Author Topic: E6 Artificer feats  (Read 4412 times)

Offline Nytemare3701

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E6 Artificer feats
« on: March 10, 2012, 02:58:26 PM »
I've already read the Artificer guides, so I'm not looking for the tried and true feats. I'm looking for some obscure, random item creation feats since I have effectively unlimited feats to work with, and I'm going to be burning most of them on improved DR (warforged DR ftw)

Offline awaken_D_M_golem

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Re: E6 Artificer feats
« Reply #1 on: March 11, 2012, 04:36:17 PM »
If you don't mind playing the Psi Arty (almost the same thing):

Linked power metapsi ... is basically the Unbound Scroll PrC
Craft Dorje (and you get it) ... is Wands but go to up 9th level power/spell/infusions.
Dual Dorje ... lets you wield two of them.
Dorje Mastery ... compounds the fun.
TWF chain ... interacts with the above fun.
Your codpiece is a mimic.

Offline Nytemare3701

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Re: E6 Artificer feats
« Reply #2 on: March 11, 2012, 07:34:04 PM »
I'd rather avoid Psionics this time around. Thanks though!

What about some funny items? My best one so far has been making a packmate homunculus out of a foldable boat.

Offline Halinn

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Re: E6 Artificer feats
« Reply #3 on: March 11, 2012, 11:37:56 PM »
Quaal's Feather Token, particularly the tree one. If you can't find a way to use a 60 foot tall oak tree, you're not trying hard enough. If you have enough perform, playing a Lyre of Building continuously is a fun thing for warforged.

Offline Soft Insanity

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Re: E6 Artificer feats
« Reply #4 on: March 12, 2012, 05:44:16 AM »
If you don't mind playing the Psi Arty (almost the same thing):

Linked power metapsi ... is basically the Unbound Scroll PrC
Craft Dorje (and you get it) ... is Wands but go to up 9th level power/spell/infusions.
Dual Dorje ... lets you wield two of them.
Dorje Mastery ... compounds the fun.
TWF chain ... interacts with the above fun.

Does the dorje trick work with unlimited action point shenanigans?

Offline Cagemarrow

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Re: E6 Artificer feats
« Reply #5 on: March 12, 2012, 10:39:56 AM »
Magical Artisan from Forgotten Realms is very nice in E6, apply it to the Eberron Artisan feats and you can drastically reduce the cost of item creation, enough to make creating the low level Constructs worth it.

Knowledge Devotion is good for increasing the to hit and damage if you're going to be a melee or archer artificer.

Wedded to History [Golden Ager] and Voice of the Master from Dragon 354 are fun. The first makes UMD always a class skill and you only suffer a mishap on a failure of 15 or more. Second allows you to make a UMD check to change the orders of Constructs or Undead as long as their original master's are not present. Useful when exploring ancient ruins or burial grounds and taking what should be near impossible fight monsters and making them yours. Iron Golem or Bloodhulks for example. DC is really tough though so you'd want to maximize UMD as much as possible.


Items I love to make as an artificer are:

Collar of Perpetual Attendance - from one of the Dragon, gives a continuous unseen servant, 2000gp

Collar of Unseen Crafter - make it an at will item and out build anything except at will fabricate. Each casting at minimum caster level lasts 3 days and performs mundane crafting per your check, use multiple castings to Aid Another and stack on the +2's so you can speed up the crafting time. 10800gp Earns its cost back in days if you use it to make poisons, boats, weapons, armor etc.

Bolter - at will item of launch bolt, launch item, based on a repeating hand or light crossbow its my version of a D&D shotgun/grenade launcher. Magically fires crossbow bolts and alchemy items 100ft. 2700gp  I like to combine with an internal Quiver of Ehlonna in normal games to make it have voice activated ammunition types. Although it would have to be used with shrink item instead in E6 since Leomunds chest isn't available as a prerequisite spell.

Humunuculos - standard MM version, hide it in your bag and simply milk it for the sleep poison. Trade its feat for Ability Focus Venom.

In one of the Dragon's there is also an enhancement that can be added to Constructs that are normally unintelligent to grant them an intelligence score based on your caster level. I think its something like 1 point per 2 caster levels. So they'd have animal intelligence in e6, not great until you remember that its lack of int that prevents constructs from gaining Feats and Skill points based on their HD. :)

Offline awaken_D_M_golem

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Re: E6 Artificer feats
« Reply #6 on: March 12, 2012, 07:23:17 PM »
If you don't mind playing the Psi Arty (almost the same thing):

Linked power metapsi ... is basically the Unbound Scroll PrC
Craft Dorje (and you get it) ... is Wands but go to up 9th level power/spell/infusions.
Dual Dorje ... lets you wield two of them.
Dorje Mastery ... compounds the fun.
TWF chain ... interacts with the above fun.

Does the dorje trick work with unlimited action point shenanigans?


iirc - you're talking about LoP's Endless Spells thread, from old T.O.
I'm pretty sure the answer is: Yes.
I'm not totally sure ; it's been a while.
Your codpiece is a mimic.

Offline widow

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Re: E6 Artificer feats
« Reply #7 on: March 12, 2012, 08:38:49 PM »
I don't know E6 rules, but I am rather fond of Craft Rune Circle.  Make it a 5 foot space and you can craft the effect at 1/8 the cost.  The book even says you can make any item into a rune circle, so you may be able to custom make items in rune circle form.  Acorn of far travel often comes up with this trick, not sure if that is E6 friendly.


Offline Cagemarrow

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Re: E6 Artificer feats
« Reply #8 on: March 13, 2012, 08:27:09 AM »
I love Rune Circles myself but the fact that they have to be carved into stone, and they can't be moved only makes them useful for games where the party is going to have a permanent base of operations or if you wanted to make a philanthropic character that embedded useful circles in each town they go to.

Offline Nytemare3701

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Re: E6 Artificer feats
« Reply #9 on: March 13, 2012, 06:50:24 PM »
I love Rune Circles myself but the fact that they have to be carved into stone, and they can't be moved only makes them useful for games where the party is going to have a permanent base of operations or if you wanted to make a philanthropic character that embedded useful circles in each town they go to.

That's actually pretty awesome. This character is going to "run home to craft" every time I have to step in as the DM, so we'll have a base to work from.