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Lord Raziere
2013-07-30, 01:14 AM
The Artificer
Hit Dice: d8.
Skills Per Level: 6 + Int modifier.
Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana), Knowledge (Engineering), Linguistics (Int), Pilot (Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
BAB: 3/4
Good Saves: Will

Class Abilities
1. Bomb 1d6, Devices, Craft Wondrous Item
2. 2nd level Effects
3. Bomb 2d6
4. 3rd level Effects
5. Craft Magical Arms and Armor, Bomb 3d6
6. 4th level Efftects
7. Bomb 4d6
8. 5th level Effects
9. Bomb 5d6, Craft Construct
10. 6th level Effects
11. Bomb 6d6
12. 7th level Effects
13. Bomb 7d6
14. 8th level Effects
15. Bomb 8d6, Salvage
16. 9th level Effects
17. Bomb 9d6
18. Magitech Mastery
19. Bomb 10d6
20. Grand Invention

Device Points Progression:
1. 10 points
2. 12
3. 14
4. 16
5. 18
6. 20
7. 22
8. 24
9. 26
10. 28
11. 30
12. 32
13. 34
14. 36
15. 38
16. 40
17. 42
18. 44
19. 46
20. 48

Weapon and Armor Proficiency:
An Artificer is proficient with all simple weapons, bombs, firearms, repeating crossbows, short swords, longswords, and warhammers. Artificers are proficient with light and medium armor and shields (but not Tower).

Bomb (Su)
In addition to magical inventions, artificers are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An artificer can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the artificer must use a small vial containing an ounce of liquid catalyst—the artificer can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most artificers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an artificer’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Devices (Su)
Devices are the cornerstone of the Artificers power, their ability to make inventions is vital to their success. Devices have two components: Chassises which are the physical design of the Devices, and the Effects, what they actually do. To operate a Device, the artificer must have an Intelligence score equal to at least 10 + the Effect level.

Device Points:
Device points basically represent the resources the Artificer has on hand to build lasting inventions. Devices made with these points always stay with the Artificer, but can be dissembled back into device points to make other inventions at the start of the day if need be.

Example:
assume you 10 Device points You can make 5 Pistols at the start of day, a day passes and you wake up- you suddenly don't 10 device points to make a new Device, you can only strip the Pistols you already have, disassemble them to make the 10 device points to be available
to make a new Device. it only "refreshes" in the sense that the start of the day is the opportunity to modify the inventions you have.

The process of dissembling and reassembling these devices from old to new inventions is basically instantaneous, but can't occur within combat, or after they are done reassembling their devices for the day- an artificer can only do this once at the start of the day.Each device basically has a base device point cost to make the chassis of the device- basically you make the basic gun but you haven't determined its actual effects yet. each Device then has a maximum effect pool. basically the maximum amount of effects you can put into it. Generally the bigger the Device, the more effects you can put on it. A ray gun can probably only have one effect on it, but a big vehicle probably has tons of effects on it. The amount of times you can use the Effects of the device also depends on the chassis you pick. You can only use one Effect at a time. In addition, each Chassis has its own effects that modify how the Effect works. Finally your Intelligence modifier is added to all Effect Pools.

Example:
You make a Pistol Chassis, which costs 1 Device points.
Then you decide to pick the Heal Light Wounds effect, also cost 1 Device Point, which is
the maximum effect pool of the Pistol Chassis.
The result is a gun that shoots a Heal Light Wounds spell at anything you target within 30 ft.
With the Pistol Chassis, you can fire the Heal Light Wounds effect 3 times a day.

List of Chassises:
Pistol Chassis
Benefit: All Effects are shot out of the Pistol at a target within 30 feet, and are therefore ranged. You can obviously point it at yourself. The Effect then affects the target it hits (for example if you fired Detect Magic from a Pistol, the target your aiming at would experience the spells effect)
Cost: 1
Effect Pool: 2
Charges Per Day: 3

Rifle Chassis
Benefit: All Effects are shot out of the Rifle at a target within 40 feet and therefore ranged
Cost: 2
Effect Pool: 4
Charges Per Day: 4

Bazooka Chassis
Benefit: All Effects are shot out of the Bazooka at a target with 50 ft and affect all within 10 ft of the target
Cost: 3
Effect Pool: 9
Charges Per Day: 2

Little Robot
Benefit: all effects are cast as spells by the little robot. The robot can also take normal actions. The Little Robot's stats is the same as any Familiar of your choice.
Cost: 4
Effect Pool: 4
Charges Per Day: 6

