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DaTedinator
2010-03-22, 07:58 PM
Alright, let me start by saying that this is NOT being done because I don't like the Artificer as written; this is being done because I like it too much. It's an awesome class that has a bit of a learning curve, and unfortunately, once you reach the top of the learning curve, it's impossible to play one anymore, because you have to be intentionally sabotaging yourself to avoid completely ruling the game. And while some people may be able do that, well, I certainly can't.

So, I made this puppy. It's designed to be able to replicate a lot of what the artificer can do, while still not letting him just make any stinking item he wants. Definitely tier 1 or 2, like the standard artificer.

Alright, enough preamble.

ARTIFICER

GAME RULE INFORMATION
Artificers have the following game statistics.
Abilities: Intelligence is likely your primary stat, although depending on your build Charisma can be slightly ahead in importance. Otherwise it mostly depends on your build; a melee build is going to want Constitution and Strength, in that order, whereas a build relying on ranged combat will need higher Dexterity. Unless you're a Reinforcement-path artificer, Wisdom is probably a dump stat, furthering the Mad Scientist stereotype.
Alignment: Any
Hit Die: 1d6

The Artificer


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2
Artificer knowledge, enhance weapon, trapfinding
2
—
—
—
—
—


2nd
+1
+0
+0
+3
Artificer path (1st step)
3
—
—
—
—
—


3rd
+2
+1
+1
+3
I've got just the thing
3
1
—
—
—
—


4th
+3
+1
+1
+4
Special ability
3
2
—
—
—
—


5th
+3
+1
+1
+4
Magical defenses (HD +5)
3
3
1
—
—
—


6th
+4
+2
+2
+5
Special ability
3
3
2
—
—
—


7th
+5
+2
+2
+5
Enhance weapon
3
3
2
—
—
—


8th
+6/+1
+2
+2
+6
Artificer path (2nd step)
3
3
3
1
—
—


9th
+6/+1
+3
+3
+6
Counter magic item
3
3
3
2
—
—


10th
+7/+2
+3
+3
+7
Special ability
3
3
3
2
—
—


11th
+8/+3
+3
+3
+7
Magical defenses (HD +10)
3
3
3
2
1
—


12th
+9/+4
+4
+4
+8
Special ability
3
3
3
2
2
—


13th
+9/+4
+4
+4
+8
Enhance weapon
3
3
3
3
2
—


14th
+10/+5
+4
+4
+9
Artificer path (3rd step)
4
3
3
3
3
1


15th
+11/+6/+1
+5
+5
+9
Commandeer magic item
4
4
3
3
3
2


16th
+12/+7/+2
+5
+5
+10
Special ability
4
4
4
3
3
2


17th
+12/+7/+2
+5
+5
+10
Magical defenses (HD + 15)
4
4
4
4
3
3


18th
+13/+8/+3
+6
+6
+11
Special ability
4
4
4
4
4
3


19th
+14/+9/+4
+6
+6
+11
Enhance weapon
4
4
4
4
4
4


20th
+15/+10/+5
+6
+6
+12
Artificer path (4th step)
4
4
4
4
4
4

[tr]
[td]

Class Skills:
The artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (any, taken individually) (Int), Open Lock (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS FEATURES
All of the following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields. Additionally, at first level, an artificer may choose to additionally be proficient with either all martial weapons, heavy armor, or tower shields.

Item Abilities: Some artificer abilities are neither extraordinary, supernatural, or spell like, nor are they non-categorized like some abilities (such as spellcasting). Instead, these abilities are listed as Item, or (It) abilities. These are class features that, rather than giving the artificer himself a special ability, give the artificer magical pieces of equipment, or enhance his current equipment.

These class features function just as though they were regular magic items; an artificer who gains the Bottomless Backpack ability can hand the backpack to other party members, and they can use it just as easily as the artificer. Similarly, a combat crafter artificer can hand a shield modified by his Supreme Aegis ability to a party member, who will gain the full benefits of the enhancement.

The items are subject to dispel, sunder, and antimagic attempts and effects like normal magic items, and their caster level is equal to the Artificer's caster level. However, unlike normal magic items, they do not take up body slots (though obviously there are natural restrictions; if an artificer crafts a magical pair of boots, he can't wear another pair of boots at the same time).

