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Stealthscout
2015-03-27, 11:35 AM
In a fierce battle, the bedraggled gnome spits out ‘That Does It!’ and pulls a contraption from his belt while his fellows go wild-eyed and dive away. A ways off an archer hits enemy reinforcements with an empowered arrow, leaving a noxious cloud to cover the party’s escape. The trap smith grumbles that any Real Dwarf could seal a door better without resorting to five conjoined runes encircling the dead bolt, then pulls out his dispelling picks sighing ‘just a wizard ward - this shouldn’t take long’.

Artificers make things and improve them. In a world of magic, this is far from mundane.



Master Craftsmen
Artificers are craftsmen with a practical streak, mixing magic and raw skill to create novel items faster than anyone else. By maintaining their own equipment, they can create personalized magical items or mimic spells through portable setups called ‘schema’ for their own use.

Artificers rely on multiple talents, from spellcasting philosophy to discovering new materials to craft from. They are universally hungry for knowledge or resources and are usually from large settlements or cities where they can trade for what they need.


Civilization's Progeny
An Artificer’s creations are valued by everyone so they are welcome most places, though public relations is often lacking. Wizard mishaps occur in the lonely tower outside of town, but artificers do it at 2am in the west wing of the palace and refuse to stop working long enough to explain things.
Despite their extensive knowledge and drive, Artificers are practical to a fault so it is rare to see an artificer being active in a religion or become the face of a cause. Of course, they are often employed by others for that same reason.


Play an Artificer if you want to:

Make your own stuff
Have a combination of magic, physicality, and unique traits
Play a stylized steampunk character, not just a caster


Chassis: Use Warlock, with changes:

Proficient in light/medium armor and shields
Automatically proficient with artisan’s tools or thief’s tools (pick any two)
Choose two skills from the following list: Arcana, History, Insight, Investigation, Nature, Religion, Medicine
Proficient in Intelligence and Constitution saves
Hit Dice, Invocation(Masteries) known, Spell (Schema) Slots, and Cantrips known remain the same


Starting equipment:
(a) Artificer’s Pack
(a) 2 sets of Artisan tools if proficient or (b) Artisan Tools and Thief’s Tools if proficient
(a) One simple melee weapon and light crossbow (20 bolts) or (b) Two daggers and Longbow (20 arrows) if proficient
(a) Leather armor or (b) chain shirt and shield or (c) chain mail and shield if proficient
(a) Dungeoneering Pack or (b) Explorer’s Pack or (c) Scholar’s Pack

Class Features:


Level
Features


1
Spell list access (Any 1 class), Field Training


2
Sequester, Masteries


3
Specialization Bonus, Bound Item


4
Ability Score Improvement


5
Spell List Access (Any 2 classes), Push It


6
Reset Preparations, Crafter’s eye, Extra Tool proficiency


7
Specialization Bonus


8
Ability Score Improvement


9
Personal Item Discovery


10
Spell list access (any 3 classes), Improved Sequester


11
Greater Schema (6), Extra Tool Proficiency


12
Ability Score Improvement


13
Greater Schema (7)


14
Specialization Bonus


15
Greater Schema (8), Spell List Access (any 4 classes)


16
Ability Score Improvement


17
Greater Schema (9)


18



19
Ability Score Improvement


20
Legendary Item Discovery



Equipment pack:
An artificer uses a pack to trigger schema and cannot trigger them without it. It weighs 15 lbs and is a mess of wadding, catalysts, runes, springs, and unsavory materials distributed over their entire body. It is hard to remove the pack from the artificer without removing everything else. A pack can be reconstructed fairly easily – materials can be purchased for 5gp at a general store but require 4 hours to organize properly.


Spell list access:
Artificers can learn schema and trigger magical items tied to certain classes. At first level, the artificer has access to one casting class which contains cantrips. At 5th, 10th, and 15th, the artificer gains access to another spell list they choose. Note a ‘spell list’ doesn’t include spells given only due to class features.


Cantrips:
The artificer learns cantrips from their accessed spell lists. These are true spells, but are always tied to the artificer’s Intelligence.


Schema:
Schemas are notoriously unstable rigs used in magical study. An example is two opposing holy symbols pressed close to each other while whispering to both at the same time. Putting a rod in a wire frame focuses the conflicting energy into a ray. The same effect could be created with awakened crystals in a copper tube and some springs or an alchemal combination using spit as a catalyst. If not done right it just doesn’t work… or explodes.

Schema are not spells and don't use components or foci once prepared. Even if the artificer can cast spells, they don’t necessarily have access to that effect. That said, they function as the spell they mimic, including casting time, costly materials, an unoccupied hand, etc. Schema are always based on the artificer’s Intelligence.

An artificer knows 6 schemas at 1st level from the spell list the artificer has access to and 3 more with each level increase. Extra schemas can be researched from accessible spell lists as a wizard does for extra spells. After any short rest, the artificer chooses 2 + 1 for every 2 artificer levels (round up) schema to prepare for use. The artificer can trigger a prepared schema by using a schema slot if one is available.

Once used, a schema slot is refreshed with any short or long rest but cannot be triggered again until the previous effect also ends (or is ended as an action). For this reason, some effects can be a drain on the Artificer such as Mage Armor, Charms, or Animate Dead. As soon as the effect ends, the slot can be used for a schema again so long as a rest occurred.


Greater Schema:
Effects using 6th level slots and above are much trickier. These schema are prepared after any long rest and ‘break’ after one use that day, unable to be reused until after another long rest.


Field Training:
All Artificers supplement their craft with real-world training to survive. At 1st level, the character must choose between the following options. The schema are automatically added to your known schema list and considered readied for free:

Melee Training: Gain proficiency in one melee weapon of your choice and heavy armor.

