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LordErebus12
2012-09-11, 08:42 PM
Changes are in Bold Green

Artificer

http://i.imgur.com/PaSSd.jpg

"So you want a new weapon... well then, step into my shop! Oh, and watch out for that potion shelf..."
*crashing bottles and explosion*
"... Nevermind... should have moved that further from the door, adventurers and their gear keep getting caught on it..."
*MEND MEND MEND*
"No problem... now how can I help you?"

~~Almo the Awesome, Owner and Proprietor of Magical Mysteries~~

Role: A portable arsenal of magical items, brilliant communicator for the party, master of both tactics and traps. Artificers are skilled killed with both arcane and divine creations as well as any alchemical pursuits that tickle their fancy. This all rolled up behind the possible "face" of the party, an Artificer is a perfect example of a character who is prepared for any situation, no matter how daunting or pressured the party may be.

Alignment: Any.

Hit Die: d8.

Class Skills
The Artificer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

{table=head]{colsp=10}Table: Artificer Class
Level| BAB | Fort| Reflex |Will| Special| 1st| 2nd| 3rd| 4th

1st |+0 |+0 |+2 |+2 |Basic Magic, Weird Science Inventions|1|-|-|-
2nd |+1 |+0 |+3 |+3 |Item Creation, Scribe Scroll|1|-|-|-
3rd |+2 |+1 |+3 |+3 |Brew Potion, Expedient Crafter|2|-|-|-
4th |+3 |+1 |+4 |+4 |Bonus Feat, Craft Wondrous Item|2|-|-|-
5th |+3 |+1 |+4 |+4 |Craft Magical Arms and Armor, Special Techniques|3|1|-|-

6th |+4 |+2 |+5 |+5 |Elbow Grease +2|3|1|-|-
7th |+5 |+2 |+5 |+5 |Craft Wand, Salvage|4|2|-|-
8th |+6 |+2 |+6 |+6 |Armored Caster, Bonus Feat|4|2|-|-
9th |+6 |+3 |+6 |+6 |Craft Rod, Resourceful Crafter|5|3|1|-
10th |+7 |+3 |+7 |+7 |Elbow Grease +4, Jack of all Trades|5|3|1|-

11th |+8 |+3 |+7 |+7 |Metamagic Science|6|4|2|-
12th |+9 |+4 |+8 |+8 |Bonus Feat, Craft Staff|6|4|2|-
13th |+9 |+4 |+8 |+8 |Elbow Grease +6|6|5|3|1
14th |+10 |+4 |+9 |+9 |Forge Ring|6|5|3|1
15th |+11 |+5 |+9 |+9 |Improved Jack of all Trades|6|6|4|2

16th |+12 |+5 |+10 |+10 |Bonus Feat, Improved Metamagic Science|6|6|4|2
17th |+12 |+5 |+10 |+10 |Improved Armored Caster|6|6|5|3
18th |+13 |+6 |+11 |+11 |Experienced Crafter|6|6|5|4
19th |+14 |+6 |+11 |+11 |Thrifty Crafter|6|6|6|5
20th |+15 |+6 |+12 |+12 |Bonus Feat, Master of all Trades|6|6|6|6
[/table]

Class Features
All of the following are class features of the Artificer.

Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).

1st - Basic Magic : The Artificer gains access to every cantrip and orison. The artificer chooses three plus the Artificer's Intelligence modifier to prepare from memory each day. The Artificer becomes capable of casting those chosen cantrips/orisons at will. Beyond this, the Artificer is not a spell caster, and must use magical items or Inventions to unitize higher magics.

1st - Weird Science Inventions: An artificer is not a typical spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer has access to both arcane and divine spell lists, but only up to 4th level.

At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include one additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th, etc.) they may include one additional spell on a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.

Weird science devices must be invented well in advance; they cannot be created on the fly. The time to create such devices is equal to 4 hours per spell level used, consuming 100 gp per spell level in materials during creation. As such, an artificer usually has a small collection of regularly-carried devices. Weird science devices are both temporary and unreliable.

They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (round down, minimum 1). Going beyond this state of reliability causes the user to make Use Magical Device checks or the device breaks. The device may be used by anyone with access to the spells within the invention -- but if used by someone other than that, it requires a Use Magic Device roll at DC 25 to activate.

A failed roll indicates that the device fails to activate for that user, and a roll of 15 or lower means that the device breaks down for good. If the device is used more times than is safely allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 25 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).

Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once and consuming more "reliable" charges per use) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 24 + the number of effects used, and goes up for each additional usage by the number of effects used.

These devices are cheaper to create than most magical devices but become non-functional and non-magical after 1d4+1 days after creation, the magical stored within fading in strength until it slowly vanishes, unless a permanency spell is cast once for each spell effect within the invention. With that long creation time, their unreliability, and difficulty for non-artificers to use; its penalties help keep these devices in better check.

2nd - Bonus Feats: An artificer gains every item creation feat as a bonus feat. He gets Scribe Scroll as a bonus feat at 2nd level, Brew Potion at 3rd level, Craft Wondrous Item at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, an artificer gains a bonus feat at 4th, 8th, 12th, 16th and 20th level. For each of these bonus feats, the artificer must choose a metamagic feat.

2nd - Item Creation: An artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item. This ability does not stack with the Master Craftsman feat.

3rd - Expedient Crafter: The Artificer is treated as requiring only half the time to create non-magical items, while magical items require only three-fourths the time. This ability does not reduce the creation time on Weird Science Inventions.

5th - Special Techniques (Ex): The Artificer can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.


• Serrated weapon: Weapon only. This modifier gives the weapon a +1 to all damage rolls.

• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.

• Lightly formed: Weapon or Armor. This modifier reduces the weight of the item by 10%.

At 17th level, these modifiers can be used as well. Applying one of these effects increases the value of the item by 900 gp instead of 300 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.


• Flaming Runes: Weapon only. The weapon is treated as having the Flaming effect. The flaming effect deals an additional 1d4 fire damage on a successful hit, Runes along the weapon flashing with fire. This stacks with any other source of magical fire, as such from the Flaming magical weapon quality.

• Fortified armor: Armor only. The armor is treated as having the Light Fortification effect, stacking with any other Fortification (including another light).

• Finely made: Weapon or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.

• Frost Runes: Weapon only. The weapon is treated as having the Frost effect. The frost effect deals an additional 1d4 cold damage on a successful hit, Runes along the weapon flash, causing the weapon to get lightly frosted. This stacks with any other source of magical cold, as such from the Frost magical weapon quality.

• Shocking Runes: Weapon only. The weapon is treated as having the Shocking effect. The shocking effect deals an additional 1d4 electricity damage on a successful hit, Runes along the weapon discharging static electricity. This stacks with any other source of magical electricity, as such from the Shocking magical weapon quality.

6th - Elbow Grease: The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 10th level, and +6 at 13th level.

7th - Salvage: An artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.

8th - Armored Caster: The Artificer gains both proficiency and the ability to wear medium armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with medium armor, the armor check penalty lessens by one with all medium armor worn.

9th - Resourceful Crafter: The Artificer is treated as having all the necessary supplies at hand, requiring one-tenth to be expended in the creation of items than normal. The Artificer is treated as having the Eschew Materials feat for the purposes of cheap spell components.

10th - Jack of All Trades: The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained. At 15th level, all skills are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks when ranks are trained.

11th - Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

16th - Improved Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).

17th - Improved Armored Caster: The Artificer gains both proficiency and the ability to wear heavy armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with heavy armor, the armor check penalty lessens by one. Also, Artificers wearing medium armor have their armor check penalty lessens by two.

18th - Experienced Crafter: The Artificer can now create magical items that only expend half the experience that is normally required. For magical item creation, any experience costs are halved. Spells like wish, which requires experience to cast, are not decreased by this ability.

19th - Thrifty Crafter: The Artificer can now create magical items at 90% of the normal creation cost. This reduces only the monetary cost of crafting.

20th - Master Of All Trades (Ex): the Artificer's Jack of All Trades ability reaches its zenith: The artificer is a Master at every skill, and may now use any skill checks that the artificer has at least one rank in by taking 10, even if someone cannot do so normally.

LordErebus12
2012-09-11, 08:43 PM
Basic Spells

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Putrefy Food and Drink: Makes food and water inedible.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Summon Instrument: Summons one musical instrument.
Touch of Fatigue: Touch attack fatigues target.
Unwitting Ally: Subject is considered ally for 1 round.
Virtue: Subject gains 1 temporary hp.

LordErebus12
2012-09-11, 09:00 PM
Alchemist's Repeating Crossbow (Exotic)

Cost: 600 gp (always considered Masterwork)
Ammunition Cost: see below
Range Touch: 50 ft.
Clip Size: Belt Fed 25 or Ammo Box 10

This special alchemical crossbow is steam powered by some alchemist's fire flask, 1 lb. of water, and several special coils and strings. When fully fueled (2 full round actions), it can be used all day before requiring more fuel.

