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2009-08-27, 01:10 PM (ISO 8601)
- Join Date
- Jun 2006
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- Fairfield, CA
- Gender
[3.5] What Crafts Does An Artificer Need?
My wife is rolling an artificer for game tomorrow night, but she's absolutely flummoxed by the nigh-infinite potential of the Craft skill. So, what's a solid list of craft skills that should cover most of her bases, in as few unique Craft skills as possible?
I'm personally leaning towards Metalworking, Weaponsmithing, Armorsmithing, Bowmaking, Pottery (for homonculi), Sculpting (also for homonculi), Woodworking, and Leatherworking, but that still seems a little broad.Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2009-08-27, 01:11 PM (ISO 8601)
- Join Date
- Jun 2009
Re: [3.5] What Crafts Does An Artificer Need?
Basketweaving, and Sandwichmaking
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2009-08-27, 01:20 PM (ISO 8601)
- Join Date
- Sep 2008
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2009-08-27, 01:37 PM (ISO 8601)
- Join Date
- Jul 2007
Re: [3.5] What Crafts Does An Artificer Need?
In terms of using Artificer class features, the best answer is "None of them," since Craft checks are for muggles. Not a single one of the item creation feats requires any Craft skills whatever, so unless you're at extremely low level you're better off outsourcing the creation of masterwork base items to people who don't get shiny, shiny magic.
Of the list you gave, Pottery, Metalworking, and Woodworking are right out, because there's nothing useful that you do with those that aren't covered by Armorsmithing, Weaponsmithing, and Bowmaking (if you REALLY wanted to make your own rings of power, I suppose Metalworking might be useful). Leatherworking goes away unless you really want to make belts and gloves.
You're left with Armorsmithing, Bowmaking, Sculpting, and Weaponsmithing. You should also add Alchemy, even without any of the others, because crafting cheap alchemist's fire is great for your friendly neighborhood grenadier rogue.
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2009-08-27, 01:40 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: [3.5] What Crafts Does An Artificer Need?
Well, some homonculi (of which she's really taken a liking to and is actually pushing her character towards being an Agatha Heterodyne) require Pottery, Sculpting, Bowmaking, and Metalworking in various degrees.
Last edited by Fax Celestis; 2009-08-27 at 01:41 PM.
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2009-08-27, 01:41 PM (ISO 8601)
- Join Date
- Jul 2008
Re: [3.5] What Crafts Does An Artificer Need?
This, pretty much. The exception is a few ranks of Pottery or Sculpting for your homonculi. With a decent INT you shouldn't need many ranks. You have an infusion that lets you increase a skill check, and you can buy a potion of Guidance of the Avatar, or make one yourself.
Last edited by ColdSepp; 2009-08-27 at 01:42 PM.
Characters
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2009-08-27, 01:44 PM (ISO 8601)
- Join Date
- Sep 2008
- Location
- The great state of denial
Re: [3.5] What Crafts Does An Artificer Need?
Craft ornithopter, or craft dirigible.
http://en.wikipedia.org/wiki/OrnithopterMe: I'd get the paladin to help, but we might end up with a kid that believes in fairy tales.
DM: aye, and it's not like she's been saved by a mysterious little girl and a band of real live puppets from a bad man and worse step-sister to go live with the faries in the happy land.
Me: Yeah, a knight in shining armour might just bring her over the edge.
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2009-08-27, 01:52 PM (ISO 8601)
- Join Date
- Aug 2008
- Gender
Re: [3.5] What Crafts Does An Artificer Need?
From an adventurer's standpoint, Alchemy, Armorsmithing, Weaponsmithing, andBowmaking are the most useful. As for constructs, you could probably get away with just Sculpting - Homunculus and Clay Golem only need one or the other, and Stone Golem needs Sculpting or Stonemasonry, and variant Homunculi from ECS have low enough DC's to be made using the method below.
Most mundane items have rather low DC's and costs, and starting at level 5, you can basically spend the eight hours of work necessary for crafting under Skill Enhancement infusion (if you have Extend Spell, level 6 if you don't) which is +4 to whatever craft you need then. Couple that with a + 3 Int bonus, and you've got a decent chance at making basically anything short of really complex and high quality stuff.The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.