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Some slang: Bufficer- An artificer focused on buff or support spells for himself or comrades. Archeficer- An artificer, usually a variant of the bufficer, who focuses on ranged attacks with bows or whatever. Blastificer- An artificer focused on blasting and dealing damage. Mook clearing- A spell or effect that's good for multiple monsters. Golemficer- An artificer focused on golems or other constructs. Meleeficer- An artificer focused on melee, usually a bufficer variant.

Stats:

1. Intelligence 2. dexterity 3. mediocore charisma or con.

The rest of the stats are somewhat of dump stats, but you will probably need at least some strength to carry armor as well as items til you gain other means of holding them. (listed in the helpful items section). Not to mention the other bonuses of more consitution for more hit points.

Or...

1. Intelligence 2. Strength/dex/con

This stat spread is emphasizing survival at the lower levels. Being able to wear medium armor/shields means you need the above to survive in melee combat. Especially at low levels the d6 hit dice isnt that different from a d8 or d10 overall, and you should have one of the highest AC in your group via infusions. Charisma is a dump stat, since you will be mostly using your melee attacks til your UMD score or items make up for it.'

RacesEdit

Artificers, despite getting bonus feats and skills galore through their class need a lot of feats/skills to work to their full potential. Coupled with the important of the other 3 stats above, these races were picked for their bonuses.

Strongheart Halfling (RoF)- One of the best choices, you give up the +1 to all saves to gain a bonus feat. You also get +2 dexterity and small size which helps for ranged touch attacks as well as your AC and poor reflex saves. Of course getting this accepted in most Eberron campaigns becomes an issue.

Human- The main core choice. More skill points is always handy as well as the extra feat.

Warforged- Initially seen as poor due to lower charisma and one less feat, they get the all important wand sheathe (page 269 of Eberron), as well as artificer sub levels (RoE) and somewhat limited (but powerful) alter self options. Almost all the sub levels are worth taking, but I recommend taking craft construct if you take the 4th one. Homunculus are handy to build items(though if you plan on taking craft construct feat, you may want to take the 4th sub lvl), and retain essence has uses like getting xp into your craft reserve for a magical trap. That said, the weapon familiar and tools of war are quite good replacements, the weapon familiar along with share pain (if psionic artificer) or shield other can allow you to have virtually 100+ hp at lvl 5 and beyond.

Sun elf (RoF)- +2 int bonus and racial proficiency with bows both serve the archeficer quite well. Take this class with otherworldly feat (PGtF) and you can do some arrow demon action later along with all the other artificer goodies.


Metamagic feat selection: For any of these feats you are assumed to be lvl 5 using the Metamagic Item infusion (3rd lvl) or 7th lvl (errata for Eberron) or higher using Metamagic Spell trigger class feature. You can also use these on your infusions, but only a couple of feats benefit without too much cost due to many spells being touch, as well as the double casting time for spontaneous casters, as well as only 6 levels worth of spells.

Heighten spell- Get through those globes of invulnerability, or whatever else. +X spell level.

Quicken spell - As good for artificers as any spellcaster. Quickened buffs allow for some nasty surprises, and not to mention blasting potential. +4 spell level.

Twin spell (CArc)- This spell let's you do a power twice on yourself or another target. Useful for healing (double heal effect) as well as damaging, one of the best feats to pick besides quicken. +4 spell level.

Split ray (CArc)- The poor man's version of the Twin Spell feat. Let's you use a ray to effect 2 targets at once. This combined with reach spell can make for some devastating single attacks, but usually the artificer is not lacking in those. +2 spell level.

Reach Spell (CD)- Changes a range of touch spell, to a 30' ray. This is useful for both bufficers and blastificers, as you can send out some no save touch spells easily, as well as buffs that are normally touch spells. +2 spell level.

Extend spell- Has just as many uses by itself, but really a lead in feat for presistent spell. Also can be used on your infusions for longer lasting effect. +1 spell level.

Persistent spell (CArc)- Make those personal or fixed range spells permanent on yourself. +6 spell lvl, but this should be used with the Metamagic Item infusion for best results. Also, have some fun with the party rogue or bard, or any other person with UMD who can use the charge to have a persistable spell of their own.

Energy subsitution (CArc)- Good for blastificers for changing any wand damage to another type. The CA version specifically doesn't have sonic listed though. Use this coupled with energy alteration infusion, and you can give even psions a run for their money. This is mostly a pre-requisite feat for energy admixture though. +0 spell level.

Energy admixture (CArc)- For blastificers, this is a nice finisher after twin spell and quicken. Most monsters will resist the common elements like fire, and cold later, but they wont resist a sonic version of these coupled with energy alteration infusion to deal even more sonic, or acid or whatever. +4 spell lvl.

Born of three thunders (CArc)- Though it has a bad daze effect using it, being able to use sonic damage, and stun/knockdown your targets is good I feel. You can also use a mind blank scroll or item each day to avoid hazardous effects of this feat later as it is still counted as daze is an effect to the mind. +0 spell lvl.

Empower and Maximize spell- As useful for anyone else as it is artificers. I hesistate to mention this earlier as the other feats have much more potential (i.e. I'd rather twin a spell, than empower or maximize it)

Other metamgic feats have their uses, but aren't mentioned due to limited use or not having any effect on the artificer who must use wands. Or in the case of repeat/chain spell, there's many better feat choices before it like quicken or twin that emulate it without needing to wait.


General featsEdit

Point blank shot/Precise shot: Good for early on in your career, as well as if you go the archeficer route.

Two weapon fighting -> Dual wand wielder (CArc): Though a somewhat pricey line in terms of feat and stats needed, you'll be happy with this feat being able to cast another wand's worth of power in a round, in addition to the quickened one. Uses +2 charges from the offhand wand.

Nymph's kiss or skill focus UMD(BoED): Recommended for low level campaigns, or if a DM doesnt allow you to make custom +skill items, also adds a nice 1 skill point per lvl as well as +2 to all charisma checks. Though I personally feel this is a bad feat choice with so many others available.

Action surge, heroic spirit, etc: Hasten infusion is great, but with the errata to Mark of siberys and the need for free feats, its sometimes a tough call to take these feats.

Mark feats: I do like them, but they're more feats to burn in an already feat tight class I feel, of note though: Mark of finding: Let's you identify, and locate objects. Mark of Making: An obvious choice, let's you make items faster.

Darkcraft (BoVD)- Basically let's you sacrifice mobs for xp to use in item creation.

Item familiar (UA)- Let's you get +10% experience, as well as a bunch of other benefits. Very useful if you want to keep up with other characters. As well as the skill investment bonus allows you to basically double your use magic device score.

Shape Soulmeld (Magic of Incarnum)- Prereq Con 13:allows you to shape one Soulmeld from any list, and is a GENERAL feat.

Mage's Spectacles (soulmeld from same book): gives +4 UMD, +4 Decipher Script, and +4 Spellcraft. (Scales w/ Essentia, which we don't want to waste levels or feats on)

Dragon Prophesier -> Prophecy's artifex (MoE): +1 saves from the first one after a full round action. In addition to that, when you get the artifex feat you can activate any wand or staff you created as a swift action.

Cull wand essence(MoE): This feat while giving more versatility for non-blasting wands by allowing you to blast with it. But at the cost of a feat, as well as applying spell resistance, it's not worth it. Especially considering you can make a no save, touch attack wand such as the lesser acid orb wand.

Etch schema (MoE): One of two ways to get infusions on an item. Very useful I feel when you consider how many metamagic item infusions you'd want per day or whatever else.

Rapid Infusion (MoE): 1/day you can hasten an infusion. Which would be quite nice except when you can use Unfettered heroism to do the same without expending a feat.

Improved Homunculus (MoE): I generally feel homunculus are a waste combat wise, but this gives them some interesting abilities both inside and out of combat. With some of them having 12 int, you could make a pretty versatile homunculus that flies, has some skills (such as super spot/listen with the arbalester), fires flaming,shocking,burst bolts, and basically doubles in many roles. Problem is when spending money on the homunculus, you must ask yourself what you could've spent the money/xp on instead. The answer generally comes up as "something better."

Wand surge (MoE): This allows you to use action points for wand charges. If you're at the last stretch of your level and about to get some more action points, or using unfettered heroism, this is a good way to save a few charges. Otherwise, with artificer being so feat tight, not a great choice, not to mention mimicked by Power Surge Infusion.

Item creation Besides the ones listed for the artificer consider taking these. Technically an artificer is not a spellcaster, so those with caster lvl needed may not apply such as the first one.

Craft Contingent Item(CArc)- This item creation feat allows you to make contigent items. Funny things to do is have say revenance on yourself so when you die, you spring back to life and start wailing on them. The most common use though is things like quickened teleport, or saving yourself from near death with heal spell or whatever else.

Eldeen Plantgrafter, elemental grafter, death grafter (MoE)- The graft line of item creation allows for some interesting new abilities at the cost of some hp or stats. My personal favorite is the grappling vine from the plantgrafter for melee-ficers, let's you grapple a foe at a range (bulbasaur much?) not to mention useful for pulling levers.

Class bonus feats(with any of these, maybe taken as general): Craft construct: You can't emulate feats with the artificer, and homunculus just don't cut it sometimes with the damage they deal you on death. Toting some golems around is never a bad thing for the artificer. As noted above, this maybe worthwhile to take as a warforged, especially if you took the 4th lvl racial sub level.

Effigies are also available via craft construct from Complete Arcane. The interesting thing is you can apply an infinite amount of templates before they turn effigy. Though they lose many benefits of it, the cost is still based off hit dice, hence you can have a feral, greenbound, horrid animal turned effigy as a super grappler.

There's also the Shredstorm from MM3 that is the only construct swarm I know of.

Extra rings: Basically an epic level stuff, available in pre-epic. 4 rings doesn't hurt anyone, especially if you're say a bufficer with 4 rings of counterspells to protect your own. Not essential til you can actually afford 4 rings, say 16 or 20th lvl bonus feat.

Extroardinary, Legendary, Exceptional Artisan: I usually take these feats in that order. Legendary always helps to reduce some xp useage, and Extroardinary reduces the cost of the more expensive later items made. Exceptional Artisan can be kind of a wash I feel, due to the nature of dedicated wright constructs who can build for you. Errata note: These feats do NOT stack on each other, no free items for example.

Wand mastery: Depending on how much you blast, buff or whatever else, this is a nice feat to take at 8th lvl I feel. Using a 7th lvl wand of lesser acid orb with energy subsitution or energy alteration infusion, is just gravy when you get the full damage now in sonic form or whatever.

Traits/flaws If you can convince your DM about traits from Unearthed Arcana, you can get a couple free feats from flaws as well. I recommend murky eyed and either feeble, shaky, pathetic or inattentive depending on your preference. Murky eyed can generally be overcomed by embrace the wild eternal wand at 6th and persistent spell.

   chiyo]Other cheap way to boost the low level UMd would be to use the Illiterate trait from UA. Your character starts illiterate but gains +1 to any skill (UMD here). A character can then use 2 skill points to become literrate. Essentially, you use 2 skill points to boost your UMD by 1. It's not a very interesting deal if you're starting at mid-high level but for a lvl 1 artificer, it could help. Does it make sense?