Each shot fired by this crossbow produces enough steam to force the spring flat, releasing the three strings to project the cartridge forward at high speeds, before the spring expands, grabbing all three strings and returning them to a loaded state.

All this is contained within the body of the crossbow, the actual bow arms that typically hold the crossbow string are merely for looks, some alchemist's crossbows don't even have them. If one is present, the alchemist's crossbow can be used as a heavy crossbow that must be reloaded after every shot is made (using the normal heavy crossbow statistics for reloading, distance, etc.).

Cartridge Types
Cartridges come in different styles but both are fed through the side of the crossbow, either using a mounted box of 10 shots (standard action to reload) or a belt of 25 (full round action to reload).

Alchemical Cartridges: There are many types of alchemical cartridges, the simplest being the glass cartridge filled with black powder and one type of alchemical flask. It costs about 20 gp, one alchemist's flask of your choice and a DC 15 craft (Alchemy) check to create one cartridge.

Entangling Shot Cartridge: This is an alchemically treated resin, extremely sticky and strong enough to survive the shot. It deals half damage to those hit by an attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. It costs about 40 gp, one tangle-foot bag and a DC 15 craft (Alchemy) check to create one cartridge.

Flare Cartridge: When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. It costs about 30 gp, 3 sunrods and a DC 15 craft (Alchemy) check to create one cartridge.

Artificer's Cartridge: When Artificers get their hands on these weapons, you start seeing cartridges becoming certain types of Inventions in their own right. These cartridges can have one invention placed within it, using a spell that requires either a ranged or melee touch attack to target.

When the cartridge hits a target, it discharges the spell as well as the standard damage. Artificer's cartridges cost about 60 gp each, each requiring a DC 20 craft (Alchemy) check and any material components that may be required for the spell to create one cartridge.

devlingreye
2012-09-11, 09:04 PM
Are you expanding on the Tomb of Secrets artificer?

Kane0
2012-09-11, 09:20 PM
Feel free to steal anything you like from my 3.U Artificer (http://www.giantitp.com/forums/showpost.php?p=13848160&postcount=8) ... at the cost of some PEACHing. :smallamused:

SamBurke
2012-09-11, 09:26 PM
Adamant Entertainment did a pretty decent job covering this class, here. (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/artificer)

LordErebus12
2012-09-11, 09:37 PM
Are you expanding on the Tomb of Secrets artificer?

yes


Adamant Entertainment did a pretty decent job covering this class, here. (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/artificer)

its what i'm expanding upon, as I dont think its very complete. Im adding qualities and some actual magic to it.

LordErebus12
2012-09-11, 10:01 PM
update. still missing two slots. i think maybe major creation as an ability somewhere....

LordErebus12
2012-09-12, 01:05 AM
tables are done. Special Thanks goes to qwertyu63 for the Master Craftsman's ability, Special Techniques.

Rentaromon
2012-09-13, 01:38 PM
hope you fix how horrible broken and over powered the class is. I made one and just stacked touching range spells on a single item then killed everything with 1 attack, nothing could stop me. Even after the DM went out of his way to try and stop me i had access to so many spells that i could carry the best answers at all times and get around every defense enemies had.

Deepbluediver
2012-09-13, 02:12 PM
What if you limited the number of spells an Artificer had access to, and allowed him to learn more like a Wizard. At the very worst, this either consumes additional resources, or allows the DM to say something like "that kind of magic is forbidden and/or unknown in this part of the world".

I've found that there can be a world of difference between "I can theoretically learn every magic spell in existence" and "here's the list of spells I have prepared for today".


Edit: Also, there should probably be a cost in gold for the Weird Science Inventions. It doesn't have to be a lot, but it keep the artificer from stuffing his bag of holding with one copy of everything.

LordErebus12
2012-09-13, 02:27 PM
hope you fix how horrible broken and over powered the class is. I made one and just stacked touching range spells on a single item then killed everything with 1 attack, nothing could stop me. Even after the DM went out of his way to try and stop me i had access to so many spells that i could carry the best answers at all times and get around every defense enemies had.


What if you limited the number of spells an Artificer had access to, and allowed him to learn more like a Wizard. At the very worst, this either consumes additional resources, or allows the DM to say something like "that kind of magic is forbidden and/or unknown in this part of the world".

