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<blockquote data-quote="Dozen" data-source="post: 6096599" data-attributes="member: 6698275"><p>Yeah, I'd... see that coming from a mile away. </p><p></p><p>But, wands. </p><p>- Enlarge Person is a better start than any damage spell of it's level(So long you fit into the dungeon, obviously). </p><p>- Negative Energy Ray, to heal your undead minions! (What do you mean you don't have undead minions? What are you, a druid? Get on it already!) It also deals decent damage, only halves on save and is invisible, a fine spell either way.</p><p>- Nerveskitter is a definite winner no matter what. +5 to Initiative for an Immediate Action, anyone? Everyone, rather.</p><p>- Rays of (Insert adjectives here) are just dreamy for eternal wands, each sparing you from a monster or two every day, no save allowed. </p><p>- Vision of Entropy is the Queen of Single-Target Fear Spells, all but guaranteeing an unconscious enemy at higher levels.</p><p>- The smart use of low level Compulsion spells(Suggestion, Command, Illusory Script, etc.) gives a great boon. In most social situations, they are far better than Dominate.</p><p>- Got Listen as a class skill? Get Listening Lorecall. See who sneaks up on you now. </p><p>- While you're at it, get <a href="http://www.enworld.org/forum/showthread.php?327144-Help-me-list-spells-that-make-skills-irrelevant" target="_blank">every skill</a>.</p><p></p><p>Optimization:</p><p>- Looking at your build, I think you already know, but I should stress, Charisma is not your base stat. Still, you can't simply ignore it without a mess of a build(I listed a few below).</p><p>- You should decide if you want magic only or archery only. With magic in the pantry, specializing in ranged weapons is redundant.</p><p>- If you chose the archer, put your current Strenght score into Charisma instead. You have no business on the front lines with your d6 and no melee feats. Dump it, Get Easy Travel on your armor, and stay back.</p><p>- On the sidenote, an archer build could be used along the Hordeficer with minimal effort, I recommend it. A villain needs it's own army!</p><p>- For the above, Craft Construct is suppository. Create Wondrous Creature from the NBoF is your best friend, if you allow those things in the first place. Don't bother with homunculi if you want to live, however.</p><p>- Know your enchantments, wondrous items. Magic Item Compendium will help you out. Even though you have items in numbers approaching infinity, time is a factor. </p><p></p><p>Multiclass options. With the dead levels later on, after you got Retain Essence, you'd be wasting your levels advancing as a full Artificer(who spends money on 7th+ level spell items? That's what full casters are for), which encourages to complement your abilities with other classes:</p><p>-Archivist/Wizard: One level dip in each, you can ignore Charisma, UMD, and focus on your other stats as you see fit, making you a stronger combatant.</p><p>-Incarnate: The Incarnate and the Artificer are a match made in the Seven Heavens. The single most confusing combination in the game(Good gods, will you look at all this paperwork?!) but once you got the hang of it, you're potentially broken, filling every party role imaginable, alone, with powers a Bard can only dream of. Versatile, nice abilities, good skills, UMD checks are child's play. Needs high Con and makes a poor archer, so you might want to switch with your Dex score.</p><p>-Factotum: A somewhat less powerful version of the above, only less crazy and allows for potent ranged combat. If you lack the smarts yet still want to be a challenge for each party member on their own turf, go for it.</p><p>-Fighter: The only reason you may want a positive Strength modifier at this point. Infusions mix with Fighters nicely.</p><p>-Warlock: A four-level dip for the second best UMD Check possible(The best being the Incarnate/Warlock's), Detect Magic at will, and the invocations you get spare a few wands and magic items you'd otherwise probably invest in anyway. Benefits from high Cha.</p></blockquote><p></p>
[QUOTE="Dozen, post: 6096599, member: 6698275"] Yeah, I'd... see that coming from a mile away. But, wands. - Enlarge Person is a better start than any damage spell of it's level(So long you fit into the dungeon, obviously). - Negative Energy Ray, to heal your undead minions! (What do you mean you don't have undead minions? What are you, a druid? Get on it already!) It also deals decent damage, only halves on save and is invisible, a fine spell either way. - Nerveskitter is a definite winner no matter what. +5 to Initiative for an Immediate Action, anyone? Everyone, rather. - Rays of (Insert adjectives here) are just dreamy for eternal wands, each sparing you from a monster or two every day, no save allowed. - Vision of Entropy is the Queen of Single-Target Fear Spells, all but guaranteeing an unconscious enemy at higher levels. - The smart use of low level Compulsion spells(Suggestion, Command, Illusory Script, etc.) gives a great boon. In most social situations, they are far better than Dominate. - Got Listen as a class skill? Get Listening Lorecall. See who sneaks up on you now. - While you're at it, get [URL="http://www.enworld.org/forum/showthread.php?327144-Help-me-list-spells-that-make-skills-irrelevant"]every skill[/URL]. Optimization: - Looking at your build, I think you already know, but I should stress, Charisma is not your base stat. Still, you can't simply ignore it without a mess of a build(I listed a few below). - You should decide if you want magic only or archery only. With magic in the pantry, specializing in ranged weapons is redundant. - If you chose the archer, put your current Strenght score into Charisma instead. You have no business on the front lines with your d6 and no melee feats. Dump it, Get Easy Travel on your armor, and stay back. - On the sidenote, an archer build could be used along the Hordeficer with minimal effort, I recommend it. A villain needs it's own army! - For the above, Craft Construct is suppository. Create Wondrous Creature from the NBoF is your best friend, if you allow those things in the first place. Don't bother with homunculi if you want to live, however. - Know your enchantments, wondrous items. Magic Item Compendium will help you out. Even though you have items in numbers approaching infinity, time is a factor. Multiclass options. With the dead levels later on, after you got Retain Essence, you'd be wasting your levels advancing as a full Artificer(who spends money on 7th+ level spell items? That's what full casters are for), which encourages to complement your abilities with other classes: -Archivist/Wizard: One level dip in each, you can ignore Charisma, UMD, and focus on your other stats as you see fit, making you a stronger combatant. -Incarnate: The Incarnate and the Artificer are a match made in the Seven Heavens. The single most confusing combination in the game(Good gods, will you look at all this paperwork?!) but once you got the hang of it, you're potentially broken, filling every party role imaginable, alone, with powers a Bard can only dream of. Versatile, nice abilities, good skills, UMD checks are child's play. Needs high Con and makes a poor archer, so you might want to switch with your Dex score. -Factotum: A somewhat less powerful version of the above, only less crazy and allows for potent ranged combat. If you lack the smarts yet still want to be a challenge for each party member on their own turf, go for it. -Fighter: The only reason you may want a positive Strength modifier at this point. Infusions mix with Fighters nicely. -Warlock: A four-level dip for the second best UMD Check possible(The best being the Incarnate/Warlock's), Detect Magic at will, and the invocations you get spare a few wands and magic items you'd otherwise probably invest in anyway. Benefits from high Cha. [/QUOTE]
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