Warforged featsEdit

Adamantine body: This is a nice little benefit at lower levels to keep your artificer alive. Though being mimicked by the warforged charger form (MM3) makes it less appealing, still useful for low dex players as it stacks with alter self shapes to provide some insanely high AC.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at 35% if the Adamantine Body feat is chosen"

Mithral body: More AC never hurt... the problem is like any of these feats, you lack spare feats to take them. I'd choose adamantine over mithral, simply because the speed can be negated, and the skill check penalties don't effect the majority of the artificer.

Improved Damage reduction: Damage reduction, as handy for the artificer as anyone else.

Second slam(RoE): Pre-req +6 base attack. Uses your highest base attack -5 hit. Combine this with a bufficer build and persistent fist of stone for 3 slam attacks plus your normal unarmed ones. Combined with charger form, you can have 4 slam attacks.

Jaws of death (RoE): You gain a bite attack as a secondary natural weapon, combined with the above, you can now slam 3 times and bite. (note: secondary natural attacks are -5 hit from your highest attack). My favorite at low levels, having this and fist of stone scrolls makes for 3 natural attacks, or 1 regular attack + 3 natural ones.

Multiattack: While not a warforged feat, allows you to attack with the slams/bite at a better rate.

Psiforged (MoE): You're basically a cognizance crystal storing power points, it also has to be taken at first level which limits its usefulness I feel. That said, it makes no difference for the psionic artificer either as they use charges, not power points. On the flipside, least it let's you take psionic feats easier (but again... feats are tight for an arti wrote:

Other cheap way to boost the low level UMd would be to use the Illiterate trait from UA. Your character starts illiterate but gains +1 to any skill (UMD here). A character can then use 2 skill points to become literrate. Essentially, you use 2 skill points to boost your UMD by 1. It's not a very interesting deal if you're starting at mid-high level but for a lvl 1 artificer, it could help. Does it make sense?[/quote] Warforged feats Adamantine body: This is a nice little benefit at lower levels to keep your artificer alive. Though being mimicked by the warforged charger form (MM3) makes it less appealing, still useful for low dex players as it stacks with alter self shapes to provide some insanely high AC.

"Note that non-artificer constructed scroll will be subject to arcane spell failure, which will stand at 35% if the Adamantine Body feat is chosen"

Mithral body: More AC never hurt... the problem is like any of these feats, you lack spare feats to take them. I'd choose adamantine over mithral, simply because the speed can be negated, and the skill check penalties don't effect the majority of the artificer.

Improved Damage reduction: Damage reduction, as handy for the artificer as anyone else.

Second slam(RoE): Pre-req +6 base attack. Uses your highest base attack -5 hit. Combine this with a bufficer build and persistent fist of stone for 3 slam attacks plus your normal unarmed ones. Combined with charger form, you can have 4 slam attacks.

Jaws of death (RoE): You gain a bite attack as a secondary natural weapon, combined with the above, you can now slam 3 times and bite. (note: secondary natural attacks are -5 hit from your highest attack). My favorite at low levels, having this and fist of stone scrolls makes for 3 natural attacks, or 1 regular attack + 3 natural ones.

Multiattack: While not a warforged feat, allows you to attack with the slams/bite at a better rate.

Psiforged (MoE): You're basically a cognizance crystal storing power points, it also has to be taken at first level which limits its usefulness I feel. That said, it makes no difference for the psionic artificer either as they use charges, not power points. On the flipside, least it let's you take psionic feats easier (but again... feats are tight for an artificer).

Useful spellsEdit

Here's an incomplete section of what spell wands to make. I'll be listing useful spells grouped by feats, cost listed for each spell is the base price (since many feats alter this for the artificer). For spells over lvl 4, they were automatically made using the staff rules, though some of them could easily be scrolls or whatever else.

For any wand that you use constantly, like the presistent ones. You may want to consider eternal wand versions of them, page 265 (eberron)

Extend spell: -Creeping cold (CD) wand: (CL 3, 4500 gp) A very decent single target damage spell which has a nice fire and forget nature to it. -Heat/chill metal wand: (CL 3, 4500 gp)while it deals no damage on the last and first round, it should make anyone effected by it nice and toasty/chilly. -Sonic weapon (CAdv): (CL 3, 4500 gp)Not many creatures resist sonic damage, so adding another d6 sonic is always nice to your weapons. -Luminous Armor (BoED): (CL 3, 4500 gp) Lasts for 10 hours with wand mastery, and gives +5 AC vs brilliant energy weapons. Increase caster level as desired, and heal back ability damage with restoration scrolls or wands. -Greater luminous (BoED): (CL 7, 21000 gp) same as above, but +8. -Miasma(CD): (CL 13, 58500 gp, staff) Extended, and using twin spell and reach spell, this can pretty much kill any caster unless they're using all silent spells. Takes a little longer for others though. Requires fort save through errata. -Revenance (CD): (CL 7, 21000 gp) One of the more funny combat rezzes I feel, when extended, an ally will spring back to life for a good chunk of time to fight foes.

Persistent spell: For any 4th lvl or lower presistent spell, it maybe better to use spell storing infusion and cast metamagic item infusion on it instead to save some money initially. Especially things like fly, swift and haste,swift are very useful at lvl 5 persistent, but you don't have the means to make wands but do have the means to spell store it.

-Alter self (CL 3, 4420 gp) eternal wand: There's many benefits to this spell, but of special interest for Warforged artificers they can change into a warforged charger with 2 slam attacks. -Expeditious retreat eternal wand: (CL 1, 820 gp) +30 movement never hurt anyone. -Divine sacrifice (CL 2, pal 1, 1500 gp or 820 eternal) Each round up to 10 hp per round, you can sacrifice 2 hp to deal an additional 1d6 damage. Combine this with vigor spells or whatever else, and you can do some mean damage. -Divine favor wand +2 wand mastery(CL 7th, 5250 gp): +4 hit/damage -Divine power wand, 7th lvl caster: base attack like fighter, plus all the other goodies (CL 7, 21000 gp) -Righteous Might, (CL 9, 33750 gp staff): As good persistable for clerics, as for the artificer, as anyone else. -Bless eternal wand: +1 hit, +1 saves vs fear (820 gp) -Fly swift (CAdv) eternal wand: Fly spell all day.(4420 gp) -Embrace the wild (CAdv) eternal wand(ranger version): Blindsight, keen scent, 8+ listen/spot? what's not to like (820 gp) -Arrow mind/hawkeye/guided shot eternal wand(CAdv) : Good for the archeficers. (820 gp each) -Master's touch (CAdv): In case you want to be an archeficer without getting proficiency in a longbow, or any other artificer who wants to use weapons. (820 gp eternalwand) -Arrow Storm (CAdv) (CL 7, rgr 4, 21000 gp) wand: For archeficers, attack anything within your range increment as a full round action. Good for mook clearing. -Instant locksmith/accelerated movement/instant search eternal wand(CAdv) : Good if you're the skill guy. (820 gp each) -Forestfold (Cadv) wand: +20 hide/move silent combine (21k) with acorn of far travel spell that allows you to use an acorn for the purposes of being in a forest you can hide better than your party rogue, plus probably made his boots of elvenkind. -Unfettered Heroism Rod (RoE)(CL 9th, 33750 staff) 5th lvl sorc spell, gives one free action point per round. Which means, hasten infusions every round, or d6 added to a save/attack roll. Very very handy. -Sign eternal wand(Mini)- Sets initiative as 20 as if you rolled it that round. (820 gp) -Joyful Noise (CAdv) (CL 2, 1500 gp) 1st lvl bard spell, negates silence around you and allies within 10 feet. -Blink (CL 5, 11250 gp): 3rd lvl sorc spell, 50% concealment, along with other goodies. -Blessed aim (CD) (CL 4, paladin, 6000 gp) wand: +2 morale to attack rolls with ranged weapons. -Improved blink (CD)(CL 9, 33750 gp) wand: As blink above, but improved. -Body of the sun (CD)(CL 3, 4500 gp) wand: Its basically free damage in melee range of any foe. Minor persistable overall. -Camouflage eternal (CD) (CL 1, 820 gp) wand: +10 hide checks all day. -Divine sacrifice(CD)(CL 2, paladin, 1500 gp) wand: For 10 hp per round, you can add on +5d6 to your attack. Couple this with vigor wands or whatever else, you can do some pretty mean damage. -Dragonbreath (CD) (CL 9, 33750 gp): The main advantage of dragon breath is you can ignore spell resistance, plus being able to breathe it out anytime is kinda cool. -Poison thorns (CD)(CL 9, 33750 gp): In case you get into a lot of grapples, or have people attacking you with their natural weapons. -Recitation (CD) (CL 5, 11250 gp): +2 luck to hit, and saves. Enemies get -2 hit and saves. Useful for yourself, and your allies all day. -Visage of the deity (CD) (CL 5+, cleric 3+,11250+ gp): This starts with just a minor bonus to your charisma, as well as 2 or 3 types of energy resistance. Eventually, the greater version gives you some stats bonuses to everything, as well as sprouting wings, 10/magic DR, etc. -Eternal Wand of Crescendo (CL 4, Brd 2, 4420 gp?) Now, just how would this work when made Persistent? Would you build to the +3 morale bonus to attack rolls, and then stay there? Would you keep cycling through the 4-round cycle? -Haste swift (CL 4, Ranger 2, 4420 gp) eternal wand: Haste on yourself all day, and a bit cheaper than a weapon of speed, not to mention other benefits. -Mass lesser Vigor wands (CL 3, druid 2, 4420 gp) eternal wand: According to the errata you can't use extend spell on vigor line, but you can use persistent spell on it. -Nightstalker's Transformation(CAdv) (CL 9, sorc 4, 33750 gp) staff: +4 dexterity, +3 luck bonus to AC, +5 reflex throws, +5 spot/listen/hide/move silent, weapon finesse and some weapon proficiencies, +3d6 sneak attack. -Dagger spell stance (CAdv) (CL 3, sorc 2, 4420gp) eternal wand: For the person going down the dual wand feat line, this is useful as a spell storing infusion at low levels to increase your defense or offense. Combine with nightstalker's transformation to be even more effective. -Bladeweave (CAdv)(CL 3, sorc 2, 4420 gp) eternal wand: Free additional touch attack that gives a daze effect. -Mirror Move (CL 3, bard 2, 4420 gp) eternal wand: Get a cohort or whatever else, and go crazy with fighter bonus feats all day. -Sharptooh (Draco, CL 7, wiz 4) wand: Increases natural weapon damage by one size category.


