Author Topic: Optimizing an Archivist level for our Artificer  (Read 2227 times)

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Endarire

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Optimizing an Archivist level for our Artificer
« on: October 01, 2009, 04:31:53 PM »
Intro
This game is underway and we can't change what's happened already.  The 5 of us are all level 3 and all tier 1, except maybe the DM's character; she's a warrior-type of a class he made.  For reference, we have a Dragonborn Blue Cloistered Cleric3, Dragonborn Blue Conjurer3, Dragonborn Buomman Druid3, a Human 'DM' 3, and this character, a Human Rogue1/Artificer2.

I was hoping the player's generally bad luck wouldn't follow him into this game, but it did.  While UMD mishaps are occasionally amusing- we all laughed heartily when a Scroll of seeking ray had a mishap and the Artificer sneezed electricity onto himself- I'd prefer to eliminate them.  An Archivist level would let the Artificer auto-pass all UMD checks in the field, and an item that cast guidance of the avatar at will ensures he passes every check to craft magic items.

So far, the Artificer enjoys blasting things with scrolls, but is quickly learning doing so can be painful and expensive.  He doesn't want to devote himself to any archetype yet- no dedicated Blastificer, Bufficer, Medic, Summoner, Golemancer, etc- and thus I suggest he takes feats to reduce crafting costs.

Questions
1: What level 1 spells are handy for someone who only takes 1 Archivist level and never increases his caster level?  Here's a list, but includes only a small number of arcane spells.

2: Since the DM has been stingy on loot so far, what Artificer archetype- Blastificer, Golemancer, etc.- do you most advise for him?

Clartifications & House Rules
[spoiler]-All material is legal pending DM approval.
-No favored classes or multiclass experience penalties.
-Artificers can make items as arcane or divine.
-All spells exist in a divine version somewhere, such as through Geomancer or Alternative Source Spell.
-We can make custom magic items.
-Artificers don't need Craft Construct to make constructs.  The types of constructs we can make is determined by our level, and the DM radically altered stats.  No Dedicated Wrights assembly lines in Portable Holes.
-We can craft 1000 gold of magic items in 8 hours, such as two items costing 500 gold each to craft.  Items that cost less to craft take proportionally less time, such as an item costing 500 gold to craft taking only 4 hours  All potions and oils follow this rule, but take no more than 8 hours to make.
-Archivists can swap Scribe Scroll for a Fighter bonus feat.
-Practiced Artisan is a homebrew feat that allows level-based Artificer abilities such as infusions and crafting ability to scale with hit dice, akin to Practiced Spellcaster.
-Polymorph buffs are self-only.
-Blues have no level adjustment.
-Dragonborn allows you to keep your (psionic) subtype and racial power points.[/spoiler]

Useful Archivist1 Spells[spoiler]
NOTE: Per house rules, all spells are are available in divine versions, and Artificers can choose to make an item arcane or divine.  Spells from obscure sources have their source listed.  Since I have 18 INT and will continue increasing my INT, spells with saves are generally OK.

-barkskin (Nentyar Hunter - Unapproachable East)
-bless weapon (Paladin)
-charm person (Wizard)
-cure light wounds
-darkvision (Vile Darkness domain)
-entangle (Plant domain)
-grease (Wizard)
-guided shot (Wizard, Spell Compendium)
-lesser restoration (Champion of Gwynharwyf, Book of Exalted Deeds)
-lesser vigor
-mage armor (Wizard)
-mount (Wizard)
-nerveskitter (Wizard, IMMEDIATE, Spell Compendium)
-protection from alignment
-ray of clumsiness (Wizard)
-ray of enfeeblement (Wizard)
-ray of resurgence (Cleric, Lost Empires of Faerun)
-resist energy (Ranger)
-rhino's rush (Paladin, Swift, Spell Compendium)
-shield (Wizard)
-silent image (Wizard)
-speak with animals (Druid)
-Tasha's Hideous Laughter (Bard)[/spoiler]

THEUS, Magic-Blooded Human Rogue1/Artificer3/Archivist1/Artificer+15[spoiler]Stats: 8 STR/14 DEX/14 CON/18 INT/10 WIS/10 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.  Point Blank Shot from Archivist1 lets me fake Precise Shot via heroics.

I included Craft Homunculus because all Artificers get it and the DM may change his mind on his wacky construct creation rules.  Craft Construct is an option for the same reason.

Finally, I'm the group's trapspringer, sneaker, and scout.