Fist Chassis
Benefit: All Effects are touch effects, and thus lose any range they have. You can however choose to have Boar's Strength affect only the wearer. These also function as Brass Knuckles for the purposes of normal attacks.
Cost: 1
Effect Pool: 6
Charges Per Day: 3

Boots Chassis
Benefit: All Effects are touch effects and thus lose any range they have, aside from any Effect that increases mobility or anything related to one's legs or feet, then it only affects the wearer. (using Flight for example will only make the wearer fly)
Cost: 1
Effect Pool: 6
Charges Per Day: 3

Power Armor Chassis
Benefit: Effects that either enhance or heal only affect the wearer, while offensive affects
have a range of 40 ft. The Wearer gains +4 AC, +2 Strength, -10 ft to land movement rate.
Cost: 5
Effect Pool: 15
Charges Per Day: 8

Robot Chassis
Benefits: The Effects are cast as spells by the robot. The robot itself can also take normal actions. The Robot stats is the same as a bipedal eidolon.
Cost: 10
Effect Pool: 20
Charges Per Day: 10

One Man Vehicle Chassis
Benefits: This chassis the takes the form of a one-man vehicle capable of going 40 miles per hour. All beneficial effects only affect the rider, all detrimental effects are fired at a target within 30 feet.
Cost: 8
Effect Pool: 10
Charges Per Day: 10

Five Man Vehicle Chassis
Benefits: This works much like the One Man Vehicle Chassis, but it instead goes at 60 miles per hour and can hold up to five people who all receive the beneficial Effects.
Cost: 10
Effect Pool: 15
Charges Per Day: 10

Goggle Chassis
Benefits: Effects range changes to everything with a 50 ft cone, aside from sight-based Effects like Detect Magic or True Seeing, affecting only the wearer.
Cost: 1
Effect Pool: 2
Charges Per Day: 3

Belt Chassis
Benefits: Effects only affect the wearer.
Cost: 1
Effect Pool: 9
Charges Per Day: 4

Mine Chassis
Benefits: You can place this Device on the ground, once it is stepped on the Effect activates and affects everything within a 10ft burst.
Cost: 1
Effect Pool: 9
Charges Per Day: 1

Potion Chassis
Benefits: Its Effect only takes effect once it is drank or thrown at the intended target. The potion can also be poured into one's drink so that they will drink it unknowingly.
Cost: 1
Effect Pool: 9
Charges Per Day: 1

Television Chassis
Benefits: This Chassis can only cast Scrying, communication or portal like effects (the screen being used as the portal)
Cost: 4
Effect Pool: 14
Charges Per Day: 5

Octopus Harness Chassis
Benefits: You can cast the effects as if they were spells from the four mechanical tentacles attached to your back. You gain Spider Walk as per the spell as a persistent effect, gain a 1d6 Mechanical Tentacle weapon with reach, and your base land speed increases by 10 ft.
Cost: 5
Effect Pool: 10
Charges Per Day: 7

Effects:
Effects are basically spells, applied to the Chassis. The cost of an effect depends on the spells level. level 1 spells cost 1 Device point. 2nd level 2, 3rd level 3, and so on. The only exception is 0th level spells, which cost 1 Device Point. However, 0th level spells have unlimited charges on whatever Device they are put in. Finally the effects available to you are dependent upon your level. An Artificer starts out with being able to choose any 0 or 1st level spell from the wizard or cleric spell list as an effect, and gain a new spell level every second level.
However past sixth level spells, there is a limit of how many 7th, 8th and 9th spells they have available to use as Effects, being able to pick from three from each spell level. Wish and Unseen Crafter and spells similar to them are not available as Effects, ever. and if you take control of any being that has wish, you cannot command that thing to use wish ever, the nature of Wish is fundamentally opposed to technology.

Craft Wondrous Item (Ex)
At 1st level, Artificers gains Craft Wondrous Item as a bonus feat. An artificer can make an item of any spell that he knows (up to 3rd level) using his artificer level as his caster level. The spell must be able to be made into a wondrous item. The artificer does not need to meet the prerequisites for this feat.

Craft Magical Arms and Armor (Ex)
At 5rd level, Artificers gains Craft Magical Arms and Armor as a bonus feat. An artificer can make an item of any spell that he knows (up to 5rd level) using his artificer level as his caster level. The spell must be able to be made into a magical weapon or armor. The artificer does not need to meet the prerequisites for this feat.

Craft Construct (Ex)
At 9th level, Artificers gains Craft Construct as a bonus feat.

Salvage (Ex):
At 15th level, an Artificer gains the ability to salvage some of the materials from a magic item and use those funds to create another. 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 half of the gp value it took to create the item towards the creation of another.