GeneralEdit

These spells are listed that have more one time shot uses, or for example aren't enhanced by a particular feat. I.e. restoration, is restoration, anyway you look at it. Paladins and rangers are considered half their caster lvl, so for lvl 1 spells in their list they win out if its a level 2 in someone else's, like the first spell.

-Lesser restoration (CL 2, Paladin): Cheaper than the cleric's version. -Delay Poison (CL 2, Ranger): Cheaper version. -Embrace the wild (CL 2, Ranger): Cheaper version. -Bloodhound (CAdv)(CL 2, Ranger): Automatically re-roll track, and it lasts 24 hours. Useful if you have survival skills. -Scent (CD) (CL 3): In case you need to track, but dont have survival skills. -Last breath (CD) (CL 7): In case someone dies, lowest level rezz around. -Omen of peril (CD) (CL 1): One of the better auguries, and doesn't cost xp. -Quillblast (CD) (CL 9): Crazy amount debilitating damage to your foes. Only people with evasion can really avoid the effects. -Color spray/entangle (CL 1): Probably two of the best battlefield controll spells at low levels. -Sandblast (CD)(CL 1): Sets up your rogue nicely for sneak attacks via stun, also useful for getting a target alive. -Ray of enfeeblement (CL 1): Most wizards or other casters are debilitated by this effect, combine with ray of exhaustion for added hilarity. -Blinding spittle (CL 1, druid 1, Magic of Faerun): Ranged touch attack at -4, blind opponent, no save. -Wieldskill (CL 1, cleric 1, Magic of Faerun): +10 to one skill, or can wield weapon, or make a check at +5 skill. -Unseen servant (CL 1, sorc 1): Setting off traps or whatever else, this handy servant can be a godsend and lasts for 1 hr as a lvl 1 scroll which is nice. -Tenser's floating disk (CL 1, sorc 1): Creative uses like splashing a huge amount of holy water on a vampire, or whatever else, make this spell handy to have sometimes. -Holy Sword (CL 7, pal 4): UMD this for a nice +5 weapon with +2d6, dispel, etc.

Blasting combos This is probably the standard blastificer wand combo: Wand of lesser acid orb (CL 7, 5250 gp), wand master, CL 9, 5d8 acid damage. +energy subsitution (electricity) +born of three thunders: changes it to half sonic/elec +twin spell: 10d8 sonic/elec [+4 charges] +energy admixture: 20d8 sonic/elec [+4 charges] +empower spell (chose this over maximize): 20d8 x 1.5 [+2 charges] +quicken spell: 40d8 x 1.5 [+4 quicken + 13 base = 17] +dual wand feat+ 2weapon fighting: 60d8 x 1.5 [+2 dual + 13 base = 15]


90 min to 720 max (405 average damage). Half elec/sonic [11 base charge + 15 quicken + 13 dual wand = 39 charges*52.5 gp per charge = 2-47.5 gold and 4.2 xp per charge = 164 xp] or 480 damage maximized. Half elec/ half sonic. [12 base charge + 16 quicken + 14 dual wand = 42 charges*52.5 gp per charge = 2205 gold and 4.2 xp per charge = 176.4 xp] DC 11 Reflex for stun/knockdown. Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion)

Wand of Scorching Ray, (CL 9, 13500 gp), wand mastery CL 11, 3 rays at 4d6 fire damage, or 12d6. +energy subsitution (electricity) +born of three thunders: changes it to half sonic/elec +twin spell: 12d6 sonic/elec [+4 charges] +energy admixture: 24d6 sonic/elec [+4 charges] +empower spell (chose this over maximize): 24d6 x 1.5 [+2 charges] +quicken spell: 48d6 x 1.5 [+4 charges + 13 base charges = 17] +dual wand feat+ 2weapon fighting: 72d6 x 1.5 [+2 dual + 13 base = 15]


108 min 648 max (378 average) Half elec/sonic [11 base charge + 15 quicken + 13 dual wand = 39 charges*135 gp per charge = 5265 gold and 10.8 xp per charge = 421.2 xp] or 432 maximized, half elec/sonic. [12 base charge + 16 quicken + 14 dual wand = 42 charges*135 gp per charge = 5670 gold and 10.8 xp per charge = 453.6 xp] DC 12 Reflex for stun/knockdown.

Total feats used: 8 feats (need to be human or strongheart, or drop born of three thunders if DM allows energy substituion, sonic or use energy alteration infusion, or be cannith wand adept)

Wand of Force Orb, (CL 8, 24000 gp), wand mastery CL 10, force orb dealins 10d6 damage +twin spell: 20d6 sonic/elec [+4 charges] +energy admixture: 40d6 [+4 charges] +empower spell (chose this over maximize): 40d6 x 1.5 [+2 charges] +quicken spell: 60d6 x 1.5 [+4 charges + 13 base charges = 17] +dual wand feat+ 2weapon fighting: 80d6 x 1.5 [+2 dual + 13 base = 15]


120 min 720 max (420 average) [11 base charge + 15 quicken + 13 dual wand = 39 charges*480 gp per charge = 18720 gold and 19.2 xp per charge = 748.8 xp] or 480 maximized. [12 base charge + 16 quicken + 14 dual wand = 42 charges*480 gp per charge = 20160 gold and 19.2 xp per charge = 806.4 xp

InfusionsEdit

They can be increased by metamagic feats, they can't be used with item creation feats. Thus you can never make a wand of metamagic item infusion, but you can extend the same spell if you'd like. Also note that any application of metamagic doubles the casting time like a sorceror or bard.

+1 (or 5000 gp) Armor Enhancements (Artificer 1, 10 gp to use) Blinding: Shield only. Great at low levels. Everyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds. Death Ward: Complete Arcane. Once per day, you are immune to a death spell, death effect, energy drain, or negative energy effect. Fortification: Great for fighting Rogues; creates 25% chance that a sneak attack (or critical hit) is negated. Glamered: Hides armor in an illusion of the wielder's choice. Very good for infiltration.


+2 or +3 (or 35,000 gp) Armor Enhancements (Artificer 2, 50 gp to use) Animated: Shield only. Can use a shield without giving up the use an arm. Ectoplasmic: Expanded Psionics Handbook. Turn into an Ectoplasmic Form for 5 minutes. You can fly, and have damage reduction. Exalted: Knocks 1d6 of the damage off of an Unholy weapon, and negates vile damage. No big deal. The real showstopper is that you constantly benefit from Protection from Evil. Wall: Expanded Psionics Handbook. Shield only. Turn a shield into a wall for 7 minutes. Great for escapes and such.


+4 or +5 (or 100,000 gp) Armor Enhancements (Artificer 3, 100 gp to use) Etherealness: Become ethereal for as long as you like. Great for escapes. Phasing: Expanded Psionics Handbook. Run through walls. Reflecting: Shield only. Once per day, allows you to reflect a spell back at the caster. A true life-saver. Soulfire: Book of Exalted Deeds. Immune to all death spells, death effects, energy drain, and negative energy effects. That's a lot of immunities. Time Buttress: Expanded Psionics Handbook. Become invincible for one round. Situationally useful.


+1 (or 10,000 gp) Weapon Augmentations (Artificer 1, free [self only], or Artificer 2, 10 gp) Bane: The quintessential example used when describing how cool Weapon Augmentation, Personal is. Choose the right creature type, and your weapon's enhancement bonus jumps by +2 (meaning you hit more, and deal more damage). You also get 2d6 more damage tacked on. Blessed: Book of Exalted Deeds. Weapon can overcome 'good' damage reduction, and all critical threats against evil creatures are automatically successful. Defending: Used intelligently, this enhancement will let you add what is essentially a free bonus to your AC that increases by level. For example, if you have applied Greater Magic Weapon to your bow and your arrows, you can apply your bow's enhancement bonus to your AC. Enfeebling: Does 1d6+2 Strength damage on a critical hit. Flaming, Frost, Shocking: Tack an extra 1d6 damage on to a weapon. Ghost Touch: Hit ghosts, duh. Keen: Double crit range. Very nice on...well, most weapons, especially if it's just for a mere 1st level infusion. Lucky: Once per day, reroll a failed attack roll. Magebane: Complete Arcane. It's basically a Bane against any arcane caster. If you know you're fighting an evil human wizard, for example, and you make your weapon both Bane (humans) and Magebane...that's an extra +4 to the enhancement bonus, and 4d6 extra damage to boot. Ouch. Merciful: 1d6 damage added to a weapon. The upside is, it's nonelemental. The downside (or, depending on how you look at it, the further upside) is that the damage is nonlethal. Great for dragging in enemies, rather than killing them. Parrying: Expanded Psionics Handbook. Grants you a +1 insight bonus to both AC and saving throws. Psychokinetic: Expanded Psionics Handbook. An extra 1d4 damage, no strings attached. It's not even affected by damage reduction. Spell Storing: Great for getting off a free spell in the opening round of a fight. There is some controversy as to whether or not this enhancement can be placed on ammunition; if you and your DM feel it can, this combos very nicely with Vampiric Touches and Hold Persons. (the Vampiric Touches might not let you gain any temp HP, depending on how you read the Spell Storing ability. However, it's still scaling, untyped damage) Vicious: Melee only. You take 1d6 damage, your opponent takes 2d6 damage. Good, if you don't mind the pain.


+2 or +3 (or 70,000 gp) Weapon Augmentations (Artificer 4, 100 gp) Anarchic, Axiomatic, Holy, Unholy: Makes weapon very good against one alignment; deals 2d6 extra damage, and overcomes some damage reduction. Good for plane-hopping. Banishing: Book of Exalted Deeds. Kicks an extraplanar creature back to its home plane unless it makes a DC 24 Will save. This will make some encounters very short. Clouting: Complete Arcane. Anyone struck by this has to make a DC 19 fort save or get shoved back 10 feet (or simply fall if they can't move back that far). Then, they have to make another DC 19 fort save or be stunned for a round. Nice in a variety of situations. Collision: Expanded Psionics Handbook. Just adds 5 damage to each hit. Simple and painful. Disruption: Excellent for fighting the undead. Exit Wound: Complete Warrior. Ranged only. First of all, adds 1d6 damage. Second, it continues to move through the victim and in a straight line, until it finally hits an object. This means, for example, that if you position yourself right, you can hit a line of opponents (although each enemy in that line gets an A x 4 bonus to AC, where A equals the number of previous targets). Used correctly, you can mow through a lot of enemies. Paralyzing: Book of Exalted Deeds. Each hit forces the victim to make a DC 17 Will save or be paralyzed (similar to Hold Monster). Speed: Another attack. Can't go wrong with that. It doesn't stack with other speed-increasing effects, though. Wounding: Deals one Constitution damage with each hit. Can add up very quickly.


+4 or +5 (or 200,000 gp) Weapon Augmentations (Artificer 6, 200 gp) Brilliant Energy: Excellent for hitting heavily armored foes. Sucks against the Undead, and just generally speedy enemies.