Schema: Shield, Cause Wounds, Healing Word, Shield of Faith

Ranged Training: Gain proficiency in all crossbows. If you don’t take a move action on your round, you don’t have disadvantage for attacking at long range.

Schema: Magic Missile, Hail of thorns, Fog Cloud, Cordon of Arrows, Magic Weapon

Support Training: You can use the help action at range with cantrips. You can choose to either give advantage or let the target use your intelligence modifier instead of their ability modifier. This bonus applies through your next round, modifying up to two die rolls. (ex. two attacks, skill checks, etc.)

Schema: Guiding Bolt, Cure Wounds, Bless, Enhance Attribute, Lesser Restoration


Sequester:
For a short time, Artificers can focus their efforts and magical tricks on crafting. They can do this only when the artificer meets the following conditions:

Access to an appropriate location and tools for what they are creating
Working alone for 16 hours a day and sleeping for 8. No distractions or interaction with others.
Sequester up to 7 days in a row and take 3 days off per day of sequester before doing it again.
The crafted item is worth at least 50gp and requires artisan’s tools (ex. alchemal items, statues, complex machinery, magical items)


During sequester, an artificer crafts 50gp per day instead of the normal 5gp. Magical items can be created by crafting the mundane item and incorporating a schema effect that you know.

At 10th level, your sequester can be 14 days long with only 1 days off per day in sequester. Additionally, you can combine your crafting rate with one or more artificers in your workspace, so long as you are both crafting the same item. No crafter can be involved if they are not also artificers.


Bound item:
During a long rest you can mystically bind certain items to yourself, enhancing them in the process. In all cases, you can summon it with a bonus action so long it is within 100 feet of you. Each gains an additional property depending on the type of item it is:

Armor or shields can be put on/taken off when you summon it
Weapons or sets of ammunition (ex. ‘my arrows’) are considered magical
An object with one or more openings (ex. a vest or backpack) can carry 100 lbs material in extra dimensional pockets. You find any item as a bonus action or draw ammunition/weapons as part of your attack action.

If you have more than one bound item, you must use a separate action for each one. If the item is destroyed or you bind to another item, any special abilities gained are immediately lost and a pack’s items spill out.


Masteries:
Masteries are skills or schema permanently joined with the Artificer’s body and/or mind (ex. tattoos, implanted foci, potions in your blood). Each is a constant effect unless otherwise specified.


Amorphic Homunculi (req min lvl 8, Homunculus master only): Your homunculi can break down in such a way that it can reshape into another object you could otherwise create as an action. (ex. changing from a humanoid doll to a toy snake) and squeeze through cracks as small as 2” wide.

Augment Bound Item (min lvl 8): During a short rest, you can empower one bound weapon or armor with an additional +1 enhancement (max +3). The bonus only applies to you.

Cantrippery: You gain three cantrips from any spell list(s) that you know.

Construct Arm: One of your arms is replaced or covered up by an artificial arm. It functions as either a bound weapon or a shield in combat. You can manipulate items in that hand at the same time as using it as a weapon/shield.

Contingency Planning: You learn and always have prepared the following effects: Absorb Energy, Create Food and Water, Darkvision, Expeditious Retreat, Featherfall, Waterbreathing. Once per day, you can trigger one of these schema effects without spending a schema slot.

Disable Item (min level 12): Once per short rest with an action a magical item within 60’ of you becomes nonmagical for one hour and any ongoing effects from it are removed. This is automatically successful if you created the item, but other items require a dispel check. This ability may not affect certain powerful items.

Dual Wand User (min level 5): You can use a bonus action to activate a wand in your off hand.

Early Spell List Access: Access another spell list that you don’t already know. If you gain access by leveling up, you can switch this mastery for another one.

Empowered Alchemy: Mundane alchemal items (ex. alchemal fire or a healing potion) deal or heal your intelligence modifier in extra damage

Extra Bound Item: You can bind an extra item and affect all bound items with one bonus action. Any other mastery that improves bound items affects this extra item as well.

Schema Dialante: You can prepare double the number of schema at any time. You can also utilize any magical foci usable by the class tied to a spell lists by either using it in your second hand or incorporate it into any one schema during a short rest. For instance, if you find a wand that enhances fire effects, your Fireball emitter schema can use it as a component.

Illumination Goggles (min lvl 5): You gain darkvision to 60’ or extend it by 60’ and low light vision. You see normally in extremely bright light and gain advantage on saves from similar spells (ex. flash bang grenade or other planes with intense light)

Improved Pack: If you are bound to a pack, the capacity and summon range is tripled. If desired, only you can access the special pockets within the pack.

Integrated Armor:You can summon/dismiss weightless armor with a bonus action granting AC 13+Dexterity. The armor is bound to you and it cannot be destroyed or dispelled.

Integrated Schema:Your schemas are linked to your equipment and don’t require hands to use. By using stealth or deception, you can even trigger one without giving away the source. Note the DM may declare some spells cannot be hidden (ex. scorching ray)

Phased Binding (min lvl 8): With a bonus action, choose what a bound item interacts with - all things, all things except you, all things except creatures, only creatures, or nothing. ‘Creatures’ includes anything living/dead/animated or used by them (ex. orcs and their weapons, trees, but not walls). If interacting with only creatures you must be in contact with it or it reverts to ‘nothing’, where it is considered on your person and unavailable until it changes states.

Potion splash: You make potions react on contact. Applying is a bonus action for willing and an attack for unwilling creatures. Thrown vials do 1 point of damage before the potion takes effect.

Quick Rig: If you spend an extra 10 minutes to set it up, you can trigger any schema you know (even if not prepared) which mimics a ritual without using a schema slot.

Recharge Items (min lvl 8): With an action and a schema slot, one wand you are holding regains a charge. Once per day, you can recharge any permanent magical item which is not a wand with an action as though a long rest was taken. In both cases the item can be activated at the same time. Certain items may not be able to be recharged at the DMs discretion.

