Author Topic: Warforged(?) Artificer in Savage Tides  (Read 2163 times)

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snow_white

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Warforged(?) Artificer in Savage Tides
« on: August 27, 2009, 10:55:31 PM »
Greetings all,

First of all: Please!! NO SPOILERS!!

Been a lurker here for a little over half a year, and laughed alot at the immense creativity and grasp of rules posted here and over at Gleemax forums.

My current character in this adventure is a Level 9 mindflayer (following savage species progression) with the dark template and the Mindsight/Darkstalker feats. Ie: Suggestion/Detect Throughts/Charm Monster at will, hat of disguise for fooling the rest of the group, Mage Hand to push me while levitating and so on. With +21 hiding and +19 move silently there has only been one enemy that has seen me sneaking around so far (an Invisible Stalker protecting some old comatosedwarf we were supposed to rescue).
The problem with this character is that its 'save or die' all the time and really really one-dimensionally powerful. During the last couple of encounters I've really wrecked the slides and I think it has lessened the enjoyment for the rest of the group due to having giants and stuff at my bidding.

The current group consists of:
9th level specialist wizard (was enchanter before I joined, and switched to necromancer)
9th level Dragon Shaman
A weird 1/2/2/2 Bloodline/Halfelf paragon/elf paragon/factotum
7-8th(?) level Archer of some kind with Order of the Bow Initiate
7-8th(?) level Psychic Warrior I think.
The wizard, dragonshaman and myself are the regulars of this group.
The weird factotums wife is having twins in a few months so I guess he'll be more and more sporadic in his visits.
The last two have not been present very often.

I've got the impression that some of them are at least chaotic, if not evil.
But I plan to be Lawful Neutral this time around.

------------------
So.. I'm planning to let my character die (with the DMs cooperation) soon and rejoin the group as an ARTIFICER!

28point buy, +1 LA template (undecided),
I'm leaning towards Warforged with racial substitutions: Insfuse Self.
Here is my plan for level progression:

LevelFeats and abilities gained
1stInfuse self
Feat: Quicken Metamagic
2nd-
3rdFeat: Item Familiar (Armor/Breastplate)
4thExceptional Artisan (the one that gives 25% GP reduction)
Ability Score: Int +1
5th-
6thFeat: Twin Metamagic
7th-
8thFeat Extend Metamagic
Ability Score: Int +1
9thFeat: Persistent Metamagic
10th-
11th-
12thWand Mastery
Etch Minor Schema
Ability Score: Int +1
13th-
14th-
15thExtraordinary Artisan (the one with 25% XP reduction)
16thExtra Rings
Ability Score: Int +1
17th-
18th?
19th
20th?
Ability Score: Int +1

Thoughts:
Etch Minor Schema: I've taken this due to this being the only way to get Infusions onto scrolls and its once-a-day and I've yet to receive word from the DM about what he thinks about custom magic items.
- Schemas of Shivering Touch and Assay Spell resistance.
- Weapon Augumentation, Personal.
- Some sort of Leomunds spell for shelter while the group sleeps.
- Invisibility of some kind / Teleportation / Dimension door(?) for escapes.
- Repair infusions.
- Metamagic Item Infusion
- Save or die spells
Besides two more points:
The first level infusion Metamagic Scroll can put two levels of metamagic on them
and Metamagic Spell Completion class ability should be able to put metamagic on these.
Not taking Tools of War racial substitution: I've received hints from the DM that I might be able to Create Homunculus with abilities akin to constructs. I'm thinking Shield Guardian and such with intelligence! And the DM expressed that he might allow each XP used in item creation to count double for a while into the campaign.
Two undecided Feats: Wondering about:
Magical Artisan (either Wonderous Items or Homunculus).
Improved Homunculus.
Mercantile Background at lvl1
Create Construct - for more construct/effigy fun (though I'll take the racial sub level tools of war then)
Money: I plan to create a Minor Schema of Fabricate for earning gold. Magecraft/Unseen Crafter might be an option here. I might have to rearrange feats to be able to make this worthwhile.
I receive 36'000 gp as indicated at "character wealth by level" pg 135 in DMG
Homunculus: Dedicated Wright (unenhanced) toiling in my Portable Hole / Enveloping Pit.
Furtive Filcher enhanced to 5ish level to have some utility fun.
Protective gear: Two thoughts:
Animated (+2 equiv) Tower Shield - To gain total cover from one side when I like.
Caster's Shield - for obvious reasons, and as noted in the 'handbooks' I'll try to convince my DM to make it a medium shield.
Other Magic Items of interrest:
Eternal wand of Detect magic (since our great wizard has banned this school)
Eternal wand of Shrink so I can tug even the largest things around.
Portable Hole / Enveloping pit to hide my possessions, forges and craft!
Belt of Hidden Pouches
A wandsheath.
3-4 Healing Belts since we have no clerical capabilities.
+2 Int Headband (attached or embedded)
+2 Cha item (attached or embedded)
Everburning torch
Wand(s) of Vigor
And of course the blasters choice, when no other option is available:
Wand of lesser Acid Orb
Wand of lesser Sonic Orb
Wand of Scorching Ray

Abilities:
Primary: Int (I plan on 20ish including a +2 item and +2 ability score increase from level.
Secondary: Cha (14 including warforged adjustment and a +2 item)
Thinking about 8 WIS to be a little forgetfull. This is because I'm not a ruleslawyering ninja and not in full control of all the books/spells/options available to this character.
Str : 8 - I'll have my stash in hidden pouches, backpacks and portable hole/enveloping pit.