Energy Alteration Infusion (1st lvl): This infusion let's you change damage types as needed. Unlike the energy substitution feat, this allows for sonic damage. Or changing all your flaming, shock, etc damage to sonic is just sweet.

Spell storing infusion (1st lvl) by wburdick: This maybe used to give some nice ranger, bard, or paladin spells (as well as classes like assassin) since the caster lvl is always double the level of the spell. Thus you could have a holysword spell stored which is a 4th lvl spell, but at 8th lvl artificer.

Also, its a cheap way to get some of those persistable spells at lvl 5 for a little xp cost.

Prestige classes and multi classing Much like any caster, the artificer doesn't benefit much from multi-classing. Also with the loss of the craft reserve via multi-classing, it makes it even a tougher choice to do so. Anyway, this section addresses the few PrCs and multi-class combos that can be useful.

Cannith wand adept, PrC 3 lvls, (Sharn: City of Towers): This prestige class basically gives you +3 to wand mastery, as well as a dual wield wand option (though not as good as the feat). You use up a feat in the pre-reqs(though mark of making does have some uses), as well as not advancing in artificer, but gain a nice action point option (which means you can basically add a d6 to your d20 checks each round) as well as quickdrawing the wands. This is definitely a nice way to finish off your artificer as higher levels I feel, but as mentioned above, losing craft reserve, as well as not really advancing the artificer class makes it a poor choice til higher lvls.

Cleric, 1 lvl, domains magic and whatever. This basically removes the need for use magic device checks on pretty much any spell, but later you will have no problems making the umd checks, and mid lvls its tough to justify as you're getting into the sweet spot for artificer. It's a good early choice I feel though, especially for those with low charisma, or don't get skill focus UMD, or just for the extra safety/other domain.

Psion, (expanded psionics handbook). This might be a good choice for the upcoming psi-artificer, or if your DM views psionic/magic transparency very broadly. 1 free feat, as well as not making use psionic device checks, makes this a very attractive choice.


Items Excluding the above mentioned: (Note for all items, the artificer has a +2 lvl in terms of crafting requirements, so for a CL 9 item, they need only be 7th)

Caster’s Shield: (CL 6, 3153, shield price 153) The +1 wooden light shield can scribe up to 3rd lvl spells for 1/2 of their raw cost price, or 1/4 of their base price. I.e. a lvl 1 scroll at 25 gp, costs 6.25 gp and 1 xp instead of 12.5 gp. If you can, convince your DM to make a custom version of this as a heavy wooden shield for 1 more AC. Remember since its been erratad that artificer scrolls aren't arcane nor divine, they suffer no arcane spell failure.

This shield is also great when you hit 11th lvl due to metamagic spell completion trigger and having a high enough UMD skill to metamagic those 3rd lvl or less spells. I.e. fly, swift persistent or another low lvl one.

Note for Warforged artificers who took the racial sub level 4, can make this with their craft reserve right at 5th lvl and have some to spare.

Efficient quiver: (CL 9, 1800 gp, 2lbs) This item lets you store wands, scrolls, etc, and is the cheapest besides going to the standard heward's handy haversack.

Heward's handy haversack (CL 9, 2000 gp, 5 lbs) The standard in item storage.

Bag of tricks (CL 3+, 900+ gp) Combine this with speak with animal scrolls or items and you got a very nice little scout.

Cloak/vest of resistance (CL 5, 1000+, caster must be 3x the level of the bonus): Upgrade as needed, your saves could use them.

Vest of Escape (CL 4, 5200 gp): +4 open locks and +6 escape artist are both nice for the artificer who's the skill monkey in the group. If nothing else, it helps you escape grapples.

Boots of striding/leaping (CL 3, 5 ranks in jump, 5500 gp): My only problem with this item is most artificers can't build it til lvl 7 needing jump skill and all. That said, if you do multi-class to get jump as a class skill, this becomes available when you need it.

Gloves of storing (CL 6, 10000 gp): They were great in 3.0, but they're not nearly as good as wand sheathes for the artificer due to the price. That said, when you can afford to make them, it makes a good substitute for the quickdraw feat later for holding 2 wands akimbo and blasting away.

Feather token (CL 12, 50 to 400): If you could craft these a little earlier than 10th, it would be grand. Still, the creative uses for the feather tokens are just too good to pass up sometimes, and they're dirt cheap to make.

Bow of True strike(Sword and Fist): You can use this as a spell trigger item along with quicken to benefit from True striking.

Traveller's cloak: (MoF) (CL 5, 1200 gp, 1 lb) free food, and drink is just handy to have, and cheaper than the ring of sustenance.

Use magic +5 device worn item (CL 5, 2500 gp, 1 lb) +5 use magic device checks at low levels is always handy. Upgrade as needed.

Circlet of Persuasion: (CL 5th, Price 4,500 gp.) grants a +3 competence bonus on the wearer’s Charisma-based checks.

Winged mask(MoF) (13000 gp, CL 5, 1 lb) Depending on your level or number of infusions available per day, this winged mask might be a better choice then the fly swift wand.

Scroll of permanency + greater magic fang (15th lvl) = (CL 15, 11250 gp) Cast these 2 scrolls on yourself as a one time use, to get +5 natural attack (claws or bite or whatever). Obviously, other spells are useful as well, but for the bufficer and polymorph/shapechange, this works out pretty well.

Tobin's Guide to Common magics (Tool, masterwork from PHB 128, 50 gp) This gives a +2 bonus to UMD checks and can be crafted quite easily with 2 or 3 ranks in bookbinding. (or if you can convince your DM to do it with another craft check).

Life-Drinker: (CL 13, 40,320 gp, cost: 20,320 gp and 1600 xp) For the warforged artificers. This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.

Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.

Spare Hand (Magic of eberron, 12k): Another arm... but it becomes really good with the ability to hold more magical weapons or draw wands as a free action, etc.

Spellblade (PGtF, 6k market): Use this modifier for your weapon for dispel magic and greater dispel magic to save your buffs. You can even use the Spare hand from the Magic of Eberron book to hold the weapon.


ConstructsEdit

I've improved it now. Read it like this:

Required level _ Name (book page) Unless stated otherwise, you must make either of these (crafting) checks, not both Any other requirements, like a big gem Spells needed in the creation process cost in gp, cost in xp (these are creation costs, not buying cost)


The list is sorted by required level, and then name.

Books included: Monster Manual 1-3, Eberron Campaign Setting, Fiend Folio, Magic of Eberron, Monster Compendium, Five Nations

01 Arbalester (MoE 152) DC14 Sculpting/Carpentry arcane eye, mending 1250gp 93xp

01 Dedicated Wright (ECS 285) DC14 Pottery arcane Eye, fabricate 2100gp 160xp

01 Expiditious Messenger (ECS 285) DC16 Sculpting arcane eye, sending 1650gp 126xp

01 Furtive Filcher (ECS 286) DC12 Sculpting/Pottery arcane eye, shadow conjuration 1550gp 118xp

01 Necrophidius (FF 126) DC13 Sculpting Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound Cle: animate objects, command, geas/quest, hold person 5000gp 100xp

01 Packmate (MoE 152) DC14 Sculpting arcane lock, arcane eye, mending 1260gp 93xp

01 Persistent Harrier (MoE 153) DC14 Sculpting arcane eye, mending 1250gp 93xp

04 Homunculus (MM1 154) DC12 Sculpting/Pottery arcane eye, mirror image, mending 1050gp 78xp

04 Iron Defender (ECS 287) DC14 Metalworking arcane eye, keen edge, mirror image, mending 1250gp 93xp

08 Flesh Golem (MM1 135) DC13 Leatherworking/Heal Creator must supply 6 different bodies animate dead, bull’s strength, geas/quest, limited wish 10500go 780xp

10 Caryatid Column (FF 30) DC15 Sculpting/Stonemasonry Creator must be able to cast arcane or divine spells Requires a magic weapon, usually a +2 bastard sword (8335gp) lesser geas, meld into stone, statue, stone shape 20000gp 800xp

11 Clay Golem (MM1 134) DC15 Sculpting/Heal animate objects, commune, resurrection 21500gp 1540xp

11 Gloom Golem (MM3 68) DC21 Sculpting AND DC21 Knowledge (the planes) Creator must be evil crushing despair, limited wish, planar binding, polymorph any object 25000gp 1200xp

12 Iron Cobra (FF 103) DC20 Armorsmithing/Weaponsmithing Creator must be able to cast both arcane and divine spells animate object, freemdom of movement, geas/quest, locate creature 20000gp 1000xp

13 Shredstorm (MM3 153) DC25 Weaponsmithing fly, geas/quest, greater magic weapon, lightning bolt, limited wish 50000gp 2800xp

14 Alchemical Golem (MM3 66) DC20 Alchemy geas/quest, limited wish, poison, polymorph any object 36000gp 2720xp

14 Greater Stone Golem (MM1 137) DC17 Sculpting/Stonemasonry antimagic field, geas/quest, symbol of stunning 105000gp 7640xp

14 Mud Golem (MM3 70) DC15 Pottery/Sculpting geas/quest, limited wish, polymorph any object, transmute rock to mud 33000gp 2560xp

14 Stone Golem (MM1 137) DC17 Sculpting/Stonemasonry antimagic field, geas/quest, symbol of stunning 50000gp 3400xp

14 Web Golem (MM3 74) DC20 Weaving/Profession (silkmaker) geas/quest, limited wish, poison, polymorph any object, spider climb, web 33000gp 2560xp

15 Dread Guard (MM2 87) DC25 Armorsmithing Creator must be able to cast arcane spells and supply a martial weapon fabricate, geas/quest, polymorph any object 40000gp 800xp

15 Silvereye Marauder (FN 156) DC20 Armorsmithing/Blacksmithing Creator must be a Silver Pyromancer lvl 2 (FN 150) limited wish, major creation, permanency 65000gp 4600xp

15 Shield Guardian (MM1 223) DC16 Blacksmithing/Carpentry limited wish, discern location, shield, shield other 65000gp 4600xp

16 Brass Golem (MM2 117) DC25 Armorsmithing AND DC25 Weaponsmithing Creator must be able to cast arcane spells geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object 200000gp 4000xp

16 Bronze Serpent (MM2 40) DC25 Armorsmithing/Weaponsmithing Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object, shocking grasp 200000gp 4000xp

16 Diamond Golem (MC 53) DC16 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby limited wish, sunbeam, polymorph any object, stone shape, dispel magic 67000gp 1500xp

16 Dragonflesh Golem (MM2 117) DC25 Knowledge (nature) AND DC25 Heal Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object 200000gp 4000xp

16 Hangman Golem (MM3 69) DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus) animate rope, geas/quest, limited wish, polymorph any object 72625gp 5710xp

16 Iron Golem (MM1 136) DC20 Armorsmithing/Weaponsmithing cloudkill, geas/quest, limited wish, polymorph any object 80000gp 5600xp

16 Ruby Golem (MC 53) DC15 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby limited wish, move earth, polymorph any object, stone shape 57000gp 1500xp

16 Runic Guardian (MM2 182) DC20 Profession(engineer)/Sculpting AND DC15 Metalworking “limited wish, discern location, shield, shield other” 200000gp The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical. I didn’t write an xp cost, but some of the other constructs follow the formula of cost*1/25.

