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Pathfinder Artificer Fix
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<blockquote data-quote="Chronologist" data-source="post: 5368142" data-attributes="member: 81796"><p>Thanks for responding, sorry, I'm having a bad day and I shouldn't have gotten frustrated.</p><p></p><p>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.</p><p></p><p>This class is based on the Tome of Secrets conversion found here: <a href="http://www.d20pfsrd.com/classes/3rd-party-classes/artificer" target="_blank">Artificer - Pathfinder_OGC</a></p><p>I recommend you check it out, most people think it's either broken or <em>stupidly</em> broken. This is an attempt to change that.</p><p></p><p>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.</p><p></p><p>After many, many calculations, I have figured out a COMPLETELY balanced way to use Weird Science. Here it is.</p><p></p><p></p><p>Weird Science Inventions at any given time</p><p>Level 1 2 3 4 5 6</p><p>1 1 </p><p>2 1 </p><p>3 2 </p><p>4 2 1 </p><p>5 3 1 </p><p>6 3 2 </p><p>7 4 2 1 </p><p>8 4 3 1 </p><p>9 4 3 2 </p><p>10 4 4 2 1 </p><p>11 4 4 3 1 </p><p>12 4 4 3 2 </p><p>13 4 4 4 2 1 </p><p>14 4 4 4 3 1 </p><p>15 4 4 4 3 2 </p><p>16 4 4 4 4 2 1</p><p>17 4 4 4 4 3 1</p><p>18 4 4 4 4 3 2</p><p>19 4 4 4 4 4 2</p><p>20 4 4 4 4 4 3</p><p></p><p>Each device can replicate a Cleric or Sorcerer/Wizard spell of the same level. The save DC is 10 + Invention level + Intelligence modifier.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>Power Source Invention Style</p><p>Combusiton Modern</p><p>Chemical Cyberpunk</p><p>Cryo Steampunk</p><p>Electrical Pseudomagic</p><p>Resonance Clockwork</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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....?</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5368142, member: 81796"] 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: [url=http://www.d20pfsrd.com/classes/3rd-party-classes/artificer]Artificer - Pathfinder_OGC[/url] I recommend you check it out, most people think it's either broken or [I]stupidly[/I] 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. [/QUOTE]
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