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Laurent
2015-11-29, 08:56 PM
Hello, I read the forums since ages, but never registered, until now, to present you my work on a class for Pathfinder.
I liked the idea behind the Artificer class from Adamant Entertainement (cannont post the link as I'm new, but it's on d20pfsrd...), but the class has some problems (like for example the fact that you can create any scroll for your wizard to learn, and thus, become a living library...)
I tried to fix the things I didn't like but I also tried to remake the class into something more fun.
I removed some item crafting feats and replaced them with two main abilities : a way to create clockwork creatures easily and to become an armored warrior with mechanical limbs, something like a fantasy Iron Man mixed with Robocop, with magical cannons mounted and mechanical and magical claws. :)

Please review and tell me what I should improve !

Artificer
Alignment: Any

Hit Dice: d8

Starting Wealth: 3d6 x 10 gp (average 105gp)

Class Skills
The artificer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.



Level BAB For Ref Will Special Inventions
LVL1 LVL2 LVL3 LVL4
1st +0 +2 +0 +2 Elbow grease, brain of all trades, weird science 0 — — —
2nd +1 +3 +0 +3 Item creation, artificer's scribe scroll 1 — — —
3rd +2 +3 +1 +3 Iron man 1 — — —
4th +3 +4 +1 +4 Craft wondrous Item 1 0 — —
5th +3 +4 +1 +4 Craft magic arms and armor, salvage, bonus feat 1 1 — —
6th +4 +5 +2 +5 Metamagic science, elbow grease +4 2 1 — —
7th +5 +5 +2 +5 Craft wand 2 1 0 —
8th +6/+1 +6 +2 +6 Quicker weird science 2 1 1 —
9th +6/+1 +6 +3 +6 Clockwork limbs, Bonus feat 2 2 1 —
10th +7/+2 +7 +3 +7 Improved brain of all trades 3 2 1 0
11th +8/+3 +7 +3 +7 Elbow grease +6 3 2 1 1
12th +9/+4 +8 +4 +8 Craft clockwork 3 2 2 1
13th +9/+4 +8 +4 +8 Improved metamagic science, Bonus feat 3 3 2 1
14th +10/+5 +9 +4 +9 Armored iron man 4 3 2 1
15th +11/+6/+1 +9 +5 +9 Quicker craft clockwork 4 3 2 2
16th +12/+7/+2 +10 +5 +10 Quickest weird Science 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Arcane builder, Bonus feat 4 4 3 2
18th +13/+8/+3 +11 +6 +11 Quickest craft clockwork 5 4 3 2
19th +14/+9/+4 +11 +6 +11 Mind exemplar 5 4 3 3
20th +15/+10/+5 +12 +6 +12 Magnum Opus 5 4 4 3


All of the following are class features of the artificer.

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

Elbow Grease
At 1st level, the artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 11th level.

Brain of All Trades
At 1st level, the artificer has picked up a smattering of even the most obscure intellectual skills. He may use any skill based on Int, Wis and Cha untrained.

Weird Science
An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. At 1st level, this weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.

An artificer has access to both arcane and divine spell lists, but only up to 4th level. At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include 1 additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th) they may include one additional spell on a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
When more than one spell are combined into a device, they'll all have the same target. It's not possible to launch a fireball somewhere and throw a lightning bolt somewhere else, or heal a party member at the same time.
The only exception is spells who will be targeting the Artificer herself and only her. These spells can be combined with anything. It's possible to throw a fireball and heal the Artificer at the same time for example.

Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per spell level used, consuming 100 gp per spell level in materials during creation. As such, an artificer usually has a fixed collection of regularly-carried devices.
Device weight is 1lb per spell level, devices lighter than 4lbs are one handed, devices weighting 4lbs or more are two handed.

An artificer start at level 1 with a number of devices he already made equal to his INT modifier.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (rounding up, naturally). The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).

If the device is used more times than allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).

Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.

Item Creation
At second level, an artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item or use a scroll she wrote herself. This ability does not stack with the Master Craftsman feat.

The magic item creation guidelines are used, and for the purpose of emulating prerequisites, the artificer’s effective CL equals his class level +2. However, if the item duplicates a spell effect, the statistics of that effect use the artificer’s actual level.

Bonus Feats
An artificer gains some item creation feat as a bonus feat. He gets Craft Wondrous Item as a bonus feat at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level and Arcane builder at 17th level. In addition, an artificer gains a bonus feat at 5th, 9th, 13th and 17th level. For each of these bonus feats, the artificer must choose a feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Magical Aptitude, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus, Still Spell, Widen Spell.

