Constructs and Homunculii
Borg286's thoughts on construct Big stupid fighters
If your DM allows purchasable warbeasts I'd go that route as they're cheaper, don't take XP to get, and have much greater variaty.
If your DM doesn't allow purchasable animals then I recommend undead.
If you don't want that necromancer feel, or there will be prejudice from your world, dress them up in pink dresses and pour perfume over them and see if they change their mind.
If they don't change their mind or you don't like hearing requests for their brain comming from the peanut galary, then I guess constructs are the best way to get an army
A few Iron Defenders with enough HD to compete with the fighter (remember to get the toughness(+ 10 HP) as the extra special ability as many times as you have room)
Prioritize his special abilities as follows: Spell Storing weapon, Durable, Flight, Spell Storing weapon, Durable+
Craft Homonculus(free at level 4)
Dedicated Wright: CL 1, Makes magic items in your stead
Expeditious Messenger: CL 1, Scout, 1 mile range on telepathy
Packmate: CL 1 Throws alchemical items/tanglefoot bags,
Iron Defender: CL 4, The mini-tank/Spell storing weapon(Touch attack) administrator
Craft Construct(best taken at level 9+)
Some golems have Berserk: Cumulative 1% chance to lose control of golem, reset at the beginning of combat. Some are recoverable, some aren't.
Many golems have the additional requirement that looks like "CL 18" but are worded "Creator must be 18th level" which does not work with an artificer getting that +2 caster level for meeting requirements. See item creation for more information.
Flesh Golem: CL 8, Heals with Electricity damage, slows with fire/cold damage, might go bezerk(Recover with DC 19 Cha check and a quick rest)
Clay Golem: CL 11, Heals with Acid damage, Might go bezerk(unrecoverable), Damage caused by the clay golem can't be healed practically in combat. The healer must suceed on a DC 26 caster level check to have any heal spell work. He casts haste on himself once per day and it lasts for 3 rounds, about how long any given battle is going to last.
Gloom Golem: CL 11, spiked chain +9(2d6+6+(1d6 cha)) @ 20' reach, 30' radius aura(-2 attack, saves, checks, weapon damage) DC 16 will save(failure canceled only by good hope spell).
Dragonbone Golem:CL 13 At the beginning of the day your team must sit in fear of the dragon until they suceed on a DC 20 will save, afterwhich they're fine being around the big lumbering mass. To foes that first encounter it when they fail their DC 20 will save they are shaken for as long as they stay within 60' and 2d6 rounds thereafter. This only affects monsters of 20 HD or less.
Shredstorm: CL 13, Fine?? golem, fly 90 perfect, End in foe's square deals 4d6 + 2d6 electrical, begin turn in shredstorm nauseated fort DC 17, spellcasting requires concentration 20+spell level, ignores hardness < 20
Stone Golem: CL 14, He can cast slow on people once every 2 rounds. Slowed people can only take either a standard action or move action. They also take a penalty to attacks and reflex saves.
Shield Guardian (MM1 223): CL 15
Iron Golem: CL 16, heals with fire damage, slows with electricity, Breath attack(Fort DC 19 or take 1d4 con once per 1d4+1 rounds)
Runic Guardian(MM2 182): CL 16
Hangman Golem(MM3 69): CL 16: Animate rope hastens him for 5 rounds, colapse for fast healing 10, Grapple @+25 can strangle foe DC 19 fort or be dazed for a round
Drakestone Golem: CL 16 transmute mud to rock heals to full, opposite slows 2d6 rounds, 1/1d4 rounds 30' cone breath attack (DC 27 fort negates petrification)
Prismatic Golem(MM3 71): CL 17, Prismatic ray heals 3d8+15, fly 50'(perfect), Random colored tendrils touch attack(~5d6, 1/8 chance to hit with insanity Will DC 20)
IronWyrm Golem: CL 18, Cold effect slows, Fire damage heals, 1/1d4 rounds 60' cone breath attack(20d10 fire DC 30 half)
Improved Homonculus and which abilities should I pick?
You should know that spending money on upgrading and upkeepig a horde is too expensive and very risky. A well placed fireball and your entire army is gone.
A golem can withstand some blows to the head but they are really expensive.
Weapon ability: Pick a weapon special ability with a base price modifier of a "+1 bonus". The homunculus's natural weapons are treated as if they had this special ability.
Earthbound weapon: +2 attack and damage as long as the little guy and his foe is touching the ground
Shocking weapon: Heal your Flesh golem. Put this on something that has low base damage and make your golem prone
Spell Storing weapon: "A spellcaster can cast any other targeted spell of up to 3rd level into it." This doesn't count as a spell trigger, spell completion, use activiation, or command word. It's a special case thus not augmentable by your infusions
Fell Drain/Frighten Sonic Snap/Magic Missile: negative level is nice to bestow
Shivering Touch(Frost): 3d6 dex damage
Touch of Idiocy: 1d6 Cha,Int,Wis can hurt a spellcaster. Consider Bestow Curse
Touch of Fatigue(wiz 0): Fatigue stacks to exaustion
Scorching Ray(Wiz 2): 4d6 as a 2nd level spell. Just nice cheap damage
Hold Person: Duh
Bestow Curse(Clr 3):Will negates, Pick 1:
-6 to an ability score(min 1) Caster can no longer cast his top 3 spells
-4 attack, saves, checks
50% chance for foe take no action each round
Flyer: Fly 20'(good). Simple and effective
Durable: +10 HP
Store infusion: At the beninning of each day the artificer can store one infusion up to 3rd level in the homunculus. Must be an infusion that you could cast on the construct. There doesn't seem to be an expiration date, like spell storing item. Nice way to save actions and infusions
Wands and staves
Borg286's recommendation: Take Twin and your choice of Fell drain or frighten depending on if you want the foe to try an run away
Concerning Action required to use the item
Rules Compendium page 85: "Activating a spell trigger item takes the same amount of time as the casting time of the spell that the item stores, but activating the item doesn’t provoke attacks of opportunity. You can’t activate a spell trigger item in the area of a silence spell or if unable to speak."
What's the DC and Caster level? Wands are different than staves
Wands use the caster level as set by the crafter when they were crafted. the DC is 10+1.5*spell level rounded down as usual
Staves use the higher of the crafter when crafted and the user, thus staves will upgrade themselves with the user. The same goes for the DC and you can use spell penetration
Places to put wands
Wand Bracer(300gp, Dungeonscape): Shoots a wand into your hand as a free action.
Wand Chambers(+350 gp) + Least crystal of Return(300 gp) + Masterwork component on weapon(150): Draw weapon as a free action, cast wand with weapon, drop weapon if you need another wand. Always get light or 1-handed weapons.
Rod of Many wands(CM): up to 3 wands. Each time you fire the rod each wand fires, using up charges equal to the number of wands you put in there. 2 wands doubles your damage but halves your effeciency, 3 wands tripples your damage but thirds your efficency
Wand Sheath(Warforged only)
Efficient quiver: (CL 9, 1800 gp, 2lbs) This item lets you store wands, scrolls, etc, and is the cheapest besides going to the standard heward's handy haversack.
Thoughts on blasting
While you can do an energy Sub, born of 3 thunders, maximized, quickened, twinned Scorching ray of death you'll blow all your gp doing it.
Let's find the cheapest way to pull out great damage yet still conserving our charges
At level 7 you can use Metamagic spell trigger and load on the metamagic feats for uber damage at the cost of charges, charges that you spent your hard earned gold on.
