View Full Version : Pathfinder Homebrew Class, Artisan

2014-12-12, 05:18 PM
I've had my time looking throughout the different classes and I've not found exactly the class that got my interest and attention completely in this game... so, as a matter of fact, I decided to create my own. My master is waiting for a little "approval" to this class in order to accept it into his game so... I would appreciate very much any kind of constructive criticism on this.

Thanks for everything x3. I will leave the build here.
Sidenote: This is meant to be a support/skillmonkey class.


Hit die: 6
Starting Wealth: 2d6 x 10
Skill ranks /lvl : 6 + int
Skills: Acrobatics, Appraise, Bluff, Craft, Climb, Diplomacy, Disable Device, Fly, Heal, Knowledge (Arcana, Engineering, Local, Nature), Perception, Linguistics, Profession, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device, Use Rope


Competences: Simple Weapons, Siege Weapons and Light Armor (Which he has no spell failure with)
Spellcasting: Spontaneous (Cha Based)

Scribe Scroll.
“Crafting Apprentice”: Adds his level to one Craft and one Profession.
“Time is Money”: The Artisan can spend double the time of crafting to reduce half of the gold required for it.
Clockwork familiar: The Artisan receives a familiar that is equal to a wizard familiar but is made as a device. It’s made of science and magic, and possess a part of the machinist soul.

Technomagical Lore: The Artisan can always choose to roll a 10 in any knowledge (Arcana) or Knowledge (Engineering) check. Plus it adds +2 to both rolls.
Minor Clockwork Creation: You can spend a full round to create a little clockwork device. The list.
The device only works for an hour after being made, then it auto-destroys and deals 4d6 damage in an area of 10 feet; the goggles are not affected by this rule.
a) A little bomb that deals 2d6 and walks in an straight line for 20 feet or has a timer.
b) An alarm.
c) Watchmaker goggles that gives a bonus of +4 to perception and lets the person see the flows of magic.

Craft Wondrous Item
Advanced Philologer: this allows the Artisan to reroll any Linguistics skill check made to decipher writing in an unfamiliar language, and never risks drawing a false conclusion from a failed Wisdom check after a failed Linguistics check.
Market Knowledge: The Artisan is known in the market for being a fast trader and an innovator; he’s contacts in the local market (At lvl 7, in the regional market, and at lvl 10 in the kingdom market. At lvl 15, he has contacts in the world-wide market), this also gives him +4 to all appraisal checks.

Craft Magical Arms and Armor
Arcane Infusion (Weapon): Thanks to his growing arcane skills, the Artisan can imbue a weapon with the energy of the Weave and perform a temporary modification on it. The duration of the modification is equal to the lvl of the machinist (In minutes) and there’s a “Infusion Pool” (Half of the machinist lvl + Charisma) each enchantment has a cost of it.
Base weapon enchantment: 2 points per +1.
Elemental damage (d4): 4 points per dice.
Ricochet weapon: 6 points.
Defensive weapon: 2 points.
Light (Any color): 1 point
Keen: 3 points.
Wounding: 2 points.

Craft Minor Golem: The Artisan is capable of creating small golems that are able of simple thinking and doing simple tasks.
Mechanical Gift: The Artisan has advanced far enough on his art to have the knowledge to properly give another person or animal a clockwork limb that functions as the proper and correct one. It’s a clockwork device which must succeed a 60% failure in every situation it’s used under stress.
To properly put this, the Artisan must succeed a Heal, Spellcraft and Knowledge (Engineering) roll.
Listen to the Machine: The Artisan developed such a great link with the devices in general that he gets the skill to listen to them as if they were living beings, this bond also gives him a +4 bonus to Use Magic Device.

Arcane Infusion (Armor): As the Artisan does with the weapons, he is also capable of infusing the armors of his allies with arcane energy; the pool functions in the same way and the list is described below.
Base armor bonus: 2 points per +1.
Elemental resistance (4): 4 points per element.
Damage Resistance (5): 5 points per damage.
Enchantment Resistance: 2 per +1
Major Clockwork Creation: You can spend a full round to create a little clockwork device. Listed below. The device only works for an hour after being made, then it auto-destroys and deals 8d6 damage in an area of 10 feet.
Explosive Boots: Gives +20 Jump, for 4 jumps or 1 hour. After that, they explode.
Fragmentation Bomb: A bomb explodes dealing 5d6 in an area of 20 feet.
Sunlight Lantern: A lantern that deals 2d6 per turn to undead and functions as sun to vampires and the like.

Forge Ring
Inscribe Rune
One of Many Tricks: The Artisan knows the trick of his trade and knows how to deal with some things… as a matter of fact, he can do the following things.
Counterweight: You can use your anvil as a counterweight when you climb a rope or chain to reduce your Climb DC by 5.
Improve Armor: You can spend an hour with your anvil and a suit of non-magical metal armor to temporarily increase the armor's armor bonus by 1. This bonus ends after the next time the wearer is hit.
Quick Fix: You can spend 1 minute with your anvil and a metal item with the broken condition to remove the broken condition from the item for 1 hour. The item does not recover any hit points, and at the end of the hour it regains the broken condition and loses an additional 1d6 hit points (unless properly fixed by then).
Coil: You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)
Lifeline: When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
Quick Release: You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope's length.
Slip Away: You gain a +10 bonus on Escape Artist checks to escape from ropes and rope-like restraints (such as vines).

