Permission from the original author Endymion was received by private message. Introduction[ edit ] At the most basic level, the Artificer is a 20 level base class that focuses on the ability to craft magical items, and gains a number of abilities and features that make it easier to craft these items. It does this, primarily, through the Use Magic Device skill. The Artificer does not have a spell list, meaning it is capable of casting spells but learns them from other class lists, also it has the unique ability to make Use Magic Device checks in place of casting spell prereqs when crafting, meaning they can "fake" any spell in the books, in order to make any non-artifact level magic item in the game. Thanks to this extreme magical flexibility, combined with several other class features, the Artificer makes the ultimate stand-in character.
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Permission from the original author Endymion was received by private message. Introduction[ edit ] At the most basic level, the Artificer is a 20 level base class that focuses on the ability to craft magical items, and gains a number of abilities and features that make it easier to craft these items. It does this, primarily, through the Use Magic Device skill. The Artificer does not have a spell list, meaning it is capable of casting spells but learns them from other class lists, also it has the unique ability to make Use Magic Device checks in place of casting spell prereqs when crafting, meaning they can "fake" any spell in the books, in order to make any non-artifact level magic item in the game.
Thanks to this extreme magical flexibility, combined with several other class features, the Artificer makes the ultimate stand-in character. Races[ edit ] One of the first questions to be asked after someone decides to play an Artificer is what race to make them. Which races make good Artificers? The answer is, they all do. Well, most of them do anyway. First is their bonus feat. There are more good feats for an Artificer to take than a single character can take, so the bonus feat goes a long way.
Second, the skillpoints. Depending on what kind of Artificer you want to be, you are going to need ranks in many different skills, and the human skillpoint bonus can be the difference between picking which skills you like more, and picking between which must-have skills you can afford to pick. Last, but not least, is the fact that humans can be marked members of House Cannith. Not only does the Mark of Making synergize with the class very nicely, but House Cannith is THE source of all things crafting in Eberron, magic and mundane.
While any race can potentially join the house, only humans can be blood members with the Mark of Making, and hence only humans can really reach the heights of the organization. Gnomes[ edit ] Gnomes make excellent Artificers for three major reasons. Second, they are Small size, which grants them bonuses to attacks, their AC, Hide checks, and actually makes them stronger in comparison. The other is that, in Eberron, the Gnomes hold a near monopoly on the ability to bind elementals into weapons, armors, and vehicles.
If you plan on making elementally bound items, you can avoid a lot of hassles by choosing to be a gnome. Half-Elves[ edit ] While half-elves do not have any racial bonuses to skills or abilities that benefit an Artificer, they do have the ability to manifest the Mark of Storm, and to be a member of House Lyrandar. House Lyrandar runs most of the airships in Eberron, and have a very easy time controlling those airships with their dragonmark.
If you know there will be airships involved in your game, or you want to eventually have your own airship, a half-elf is the way to go, and there are definite attractions for the Artificer in having and running his or her own airship.
Elves[ edit ] Elves have Favored Class: Wizard, meaning they can dip into Wizard without penalty in order to gain a spell list. They also gain a bonus to Dexterity, and come with proficiency in the bow. Where the default Artificer will rely greatly on their crossbow, the elven Artificer will rely on the bow, the superior of the two choices. The elves of Areneal also have an almost total monopoly on the special material soarwood, which is a primary material in the construction of airships.
An Areneal Artificer could potentially have an easier time getting ahold of this rare wood than the other races.
Halflings[ edit ] The halflings share the Dexterity bonus of the Elves, making them better at hitting with their ranged attacks. They also gain the bonus to saves, and their Small size gives them the same advantages as the Gnomes gain. Dwarves[ edit ] Dwarves face an initial roadblock in being an Artificer because of the -2 to Charisma they suffer. With so much of the class revolving around Use Magic Device, a Charisma based skill, the Dwarves are handicapped from the start.
In addition, Dwarves in Eberron hold the monopoly on the banking system. Half-Orc[ edit ] Half-Orcs suffer a hit to both Intelligence and Charisma, the two key abilities for the Artificer class, which makes them rather poor choices for your traditional Artificer build.
The Eberron Races Warforged[ edit ] At first glance, the Warforged are poor choices for an Artificer, but look twice, they have definite advantages that can make the WF a powerhouse Artificer. Warforged cannot fully benefit from healing magic, but a WF Artificer is capable of using his Repair infusions on himself, bypassing this weakness entirely. Or, barring that, the skills used to repair Warforged are also class skills for the Artificer that would allow the WF to repair himself without wasting Infusions.
However, there is a variant Artificer, the Psionic Artificer covered later on that would benefit greatly from being a Psionic race. Given that the Kalashtar are the prominant PC psionic race in Eberron, that puts them at the top of the list for Psionic Artificers.
Changelings[ edit ] Like the Kalashtar, the Changlings are middle ground Artificers without bringing in some extra material. However, if your DM allows material from Races of Eberron and most do , there is a feat that allows the Changling to actually count as the subtype of what they change into. This means that the Changling with this feat would actually count as an Elf while in the form of an Elf, and would not have to make UMD checks to use racially restricted Elf-Only magical items, for example.
Essentially, with the right feat, the Changlings can throw an entire section of UMD checks out the window, which means they can use those racially restricted items much more reliably than your default Artificer. Shifters[ edit ] Shifters suffer from hits to both Intelligence and Charisma, and are generally presented as being less inclined to build magical items on their own, making them poor choices for Artificers. However, their multiple shifter traits can add a new level of versatility for Artificers.
