New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 5 of 5
  1. - Top - End - #1
    Bugbear in the Playground
     
    Tyger's Avatar

    Join Date
    Mar 2007

    Default Creating a level 10 Artificer (3.5)

    Is there any character more confusing to make a higher level model of than the artificer? Computing the items that could be crafted at the various levels, accounting for the fact that not every attempt would be guaranteed success, managing gold and time... sheesh!

    Does anyone have any tips for smoothing this process?
    Thanks The Neoclassic for my avatar!

    Stark Raving Dad - a blog about life.

    Spoiler
    Show
    Quote Originally Posted by theos911 View Post
    Fighter: I can kill a guy in one turn.
    Cleric: I can kill a guy in half a turn.
    Wizard: I can kill a guy before my turn!
    Bard: I can get 12 idiots to go kill guys for me
    Quote Originally Posted by grarrrg View Post
    Oh, and Person-Man's real name is a little something called "SKYNET"

  2. - Top - End - #2
    Firbolg in the Playground
     
    sonofzeal's Avatar

    Join Date
    Jan 2008

    Default Re: Creating a level 10 Artificer (3.5)

    1) Pool craft reserver. It's not RAW, but it gets you there for a lot less effort, and the result should be pretty much the same.

    2) Assume success. If you're properly UMD-focussed, you shouldn't be failing in most cases. The craft system for Artificers is forgiving enough that it's usually just a question of time.

    3) Efficient bookkeeping. GP and XP spent are both determined by magic item value, and it should be the same ration for every item, so don't track both separately. Have your total GP in one place, your total XP in another, and your Craft reserve in a third. Make your wishlist of items with their base market value, and add all those up. Apply your GP/XP ratios to that, and hey presto you're done.
    Avatar by Crimmy

    Zeal's Tier System for PrC's
    Zeal's Expanded Alignment System
    Zeal's "Creative" Build Requests
    Bubs the Commoner
    Zeal's "Minimum-Intervention" balance fix
    Feat Point System fix (in progress)

    Spoiler
    Show
    Quote Originally Posted by JadePhoenix View Post
    sonofzeal, you're like a megazord of awesome and win.
    Quote Originally Posted by Doc Roc View Post
    SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.

  3. - Top - End - #3
    Ogre in the Playground
     
    BardGuy

    Join Date
    Sep 2009
    Location
    Minot, ND
    Gender
    Male

    Default Re: Creating a level 10 Artificer (3.5)

    Read through the Artificers Handbook, specifically the parts about crafting under class abilities. Also get yourself a Dedicated Wright as soon as possible.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Tyger's Avatar

    Join Date
    Mar 2007

    Default Re: Creating a level 10 Artificer (3.5)

    Quote Originally Posted by gorfnab View Post
    Read through the Artificers Handbook, specifically the parts about crafting under class abilities. Also get yourself a Dedicated Wright as soon as possible.
    Been there, done that, got the T-shirt. Some darned good advice there, and yes, the Dedicated Wright in a Portable Hole will be a large part of the allure for this character.
    Thanks The Neoclassic for my avatar!

    Stark Raving Dad - a blog about life.

    Spoiler
    Show
    Quote Originally Posted by theos911 View Post
    Fighter: I can kill a guy in one turn.
    Cleric: I can kill a guy in half a turn.
    Wizard: I can kill a guy before my turn!
    Bard: I can get 12 idiots to go kill guys for me
    Quote Originally Posted by grarrrg View Post
    Oh, and Person-Man's real name is a little something called "SKYNET"

  5. - Top - End - #5
    Bugbear in the Playground
     
    Planetar

    Join Date
    Feb 2009

    Default Re: Creating a level 10 Artificer (3.5)

    @sonofzeal
    Pooling the Craft Reserve actually boosts the power of the Artificer considerably, in my opinion.
    • Your reserve is effectively multiplied due to the xp-reducing artisan feat, which you might not take at the first level, depending on wether flaws are allowed or not.
    • You can use your reserve on stuff you couldn't have crafted on early levels (Wands come online at 6th, for example).


    I think it is manageable, but boring to advance your character level-by-level. It took me about 8 hours for a 7th level Artificer. Craft Reserve actually isn't that big of a problem, because you'll spend real xp on most of your stuff anyway.

    I agree to sonofzeal's other advice, though. And I feel compelled to point out the Concurrent Infusions infusion (Magic of Eberron, 4th level). My artificer didn't craft that much - this wonderful infusion gives you almost all the wands you need

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •