[Artificer]Does making an item need to be 8 hours in a day?

So far I'm only doing Scrolls & Potions and I've only made Scrolls. I assume you don't need a workshop for scrolls, just the materials and a quiet place to work.

Like I said, I know I can split up the days, but the adventure is one of those continious ones where you're lucky to get 8 hours for rest (and that matters to the casters) let alone 16 hours free (8 rest, 8 making something). Thats happened once so far. A single 8 hours of downtime between 4 or 5 sessions.

The GM has admitted that the story is in full swing and we won't get any downtime until the end of "the adventure". We're running a premade campaign and I have no clue how the "adventures" in it break down.

For the most part it's just mostly annoying playing someone who's abilities you can't use. My Infusions take too long to use in play as well. 5 players and us tending not to prepare for things (as a group, not by my choice).

I wouldn't even mind paying XP for abilities I'm not using, if it gets made up in the future, but I'm loosing all my xp I get per level to make items, which is slightly frustrating.
 

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drothgery said:
There's an infusion in Races of Eberron that lets you create an unseen servant-esque minion to do your crafting for you.

Thats cool.

Once I hit a high enough level I might be able to use my class ability.

I can also create Hermuculi to make stuff too. Saves time, but I have to be there for some portion of it apparently.

But until I get that spell or make some Hermuculi, I'm out loosing my Craft Reserve.
 

Rope Trick. Find a way to get a nice long running Rope Trick. Resonably secure resting point, no listed limitations on what can be done from inside (other than the warning about extrademensional spaces). If you can manage to extend it at 5th, that's 10 hours of down-time, sufficient for regaining spells; if you can manage two castings, that's 20; regaining spells and crafting.
 

I'm afraid you may have picked the wrong game for an artificer. Perhaps you can talk your DM into allowing you to switch classes (that is, re-make the character) since there is really no way to be able to use a key class feature.

I think Artificers may make better NPCs than PCs because of the time required to make items.
 

Artoomis said:
I'm afraid you may have picked the wrong game for an artificer. Perhaps you can talk your DM into allowing you to switch classes (that is, re-make the character) since there is really no way to be able to use a key class feature.

I think Artificers may make better NPCs than PCs because of the time required to make items.

Ironically we were going to play normal 3.5 and I had a Sorcerer made. The GM suggested Eberron and we said cool. He suggested that I run an Artificer (he knows I like Techno-Wizards in Rifts) in the game. I agreed so long as I would actually get time to craft items.

I'll give it a little more time and see if I can make any use of my abilities. I figure if I cross class into a Sorcerer or Wizard, having Scribe Scroll, Brew Potion, Craft Wonderious Item, Craft Hermuculi, Use Magic Device & some Infusions, they might come in handy down the road.
 


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