Zarion
2016-06-14, 03:30 PM
I've been working on a possible build for an Artificer in 3.5, the build doesn't take place in Ebberon so campaign specific requirements are ignored. I wanted to get away from the simple 20 level Artificer build. I would like peoples opinions on whether this build would work, and if its a good build for an artificer.
Race: Human
Cleric Domains: Magic, Knowledge Devotion, Planning/Animal Devotion
Character Traits: Magical Knack (artificer), Craftsmen
Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Craftsman
You are exceptionally gifted in all forms of the crafts, whether it be Smithing, writing, enchanting or brewing. Those around you see you as a gifted crafts master, and look to you when they need a weapon fixed or some armour patched.
Benefit: Whenever using a Appraise, Craft, Decipher Script, Forgery and Profession skill you gain a +5 bonus to the required attribute.
Drawback: As a result of your increased crafting ability, any Profession skill that is not a craft and any Perform skill recieves a -3 deduction.
Roleplaying Ideas: A handy master smith, or a warrior who preffers to craft his own weapons. Perhaps even a thief fluent in multiple different languages able to fluently write in all of them and forge any signiature after only one sighting.
Flaws: Divine Gestures, Aligned Devotion
Divine Gestures
Your religious rites require elaborate gestures that cause you difficulty when casting divine spells while wearing armor or using a shield.
Prerequisite: Ability to cast divine spells.
Effect: You suffer a spell failure chance (due to armor, shields, or anything else which causes arcane spell failure) when casting divine spells, just as if they were arcane spells.
Suggested Class/Race: Cleric
Aligned Devotion
Your healing powers are only effective for those whose alignment closely matches yours.
Prerequisite: Ability to spontaneously cast cure spells.
Effect: Your spells of the healing subschool have reduced effect on those who do not share your alignment. Those that have exactly the same alignment as you gain full benefit from your healing. Those with an alignment within one step of yours are cured half the normal amount of hit points from your healing spells. Characters with alignments more than one step from yours gain no benefit from your healing at all.
Your cure spells still deal full damage to undead.
Suggested Class/Race: Cleric
Level
Class
BAB
Fortitude
Reflex
Will
Features
Feats
1
Cloistered Cleric
+0
+2
+0
+2
Lore, Turn/Rebuke Undead
Extraordinary Artisan, Legendary Artisan, Knowledge Devotion, Sanctum Spell +1
2
Artificer
+0
+2
+0
+4
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation
Scribe Scroll
3
Artificer
+1
+2
+0
+5
Brew Potion, Item Familiar
4
Artificer
+2
+3
+1
+5
Craft Wondrous Item
5
Maester
+2
+3
+1
+7
Quick Crafting
Craft Wand
6
Artificer
+3
+3
+1
+8
Craft Homunculus
Persistent Spell*, Wand Surge
7
Artificer
+3
+3
+1
+8
Retain Essence
Craft Magical Arms & Armor
8
Artificer
+4
+4
+2
+9
Wand Mastery*
9
Cannith Wand Adept
+4
+4
+2
+11
Identify Wand, Wand Focus
+1
10
Cannith Wand Adept
+5
+4
+2
+12
Wand Quick Draw, Dual Wand Use
11
Artificer
+6/+1
+4
+2
+12
Metamagic Spell Trigger
12
Master Spellcrafter
+6/+1
+4
+2
+14
Spell Crafting Insight, Spell Crafting Power
1* +1
13
Master Spellcrafter
+7/+2
+4
+2
+15
Materials Knowledge (25%)
14
Artificer
+8/+3
+4
+2
+16
1*
15
Master Spellcrafter
+8/+3
+5
+3
+16
1* +1
16
Master Spellcrafter
+9/+4
+5
+3
+17
Crafting Efficiency (25%)
17
Artificer
+9/+4
+6
+4
+17
Craft Rod
18
Artificer
+10/+5
+6
+4
+18
1
19
Artificer
+11/+6/+1
+6
+4
+18
Metamagic Spell Completion
20
Artificer
+12/+7/+2
+7
+5
+19
Craft Staff +1*
The Master Spellcrafter class is a homebrew class that I rebuilt, it's in the Homebrew section of this site.
