Let's get some entries coming in here! Many apologies for the delay.
Originally Posted by Master BarclayMaster Barclay
CG Lantan Human Expert 1/Wu Jen 4/Gnome Artificer 2/Wu Jen +1/Alchemist Savant 4/Gnome +8
Barclay was born different from the others, in many ways. First and foremost he was born into House Cannith's embassy in Lantan, as a son to the Ambassador. Like his parents, and their parents before them, he had the Mark of Making. While other kids were outside playing Bandits and The Watch, he was inside studying in the lab. His parents hinted at some obscure heritage as well, but it was lost to the sands of time, really more of a mystery than anything. Always he would face East, towards "The House" as his parents referred to it. The House being the seat of power of House Cannith in the land of Eberron, far away.
When it was discovered that he could also wield the cosmic force, a mentor was found for him, and his path diverged slightly. Eventually he took mastery of both paths and combined them together following the path of the Gnomish Artificer and the Savant, some of whom were in his parents employ. His aptitude for the magickal, the mundane, and the alchemical combined to make him a feared opponent, and a stalwart companion as well.
Always he studied, and in doing so rose above all others. In time surpassing his parents and himself becoming the Master of the House. When not required in his official capacity, he can often be found in his laboratory, surrounded by bits and bobs, knee deep in a pile of flasks and vials of all sorts. It is dangerous to approach him unaware, just last week a young apprentice was maimed horribly when playing a prank. Barclay's 'companion' had up and thrown a particularly nasty vial of poison that had been combined with Luhix. It's doubtful he'll live at this point, or want to if he does.
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Expert +0 +0 +0 +2 Concentration 4, Craft-Alchemy 4, Craft-Weaponsmithing 4, Craft-Blacksmithing 4, Craft-Armorsmithing 4, Disable Device 4, Knowledge -Architecture/Engineering 4, Profession-Apothecary 4, Spellcraft 4, UMD 4 Lightning Reflexes, (B) Least Dragonmark - Mark of Making Sweet Skill Selection 2nd Wu Jen +0 +0 +0 +4 Conc 5, Craft-Alch 5, Craft-Weapon 5, Know 5, Profession 5, Spellcraft 5, cc-UMD 4.5 (B) metamagic feat Watchful Spirit, Spells 3rd Wu 2 +1 +0 +0 +5 Conc 6, Craft-alch/weapon 6, Know 6, Profession 6, Spellcraft 6, cc-UMD 5 Skill Focus - Craft: Armorsmithing - 4th Wu 3 +1 +1 +1 +5 Conc 7, Craft-alch/weapon 7, Know 7, Profession 7, Spellcraft 7, cc-UMD 5.5 - Spell Secret -Extend Spell Alter Self 5th Wu 4 +2 +1 +1 +6 Conc 8, Craft-alch/weapon 8, Know 8, Profession 8, Spellcraft 8, cc-UMD 6 - - 6th Gnomish Artificer +2 +1 +3 +6 Conc 9, Craft-alch 9, Craft-Armor 5, Know 9, Profession 9, Search 4 Brew Potion Artificer Item, Device Powers 7th Gnome 2 +3 +1 +4 +6 Conc 10, Craft-alch 10, Craft-Armor 6, Know 10, Profession 10, Search 6, cc-UMD 7 - Bonus Item (Launch Item) 8th Wu 5 +3 +1 +4+ +6 Conc 11, Craft-Alch 11, Craft-armor 7, Profession 11, Spellcraft 10, cc-Search 7 - - 9th Alchemist Savant +3 +3 +4 +6 Conc 12, Craft-Alch 12, Craft Armor 10, Spellcraft 11, cc-UMD 8 Natural Heavyweight Efficient Alchemy, Poison Use, +1 spellcasting 10th Alchemist2 +4 +4 +4+ 6 Conc 13, Craft-Alch/Armor 13, Profession 13, Spellcraft 12 - Brew Spellvial, +1 Spellcasting 11th Alchemist3 +4 +4 +5 +7 Conc 14, Craft-Alch/Armor 14, Profession 14, Spellcraft 14, cc-UMD 7 - Efficient 2, +1 spellcasting 12th Alchemist4 +5 +5 +5 +7 Conc 15, Craft-Alch/Armor 15, Craft-Weapon 11, Profession 15, Spellcraft 15 Grenadier Create Alchemical Mixture, +1 Spellcasting 13th Gnomish 3 +6 +6 +5 +8 Conc 16, Craft-Alch/Armor 16, Craft-Blacksmith 5, Craft-Weapon 12, Disable Device 5, Know 11, Profession 16, Search 8, cc-UMD 9 (B) Skill Focus - Disable Device - 14th Gnomish 4 +7 +6 +6 +8 Conc 17, Craft-Alch/Armor 17, Craft-Blacksmith 6, Craft-Weapon 13, Disable 6, Know 