Magitech Mastery (Ex):
At 18th level, an Artificer creates magic items in half the time normally required. He can also repair machinery at this increased pace.

Grand Inventions:
At 20th level, the Artificer gains one Grand Invention, a machine of unsurpassed engineering and artifice that cements their position as one of the greatest inventors of all time.

Self-Mechanization
Benefit: You remake your entire body into a robot, gaining the Construct subtype, DR 10/adamantine, and +2 Strength and Constitution.

Nano-Robotic Swarm
Benefit: The Nano-Robotic Swarm works like a Chassis with a Chassis Cost of 0 and a Effect Pool equal to the maximum amount of Device points they have, with Charges Per Day equalling 20.

The Arcane Network
Benefit: You gain a +4 bonus to all Knowledge checks, and can use Vision as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Airship
Benefit: You gain a large airship, capable of flying at 100 miles per hour. It has a 10 x 15 cargo hold, and while it can be piloted by the Artificer alone, it can hold up to a crew of thirty to operate it. Finally it has cannons capable of firing upon other ships, buildings and fortifications, dealing 5d6+10 damage.

Death Ray
Benefit: You can now use Disintegrate as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Perpetual Energy Engine
Benefit: You can now choose one of your Effects to have an Indefinite duration once per day, and you gain two extra charges per day on all your Devices

Weather Machine
Benefit: You can use Control Weather as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Time Machine
Benefit: You use Time Stop as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Fortress
Benefit: You gain a powerful magi-technological fortress that also serves as your laboratory. It is completely immobile and spells to make it mobile will fail, but it has its own daily allotment of 50 Device Points that can only be spent upon various Effects to enhance it various ways, with every individual Effect being able to be used 3 times a day. In addition, you gain a +4 bonus to all Craft and Knowledge (Engineering) checks while inside the Fortress

(Tell me what you think.)

Arcanist
2013-07-30, 04:55 AM
Tell me what you think.

I think tables make it easier to read.

Arcanist's Instant Arcane Array!

The Artificer
Hit Dice: d8.
Skills Per Level: 6 + Int modifier.
Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana), Knowledge (Engineering & Architecture) (Int), Linguistics (Int), Pilot (Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

{table=head]Level|BAB|Fort|Ref|Will|Special|Device Points

1st|+0|+0|+0|+2|Bomb 1d6, Devices, Craft Wondrous Item|10
2nd|+1|+0|+0|+3|2nd level Effects|12
3rd|+2|+1|+1|+3|Bomb 2d6|14
4th|+3|+1|+1|+4|3rd level Effects|16
5th|+3|+1|+1|+4|Craft Magical Arms and Armor, Bomb 3d6|18
6th|+4|+2|+2|+5|4th level Efftects|20
7th|+5|+2|+2|+5|Bomb 4d6|22
8th|+6/+1|+2|+2|+6|5th level Effects|24
9th|+6/+1|+3|+3|+6|Bomb 5d6, Craft Construct|26
10th|+7/+2|+3|+3|+7|6th level Effects|28
11th|+8/+3|+3|+3|+7|Bomb 6d6|30
12th|+9/+4|+4|+4|+8|7th level Effects|32
13th|+9/+4|+4|+4|+8|Bomb 7d6|34
14th|+10/+5|+4|+4|+9|8th level Effects|36
15th|+11/+6/+1|+5|+5|+9|Bomb 8d6, Salvage|38
16th|+12/+7/+2|+5|+5|+10|9th level Effects|40
17th|+12/+7/+2|+5|+5|+10|Bomb 9d6|42
18th|+13/+8/+3|+6|+6|+11|Magitech Mastery|44
19th|+14/+9/+4|+6|+6|+11|Bomb 10d6|46
20th|+15/+10/+5|+6|+6|+12|Grand Invention|48[/table]

Weapon and Armor Proficiency:
An Artificer is proficient with all simple weapons, bombs, firearms, repeating crossbows, short swords, longswords, and warhammers. Artificers are proficient with light and medium armor and shields (but not Tower).

Bomb (Su): In addition to magical inventions, artificers are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An artificer can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the artificer must use a small vial containing an ounce of liquid catalyst—the artificer can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most artificers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an artificer’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Devices (Su): Devices are the cornerstone of the Artificers power, their ability to make inventions is vital to their success. Devices have two components: Chassises which are the physical design of the Devices, and the Effects, what they actually do. To operate a Device, the artificer must have an Intelligence score equal to at least 10 + the Effect level.

Device Points: Device points basically represent the resources the Artificer has on hand to build lasting inventions. Devices made with these points always stay with the Artificer, but can be dissembled back into device points to make other inventions at the start of the day if need be.