This link(
http://community.wizards.com/go/thread/view/75882/19872330/Artificer_Handbook_(rough_draft)) shows how you can run in with gun's a blazin and blow your wads of cash on a few well placed rays, but I feel you can achieve reasonable damage while still being conservative
Let's look at a few spells and see the damage return per gp spent on each charge. Then we'll order the feats for each spell. If your DM allows you to use Metamagic item on the same item multiple times with different feats then by all means go crazy. I'll assume you only pick the feat with the most damage increase
Best combo for either blasting or debuffing are Fell drain + Metamagic item(twin spell)
Blaster: Wand of Kelgore's firebolt(CL 5): 0.467 damage / gp @ 35 damage / round then move to Wand of Scorching ray(CL 9+2(=11):
Debuffer(single target): Wand of Sonic Snap(CL 1): auto-hit stacking negative level with cheap charges to spend
Debuffer(multi-target): Wand of Magic Missile(CL 9): Consider adding Fell Frighten(stacking shaken->frightened->panicked->cowering for a minute) for hard control
Fell Drain(+2):***** target damaged gains a negative level(-1 attack, checks, saves, highest spell if spellcaster, -5 HP). If your DM allows each ray/missile to bestow a negative level then magic missle is the clear winner and will subsequently get quickly nerfed
Empower(+2): add 1/2 Better than maximize when look at the damage/gp spent
Maximize(+3): If you're going all out, but has been shown to be inferior to empower
Split spell(+2): Split the damage between two targets, debuff spells are at full potency
Energy Admixture(+4): Double damage with another energy type
Quicken(+4): Doube damage. Costs charges to cast again, but you get the luxury of choosing a new target, but it costs you a swift action.
Twin Spell(+4):***** double damage. Best for blasting and debuffing(negative levels stack, shaken stacks, fatigue stacks)
Wand of Magic Missile(CL 1)
750 gp @ 50 charges = 10 gp/charge.
Base Effeciency
1d4+1/1 charge * 1 charge/10 gp = 0.35 damage / gp @ 3.5 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*(1d4+1)/3 charges * 1 charge/10 gp = 0.35 damage / gp @ 10.5 damage / round
Empower & Metamagic item(Twin)*energy Admixture(Hextuple damage @ same effeciency)
1.5*2*(1d4+1)/7 charges * 1 charge/10 gp = 0.35 damage / gp @ 10.5 damage / round
Metamagic item(Twin)(triple damage @ same effeciency)
2*(1d4+1)/1 charges * 1 charge/10 gp = 0.7 damage / gp @ 7 damage / round
Pros: Most efficent, automatically hit
Cons: Crappy damage
Wand of Kelgore's firebolt(CL 5)
3750 gp @ 50 charges = 75 gp/charge.
Base Effeciency
5d6/1 charge * 1 charge/75 gp = 0.233 damage / gp @ 17.5 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*5d6/3 charges * 1 charge/75 gp = 0.233 damage / gp @ 52.5 damage / round
Metamagic item(Twin)(triple damage @ same effeciency)
2*5d6/1 charges * 1 charge/75 gp = 0.467 damage / gp @ 35 damage / round
Pros: very efficent
Cons: Saturated Reflex save DC
Wand of Magic Missile(CL 3) vs. 2 targets
750*3 gp @ 50 charges = 30 gp/charge.
Base Effeciency
2(1d4+1)/1 charge * 1 charge/30 gp = 0.2333 damage / gp @ 7 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack, -1 highest spell...))
2(1d4+1+5)/3 charges * 1 charge/30 gp = 0.188 damage / gp @ 17 damage / round
Fell Drain & Metamagic item(Twin)
4*(1d4+1+5)/3 charges * 1 charge/30 gp = 0.377 damage / gp @ 34 damage / round
Pros: Highly efficent, automatically hit, major debuff
Cons: Need to take evil-ish feat
Wand of Magic Missile(CL 5) vs. 3 targets
750*5 gp @ 50 charges = 50 gp/charge.
Base Effeciency
3(1d4+1)/1 charge * 1 charge/50 gp = 0.21 damage / gp @ 10.5 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack, -1 highest spell...))
3(1d4+1+5)/3 charges * 1 charge/50 gp = 0.17 damage / gp @ 25.5 damage / round
Fell Drain & Metamagic item(Twin)
6*(1d4+1+5)/3 charges * 1 charge/50 gp = 0.34 damage / gp @ 51 damage / round
Pros: Highly efficent, automatically hit, major debuff
Cons: Need to take evil-ish feat
Wand of Magic Missile(CL 7) vs. 4 targets
750*7 gp @ 50 charges = 70 gp/charge.
Base Effeciency
4(1d4+1)/1 charge * 1 charge/70 gp = 0.2 damage / gp @ 14 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack, -1 highest spell...))