Artificer's scribe scroll
At second level, the Artificer get the ability to write scrolls. Same as the scribe scroll feat, except nobody can learn a spell using an Artificer's scroll. These scrolls are neither divine or arcane and need an UMD check by anyone but the Artificer. He is considered as to having the scribe scroll feat.

Iron Man
At 3rd level, The Artificer gains both proficiency and the ability to wear medium armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with medium armor, the armor check penalty lessens by one with all medium armor worn.
Moreover, the Artificer can mount on a medium armor one of her devices created with the Weird science ability, and can use it hands free. The invention is attached to the armor and cannot be removed. Only the artificer can use an invention mounted this way.

Salvage
At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.

Metamagic Science
At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

Quicker weird science
At 8th level, the time to create weird science devices become 2 hours per spell level used, but consuming 200 gp per spell level in materials during creation.

Clockwork limbs
At 9th level, the artificer replaces some of her limbs with clockwork limbs.
Doing so, the artificer gains the following :
STR+2, CHA-2 for each arm replaced
CON+2, Shield bonus to AC equal to 2 if all arms are replaced
CHA-2 and base land speed is doubled if both legs are replaced
If both legs are replaced, the Artificer does not have a limit to how long it can run, nor does it risk fatigue or exhaustion from forced marching.
The artificer must choose which limbs she wants to replace with a restriction, his charisma score cannot go under 6.
Moreover, for each replaced arm that does not have a natural attack associated with it, an Artificer gains either a slam or claw attack that deals damage appropriate as if it was one size category larger. If the Artificer has no other attacks these natural attacks are primary, otherwise they are secondary. If the Artificer already has a natural attack associated with a replaced limb (arm or leg), he keeps the primary/secondary status as before and the damage from that attack increases by one step.
Against damage directed specifically at an Artificer replaced limb (for example, attempts to sunder a limb, or attacks from foes that deal damage to the limbjack touching or attacking it), the Artificer gains DR 20/adamantine, and resist acid, cold, and fire 30.
Against spells that specifically target a replaced limb (such as stay the hand), the Artificer gains SR equal to 15 + it's CR.
Any of the natural attacks associated with a replaced limb can be upgraded to be masterwork, made of different materials, or made into a magic weapon. The cost for this is the same as for a longsword of the same size as the Artificer, and the new limb must be crafted by the Artificer himself.
Weakness :
Though only some of the Artificer is replaced with metal, it's enough to make him vulnerable to effects that target metals. He counts as a ferrous creature for the purposes of rusting grasp and other spells that have special effects on metal.

Improved Brain of All Trades
At 10th level, all skills based on INT, WIS or CHA are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks.

Craft clockwork
At 12th level, the artificer can craft any construct with the clockwork subtype, ignoring spells, feats and skills requirements.
Creating a clockwork this way requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours.
The artificer must spend the gold at the beginning of the construction process and can not create more than one clockwork per day.

Improved Metamagic Science
At 13th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).

Armored Iron Man
At 14th level, the Artificer gains both proficiency and the ability to wear heavy armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with heavy armor, the armor check penalty lessens by one with all heavy armor worn. Also, Artificers wearing medium armor have their armor check penalty lessens by two.
Moreover, the Artificer can mount on a heavy armor two of her devices created with the Weird science ability, and can use it hands free. The invention is attached to the armor and cannot be removed. Only the artificer can use an invention mounted this way.

Quicker craft clockwork
At 15th level, creating a clockwork this way requires now 4 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 4 hours.

Quickest weird science
At 16th level, the time to create weird science devices become 1 hour per spell level used, but consuming 400 gp per spell level in materials during creation.

Quickest craft clockwork
At 18th level, creating a clockwork this way requires now 2 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 2 hours.

Mind Exemplar
At 19th level, the artificer's Brain of All Trades ability reaches its zenith: the artificer may now add a +10 bonus to all skill checks based on INT, WIS or CHA, even untrained.

Magnum Opus
At 20th level, the artificer unlocks the secret of creating artifacts. He gains one minor artifact, subject to GM’s approval, which represents his constant tinkering throughout his life. This item is virtually indestructible and may be called to the artisan who made it from anywhere, even across planes. This minor artifact is not bound equipment and thus may be used by others.

The artificer may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with outer gods, fire from the heart of an active volcano, or any number of special prerequisites.