Schema Traps: With an action you create a seal on a closed object or a 5’ square containing a cantrip you know. If the seal or area is violated, the cantrip targets the violator and dissipates. The rune is considered the caster using your intelligence modifier and you can have your intelligence modifier of traps active at any time.

Scholar: Choose two skills from the following list that you have proficiency in. You gain expertise: Arcana, History, Insight, Investigation, Nature, Religion, and Medicine

Specialized tool set: Choose a skill you don’t have expertise in. You gain proficiency or (if already proficient) expertise in that skill whenever you have your artificer’s pack.

Survivalist Gear (min lvl 5): You create a personal ward. It keeps you comfortable in natural heat/cold and grants advantage against poisons or diseases. Once per day, you can extend this ward to everyone within 10’ of you for one hour. Lastly, it can produce one Goodberry per point of intelligence per day as the spell.

Tool Mastery (min lvl 12): Choose a tool you are proficient in. Material costs are halved and you craft at double speed for items primarily made with that tool.

Translator: You can ‘learn’ a language spoken by another creature by listening to it speak for a full minute. You can store up to two languages this way.

Weapon Training(min lvl 5): You gain a second attack when using the attack action. If you have the ranged field training style, you can also make multiple attacks with a crossbow.




Crafter’s Eye:
During a short rest, an artificer proficient in a tool used to create a given item can study it and learn the item’s general function and current number of charges become known (if applicable). If proficient in more than one tool used to create it, they also know the exact trigger to activate it, plus any hidden or unusual functions (if applicable).

Example: Brash is proficient in metalsmithing and gemcutting. She could analyze a sword or wand with a gemstone setting. A sword with several gems in the pommel would be much easier. A powerfully runed wooden club or sequined cloak would intrigue her, but she would need some other source of information.


Push It:
You can trigger a prepared effect after all your slots are expended by dangerously cutting corners. Roll a die. On an even number, it works. On an odd number it backfires, causing 1d8 damage to you per spell level involved and half that to anyone else within 5 feet. This damage cannot be resisted or reduced by any means. In either case, all other readied schema are disrupted until you take a short rest.

Greater schema cannot be pushed or deactivated with this ability.


Extra tool proficiency:
You gain proficiency in another artisan’s tool or thief’s tools.


Personal Item Discovery:
The artificer discovers a unique magical item design.

Choose one uncommon, permanent magical item of 500gp or less. After one week’s time of crafting, it is yours at no cost. It is considered an extra bound item and enjoys all of the effects that come with it (ex. summoning, applicable masteries) and can be re-created if lost or destroyed. If the artificer dies, the item becomes nonmagical, but regains all properties if the Artificer is raised.



Legendary Masterpiece
At 20th level, the artificer finds out how to create a truly legendary magical item which is their crowning achievement. With one week of work they can create one permanent magical item of up to 5000gp which is bound to them for free and can be summoned from any distance or across planar boundaries. If it is ever destroyed, it can be re-created for 500gp and another week of sequestered work. If the artificer ever dies, this item continues to exist and likely becomes a legend of its own.

Stealthscout
2015-03-27, 11:36 AM
Specializations:
Starting at 3rd level, the artificer can focus on specialized skills. At 7th and 14th levels, their study of the specialization grants new abilities.

Alchemy:
You gain the Tool Mastery (Alchemy) for free. With any rest, you create a potion with a schema effect that you know targeting only one creature. This potion can be given to another creature but must use it within 1 minute or it diffuses. The drinker is considered the caster and target, but otherwise the effect uses your intelligence modifier. You can create extra potions by using schema slots during a rest, but the slot is ‘locked in’ until your next rest.

7th level – Potions can be held by others for up to 1 hour before diffusing. During any rest, you can ‘split’ standard alchemal items into two identical doses and still get the full effect from each, but only you can use them this way.

14th level - Your bonus potion contains two different schema effects. You can create other potions with two effects using your schemas as well. You add your intelligence modifier to the damage dealt to one target with any cantrip you cast.


Battlesmith:
You gain the Extra Bound Item mastery and apply it to any weapon for free. When using a bound weapon, you can use your intelligence modifier for attack and damage. Bound armor can either use your intelligence modifier for AC or negate strength requirements and disadvantage on skill checks when wearing it. Any bound items weigh nothing to you and produce a protective ward which absorbs the first 2 points of damage you take from any source. This field even prevents contact with an object that you didn’t specifically touch or get attacked by and you are cleaned off within a round of that contact (ex. immersion in water or necrotic slime on the floor, but not caltrops or poisoned items you pick up).

7th level – By using an action and a schema slot, your weapon can be ‘charged’ with an effect affecting one target or emanating from a single point. It can be unleashed on a target you hit during your attack action. If the effect requires an attack roll, re-use the attack roll of your weapon attack. If it requires a saving throw, the target has disadvantage. Your protective ward also grants poison and disease resistance.

14th level – When you hit a target and spend a bonus action, you trigger a prepared schema as though using a first level spell slot on the target. This doesn’t use a schema slot. During any long rest, choose two energy types and one physical ability score. You gain resistance to the energies chosen and act as though you have a 19 in that ability score for skill checks or saving throws.


Homunculus Master:
During a long rest, up to 2 small sized or smaller objects you created worth at least 1gp become animated per the Animated Objects spell. They don't require concentration but must remain within 300 feet of you at all times and require you to command them to take any action. If not given a command they remain near you and take the dodge action.

Homunculi gain proficiency in all of your skills and if tiny sized they also add stealth. With a bonus action, you can sense everything one of them does and speak through it. They are bound to your life force, so Whenever you use a hit die, each of them is healed for 1d10hp plus your proficiency bonus. If one is destroyed, you lose either one hit die or take the same amount of damage yourself.

