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View Full Version : [PF Base Class] The Infuser (PEACH)



GoatBoy
2013-02-20, 03:08 AM
So after running a Pathfinder game set in Eberron for the past 2 years, and playing an artificer in a 3.5 game (without action points) for about a year, I've become somewhat fixated on the artificer class, its issues, and how its abilities would translate to the Pathfinder system. What started as a simple PF conversion became a new base class which fills the same "role," but became different enough to warrant a new name, at the very least.

Alignment: Any
Hit die: d6

Class skills: Appraise, Craft (any), Disable Device, Fly, Knowledge (arcana), Knowledge (engineering), Knowledge (planes), Perception, Profession, Spellcraft, Use Magic Device
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Class Features
1st|+0|+0|+0|+2|Cantrip versatility, dispel trap, infuse item +1, infusion, infusion pool, item creation, Scribe Scroll
2nd|+1|+0|+0|+3|Bonus feat, tinkerer
3rd|+1|+1|+1|+3|Infusion, masterpiece
4th|+2|+1|+1|+4|Bonus feat
5th|+2|+1|+1|+4|Infuse item +2, infusion
6th|+3|+2|+2|+5|Bonus feat
7th|+3|+2|+2|+5|Infusion
8th|+4|+2|+2|+6|Bonus feat
9th|+4|+3|+3|+6|Infuse item +3, infusion
10th|+5|+3|+3|+7|Bonus feat
11th|+5|+3|+3|+7|Infusion
12th|+6|+4|+4|+8|Bonus feat
13th|+6|+4|+4|+8|Infuse item +4, infusion
14th|+7|+4|+4|+9|Bonus feat
15th|+7|+5|+5|+9|Infusion
16th|+8|+5|+5|+10|Bonus feat
17th|+8|+5|+5|+10|Infuse item +5, infusion
18th|+9|+6|+6|+11|Bonus feat
19th|+9|+6|+6|+11|Infusion
20th|+10|+6|+6|+12|Bonus feat, master of artifice
[/table]

Design Note:
The first thing you probably noticed was the hit to the base attack bonus, and the hit die in turn (as per Pathfinder convention). I've never thought of the artificer as a class which is any more suited for combat than any other, so I can't think of any reason why it needs a higher BAB/hit die than, say, the wizard. I suppose that Eberron's aesthetic suggests a "down-and-dirty" engineer who fends raging Drow barbarians off with a wrench in one hand and the helm of his elemental airship in the other, but I prefer to think of a class based on what it actually does, rather than what I wish it would do.

Class Features
Weapon and armor proficiency: Infusers are proficient with simple weapons, light armor, and shields.

Cantrip versatility: Each day, the infuser may prepare a number of 0-level spells equal to his intelligence modifier. These spells may then be cast at-will. These may consist of 0-level spells from the cleric or sorcerer/wizard spell list, whether arcane or divine. He does not need to have these spells in his schematics book (see below), but they otherwise function like cantrips or orisons as any other class.

Dispel trap: As long as he has at least one point in his infusion pool (see below), an infuser can use Disable Device to disarm magic traps.

Design Note:
"Trapfinding" was one of the most poorly-designed features of 3.5, essentially the designers trying to shoehorn a certain character type into every group. I seldom bother with traps, except in very specific types of adventures. I'm glad that Pathfinder allows anyone to find traps over DC 20, but I figured that a "magical mechanic" needed a way of dealing with magical traps too.

Infuse item (Su): The infuser can temporarily add to the effects of magical or mundane items. His ability to do this is reflected by his infusions, various techniques he learns over the course of his adventuring career. At first level, and at each odd level, the infuser gains a new infusion. Unless otherwise specified, infusions follow these rules:
- Requires a standard action to use
- Affects one touched item
- Costs one point from the infuser's infusion pool
- Lasts for one minute
- May be dismissed by the infuser as a free action.
The infuser may only have one infusion functioning at a time. All infusers start with the ability to infuse weapons and armor with a touch, granting them a +1 enhancement bonus (but no special abilities). The items do not have to be masterwork to receive this effect. This bonus increases by +1 at 5th level, and every 4 levels thereafter. This enhancement stacks with any existing enhancement bonus on the weapon, but it cannot increase the total bonus to higher than +5. An item with more than an effective +5 enhancement bonus simply reverts to +5 instantly.