16 Slaughterstone Eviscerator (MM3 160) DC20 Sculpting/Stonemasonry Creator must supply 4 large +2 adamantine greatswords keen edge, geas/quest, haste, stoneskin 67500gp 4800xp

16 Stained Glass Golem (MM2 116) DC25 Glassmaking Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object 10000gp 200xp

16 Wicker Man (FF 188) DC15 Alchemy AND DC17 Woodworking Creator must be able to cast divine spells entangle, liveoak, protection from energy 70000gp 2800xp

17 Emerald Golem (MC 53) DC15 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby dimensional anchor, polymorph any object, stone shape, teleportation circle 62000gp 1500xp

17 Prismatic Golem (MM3 71) DC22 Sculpting AND DC22 Knowledge (the planes) Creator must be good greater planar binding, polymorph any object, prismatic sphere, wish 150000gp 8000xp

17 Shadesteel Golem (MM3 72) DC30 Armorsmithing energy drain, geas/quest, limited wish, polymorph any object, shades 70000gp 4800xp

18 Juggernaut (MM2 132) DC18 Sculpting/Profession (mason) Creator must be able to cast arcane spells bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web 70000gp 2000xp

18 Nimblewright (MM2 162) DC16 Sculpting/Profession (mason) Creator must be able to cast arcane spells geas/quest, haste, limited wish, polymorph any object 35000gp 1600xp

18 Slaughterstone Behemoth (MM3 159) DC25 Sculpting/Stonemasonry geas/quest, sound burst, stoneskin 90000gp 6400xp

19 Grisgol (MM3 76) DC25 Bookbinding Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns. See description for extra costs. control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc. 110000gp 8000xp

20 Blackstone Gigant (FF 21) DC25 Sculpting/Stonemasonry Creator must be able to cast divine spells animate objects, flesh to stone, geas/quest, miracle 200000gp, 8000xp


Arms and equipment guide I feel this deserves special mention since you can get the following feats for free basically on an intelligent item or using the item familiar bonus powers.

Improved initiative, sunder, expertise, blind-fight, combat reflexes+10,000 each Uncanny dodge as a 5th lvl barbarian, find traps at will +10,000 gp each Detect Secret doors at will +1,800 gp Detect Magic at will +1,800 gp Evasion +25,000 gp Wielder does not need to sleep +5,000 gp Wielder does not need to breathe +7,500 gp

The other abilities are maybe's at best.

Artificer adviceEdit

This section will address various stages of your artificer. I personally prefer more versatile artificers so my viewpoints might be a little skewed to that. This is a thread mainly dedicated to flesh out my tips and tricks section of the artificer. Here's an excerpt, and I was hoping more people could add on.

Stat spread I consider Int to be the only stat to really worry about. With more infusion casts, and extra skill points, etc. You're best off maxing int I feel than any other stat. Plus more later in the low level section, it'll help for crafting normal stuff.

Like any caster, the artificer benefits from being middle-aged or more. As far as I can tell, a warforged artificer can theoretically get the middle-age bonus, and the bonuses thereafter, but not accrue addtional physical penalties. (but since warforged are so recent, there's no rules for it and will generally be disallowed by most DMs in Eberron.)

Low levels 1 to 5: Since these levels tend to fly by, and your crafting magical options are somewhat limited, consider dipping into the various normal craft skills. Alchemy is an obvious choice, but equipping all your party members with masterwork weapons is good too (weapon smithing/bowmaking). In fact, if you go so far as to sink in 1 point in each of the various craft skills, as well as using all the time before your character enters the scene, you maybe able to convince your DM to have basically 1/3 price on all your items. When scrolls are pricey at these levels at 12.5 gp+ a pop, its nice to have every little bit saved for the items mentioned above and making items like backpacks, or whatever else cheaply does add up.

Use skill enhancement infusion with use magic device. Alternatively, for a shorter duration use, you can use wieldskill scroll (Magic of Faerun) to get a +10 on your skill checks for 1 minute.

Personal weapon augmentation (with bane or shocking) infusion is great, but so is spell storing infusion. The xp cost should only be 6 xp or less depending on what spell you're using, but suddenly popping out a summon or whatever else, can be very handy.

I used to shy away from the gold cost ones, mainly because their duration is too short at these levels, and encounters end before you can put them to good use. Then again, for a lower charisma artificer which I recommend, saving gold by not making scrolls makes it easier to cast lesser armor infusion and such on others, which can lead to tactics like having your barbarian rush in and blind your enemies, and not subject to UMD checks.

That said, remember you can still cast magic vestment on others as well as the various stat buffs which frees up the rest of the party to do other things. Also of note, magic vestment tends to be more handy on your high AC players, simply because reducing a wizard's chance to be hit from 50% to 40% isn't nearly as good as reducing your tank's chance to be hit from 20% to 10%.

Depending on how many skill points you have and if you're the trap monkey, you may want to invest enough to create masterwork thief tools as well.

At 2nd, you may want to consider getting a war-trained riding dog to act as a fighter type. Ideally you'd want to buff your fighters first, but this combatant has a nice trip attack like the wolf does and can carry some of the gear and loot you may acquire. Plus you can handle the animal as a move action, thus using your standard to keep firing your bow, and on subsequent rounds, it'll be fine as the dog keeps attacking and you keep loading (move action) and shooting (standard).

3rd lvl, consider crafting a vest or cloak of resistance, saves are already kinda poor for the artificer, and it can be upgraded as needed. Alternatively, start a UMD +skill item, usually +2 or +3 is all you can afford at this point.

If allowed take the Item familiar feat (explained more below).

4th lvl is usually extroardinary artisan, every gold piece counts. You may want to craft homunculus right now (especially a dedicated wright and a messenger for scouting) but you rarely have the spare gold or experience so it can wait til 6th. Not to mention, constructs are not adjusted for price according to RAW.

At 5th lvl, you'd probably want to use a metamagic item infusion + spell storing infusion + persistent feat to get 1 spell persistent on you for a little xp. This applies to later levels, but somethings you may use constantly may not be so fun wasting xp everyday and better used as an eternal wand.

Of particular note, an alter self + asabi (Monsters of Faerun) gives you +2 natural AC, 50 speed, and 20 ft burrowing. Probably one of the best alter self shapes, short of being a warforged and using the charger form to be a brutal melee combatant (but most artificers can't afford to place so much in str/con).

At 5th, I recommend crafting the caster's shield (and maybe a heavy shield version instead) to get +2 to +3 AC all the time, and 1/4 price scroll use up to 3rd lvl. I.e. 6.25 gp and 1 xp for a lvl 1 spell. This serves you well for using metamagic spell completion at 11th as well.

Mid levels 6 to 10: At 6th I recommend taking the Item familiar feat from Unearthed Arcana, but since most DMs dont allow it, consider taking more metamagic feats, especially quicken at this point for extra wandage in anticipation of 7th lvl and metamagic spell trigger. A good houserule to maybe convince your DM is to be able to only use the item familiar XP bonus as another craft reserve so it won't level you up but will allow you to spend xp to get better items as well as the skill bonus.

By now you should've built a dedicated wright, unless your DM allows crafting between adventures with ample time, and are setting them to work.

Add in a bag of holding or other similar item with the wright inside. Having your little guy working on items all day in an extradimensional space is just handy. Not to mention, it solves a lot of problems with having to return to town to get your item.

6th level: Start making wands, they're cheaper per charge than scrolls for many spells. Also note that eternal wands come out cheaper, and last forever in the case of persistent spell feat + metamagic item infusion.

Also by 8th lvl, you've probably bumped your int up to 18, if not more, which helps for more bonus infusions.

At 8th you've reached the max of your spell storing. Consider some of the paladin and ranger spells that only go up to 4th, and see yourself wield a holy weapon, through the 4th lvl paladin spell.

Partying tricks- Making your artificer more group friendly Consider having everyone in your party get use magic device to use persistent spell with metamagic spell trigger or other buffs. Another way for at least clerics is to use the wieldskill spell (MoF). This basically let's them have +5 UMD, or with the expanded skill feat to get UMD, they could have a +10 check.

Having a cleric or wizard or any caster on hand to cast spells alleviates any need for the UMD check when crafting items.


To the DMs... artificer seemingly overpowerd That is actually not the case, as having playtested it, it's certainly not overpowered until you start adding in too many persistent spells or giving unlimited time to craft as well as gold resource. Not to mention extremely fun to be a skill monkey as well as semi-caster. There's other factors that make artificer seem overpowered, but like the druid or cleric, the seemingly overpowered aspect is purely from a number point of view. Artificers can't be or do everything at once, and it only leads to versatility at best.

Either way, here's some houserules to apply. (Before choosing any of these below, please remember the above, if you can control the gold influx and craft time well in your campaigns, most of these should be a non-issue. Most PCs can't spend months trying to craft items or whatever else.)

1. Metamagic item infusion, and using higher lvl spell slots to cast it more often along with metmagic spell trigger with near infinite amount of feats applied to one spell. (i.e. the blasting combos.)

Solutions -Limit one from each category. (i.e. I can empower with metamagic item infusion and maximize with spell trigger, but can't tack on any more feats). -Limit it up to the spellcaster of the same level. For example, a lvl 5 artificer can empower a 1st lvl spell (i.e. 3rd lvl). This should apply later to a lvl 17 artificer being able to quicken a lvl 5 spell for example. -Limit metamagic item infusion to only be cast in the 3rd lvl slot. -Limit choices for metamagic feats. I.e. the major game breaker for most DMs is persistent. After getting rid of that most artificers are quite enjoyable I feel. -Realize that the PC just spent about all his charges from his wand to do a trick like that, and he'll eventually run out of gold.

2. Persistent can certainly be a problem as the feat itself is broken. But here's a few reasonable solutions without the complete removal of it.

Solutions: -Limit it to the spellcaster lvl as above. At minimum you need to be a lvl 13 artificer then, and can only ever do up to 3rd lvl spells. -Max of X persistent spells. Usually 2 or 3, though this breaks down a little with shapechange being so desirable. -Duration increased by 2 or 3 steps only. For example, a 1rd/lvl spell increases to 1 minute, then 10 minutes per lvl spell. Thus a 10 min/lvl spell goes to 1 hr/lvl then persistent (24 hrs). This is a nice way to keep things like divine favor persitent out of the way, but give more useful utility spells to the artificer.

3. Quicken + dual wands makes for 3 spells a round which is broken. Since the PC probably used quite a few charges to do this at a very inefficient rate, most of the problem is the fact they can replenish the wands they used easily. Not to mention, using dual wand as a full round action just means you get to fire a quicken spell off at best when you need it.


