Artificer Conversion

Kaodi

Legend
I do not have time to do a full conversion before I go to bed (which I should have done hours ago), but I thought I could suggest one element now and then slowly add on to it later.

Various artificer conversions basically use craft homonculous word for word. However, Pathfinder actually has another mechanic that could make a flavourful substitute for this ability. I was thinking that a major class feature of a Pathfinder artificer would be to create a homonculous or construct companion using rules adapted from the summoner's eidolon. Rather like the relationship between a druid and a ranger though, the homonculous ability would be three levels less effective that an eidolon. Instead of evolutions there would be improvements, which would be mostly of the mundane (ex) variety. I had thought that a small biped would be the only base form, but small quadrupeds and serpents could also work. Bipeds would have the advantage of being able to take crafting improvements, however. One major difference would probably be that homonculi can be destroyed permanently, and many improvements are a one way street.

Thoughts?
 

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Have a look at this conversion I did a few weeks ago. I posted it here, but didn't get any replies. This is a slightly modified version of what I posted, with four different artificer paths that the artificer can select as a direction to take their abilities. One of them uses this idea - they get a homunculus using the summoner's eidolon rules at artificer level - 3.

The other three paths are blasting rod (which is similar to the alchemist's bombs), construct evolution (gain construct abilities as you level), and a bonded object (cast infusions rapidly on a certain item).

http://dl.dropbox.com/u/2669279/Artificer.pdf
 

I think that is the best conversion I have seen so far. However, there are a couple of differences from what I have been thinking about that I think could perhaps be changed to improve it.

On improvement literally, I think I would call homonculous "evolutions" improvements instead, though that is a fluff change. I think you could use a 4-point improvement though that allowed a homonculous to do its artificers crafting for them, thus meaning you could adventure and craft full time. That might be a level 11+ type improvement though. This should probably replace your True Artisan ability (or perhaps reduce True Artisan to +50%).

The bigger mechanical change is that I think, rather like a Master Craftsman and an Alchemist, an Artificer should be able to substitute Use Magic Device for any use of Spellcraft that pertains to items. And I think Magical Artisan could perhaps be reduced to 1/4 bonus.

Another ability I was thinking about is one for changing the spell effects for scrolls, potions, and wands at no cost, though the spell would have to be of the same level and school, and maybe have the same or similar keywords. It would have to change t a spell with the same alignment keywords at the very least, so you could not change a scroll of protection from evil into a scroll of protection from good.
 

You know, it occurs to me that in Pathfinder an artificer needs not be first measured against the 3e original, but rather needs to be compared ultimately to the alchemist. An artificer should never be better an making potions than an alchemist, and should never be better at making any kind of item than at making potions. And since the alchemist does not really get any discount for making real potions, then neither should the artificer be getting discounts on items in general.
 

The more I think about this, the version of the artificer I have been working on is basically a very heavily modified alchemist. Is that even necessarily undesirable?
 

I'm half-heartedly working on an Artificer that's basically an Alchemist alternate class. So that's not undesirable at all!

To that end, you might like this book, especially the "spagyric devices."
 


Is there any reason not to make an Artificer an archetype of the Alchemist?

Seems to me that almost all the class abilities and spell lists would need to be different. I think it's distinct enough to warrant its own class. Bombs, poison use, and the mutagen would all be different. If you're scrapping the class abilities, what's the point of calling it an alternate class?
 

Seems to me that almost all the class abilities and spell lists would need to be different. I think it's distinct enough to warrant its own class. Bombs, poison use, and the mutagen would all be different. If you're scrapping the class abilities, what's the point of calling it an alternate class?

In the one I was working on, some class features and and a lot of discoveries (inventions in this case) were more or less the same but slightly reflavoured.

For instance, instead of Bombs it had a Rod of Blasting (I was going to call it an Eternal Wand, but that would sort of preclude *actual* Eternal Wands, so I thought the name you used for a class feature would do). Main difference was that it was a ray attack with a close range, rather than a thrown projectile. The inventions enhancing it were more or less identical, but there were fewer of them since rays are not appropriate for delays, gas clouds and the like.

It had the extend and enhance potion inventions, but in addition you could also pick similar inventions for scrolls and wands.

I suppose it was different enough, but if you scratched it you could easily see the old paint.
 

Have a look at this conversion I did a few weeks ago. I posted it here, but didn't get any replies. This is a slightly modified version of what I posted, with four different artificer paths that the artificer can select as a direction to take their abilities. One of them uses this idea - they get a homunculus using the summoner's eidolon rules at artificer level - 3.

The other three paths are blasting rod (which is similar to the alchemist's bombs), construct evolution (gain construct abilities as you level), and a bonded object (cast infusions rapidly on a certain item).

http://dl.dropbox.com/u/2669279/Artificer.pdf

You have done what I consider one of the best Artificer conversions I have seen. Mainly because it is heavy into the Pathfinder way of doing a class.
 

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