7th level – You can animate up to 4 homunculi, plus one 'mount' which can be one size larger than you but can only take the dodge, dash, help, and disengage actions. They all gain your masteries and deal your proficiency bonus in extra damage. If you trigger a purely defensive schema on yourself within 10’ of a homunculi, they are affected as an additional target. By spending up to 50 gp on a body, you can improve their statistics. 5 gp will grant an extra 1hp, 15 gp grant an extra strength or dexterity skill, and 20 gp allows them to swim or climb at normal movement rates.

14th level – Your 4 normal homunculi can be up to medium size and gain proficiency in any weapons or tools you have. They become semi-sentient and can perform general commands or react to situations as though their intelligence and wisdom were half of yours (answer the door, simple errands), but still require a command to attack. You can also craft up to 150 extra gp into each body and can grant them expertise in a strength or dexterity skill for 50 gp.

Stealthscout
2015-03-27, 11:37 AM
Why did I decide to do this?

I’m addicted to thinking about these things and think I have a problem
Because you can’t do it with the classes we have otherwise.

The gizmo-happy genius is a standard fantasy trope not easily filled by a standard class. It almost needs to exist in any steampunk world like Eberron, but isn’t really filled by any full caster class. Was Dr Frankenstein or Batman a wizard? Didn’t think so.


My in-game mindset
Magic follows rules which can be exploited just like physics. The trick is making it reliable, so really Magic and Craft are the same in a magical world - permanent magical Items are just well crafted schema that don’t require any more fine tuning from an artificer. Because of the magical variables involved, each one is going to be custom work made from distinct materials/styles as a result.

Given that ‘technology’ feel, we should hear 'sure - just give me a little while’ (short available effects list, but overhaul with a short rest) and ‘Aw crap! I was afraid of that’ (Push It) a lot. But give them a month of preparation and they will be far more effective than the average adventurer.


That funny Schema rule: 'A schema slot is locked until the effect is ended'
I know it reads strange. My biggest fear is putting Animate Dead into an artificer's hands, since they could cast it more times per day than a wizard. Once I started thinking about it more, it only makes sense that with the warlock spell recovery mechanic that they really shouldn't have the opportunity to 'carry forward' any effect like that. It also makes sense flavor-wise as your 'thing' is still on. That said, you would make very sure it is stabilized during your rest should you have to re-boot the thing.

You could probably get rid of this restriction as long as you have a gentleman's rule to not really abuse it lke you could. Your table's mindset may vary.



My mechanics mindset
The original Artificer concept’s root issue was (ironically) magical items. You needed 2-3 to be functional, but it was easy to transfer the Big Guns to other PCs (balance issues) but if you lost them you were worse off than dead (more balance issues). Worse, they tied the number of items to your GP totals which just got silly after an optimizer tore apart those equipment tables.

Re-skinning invocations as inseparable magical items gives us balance with artificer flavor but without having to craft a single permanent item. Using the warlock template is just a reliable chassis to work with.

If you really just have to craft things outside your class abilities, Sequester is my solution to that problem. 5th ed makes crafting realistic, but not PC friendly. Rather than replace it entirely, I’m putting some flavor and realism into fast crafting:

Sequester leverages the tropes of the ‘crazy recluse’ and ‘come back tomorrow’
It works off of the base system’s mechanics.
Artificers make special items, not commoner stuff. You can’t disrupt the brick economy anymore.
Minor items get a practical reason to exist. Stockpile potions before the brigands attack - yes. Make a bunch of wands instead - no.
It allows an artificer to adventure 3 weeks out of the month and still craft faster than NPCs, making them feel heroic.
It is just messy enough to keep players from doing it all the time unless the party is into that sort of thing.

Optimized (12th level using a Mastery), you can craft 1400gp value in 14 days for 25% of the final cost. Of course, tweak as needed depending on how you manage the economy and PC wealth. If you have any table rules, they should fit into this design fairly easily.


Specializations
I tried to encapsulate some cool tricks players came up with in 3E but limit the Artificer to playing only one of them.

Alchemist – Two big bonuses are here to ensure the flavor is maintained - a free schema slot in the form of a potion and the ability to create potions quicker and cheaper than anyone in the game by far. Add in Potion Splash and we have the fastest combat self-buffer possible. I could see a 'juicer' concept from Rifts easily by taking melee training, but this is also by far the best 'merchant' concept too. Create and sell potions on your off time for a handy profit (75%) and then pump that profit into making thrown firebombs or cheap healing potions (at lvl 7, a split potion costs 6.25GP each).

Battlesmith – Damage reduction is used instead of temp hp both for simplicity and to cut down on spell conflicts. You still have d6 HD and pretty much have to take the Weapons Training and Augment Bound Item to be effective - leaving only two masteries to pick before the mid-teens levels. The result is more in line with a low-con paladin than a bladelock.

Homunculus Master – late addition. Animate Objects works well as a baseline, though this is by far the riskiest specialization since one AoE hurts you more than others. But now you can carry spare bodies with you or make basic ones on the road (sequester 1 day - create 4 new ones with extra HP). In particular, you can fluff them however you want. A 3.5 artificer had to learn multiple skills for iron guardians or minor golems, but the rules here allow any appearance and work equally well with constructs made from clouds of leftover gem dust, leather, knotted ropes, or high quality 'mystical shortbread'.

Stealthscout
2015-03-27, 11:39 AM
Example Characters



Evan (M gnome, Artificer 3 – Ultralight Tank)

Battlesmith, Melee Trainig
Masteries – Extra Bound Item (bonus), Survivalist Gear, and Construct Arm (shield)

Evan is the youngest son of a druid with a severe lack of any woodsman’s skills and a malformed right leg. He stubbornly used his druid training to becoming a warrior. When ‘on task’, he is an oddball tough guy. When not, he spends time checking in on people in the settler’s villages on the outskirts of the forest, fixing disagreements and gathering information.
Tricks of his trade:

He fully exploits his freedom from dirt, reveling in being the ‘getting messy’ dungeoneer. Especially when hunting enemies in the nearby swamplands.
His fighting style is unpredictable but effective. Many describe it like he was physically incapable but somehow keeps divining their next move. They are right.
He is a terrible survivalist (no skill, low wisdom), so he uses a mastery to compensate. He prefers small parties that can fend for themselves as a result.
The arm is actually just planning for the future – when he gets the augment bound item mastery he can enhance weapon, shield, and armor all together.