Should an artificer lose one of the items granted or modified by an (It) ability, or even just want to replace it, the item loses its enhancement after 1 hour, after which time the artificer is free to craft or modify another whenever he next readies his infusions; it takes no extra time or cost.

Any (It) abilities automatically and instantly expire when he crafts them anew; for example, any charges left in a wand crafted by an artificer with the Wandwright ability instantly dissipate if/when the artificer creates a new wand the next day.

Infusions: As the standard artificer ability except where noted; see page 31 of the Eberron Campaign Setting.

Many infusions have long casting times, often 1 minute or more. An artificer can reduce the duration to one tenth usual (making an infusion that normally lasts 10 minutes last 1, or one that normally lasts 1 minute last 1 round) to imbue the infusion as a full-round action.

Enhance Weapon (It): Artificers are constantly tinkering with their own weapons, granting them various abilities above and beyond what they had before. At 1st level, an artificer chooses one of the following abilities to enhance one or more of his preexisting weapons; he may change which enhancement he's granting every time he readies his infusions. The ability granted improves at 7th, 13th, and 19th level.

Unlike most (It) abilities, the Enhance Weapon ability relies on a resonance between the artificer and his personal equipment. Others can use the enhanced weapon, but they do not gain the benefit of the enhancement. Upon reaching 7th level, the artificer may choose to grant two weapons the same enhancement, but they are enhanced as though he was six levels lower.


Backstabber: The chosen weapon grants +1d6 sneak attack damage.

At 7th level, the sneak attack increases to +2d6, and it grants a +2 competence bonus to attack rolls whenever sneak attack damage would apply.

At 13th level, the sneak attack increases to +3d6, and any successful critical hit is counted as a sneak attack. If it was already a sneak attack, there is no further benefit.

At 19th level, the sneak attack increases to +5d6, and the artificer may use the weapon to perform a Death Attack (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack), as an assassin of half his class level.

Bloodthirsty: The chosen weapon gains a bonus on attack rolls equal to the artificer's level, to a maximum of his Charisma bonus.

At 7th level, whenever the artificer deals damage with the weapon, the target is inflicted with a bleeding wound. The wound deals 1 point of damage every round on the target's turn, until he either receives magical healing, or until a successful Heal check is made (DC 10 + the artificer's class level). Multiple bleeding wounds stack, and are all healed at the same time.

At 13th level, once per round, when the weapon successfully deals damage to an opponent, the artificer may choose to also inflict 1 Constitution damage. This does not stack with the damage done by a wounding weapon.

At 19th level, every time the weapon successfully deals damage to an opponent, they take 1 Constitution damage. This does not stack with the damage done by a wounding weapon.

Elemental Weapon: The chosen weapon deals +1d4 cold or fire damage, chosen when he first enhances the weapon (though naturally he may choose a different element each time he chooses this enhancement).

At 7th level, the elemental damage increases to +1d8, and on a successful critical hit it deals explodes in a burst of energy, dealing +1d8 damage, plus an additional 1d8 for every x1 the critical multiplier is above x2. The artificer adds acid and electricity to the list of energy types he may choose.

At 13th level, the elemental damage increases to +2d6, and the critical burst deals d10s of damage. The artificer adds sonic to the list of energy types he may choose.

At 19th level, the elemental damage increases to +3d6, and the critical burst deals d12s of damage. The artificer adds force to the list of energy types he may choose.


Trapfinding: Artificers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Artificers can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Artificer Path: Artificers are a varied lot, and they express their talents in many different ways. At second level an artificer chooses the manner in which he wishes to express his creative talents: as a Combat Crafter, Golemwright, Reinforcement, or Wand Adept. His prowess improves at 8th level, again 14th level, and reaches its apex at 20th level.

Combat Crafter:

Step 1: Weapon Enhancement (It): You only accept the highest quality equipment. A single weapon of yours has an enhancement bonus equal to 1 + 1/5 your class level (rounded down). Alternatively, two weapons of yours have a minimum enhancement bonus of 1/5 your class level; if this would result in no bonus, both weapons are treated as masterwork (+1 enhancement bonus on attack rolls). You can apply this bonus to a weapon that already has an enhancement bonus, but the bonuses overlap, they do not stack.

Step 2: Combat Infusion (Su): You're capable of infusing items even in the heat of battle, all without breaking stride. Once per encounter, you may imbue an infusion that normally has a casting time of no longer than 1 minute as a swift action.