4(1d4+1+5)/3 charges * 1 charge/70 gp = 0.162 damage / gp @ 34 damage / round
Fell Drain & Metamagic item(Twin)
8*(1d4+1+5)/3 charges * 1 charge/70 gp = 0.32 damage / gp @ 68 damage / round
Pros: Highly efficent, automatically hit, major debuff
Cons: Need to take evil-ish feat
Wand of Magic Missile(CL 9) vs. 5 targets
750*9 gp @ 50 charges = 90 gp/charge.
Base Effeciency
5(1d4+1)/1 charge * 1 charge/90 gp = 0.194 damage / gp @ 17.5 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack, -1 highest spell...))
5(1d4+1+5)/3 charges * 1 charge/90 gp = 0.157 damage / gp @ 42.5 damage / round
Fell Drain & Metamagic item(Twin)
10*(1d4+1+5)/3 charges * 1 charge/90 gp = 0.315 damage / gp @ 85 damage / round
Pros: Highly efficent, automatically hit, major debuff
Cons: Need to take evil-ish feat
Wand of Lesser Acid Orb(CL 7)
5250 gp @ 50 charges = 105 gp/charge.
Base Effeciency
4d8/1 charge * 1 charge/105 gp = 0.17 damage / gp @ 18 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*4d8/3 charges * 1 charge/105 gp = 0.17 damage / gp @ 54 damage / round
Metamagic item(Twin)(triple damage @ same effeciency)
2*4d6/1 charges * 1 charge/105 gp = .311 damage / gp @ 36 damage / round
Pros: Better fine grained upgrading
Cons: Saturated Reflex save DC
Wand of Scorching ray(CL 3)
4500 gp @ 50 charges = 90 gp/charge.
Base Effeciency
4d6/1 charge * 1 charge/90 gp = .155 damage / gp @ 14 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*4d6/3 charges * 1 charge/90 gp = .155 damage / gp @ 42 damage / round
Metamagic item(Twin)(triple damage @ same effeciency)
2*4d6/1 charges * 1 charge/90 gp = .311 damage / gp @ 28 damage / round
Pros:
Cons: Saturated Reflex save DC
Using Wand Master(+2 DC, +2 CL)
Wand of Magic Missile(CL 7+2=9) vs. 5 targets
750*7 gp @ 50 charges = 70 gp/charge.
Base Effeciency
5(1d4+1)/1 charge * 1 charge/70 gp = 0.25 damage / gp @ 17.5 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack...))
5(1d4+1+5)/3 charges * 1 charge/70 gp = 0.2 damage / gp @ 42.5 damage / round
Fell Drain & Metamagic item(Twin)
10*(1d4+1+5)/3 charges * 1 charge/70 gp = 0.4 damage / gp @ 85 damage / round
Pros: Most efficent, automatically hit
Cons: need lots of metamagic feats to get high damage
Wand of Chain Missile(CL 7+2=9) vs. 1 primary and 5 secondary targets
5 missiles hit primary target, then recochet off and hit 1 of 5 unique secondary targets within 30' of primary
750*7*3 gp @ 50 charges = 225 gp/charge.
Base Effeciency
10(1d4+1)/1 charge * 1 charge/225 gp = 0.155 damage / gp @ 35 damage / round
Fell drain(Negative level(lose 5 HP, -1 saves, -1 attack...))
(5(1d4+1)+5)+5(1d4+1+5))/3 charges * 1 charge/225 gp = 0.096 damage / gp @ 65 damage / round
Fell Drain & Metamagic item(Twin)
2*(5(1d4+1)+5)+5(1d4+1+5))/3 charges * 1 charge/225 gp = 0.193 damage / gp @ 130 damage / round
Pros: More damage on primary target, automatically hit.
Cons: not very efficent
Wand of Scorching ray(CL 9+2=11)
11250 gp @ 50 charges = 270 gp/charge.
3 rays @ 4d6/ray = 12d6
Base Effeciency
12d6/1 charge * 1 charge/270 gp = .155 damage / gp @ 42 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*12d6/3 charges * 1 charge/270 gp = .155 damage / gp @ 126 damage / round
Metamagic item(Twin)(double damage)
2*12d6/1 charges * 1 charge/270 gp = .311 damage / gp @ 85 damage / round
Wand of Scorching ray(CL 5+2=7)
7500 gp @ 50 charges = 150 gp/charge.