Bottom line here, though, is that there is very little reason to be a Shifter Artificer other than for roleplaying reasons. Of all the races, mechanically speaking, Shifters make the worst Artificers. Ability Scores[ edit ] After race, the ability scores is the next most crucial aspect for an Artificer. This will be explained below. Strength[ edit ] For the traditional Artificer build, you could call Strength your dump stat.
Obviously if you want a melee focused Artificer, you will want to up this stat considerably. No less than a 14 if you plan on entering melee regularly. Constitution[ edit ] For your traditional Artificer, Con is almost as much of a dump stat as Strength. You should not be on the front lines, so you should not be getting hit very often.
However, you have the second lowest hitdice in the game with the d6, so extra hitpoints can be a blessing. Also, if you are being pressed into service as a replacement Rogue opening up locked chests, you run the risk of poison needles, so the higher Fortitude save helps too.
I suggest a 12 here, but no higher than a Again, if you are going for a melee based Artificer, you want to bump this one up as well. Dexterity[ edit ] Welcome to the most important physical stat for the Artificer.
You cannot use Heavy armor without spending a feat, and you still suffer from Arcane Spell Failure when casting from arcane scrolls, which means you will most likely be in Light armor, or Mithral Medium armor. Either way, you are going to need a good Dexterity to up your Armor Class.
Also, a majority of your offensive capabilities come in the form of ranged attacks, both mundane and magical, which means you will need to be able to hit the broad side of the proverbial barn, meaning you will need a good Dex score. And while you are not on the front line, you are vulnerable to enemy spells like Fireball, which means your Reflex save is important as well. A 14 will serve you well here, but never let this go negative, as it will hurt you far too much.
You will be making many Craft checks, all of which are Int based. Your bonus Infusions per day are also tied to your Intelligence. In short, everything about being an Artificer, other than Use Magic Device, is tied to your Intelligence score. You cannot get this score too high. I suggest a 16 here, and the sky is the limit for the cap. Wisdom[ edit ] The least important mental stat for an Artificer, Wisdom can potentially be used as a dump stat.
However, your Will saves are tied to it, as are the always useful Spot and Listen checks. It justifies having a 10 in, but I would not recommend putting more than a 12 in it.
One reason to go higher though is that you can prevent having to make extra UMD checks to replicate a high Wisdom score when faking Divine spells. And, if you are familiar with using other classes that get a lot of skillpoints, the actual ability modifier to the roll quickly becomes less important than your number of skill ranks.
Under no circumstances should you drop this below a Feats[ edit ] What feats you take for your Artificer are going to depend largely on what kind of Artificer you want to play. You will spend a lot of time with your trusty crossbow, and after that, ranged attack spell wands.
Precise Shot[ edit ] Typically, you are not going to be on the front lines, but in the back row with your ranged attacks. Which means the party tank will be in melee with the bad guys. Which means you are firing into melee, and taking a -4 to hit in the process. A human Artificer can take both at level 1, making him quite good at ranged attacks.
This feat removes that hinderance, and ensures that your crossbow remains a lethal weapon for all 20 levels. Metamagic[ edit ] This is really going to depend on what kind of Artificer you want to play. The Blastificer outputs this damage via the Metamagic Trigger ability more on that later. Instead of increasing the level of the spell being cast, the Blastificer instead pours more charges into each wand activation for the various Metamagic effects.
Like shoes. Skill Focus Use Magic Device [ edit ] This one is very controversial, and you need to think long and hard before you take this one. However, by the higher levels, it becomes a large drawback in that you are a feat short, which means there are less feats left over for the much more useful things.
If you are playing a high level game, stay away from this feat like the plague. If you are starting at lvl 1 and plan on going all the way up to lvl 20, you need to stop and ask yourself this. Do you want more power and survivability at the low levels, or do you want to be more powerful at high levels?
If in this situation you should ask your DM if he will be allowing feat retraining. If he says yes you can simply replace the feat to one that is more useful once you reach the point this feat is less useful than the slot it occupies.
Alternatively if not, and you have a wizard or cleric within your ranks that is capable of casting certain 8th level spells one of which is chaotic , for a process that cost the spell caster a total of xp. He can cast embrace the dark chaos, replacing a feat of yours feat, with an Abyssal Heritor Feat.
Artificer Player's Guide (3.5e Optimized Character Build)
DnD 5e - The Artificer Handbook Last Updated: March 17th, Disclaimer I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. Red: Bad, useless options, or options which are extremely situational. Orange: OK options, or useful options that only apply in rare circumstances. Green: Good options.
Coupled with the important of the other 3 stats above, these races were picked for their bonuses. Of course getting this accepted in most Eberron campaigns becomes an issue. Human- The main core choice. More skill points is always handy as well as the extra feat. Warforged- Initially seen as poor due to lower charisma and one less feat, they get the all important wand sheathe page of Eberron , as well as artificer sub levels RoE and somewhat limited but powerful alter self options.
Dajas And while these may sound powerful, infusions are much more likely to have costly very costly! One odd restriction though. It does this, primarily, through the Use Magic Device skill. Useful for when you are replacing a Rogue.
An artificer begins each day with the ability to empower one magic item, and gains an additional empowerment at each milestone. You must spend a short rest with an item in order to empower it. An item may be empowered in two ways: Impart Energy: You recharge the daily power of a magic item. An item can only be recharged only once per day in this way. Augment Energy: You infuse a weapon or implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended.