Bean Wack
2013-05-11, 07:53 PM
We have recently started a Forgotten Realms campaign and I decided that I would like to try to make an Artificer. After a short conversation with the DM, (who was a little skeptical of doing it) agreed and allowed its creation.
The problem is, not only will I be the first in the group to attempt to make one (so I'm going in a bit clueless with no help from friends), but this is not the Eberron setting so some things are out of place.
Here's whats important:
-I don't want to make the omnificer or a character that makes a wand that will shoot a hole though a god. Min/Maxing is NOT the objective.
-I don't want a character that over does it, just one that can stand with the party and doesn't get left behind.
-This character needs to work with the back story and characteristics I have set out. (obvious)
Backstory:
He is a Male Human named Cazmere and around the age 24. Cazmere's mother died during child birth leaving him with his father. His father, Valdif, a famous artificer, known for his exceptional talent, forced Cazmere to take up crafting and help with the shop. Valdif often acted cruel and distant to Cazmere, always mocking his creations and his attempts at crafting. One day Valdif received a request on making an immensely powerful item at which he approved and created for his unnamed buyer. Shortly after, Valdif was found dead in his shop. Cazmere left, knowing he wasn't capable of taking up the family business. Cazmere travels, hoping to become experienced enough to one day make something truly amazing. His goal is to make something that will leave his mark on the world, in hopes to not gain immortality through his life, but instead from his work. He doesn't want to end up dead, lying in a pool of blood with nothing worth remembering him like his father.
(This is a very shortened up version of his back story but should describe his person)
With that being said, let's get started.
His Stats were: 12, 13, 15, 16, 16, 17.
I was thinking of having it as follows:
Str:13 Dex: 15 Con: 16 Int: 17 Wis: 12 Cha: 16
The reason I have Intelligence the highest was for a reflection of the characters innovative personality. I realize Charisma is the most important but it just didn't fit as well.
From here on, I don't really know what to do. I think that I want there to be a lot of focus on his ability to make constructs or humonculi. I also think that he will have ranged weapons though, I am not sure.
Also, my DM allowed me to have Forge Master, Craft on the Move, and the Identify abilities from the home brew version here:
http://www.dandwiki.com/wiki/Artificer_%283.5e_Class%29
I get them when I would on there.
What should I do? I don't know what I should do for feats and skills. I can change some of the back story if things really need to change.
Please teach me the ways of the artificer.
The problem is, not only will I be the first in the group to attempt to make one (so I'm going in a bit clueless with no help from friends), but this is not the Eberron setting so some things are out of place.
Here's whats important:
-I don't want to make the omnificer or a character that makes a wand that will shoot a hole though a god. Min/Maxing is NOT the objective.
-I don't want a character that over does it, just one that can stand with the party and doesn't get left behind.
-This character needs to work with the back story and characteristics I have set out. (obvious)
Backstory:
He is a Male Human named Cazmere and around the age 24. Cazmere's mother died during child birth leaving him with his father. His father, Valdif, a famous artificer, known for his exceptional talent, forced Cazmere to take up crafting and help with the shop. Valdif often acted cruel and distant to Cazmere, always mocking his creations and his attempts at crafting. One day Valdif received a request on making an immensely powerful item at which he approved and created for his unnamed buyer. Shortly after, Valdif was found dead in his shop. Cazmere left, knowing he wasn't capable of taking up the family business. Cazmere travels, hoping to become experienced enough to one day make something truly amazing. His goal is to make something that will leave his mark on the world, in hopes to not gain immortality through his life, but instead from his work. He doesn't want to end up dead, lying in a pool of blood with nothing worth remembering him like his father.
(This is a very shortened up version of his back story but should describe his person)
With that being said, let's get started.
His Stats were: 12, 13, 15, 16, 16, 17.
I was thinking of having it as follows:
Str:13 Dex: 15 Con: 16 Int: 17 Wis: 12 Cha: 16
The reason I have Intelligence the highest was for a reflection of the characters innovative personality. I realize Charisma is the most important but it just didn't fit as well.
From here on, I don't really know what to do. I think that I want there to be a lot of focus on his ability to make constructs or humonculi. I also think that he will have ranged weapons though, I am not sure.
Also, my DM allowed me to have Forge Master, Craft on the Move, and the Identify abilities from the home brew version here:
http://www.dandwiki.com/wiki/Artificer_%283.5e_Class%29
I get them when I would on there.
What should I do? I don't know what I should do for feats and skills. I can change some of the back story if things really need to change.
Please teach me the ways of the artificer.