Design Notes:
Alright, I hate the artificer's infusions. The class already has a spell list: everyone else's. Why does it need its own? Moreso, a surprisingly high number of the infusions are simply redundant. So when you remove/combine all of these, you're left with a very small, but useful list of bonuses. I figured that it would make sense to combine these and make them scale. The only thing you lose out on are very specific effects like heat metal, which can easily be covered by scrolls, and all of the infusions which do weird things to living constructs, which are nice, but too situational and can/should also be covered by scrolls.

Infusion pool: An infuser's ability to alter items is represented by his infusion pool, a reservoir of magical energy that replenishes each day, after 8 hours of rest. The infusion pool has a number of points equal to half of his infuser level (rounded down, minimum 1) plus his intelligence modifer.

Infusion: Every odd-numbered level, the infuser gains an infusion, a new way to use his infuse item ability. An infusion may only be chosen once.

Armor ability: The infuser may add a single special armor ability with a cost of +1 to the touched armor. This does not require that the armor be masterwork or already possess a +1 enhancement bonus. Other restrictions (such as armor/shield abilities or armor type restrictions) still apply. An armor ability with a cost of +2 can be added at class level 5, and increasing by +1 every four levels, to a maximum of +5 at level 17.

Energy alteration: A magic item which produces an effect which deals energy damage (such as a scroll of fireball, a wand of shocking grasp, or a flaming weapon) can have the type of that energy changed to acid, cold, electricity, or fire damage. At infuser level 10, the infuser may spend two points from his infusion pool to allow the item to deal sonic damage.

Inflict/repair damage: The infuser can influence the inherent entropy of any touched object or construct to either deal or repair 1d6 points of damage. This amount increases by 1d6 at level 3, and every odd-numbered level thereafter.

Enhance resistance: The infuser alters an item to add to the wearer's luck and sense of self-preservation. The affected item grants a +1 resistance bonus to saves to its wearer. This bonus increases to +2 at 5th level, and by +1 every 4 levels thereafter, to a maximum of +5 at level 17. This bonus stacks with any existing enhancement bonus on the item, but it cannot increase the total bonus to higher than +5. An item with more than an effective +5 resistance bonus simply reverts to +5 instantly for the duration of the infusion.

Enhance skill: A touched item can help focus the wearer's skills. The item grants a bonus of +1 per 2 infuser levels (minimum +1) to one skill check (selected upon infusing the item) for its bearer on the next check they make with the selected skill, provided this check takes place within one minute. This infusion ends once the skill check is made.

Weapon ability: The infuser may add a single special weapon ability with a cost of +1 to the touched weapon (including natural weapons), or 50 pieces of ammunition. This does not require that the weapon be masterwork or already possess a +1 enhancement bonus. Other restrictions (such as weapon damage type or melee/range restrictions) still apply. A weapon ability with a cost of +2 can be added at class level 5, and increasing by +1 every four levels, to a maximum of +5 at level 17.

Design Note:
Another Pathfinder artificer adaptation specifically stated that the Bane ability should be considered a +2 ability when you add it spontaneously. If we're trying to fix every broken rule, then I suppose the note should be added, but I'd rather have a note added to the Bane ability saying that it can't be added spontaneously, than try to fix every other rule that involved Bane.

Deflection: Items touched by the infuser can generate an intangible deflective field. The touched item grants a +1 deflection bonus to AC. This bonus increases by +1 at 5th level, and +1 every 5 levels thereafter.

