Mercule
Adventurer
Finally had a chance to look at this. I like it way, way better than I thought it would. Still far from perfect, but heading in the right direction. Here are some high-level thoughts:
Firearm Proficiency: Bad. Horrible. It would be more appropriate to say, "If your setting is using firearm rules, your artificer can never use them because it's anathema to the idea of using magic over technology." Seriously. If you're writing an artificer and including actual, honest to goodness, technology, you're doing it wrong. Stop and let someone else do it. That said, it's a sidebar, and people who want the artificer to be a gunslinger will give them firearms, regardless. Just evidence that the artificer is only slightly more likely to please all its fans than a hypothetical warlord/marshal.
Magical tinkering: As others have said, it's pretty much just a ribbon ability and a reskin of Prestidigitation. I like it, though. Really, every class that has access to prestidigitation or thaumaturgy (or the like) should just get them as bonus abilities. They're just fun toys.
Tools required/Magic of Artifice: I like it. The whole VSM straight-jacket needs to be broken. Psionics could be spells that change trappings in a similar way to this -- obviously not with tools. Even though I'm adamantly opposed to the artificer using actual technology, they still work with items, so the trappings make sense. Just picture magic oils, special ingredients, etc., rather than gears and sprockets.
Infuse Items: I like it. It fits with my thoughts that the artificer should be hung on the Warlock chassis. Nothing is perfect, and I'm sure someone could rip apart the details, but it looks good to me.
Right tool for the job: Perfect! Maybe it should show up earlier, but it's still great in flavor and power.
Specialties, in general: Probably a good breakdown, though I really, really hate the idea that pets are awarded for all subclasses of any class. I do like that each subclass gets bonuses around certain crafting types.
Alchemist: All the powers are very fitting and seem balanced for what they are. Again, I kind of lean towards not forcing a pet on the subclass, but I'm not fan of pets, in general. The homonculous seems like a reasonably good fit, as presented, though, and I don't actually object, so much as just don't really like pets, in principle. If it made it to final printing, I'd be fine.
Artillerist: Everything besides the Turret is great.
The turret kinda sucks. It's not unbalanced but, I just don't get how the artificer creates a small-to-medium sized construct out of thin air in six seconds. The description still sounds too much like a robot, kinda. Maybe if the Arcane Turret ability was "plant a staff in the ground and choose the effect". I don't like that the 14th level ability also involves the turret. That should really be a one-and-done ability that's understated. This is especially true since I'd like to see the Wand Prototype at 3rd level and the Turret pushed to 6th (or even 14th).
Also, the artillerist should definitely get the options in Wayfairer's Guide for extra range when using a staff, etc.
Firearm Proficiency: Bad. Horrible. It would be more appropriate to say, "If your setting is using firearm rules, your artificer can never use them because it's anathema to the idea of using magic over technology." Seriously. If you're writing an artificer and including actual, honest to goodness, technology, you're doing it wrong. Stop and let someone else do it. That said, it's a sidebar, and people who want the artificer to be a gunslinger will give them firearms, regardless. Just evidence that the artificer is only slightly more likely to please all its fans than a hypothetical warlord/marshal.
Magical tinkering: As others have said, it's pretty much just a ribbon ability and a reskin of Prestidigitation. I like it, though. Really, every class that has access to prestidigitation or thaumaturgy (or the like) should just get them as bonus abilities. They're just fun toys.
Tools required/Magic of Artifice: I like it. The whole VSM straight-jacket needs to be broken. Psionics could be spells that change trappings in a similar way to this -- obviously not with tools. Even though I'm adamantly opposed to the artificer using actual technology, they still work with items, so the trappings make sense. Just picture magic oils, special ingredients, etc., rather than gears and sprockets.
Infuse Items: I like it. It fits with my thoughts that the artificer should be hung on the Warlock chassis. Nothing is perfect, and I'm sure someone could rip apart the details, but it looks good to me.
Right tool for the job: Perfect! Maybe it should show up earlier, but it's still great in flavor and power.
Specialties, in general: Probably a good breakdown, though I really, really hate the idea that pets are awarded for all subclasses of any class. I do like that each subclass gets bonuses around certain crafting types.
Alchemist: All the powers are very fitting and seem balanced for what they are. Again, I kind of lean towards not forcing a pet on the subclass, but I'm not fan of pets, in general. The homonculous seems like a reasonably good fit, as presented, though, and I don't actually object, so much as just don't really like pets, in principle. If it made it to final printing, I'd be fine.
Artillerist: Everything besides the Turret is great.
The turret kinda sucks. It's not unbalanced but, I just don't get how the artificer creates a small-to-medium sized construct out of thin air in six seconds. The description still sounds too much like a robot, kinda. Maybe if the Arcane Turret ability was "plant a staff in the ground and choose the effect". I don't like that the 14th level ability also involves the turret. That should really be a one-and-done ability that's understated. This is especially true since I'd like to see the Wand Prototype at 3rd level and the Turret pushed to 6th (or even 14th).
Also, the artillerist should definitely get the options in Wayfairer's Guide for extra range when using a staff, etc.