Archetype Examples

The Artificer is a very flexible, very versatile class, once you get used to it’s idiosyncrasies. And while the number of things you can do with it are nearly endless, most of them fall into certain broad categories. These categories are not exclusive, any generic Artificer is actually likely to mimic the general feel of each type at once point or another during the game, but the builds take these general inclinations and take them to the extreme, basing the entire character around that one aspect. This doesn’t mean that a Blastificer can’t also be a Buffificer, they can do so quite easily if they so choose, but instead it is the overall way in which the character works that makes them classify as one or another type. The guide as a whole covers primarily what is known as the generic Artificer, one that tries to keep as many different options available to him as possible, much like a Wizard who does not Specialize wants to keep all of his options open. The following builds, while not as firmly restricted as a specialized Wizard follow the same basic idea, they give up versatility for increased power and ability in their chose area.

1. Blastificer One of, if not the earliest of builds to surface on the boards after the Artificer’s introduction, the Blastificer is a hardcore wand (and later staff) user that focuses in one thing, and one thing only, pouring out massive damage per round from their wands. The primary ability for the Blastificer is the Metamagic Spell Trigger ability, which allows them to add known metamagic abilities to any wand at the cost of burning more charges for that added power. Early in the lifecycle of Eberron, there was some confusion on whether or not a Blastificer could add multiple metamagics to a single trigger or not, as the wording is vague. If you could, it meant that the Blastificer could load massive amounts of metamagic damage enhancers (such as Empower, Maximize, Chain, Repeat, Energy Admixture, Twin, etc) to a single shot, allowing it to do hundreds of points of damage in one blow (some builds have been known to do over a thousand points of damage per hit this way). The primary drawback to this though was that it was incredibly expensive. Each spell level increase from metamagic uses an extra charge from the wand upon activation, which means while it was possible to stack so many triggers onto the wand that it’s effective spell level was well over 9, it had a bad habit of completely draining the charges from a wand after only a small handful of charges. This guide won’t go into the details of all of this, but it was once calculated on the boards that one particularly powerful Blastificer all out attack was actually costing the character (in terms of charges spent) a whopping 30,000 gold per shot.

It has since been officially clarified that the intent of Metamagic Spell Trigger was to only allow a single metamagic per trigger, which drastically curtails much of the abusiveness of this build, but the wording of the ability itself is still vague and could be taken either way. Even with this restriction, the build is still usably strong, while still having ways to get around the trigger limitation. The best way for this is the Metamagic Item infusion, which allows you to temporarily grant any spell trigger item a metamagic ability, without it using more charges. You then proceed to use your Metamagic Trigger ability to add another metamagic to the same item, letting you get two metamagics on a single item, plus whatever metamagic may already be in said item. While most generic Artificers will be minor Blastificers due to their reliance on wands for the bulk of their damage at later levels, they generally will not invest the feats necessary to make the most of this ability. As a full fledged Blastificer, you will.

[indent]a. Recommended Ability Scores The Blastificer differs from the generic Artificer in their stat needs only slightly. In truth, the Blastificer can use the default recommended stats with little problem, although you may desire to increase both Dexterity and Charisma for this build. Almost exclusive reliance on ranged attacks means that you will need to be able to hit your targets at range, which will mean a good Dexterity score. A higher Charisma will give you a higher UMD check, which will mean you are more likely to activate your wands in a tight spot. To make room for these points, you can get away with reducing your Intelligence score, as you are less likely to be as heavy into crafting as the default Artificer, although you may feel a bit of a pinch from the reduced number of bonus infusions. If necessary, you can also lower your Strength a bit, since you will not be wearing very heavy armor nor making much use of melee weapons, just don’t let it fall so low that encumbrance becomes an issue.

b. Recommended Feats Point Blank Shot and Precise Shot: Attack wands come in two flavors, area attacks, and ranged touch attacks. With ranged touch attack wands (such as rays and energy missiles), you will have to contend with firing into melee the majority of the time, which means you will suffer penalties. These feats remove those penalties, allowing you to hit more often.

Sculpt Spell: In addition to ranged touch attacks, you will use a great deal of area attacks, such as Fireball. Normally, the use of these wands will be restricted by the battlefield, positions of the enemy, and the positions of your friends. A tightly packed group of enemies is ideal for a Fireball, but not when your party members are going toe to toe with them in melee, putting them in the area of effect as well. To overcome this limitation and bring your full arsenal to bear, Sculpt Spell will let you tailor your area attacks to hit only the combat squares you want it to, meaning your fireballs can become meandering snakes of flame that twist in and out to incinerate your enemies, while leaving your friends unharmed.

Empower Spell, Maximize Spell, Quicken Spell, Energy Substitution, Energy Admixture: These are your primary sources of power and flexibility as a Blastificer. Empower and Maximize allow you to get more raw damage per round out of your wands, while Energy Substitution gives you a good deal of flexibility. Pick an uncommon energy type for your substitution, and should the opponent you face be resistant or even immune to the energy type of your wand, you can change it for free to something they are far less likely to resist (for example, if you primarly use fire based wands, like Fireball and Scorching Ray, take Energy Substitution (Cold) to throw those fire based creatures for a loop). Energy Admixture has the same benefits of Energy Substitution (and has Substitution for a prereq), but also allows you to add on extra damage of another type, letting you hit for two kinds of damage in one attack, giving you the best of both worlds, extra flexibility and extra damage in a single trigger. With the restriction on the number of metamagics per trigger, the value of Admixture has risen greatly. The most powerful of the metamagic feats for the Blastificer however is Quicken Spell, which officially allows you to reduce the time it takes to activate the wand to a swift action. You can only do this once per round, but it will let you double your damage output by simply allowing you to fire your wand twice as many times per round.

Skill Focus (Use Magic Device): You will rely exclusively upon your wands as your primary source of damage, which means that you will be relying a great deal on your UMD checks to activate those wands. Ask any Wizard or Sorcerer player that wears armor with ASF, and they can tell you that you will always lose your spell when you need it most, and the same usually applies to Blastificers. Until your UMD check is so high that you can pass the check even on a natural 1, you will always run the risk of failing the roll, which means you will lose an entire round of combat in the process. Skill Focus will up your chances of success by 15%, making it much more likely that you will be able to reliably hit your target. Even at higher levels, you will be able to get some use out of this feat when crafting high powered staves, although the odds are that it will have ceased to be a useful combat feat somewhere around level 12 (where you will likely have that total +19 to UMD).

Wand Surge: A key ability for the Blastificer, especially at later levels when you are using particularly expensive wands. The ability to use an Action Point in place of a charge could equate to hundreds or even thousands of gold saved per use. And since you will not be burning through AP to quicken a Bane infusion like the weapon based Artificers, you should have plenty to spare.

c. Recommended Gear Obviously, a Blastificer will need a great deal of wands, particularly attack oriented wands. Magic Missile is an ideal attack wand at lower levels, along with Scorching Ray. At higher levels, look into investing in a Wand of Acid Orb (or any of the Elemental Orb spells). These provide good flexibility in their ability to split into multiple smaller orbs for taking out crowds, as well as being able to combine all of the orbs into one massive damage dealing attack. Area of Effect wands, such as Fireball and Lightning Bolt will also prove highly useful, although unless you also take the Sculpt Spell metamagic feat, you may find yourself restricted in when you can safely use these.

For armor, you should aim for no heavier than a Mithril Breastplate. Your high Dexterity coupled with your need to stay on the move to get a clear shot means you cannot afford to be weighed down by any armor that reduces your movement rate. At lower levels, stick to Light armor, such as a chain shirt or studded leather. Unless you have taken levels in Cannith Wand Adept, you will also want the largest shield you can find to help augment your AC. Even though you will not be in the front row, few opponents are stupid enough not to realize the threat you pose after the first couple of lightning bolts, and will be sure to respond, so keep your shield handy.

For your assorted gear, look into a Bandoleer from the Faerun books, these will allow you to Quickdraw your wands without needing the feat. Otherwise, the Wand Bracer or a Bracelet of Wands are also good investments. You will have a large number of wands, and unlike the standard Artificer, you won’t need to worry about spending your first round infusing your weapon, and you will want to stay on the move, so getting your wands into action on a moment’s notice will be useful. Not enough to spend a feat on it, but useful enough to try to replicate through items. Also, since you will need mobility, look into Boots of Striding and Springing to allow you to reach almost any tactical advantageous location on the battlefield.[/indent]

2. Meleeficer The Meleeficer, much like its name implies, is an Artificer that focuses primarily on melee combat, using their infusions to augment both blade and armor alike in order to become a veritable juggernaught on the battlefield. The biggest initial hurdles to a Meleeficer is that the Artificer class in general isn’t designed as a front line combat class, and only really becomes capable of such action by use of their infusions, and generally a bit of multiclassing. Lacking both the access to Heavy Armor and Martial Weapon Proficiencies, the baseline Artificer is hampered in their efforts to enter melee. They are capable of doing so, while wearing medium armor and carrying maces, but they will be limited in their effectiveness. So, the main hurdles the Meleeficer must overcome is getting his hands on heavier armor, and better weapons. It is possible to spend feats on armor and weapon proficiencies, but this is a sub-optimal answer to the problem. Instead, the Meleeficer typically multiclasses into Fighter for four levels, getting higher hitpoints, a better fort save, a number of fighter bonus feats, and Weapon Specialization, along with the weapon and armor proficiencies almost as an afterthought.

Now that the Meleeficer has their heavy armor and their choice of weapons, a decision has to be made. On one hand, the heavy armor will give them an excellent base AC, which will allow them to forgo a shield and move up to the classic powerhouse weapons, such as a greatsword. On the other hand, the Artificer is exceptionally adept at giving himself the highest ACs around via their infusions (covered shortly), and the additional stackable AC from a shield can be the difference between your Meleeficer being simply hard to hit, and being outright unhittable. A common compromise between the two extremes of AC and damage is the Bastard Sword. The Meleeficer that dips into Fighter will have exactly enough feats for taking the Bastard Sword and Specializing in it, while retaining versatility. You can start a battle with sword and shield, and should you decide that you don’t need that extra AC, or that you do need the extra damage, you can drop the shield and go two handed with the sword.

For augmenting their capabilities, the Meleeficer relies primarily on the Magic Weapon, Personal Weapon Augmentation, and Magic Vestment infusions, with Armor Enhancement also seeing use. The proper way to use most of these should be fairly self evident. Magic Vestment both grant straight plus values to armor, and shields, and forms the core of your defenses, while Magic Weapon grants a similar bonus to your weapons, and Personal Weapon Augmentation brings the omnipresent Bane enhancement to the table. As may have already been guessed, the Meleeficer takes multiple rounds to fully “power up”, as well as multiple action points to speed those infusions along. Armor and shield must each be buffed, Bane must be infused, and possibly buffing the base plusses on the weapon as well. However, in most standard combats, only the Bane infusion is really used, due to the limited amount of time available to prepare for most combats. When capable of fully powering up though, a Meleeficer quickly becomes capable of tearing through opponents with ease that would stop even a full fledged fighter dead in their tracks.