True striking weapon: The touched weapon's (or 50 pieces of ammunition) composition or alignment temporarily alters to penetrate damage reduction. A touched metal weapon can be changed to adamantine, cold iron, or silver. Any weapon can be altered to strike as good, evil, chaotic, or lawful. Only one material or alignment can be added to a weapon per use of this infusion. The infuser must be at least 3rd level to select this infusion.

Ability enhancement: The infused item grants a +2 enhancement bonus to any one ability score to its wearer. This bonus increases to +4 at infuser level 9 and +6 at infuser level 15. An infuser must be at least 3rd level to select this infusion.

Lucky: The infused item grants a little bit of luck to its wielder. If this infusion is placed upon a weapon, its wielder may re-roll an attack roll, taking the new result if it is higher. If placed upon armor, the wearer may force one attacker to re-roll a critical confirmation roll and use the new result if it is lower. Any other item allows the bearer to re-roll one saving throw and take the new result if is higher. An item with multiple functions, such as shields, may only count as one type of item for purposes of this infusion, chosen by the infuser at the time of infusion. This infusion ends once any re-roll is made. The infuser must be at least 3rd level to select this infusion.

Energy resistance: The infused item protects its bearer against energy attacks, granting resistance 5 against one type of energy. This resistance increases to 10 at level 10 and 20 at level 15. The infuser must be at least 5th level to select this infusion.

Temporary charge: Using his own energy, the infuser can imbue an item with additional magical energy. The touched spell trigger item gains one additional charge, but this charge dissipates if not used within one minute. The infuser must spend one point from his infusion pool per level of the highest-level spell contained within the spell trigger item. Using this infusion is a free action upon activating the spell trigger or spell completion item. The infuser must be at least 5th level to select this infusion.

Creation: Infusers can learn manipulate or conjure mundane materials. The infuser can use minor creation as a spell-like ability, using his infuser level as his caster level. At infuser level 9, by spending two points from his infusion pool, the infuser can cast major creation or fabricate as spell-like abilities, using his infuser level as his caster level. Use the normal durations of these spells, rather than the default 1-minute duration for infusions. The infuser must be at least 7th level to select this infusion.

Metamagic spell item: The touched spell trigger or spell completion item can be altered to take advantage of the infuser's inherent magical talent. The item can have any one metamagic feat the infuser knows added to its next spell effect, if it is used within the next minute. The infuser must spend one point from his infusion pool per level adjustment of the metamagic feat he adds to the touched item. The infuser must be at least 7th level to select this infusion. Using this infusion is a free action upon activating the spell trigger or spell completion item.

Design Note:
The "metamagic spell trigger/completion" abilities are "iconic" for the artificer, so I wanted to include them. But having them rely on using extra charges or skill checks never sat right to me. Pathfinder already requires a larger number of encounters to level up than 3.5 did (13.333... vs 20), and the slow progression requires 30. Since players don't get any more wealth per level, 50 charges don't go as far versus what you spent for the wand. It's not quite as easy in Pathfinder to boost skill checks to the same levels as you could in 3.5, but I still don't think that abilities that require skill checks were every a good idea (Truenamer) since it becomes either a matter of "find as many obscure rules to boost your skill check as you can" or "significant chance of losing your turn and just sitting there for a round." Of course, your infusion pool starts to look pretty small when you consider unleashing maximized spells every round, but this shouldn't be something a character can do all day anyway.

Recharge staff: An infuser can recharge a staff in a similar manner to a spellcaster. The infuser must spend one point from his infusion pool per level of the highest-level spell contained within the staff, and he must have at least one of the staff's spells recorded in his schematic book. This charge lasts indefinitely until used, but the effects of this infusion effectively "end" (and another infusion can be used) instantaneously. The infuser must be at least 9th level to select this infusion.

Design Notes:
Pathfinder staves are awesome and I wanted to make sure the infuser could make good use of them.

Additional infusion: Given time, an infuser can split his attention between two items. The infuser may have two infusions functioning simultaneously. Each can be dismissed separately. The infuser must be at least 9th level to select this infusion.