12, Profession 17, Search 10 - Bonus Item (Shatter) 15th Gnomish 5 +7 +6 +6 +8 Conc 18, Craft-Alch/Armor 18, Craft-Blacksmith 7, Craft-weapon 14, Disable Device 7, Know 13, Profession 18, cc-UMD 10 Lesser Dragonmark Salvage 16th Gnomish 6 +8 +7 +7 +9 Conc 19, Craft-Alch/Armor 19, Craft-Blacksmith 8, Craft-weapon 15, Disable Device 9, Know-Eng 14, Profession 19 - Bonus Item (Fly) 17th Gnomish 7 +9 +7 +7 +9 Conc 20, Craft-Alch 20/20, Craft-Blacksmith 10, Craft-weapon 16, Disable Device 12, Know-Eng 15, Profession 20 - Prototype 18th Gnomish 8 10 +7 +8 +9 Conc 21, Craft-Alch/Armor 21, Craft-Blacksmith 11, Craft-weapon 17, Disable Device 14, Know-Eng 16, Profession 21, cc-UMD 11 Greater Dragonmark Bonus Item (Shout) 19th Gnomish 9 +10 +8 +8 +10 Conc 22, Craft-Alch/Armor 22, Craft-Blacksmith 12, Craft-weapon 18, Disable Device 15, Know-Eng 17, Profession 22, Search 13 - Shadow Effect 20th Gnomish 10 +11 +8 +9 +10 Conc 23, Craft-Alch/Armor 23, Craft-Blacksmith 13, Craft-weapon 19, Disable Device 16, Know-Eng 18, Profession 23, Search 14, cc-UMD 12 - Bonus Item (Solid Fog)
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 2nd 3 1 - - - - - - - - 3rd 4 2 - - - - - - - - 4th 4 2 1 - - - - - - - 5th 4 3 2 - - - - - - - 8th 4 3 2 1 - - - - - - 9th 4 3 3 2 - - - - - - 10th 4 4 3 2 1 - - - - - 11th 4 4 3 3 2 - - - - - 12th 4 4 4 3 2 1 - - - -
Bonus Spells per day:
1 to 7: 1-2, 2-1, 3-1, 4-1, 5-1
8 to 15: 1-2, 2-2, 3-1, 4-1, 5-1, 6-1
16 to 20: 1-2, 2-2, 3-2, 4-1, 5-1, 6-1, 7-1
2: 0=all, 1=7
3: 0=all, 1=9
4: 0=all, 1=9, 2=2
5: 0=all, 1=9, 2=4
8: 0=all, 1=9, 2=4, 3=2
9: 0=all, 1=9, 2=4, 3=4
10: 0=all, 1=9, 2=4, 3=4, 4=2
11: 0=all, 1=9, 2=4, 3=4, 4=4
12: 0=all, 1=9, 2=4, 3=4, 4=4, 5=2
Wu Spells Known:
1: Animate Wood, Charm Person, Comprehend Languages, Elemental Burst, Fiery Eyes, Magic Missile, Protection from Evil, Silent Image, Unseen Servant
2: Alter Self, Invisibility, Knock, Spider Climb
3: Dispel Magic, Gaseous Form, Haste, Terra Cotta Warrior
4: Dimension Door, Greater Invisibility, Rusting Grasp, Water to Poison
5: Baleful Polymorph, Teleport
Point Buy: STR 8 DEX 12 CON 12 INT 18 WIS 14 CHA 10
all points into INT
5: Expert gets rid of all the skill pre-reqs in one level (minus the req of 8 ranks in a craft skill) and sets up the rest of the build. 3 of 4 feat taxes paid off, and 4 ranks into our primary casting class of Wu Jen which synergizes w/ the need for a high INT character. A Wu Jen can copy spells from another Wu Jen just like a wizard, and this mechanic works with that of the SI, see errata section, to expand the device powers list, (meaning 2 additional device powers can be added to the list at each level gained in the SI, these 2 powers are in addition to those known on the class’s table!).
10: First 2 ranks of the SI, another of Wu Jen to qualify for Alchemist Savant of which we also are 2 ranks deep. Natural Heavyweight allows the carrying of more gear, important for a low STR crafter of bulky items. Alch Savant allows the faster creation of what is basically our ammunition, and will in the next block allow us to combine 2 effects into one “shot”.
15: Finish Alch Savant and move into the rest of Gnomish. Can now combine 2 effects per shot and have likely crafted a Packmate Homonculous by now, which while basically is a handy haversack, can also be an emergency potion distributor, and also throw another vial per round as well. (Sir-not-appearing-in-this-build: it lists that you have telepathy with the homonculous, but gives no range specifically beyond what readying a potion requires, meaning you could probably create one of these and then have freely met the pre-req for Mindsight, use at your own risk! ) The choices in the build table for the bonus devices reflect the base powers known in the book, but can be expanded upon based on the errata. There are A LOT of 2nd level powers/spells that we can make devices out of, not just for ourselves but to increase the functionality/adaptability of the rest of the party.
