Pathfinder 1E Pathfinder Artificer Fix

Chronologist

First Post
This version of the Artificer is somewhere between the original, the Tinker from the World of Warcraft book, and an Alchemist. It is more balanced, trading early access to spells for 6th level Weird Science Inventions. They lose feats early on, but gain more customization options, making them more like a unique class than “just a fighting Wizard with crappy casting”. They also gain a signature energy type that they use, and can resist more easily than others.

Weird Science creations are also called Inventions, for short.

Artificer (My version)

HD: d8
Skill points: 4 + Int per level
Skills: Same
Alignment: Any
Proficiencies: Light and Medium armor, Simple weapons, non-Tower shields


Level Bab Fort Ref Will Special
1 0 0 2 2 Arcane Attunement, Master Craftsman +2
2 1 0 3 3 Schema
3 2 1 3 3 Favored Energy, Energy Resistance 5
4 3 1 4 4 Schema
5 3 1 4 4 Salvage
6 4 2 5 5 Schema
7 5 2 5 5 Energy Resistance 10
8 6 2 6 6 Schema
9 6 3 6 6 Master Craftsman +4
10 7 3 7 7 Schema
11 8 3 7 7 Energy Resistance 15
12 9 4 8 8 Schema
13 9 4 8 8 Living Battery
14 10 4 9 9 Schema
15 11 5 9 9 Energy Resistance 20
16 12 5 10 10 Schema
17 12 5 10 10 Master Craftsman +6
18 13 6 11 11 Schema
19 14 6 11 11 Energy Immunity
20 15 6 12 12 Schema



Arcane Attunement: Artificers know a smattering of magic, enough to do some minor tricks with equipment. An artificer learns 3+Int cantrips at 1st level, which can be used at will like normal cantrips. Treat Artificer level as caster level.

Master Craftsman: An Artificer is extremely gifted when it comes to creating any sort of item. At 1st level she receives a +2 bonus to all Craft checks. At 9th and 17th level this bonus increases by 2. In addition, an Artificer is considered a Wizard for determining her ability to learn item creation feats, and she can make any magical item involving a spell that a Wizard of her effective level could know.

Favored Energy: At 3rd level an Artificer selects a kind of energy type (fire, cold, acid electricity, sonic). Whenever a Weird Science device the Artificer builds would emulate a spell that does energy damage, an Artificer can make it do this type of damage instead. If the Artificer chooses sonic damage as her favored energy, reduce the damage die type of all converted spells by one step.

Energy Resistance: An Artificer knows how to work with her favored energy, and is used to the effects. At 3rd level she receives 5 points of energy resistance against her favored energy type. At 7th, 11th, and 15th level this resistance increases by 5. At 19th level the Artificer becomes immune to that form of energy damage.

Salvage: At 5th level, an Artificer can take the GP value of the item and put it towards the value of creating another magical item. The Artificer takes ½ the current GP value of any item in her possession, destroys it, then adds that value towards the cost of any magical item she immediately begins to create.

Living Battery: At 13th level an Artificer can turned energy damage she absorbs into energy to fuel her Weird Science inventions. Once per day per 4 Artificer levels, she can convert damage absorbed with her natural Artificer energy resistance/immunity into her Weird Science. Every 5 points of damage absorbed recharges a single level 1 Invention; it takes 10 damage to recharge a level 2 invention, 15 points to recharge a level 3 invention, and so forth. Any combination of Inventions can be recharged this way as long as you have absorbed enough energy. Spells like Resist Energy conflict with this ability; energy absorbed by them do not count towards this total. This ability only works when the energy damage is being inflicted by enemies of the Artificer (ex. An attacking Dragon’s fiery breath), or by completely natural phenomena (an Electricity Artificer being struck by completely natural lightning)



Schema: Over time an Artificer learns how to craft various kinds of items, how to augment spells, and how to modify her Weird Science inventions on the fly. An Artificer learns one Schema at 2nd level and every 2 levels after that.

Item Creation: An Artificer who chooses this Schema learns an item creation feat. She must still meet the prerequisites for the feat (such as Caster Level 5 for the Craft Wand feat). An Artificer may take this Schema multiple times, each time she may choose another item creation feat to learn.