Extend infusion: The infuser can learn to stabilize his infusions to they remain potent for longer. This infusion allows all infusions to last up to ten minutes, rather than one. The infuser must be at least 9th level to select this infusion.

Item creation: The infuser may create magic items even if he does not possess the prerequisite spells, similar to the Master Craftsman feat, except it applies to any item creation feat, and he may use his infuser level in lieu of the required caster level. Even though the infuser is incapable of casting spells, he can learn and record them in his schematic book. In order to create an item that requires the prerequisite spell, the infuser must have the spell written in his schematic book. He must meet any other prerequisites normally. Recording spells into a schematic book is exactly like recording spells into a wizard's spellbook, except the infuser may record spells from the any class's spell list as well. Non-wizard spells are generally required to be copied from scrolls, however, since they can't be copied from spellcasters. The infuser starts with a number of 1st-level spells recorded in his schematics book equal to his intelligence modifier, and may automatically add two spells to his schematics book every time he gains an infuser level.

Design Notes:
Credit goes to Pluvia33's artificer (https://docs.google.com/document/d/1Q7cKD3TbM25PlfFOtkTEleZjJ9MzcasSdqGyoEH48Bo/edit) for the "schematic book" idea. I think it's only fair for the GM to restrict what spells are available in their game.

Scribe Scroll: At first level, the infuser gains Scribe Scroll as a bonus feat.

Design Note:
Scribe Scroll is so essential to the class that I felt like it was justified to hand it out for free.

Bonus feat: Every even-numbered level, the infuser gains a bonus feat. This must either be a metamagic feat or an item creation feat. The infuser must qualify for this feat as normal, but may use his infuser level in lieu of any caster level requirements.

Design Note:
I wasn't sure what to do when it came to giving out item creation feats. 3.5 appeared confused when they gave them to the artificer (Brew Potion early, but Craft Wand and Forge Ring late?). I figured that between Pathfinder's accelerated feat progression, and receiving another bonus feat every other level, the infuser would be able to obtain every item creation and metamagic feat he desired.

Tinkerer: Unlike other adventurers, the infuser is constantly tinkering, scribbling, or mixing various magical items while he travels. An infuser who spends 4 hours in a day working on magic item creation can be considered to have spent the full 8 hours per day, regardless of what else he has done that day. He can still only work on one magic item at a time, and creating an item still requires one day per 1,000gp in its price.

Design Note:
I dislike the idea of "downtime." Its only required by a select set of character types. The GM should be the one deciding the flow of the campaign, not the guy who needs 3 days to craft his +5 sword of casual dismemberment.

Masterpiece: At 3rd level, the infuser finally learns to create and use a special item, an embodiment of his devotion to his craft. He chooses one type of masterpiece, which cannot be changed once selected. Once 3rd level is reached, the masterpiece is available to the infuser immediately, without expenditure of time or wealth, but a lost or destroyed masterpiece requires, for each level of the infuser, one day and 100gp to reconstruct. A masterpiece item is only considered magic when in possession of the infuser.
Masterpiece weapon: The infuser gains a masterwork weapon of any type. It does not have to be a weapon in which he has proficiency, but he still suffers any nonproficiency penalties when using it. The infuser is treated as if he has the Craft Magic Arms and Armor feat in regards to this weapon, and he is treated as knowing any prerequisite spells in regards to adding magical enhancements to it. When attacking with this weapon, the infuser may add his intelligence bonus to attack and damage rolls.
Masterpiece staff: The infuser gains a staff. The infuser is treated as if he has the Craft Staff feat in regards to this staff, and he is treated as knowing any prerequisite spells in regards to adding magical enhancements to it. He may also use his infusion pool to recharge this staff, as if he possessed the recharge staff infusion.
Masterpiece construct: The infuser gains the service of a mindless but autonomous small construct servant. This construct always follows the infuser's spoken commands to the best of its ability. It starts with 2 hit dice. As a construct, it has no constitution or intelligence score, has a wisdom of 10 and a charisma of 1. It has a speed of 30 feet, and a bite attack that deals 1d6 damage. You decide whether the construct is bipedal or quadrupedal upon reaching 3rd level. Its abilities increase by level as per the following chart.

