The Merchant
Greetings fellow gameologists. What I am trying to do in this post is a couple of things; prove to my friends that the artificer I played last campaign was completely legit, show this community in general how much wealth an artificer can generate, and post my build for criticism and improvement. Though most magic-users can unbalance the game, the artificer may be the most extreme if played right.
First off, the rules: In min/maxing a character, I always try and take a strict interpretation so the character holds up under the tests of even the most stringent DMs. As such, this build is limited to the Forgotten Realms and non-campaign specific official content.
Secondly, as a practical matter, I am making the build ECL 10 because I want to show that an artificer can be played at lower levels and is indeed still broken at lower levels.
Thirdly, the references: outside of the SRD, I am referencing Dungeon Master's Guide II, Unearthed Arcana, Dragon Magazine 357, and Player's Guide to Faerun.
And now, the build:
Race:
Human
Levels:
Blessed of Boccob Wizard 10; alternate class feature that grants +1 free bonus caster level in item crafting (Dragon Magazine 357 p89)
Feats:
Racial Bonus: Mercantile Background (Player's Guide to Faerun)
Flaw 1: Apprentice (Craftsman) (Dungeon Master's Guide II)
Flaw 2: Favored in Guild (Arcane) (Dungeon Master's Guide II)
Wizard Bonus: Scribe Scroll
Level 1: Craft Wondrous Item
Level 3: Item Familiar (Unearthed Arcana)
Level 6: Words of Creation; grants +1 free sacred bonus caster level in item crafting (Book of Exalted Deeds)
Level 9: Magical Artisan (Player's Guide to Faerun)
Now, let's see how much wealth this build can produce.
First, let's calculate the free caster levels. Assuming these don't allow you to simply craft an item for free (based on an item with a caster level of 2 or 1) then they'll provide the greatest percentage discount on an item with a caster level of 3. For example, to buy a wondrous item that provides a use-activated Magic Missile effect at caster level 3 would cost 6,000 gp (1 x 3 x 2,000). To craft it would be half that or 3,000. An item crafter with these free caster levels however crafts the item as if it's base price were only 2,000 (1 x 1 x 2,000), costing him 1,000 in raw materials. Effectively, for any item that has a caster level 3, the item crafter gets the cost discounted down to 33% of the original.
There is one other reference outside of feats for a crafter to get discounts. Also from Dragon Magazine 357 (p56), fey cherry wood, when used in the construction of magic items, grants a 10% discount to raw materials and XP costs. Now lets add everything up together.
For Raw Materials Cost:
.5 (crafting instead of buying)
.33 (free caster levels)
.75 (Magical Artisan)
.9 (Apprentice)
.95 (Favored in Guild)
.9 (fey cherry wood)
multiplied together = 0.095225625 (So whereas most crafters pay 50% of an item's price to make it, you pay somewhere around 10%)
Now, that's the cost as a percentage of the price; let's calculate the profit as a percentage of the price: 0.904774375
XP Cost as Percentage of Price:
.04 (crafting)
.33 (free caster levels)
.75 (Magical Artisan)
.9 (fey cherry wood)
multiplied together = 0.00891 (So most crafters pay about 4% of an item's price in XP to make it, while you pay less than 1%)
Now, with an ECL of 10, I sacrifice the last level for item crafting so he's only a 9th level character. Add that XP with the bonus from Item Familiar and you have 9,900 XP to spend. You also at this point have a base character wealth of 49,000. Now you have all you need to calculate potential wealth.
(9900 / 0.00891 x 0.904774375) + 49000 = 1054304.861
You'll notice I didn't calculate the traditional penalty adventurer's incur when they sell loot. PCs normally have to sell at 50% of the market price. However, if you can solve the problem of mortality with your character (which actually isn't that hard to do; the least interesting way costs somewhere around 30k) then you can use the Mercantile Background feat as often as you want to simply remove this penalty; you buy and sell items at exactly the same price, incurring no benefit or penalty.
More specific and less applicable ways to reduce costs:
To take this character in a more specified direction, I would change his race to dwarf and take the Gold Dwarf Dweomersmith Feat or change his race to gnome and take the Maester prestige class. You'll notice I left the 5th level wizard bonus feat blank for either losing the human racial bonus feat or for a different item creation feat. Some other discounts of note which I considered too specific for this general build come from several different items; Gremma's Cauldron (Potions), Hammer of the Magesmith (Arms and Armor), Lyre of Building (Stronghold), and Mattock of the Titans (Stronghold). You can also lower the price of an item by as much as 10% with haggling using the diplomacy skill, but as this is based on in-game role-playing and the diplomacy check of the merchant, it's not really relevant here.
Other ways to reduce costs:
You can always lower the price of an item by 10% or 30% or both if you limit it's usability with skill or alignment requirements, but as that changes the price and not the cost, it doesn't make a crafter more or less efficient (a non-crafter character who has an NPC merchant make custom items can benefit from that mechanic just as much as a crafter can).
If you are in a game where your DM allows or encourages broken game-play (and is still unaware of the potentials of item crafting), then buy a Thought Bottle. One or two of these babies can nearly completely offset XP cost and make your wealth nigh-on infinite.