Metamagic: An Artificer who chooses this Schema learns a metamagic feat. Metamagic feats can be applied to Weird Science inventions upon their creation. An Artificer can take this Schema multiple times, each time she may choose another metamagic feat to learn.

Magical Aptitude: An Artificer gains one of the following feats: Skill Focus (Craft), Skill Focus (Use Magic Device), Magical Aptitude, Spell Focus, Improved Spell Focus, Spell Penetration, Improved Spell Penetration. Spell Focus and Penetration apply to the Artificer’s Weird Science inventions. Substitute Artificer level for Caster level. The Artificer must still meet any other prerequisites for the feat.

Overload: An Artificer with this Schema can cause an Invention to overload and explode with deadly force. The Invention can be rigged to explode and then thrown up to 30 feet as a full-round action that provokes an attack of opportunity. The Invention explodes upon impact, dealing 1d6 damage per 2 Artificer levels (rounded down) in a 10 foot radius. The damage type is the same as the Artificer’s Favored Energy. The Invention is destroyed upon impact. An Artificer must be at least 4th level in order to take this Schema.

Improved Overload: Prerequisites: Overload Schema. An Artificer with this Schema can design his inventions with more powerful detonators. For each Invention level the Weird Science device has, it does an additional 1d6 damage. An Artificer must be at least 8th level in order to take this Schema.

Exceed Safe Levels: An Artificer with this Schema can increase the potency of her Weird Science devices by pushing them beyond their normal limits. 3+ Int modifier times per day, as a swift action the Artificer’s effective caster level increases by 1 for any Invention she uses that round. For every 6 levels past 6, an Artificer may take this Schema again; its effects stack. An Artificer must be at least 6th level in order to choose this Schema.

Ovechannel: An Artificer with this Schema can make his Weird Science devices harder to resist. 3 + Int modifier times per day, as a swift action the save DC of any Weird Science item she uses increases 1 for any Invention she uses that round. For every 6 levels past 6, an Artificer may take this Schema again; its effects stack. An Artificer must be at least 6th level in order to choose this Schema.

Surge of Metamagic: An Artificer with this Schema can send a surge of magic into any held magical item (but not Weird Science device). He can apply any Metamagic feat to a wand or staff by expending an additional number of charges from the wand or staff equal to the spell level adjustment of the Metamagic feat. An Artificer must be at least 6th level in order to choose this Schema.

Life Force Transfer: An Artificer with this Schema can recharge his body with his Weird Science… or the other way around. A number of times per day equal to 3 + the Artificer’s Intelligence modifier, he may choose to either recharge or drain a Weird Science device. Recharging a device drains a number of hit points equal to (2 x spell level x maximum charges); the device then recovers all lost charges as though it had not been used that day. This damage cannot be healed by any means other than draining a device or resting for 8 hours. Draining a device heals the Artificer a number of hit points equal to (2 x spell level x total remaining charges). Both uses of this ability require a full-round action that provokes an attack of opportunity. An Artificer must be at least 8th level in order to select this Schema.

Improved Life Force Transfer. Prerequisite: Life Force Transfer Schema. An Artificer with this Schema can use Life Force Transfer to drain or recharge wands, staves, and other magical items. This ability functions exactly like Life Force Transfer, only use (5 x spell level x charges) for both recharging and draining. Recharging only lasts until the Artificer next rests, and magical items are permanently drained. Magical items without charges (such as a Headband of Intellect) cannot be recharged or drained. An Artificer must be at least 12th level to select this Schema.

Other Schema currently in the works, they should all be about as useful as an Alchemist’s Discoveries.



Weird Science Inventions*

Level 1 2 3 4 5 6
1 1
2 2
3 3
4 3 1
5 4 2
6 4 3
7 4 3 1
8 4 4 2
9 4 4 3
10 4 4 3 1
11 4 4 4 2
12 4 4 4 3
13 4 4 4 3 1
14 4 4 4 4 2
15 4 4 4 4 3
16 4 4 4 4 3 1
17 4 4 4 4 4 2
18 4 4 4 4 4 3
19 4 4 4 4 4 3
20 4 4 4 4 4 4

The above table shows the number of Weird Science inventions that can be had at any given time. An Artificer must have an intelligence score of 10 + the Invention’s level in order to create it. Inventions take 4 hours per level to prepare, and emulate a Cleric or Wizard spell of the same level. The save DC is always 10 + ½ artificer level + Intelligence modifier, regardless or apparent spell level. Artificers are considered to know ALL Cleric and Wizard spells when creating their Inventions. Metamagic feats can be applied to the spells in an Invention, increasing the overall Invention level.