{table=head]Level|Hit Dice|Attack|Natural Armor Bonus|Str/Dex|Saves
3|2|+2|+2|11|+0
4|3|+3|+3|11|+1
5|3|+3|+4|12|+1
6|4|+4|+4|12|+1
7|5|+5|+5|13|+1
8|6|+6|+6|13|+2
9|6|+6|+7|13|+2
10|7|+7|+7|14|+2
11|8|+8|+8|14|+2
12|9|+9|+9|15|+3
13|9|+9|+10|15|+3
14|10|+10|+10|15|+3
15|11|+11|+11|16|+3
16|12|+12|+12|16|+4
17|12|+12|+13|17|+4
18|13|+13|+13|17|+4
19|14|+14|+14|17|+4
20|15|+15|+15|18|+5
[/table]

Design Note:
These items aren't really that good, and frankly, they aren't meant to be. Their main purpose is to give the infuser something to do at low levels.

Master of artifice: Upon reaching 20th level, the infuser can produce much more powerful items in record time. The infuser now needs one day per 10,000gp in the base price to create magic items.

devlingreye
2013-02-21, 09:27 AM
You have done a good job converting the artificer to a new class for PF. I do like that you took the spells away, they where always a bit to much for the class. Also the masterpiece is a great idea because all crafters have a specific field of study.

There are only a few thing i have to say:
Hit die should be d8 because d6 are usually reserved for full casters.
The masterpieces should have some upper level use because that is the infusers specialty. If you do give it a bump it wouldn't over power the class.
Master of Artifice is good but it is lack lust for a cap stone ability. What if you were to give the infuser that ability to once per day change out an item creation feat you have for one you do not have or let the infuser make a device that lets him super charge an infusion but only for the infuser.

Ilorin Lorati
2013-02-21, 05:06 PM
Hit die should be d8 because d6 are usually reserved for full casters.

That's not strictly true, d6 is reserved for 1/2 BAB classes. It just so happens that all 1/2 BAB classes in PF core are full casters.

I like the Artificer, I'll look at this more later tonight when I get back home to see how it holds up.

GoatBoy
2013-02-23, 01:07 AM
You have done a good job converting the artificer to a new class for PF. I do like that you took the spells away, they where always a bit to much for the class. Also the masterpiece is a great idea because all crafters have a specific field of study.

There are only a few thing i have to say:
Hit die should be d8 because d6 are usually reserved for full casters.
The masterpieces should have some upper level use because that is the infusers specialty. If you do give it a bump it wouldn't over power the class.
Master of Artifice is good but it is lack lust for a cap stone ability. What if you were to give the infuser that ability to once per day change out an item creation feat you have for one you do not have or let the infuser make a device that lets him super charge an infusion but only for the infuser.

Thank you for the feedback.

I never claimed that the masterpiece was the class's specialty... did it look that way because there was so much text around it? My reasoning was, anyone with a crossbow can at least contribute a token amount to a fight at levels 1 and 2, and adding a bit of oomph to your bolts, or having a semi-disposable pet will carry you for a few more levels. By the time these things are obsolete, you'll have amassed enough scrolls and wands to keep you going. There have been class features which aren't really meant to shine all the way to level 20 (3.5 ranger animal companion, Pathfinder 1st-level school/domain powers). I couldn't think of a way to boost these items for high-level use without having them too powerful at low levels.

The capstone is just that: something you'll use for a very short time. I didn't worry about it too hard. By level 20, you'll hardly want for gold at all. I wanted to overcome the only obstacle left to crafting: the huge amount of time needed for the best items.