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Thread: [PF] Artificer Conversion

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    Lord Raziere's Avatar

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    Default [PF] Artificer Conversion

    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:
    Spoiler
    Show
    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.)
    Last edited by Lord Raziere; 2013-07-31 at 01:16 AM.
    I'm also on discord as "raziere".