Example:
Assume you 10 Device points You can make 5 Pistols at the start of day, a day passes and you wake up- you suddenly don't 10 device points to make a new Device, you can only strip the Pistols you already have, disassemble them to make the 10 device points to be available
to make a new Device. it only "refreshes" in the sense that the start of the day is the opportunity to modify the inventions you have.

The process of dissembling and reassembling these devices from old to new inventions is basically instantaneous, but can't occur within combat, or after they are done reassembling their devices for the day- an artificer can only do this once at the start of the day.Each device basically has a base device point cost to make the chassis of the device- basically you make the basic gun but you haven't determined its actual effects yet. each Device then has a maximum effect pool. basically the maximum amount of effects you can put into it. Generally the bigger the Device, the more effects you can put on it. A ray gun can probably only have one effect on it, but a big vehicle probably has tons of effects on it. The amount of times you can use the Effects of the device also depends on the chassis you pick. You can only use one Effect at a time. In addition, each Chassis has its own effects that modify how the Effect works. Finally your Intelligence modifier is added to all Effect Pools.

Example:
You make a Pistol Chassis, which costs 1 Device points.
Then you decide to pick the Heal Light Wounds effect, also cost 1 Device Point, which is
the maximum effect pool of the Pistol Chassis.
The result is a gun that shoots a Heal Light Wounds spell at anything you target within 30 ft.
With the Pistol Chassis, you can fire the Heal Light Wounds effect 3 times a day.

List of Chassi:

Pistol Chassis
Benefit: All Effects are shot out of the Pistol at a target within 30 feet, and are therefore ranged. You can obviously point it at yourself. The Effect then affects the target it hits (for example if you fired Detect Magic from a Pistol, the target your aiming at would experience the spells effect)
Cost: 1
Effect Pool: 2
Charges Per Day: 3

Rifle Chassis
Benefit: All Effects are shot out of the Rifle at a target within 40 feet and therefore ranged
Cost: 2
Effect Pool: 4
Charges Per Day: 4

Bazooka Chassis
Benefit: All Effects are shot out of the Bazooka at a target with 50 ft and affect all within 10 ft of the target
Cost: 3
Effect Pool: 9
Charges Per Day: 2

Little Robot
Benefit: all effects are cast as spells by the little robot. The robot can also take normal actions. The Little Robot's stats is the same as any Familiar of your choice.
Cost: 4
Effect Pool: 4
Charges Per Day: 6

Fist Chassis
Benefit: All Effects are touch effects, and thus lose any range they have. You can however choose to have Boar's Strength affect only the wearer. These also function as Brass Knuckles for the purposes of normal attacks.
Cost: 1
Effect Pool: 6
Charges Per Day: 3

Boots Chassis
Benefit: All Effects are touch effects and thus lose any range they have, aside from any Effect that increases mobility or anything related to one's legs or feet, then it only affects the wearer. (using Flight for example will only make the wearer fly)
Cost: 1
Effect Pool: 6
Charges Per Day: 3

Power Armor Chassis
Benefit: Effects that either enhance or heal only affect the wearer, while offensive affects
have a range of 40 ft. The Wearer gains +4 AC, +2 Strength, -10 ft to land movement rate.
Cost: 5
Effect Pool: 15
Charges Per Day: 8

Robot Chassis
Benefits: The Effects are cast as spells by the robot. The robot itself can also take normal actions. The Robot stats is the same as a bipedal eidolon.
Cost: 10
Effect Pool: 20
Charges Per Day: 10

One Man Vehicle Chassis
Benefits: This chassis the takes the form of a one-man vehicle capable of going 40 miles per hour. All beneficial effects only affect the rider, all detrimental effects are fired at a target within 30 feet.
Cost: 8
Effect Pool: 10
Charges Per Day: 10

Five Man Vehicle Chassis
Benefits: This works much like the One Man Vehicle Chassis, but it instead goes at 60 miles per hour and can hold up to five people who all receive the beneficial Effects.
Cost: 10
Effect Pool: 15
Charges Per Day: 10

Goggle Chassis
Benefits: Effects range changes to everything with a 50 ft cone, aside from sight-based Effects like Detect Magic or True Seeing, affecting only the wearer.
Cost: 1
Effect Pool: 2
Charges Per Day: 3

Belt Chassis
Benefits: Effects only affect the wearer.
Cost: 1
Effect Pool: 9
Charges Per Day: 4

Mine Chassis
Benefits: You can place this Device on the ground, once it is stepped on the Effect activates and affects everything within a 10ft burst.
Cost: 1
Effect Pool: 9
Charges Per Day: 1

