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Paganboy28
2013-08-24, 08:30 AM
After many many months away (possibly years) from DnD doing other stuff, it appears I may have the opportunity to get back into DnD (3.5ed most likely).

I'd like to play a Warforged Artificer if possible as reading through their fluff and the class, they sound great. Being able to "tinker" with my body and modify it sounds great, as well as being able to create magic items sounds versatile, which would bring utility to the party.

However a few questions arise:

1) Does the combo of warforged and artificer actually work for long term play or is it just conceptual?

2) The artificer sounds like it depends on there being lots of downtime for the party. Does that cause game-play difficulties with other characters that do not require as much downtime. Or does this mean that the feats that reduce downtime are pretty much mandatory?

3) What's the best "role" for an artificer? Blaster / support / melee? Or can it be tailored to any? I assume its best to choose one and then focus on developing your character in that direction.

4) Are there any feats that would be considered mandatory (as well as above)? I assume all the item creation feats, any that speed up construction or reduce cost.

5) Is it worth multiclassing as an artificer with something? If so then what's the best something?



If a Warforged is not an option, then I have two other concepts.

1) Gnome warlock

2) Human cleric - probably going to Radiant Servant of Pelor or such... be a supportive role.

Any advice on developing these options?

Feint's End
2013-08-24, 09:53 AM
After many many months away (possibly years) from DnD doing other stuff, it appears I may have the opportunity to get back into DnD (3.5ed most likely).

I'd like to play a Warforged Artificer if possible as reading through their fluff and the class, they sound great. Being able to "tinker" with my body and modify it sounds great, as well as being able to create magic items sounds versatile, which would bring utility to the party.

However a few questions arise:

1) Does the combo of warforged and artificer actually work for long term play or is it just conceptual?

2) The artificer sounds like it depends on there being lots of downtime for the party. Does that cause game-play difficulties with other characters that do not require as much downtime. Or does this mean that the feats that reduce downtime are pretty much mandatory?

3) What's the best "role" for an artificer? Blaster / support / melee? Or can it be tailored to any? I assume its best to choose one and then focus on developing your character in that direction.

4) Are there any feats that would be considered mandatory (as well as above)? I assume all the item creation feats, any that speed up construction or reduce cost.

5) Is it worth multiclassing as an artificer with something? If so then what's the best something?



If a Warforged is not an option, then I have two other concepts.

1) Gnome warlock

2) Human cleric - probably going to Radiant Servant of Pelor or such... be a supportive role.

Any advice on developing these options?

obligatory handbook link Artificer Handbook (http://www.minmaxboards.com/index.php?topic=2829.0)

1.) Yes ... even though they have a charisma penalty Warforged are a great race for Artificers (they are a great race for almost everything) so don't worry about that

2.) That part is especially true. Artificers only really work if you have at least some downtime. Also one of the reasons why the power really depends on the kind of game you are playing. You should at least get some downtime in order to be effective. (In normal games and with nice colleagues it should be no problem though)

3.) Artificers work in many different ways though of course their signature ability is to create magic items and adapt to different environments. They also make very good skillmonkeys but work in almost every role.

4.) Depending on build and focus on creation you might need some special creation feats though they are not mandatory. Read the handbook for in depth

5.) Handbook covers that part pretty great.

fishyfishyfishy
2013-08-24, 10:06 AM
Artificers are great, but they don't do so well in a game that doesn't use Action Points. Eberron defaults to using them, but no other setting does. Talk to your DM about using them.

Zanfire
2013-08-24, 10:59 AM
1. Yes! Also warforged components

2. A dedicated wright can help with this a lot

3. It all depends on the type of magic items you outfit yourself with

4. Theres a golem creation handbook i think with loads of feats to reduce the time cost and xp many of which are applicable to other magic items

5. Artificer 20 is awesome as is, but a cloistered cleric swapping knowledge devotion selecting magic domain and another fun domain power could be flavorful and there's always the heir of syberus (sp??) with the mark of making

Waker
2013-08-25, 01:11 AM
5. There are a few options for multiclassing, but it is somewhat dependent on what it is that you want your character to do. Factotum is handy for adding a great deal of skill points to your character, martial weapons and a boost to attacks, saves and skills (though small unless you take many levels of Factotum). Incarnate can give you access to a lot of soulmelds which can expand on your skillmonkey options as well as making you less dependent on certain magic items. One absolute must-have soulmeld is Mage's Spectacles, which grant a +4 bonus to Decipher Script, Spellcraft and Use Mage Device before investing any essentia. Dipping two levels into the Exemplar PrC isn't a terrible idea, netting you the ability to take 10 on UMD checks as well as granting a boost to the skill.

DMVerdandi
2013-08-25, 03:34 AM
something worth noting, warforged don't eat or sleep. that means your downtime is when everyone else sleeps.

Paganboy28
2013-08-25, 08:29 AM
Is it possible to have more than one Wright working away at a time? If so can they all fit in a portable hole and work on the same item / different items?

Is there a limit to the number of homunculi that an artificer can control / produce? How does this work for a WF if it requires blood?

Is it worth taking Improved Homunculus (or whatever it is)?

Is it worth building something BIG like a golem or such to act as a guardian? Which would be the best to build if this is a good path?

Is it possible to be a blastificer who can also be good at healing with healing wands and such?

What feats should I be looking for if that is the route I want to go down? I have looked over the artificer guide and there are not really any surprises.

The Caninte Wand Specialist has to be human.... is there anyway I can get this for WF?