Each Invention can be used a number of times per day equal to ½ your artificer level.

*You may prepare additional inventions each day depending on your Intelligence score, as shown below.

Bonus Inventions By Intelligence
Intelligence 1 2 3 4 5 6
11 or less / / / / / /
12-13 1 / / / / /
14-15 1 1 / / / /
16-17 1 1 1 / / /
18-19 1 1 1 1 / /
20-21 2 1 1 1 1 /
22-23 2 2 1 1 1 1
24-25 2 2 2 1 1 1
26-27 3 2 2 2 1 1
28-29 3 3 2 2 2 1
30-31 3 3 3 2 2 2
 

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Huh. No reply yet. Any comments?

I was thinking of giving the class options based on a "power source" they chose at 1st level (kinda like Sorcerer Bloodlines), would that work?

What about reducing the maximum base number of inventions to 3 instead of 4?

What if the Schema were laid out in a more distributed fashion, like the Witch's Hexes?

How is the power overall? Too strong? Too weak? Why?
 

Wow... either nobody has any criticism/comments, or nobody gives a damn. Seeing how this is a forum and there have been over 100 views of this page, I'm going to say it's the latter.

Okay then, new question. Why does nobody care about my ideas? Flame away, Enworld. It's not like it matters anymore.
 

Wow... either nobody has any criticism/comments, or nobody gives a damn. Seeing how this is a forum and there have been over 100 views of this page, I'm going to say it's the latter.

Okay then, new question. Why does nobody care about my ideas? Flame away, Enworld. It's not like it matters anymore.
 

Wow... either nobody has any criticism/comments, or nobody gives a damn. Seeing how this is a forum and there have been over 100 views of this page, I'm going to say it's the latter.

Okay then, new question. Why does nobody care about my ideas? Flame away, Enworld. It's not like it matters anymore.

Hey, you only first posted your idea 2 days ago. I wouldn't get so upset.

I wasn't aware that the Warcraft d20 book had a Tinker class. Was that an attempt to model the Warcraft crafting professions?

My initial impressions (not being at all familiar with the Tinker class that you partly based this on) is that I'm a bit confused about the weird science inventions. Are these essentially spells wrapped in weird science flavour text or are they actual physical things which are always "running" that the artificer needs to carry around? Or are thrown together on the fly?
 

Thanks for responding, sorry, I'm having a bad day and I shouldn't have gotten frustrated.

The Tinker class is basically a Rogue that forfeits Sneak Attack and Trapfinding in order to be able to create mechanical devices. These devices are usually 1) Explosives, 2) Mechancial battle suits, 3) Vehicles, or 4) Miscellaneous gear that usually approximate what spells can do.

This class is based on the Tome of Secrets conversion found here: Artificer - Pathfinder_OGC
I recommend you check it out, most people think it's either broken or stupidly broken. This is an attempt to change that.

Weird Science Inventions are basically non-magical items that have spell-like effects, that are prepared in advance (it takes 4 hours per level of the invention). They have a total number of charges per day, when they're out of charges, they stop working.

After many, many calculations, I have figured out a COMPLETELY balanced way to use Weird Science. Here it is.


Weird Science Inventions at any given time
Level 1 2 3 4 5 6
1 1
2 1
3 2
4 2 1
5 3 1
6 3 2
7 4 2 1
8 4 3 1
9 4 3 2
10 4 4 2 1
11 4 4 3 1
12 4 4 3 2
13 4 4 4 2 1
14 4 4 4 3 1
15 4 4 4 3 2
16 4 4 4 4 2 1
17 4 4 4 4 3 1
18 4 4 4 4 3 2
19 4 4 4 4 4 2
20 4 4 4 4 4 3

Each device can replicate a Cleric or Sorcerer/Wizard spell of the same level. The save DC is 10 + Invention level + Intelligence modifier.