[indent]a. Recommended Ability Scores The Meleeficer is almost the exact opposite from the generic Artificer where ability scores are concerned. The Meleeficer relies on having a high Strength and at least middling Constitution scores in order to survive on the front lines, while Dexterity needs be no higher than a 12 (due to the +1 dex modifier limit on Full Plate). Charisma can also be lowered, due to the lack of “on the spot” UMD checks they will need to make. The bulk of this build’s prowess comes from well enchanted weapons and armor backed up by strong infusions. It is relatively rare that a Meleeficer will ever need to worry about activating a wand in the middle of combat, and outside of combat he can simply keep rolling his checks until the wand activates. The same goes for item creation, the number of days to craft even rudimentary magical arms and armor are high enough to give them multiple checks, meaning an extra measly +1 or +2 they would normally gain from high Charisma are not really an issue. Intelligence you may wish to keep high, both for the skillpoints to craft your own equipment with, and for the bonus infusions per day it grants you.

b. Recommended Feats Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword): You gain the greatest degree of flexibility in terms of AC and Damage by picking up the Bastard Sword as a one handed weapon, and Weapon Focus/Specialization are a default choice for every Fighter for a reason, they work. As with the Fighter, the name of the Meleeficer’s game is maximum damage in minimum time, and higher attack bonuses and greater damage output is the way to accomplish that goal.

Power Attack and Cleave: Another staple pair of the melee based Fighter that serves the Meleeficer well. It is best to pick these feats up only if you select a weapon that can be used two handed (such as the bastard sword, or a greatsword), so that you can get maximum effect from your Power Attacks and follow up Cleaves. Remember that with a Bane weapon you are getting an effective +2 to your hit and damage, meaning you can routinely Power Attack for 2 points (assuming you have a BAB of +2 or higher) without taking any penalties (as the bonus to hit from Bane will cancel them out). With a two handed weapon, this lets you turn out +6 damage per swing at your normal BAB, and still add another +2d6 on top of that.

Attune Magic Weapon: Getting a free +1 equivalent from any magic item you use is nothing to scoff at, although you can only really use this on a naturally magical weapon (meaning you typically can’t use a Magic Weapon infusion to get the extra bonus), but as an Artificer first, and a Meleeficer second, you should have no problems crafting any magic weapon you want or need, so this should not be a problem. That’s an extra +1 to attack and damage, or another point of fuel for Power Attack.

Improved Toughness: While the Toughness feat is going to be worthless for virtually any character above second level or so, the Improved Toughness feat is quite useful. +1 hp per level is extremely useful for any Meleeficer, as it means you will have hitpoints that rival that of a straight up Fighter. A +1 to any die roll is the equivolent, mathematically, as increasing the size of the die one step. Hence, Improved Toughness would give the Artificer 1d6+1 hp per level, which has the same average total as a d8 hitdice. Your Fighter hitdice would also increase from a d10 to the equivolent of a d12. On the front lines, every hitpoint counts, and Improved Toughness delivers.

Other than this, look for feats with the same eye you would use when playing a Fighter.

c. Recommended Gear Heavy armor, preferably Full Plate, a high damage weapon, and a large shield form the base of your equipment needs. Keep a Fighter-like mindset when it comes to picking out enhancements, and there should be little trouble here. For example, a non-Warforged Meleeficer would do well with Light Fortification, while adding Silent Moves will help keep you from being too obvious while walking about. If you desire to be more descrete about your intentions, consider adding Glamored to your Silent Moves Full Plate, letting it look like you are wearing weaker armor while the Silent Moves prevents you from sounding like a walking tin can, which would quickly give your ruse away.

In addition, look into anything that will let you use Tensor’s Transformation, Divine Might, or other across the board combat buffs. They are more efficient than trying to buff yourself one stat at a time, while your pure hack ‘n slash combat style means you will find little drawback in Tensor’s Transformation. For a bit of humor, you could always craft a magical Bastard Sword of Tensor’s Transformation that activates on the command phrase “By the power of Greyskull!”[/indent]

3. Buffificer With essentially universal access to wands and scrolls of every type, the Artificer is in a unique position to be able to provide support services and buffing spells for their party, and for themselves. From casting Mass Haste on the party before combat, to buffing each character individually, the Buffificer is the ultimate support character. They do not focus their efforts on directly attacking the enemy, but instead focus on making the party as a whole more capable of fighting, by increasing their physical and mental abilities, to making them more resistant to damage, to providing magical support in the form of items and spells as needed.

The Buffificer is one of the lesser (if not least) played builds, simply because so few players enjoy playing a support character (you can reference the constant power ramping in the Cleric for evidence of this). PC Buffificers are very frequently Buffificers second, and one of the other builds as a primary. The Hordeficer is almost always a secondary Buffificer, as they use their abilities to buff their hordes, instead of their normal team mates. Instead, it is far more common to see the Buffificer as a cohort, or NPC assisting the main villain. In this roll, the player gets to keep their primary character as an attack oriented action class, while getting the benefit of having someone always being ready to buff you as needed.

The strategy behind playing a Buffificer (or playing one as a cohort) is fairly simple and straight forward. Buff the party, or it’s members before battle using wands and scrolls containing spells such as Bull’s Strength, Fox’s Cunning, Cat’s Grace, etc. At higher levels, look into spells such as Divine Might, and the Mass versions of the normal buff spells so that you can buff the entire team in one casting. The idea is that you are a secondary character, who is there to make the primary characters as competent as possible, serving much the same role as the Bard that uses Inspire Courage for his party every fight. While you are always capable of defending yourself, you only really enter combat directly when there are no further useful buffs you could be casting on the party, and they are doing well enough in the fight to not need other forms of support (such as healing). Then, your combat techniques will be essentially the same as a generic Artificer, infuse Bane into your crossbow or other ranged weapon, and pick enemies off until one of your team members needs help.

While not an action packed, exciting build (which is why it seldom sees play as a primary PC), the assistance to the rest of the party can easily turn a tough fight into an easy win. [indent] a. Recommended Ability Scores The Buffificer can use the generic Artificer ability scores without modification.

b. Recommended Feats Reach Spell: Reprinted in Complete Divine, this feat turns any touch ranged spell into a ray, allowing you to administer your buffs from the sidelines without directly endangering yourself. The party is counting on you to keep them at their best, and you are no use to them if you run into combat only to get yourself killed, especially if it was your support that made the fights winnable in the first place.

Etch Schema: With the number of times you will be using the buffing spells, the ability to simply make a Minor Schema containing them will take a lot of burden off of you, and your resources. Craft a few Schema for Mass versions of buffing spells so that in an emergency, you are always prepared to raise the party’s defenses quickly and efficiently.

c. Recommended Gear You will not be in a great deal of actual combat, preferring to stay on the sidelines as much as possible. When you do start attacking, it will often be with your crossbow or other ranged weapon, meaning that you share some of the same armor and gear needs as the Archerficer (see below). In general, stick to Light armor at the lower levels, and aim for a Mithril Breastplate at the first opportunity. Anything that lowers your movement rate reduces your capacity to get within range to buff your team mates, and thus lowers your ability to do your job. Look for items that increase your movement and mobility, such as Boots of Striding and Springing to allow you to keep a safe distance between yourself and the opponents. You may also be interested in investing in items like the Ring of Invisibility, as casting buffing spells does not qualify as an attack, even the lesser ring will allow you to remove yourself from harm’s way without leaving the battlefield.[/indent]

4. Archerficer The Archerficer is essentially the ranged weapon equivolent to the Meleeficer, and the two share several factors in common while remaining substantially different. At the most basic level, the Archerficer shares the Meleeficer’s need to get maximum damage out of every round’s worth of attacks. They also share the Meleeficer’s need for a high base attack bonus and weapon proficiencies, although they are less dependant on hitpoints and armor. And unlike the Meleeficer, the Archerficer build can be successfully done without multiclassing, although there is more to be gained by doing so. Of primary concern for the Archerficer is being able to gain proficiency in a powerful ranged weapon, which typically equates to the longbow. While there are items that allow the generic Artificer to gain this proficiency, and hence negate the need to multiclass or spend a feat on it, the Archerficer gains more through multiclassing than it loses. Like the Meleeficer, you gain access to Weapon Focus and Weapon Specialization with your bow through bonus feats, as well as giving you a spare feat to spend as you see fit.

Unlike the Meleeficer however, the Archerficer cannot afford to be slowed down by heavy armor and weapons. Much like the Blastificer, the ability to move freely around the battlefield in order to set up a clean shot is paramount. Which weapon infusions are placed into also becomes a concern. Always remember that while infusing properties into the bow will usually transfer those abilities to the arrows, only arrows themselves are capable of bypassing damage reduction. Place your Bane infusion on the bow, while saving Magic Weapon infusions for the arrows themselves. The ability to affect an entire quiver as a single “weapon” when using these sorts of abilities means that you will save a great deal of gold by carrying primarily mundane (but masterwork) arrows, and then using Magic Weapon to give them all straight plusses in order to bypass DR X/magic.

[indent] a. Recommended Ability Scores Much like the Meleeficer, the Archerficer can afford to lower their Charisma, as they will not be required to make the near constant UMD checks of other Artificer builds. Keep Dexterity as your highest stat, and while Strength is not absolutely vital to the build, a high strength combined with a composite bow will go a long ways to increasing your overall damage output. Never let Strength go negative, however, as those negatives will apply to your damage rolls. Constitution does not have to be nearly as high as the Meleeficer, but more in range with the generic Artificer. Intelligence is not strictly needed, but like the Meleeficer, you may feel the pinch from losing out on bonus infusions per day.

b. Recommended Feats Weapon Focus (Longbow) & Weapon Specialization (Longbow): Without the ability to Power Attack with a ranged weapon, every point of damage you can eek out of your bow is important. As with any weapons based character, Weapon Specialization is a must.

Point Blank Shot and Precise Shot: Much like Weapon Focus and Weapon Specialization, these feats are the basis for almost every archer build, regardless of class, although you will not likely get much use out of Point Blank Shot if played properly, as you will rarely be within 30 feet of your target. However, as the prereq to all of the other archery feats, it is required.

Attune Weapon: Although it is not the intended use of the feat, the wording for Attune Weapon only says that you must have had the “item” in your possession for 24 hours, and that it gives an extra +1 when using a magic item. Nowhere does it actually say that the item has to be +1 that entire time, meaning you can, technically, keep a quiver with you for 24 hours, and then use Magic Weapon to make them +1, and your Attune Weapon feat will kick in for an additional +1. However, many DMs will likely houserule that the weapon must be +1 the entire 24 hours, which will shut this trick down cold. It still remains valuable for actual magic arrows you craft, and for your bow, for the same reason it is useful for the Meleeficer.