Step 3: Infuse Strike (Su): You can charge your item with temporary, but intense magical energy. As a swift action you may expend an infusion slot to grant yourself a bonus on physical attack rolls equal to your Charisma modifier, and a bonus on physical damage rolls equal to 1d6 per level of the slot expended; the damage is of any energy type of your choice, or force damage. These bonuses last until the beginning of your next turn.

Step 4: The Perfect Blade (It): You either craft a weapon that is truly legendary, or tweak one until it is so. A single masterwork weapon of yours deals damage as though it were three sizes larger, increases its threat range and critical modifier by 1 (before other modifiers, such as Keen or Improved Critical), gains a +4 perfection bonus on attack rolls, and, if it is a ranged weapon, doubles its range increment. You are capable of crafting such a weapon from scratch; it need not be an existing weapon.

Alternatively, you may craft two such weapons, though their quality isn't quite as high; they only deal damage as if one size larger, and they only gain a +2 perfection bonus on attack rolls.

Golemwright:

Step 1: Construct Familiar (It): You create an artificial companion. You gain a homunculus companion, chosen from the standard list of homunculi; it must have at least 1 less HD than you. Should it die, you suffer the standard damage, and you may replace it the next time you ready your infusions. Alternatively, while readying your infusions, you may deconstruct the body and rebuild it into any other homunculus you like, keeping the same animating force - and thus, the same memories and personality.

Beginning at 4th or 5th character level, your homunculus begins advancing when you do; it gains hit dice so that it always has 2 less HD than you. Additionally, your homunculus gains a bonus on attack rolls equal to 1/4 your class level (round down)

Step 2: Craft Effigy (It): You may create effigies (see Complete Arcana, p. 152-3) of any creature you are familiar with as though you had the Craft Construct feat and knew all the appropriate spells. For these purposes, you are counted "familiar" with a creature if you have more ranks in the appropriate Knowledge skill than they have CR. As long as you only have one effigy at a time, you need not pay the XP cost when crafting it. Additionally, you may salvage an old effigy for the parts to make a new one, adding the full cost speny towards the price of the new one.

Your construct familiar's natural armor bonus increases by 1/4 your class level.

Step 3: Craft Construct (It): You may craft any construct as though you had the Craft Construct feat and knew all the appropriate spells. You still must meet any Caster Level requirements. When crafting a construct, you may choose to pay extra gold instead of XP costs, at a rate of 10 GP for 1 XP.

Your construct familiar gains 2 bonus hit points per hit die.

Step 4: Lord of Constructs (Su): You have complete mastery of constructs, able to animate or disable them with ease. You may animate a number of small objects equal to your caster level, as the animate objects (http://www.d20srd.org/srd/spells/animateobjects.htm) spell (including the ability to "spend" small objects to animate larger ones). You may choose to grant any construct within 30 feet of you fast healing 5, or to improve its fast healing by 5; you may choose to give this to some constructs but not others. Additionally, your infusions ignore the spell resistance (and similar magic immunities) of constructs.

Your construct familiar gains fast healing 5.

Reinforcement:

Step 1: Party Charm (It): You create a number of small charms equal to your Wisdom modifier. You may target any charm with an infusion by using the infusion on any other charm within 30 feet. In other words, you may infuse a Bull's Strength into a charm you wear on your belt, and instead have it affect the charm being worn by your barbarian ally 20 feet away.

Step 2: Enduring Infusions: You automatically treat all eligible infusions as though they're extended (http://www.d20srd.org/srd/feats.htm#extendSpell).

Additionally, the charms created by your Party Charm ability grant a resistance bonus to any one save equal to your Wisdom modifier. You may change which save is affected as a swift action. All charms grant the bonus to the same save.

Step 3: Broad Infusions: Whenever you use a 4th level or lower infusion on a party charm, you may choose to have it affect all party charms within 30 feet.

Additionally, the charms created by your Party Charm ability grant a +4 enhancement bonus to one ability score of your choice. You may change which ability is affected as a free action performable only on your turn. All charms grant the bonus to the same ability.

Step 4: Hastened Infusions: The casting time for infusions with a casting time of 1 minute or lower is reduced to a full-round action. Naturally, if the casting time is already shorter, it is not increased.

Additionally, your charms grant a +4 competence bonus to either attack rolls or AC. You may change which bonus is granted as a swift action. All charms grant the same bonus.