-=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], Practiced Artisan
4: [Craft Wondrous]
5: [Point Blank Shot]
6: [Legendary Artisan], Magic Artisan: Legendary Artisan
7: [Craft Arms & Armor], [Disenchant]
8: [Craft Wand]
9: [Metamagic Spell Trigger], Magic Artisan: Craft Wondrous OR Magic Artisan: Craft Wand OR -=FEAT=-
10: [Quicken Spell]
11: [Craft Rod]
12: Craft Contingent Item
13: [Metamagic Spell Completion]
14: [Craft Staff], [Split Ray]
15: [Skill Mastery: Take 10 on UMD], Magic Artisan: Craft Contingent OR -=FEAT=-
16: [Forge Ring]
17: [Maximize Spell OR Metamagic Feat]
18: [Extra Rings], Craft Construct OR FEAT
19:
20:

Skillz to Pay da Billz
Max Concentration, Disable Device, Hide, Listen, Move Silently, Search, Spot, Tumble, UMD
5 Ranks: Spellcraft
4 Ranks: Diplomacy
3 Ranks: Escape Artist

1: Conc 4 (x2), Diplomacy 4, Disable Device 4, Hide 4, Listen 4, Move Silently 4, Search 4, Spellcraft (x2) 4, Spot 4,   
   Tumble 4, UMD 4
2: Conc 4, Disable Device 5, Hide 5, Listen 5, Move Silently 5, Search 5, Spellcraft 5, Spot 5, Tumble 5, UMD 5
3: Conc 5, Disable Device 6, Hide 6, Listen 6, Move Silently 6, Search 6, Spellcraft 5, Spot 6, Tumble 6, UMD 6

Languages: Common, Draconic, Elven, Goblin, Sylvan[/spoiler]

Other Party Members[spoiler]
Jarro, Dragonborn Buomman Druid20
8/10/16/14/20/6

Raise WIS every 4 levels.

1: Improved Initiative, Mercantile Background, Natural Bond [Nature Sense: +2 Knowledge: Nature and Survival], {Shaky}, {Weak-Willed}
2: [Woodland Stride]
3: Touch of Healing, [Trackless Step]
4: [Resist Nature's Lure]
5: [Wild Shape 1/day: Small/Medium]
6: Natural Spell, [Wild Shape 2/day]
7: [Wild Shape 3/day]
8: [Wild Shape: Large]
9: [Poison Immunity], Rashemi Elemental Summoning (Unapproachable East 45) OR Flyby Attack
10: [Wild Shape 4/day]
11: [Wild Shape: Tiny]
12: Dragon Wild Shape, [Wild Shape: Plant]
13: [disguise self at will]
14: [Wild Shape 5/day]
15: [Timeless Body], [Wild Shape: Huge], Rashemi Elemental Summoning (Unapproachable East 45) OR Flyby Attack
16: [Elemental Wild Shape 1/day]
18: [Elemental Wild Shape 2/day], [Wild Shape 6/day], -=FEAT=-
20: [Elemental Wild Shape 3/day: Huge]

Skills to Max
Concentration, Knowledge: Nature, Listen, Spot, Tumble x2

Languages
Auran, Buomman, Common, Draconic, Druidic, Terran

Animal Companions
1: Wolf
4: Dire Eagle

Hennerex, LG Arctic Water Dragonborn Blue CC3/Church Inquisitor5/CC+2/Contemplative6/CC+4
6/14/16/14/18/4

1: {Aggressive}, [Domains: Knowledge, Time, Travel], Extend Spell, [Improved Initiative], [Lore ("Bardic Knowledge")], Midnight Metamagic, [Noncombatant], {Passionate}, Psycarnum Infusion, [Spontaneous Domain Casting: Travel], {Weak Will}
3: Persistent Spell
4: [Inquisition Domain - Trade for Spell to get anyspell]
6: Psionic Meditation
9: Reach Spell
11: [Luck Domain OR Travel Devotion]
12: Quicken Spell
15: Sculpt Spell
16: [Transformation Domain]
18: Chain Spell

Arterith, Dragonborn Frostfire Blue Martial Conjurer5/Incantatrix3/Master Conjurer1/Incantatrix+7/Archmage3/FatespinnerX
6/14/14/22/14/3

1: {Abrupt Jaunt}, {Aggressive}, [Improved Initiative], Midnight Metamagic, {Murky-Eyed}, {Noncombatant}, {Passionate}, Psycarnum Infusion, Quicken Spell
3: Cloudy Conjuration, [Iron Will from O Hole]
5: [Extend Spell (Planning Domain Power)]
6: [Persistent Spell], Psionic Meditation
9: School Focus: Conjuration OR Illusion OR Transmutation, [Skill Focus: Spellcraft]
10: [Chain Spell]
12: School Focus: Conjuration OR Illusion OR Transmutation
13: [Sculpt Spell]
15: -=FEAT=-
16: [Improved Metamagic], [Reach Spell]
17: [Spell-like Ability: time stop]
18: [Mastery of Shaping OR Spell Power], -=FEAT=-
19: [Mastery of Shaping OR Spell Power][/spoiler]
« Last Edit: October 07, 2009, 10:05:11 PM by Endarire »
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Sinfire Titan

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Re: Optimizing an Archivist level for our Artificer
« Reply #1 on: October 01, 2009, 04:50:23 PM »
Quote
An Archivist level would let the Artificer auto-pass all UMD checks in the field

Doesn't work. Artificer items are neither arcane nor divine, and thus do not appear on anyone's spell lists despite the spells being drawn from them.

Your friend is better off taking a level in Exemplar (CAdv) to take 10 on UMD checks. Or getting a Marshal cohort and having him use Motivate Charisma.


[spoiler][/spoiler]

ReaderOfPosts

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Re: Optimizing an Archivist level for our Artificer
« Reply #2 on: October 01, 2009, 08:00:16 PM »
He mentions that their ability to make them as arcane or divine is reinstated as a house rule.