Potion Chassis
Benefits: Its Effect only takes effect once it is drank or thrown at the intended target. The potion can also be poured into one's drink so that they will drink it unknowingly.
Cost: 1
Effect Pool: 9
Charges Per Day: 1

Television Chassis
Benefits: This Chassis can only cast Scrying, communication or portal like effects (the screen being used as the portal)
Cost: 4
Effect Pool: 14
Charges Per Day: 5

Octopus Harness Chassis
Benefits: You can cast the effects as if they were spells from the four mechanical tentacles attached to your back. You gain Spider Walk as per the spell as a persistent effect, gain a 1d6 Mechanical Tentacle weapon with reach, and your base land speed increases by 10 ft.
Cost: 5
Effect Pool: 10
Charges Per Day: 7

Effects: Effects are basically spells, applied to the Chassis. The cost of an effect depends on the spells level. level 1 spells cost 1 Device point. 2nd level 2, 3rd level 3, and so on. The only exception is 0th level spells, which cost 1 Device Point. However, 0th level spells have unlimited charges on whatever Device they are put in. Finally the effects available to you are dependent upon your level. An Artificer starts out with being able to choose any 0 or 1st level spell from the wizard or cleric spell list as an effect, and gain a new spell level every second level.
However past sixth level spells, there is a limit of how many 7th, 8th and 9th spells they have available to use as Effects, being able to pick from three from each spell level. Wish and spells similar to it are not available as Effects, ever.

Craft Wondrous Item (Ex): At 1st level, Artificers gains Craft Wondrous Item as a bonus feat. An artificer can make an item of any spell that he knows (up to 3rd level) using his artificer level as his caster level. The spell must be able to be made into a wondrous item. The artificer does not need to meet the prerequisites for this feat.

Craft Magical Arms and Armor (Ex): At 5rd level, Artificers gains Craft Magical Arms and Armor as a bonus feat. An artificer can make an item of any spell that he knows (up to 5rd level) using his artificer level as his caster level. The spell must be able to be made into a magical weapon or armor. The artificer does not need to meet the prerequisites for this feat.

Craft Construct (Ex): At 9th level, Artificers gains Craft Construct as a bonus feat.

Salvage (Ex): At 15th level, an Artificer gains the ability to salvage some of the materials from a magic item and use those funds to create another. 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 half of the gp value it took to create the item towards the creation of another.

Magitech Mastery (Ex): At 18th level, an Artificer creates magic items in half the time normally required. He can also repair machinery at this increased pace.

Grand Inventions: At 20th level, the Artificer gains one Grand Invention, a machine of unsurpassed engineering and artifice that cements their position as one of the greatest inventors of all time.

Grand Inventions

Self-Mechanization
Benefit: You remake your entire body into a robot, gaining the Construct subtype, DR 10/adamantine, and +2 Strength and Constitution.

Nano-Robotic Swarm
Benefit: The Nano-Robotic Swarm works like a Chassis with a Chassis Cost of 0 and a Effect Pool equal to the maximum amount of Device points they have, with Charges Per Day equalling 20.

The Arcane Network
Benefit: You gain a +4 bonus to all Knowledge checks, and can use Vision as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Airship
Benefit: You gain a large airship, capable of flying at 100 miles per hour. It has a 10 x 15 cargo hold, and while it can be piloted by the Artificer alone, it can hold up to a crew of thirty to operate it. Finally it has cannons capable of firing upon other ships, buildings and fortifications, dealing 5d6+10 damage.

Death Ray
Benefit: You can now use Disintegrate as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Perpetual Energy Engine
Benefit: You can now choose one of your Effects to have an Indefinite duration once per day, and you gain two extra charges per day on all your Devices

Weather Machine
Benefit: You can use Control Weather as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Time Machine
Benefit: You use Time Stop as a spell-like ability up to 2+Your Intelligence Modifier times a day.

Fortress
Benefit: You gain a powerful magi-technological fortress that also serves as your laboratory. It is completely immobile and spells to make it mobile will fail, but it has its own daily allotment of 50 Device Points that can only be spent upon various Effects to enhance it various ways, with every individual Effect being able to be used 3 times a day. In addition, you gain a +4 bonus to all Craft and Knowledge (Engineering) checks while inside the Fortress