Wand Adept:

Step 1: Wandwright (It): You are capable of creating a variety of temporary magical wands. At the beginning of every day, while readying your infusions, you may create a wand of any 1st level sorcerer/wizard or cleric spell, with a caster level equal to your level. The wand has a number of charges equal to your Charisma modifier, minimum 3.

Step 2: Overcharge Wand (It): Whenever you cast a spell from a wand, you may spend one extra charge to increase the caster level and save DC by +4 and +2, respectively. Additionally, you may create two wands each morning with your Wandwright ability, one of which may be a second level spell.

Step 3: Staffwright (It): You are capable of creating a temporary magical staff. At the beginning of every day, while readying your infusions, you may create a staff containing any three sorcerer/wizard or cleric spells of no more than 3rd level. The staff has a number of charges equal to your Charisma score. As usual, the staff uses your caster level, and uses your Intelligence modifier to set spell DCs.

Step 4: Font of Power (Su): You are the undisputed master of spell trigger items. You may spend infusions to cast spells out of wands or staves, instead of using their charges; the infusion must be of a level equal to or greater than the spell to be cast. Additionally, as long as you have a wand on your person, you are counted as wielding it. You may thus use wands without needing to hold them, instead channeling their magic through your person.


I've Got Just the Thing (It): An artificer is constantly cobbling together various pieces of equipment, and in general can be assumed to have any number of knick-knacks. Once per encounter, a 3rd level artificer may be assumed to have any nonmagical item with a cost of no more than his character level x 50. It takes a move action to draw, find, remember, or otherwise use the item, unless the DM deems more time would be necessary (e.g., drawing a 50' ladder from a bag of holding).

Unlike most (It) abilities, the item gained by this ability is not necessarily magical; it is, in fact, necessarily not. Note that it's handy for (It) abilities that enhance items rather than create them; the artificer may use this ability to make an item for the ability to enhance, if they don't already have one.

Further notes:I've Got Just the Thing is a complicated ability, so I thought it would be prudent to go into a little more explanation here.

Note that an artificer using this ability is not making the item on the spot. Instead, he is assumed to have created the item beforehand, and only just needed or remembered it. Thus, he need not have the appropriate tools on hand. However, he can't use this ability to gain an item he either had no way of carrying, or that he couldn't be assumed to have been carrying.

For example, an artificer couldn't normally use this ability to gain a 50' ladder, unless he has a bag of holding or some way to make it easy to carry and unobtrusive. Similarly, an artificer who was magically disarmed before going to see the king couldn't use this ability to draw a weapon.

Artificers who use this ability to make money, equip the party while imprisoned, or similar obvious abuses should be hit in the head. Unlikely or bizarre applications are okay ("Oh hey, lucky I was wearing this chain shirt under my pajamas!"), but not cheesy or impossible ones.

Special Ability: On attaining 4th, 6th, 10th, 12th, 16th and 18th level, an artificer gains a special ability of his choice from the following options.

Bonus Feat: Instead of choosing a special ability, you may gain a bonus feat that you meet the prerequisites for. The feat must be an item creation or metamagic feat, or it must require an item creation or metamagic feat.

Bottomless Backpack (It): You craft a magical bag that leads to an extradimensional space, so it's capable of storing more than it appears. It has 5 cubic feet of space for every class level you have, with a weight limit of 25 pounds per class level.

Whenever attempting to draw an item from the bag, the item you're looking for happens to be right on top; it takes only a move action to draw anything from the bag, and does not provoke attacks of opportunity. At 10th level, you may draw an item from the bag as a swift action.

Brew Enhancement Potions (It): You are capable of crafting potions and oils that provide various benefits to allies. When readying your infusions, you may craft a number of potions equal to half your class level (round down). These potions may be used as normal potions, and grant a bonus to AC, attack rolls, damage rolls, or saving throws equal to 1/4 your caster level, rounded down (minimum +1), with a duration of 10 minutes; the imbiber chooses the benefit upon drinking the potion.

Brew Healing Potions (It): You craft small vials of healing potions so your allies can heal themselves when they need it. When readying your infusions, you craft a number of potions equal to half your class level that can be used as standard potions. Upon use, the potion heals the imbiber 2 hit points x your caster level.