2 rays @ 4d8/ray = 8d6
Base Effeciency
8d6/1 charge * 1 charge/150 gp = 0.1866 damage / gp @ 28 damage / round
Empower & Metamagic item(Twin)(triple damage @ same effeciency)
1.5*2*8d6/3 charges * 1 charge/150 gp = 0.1866 damage / gp @ 108 damage / round
Metamagic item(Twin)(double damage)
2*8d6/1 charges * 1 charge/150 gp = .37333 damage / gp @ 56 damage / round
Wand of Orb of Fire(CL 7+2=9)
21000 gp @ 50 charges = 420 gp/charge.
2 rays @ 4d8/ray = 8d6
Base Effeciency
9d6/1 charge * 1 charge/420 gp = 0.075 damage / gp @ 31.5 damage / round
Empower & Metamagic item(Twin)(must suceed on 2 saves or be Dazed = no action)
1.5*2*9d6/3 charges * 1 charge/420 gp = 0.075 damage / gp @ 94.5 damage / round
Metamagic item(Twin)(double damage)
2*9d6/1 charges * 1 charge/420 gp = 0.15 damage / gp @ 63 damage / round
Thoughts on Debuffing
Wand of Sonic Snap(CL 1) @ 375 gp
Base (DC 14 will save or be deafened(20% to lose spell with verbal component))
Fell drain(Negative level((no save) lose 5 HP, -1 saves, -1 attack, -1 highest spell...))(DC 14 will save(after their reflex dropped by 1) or be deafened(20% to lose spell with verbal component))
Fell Drain & Metamagic item(Twin)(2 Negative levels(lose 10 HP, -2 saves, -2 attack, -2 highest spell...))
Pros: Cheap, Automatically hit, MAJOR!!! debuff (Stacking! -2 saves, attack, spells, harder to resist being deafened(20% lose spells cast))
Cons: Living creatues, SR, might have to deal with wights the next morning if used on commoners
Wand of Sonic Snap(CL 1) @ 375 gp
Base (DC 14 will save or be deafened(20% to lose spell with verbal component))
Fell Frighten(Shaken for a minute(no save), stacks with next attack)
Fell Frighten & Metamagic item(Twin)(Automatically go to frighten(fleeing with penalties))
Pros: Cheap, Automatically hit, Foe is fleeing. Nice backup when you don't have Metamagic Item usages
Cons: Mind effecting and fear effect, SR
Ray of Exhaustion(CL 5) @ 11250 gp
Pros: Keeps the foe put(1/2 speed), fail the save administers exausted, make the save administers fatigued. Twinned version administers exausted(no save)
Cons: Mind effecting and fear effect, SR
Wand of Magic Missile(CL 9) vs. 5 targets
Fell drain & Metamagic item(Twin): hit up to 5 guys with 2 negative levels
Fell Frighten & Metamagic item(Twin):Hit up to 5 guys and they all try and flee. A second administration of shaken while foe is cornered makes them cower
Pros: Highly efficent with good damage, Automatically hit, Versatile if you have both Fell drain and Fell frighten
Cons: Need to take evil-ish feat
Fell Drain(+2):: Foe damaged by spell gains a negative level
Fell Frighten(+2): foes damaged by spell are shaken
Fear:
1) Shaken + nothing => Shaken(-2 attack rolls, saving throws, skill checks, ability checks)
2) Shaken + Shaken => Frightened(Shaken penalties + Uses all resources to flee else fights)
3) Shaken + Frightened => Panicked(Frightened penalties + Drops all held items and runs at random path, no other actions except cast spells if they allow him to escape)
4) Frightened + Cornered => Cowering(No actions!!! -2 AC, no dex)
Applying fatigue(-2 str,dex, no run/charge) to a fatigued character results in exaustion(-6 str,dex,1/2 speed)
Escalating Enfeeblement, twin and split this sucker.
Enervation: 1d4 negative levels(no save). Consider the Fell Drained Magic Missile