Copy table

[noparse]{table=head]Level|BAB|Fort|Ref|Will|Special|Device Points

1st|+0|+0|+0|+2|Bomb 1d6, Devices, Craft Wondrous Item|10
2nd|+1|+0|+0|+3|2nd level Effects|12
3rd|+2|+1|+1|+3|Bomb 2d6|14
4th|+3|+1|+1|+4|3rd level Effects|16
5th|+3|+1|+1|+4|Craft Magical Arms and Armor, Bomb 3d6|18
6th|+4|+2|+2|+5|4th level Efftects|20
7th|+5|+2|+2|+5|Bomb 4d6|22
8th|+6/+1|+2|+2|+6|5th level Effects|24
9th|+6/+1|+3|+3|+6|Bomb 5d6, Craft Construct|26
10th|+7/+2|+3|+3|+7|6th level Effects|28
11th|+8/+3|+3|+3|+7|Bomb 6d6|30
12th|+9/+4|+4|+4|+8|7th level Effects|32
13th|+9/+4|+4|+4|+8|Bomb 7d6|34
14th|+10/+5|+4|+4|+9|8th level Effects|36
15th|+11/+6/+1|+5|+5|+9|Bomb 8d6, Salvage|38
16th|+12/+7/+2|+5|+5|+10|9th level Effects|40
17th|+12/+7/+2|+5|+5|+10|Bomb 9d6|42
18th|+13/+8/+3|+6|+6|+11|Magitech Mastery|44
19th|+14/+9/+4|+6|+6|+11|Bomb 10d6|46
20th|+15/+10/+5|+6|+6|+12|Grand Invention|48[/table][/noperse]

Anywho! Let's look this class over. :smallwink:

Your spell effect mechanic needs a little work, perhaps being nerfed down to only allowing 6th and under spells and having access to a limited listing of spells since I believe they were meant to be a reflection of the classes infusions (since there is no prepare mechanic). You seem to be lacking in the Item creation feat department, you have no method of replicating the spells during item creation (meaning you won't be a very good artificer), the device point mechanic, while interesting, makes the Artificer a better caster than the Wizard at 2nd level (since they're throwing around 2nd level spells already at will with little preparation) and are potentially walking around with immunity to 3rd level spells and under during any engagement and by 6th level they have already established a Wish based economy and bent the world over their knee.

You've effectively removed the limits of WBL as an equation from this class entirely since you've made it so that you can implant any spell from any spell list into a single point Pistol and work from that.

Lord Raziere
2013-07-30, 05:41 AM
wish based economy? oh, I'm thinking you didn't read a thing. :smallbiggrin:

1. Wish and other such spells, are not available as Effects. Ever. stated quite clearly in my original post.

2. if you think you can sell any of these Devices, think again. you can't get back those Device points until you dis-assemble that device and use those to make other Devices. you sell that, you have to go get that invention back to get the resources in it, to make others.

3. oh no you can't. even if you make nothing but pistols then decide to put nothing but ninth level spells on them, which is not even possible, since the Pistol can only hold up to second level spells- and only ONE second level spell at that-, so you'd have to use a Bazooka, you'd only end up with only one ninth level spell per bazooka.

lets say you have 48 points at level 20, and that you want to put as much ninth level spells on your bazookas.

each ninth level-spell and bazooka would cost you (3+9) 12 Device points. 12 times 4 equals 48.

meaning you'd have four bazookas that could fire only four ninth level spells, two times. if you want other inventions, you'd have to dis-assemble those four bazookas, then make a bunch of others.

so, assuming that you want to make a bunch of Pistols, please, tell me how you go around establishing such wonders with sixteen pistols with only second level spells, each of which can only fire three times a day, that cannot be sold if you want to make more things.

I'm listening. :smallamused:

Arcanist
2013-07-30, 07:02 AM
wish based economy? oh, I'm thinking you didn't read a thing. :smallbiggrin:

1. Wish and other such spells, are not available as Effects. Ever. stated quite clearly in my original post.


Planar Binding is a 4th level spell from the Demonologist spell list which your class can access at 6th level because it is not limited to any list in particular. Most ways to break the game or trigger a Wish based economy start with "I cast Planar Binding and summon an Efreeti..."

In Pathfinder this would translate from using the Summoner spell list's Greater Planar Binding (increasing the cost by 1 point, changing the minimum level to 10th and requiring you to use the potion or fist chassis; Also note that you need to dictate ranges and effects that your chassis are limited to otherwise a potion of chain lightning, while cool, is a possibility. Although this can still be performed by using the Robot chassis as it is treated as them casting it).

The ironic thing about a Wish based economy is that you don't even need to be able to cast Wish to even trigger it.


2. if you think you can sell any of these Devices, think again. you can't get back those Device points until you dis-assemble that device and use those to make other Devices. you sell that, you have to go get that invention back to get the resources in it, to make others.