20: Finishing off the SI means a 5th bonus item and the ability to “FINALLY” use the shadow components that have been used already possibly with the bonus item’s wording, or by using the power known via another source with the learning mechanic. With 39 base device powers known, we’d have to go pretty far to find something needed for a prototype device, but could still utilize that for. The text of that ability states it must be on the device powers known list, but that is expanded of course by the errata, yet another contradiction in the class.
The core device power used, by yourself, is primarily Launch Item, but of course expands as needed. Our basic device will shoot the alchemical potions/oils/poisons/drugs made whether they be vials, spellvials, or alchemical mixes at ranges bordering on massively abusive. (400ft +40/lvl). And our stock can be quickly replaced with just a little downtime.
Spoiler: errata for G. ArtificerShow
states you can research device powers as if they were spells, so therefore should be able to “know” all Wu Jen Spells of all levels available over time. Therefor you should be able to create items for those spells not used as primary casting which are those listed above. Theoretically, you could extend this to all spells of up to 4ths in the game dependent upon the interpretation of access (and this would negate the 7th level class ability of Prototype, and the 9th lvl Shadow Effect ability by allowing you to then apply a normal Fly spell as soon as you had access to 3rds or Level 8 of this build). If you allowed this RAW/RAI ruling, then you could step out of Gnome Artificer entirely at lvl 7 as that allows you access to 4ths, thus negating the need to continue in the class at all. Picking up say 3 more levels of Wu Jen for this build would mean access to 6th lvl spells and the Elemental Mastery class feature (which would pair nicely w/ Spell Thematics), and an additional Spell Secret. Making even a sample list of this would be exhaustive beyond the token one below:
Level 1 items w/ any spell access: Power Word: Pain
Level 2: Glitterdust, Wings of Cover, Lastai’s Caress, Silence, Rope Trick, Guidance of the Avatar, Masochism, Sadism, Fangs of the Vampire King, Lahm’s Finger Darts, Heroics, Touch of Idiocy
Level 3: Shivering Touch, Venomfire
Level 4: Orb Spell line, Psychic Reformation, Friendly Fire, Celerity, Assay Resistance, Enhance Wild Shape, Morality Undone
Treating device powers research as spells (PHB 182) means that at each level of the SI, we can add 2 powers/spells known IN ADDITION to those numbers listed on the device powers known table, IN ADDITON to any he has purchased from another Artificer, really there’s no limit beyond available gold/time.
So our actual powers known list by Gnome Artificer level looks more like:
1: 0-4, 1-4
2: 0-5, 1-6
3: 0-5, 1-7, 2-3
4: 0-6, 1-7, 2-6
5: 0-6, 1-8, 2-6, 3-3
6: 0-7, 1-8, 2-7, 3-6
7: 0-7, 1-9, 2-7, 3-6, 4-3
8: 0-8, 1-9, 2-8, 3-7, 4-6
9: 0-8, 1-9, 2-8, 3-7, 4-8
10: 0-9, 1-9, 2-9, 3-8, 4-11
A significant improvement. 39 spells known aside from those copied/purchased from another source.
Likewise, as posted in thread, spells that have swift action casting times would replace the standard action activation in the class listing, so you could theoretically create a mass of those to further increase your in combat ability or those of your party members. Opening up to any 4th spell in the game also means your support abilities go WAY up in relation to your party then previously available)
Bonus Item specifically states you can acquire an item of any device power you know. It does not state that you have to be able to “cast” that power at the time you gain the item. In this way, we can acquire an item with Fly for example before attaining the 9th rank in the class where we can actually “cast” that power as normal. In this case, you can gain a fly device 3 levels before the class allows you to use fly in a device yourself.
MoE 152, basically you make a semi sentient chest to follow you around and retrieve potions for you, feed you a cure potion if you fall, and even to throw another potion/splash weapon each round as well. While you don’t have the requisite spells, you can UMD them from a wand/scroll.
Least Dragonmark: Mark of Making – make whole 1/day and +2 on craft checks
Lesser (requires 9 ranks in 2 skills) – minor creation 1/day and least +1/day
Greater (req 12 ranks in 2 skills) – fabricate 1/day and least/lesser +1/day
bags of holding, belts of many pockets, packmates, handy haversacks, etc etc. all the things that you can shove things into and then transport them are useful to any of the builds in this round, even more so with the brew potion feat allowing us to stockpile those as well. the better to keep old devices until you want to "recharge" them or scrap them for materials. Hell, lets stuff an alchemists lab into one and carry that around for even more ++crafting goodness.
Only reaching 5th lvl spells in this build, but most of them are self-target so the lower CL isn't as much of an issue as would otherwise be. Primarily our devices are used as a rifle for ourselves, or take up any number of locations for our buddies based off what is being made.
the various Craft skills, combined w/ device powers also allow weapons and armor (and other things) to be created, even if it is bulky.
10, 12, and 17 are the sweet spots in this build
Complete Arcane: Wu Jen
Eberron Campaign Setting: Dragonmark stuff
Magic of Eberron: Alchemist Savant, Packmate Homonculous
Magic of Faerun: Gnome Artificer
PHB: Human, Feats
Planar Handbook: Natural Heavyweight