Craft Construct.
Siege Engineer / Master Siege Engineer.
Craft Technological Arms and Armor.

Word of Understanding: The Artisan has taken almost every step into the linguistics and is cable of speaking all of the normal (Not secret, neither special, nor forgotten tongues.) languages.

Craft Intelligent Golem: The Artisan is capable of almost creating a golem that is equal as if it was a real person, alive, and probably more intelligent than an orc.
Craft Intelligent Weapon: The Artisan knows his art at the point that he is completely capable of creating weapons that have the ability to speak (Telepathically or verbally, as he chooses) and communicate with the world.
Eco-Friendly Life: The Artisan has delved too much into the secrets of the different arts that he is versed on. Medicine, magic, and science have given him the chance to eventually bring somebody back to life with a replacement of the organs that he or she may have lost.
To succeed this task, he must succeed a heal, spellcraft, and knowledge (Engineering) check and spend a full day of work on this.

Lvl 0
Detect Magic
Detects spells and magic items within 60 ft.
Know Direction
You discern north.
Object shines like a torch.

Makes minor repairs on an object. CRB

Whisper conversation at distance. CRB

Opens or closes small or light things. CRB

Performs minor tricks. CRB

Read Magic
Read scrolls and spellbooks.

Arcane Mark
Inscribes a personal rune on an object or creature (visible or invisible).

Lvl 1:
Animate Rope
Makes a rope move at your command.
Call Weapon
Telekinetically summon a weapon from an ally's possession.
Comprehend Languages
You understand all languages.
Detect Charm
Detect strength and location of charms, compulsions, and possession auras on creatures in the area. ASoL

Detect Metal
You detect any metal objects or creatures within a 60-foot cone. PR

Detect Secret Doors
Reveals hidden doors within 60 ft. CRB

Discern Next of Kin
Read the target's mind to learn about its family.
Feather Fall
Objects or creatures fall slowly.
Gives +10 bonus to identify magic items.
Read Weather
Predict weather for next 48 hours.
See Alignment
Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.

Share Language
Subject understands chosen language.
As detect magic, except detects the presence of technological objects instead of magical objects and grants the Technologistfeat for attempting Knowledge (engineering) checks to identify the properties of technological items. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties.

Floating Disk
Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Wards an area for 2 hours/level.
Invisible disc gives +4 to AC, blocks magic missiles

Lvl 2:
Bear's Endurance
Subject gains +4 to Con for 1 min./level.

Bull's Strength
Subject gains +4 to Str for 1 min./level.

Cat's Grace
Subject gains +4 to Dex for 1 min./level.

Detect Thoughts
Allows “listening” to surface thoughts. CRB

Eagle's Splendor
Subject gains +4 to Cha for 1 min./level.

Subject moves up and down at your direction.
See Invisibility
Reveals invisible creatures or objects.

Spider Climb
Grants ability to walk on walls and ceilings.
Bestow Weapon Proficiency
Grants a creature proficiency in a single weapon for short period of time.
Ancestral Communion
You contact your ancestors to bolster your own knowledge.
Acute Senses
Subject gains bonus on Perception checks.

Commune with Birds
You can ask birds a question.
Investigative Mind
Roll twice and take the higher roll when using certain mental skills.
Share Memory
Share one memory with the target.

Lvl 3:
Hear or see at a distance for 1 min./level.
Discern Value
F You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.
Illusory Script
M Only select creatures can read text.
Secret Page
Changes one page to hide its real content.
Arcane Sight
Magical auras become visible to you.
You randomly vanish and reappear for 1 round/level.
Keen Edge
Doubles normal weapon's threat range.
Water Breathing
Subjects can breathe underwater.
Speak and understand any language.
M Grants DR 10/adamantine.

Locate Creature
Indicates direction to familiar creature.
Dimension Door
Teleports you a short distance.

Lvl 4:
Apparent Master
Charm makes a construct regard you as its master.

Break Enchantment
Frees subjects from enchantments, transmutations, and curses.
Modify Memory
Changes 5 minutes of subject's memories.
Modify Memory
Changes 5 minutes of subject's memories.
Secure Shelter
Creates sturdy cottage.
Shadow Step
Teleport from one shadow to another.

Zone of Silence
Keeps eavesdroppers from overhearing you.
Delivers short message anywhere, instantly.
Instantly transports you as far as 100 miles per level.



The page which I used as a base for the info is PSFRD (https://sites.google.com/site/pathfinderogc).

2014-12-13, 02:31 AM
I'm not really sure what's going on here. First and foremost, a unified class table would make it much, much easier to evaluate the class and see what's going on. Second, spoilering every level's features separately makes it unnecessarily difficult to read them all at the same time. Something like this would make your class easier to read and thus easier to critique.

Class Features

Basic Ability

Another Ability


Super Mega Awesome Capstone
A whole bunch
A lot
A few
A couple