‘Flasks’ (F Dwarf Artificer 19 – Alchemist on the run)

Alchemy, Support Training
Masteries (8): Tool Mastery (alchemy - Bonus), Splash Potion, Incorporated Schema, Disable Item, Recharge Items, Specialized tools (deception), Translator, Dual Wand User, Empower Alchemy

Party cook and backup warrior for some berserkers of ill repute. They simply know she makes (in their words) “the best f#*%ing, G#$%AM’d whiskey they have ever had. ::snort::”. She used to be a successful perfume merchant by another name, but got caught up in ‘adventurer events’ and had to leave her business behind. Now she is using the berserkers as protection and muscle when needed as she figures her way through the mess.
Tricks of her trade:

Hidden or subtle effects are used constantly – help actions, healing potion whiskey, and schemas when things get tough. The berserkers attribute them to divine blessings or being just that good.
Imbued scents in her skin smoothen social problems, usually to get the warriors out of trouble or cover up her background
She invests in wands, as they are reliable but won’t give her class away.
Personal item is a flask that can pour dozens of different liquids/tonics daily, though a tough willow bark tea has been her favorite drink lately.



Bertra (F Human Artificer 10 – Cranky Old Woman and technically not an Undead Lord)

Homunculus Master, Support Training
Masteries (4): Schema Traps, Improved Pack, Illumination Goggles, Specialized tool set (investigation)

Bertra is an abrasive perfectionist in her early 60’s who learned artifice only after years of perfecting taxidermy. When business dried up, she moved on to a new city and lived on her accumulated savings, making wood carvings for ‘fun’ cash. She started patrolling her block against ‘those damn kids’ at first but became aware of just how organized crime was getting. The watch is worthless in her eyes, so she started building servants to defend her home and even go on the offensive.

The thieves’ guild knows their enemy is animating animal skeletons and (probably?) is a small and stocky person in dirty cloth (a druid/necromancer from the sewers?). One ambush against ‘him’ was successful only in leaving a smoking mess and the same problems the next day. The city watch doesn’t have enough information to make sense of things and just think the guild is getting sloppy.

Tricks of her trade:

Homunculi are stuffed animals, skeletons wired together or woven sculptures from wild vines/plants. She switches them out daily and uses specialized ones for rooftop work, sneaking around sewers, etc.
The ‘druid’ is actually a wood sculpture covered in plush cloth and padding (a ‘mount’ homunculi) made to look small like a fat halfling where she is rather thin. It has a heavy fire resistant pocket hidden in the stomach (her pack) to hide in and trigger schema if needed. She is effectively in excellent cover and can use the help action to make stealth easier.
Once she was forced to immolate the decoy with a fireball. When the thieves were sure any evidence was destroyed and the guard was coming, she slipped out and teleported to safety. She then animated the backup version in her basement and got revenge the next day
Talented with anticipating someone’s next move and then ‘being everywhere’ by using schema traps, alarms, and well placed homunculi to break up their plans. Often, just bringing attention to a trespasser is enough (ex. lighting up a set of lockpicks or illusory noises).
Personal item is an eyeglass that greatly improves her vision. Combined with the goggles mastery, she has incredible eyesight far beyond someone of her age, but she hides this fact well.

Stealthscout
2015-03-27, 11:41 AM
Saved space

khadgar567
2015-03-27, 01:37 PM
Stealthscout buddy cut the pathfinder tinker inspiration it smell all over it you just try to make bulma(pathfinders tinker class)(who dont have anny power level) and chichi(original 3.5 artificer class)(decent berseker ) fusion dance which chichi using kaoi-ken 5000 during the whole attempt. you cant merge arch angels and arch fiends god damn it
side note <insert any sane but hammy vilian> laughs is ass of and decides to find goku or vegeta for combat

Stealthscout
2015-03-27, 03:48 PM
...:smallconfused:
...Okay. Not what I was expecting.

Looking at your other posts (which don't look like this one at all), I'm assuming someone not you was involved with that last post. Might want to check that password.

AuraTwilight
2015-03-27, 04:38 PM
Stealthscout buddy cut the pathfinder tinker inspiration it smell all over it you just try to make bulma(pathfinders tinker class)(who dont have anny power level) and chichi(original 3.5 artificer class)(decent berseker ) fusion dance which chichi using kaoi-ken 5000 during the whole attempt. you cant merge arch angels and arch fiends god damn it
side note <insert any sane but hammy vilian> laughs is ass of and decides to find goku or vegeta for combat

...Excuse me?

Blue_C.
2015-03-27, 07:17 PM
I sit in awe of that reply. Truly, well done. It takes talent to make absolutely no sense whatsoever - random words punched into autocorrect at least look like song lyrics, but that's just bizarre.

On topic, I only had time to take a quick glance at the masteries, but they look very interesting. THIS is the kind of character that makes me want to roll a die, so well done.