Chameleon (It): You craft an item that allows you to change your appearance. It functions as the spell disguise self (http://www.d20srd.org/srd/spells/disguiseself.htm), except that the changes are not just illusory, but are actual minor cosmetic changes.

Beginning at 10th level, the item instead functions as the spell alter self (http://www.d20srd.org/srd/spells/alterself.htm).

Dimensional Gateway (It): You craft an item that allows you to transport yourself through and around the planes. The item allows you to teleport yourself and no more than a light load up to 10 feet per level. The dimensional gateway is activated as move action, and once activated, must recharge for a round before it can be used again. Otherwise, this ability functions as the spell dimension door (http://www.d20srd.org/srd/spells/dimensiondoor.htm).

At 8th level, the item additionally allows you to use the dimension door spell as normal twice per day. At 14th level, you may teleport (http://www.d20srd.org/srd/spells/teleport.htm) as the spell once per day, and at 20th level you may plane shift (http://www.d20srd.org/srd/spells/planeshift.htm) once per day.

Elemental Absorption: You craft an item that grants protections from all the elements. The item grants acid, cold, electricity or fire resistance equal to your caster level; you may change the element whenever you ready your infusions. You may create an additional item with this ability at 6th level, and one more every six levels thereafter.

Featherweight Item (It): Choose a single weapon or suit of armor. The chosen item is treated as if it were one type lighter for all purposes. For example: a greatsword, normally a two-handed weapon, may be wielded as though it were a one-handed weapon; alternatively, a suit of hide armor is treated as light armor, and doesn't reduce your speed at all. This enhancement has no effect on light weapons and armor. You may choose an additional item to be affected by this ability at 5th level, and one more every five levels thereafter.

Healing Charm (It): You create a trinket that bathes its wearer in restorative energy, granting fast healing 1 as long as you are below half HP. The fast healing increases by 1 at 5th level, and 1 more every 5 levels thereafter. You may create an additional item with this ability at 10th level, and one more at 20th level.

Impervious (It): You enhance a suit of armor to resist any attempt to damage it or its wearer. Its hardness increases by 2, and it grants you DR 2/-. Both benefits increase by 2 at 8th level, and 2 more every six levels thereafter. You may choose an additional item to be affected by this ability at 8th level, and one more every eight levels thereafter.

Infusion-soaking Item (It): Infusions take to the chosen item like a fish to water. Choose an item. Double the duration of any infusion imbued into this item. If the infusion affects multiple targets, only double the duration for the item affected by this enhancement. You may choose an additional item to be affected by this enhancement at 5th level, and one more every five levels thereafter.

I've Got Precisely the Right Thing: The value limit of your I've Got Just the Thing ability doubles, and you may use it twice per encounter.

Skill Enhancement (It): You craft an item that increases your skills. Choose two reasonably connected skills (Hide and Move Silently, for example, or even Ride and Balance, but not Climb and Use Magic Device). You craft an item that gives you a competence bonus to those skills equal to your Charisma modifier. At 8th level, and every four levels thereafter, you may craft another skill enhancing item.

Take Flight (It): You enhance an item to allow you to fly; it could be as simple as a pair of boots, or as extravagant as a cloak that transforms into a marvelous pair of wings. While wearing the item, you gain a glide speed of 40 feet with average maneuverability, allowing you to completely ignore falling damage, and to move forward 20 feet for every 5 feet you fall. At 10th level, you instead gain a fly speed of 40 feet with average maneuverability. At 15th level, your fly speed improves to 60 feet, with good maneuverability.

Touch of Repair (Su): You gain the ability to repair constructs and items with a touch. Each day you may repair constructs a total amount of damage equal to your Charisma modifier x your class level. You may choose to divide the repair up as you wish, and you need not use it all at once. Using touch of repair is a standard action.

Alternatively, you may choose to repair inanimate objects, or heal creatures. As long as you have at least 5 ranks in the appropriate Craft or Knowledge skill, you may spend points from your repair pool to repair an item or heal a creature, though you only heal half as many points of damage as you would repair a construct.

Supreme Aegis (It): You enhance a shield to be even better at defending its wielder, while being easier to carry. The chosen shield adds its shield bonus (including any enhancement bonuses) to your Reflex save and Touch AC in addition to your AC. Additionally, you may bash with it and retain the AC bonus it grants, as though you had the Improved Shield Bash feat. You may choose an additional item to be affected by this enhancement at 5th level, and one more every five levels thereafter.