Race: Human
Cleric Domains: Magic, Knowledge Devotion, Planning/Animal Devotion
Character Traits: Magical Knack (artificer), Craftsmen
Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Craftsman
You are exceptionally gifted in all forms of the crafts, whether it be Smithing, writing, enchanting or brewing. Those around you see you as a gifted crafts master, and look to you when they need a weapon fixed or some armour patched.
Benefit: Whenever using a Appraise, Craft, Decipher Script, Forgery and Profession skill you gain a +5 bonus to the required attribute.
Drawback: As a result of your increased crafting ability, any Profession skill that is not a craft and any Perform skill recieves a -3 deduction.
Roleplaying Ideas: A handy master smith, or a warrior who preffers to craft his own weapons. Perhaps even a thief fluent in multiple different languages able to fluently write in all of them and forge any signiature after only one sighting.
Flaws: Divine Gestures, Aligned Devotion
Divine Gestures
Your religious rites require elaborate gestures that cause you difficulty when casting divine spells while wearing armor or using a shield.
Prerequisite: Ability to cast divine spells.
Effect: You suffer a spell failure chance (due to armor, shields, or anything else which causes arcane spell failure) when casting divine spells, just as if they were arcane spells.
Suggested Class/Race: Cleric
Aligned Devotion
Your healing powers are only effective for those whose alignment closely matches yours.
Prerequisite: Ability to spontaneously cast cure spells.
Effect: Your spells of the healing subschool have reduced effect on those who do not share your alignment. Those that have exactly the same alignment as you gain full benefit from your healing. Those with an alignment within one step of yours are cured half the normal amount of hit points from your healing spells. Characters with alignments more than one step from yours gain no benefit from your healing at all.
Your cure spells still deal full damage to undead.
Suggested Class/Race: Cleric
Level
Class
BAB
Fortitude
Reflex
Will
Features
Feats
1
Cloistered Cleric
+0
+2
+0
+2
Lore, Turn/Rebuke Undead
Extraordinary Artisan, Legendary Artisan, Knowledge Devotion, Sanctum Spell +1
2
Artificer
+0
+2
+0
+4
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation
Scribe Scroll
3
Artificer
+1
+2
+0
+5
Brew Potion, Item Familiar
4
Artificer
+2
+3
+1
+5
Craft Wondrous Item
5
Maester
+2
+3
+1
+7
Quick Crafting
Craft Wand
6
Artificer
+3
+3
+1
+8
Craft Homunculus
Persistent Spell*, Wand Surge
7
Artificer
+3
+3
+1
+8
Retain Essence
Craft Magical Arms & Armor
8
Artificer
+4
+4
+2
+9
Wand Mastery*
9
Cannith Wand Adept
+4
+4
+2
+11
Identify Wand, Wand Focus
+1
10
Cannith Wand Adept
+5
+4
+2
+12
Wand Quick Draw, Dual Wand Use
11
Artificer
+6/+1
+4
+2
+12
Metamagic Spell Trigger
12
Master Spellcrafter
+6/+1
+4
+2
+14
Spell Crafting Insight, Spell Crafting Power
1* +1
13
Master Spellcrafter
+7/+2
+4
+2
+15
Materials Knowledge (25%)
14
Artificer
+8/+3
+4
+2
+16
1*
15
Master Spellcrafter
+8/+3
+5
+3
+16
1* +1
16
Master Spellcrafter
+9/+4
+5
+3
+17
Crafting Efficiency (25%)
17
Artificer
+9/+4
+6
+4
+17
Craft Rod
18
Artificer
+10/+5
+6
+4
+18
1
19
Artificer
+11/+6/+1
+6
+4
+18
Metamagic Spell Completion
20
Artificer
+12/+7/+2
+7
+5
+19
Craft Staff +1*
The Master Spellcrafter class is a homebrew class that I rebuilt, it's in the Homebrew section of this site.