Slightly unrelated, I once reflavored artificers as "Rune Mages" in a home campaign in order to take away some of the steampunk elements, and I am pleased that I could probably do so with this one as well.

khadgar567
2015-03-28, 12:51 AM
...Excuse me?
well auraTwilight I am little older in this forum but I just happen to know 3.5 artificer and I checked its pathfinder version tinkerer and they are not similar classes one knows how to cast spell and enchant in any item other requires wizard estique spell book to do the half of the others work(this not includes crafting )as far as my earlier post please check dragon ball wiki article about fusion dance if my white belt google fu is correct it says persons attempt to fusion dance must have similar power levels and if i remember corectly bulma have no power level during entire series but chichi can at least kick yamca's ass(a powerful but not goku caliber fighter) so what I am saying is this class not completly grabs artificer flavor in my book if you say enginier I can accept this class but in my book its not artificer and its not gonna be close to it

side note hope every one understands

Milo v3
2015-03-28, 07:24 AM
What's the actual major purpose of schema, because this seems to be that you can pick spells of basically any list you want and can use the a lot more often?


well auraTwilight I am little older in this forum but I just happen to know 3.5 artificer and I checked its pathfinder version tinkerer and they are not similar classes one knows how to cast spell and enchant in any item other requires wizard estique spell book to do the half of the others work(this not includes crafting )as far as my earlier post please check dragon ball wiki article about fusion dance if my white belt google fu is correct it says persons attempt to fusion dance must have similar power levels and if i remember corectly bulma have no power level during entire series but chichi can at least kick yamca's ass(a powerful but not goku caliber fighter) so what I am saying is this class not completly grabs artificer flavor in my book if you say enginier I can accept this class but in my book its not artificer and its not gonna be close to it

side note hope every one understands

Just a suggestion. Use full stops, as it's near impossible to figure out what your trying to say, also Tinker isn't an official class and there are about a hundred different "homebrew" artificers for PF.

Blue_C.
2015-03-28, 01:58 PM
Now that I'm in a better position to read through it all...

Milo has a point. It fits within the Artificer's shtick to borrow spells from every source (since they aren't really casting them per se), this class would probably benefit from a dedicated spell list. Or, failing that, perhaps use either the cleric or wizard spell list, and allow them to pick up a small number of off-list spells at the levels they currently gain access to new spell lists. The bard does something similar.

For Homunculi master, any reason to not just use the statistics in the Monster Manual for Homunculi (keeping the increased health as you level, though)? I would also offer, instead of a second homunculi at 14th, an upgraded one, granting
-the ability to cast any three cantrips that you also know
-a choice between: advantage and proficiency with stealth, improved AC and saves, improved passive perception, or a small amount of extra dimensional storage.

I might also suggest a fourth category of field training, called Trapfinder, with advantage against traps (perceiving, saving against, and disabling) and the spells: False Life, Identify, Unseen Servant, Find Trap, Knock?

Melee Field Training appears to be missing a spell. I thought Enlarge/Reduce would fit, but did you have something else in mind?

Now I really want to roll up a couple of these. My old artificer from back in the day, Terris d'Phiarlan, Professor of Applied Magic (on near permanent sabbatical, but he's tenured so what can you do?), I can see as a support (or trapfinder!) schema dilettante. I also want to introduce a golbin artificer "shaman" who goes into a spiritual retreat once a month, and comes back from his journey with a minor magic item or potions to distribute to the tribe.

Stealthscout
2015-03-30, 08:36 AM
well auraTwilight I am little older in this forum but I just happen to know 3.5 artificer and I checked its pathfinder version tinkerer and they are not similar classes one knows how to cast spell and enchant in any item other requires wizard estique spell book to do the half of the others work(this not includes crafting )as far as my earlier post please check dragon ball wiki article about fusion dance if my white belt google fu is correct it says persons attempt to fusion dance must have similar power levels and if i remember corectly bulma have no power level during entire series but chichi can at least kick yamca's ass(a powerful but not goku caliber fighter) so what I am saying is this class not completly grabs artificer flavor in my book if you say enginier I can accept this class but in my book its not artificer and its not gonna be close to it

side note hope every one understands

The essence of communication is not how much is said, but how much is absorbed by the other person. If I have to google what you write, it needs more editing.

That said, can you be more specific in how it doesn't grab the Artificer flavor? That's been a hard thing for anyone to nail down, but I don't see many people trying either without just making their own class that looks like 'I can do anything you want by 8th level myself and my only limitation is gp/crafting time'.



Now that I'm in a better position to read through it all...

Milo has a point. It fits within the Artificer's shtick to borrow spells from every source (since they aren't really casting them per se), this class would probably benefit from a dedicated spell list. Or, failing that, perhaps use either the cleric or wizard spell list, and allow them to pick up a small number of off-list spells at the levels they currently gain access to new spell lists. The bard does something similar.

For Homunculi master, any reason to not just use the statistics in the Monster Manual for Homunculi (keeping the increased health as you level, though)? I would also offer, instead of a second homunculi at 14th, an upgraded one, granting
-the ability to cast any three cantrips that you also know
-a choice between: advantage and proficiency with stealth, improved AC and saves, improved passive perception, or a small amount of extra dimensional storage.

I might also suggest a fourth category of field training, called Trapfinder, with advantage against traps (perceiving, saving against, and disabling) and the spells: False Life, Identify, Unseen Servant, Find Trap, Knock?

Melee Field Training appears to be missing a spell. I thought Enlarge/Reduce would fit, but did you have something else in mind?

Now I really want to roll up a couple of these. My old artificer from back in the day, Terris d'Phiarlan, Professor of Applied Magic (on near permanent sabbatical, but he's tenured so what can you do?), I can see as a support (or trapfinder!) schema dilettante. I also want to introduce a golbin artificer "shaman" who goes into a spiritual retreat once a month, and comes back from his journey with a minor magic item or potions to distribute to the tribe.

Glad this is catching your imagination - that is what I was after.

The idea with Schema was something to fit into the 'thing you make on the fly' or 'today's special temporary item' area. It fills in somewhat for the Imbue Item infusion in the original class and gives you some wiggle room in your character in case you don't have the perfect items for the campaign. Stylistically, it is the 'messy prototype' followed by a 'stable prototype' you can make as a mastery, but both could be made into a 'durable product' if you spent the time and money to make it.