Magical Defenses (Su): Artifcers spend so much time working with and tweaking magic, they find resisting it easier than most. At 5th level, an artificer gains Spell Resistance equal to his character level + 5. At 11th level it improves to his character level +10, and at 17th level to his character level + 15.

Counter Magic Item (Sp): At 9th level, an artificer knows so much about how magic items work that he can stop them from working. He can ready an action to counter a spell completion or spell trigger item, or an item that specifically and exactly mimics a spell, using his caster level against the item's caster level.

Comandeer Magic Item (Sp): A 15th level artificer is so proficient with magic items, he can even activate items he isn't holding. He may activate any items within 30 feet by making a Use Magic Device check as a either a standard action, or longer if it normally takes longer to activate the item, with a DC 10 higher than it would normally take to activate it. Even if he would normally be capable of activating the item without a Use Magic Device check, he still must attempt the check, though he gains a +5 bonus. This could include activating an ally's wand of healing to heal the ally even from a distance, activating a wand that had been prepared in advance to fire a lighting bolt down a corridor, or anything else he can imagine.

If the item is attended by a creature who does not want the artificer to activate it (the artificer is trying to activate his opponent's wand of fireball that's still on his belt), the DC is increased by 5, and the opponent is allowed a Will save (DC 10 + 1/2 the artificer's class level + the artificer's Charisma modifier) to prevent the activation.

Additionally, the artificer may take 10 on all Use Magic Device checks.

--

NEW AND MODIFIED FEATS

Brew Efficient Potions [Item Creation]
Your potions are smaller and easier to imbibe, but pack no less punch.
Prerequisite: Two of the following: Brew Potion, Brew Enhancement Potion class ability, Brew Healing Potion class ability, Spellcraft 9 ranks.
Benefit: All potions you brew, regardless of the source, may be imbibed as move actions.

Improved Homunculus
You are adept at improving and modifying your homunculus.
Prerequisite: Construct Familiar class feature
Benefit: As the Improved Homunculus feat, Magic of Eberron p. 49, except it grants no bonus to natural armor.

Macrovore
2010-03-23, 02:04 PM
This is awesome. One proviso: Make the healing and enhancement potions last only one day, so characters can't stock up.

Oh, and for I've Got Just the Right thing, that is a really high gp limit for nonmagical items. Eventually, especially with I've really got just the right thing, you can get big items in, say, adamantine, or powerful poisons. I would say reduce the gp limit significantly, or further limit the types of items available (no poisons, maybe no special materials). You could even make the gp limit as low as 5 or 10gp per class level (i would have this one as class level). Most useful nonmagical items are less than 50gp.

But well done. I like how you kept all of the crazy mad scientist flavor of the original artificer while making them simultaneously more versatile (by allowing them to change many of their class features and spells on a day-to-day basis), and less crazy powerful (by specifically spelling out exactly what kind of items they can create).
Another winner from Datedinator

DaTedinator
2010-03-23, 04:42 PM
This is awesome. One proviso: Make the healing and enhancement potions last only one day, so characters can't stock up.

Got it covered! "Any (It) abilities automatically and instantly expire when he crafts them anew; for example, any charges left in a wand crafted by an artificer with the Wandwright ability instantly dissipate if/when the artificer creates a new wand the next day."


Oh, and for I've Got Just the Right thing, that is a really high gp limit for nonmagical items. Eventually, especially with I've really got just the right thing, you can get big items in, say, adamantine, or powerful poisons. I would say reduce the gp limit significantly, or further limit the types of items available (no poisons, maybe no special materials). You could even make the gp limit as low as 5 or 10gp per class level (i would have this one as class level). Most useful nonmagical items are less than 50gp.

I know the limit doesn't *have* to be quite so high, but I feel like a maximum of a 6,000 GP item at 20th level isn't that bad. I mean, adventurers at that level should be able to get their hands on an infinite supply of 6,000 GP items by that point, and forget about them completely.

Maybe if I put a daily limit, too? Or a daily GP limit? Like, "This ability can be used once per encounter, any number of times per day, until it has created items whose value total X GP, after which the artificer must wait until the next day to use it." And then throw in a note about DMs putting the kabosh on stocking up on things in general.