Other than these, select feats as you would for any other archery based character. The number of archery feats and how they interact with each other is too large of a subject for this guide to cover, and would make for a useful guide in it’s own right.

c. Recommended Gear For armor, you should stick to Light Armor at lower levels, eventually aiming for a Mithril Breastplate. Your AC isn’t as important to you as some, and the lack of obvious flashy spells offers you some extra measure of protection over the Blastificer, but you should still try to carry a Buckler, just in case someone does manage to close in on you. For weapons, a longbow is the most efficient damage dealing ranged weapon you will likely find, although if you will want it to be composite or not will depend on your strength. Be aware that if you do use a compound bow, you will take penalties should your Strength be less than what the bow was built for. Generally, this means that if you do use a composite bow, you should get one rated for your unenhanced strength score. You could get one that is rated higher, to take advantage of strength buffs, but then you would only be able to use it effectively when you aren’t buffed. Bracers of Archery, lesser or greater are also required equipment. For the straight Artificer Archerficer, this gives you the proficiency you need. For the multiclassed Archerficer, the bonuses to attack and damage are a welcome extra.

A Quiver of Anurial to hold your bow and arrows is good, while on a more mundane level, you should carry as many different types of arrows as possible. Cold Iron, Silvered, and all the rest. Unlike most other characters, you can easily carry around weapons of every type to bypass every kind of damage reduction because of the fact that it is the arrows that count for overcoming DR, and arrows on an individual level are cheap. Top things off with Boots of Striding and Springing, or possibly an item that grants flight (such as Wings or Boots of Flying) to allow you to reach any tactically advantageous spot on the battlefield, and your enemies will fight in the shade.[/indent]

5. Hordeficer The Hordeficer (sometimes called a Golemficer) is a lesser known, lesser used build primarily due to the costs and risks associated with it. As with the other builds, the basic premise of the Hordeficer is simple and straight forward. You build a pack of Iron Defenders, possibly Persistant Harriers and/or Arbalesters, and one or two large golems, and use this miniature construct army to fight for you. Anyone who has played the game Diablo II will recognize this build as being essentially the same as the Necromancer and his undead army, complete with golem, and will immediantly know the most effective way to play it.

For those who are not familiar with this game, the general tactics are as follows. First, build several front line melee homunculi, namely Iron Defenders. At the low levels, this will likely be all that you can afford, so you will need to actively participate in battles, allowing your defenders to soften the opponents up as you take opportunistic shots with your crossbow, preferably in conjunction with a Bane infusion. By early-mid to mid levels, you should have several Iron Defenders, and likely an Arbalester or two to provide ranged support. Keep everyone’s hitdice as high as you can afford, and use the Improved Homunculus feat to give them added abilities to improve their durability and damage dealing capability. Hitpoint and Strength boosters for the Iron Defenders are always good choices, while giving them each Sneak Attack will allow them to use each other as flanking buddies to quickly rip almost any normal opponent to shreds within rounds. For your Arbalesters, increase their attacks with the Weapon Ability function, and possibly giving them the ability to fly so that they can stay out of harm’s way. As soon as you are a high enough level to take Craft Construct, and can afford to build a Shield Guardian, do so. Use the Shield Guardian as the primary offensive power when possible, with your horde of homunculi to assist him and provide backup. In tougher fights where it appears that your homunculi are threatened, allow the Shield Guardian to boost their AC with his ability. When available, upgrade the Shield Guardian to a Runic Guardian for even greater power. By the time you have your horde built up, you should no longer focus on trying to hurt opponents directly with your abilities (aka, no more burning AP for Bane), but instead keeping your constructs buffed and healed so that they can do their job.

As mentioned before, the main downsides of this type of this kind of Artificer are money, and vulnerability. The money aspect is obvious, having to constantly keep your homunculi with high hitdice will be expensive, as is crafting the golems you will use, which will typically mean that your own equipment suffers. However, a successful Hordeficer does not require strong weapons or sturdy armor, his horde is all the power and defense he needs. The other drawback, and the most dangerous one of all, is that having a homunculi die deals 2d10 damage to it’s master. Normally, an Artificer wouldn’t be expected to have more than one, maybe two homunculi in harm’s way at any given time, meaning their destruction, while painful, is rarely life threatening. The Hordeficer, however, could have as many as a dozen homunculi in any given fight at higher levels, meaning he stands to take truly massive damage should the enemy get in a lucky Fireball that takes half of his pack out in one hit.

While there is little to do to get around the money crunch, there are some things you can do to ease the burden on your wallet. Extraordinary Artisan will lower the cost of crafting (and this includes adding hitdice to) your homunculi, and you can reap more savings by being strategic about which homunculi gets full hitdice, and which do not. Your Iron Defenders need high hitdice, as they are on the front line, but an Arbalester will be safely behind the defenders, meaning you can afford to skimp on their hitdice. The vulnerability issue can also be addressed. You have a telepathic link to your homunculi which should allow you to assess their general condition quite easily (as in, you will know when they are low on hitpoints), and will be able to mentally command those units to fall back, out of harm’s way. You can also protect them from area of effect spells by giving them energy resistances or immunities to the most common area of effect damage types (fire, cold, and electricity), thereby reducing the chance that an opponent could take down a large portion of them with a single attack, giving you time to use a healing wand on yourself to recover from the damage you take from losing one or two of your horde. Also consider building a Packmate or two, and loading them up with potions/oils of Repaire X Damage. That way, when one of the horde is seriously injured, it can fall back, have the packmate administer the repair potion, and then return to combat without you having to lift a finger.

[indent]a. Recommended Ability Scores The Hordeficer can use the default Artificer stats with no changes.

b. Recommended Feats Improved Homunculi: This feat is key to building a successful horde of battle ready homunculi. As you will naturally be keeping the hitdice of most of your homunculi at or near maximum in order to make sure they remain viable, you will have multiple slots open for special abilities granted by this feat. Increased hitpoints, weapon ability, sneak attacks, and increased strength are all very good choices, as is flight. Spell Storing is one that you may think you can overlook, but this is ideal for being able to store the spells in your horde to make them resistant or immune to different energy types. The charge lasts all day, so you can load everyone up with energy resistances to the most likely threat (or give different ones different resistances), and then let them activate the spell when needed. Repair X Damage as a stored spell works quite nicely as well, allowing the homunculi to heal itself without your intervention. Probably the most efficient use for this, however, is going to be to let them store their own buff spells, like Bull’s Strength, so that in a single round your entire horde can power up, without you needing to individually buff them.

Craft Construct: Another important feat, although not quite on the same level of Improved Homunculi. Your horde is impressive enough with only your homunculi, but it becomes downright awe inspiring when it is lead by a massive Shield/Runic Guardian or Iron Golem, and much more capable of dealing with even the most potent of threats. It will also give you the option of making lower powered constructs to take the place of the Shield Guardian at lower levels, namely Effigies.

Reach Spell: I’m not entirely sure if this feat has been reprinted in 3.5 yet or not, but it’s original printing can be found in Defenders of the Faith. This metamagic feat allows you to turn any touch ranged spell into a ray. Considering how many buff and repair spells have a range of touch, this will allow you to perform these vital functions at range, keeping yourself well outside of the combat zone, and thus out of immediant danger.

Etch Schema: A Hordeficer will be using the same infusions over, and over, and over again, to the point he will likely drain his infusions per day before he has fully buffed out his entire horde, especially if he has to go full out more than once per day. Minor Schema act much like a scroll form of Eternal Wands. With Etch Schema, you will be able to make one schema for each member of your horde to hold things like energy resistance spells, repair spells, general buffs, or whatever else you need.

c. Recommended Gear The Hordeficer has the most minimalistic needs of any Artificer build, primarily because of their reliance on their horde to provide combat prowess and defensive abilities, but also because the bulk of their character wealth should be going into their hordes in order to keep up their hitdice. What gear you do keep your yourself should still be used primarily for your constructs, such as eternal wands and schema for your daily effects, buffing and repair wands and potions. However, if you find yourself with extra wealth to spend, look into stealth related items. A ring of invisibility will be incredibly valuable. Being invisible would allow you to remain on the battlefield, relatively safe from harm, while giving you a clear vantage point to direct combat from. And since you are not the one attacking, even the lesser ring serves you well. Failing that, Elvenkind gear to allow you to hide the old fashioned way will do. The idea is to remove yourself as a target entirely, while still letting you see whats going on. While you could rely on your telepathic link to your homunculi to try and fight through, there is no substitute for actually being able to see whats going on.


NotesEdit

The ability to grant any weapon you hold a temporary +1 equivalent enchantment may not sound like much from a cursory glance. That is generally enough to only get you +1d6 damage of various forms of energy, like fire or cold. However, it becomes boarderline broken (in the overpowered sense) when you realize that Bane is a +1 equivalent enchantment. Normally, the fact that you are normally so severely restricted in how often you will fight an opponent of a given type, Bane was given a low value. For an Artificer using it as an Infusion, they are capable of giving any weapon they wield an extra +2 (that stacks with everything) as well as an additional +2d6 damage on top of that, and since it can be done on the fly, the Artificer is capable of making a Bane weapon that affects anything they happen to be fighting at the time. That’s the equivalent of a +2 greatsword hit, on top of whatever other weapon you happen to be using at the time. Available at level 1, there are very few “appropriate” challenges that can stand up to that kind of firepower. The downside, you will almost always have to spend an action point at the start of combat to get this kind of power, and you have fewer action points than you will have encounters per level, meaning that if you routinely spam this infusion, odds are you won’t have it later on when you really need it.

This is perhaps the single most overlooked and under appreciated ability in the class, but is also the most flavorful and the most useful. The ECS presents the Spell Storing Infusion in a less than optimal light, making it sound like you are simply making a temporary wand, and that has a habit of restricting how people think about the infusion. Instead, come at it from another angle, it allows you to have any spell in the game literally at your fingertips that blends perfectly into your other abilities. Being descriptive is the key. Take a locked chest that neither your Artificer nor the party Rogue can open, a major roadblock if there is something you need hidden inside. The Artificer can simply use Spell Storing Infusion to cast Knock. Mechanically, you store a charge for Knock in the chest as the object, and then activate that charge, and direct it at the chest. But flavor wise, you describe it as looking into the very essence of the lock, finding the proper strand to pull, and the lock simply popping open. If you need to convince a difficult NPC to help you, slip them a gold coin that you’ve infused with a Charm Person spell. Need to know if someone is telling the truth? Reach into your component pouch for some sand and sprinkle it around them as you infuse Zone of Truth into it. Go even further, a corpse is an object, infuse it directly with a Speak With Dead spell. They’re not dead yet? Infuse Cure Moderate Wounds into a bandage as you wrap up their injuries. Literally any spell you can imagine (within the limits of the ability, of course) is yours to cast, all you have to do is find a fun and flavorful way of describing the medium you choose to cast it through

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