Author Topic: Impractical Artifice: A Guide to dodging books  (Read 8663 times)

Offline Nytemare3701

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Impractical Artifice: A Guide to dodging books
« on: November 28, 2013, 09:14:00 PM »
Impractical Artifice
Because balance was always an illusion.

Artificers are Tier 0. Artificers are Tier 1. Artificers are Tier 4.

All of these statements have been made before, and all of them have their own validity. The Artificer class exemplifies the Wizard and Archivist's "As strong as your DM lets it be" mentality, allowing in the best cases unlimited potential, while somehow slipping under the radar of the playtesters at WoTC.

This guide isn't going to tell you how to make your Artificer crazy powerful. Go read The Unofficial Artificer Handbook or The Cost Reduction Handbook for that. No, this guide is a collection of tools and ideas that serves to make the Artificer a memorable part of your adventure instead of a rules shattering magic item vending machine. After all, This Guy wouldn't be anywhere near as memorable if it weren't for his best known line.


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« Last Edit: July 26, 2017, 05:04:58 PM by Nytemare3701 »
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Offline Nytemare3701

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Re: Impractical Artifice: A Guide to dodging books.
« Reply #1 on: November 29, 2013, 01:41:26 AM »
Character Checklist

[√]Go Read the above handbooks.
Most of what this guide contains won't matter if you are struggling. Don't worry about your power level being too high, we'll take care of that.

[√]Go Make your DM read the above handbooks.
No, seriously. This guide is for a mature gaming group that can communicate their intentions with their DM. While you are at it, make him read this guide too.

[√]Make the most powerful artificer you can within your character concept.
Yeah, you heard me. Get your crafting costs as low as possible. Aim for a 90% reduction. Don't craft anything though, and don't go infinite (gold, xp, or otherwise)

Everyone on the same page? Alright, let's begin.

« Last Edit: December 19, 2013, 05:38:04 AM by Nytemare3701 »
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Offline Nytemare3701

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Re: Impractical Artifice: A Guide to dodging books.
« Reply #2 on: November 29, 2013, 01:41:34 AM »
You probably noticed when you built your crazy-overpowered artificer that it didn't actually do anything without items. Every feat and character choice amplified your potential though, and that's what makes the artificer truly powerful. Just like a wizard learning new spells or a cleric with his daily prayers, you have a ridiculous amount of potential. I'm going to make some assumptions about your character:

Crafting costs a normal character 1/2 of the price of the item. As an optimized artificer, I'm assuming that it'll be 1/10th or less.
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You have a concept in mind of who and what your character is. Do you make Golems? Trinkets? maybe you are a wandslinging sharpshooter, or an eccentric inventor.


With these in mind, It's time to bring out the big secret: Being an Artificer means that you can create your own class. Imagine making a classic fighter. Now imagine making him with quadruple the point buy, and the ability to buy other class features with it. That's what being an artificer means.
« Last Edit: December 19, 2013, 04:45:29 AM by Nytemare3701 »
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Offline Nytemare3701

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Re: Impractical Artifice: A Guide to dodging books.
« Reply #3 on: November 29, 2013, 01:41:52 AM »
Crafting Your Class
All Prices given below are BEFORE cost reductions.
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BAB: Divine Power. Persist it or craft a continuous item of it. Yeah, it costs a ridiculous amount. That's what the crafting cost reductions were for.
Special Attacks: How many different spells can you think of that grant a special attack? That's right, a hell of a lot. Many of them are even free actions (Cloud of Knives!)
Class Archetypes: What's that? You wanted to be a skillmonkey? Ring of Evasion and Skill boosters. Wanted to be a sharpshooter? Get a crossbow and add every bell and whistle you can think of. Tank? Go full Iron Man with clockwork armor.
Feats and Skills: Certain feats can explicitly be granted by magic items. A&EG says items that grant feats have a set cost+a cost per prerequisite feat. Plenty of spells grant feats or skill bonuses.
Sneak Attack A continous item of Hunter's Eye costs 48,000/1d6 Sneak Attack.
Find Traps costs 8000 for the base ability. Increasing the CL of the spell is pricey, so grabbing an insight bonus to search from somewhere else is preferable.
Rage This can be achieved in a variety of ways, but my favorite is the Gutworm symbiont from Fiend Folio. For the price of a lesser planar binding scroll (1125gp) you get unlimited Rage, a +2 inherent bonus to CON, and a 1/day neutralize poison.
Spells up to 6th: For the Warforged, Wand Bonding lets you cast spells from wands using your infusion slots instead of charges. (City of Stormreach, page 119)

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« Last Edit: January 04, 2018, 10:52:08 PM by Nytemare3701 »
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Offline Nytemare3701

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Re: Impractical Artifice: A Guide to dodging books.
« Reply #4 on: November 29, 2013, 01:42:11 AM »
What do you get a PC that has everything?

Everything Else.

In the first step you gained power. You gave yourself the largest effective GP and XP pool and the means to leverage it.

In the second step you gave your power form. You built a class from the ground up, using your own rules of character creation granted by your Artificer abilities.

In the last step we give it life. Take everything you didn't use in fulfilling your character concept, and spend it. Every gold piece. Buy the most absurd minutia. Maybe your character smokes and has a magical lighter? Maybe his homunculus has been heavily modified to do a million different things. Maybe you have a gambling problem and you have a collection of devices that you try to beat the house with. It doesn't matter what it is, you can probably afford it. Herein lies the second big secret of the Artificer: Power and Flavor cost the same universal resource, which you have more than enough of.
« Last Edit: December 19, 2013, 05:36:42 AM by Nytemare3701 »
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Offline Nytemare3701

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Re: Impractical Artifice: A Guide to dodging books
« Reply #5 on: December 19, 2013, 04:51:41 AM »
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