Because really, special materials are largely what that ability is designed for. It's for those situations where you fight the monster you weren't expecting, and it's got DR/good and cold iron, and you're like, "Crap! None of us have good cold iron weapons!" So the artificer makes a cold iron sword, throws it to the cleric who aligns it, and then throws that to the fighter. That sort of thing.

But still, you raise good points, and while I'm okay with making common sense a rule, I don't want it to be the only limiting factor.


But well done. I like how you kept all of the crazy mad scientist flavor of the original artificer while making them simultaneously more versatile (by allowing them to change many of their class features and spells on a day-to-day basis), and less crazy powerful (by specifically spelling out exactly what kind of items they can create).
Another winner from Datedinator

:smallcool:

Thanks for the feedback!

DragoonWraith
2010-03-23, 05:06 PM
Holy crap, I love this. It's awesome.

One comment: You have given them the ability to Commandeer some items at a lower DC than it would take to use it normally... Maybe (Normal DC + 10), minimum 25? Or something?

Or you need to succeed on the DC 25 check and the normal check.

DaTedinator
2010-03-23, 09:15 PM
Holy crap, I love this. It's awesome.

Why thank you! :smallbiggrin: I worked hard on this one.


One comment: You have given them the ability to Commandeer some items at a lower DC than it would take to use it normally... Maybe (Normal DC + 10), minimum 25? Or something?

Or you need to succeed on the DC 25 check and the normal check.

A very good point. I sort of arbitrarily picked that DC, but seeing as they get the ability to take 10 on UMD checks from the same ability, it should definitely be higher. Adjusted!

DragoonWraith
2010-03-23, 10:16 PM
Now the bit about "if you would normally be able to activate this device without a UMD check" bit is weird - you get a +5 bonus, but what's the DC? Surely not 10?

DaTedinator
2010-03-23, 10:20 PM
Er. Tweaked the text, is that more clear?

DragoonWraith
2010-03-23, 10:38 PM
Aha, yes, yes that makes sense.

DaTedinator
2010-04-26, 10:39 PM
Added the Reinforcement path. Considering adding a psionic artificer option soon.

mucat
2010-04-27, 12:42 AM
I really like this. I love the flavor of artificers, but I always feel guilty playing one, because they're too damned versatile, and can easily overshadow other characters. This seems like a step in the right direction.

A couple of things:
You've left infusions pretty much alone; you might consider reworking some of the more easily abused ones. In particularly, Imbue Spell Ability is one of the reasons Artificers can spin out of control; when you can get hold of any spell in existence on short notice, it's hard to resist the temptation. The various weapon-enhancement infusions can be a problem too, if the group makes a point of scouting or scrying ahead; the whole party is always carrying Whatever-We're-Fighting-Next-Bane weapons.

Also, perhaps the Reinforcement Path artificers should base their number of party charms on Charisma, rather than Wisdom? Their schtick seems to have to do with projecting their force of personality outward, and with interpersonal bonds, both of which relate to charisma.

Besides,, I always hate to give an artificer a high wisdom; it interferes with the mad-scientist hijinks. Which ought to be in full force when the artificer starts handing out little magical gizmos to everyone. ("Of course they are safe! Oh, you heard about the incident in the lab? That was a statistical outlier. No one can prove that those rats wouldn't have exploded on their own.")

I love the "I have just the thing" bit, by the way.

powerkor
2017-01-12, 11:08 PM
Does the spirit of the ability Featherweight Item (It) allow you to wield a weapon 2H that is 1 size larger than your characters size?

Morphic tide
2017-01-13, 08:34 AM
Okay, first off: The class table is broken. It's not working. I thing you used a { instead of a [ at the start of it, because the first bit is {table="head"].

Second: Is the homunculus familiar from the list that has the Furtive Filcher and co.? Because that's the only list I know of that has multiple types of homunculus. If so, then the ability is amazing. Especially if you can stack some of the magic item stuff.

Third: Artificer knowledge is undefined in the post. Is it the 'can craft anything for a UMD' ability from the normal Artificer?

Ziegander
2017-01-13, 08:50 AM
I noticed Artificer Knowledge is still in the class table but is not explained further below. Is it meant to remain a class feature of your Artificer or is it being in the table an oversight?

I ask because it's one of the Artificer's most potent and abusive class features, granting the ability to make scrolls of any spell, without needing to learn any spells, and two levels before any other spellcaster could even cast those spells. For example, it allows a level 1 Artificer to craft scrolls of 2nd level spells from any list. It allows a level 7 Artificer to craft scrolls of 5th level from any list.