Skills:
I'll invest two thirds of my points into the item familiar, which will equal to about two extra skillpoints each level.
UMD will be maxed and most of the Item Familiar bonus will go here.
Crafts will be increased to a level where Magecraft and +5 item bonuses will create what I want.
Open locks / Search / Disable device - High investment in these skills, but not maxed as the factotum is super in this area.
Knowledge skills - middle-of-the-road. The party wizard has incredible checks. He only lacks Architecture and Nature I believe.
Rope use - always a winner and great fun.

Now most of this are just thoughts. I want to be able to buff my party so that the underperforming characters get to enjoy this game and not me relegated to watching the wizard (who has a great grasp of the game).
After I join the group I'll try to craft items for the rest of the group.

I've been searching and searching.. to no avail. And so there is just *one* more question that begs for an answer: What +1 LA Templates are available to Warforged? I can't find any that is allowed on (living) construcs.

Any comments and tips for this character?

And I'll repeat: NO SPOILERS!!

EDIT:
28.08.09 - Added Wands of Vigor
29.08.09 - Added two more reasons for Etch Minor Schema
« Last Edit: August 28, 2009, 08:02:48 AM by snow_white »

Anklebite

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Re: Warforged(?) Artificer in Savage Tides
« Reply #1 on: August 28, 2009, 12:34:15 AM »
[spoiler]snape kills trinity with rosebud[/spoiler]
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The_Mad_Linguist

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Re: Warforged(?) Artificer in Savage Tides
« Reply #2 on: August 28, 2009, 01:13:25 AM »
If you can pick up a flaw, consider taking landlord(stronghold builder's guidebook) as your ninth level feat.  It's great for artificers, and I can only imagine that in a campaign called "savage tides" you're going to want to have a magically enhanced vessel.  10 mph isn't lightning quick, but it isn't bad when you don't care about local weather conditions.
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Anklebite

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Re: Warforged(?) Artificer in Savage Tides
« Reply #3 on: August 28, 2009, 01:22:01 AM »
a 2-3 stronghold space submarine would probably be awesome. 1 stronghold space might work if your companions don't mind being VERY cramped....

....then again, who said you could only ever have ONE mobile fortress? you build em next to eachother as a "stronghold", and have em move seperately.
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Negative Zero

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Re: Warforged(?) Artificer in Savage Tides
« Reply #4 on: August 28, 2009, 02:30:41 AM »
Craft Homonculus is nice, but keep in mind that you can craft Homonculi using the Craft Construct feat, even if you traded away Craft Homonculus.

The_Mad_Linguist

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Re: Warforged(?) Artificer in Savage Tides
« Reply #5 on: August 28, 2009, 02:33:42 AM »
a 2-3 stronghold space submarine would probably be awesome. 1 stronghold space might work if your companions don't mind being VERY cramped....

....then again, who said you could only ever have ONE mobile fortress? you build em next to eachother as a "stronghold", and have em move seperately.
A single stronghold square's not really that cramped.  I mean, 20 by 20' with a 15' ceiling isn't ideal, and 15' by 30' with a 15' ceiling isn't much better, but there's certainly enough room for a minature apartment setup.  Just put up some curtains for privacy.
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Paradox

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Re: Warforged(?) Artificer in Savage Tides
« Reply #6 on: August 28, 2009, 05:12:20 AM »
I may be missing something, but how did your wizard ban Divination?

Since you have no clerics, maybe a wand or two of mass lesser vigor?

snow_white

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Re: Warforged(?) Artificer in Savage Tides
« Reply #7 on: August 28, 2009, 06:55:21 AM »
If you can pick up a flaw, consider taking landlord(stronghold builder's guidebook) as your ninth level feat.  It's great for artificers, and I can only imagine that in a campaign called "savage tides" you're going to want to have a magically enhanced vessel.  10 mph isn't lightning quick, but it isn't bad when you don't care about local weather conditions.

No flaws unfortunately.

Craft Homonculus is nice, but keep in mind that you can craft Homonculi using the Craft Construct feat, even if you traded away Craft Homonculus.

I figured I got the Create Homunculus feat for free and would ride the wave. Sure I get 2d10 dmg when they die, but they have an int score and is "in-sync" with me.

I may be missing something, but how did your wizard ban Divination?

Since you have no clerics, maybe a wand or two of mass lesser vigor?

He wanted to try something new.
So it seems it will fall upon me to be the party diviner/cleric.
But wands of vigor seems mighty nice :) I'll update the OP.

PhaedrusXY

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Re: Warforged(?) Artificer in Savage Tides
« Reply #8 on: August 28, 2009, 11:40:52 AM »
I may be missing something, but how did your wizard ban Divination?

Since you have no clerics, maybe a wand or two of mass lesser vigor?

He wanted to try something new.
So it seems it will fall upon me to be the party diviner/cleric.
But wands of vigor seems mighty nice :) I'll update the OP.
No... the point is that you CAN'T ban Divination. It is the one school that they prohibit you from banning... So unless your DM specifically houseruled that, it is against the rules.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

snow_white

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Re: Warforged(?) Artificer in Savage Tides
« Reply #9 on: August 28, 2009, 02:03:42 PM »
I may be missing something, but how did your wizard ban Divination?

Since you have no clerics, maybe a wand or two of mass lesser vigor?

He wanted to try something new.
So it seems it will fall upon me to be the party diviner/cleric.
But wands of vigor seems mighty nice :) I'll update the OP.
No... the point is that you CAN'T ban Divination. It is the one school that they prohibit you from banning... So unless your DM specifically houseruled that, it is against the rules.

Sorry then, I guess it's been done with the DMs blessing.