Credits :
Advanced bestiary, for the limbjack template.
LordErebus12 from GitP forums, for some ideas reused in the Iron man ability / Thread "Pathfinder-Reworked-Class-Artificer"
WhiteDrag0n from GitP forums,for the Magnum Opus ability / Thread "Fixing-Adamant-Entertainment-s-Artificer-again"

Laurent
2015-12-01, 05:07 AM
Nobody is interested ? :/

noob
2015-12-01, 06:40 AM
looks too much filled with abilities it might be better to split in prcs maybe(because going clockwork constructor is not the same fluff as going iron man or replacing limbs and generally people in fiction choose one of those rather than doing all of those at the same time)

Laurent
2015-12-01, 06:56 AM
looks too much filled with abilities it might be better to split in prcs maybe(because going clockwork constructor is not the same fluff as going iron man or replacing limbs and generally people in fiction choose one of those rather than doing all of those at the same time)


Thanks for your reply, I'm not sure I agree tough :) But I see your point of view...

The "iron man" part is very limited, at most it enables him to have 2 weapons he can use hands free and let him wear a heavy armor...
Crafting constructs arrive late in the class and is a long process, useless in some campaigns or modules... and replacing limbs is a one time opportunity that you can fully take, partially take, or not take at all, and can turn you into a better fighter or not (maybe a cha bonus if you take nothing will render the choice more interesting, +STR-CHA or +CHA, so you can choose what you'll become after that ?)
I think it's the sum of all these things that maybe make him powerful, and when I see Tony Stark in Iron man 3, I think of this class... He craft things, robots, has a power armor (more powerful than artificer's) and a mechanical thing inside his body (the whatever blue cylinder).

But I'm thinking of archetypes more specialized (for example, no construct crafting but more powerful power armor) or no power armor, no construcs, but more "clockwork limbs" improvements...

Anyway thanks for your reply !

noob
2015-12-01, 07:52 AM
I think that you could use an Artificer knowledge class feature that you get every X levels and allows you to choose in a pool of Artificer abilities(instead of putting all those three trees for everybody even for people who does not wants cha loss and vulnerability to rust and so would not use Clockwork limbs and for people who does not wants to create clockwork creatures but still get the ability or people who dislike armor because of their high dex and so on(Possibly I think to characters wanting nearly none of the abilities except of the crafting of magic items))
You could then put in that pool the abilities for the three trees you made and some more.
Also one question if what are the spells per day of an artificer?
For example if I create a device using fireball and shield does it costs one slot from both as long as it exists or does it spends the slots when used or yet does the slots corresponds to the number of weird devices of level X you can have?
(It was not clear at all in the base class.)
Also your iron man fits a little into machinesmith with a one level in Transmechanical Ascendant.

Laurent
2015-12-01, 09:44 AM
I think you're right.
It'll be more elegant, a little bit like rage powers or rogue talents.
It's a great idea !!

For your question :
It's the number of devices you can have.
Sorry English is not my first language.

For example, at level 5, you have 1/1/-/-. It means you can have 2 devices.
One device will have a level 1 (max) spell inside and one device will have level 2 (max) spell inside.
As you are allowed at level 5 to have 2 spells combined in a device, you can have :

- One device with 1 or 2 level 1 spells
- and one device with 1 or 2 level 2 spells or one device with one level 1 spell and one level 2 spell.

Is it clearer ?

EDIT :
Better this way ?
1 Elbow grease +2, brain of all trades, weird science
2 Item creation, Artificer Knowledge
3 Artificer Knowledge
4 Artificer Knowledge
5 Artificer Knowledge, salvage, bonus feat
6 Metamagic science, elbow grease +4
7 Artificer Knowledge
8 Quicker weird science
9 Advanced Artificer Knowledge, Bonus feat
10 Improved brain of all trades
11 Elbow grease +6
12 Advanced Artificer Knowledge
13 Improved metamagic science, bonus feat
14 Advanced Artificer Knowledge
15 Advanced Artificer Knowledge
16 Quickest Weird science
17 Bonus feat
18 Advanced Artificer Knowledge
19 Mind Exemplar
20 Magnum Opus

Artificer Knowledge
Bonus feat (prerequisites apply):

Scribe scroll
Brew potion
Craft wondrous item
Craft magic arms and armor
Craft wand
Forge ring

Iron man
Clockwork Arm

Advanced Artificer Knowledge
Armored Iron man
Bonus feat (prerequisites apply):

craft rod
craft staff

Craft clockwork
Quicker craft clockwork
Quickest craft clockwork
Clockwork legs