Inventions can be used a number times per day equal to the Artificer’s Intelligence modifier, or her Artificer level, whichever is less. So a level 2 Artificer with 16 Int can use her devices 2/day, while a level 11 Artificer with 21 Int can use her devices 5/day.



In addition, I have planned out a cool way to represent the character's unique approach to "Weird Science" called Power Sources and Invention Styles.



Each Artificer has a theme. They choose two of the following, one from each table. The first choice is their power source, what drives their inventions. The second is their invention style, what kind of creations they can make. Each Theme functions much like a Cleric domain, in that it gives a 1st level ability and a 6th level ability or 8th level ability. Activating the Power Source ability is a Swift action, the Invention Style gives a constant ability instead.

Power Source Invention Style
Combusiton Modern
Chemical Cyberpunk
Cryo Steampunk
Electrical Pseudomagic
Resonance Clockwork

Combustion: 1/day + 1 per 3 Artificer levels, a Combustion Artificer can ignite himself in flames, damaging all who touch him or whom he touches. He deals an additional 1d6 damage with a successful melee attack, and enemies who attack him in melee without reach weapons take 1d6 fire damage. The effect lasts 1 minute. At 9th and 17th level this damage increases to 2d6 and 3d6, respectively.

Chemical: 1/day + 1 per 3 Artificer levels, a Chemical Artificer can boost one of his own physical attributes (Str, Dex, Con) by 4 for 1 minute. This enhancement staks with any other ability enhancements. This effect lasts 1 minute. At 9th level and 17th level this bonus increases to +6 and +8, respectively.

Cryo: 1/day + 1 per 3 Artificer levels, a Cryo Artificer can slow down his opponents with a freezing device. All creatures within 30 feet of the Artificer must make a save DC 10 + ½ artificer level + Int modifier or become Slow as the spell. This effect lasts 1 minute. At 9th level this effect also fatigues the targets, regardless of save. At 17th level this also functions as Time Stop for the Artificer for 1 round.

Electrical: 1/day + 1 per 3 Artificer levels, an Electric Artificer can accelerate his own movement speed. This functions as a Haste spell for 1 minute. At 9th level the Artificer gains a 50% miss chance from all attacks during this period. At 17th level the Artificer gain a 50% miss chance from all magical attacks during this period.

Resonance: 1/day + 1 per 3 Artificer levels, a Resonance Artificer can cause massive destruction in her wake. First, all creatures within 30 feet must make a Will save or be deafen as the spell for 1 minute. In addition, waves of sonic energy explode out of the device, causing all targets to make a Will save each round or take 1d6 sonic damage. The effect lasts for 1 minute. At 9th and 17th level the damage increases to 2d6 and 3d6, respectively.



Clockwork: An Artificer with this Style gains a Homunculus, a small construct that serves the Artificer. At 7th level, the Artificer gains the Leadership feat, only it uses her Intelligence modifier, she gains no modifiers to her leadership score, and all followers must be Constructs.

Steampunk: An Artificer with this Style gains a mechanical device that deals a base 1d10 damage on a successful melee or ranged attack roll (Artificer’s choice). It is masterwork, and gains +1 bonus for every 4 levels the Artificer has. At 7th level, the Artificer gains the use of a vehicle, as though he was a Tinker of his effective level building an air, land, or sea vehicle of his choice. If destroyed or permanently lost, the vehicle can be reconstructed with 1 week’s work.

Cyberpunk: An Artificer with this style has cybernetic upgrades, giving several benefits. First, she adds ½ her class level (rounded up) to Perception checks, and Perception is always a class skill. She also gains the Endurance feat, and adds ½ her artificer level to all physical ability checks. At 7th level, the Artificer creates a piece of nanotech which allows her to control constructs and magical items from a distance. As a full-round action she can attempt a Disable Device check....?



I'm missing two features. Using these two abilities would remove all other class features except for Schema. Reviews would be welcome. I don't mind criticism as long as you present a solution and why it works better.
 

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