I wanted to give access to all spell lists for high level flexibility but still have some unique options at lower level. I actually thought about those options before but had some problems:

A unique spell list is a mess to do and maintain in general, but alternately tying the class to any one spell list is limiting and you just absorb the 'style' of the class you are tied to.
We could give something like Spell Secrets from the Bard class, but the class would be reliant on it from that moment on. Most players I have seen stick to one or two spell lists and just pick some goodies off of another one anyhow so giving full access to the other lists is no more or less powerful in this case.


I suppose it could be reigned in more, but I would be more interested in issues with schema/the style altogether first. Those would be deeper topics.

Oh -
I didn't include the homunculi from the MM because I didn't have it and am wary of the economy of actions. I included it here just to say 'yeah, I know'. That would probably be an easy thing to add on if needed.
I was thinking melee training with heavy armor and hands-free casting at low level would be enough. I suppose another effect could be added without much fuss.

Stealthscout
2015-07-02, 01:21 PM
Not a bump... techncially. I'm using this as a link for players.

Updates:

reworded a lot of sections in general for more clarity
updated all the specializations to work better. For instance, the weapon version is now much more intelligence based



I'm going to update the masteries soon as there are a lot of changes I want to make there. Working on it, but not going to do it today.

Stealthscout
2015-07-06, 02:34 PM
Okay, got the masteries updated.

Some changes and why:

Merged armor/weapon augement and recharge items in to one mastery for each. Wanted to prevent people from just +1 everything
added Tool Mastery, Unseen Crafter, and Schema Ammunition
Schema traps is now a mastery. There is another specialization for weapon augmentation that is much cleaner
bound packs now can enhance ammunition for those who throw things or switch their missile weapons around a lot
removed artificer sense mastery. Detect magic at will is a little much

Gr7mm Bobb
2015-07-08, 01:04 PM
Okay, got the masteries updated.

removed artificer sense mastery. Detect magic at will is a little much


Being able to detect magic without slots isn't terrible, maybe set it up like the paladins dead evil feature? Just based off of INT mod per short/long rest.

recapdrake
2015-09-26, 12:14 PM
I just want to say that I love this so so much. THIS is what should be in a second player's handbook, not a strictly worse wizard like was in the unearthed arcana.

Stealthscout
2015-10-01, 09:12 AM
Thank you for the compliment! That is what I'm after.

Noticed that I hadn't updated some things by accident -
example characters updated
re-wrote the 'runic traps' as 'weapon optimization' (the previous one was opento super abuse)
weapon optimization now allows the artificer to use intelligence for attacks. This is to limit MAD and makes sense that an artificer can use a bound weapon better than anyone else can

eddie6561
2016-01-18, 06:02 PM
Hi, im really enjoying this class. But i'm a little bit lost in some stuffs. I dont have Expertice in english:smalleek: soo maybe is the reason i don't find this answer.

Where you say how much Slots and Slot level this class have? Is the same as Warlock?

And the number of masteries... same as Warlock invocations?

i think this maybe obvious but i have to be sure.

Thanks for this great design.

Stealthscout
2016-01-25, 09:21 AM
Thank you for the interest!

You should use the same class features as warlock unless otherwise written (ex. an alchemist gets an extra 'slot' with their potion ability). So you have two invocations at second level through most of your career and masteries come at the same rate. I think I was having issues with writing those details in the table format so I made it simpler.


I realized today that I did some tweaking for balance again so I'm going to update this writup soon and hopefully for the last time. For instance, I finally figured a balanced way to have a homunculus master subclass.

Stealthscout
2016-01-25, 12:48 PM
I made a bunch of changes (yes, again), but this should be my last round of them. As always, if anyone has comments or thoughts from your table, I would love to know.

In addition to the list below, a lot of the changes were an attempt to cut down on the length. I don't know if I succeeded, but like to think I made a dent. Next step would be to include pretty pictures. I like picture too :).



Changes

Merged the weapon/armor optimizers into a Battlesmith. I realized that it didn't make sense to have one without the other unless you were only a ranged character.
Removed the Homunculi from being a mastery and now it is a specialization and I think it works well. I wanted to before but couldn't make it balanced or without a massive writup. Having it as a mastery would be potentially abusable.
Now all artificers can change prepared schema with a short rest. It just makes more sense, and hamstrings the player less when they have less prepared effects at a time than any other class
Schema Dialante specialization was removed. Just didn't have enough flavor compared to the others
Added some minor masteries - Cantrippery, Translator, Scholar
Merged Grendadier and Healing Mastery into one, but now only allow healing bonuses when using healing potions. I thought it was unfair to take away the Life cleric's main claim to fame like that, but you still have massive quick healing if you want it.
Melee training now grants one weapon proficiency. Needed for the battlesmith concept, but makes sense as an artificer can make their own weapons and bind to one in particular (if they are really a melee guy).

Stealthscout
2016-05-02, 11:21 AM
Added a note around foci per a personal comment. If you have special foci available, the artificer can't normally use them since you don't cast spells.

I put in a mastery to allow this, and included the ability to prepare more schema to make it more attractive. Good high level mastery to pick up.

Grandpappy
2017-03-22, 01:16 PM
I really like this take on the artificer, but I've got a few concerns/questions as I've been looking at it to build a character (level 14). Don't take these as attacks, please :) I'm curious on your take on these, or why I'm not understanding them correctly.

When reading this it took a while to figure out what was going on, and how to get schemas, masteries, learned cantrips, and a few other things. I realize that it's based on the Warlock, but I'm not familiar with the warlock, so I was lost until I pulled up the PHB next to this post and went through the terms one at a time. I think a better presentation would be to include the bits you want from Warlock in your post, so someone can look at it (and print it out) as a single set of rules for the class.

How are cantrips learned across the different spell lists? You start with several, but it never states how you get more as you acquire spell lists.