Why would you be selling your devices? That would be silly since you've effectively bent the entire campaign over with 6(7) Device points (since you neglected to have a listed amount of time for the items development, only what time of day you can perform this) and a standard action.

If you're using 3.P:
You've already bent WBL over at second level since you can just use Unseen Crafter (RoE) to mass produce armor and weaponry on a daily basis for little effort (only costing 3 device points a day, which you get back on a daily basis).

I wouldn't have even commented in this thread if I couldn't do you the honor of at least reading your homebrew. :smalltongue:

Also, I'd like to note that the above technique cannot even be performed since you neglected to include a mechanic for learning new spells since this text would clearly imply that you learn the spells you use for your devices:


An Artificer starts out with being able to choose any 0 or 1st level spell from the wizard or cleric spell list as an effect, and gain a new spell level every second level.

You only listed when it gains new spell levels. I do however approve of the idea of giving the Artificer a small list of spells that they can use and implement into their weapons and tools. It would even be more interesting (for me at least), if you were forced to play with only 1st level spells and cantrips. I'm curious towards the application of metamagics during development for devices. :smallamused:

Lord Raziere
2013-07-30, 07:11 AM
ok, you win on 1.

until

EDIT!

No Planar Binding.

now you lose.

as for Unseen Crafter- oh…..*shakes head* that spell cannot be found in the Pathfinder SRD! therefore I doubt it actually exists. nevertheless I'll add it to the "unavailable" list, just so no smug player potentially tries to do it thinking he is a smarty-pants.

anything else?

:smallamused:

Arcanist
2013-07-30, 07:30 AM
as for Unseen Crafter- oh…..*shakes head* that spell cannot be found in the Pathfinder SRD! therefore I doubt it actually exists. nevertheless I'll add it to the "unavailable" list, just so no smug player potentially tries to do it thinking he is a smarty-pants.

anything else?

:smallamused:

Uhh... I think you're missing the point. If you really want to remove every broken spell in the game, your classes abilities are going to be fairly limited. Unseen Crafter is from Races of Eberron. I stated 3.P which is a combination of Pathfinder and 3.5 material as well :smallsmile:

What you need to do is create a limiting measure of what you can and cannot do with certain chassis. I, for one, would make the Robots a little bit more expensive since they are in essence "Make a monster, give it a SLA."

Making a progression of how you obtain Chassi would be an interesting start, limiting ranges and effects for each Chassi and other sorts of inherently limiting features (nothing is more silly than making a rifle that shots birds and cast a fly spell on them or punching your friend in the skull to heal them). I will admit, you've given me a bit of inspiration for a prestige class I've been working on for a while.

Also, replace Planar Binding with Planar Ally and it still works.

Lord Raziere
2013-07-30, 02:05 PM
limiting the amount of chassises you can have is a good obvious way to balance it, but unfortunately I must decline so that may come up with a better one.

I'm making this class to express the modular, ever-flexible nature of technology, the power to invent and reinvent. limiting chassi would go completely against this.

and no, I'm not going to let you phase me about this stupid broken tricks garbage.

so yea, I'll do this edit instead:

nor can any effect control Genies in any way, their nature is fundamentally opposed to technology.

so go ahead, keep trying to use your tricks, I can do this all day, and if I'm creative enough, I don't need to keep banning spells. :smallcool:

Arcanist
2013-07-30, 10:41 PM
and no, I'm not going to let you phase me about this stupid broken tricks garbage.

so yea, I'll do this edit instead:

nor can any effect control Genies in any way, their nature is fundamentally opposed to technology.

Pit fiends and Solars also have Wish and can be used appropriately, then you need to account for Polymorph'ing into the creature to use it's SLA for yourself. Seriously, you would be better off placing a little bit more thought into this mechanic instead of banning everything that you believe makes the class broken. You would be better off fixing the mechanic instead of throwing the entire damned thing.


so go ahead, keep trying to use your tricks, I can do this all day, and if I'm creative enough, I don't need to keep banning spells. :smallcool:

You don't have to do it all day, otherwise you're going to drive yourself insane with trying to make the class perfect. You would be better off getting to the point where you don't need to ban anything.

Lord Raziere
2013-07-31, 01:15 AM
so revise that to "and if you take control of any being that has wish, you cannot command that thing to use wish ever"?

better than driving myself crazier with ruining the class like you recommended.
the point of the class is that you can reshuffle around the points to make new inventions from the old, if you limit the chassises available you ruin that because thats not what the class is supposed to feel like. I already think it is limited enough, what really needs to be gotten rid of is powergaming tricks that could be used to destroy the game, that is what is truly bad, not the mechanic itself, therefore I should find ways of getting rid of the powergaming tricks and not the mechanic, which has nothing to do with these shenanigans you insist upon using, and is your own fault for coming up with them in the first place.

