/thread/view/75882/19785322/homunculus,_how_useful_are_they?pg=1)

Gavinfoxx
2012-10-13, 09:53 PM
So you haven't put a single point in a Craft skill except Alchemy?


Right, the DC's for masterwork is pretty darn low if you take 10 and have a high int (get an 18 at the expense of your other stats, and always bump int. Yes, even in a 25 point buy.) and have a headband of intellect, which you should generally do. Also a jug of shapesand = always have an appropriate tool for whatever craft you need to do and a cartouche of imhotep = always have a +5 to any craft check you make, all the time. And he can improve things beyond that via magic and spells of various sorts, incidentally, because he invested in a huge amount of magic that broadly improves his capacity at any given skills. That Wieldskill 5/day custom magic tiem, the ability of his item familiar to aid another, his innate artificer infusions, including improving his innate abilities? It's enough; he can get quite competent at any skill he wants, and if he decides that tomorrow or the day after that, he will need to be absurdly good at a skill for a particular moment, he'll just make a few divination scrolls which stack and get +30 at whatever he wants for a moment when it is all said and done or whatever.

Artificers. They solve problems by spending money and time to apply the most specifically appropriate magic to the problem in question. If the problem isn't solved, they simply spend more money and time and apply more magic to it. Eventually, the problem will be solved. There is no problem that sufficient application of magic can not solve, and an Artificer has perhaps the most broad and versatile capability to apply obscure magic to a problem of any class in the game.

Invisible Spell was so he could eventually make invisible walls of iron and invisible walls of stone! =D =D

Also, Item Familiar is a very typical Artificer feat. My guy's item familiar is an item that is generally physically impossible to remove from his neck (it changes size when he alter selfs; he alter selfed into a kobold to put the oversized item on... it's also hardened in several ways to make it resistant to destruction. And then he started putting a LOT of extra abilities and neck slot bonuses into the item...)

Also, remember to start the game with some of your wealth in the artificer infusion ointment!

Also, for the crafting, look at this:

http://brilliantgameologists.com/boards/index.php?topic=11066.msg378732#msg378732

Look at the +x to craft bit... my character, spending 0 ranks on craft armorsmithing, weaponsmithing, etc., has +10 to craft. That means he makes a DC 20 check all the time in any craft he picks up, ever. He can make masterwork versions of just about any item, with no assistants, all the time, every time. Sure, he might not be the fastest mundane crafter, but an artificer has perhaps the most rapid access of any class to things like:

Wall of Iron
Wall of Stone
Stone Metamorphosis
Ironwood
Transmute Metal to Wood
Transmute Stone to Sand
Transmute Sand to Glass
Unseen Crafter
Shape Metal
Metal Melt
Stone Shape
Fabricate

So he can do more 'mundane' crafting than any of these mundane experts which technically have more skill than him in the actual skills themselves, because magic is better than skill. After all, SO MUCH of that stuff can do the major part -- or even all off -- crafting projects. For crying out loud, that custom magic item "Earthenrock" in the google drive spreadsheet -- it is basically a device for making entire cities!

Labro
2012-10-14, 07:11 AM
Also a jug of shapesand = always have an appropriate tool for whatever craft you need to do and a cartouche of imhotep = always have a +5 to any craft check you make, all the time.

Okay, so that cartouche of imhotep is definately a must have. The shapesand requires a DC 16 Wisdom check to reshape. I don't know... that's quite high.


Artificers. They solve problems by spending money and time to apply the most specifically appropriate magic to the problem in question. If the problem isn't solved, they simply spend more money and time and apply more magic to it. Eventually, the problem will be solved. There is no problem that sufficient application of magic can not solve, and an Artificer has perhaps the most broad and versatile capability to apply obscure magic to a problem of any class in the game.

This is exactly the character I wanted to play! I also liked the article about the "post-scarcity society", which sounds like the utopia of my character. It is really sad, that the thread about the TV is already closed D=


Also, remember to start the game with some of your wealth in the artificer infusion ointment!

I don't want to sound stupid, but what is artificer infusion ointment?

Alrighty, I'll look into the Link! Thanks Gavinfoxx and thanks for the other links Tvtyrant!

Gavinfoxx
2012-10-14, 01:02 PM
Okay, so that cartouche of imhotep is definately a must have. The shapesand requires a DC 16 Wisdom check to reshape. I don't know... that's quite high.

Which is why you just get it as the tool you are more likely to need, and leave it until you need to change tools. And also why crafting is generally done out of combat. Just keep on retrying the check until you make it; there is no penalty for failure or rolling a one in this case other than 'failure to change the shapeshand from its current form'. It basically means, if you have a minute, maybe two, to try, you can change the shapesand to whatever.

Have you read the complete macgyver thread? It has lots of stuff that talks about crafting, too!

As far as artificer infusion ointment, look at your actual Infusions in Eberron Campaign Setting and Magic of Eberron and such. Look at the component costs of those infusions. Several of them talk about an ointment with a certain value.

If there ever was a thing that an artificer converts their gold into for 'cash' to store, that ointment would be it. It sounds like the very definition of a trade good (useful ointment for creating magic items? That types of mages would want and tend to pay a stable price for? Yes please!)

Also, spend some time looking at the artificer infusion file at chet.kindredcircle. Note, this has several errors in it, including some major errors; you really really really do not want to use it as a primary source. But it gives you a good list of infusions, as well as a pretty good list of how to enchant your armor and weaponry in the short term via infusions.

Oh! I forgot, here is some stuff on healing; always useful:

http://www.minmaxboards.com/index.php?topic=2710

Coidzor
2012-10-14, 01:45 PM
If there's no penalty then you can take 20, IIRC, and even if you can't, the DM will get bored of constantly rolling a DC 16 check that you're guaranteed to make in relatively short order in terms of in-game time as long as you don't have a wisdom score of 1 somehow.

Rubik
2012-10-14, 08:08 PM
If there's no penalty then you can take 20, IIRC, and even if you can't, the DM will get bored of constantly rolling a DC 16 check that you're guaranteed to make in relatively short order in terms of in-game time as long as you don't have a wisdom score of 1 somehow.Note that you can take 10 so long as you're not rushed or threatened.

And there are ways to gain bonuses to ability checks (see: spells).

Labro
2012-10-15, 03:15 AM
Which is why you just get it as the tool you are more likely to need, and leave it until you need to change tools. And also why crafting is generally done out of combat. Just keep on retrying the check until you make it; there is no penalty for failure or rolling a one in this case other than 'failure to change the shapeshand from its current form'. It basically means, if you have a minute, maybe two, to try, you can change the shapesand to whatever.

Okay! Seems logical.


Oh! I forgot, here is some stuff on healing; always useful:

that should be covered by one of our players. She will be playing a favored soul of Sune focussing on healing and enchantment and I already feel like "carrying" our group since we have a ranger and a fighter in our group. So I'm trying to "outsource" everything I can on other players.



If there ever was a thing that an artificer converts their gold into for 'cash' to store, that ointment would be it. It sounds like the very definition of a trade good (useful ointment for creating magic items? That types of mages would want and tend to pay a stable price for? Yes please!)

Alright I'll give it a look.

Edit: My DM said, there wouldn't be too much spare time for crafting, but I could build a Dedicated Wright. All I need is 1hour per item giving instructions to him and he'll build the item I ask him to, right?

Gavinfoxx
2012-10-15, 10:23 AM
Figure out if multiple dedicated Wright's can work on different things in parallel. Also, get an enveloping pit and put shops and labs in it. MIC.