IntroThis is my first serious attempt at an Artificer. This character, Julantor, will be the group's scout, skill monkey, magic item crafter, and Blastificer. In short, he's an engineer that puts WoW engineers to shame.
I
must be Human for Able Learner and I chose Rogue1 so I have all the appropriate skills as class, plus I can swap Sneak Attack +1d6 (meh) for Improved Initiative (yay).
Campaign & Character Constraints-I'm using a 32 point buy. Wealth and gear are standard for ECL1s.
-We begin NAKED and IMPRISONED at ECL1 with no guarantee of getting our pre-imprisonment stuff back.
-We probably won't get past level 10.
-No respeccing, rebuilding, or retraining. Ever.
-Alignments Allowed: True Neutral and any Good. I may be able to persuade my DM into allowing LN or CN, but I'd prefer not.
-No undead PCs. We can still rebuke, command, and create undead minions.
-No flaws and probably no traits.
-All
polymorph buffs are self-only.
-Magic-psionic transparency is in place. Magic item creation feats can't be used to make psionic items and vice versa.
-The max number of skill ranks is always 3 + HD.
-As this isn't Eberron, there are no action points!
-Willing allies may pay up to 100% of the crafting XP cost.
-Disable Device also covers locks.
-
Summon nature's ally isn't worth casting and thus I want to avoid summoning.
-Leadership is gutted and not worth using.
Source Material-Anything 3.5 or unupdated 3.0, pending DM approval. No
wraithstrike.
-Anything from the
Spell Compendium will require a "good reason" to take. Fortunately, most SC spells are available from other sources.
Party MatesDragonborn Fire Elf Conjurer5/Incantatrix10/Master Conjurer1/Archmage3/Olin Gisir1Crowd control central and buff persister.
Dragonborn Nezumi (Oriental Adventures 13) Barbarian1/Martial Transmuter5/Eldritch Knight6/Abjurant Champion5/EK+3 *UNCONFIRMED*
If she joins, she'll be a dragoon gish.
Strongheart Halfling Cloistered Cleric4/Church Inquisitor1/CC+2/Divine Disciple5/Contemplative6/CC+2Clerical crowd controller, buffer, and would-be Wizard
Dragonborn Buomman (Planar Handbook 8) Druid20 *UNCONFIRMED*
If she joins, she'll primarily tank.
My Build: Human Rogue1/Artificer19Stats: 8 STR/14 DEX/14 CON/18 INT/8 WIS/12 CHA
Notes: I
must be Human for Able Learner and I chose Rogue1 so I have all the appropriate skills as class, plus I can swap Sneak Attack +1d6 (meh) for Improved Initiative (yay). Until I have magical artillery to shoot freely, I'll focus on shooting things with my shortbow.
-=LEGEND=-
Specific Feat
[Class Feature or Bonus Feat]
{Trait or Flaw}
1: Able Learner, {Aggressive}, Extraordinary Artisan, [Improved Initiative], Mercantile Background, [Murky-Eyed], [Noncombatant], Magic Artisan: Extraordinary Artisan, {Passionate}
2: [Scribe Scroll]
3: [Brew Potion], Item Familiar: UMD
4: [Craft Wondrous]
5: [Craft Homunculus], [Legendary Artisan]
6: [Craft Arms & Armor], [Disenchant],
Practiced Artisan7: [Craft Wand]
8: [Metamagic Spell Trigger]
9: [Empower Spell], Magic Artisan: Legendary Artisan
10: [Craft Rod]
11:
12: Craft Contingent Item, [Metamagic Spell Completion]
13: [Craft Staff], [Quicken Spell]
14: [Skill Mastery: Take 10 on UMD]
15: [Extra Rings], [Forge Ring], -=FEAT=-
16:
17: [-=METAMAGIC FEAT=-]
18: -=FEAT=-
19:
20:
Skillz to Pay da BillzMax Disable Device, Hide, Listen, Move Silently, Search, Spellcraft, Spot, Tumble, UMD
Should I invest anything in Craft? With a Wizard ally able to cast
magecraft, and masterwork tools, we can take 10 and get over 20. For some reason, I thought of maxing Craft: Traps with this character and I don't recall why.