I mean really? wish based economy? even if I myself purchased wish as a wizard, I wouldn't even dream of such a possibility, I'd just use it as how I'm supposed to: as a free slot to cast some other spell, and even that is kind of overpowered.

so unless you list me all these various tricks so that I can come up with the simplest rules possible to eliminate them from my artificer using them in a thematic manner, please do not speak to me of "balance" when your the one who perpetuates the broken tricks used to destroy balance, thank you very much.

Arcanist
2013-07-31, 03:04 AM
I tried to explain it to you in the most polite way possible, but blanket banning does not work. There are going to be mechanics that you cannot overcome and mechanics that you can account for, but generally banning everything under the sun just doesn't make things better and actually just make things worse.

That is why I offered the idea of making a progression of Chassi, limiting what each Chassi can do and clearly labeling out what each Chassi can and cannot do.

Lord Raziere
2013-07-31, 03:47 AM
how does it not work?

then how do I make sure the chassises are still flexible, and not complicatedly boxed in?

Ilorin Lorati
2013-07-31, 10:25 AM
I think part of the point that he's making is that there are always going to be ways around it. If you ban commanding something to cast wish, you can instead parlay with them for it and make the cost really cheap. Or have them use Miracle, or Reality Revision, or one of several other similar effects that I've forgotten.

A clever player will always find a way around a straight ban.

On top of that, straight bans are incredibly clunky rules wise, and take you right out of the story. Maybe a better option would be to make them provide the material component cost, rather than saying "you can't do this!"

Lord Raziere
2013-07-31, 10:38 AM
yes but do your methods actually prevent these tricks either? no?

then I see no reason to just plain say "All Devices will automatically fail if the player tries any gamebreaking tricks with them, and will in fact instead shock them for 2d6 electricity damage for trying."

and guess what? this wouldn't be necessary if you didn't go around perpetuating these tricks! and of course, by not thinking up of ways to get rid of them.

Elricaltovilla
2013-07-31, 12:44 PM
yes but do your methods actually prevent these tricks either? no?

then I see no reason to just plain say "All Devices will automatically fail if the player tries any gamebreaking tricks with them, and will in fact instead shock them for 2d6 electricity damage for trying."

and guess what? this wouldn't be necessary if you didn't go around perpetuating these tricks! and of course, by not thinking up of ways to get rid of them.

But who decides what is and isn't game breaking? In a Tippyverse style game, wish based economies are a thing even without artificers. Chain gating solars isn't overpowered, it's basic battle tactics, and frequently isn't enough. On the other hand, I've also been banned from playing a Vow of Poverty monk because that's overpowered. Gamebreaking is entirely subjective, and punishing player's creativity and skill is the opposite of what you want to do.

Since others have tried being tactful, I'll try being blunt. You're making a revision of a Tier 1 class. The definition of Tier 1 is access to numerous game breaking effects. Banning these effects isn't going to work. There is no wording, specific or general that you can come up with that will effectively prevent a skilled player from getting what they want.

What you need to do is limit what spells can and can't be cast by each chassis. You need to define the spell list available to an Artificer, so that they don't have access to every divine and arcane spell in existence and in perpetuity. You need to set limits on what the abilities of the class can and can't do, and not start issuing perma-ban erratas just because someone pointed out a weakness in your class design.

You should actually try listening to people's advice instead of accusing them of being cheaters and poor players. They are trying to help you. :smallannoyed:

Lord Raziere
2013-07-31, 03:26 PM
…..fine.

Chassis Progression:
1. 2 Chassises
2.
3. 3 Chassises
4.
5. 4 Chassises
6.
7. 5 Chassises
8.
9. 6 Chassises
10.
11. 7 Chassises
12.
13. 8 Chassises
14.
15. 9 Chassises
16.
17. 10 Chassises
18.
19.
20.

Artificer Spell List:
Evocation School
Divination School
Abjuration School
Illusion School
Healing Spells
Resurrection Spells
Enchantment School
Teleportation Spells

Spells that will never be in this list:
Wish, Miracle and other such spells
Any Summon Monster (your supposed to build your minions, not summon them)
Any Summoning spell in general

Spells I don't where to put:
Necromancy (because there is always the possibility of someone wanting to play an evil inventor who fiddles around with necro-techology, maybe an optional feature or something…)

or alternatively:

Select three wizard schools, those are the schools you have access to for effects, now select 5 spells for each spell level from the cleric spell list, those are the divine spells you have available for effects

any of that….acceptable?