I've found that there can be a world of difference between "I can theoretically learn every magic spell in existence" and "here's the list of spells I have prepared for today".


Edit: Also, there should probably be a cost in gold for the Weird Science Inventions. It doesn't have to be a lot, but it keep the artificer from stuffing his bag of holding with one copy of everything.

How about this? ive updated it a bit. check the green text

LordErebus12
2012-09-13, 03:16 PM
created a rough idea for a alchemist's crossbow. it fires cartridges from it using steam and alchemical fire to launch glass shots filled with various effects or even sometimes normal bolts, if it actually has the standard crossbow arms and string attached to it (50% of the time).

Deepbluediver
2012-09-13, 03:32 PM
The number of spells that can be combined into a single device at one time is equal to one plus one more at 5th, then every five levels beyond 5th level.
That seems fine; the wording sounds a little weird though.
Maybe try: "At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include 1 additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th, etc.) they may include one additional spell on a single device.


The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 25 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 15 or lower means that the device breaks down for good).
This is probably just me, but I would love to see the UMD skill being more widely available to other classes. If you concern is game balance, making it extra hard for the fighter to activate magical wings but easy for the wizard gets you nowhere.

Why not just have the DC check be the same for everyone, and give Artificers an extra bonus to the skill. It seems to me like it would be reasonable for some one who spends so much time working with magic items that he is pretty good at activating them, even if he didn't craft them himself.


These devices are cheaper to create than most magical devices but become non-functional and non-magical after 1d3 days of creation. With that long creation time, their unreliability, and difficulty for non-artificers to use; its penalties help keep these devices in better check.
While I love that you are willing to take my advice...this may be too far in the other direction. Some stuff will pratically be breaking down before your eyes, while the rest (in the best case scenario) only functions for a day or two before you need to stop and tinker some more.

I think that if this is the method you want to go, you should change it somehow so that the time your creations last gets longer as you level up. Either a flat bonus, or an increase to the size of the dice you roll.

The more complex solution would be to have two versions of Weird Science. One that lets you build things for minimal cost on the fly, but break down rapidly, and another that was more expensive but created permenant inventions.

Maybe the quick version is something like: You can create something in 10 minutes per spell level and consumes a small amount of materials, but it falls apart after 1d4 hours.
{table] Spell Level|Additional Cost
1|+5gp
2|+15gp
3|+30gp
4|+50gp[/table]

And the long version reads: Creating a sturdier and more permenant device takes 4 hours per spell level and consumes many more materials.
{table] Spell Level|Additional Cost
1|+15gp
2|+50gp
3|+85gp
4|+130gp[/table]

So for example, quickly creating a device with two level 1 spells and a level 3 spell would take 50 minutes and cost 40 gp, and the same device when built to last would take 20 hours and cost 115gp.
(I'm pretty much making this up as I go along, so if something seems wildly unbalanced or silly, or I've done my math wrong, feel free to point it out and not use my suggestions.)

LordErebus12
2012-09-13, 03:37 PM
I'm gonna use some of what you have suggested, Deepbluediver. However, I have a game starting in about 30 minutes, so I'm gonna have to wait until later tonight before I can make any changes. feel free to comment still. the more help i have with this, the better.

LordErebus12
2012-09-13, 10:34 PM
Deepbluediver, Ive done some changes, i dont think it needs more changing from its current state, as far as that ability goes. 100 gp in materials and 4 hours per spell level. UMD checks to use one equals about 25 for those who dont have the spells in their spell lists. (IE: 5 higher than a wand's DC). they last for 1d4+1 days unless a permanency spell is cast, once for each spell effect.

what about the rest of it?

wadledo
2012-09-13, 10:40 PM
No offense meant, but I thought the Pathfinder answer to Artificer was Alchemist?

LordErebus12
2012-09-13, 10:46 PM
No offense meant, but I thought the Pathfinder answer to Artificer was Alchemist?

Alchemists are infusers, potion brewers, and bomb experts.

Artificers are master craftsmen and potent item users.

the only class feature they share is brew potion as a bonus feat (and alchemist's get bonuses to it, as well, which artificers do not share).

its like saying a bard is like the rogue/ninja class. sort of similar... but very different.

LordErebus12
2012-09-14, 12:37 AM
added:

19th - Thrifty Crafter: The Artificer can now create magical items at 90% of the normal creation cost. This reduces only the monetary cost of crafting.

Late in levels, but I had to plug that single dead level.

LordErebus12
2013-03-04, 10:10 PM
Revived, as per someone showing some interest.