I noticed this Artificer no longer gets a craft reserve, but once wealth by level starts being generous, around level 3ish, Artificer Knowledge still allows for honestly inappropriate spell shenanigans.

Morphic tide
2017-01-13, 09:00 AM
I noticed Artificer Knowledge is still in the class table but is not explained further below. Is it meant to remain a class feature of your Artificer or is it being in the table an oversight?

I ask because it's one of the Artificer's most potent and abusive class features, granting the ability to make scrolls of any spell, without needing to learn any spells, and two levels before any other spellcaster could even cast those spells. For example, it allows a level 1 Artificer to craft scrolls of 2nd level spells from any list. It allows a level 7 Artificer to craft scrolls of 5th level from any list.

I noticed this Artificer no longer gets a craft reserve, but once wealth by level starts being generous, around level 3ish, Artificer Knowledge still allows for honestly inappropriate spell shenanigans.

Like having infinite use Wish at level 15 :smallbiggrin:

Seriously, I ran the numbers, you can actually have infinite use Command Word Wish with only one restriction from the 30% list. Which is, IIRC, Race, Class or Alignment.

khadgar567
2017-01-13, 09:04 AM
Like having infinite use Wish at level 15 :smallbiggrin:

Seriously, I ran the numbers, you can actually have infinite use Command Word Wish with only one restriction from the 30% list. Which is, IIRC, Race, Class or Alignment.
morph late news buddy they can pull it at level 3 with good dice rolls.

Morphic tide
2017-01-13, 09:08 AM
morph late news buddy they can pull it at level 3 with good dice rolls.

That involves cheesing metamagic reduction to make a metamagic have negative adjustment. I'm talking no metamagic reduction cheese, only one non-insane bit of cheese(as far as the custom item guidelines aren't insane)

khadgar567
2017-01-13, 09:32 AM
That involves cheesing metamagic reduction to make a metamagic have negative adjustment. I'm talking no metamagic reduction cheese, only one non-insane bit of cheese(as far as the custom item guidelines aren't insane)
well as i read in this its 100% umd with no shenanigans in 3rd edition.

Morphic tide
2017-01-13, 09:35 AM
well as i read in this its 100% umd with no shenanigans in 3rd edition.

I'm talking about making the thing. An Artificer needs to be level 15 to be able to make 9th level spell items. Sure, a level 3 Artificer may be able to hit the UMD, but they can't make the item because they lack the needed spell level access.

khadgar567
2017-01-13, 09:49 AM
I'm talking about making the thing. An Artificer needs to be level 15 to be able to make 9th level spell items. Sure, a level 3 Artificer may be able to hit the UMD, but they can't make the item because they lack the needed spell level access.
why make a lamp when you cast damn thing years early?

Steel Mirror
2017-01-13, 01:38 PM
Okay, first off: The class table is broken. It's not working. I thing you used a { instead of a [ at the start of it, because the first bit is {table="head"].
Giant itP changed the way their code worked a while ago, including tables. As a result, a lot of older posts that included tables have had their formatting screwed up, which explains the state of the table.

And as this thread was created an ran its course in 2010 (!), 6 7 years ago (man time flies), we can cut it some slack on the formatting department. :smallwink:

Also, holy walking dead thread Batman! Remember forum rules, y'all. Thread Necromancy (http://www.giantitp.com/forums/showthread.php?99356-Necro-posting-Perhaps-a-silly-question&p=5461942#post5461942) is forbidden magic, if you want to talk about something from this long ago start a new thread and link the original!

Ziegander
2017-01-13, 03:33 PM
Giant itP changed the way their code worked a while ago, including tables. As a result, a lot of older posts that included tables have had their formatting screwed up, which explains the state of the table.

And as this thread was created an ran its course in 2010 (!), 6 7 years ago (man time flies), we can cut it some slack on the formatting department. :smallwink:

Also, holy walking dead thread Batman! Remember forum rules, y'all. Thread Necromancy (http://www.giantitp.com/forums/showthread.php?99356-Necro-posting-Perhaps-a-silly-question&p=5461942#post5461942) is forbidden magic, if you want to talk about something from this long ago start a new thread and link the original!

Whooooooppps. IDIDN'TDOIT!