I think this class learns schemas too quickly. It gains spells faster than the Wizard. I know that the power of the artificer's schemas is the selection, it just seems extremely rapid to gain more than 2 level (what the wizard gets).

Do great schema's come from the same pool of prepared schemas that your 1-5th level spells come from?

Mastery - Dual Want User: I think this seems way too powerful. The ability to activate a wand as a bonus action seems extremely powerful. If left as-is, I'd always take it. Well, I would if my DM wasn't smart enough to shut that down :)

Mastery - Integrated Schema: How are the schema activated? Mental command?

Mastery - Recharge Items: The ability to refresh an entire wand/staff seems too good. Perhaps change it to once a day 2 (or some other number) of charges can be pumped into an item without using a schema.

Push It might need to be toned down or explained better. Perhaps give it a bigger drawback, or one that gets worse the more times it's used in a day.

My DM and I read the Battlesmith's Protective Ward differently. He reads it as preventing 2 damage every time you're hit. We both agree that would be too powerful. I read it as reducing the first 2 points of damage the first time a particular source dealt damage to you. That seems like a pain to track. How about just making it a flat 4 temp hitpoints every round (or some other number)?

I think the 7th level ability for the battlesmith should have some cap on the number of times it can be used, since it is guaranteed to have interact with the target.

These are just how I read the class, and my thoughts / opinions. I really love the class that's here.

Stealthscout
2017-03-28, 10:44 AM
I really like this take on the artificer, but I've got a few concerns/questions as I've been looking at it to build a character (level 14). Don't take these as attacks, please :) I'm curious on your take on these, or why I'm not understanding them correctly.


WHAT?!?! You question my PERFECTION?!

Good for you. There hasn't been a 100% proof of any of this, though there has been a lot of work put into it to ensure it is at least balanced enough for real playtime with your average power hungry murderhobo wannabe um... player.

I'm actually looking at a rewrite that pulls a little away from the warlock, to get around some of the warlock strangeness and abuse (why can't I use Int for attack until lvl 3?). I'm also looking to clean up some of the details - it was written to look like the PHB style which includes things we probably don't need here.

Please reply with any game issues or observations!



How are cantrips learned across the different spell lists? You start with several, but it never states how you get more as you acquire spell lists.

At first level, you are limited to the one list. By the time you can learn a new cantrip, you have access from more than one list. At that point, you can choose from both lists (and probably from the new one).



I think this class learns schemas too quickly.

Intentional, but point taken. I'm assuming the DM would possibly want to tie schemas with what items you can create somehow. This implies the Artificer needs to know a lot of effects. Keep in mind they prepare half the spells that a wizard can, making them more likely to re-tool everything during a short rest. That was also intended.



Do great schema's come from the same pool of prepared schemas that your 1-5th level spells come from?

The effects can, but the slots themselves don't. Warlock rules state that their 6th+ level slots are tied to one and only one spell, which doesn't make sense for the Artificer. So, you can choose any effect for those greater schema. For instance, an Artificer should be able to use the 6th level 'slot' to make +2 Magic Weapon effects, or just prepare a 6th level spell when you are at home tomorrow.

(That said, you have to call them something different to ensure someone doesn't think they are from the same schema slot pool, which would make them very, very powerful.)



Mastery - Dual Want User: I think this seems way too powerful. The ability to activate a wand as a bonus action seems extremely powerful. If left as-is, I'd always take it. Well, I would if my DM wasn't smart enough to shut that down :)

Fair enough. Keep in mind some things, though:

These are magic items, and your DM may not want them around anyhow.
No shield for you
Until recently a rogue thief could do the same thing, and it wasn't destroying any games out there.




Mastery - Integrated Schema: How are the schema activated? Mental command?

The intent is you are smart enough to make them work with minimal effort - like a hidden forearm blade but with spells. Functionally a Sorc's Subtle spell, which makes this really powerful. I'm pulling it out in the next version, but it would be replaced with something else that frees up your hands.



Mastery - Recharge Items: The ability to refresh an entire wand/staff seems too good. Perhaps change it to once a day 2 (or some other number) of charges can be pumped into an item without using a schema.

Refresh using your schema slots. Think of it as a way to 'pay forward' after a short rest where you didn't use all your power.



Push It might need to be toned down or explained better. Perhaps give it a bigger drawback, or one that gets worse the more times it's used in a day.

I had a lot of thinking about that ability, and am frankly not satisfied with it. I think any reader knows the intention, but I didn't want to make it powerful enough to be life-threatening either.

It isn't needed to be playable. You could just as easily make it a wild surge check, but the surge table gives us a 50/50 chance of something positive. Maybe disadvantage and DM fiat when you roll?




My DM and I read the Battlesmith's Protective Ward differently. He reads it as preventing 2 damage every time you're hit. We both agree that would be too powerful. I read it as reducing the first 2 points of damage the first time a particular source dealt damage to you. That seems like a pain to track. How about just making it a flat 4 temp hitpoints every round (or some other number)?

Your DM is reading it right, but it is any time you take damage. That would include both swords and fireballs. I was tempted to use THP too, but then realized that they don't stack with anything else, which limits it's usefulness like a fiendlock. Immunity to mosquito bites balances out against big bruiser hits.

Another idea someone had out there was to use Int for HP too, but that makes for a SAD warrior which doesn't sound well balanced to me either. I decided a straightforward reduction was simpler than temp HP anyhow. As-is, it's comparable to the Heavy Armor Mastery feat.



I think the 7th level ability for the battlesmith should have some cap on the number of times it can be used, since it is guaranteed to have interact with the target.

I agree. The re-write is going to tie schema slots to giving your items specific abilities. So, you can spend both slots and guarantee fire resistance and a +1 weapon (but no spells available). That said, I'm also getting rid of the mastery that improved pluses for something more thematic too.