Hi, I'm creating a level 7 artificer for a campaign and have never built a character starting this high. I would just like some input from you all. He will be a deep gnome battlesmith who uses a repeating pistol and a shield. His starting ability array is 7 13 13 15 15 15. I have ideas for spells and the rest of his infusions but would love to hear from more people.
I can give some advice optimization wise, but really you know the character you want to play better than we do.
well, obviously one of your 15's goes into Int (nice rolls by the way) and another into dex. Use the ability score to either round off int and another score, or take a feat to round off int and give you some other ability. This lets you have a +4 modifier, meaning 4 uses per day of flash of genius, and 4 magical tinkering items at a time. Find out what all your DM will let you start with. Tinkerer's tools is not an auto accquired item, so you need to double check he'll let you have picked them up at some point. You need them to use "Right Tool for the Job".
You will have medium armor, and I know my lvl 5 Artificer has been able to pick up half-plate by this point, so see if your DM will allow you to start with it. this will give you a decent AC, especially with that shield, and especially if you take some defensive infusions. If the above suggestions were followed, you have a base AC of 19. use the enhanced defense on your armor and repelling shield, and your AC goes to 21, which is pretty baller and lets you get into the thick of things.
Infusions, few people can give you good advice there. If you know the party make up maybe you can choose some items to help others, but otherwise I have no advice
For spells, one of your cantrips needs to be mending since you have the steel defender. 2d6 healing per minute for that thing out of combat is not bad. Since you have a decent weapon for ranged combat, either take a melee combat cantrip, or pick up a finesse weapon that you can use your dex to wield (or if you can convince him to give you a simple magic weapon like something moon touched you can use your int to wield it). If you go with the weapon option, you can pick up another utility cantrip. Guidance is good for out of combat skill checks, mage hand is just generally useful, and I never say no to prestidigitation.
indstead of a repeating pistol, maybe use a hand crossbow with the crossbow expert feat? you could always re fluff it as a pistol. and this allows you 3 attacks in a round, which will bump up your dps significantly
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
indstead of a repeating pistol, maybe use a hand crossbow with the crossbow expert feat? you could always re fluff it as a pistol. and this allows you 3 attacks in a round, which will bump up your dps significantly
Yup. With Artificer, you can get 3 attacks per turn with this setup AND carry a shield. Repulsion shield + repeating hand xbow sounds like all sorts of fun.
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Hi, I'm creating a level 7 artificer for a campaign and have never built a character starting this high. I would just like some input from you all. He will be a deep gnome battlesmith who uses a repeating pistol and a shield. His starting ability array is 7 13 13 15 15 15. I have ideas for spells and the rest of his infusions but would love to hear from more people.
I can give some advice optimization wise, but really you know the character you want to play better than we do.
well, obviously one of your 15's goes into Int (nice rolls by the way) and another into dex. Use the ability score to either round off int and another score, or take a feat to round off int and give you some other ability. This lets you have a +4 modifier, meaning 4 uses per day of flash of genius, and 4 magical tinkering items at a time. Find out what all your DM will let you start with. Tinkerer's tools is not an auto accquired item, so you need to double check he'll let you have picked them up at some point. You need them to use "Right Tool for the Job".
You will have medium armor, and I know my lvl 5 Artificer has been able to pick up half-plate by this point, so see if your DM will allow you to start with it. this will give you a decent AC, especially with that shield, and especially if you take some defensive infusions. If the above suggestions were followed, you have a base AC of 19. use the enhanced defense on your armor and repelling shield, and your AC goes to 21, which is pretty baller and lets you get into the thick of things.
Infusions, few people can give you good advice there. If you know the party make up maybe you can choose some items to help others, but otherwise I have no advice
For spells, one of your cantrips needs to be mending since you have the steel defender. 2d6 healing per minute for that thing out of combat is not bad. Since you have a decent weapon for ranged combat, either take a melee combat cantrip, or pick up a finesse weapon that you can use your dex to wield (or if you can convince him to give you a simple magic weapon like something moon touched you can use your int to wield it). If you go with the weapon option, you can pick up another utility cantrip. Guidance is good for out of combat skill checks, mage hand is just generally useful, and I never say no to prestidigitation.
indstead of a repeating pistol, maybe use a hand crossbow with the crossbow expert feat? you could always re fluff it as a pistol. and this allows you 3 attacks in a round, which will bump up your dps significantly
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Yup. With Artificer, you can get 3 attacks per turn with this setup AND carry a shield. Repulsion shield + repeating hand xbow sounds like all sorts of fun.