PDA

View Full Version : Warforged artificer what class to go to?



MaxMAnAtArms
2017-05-18, 11:39 PM
Im currently looking into making a warforged artificer. Im not sure how far this game will be going but we are all at 10 currently but we could go to 20 or even more. But Im currently trying to figure out what to go with. I was thinking go artificer to 14 or maybe even 10. and was looking into Spellcarved. Is the class worth getting so i can exstend spells without burning feats? or best to get the feat?

Or maybe other classes I should try to mix in? maybe alchemist or something similiar and make myself a Throw "bombs" and use devices?


Edit: The back story for the PC is he is a reluctant "fighter" being built for artificing and crafting and later being "released" and freed to find out not all the world likes or wants his kind. And the few who do want him for his literal "slave labor" he could provide or his knowledge of his art. So he fights when needed to live or to make coin but he does so only when needed otherwise he helps those who jouney with him to gain coin or have safe passage.

Currently making him to swap out my current pc i have in a game due to resucing him in the past.

Eldariel
2017-05-19, 01:25 AM
Artificer 20 is generally the best Artificer - exception being Scrollificer where you'll want Unbound Scroll, or perhaps Wandificer and Cannith Wand Adept. But it's hard to come up with a comparison for the massive extra craft reserves, and the Infusions and bonus feats aren't bad either although Metamagic Item is probably the best Infusion and already readily available. Speaking of which, Extending as an Artificer is supereasy. Though you might as well Persist, again with Metamagic Item.

prototype00
2017-05-19, 01:34 AM
I recall that I had a build for a Warforged Meleeficier using both the Warforged Fighter and Artificer substitution levels.

Ah, here it is:


After his harrowing journey through the
optimization boards, Slag the warforged artificer/fighter rises again! Witness
his new form:

Slag Warforged Fighter4/Artificer16

Art1(Warforged artificer substitution level) : Adamantine Body/ Scribe Scroll
Art1/Ftr1: Improved unarmed Strike
Art2/Ftr1: Brew Potion/ Jaws of Death
Art3/Ftr1: Craft Wondrous Item
Art4(Warforged artificer substitution level)/Ftr1: Extraordinary Artisan
Art5/Ftr1: Craft Magic Arms and Armor/ Craft construct
Art6/Ftr1: Craft Wand
Art6/Ftr2(warforged fighter substitution level) : Second Slam
Art6/Ftr3: Multiattack
Art6/Ftr4(warforged fighter substitution level)
Art7/Ftr4
Art8/Ftr4: Extend Spell/Persistant Spell
Art9/Ftr4: Craft rod
Art10/Ftr4:
Art11/Ftr4: Attune Magic Weapon
Art12/Ftr4: Craft Staff/Legendary artisan
Art13/Ftr4:
Art14/Ftr4: Forge Ring/ Shocking fist
Art15/Ftr4:
Art16/Ftr4: Extra Ring

Pros:

Attacks at Bab +16/+11/+6/+1 (iterative unarmed strikes 2d6 damage + str
+bonuses) and 14/14/14 (2 slams at 1d8 damage + bite at 1d6 all +1/2 strength +
bonuses) With persistant swift haste from an eternal wand, theres one extra
iterative unarmed attack

Makes just about everything

Makes weapons, armour and constructs twice as well (1xp from reserve = 2xp in
creation)

With shield and armor and magic items, more than decent AC

Allows party to sell everything for 100% market price instead of 50% (by
retaining essence and then making a weapon or a piece of armor)

Can heal self very well

Has a slam that deals (Bab*(1d4)) damage at the cost of (Bab) damage to self

Unseen crafter makes stuff/repairs you while you sleep (heck, cast more than
one of them and they can do all this at the same time)

Dedicated wright enhances you while you sleep (just bring the little guy along
in a bag of holding, and pull him out just before you rest and get him to get
cracking on your battlefist or composite plating all night.

Always a safe place to sleep: eternal wand of rope trick

In fact, lets list good eternal wands to persist or otherwise here:

Rope trick
Expeditious retreat (persistant)
Protection from evil (persistant)
Resist energy (persistant)
Blur (persistant)
Alter self (persistant)
Darkvision (do warforged get that?) (persistant)
Eagle's splendour (just in case you're making something) (persistant)
Spider Climb (persistant)
Displacement (persistant)
Fly (persistant)
Haste (persistant)
Keen edge (persistant)

(anymore? I'm not too familiar with the list)

Cl 18 for the purposes of crafting

access to 6th level infusions

Lets see, cons

No Reflex save
Mediocre Fort save
Slow movement
No natural healing (see above ^_^)
Not Blastificier
Middling hit points
Probably has to wear a cloak all the time in order to conceal the fact that he
has Lockjaw's mouth and Optimus Prime's Fist

In this manner, instead of waiting till 12th level to get the multi attack
boost to attacks, you can get it at 9th, the earliest possible. The same goes
for craft construct, since you can make them so efficiently, I thought it woud
be worth it to have the dedicated wright early, just around when this character
gets the retain essence ability thats good for the purpose of crafting.

For spells, instead of getting persistant at lvl 15, this character now gets it
at lvl 12, just in time for high level play.

I realized also that Attune magic weapon and shocking fist were "icing" feats
and thus could be added at later levels as a boost to attacking power later on,
but at low levels they did not provide as much benefit as the other abilities.

Finally for legendary artisan, since this character already had an experience
multiplying ability via the warforged substitution levels, I thought it would
not be absolutely necessary to have this at low levels. At higher levels,
however it would help offset the more high end item creations, thus I made it
come in sometime around 16th level.

The early lvl 1 fighter lvl I put in to impart some combat ability and
survivability to this warforged at low levels, so that by lvl 2 it has access
to all martial weapons, instead of having to rely on clubs or shortswords

Hmm, have to add something else here too.

For the record,
I'd like to thank Endymnion, without whom this build would not exist, I wish he
had commented though. -_-

What do you guys think? ^_^

prototype00

P.s. The damage for the iterative unarmed strike assumes you have a monk's belt
and a battlefist. You can do the iterative attacks and the slams with the same
battlefist, in the other hand, get the most kick ass shield you can find.

It made good use of a battlefist and persistent spell (which you can use for free if you use it with spells from wands due to Metamagic Item infusion (I recommend also Greater Mighty Wallop somewhere in there to do even more damage with the battlefist).

prototype00

MaxMAnAtArms
2017-05-19, 01:34 AM
Im making the artificer more of a Meleeficer that focus on buffing and attacking (possibily) from range and behind heavyarmor and reach weapons. While also providing some basic "crafting" of gear and armor. I dont want to crush the In game marketplace and any item made is going to be mostly self use or party protection vs making to sell.

I figured maybe going to 14 as a Last level due to it giving me 6th level Infusions and the last real "crafting" feat he will actually need/want for being able to craft.