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    Default Artificer (non-Eberron, non-magic)


    Artificer

    Alignment: Any.

    Hit Die: d6.

    Class Skills
    The Artificer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Open Lock (Int), Perform (oratory) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).

    Artificers may make Craft (alchemy) checks as though they had levels in a spellcasting class.

    Skill Points per Level: 8 + Int modifier

    Artificer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Homunculi (one), Trapfinding
    2nd
    +1
    +3
    +3
    +3
    Science
    3rd
    +1
    +3
    +3
    +3
    Expert Eye
    4th
    +2
    +4
    +4
    +4
    Science
    5th
    +2
    +4
    +4
    +4
    Homunculi (two)
    6th
    +3
    +5
    +5
    +5
    Science
    7th
    +3
    +5
    +5
    +5
    Inspiration
    8th
    +4
    +6
    +6
    +6
    Science
    9th
    +4
    +6
    +6
    +6
    Focus
    10th
    +5
    +7
    +7
    +7
    Homunculi (three), Science
    11th
    +5
    +7
    +7
    +7
    12th
    +6/+1
    +8
    +8
    +8
    Science
    13th
    +6/+1
    +8
    +8
    +8
    14th
    +7/+2
    +9
    +9
    +9
    Science
    15th
    +7/+2
    +9
    +9
    +9
    Homunculi (four)
    16th
    +8/+3
    +10
    +10
    +10
    Genius
    17th
    +8/+3
    +10
    +10
    +10
    18th
    +9/+4
    +11
    +11
    +11
    Genius
    19th
    +9/+4
    +11
    +11
    +11
    20th
    +10/+5
    +12
    +12
    +12
    Genius, Homunculi (five)

    Class Features
    All of the following are class features of the Artificer.

    Weapon and Armour Proficiencies
    Artificers are proficient with all simple weapons and with repeating crossbows (both light and heavy). They are proficient with light armour, but not with shields.

    Homunculi (Ex)
    Beginning at 1st level an Artificer creates a clockwork, lab-grown, or otherwise manufactured homunculus. Treat this exactly as a homunculus gained through the Improved Familiar feat, with the following exceptions:

    The Artificer gains an additional homunclus at 5th level and every five levels thereafter.

    Each homunculus has racial Hit Dice equal to the Artificer's class level, and gains feats, skill points, and ability points as normal. Their class skills are Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Perform (any), Spot, Swim, Tumble, Use Rope and all of the Artificer's class skills.

    If any homunculi are damaged or destroyed, the Artificer can fully repair or replace them at no cost after 24 hours of work.

    Each homunculus speaks one language of the Artificer's choice (chosen from the languages she knows), plus any they learn through the Speak Language skill.

    Trapfinding (Ex)
    As the rogue class feature.

    Science (Ex)
    Beginning at 2nd level, an Artificer masters a particular field of study and gains the indicated ability (see below). She gains an additional specialty at 4th level and every two levels thereafter (to a maximum of seven Sciences at 14th level).

    Astronomy: The Artificer's homunculi gain spell resistance equal to her class level +5. At 11th level this spell resistance improves to equal her class level +15.

    Biology: The Artificer gains a bonus on Heal checks equal to one-half her class level. Her homunculi gain fast healing equal to her class level.

    Chemistry: The Artificer gains a bonus on Craft (alchemy) checks equal to one-half her class level. A number of times per day equal to her class level plus her Intelligence modifier, she may brew any potion or oil or craft any masterwork alchemical item as a standard action. She uses her class level as her caster level (if necessary) but ignores all other costs and prerequisites when using this ability - it is assumed she has any needed reagents at hand. The save DC against any item created this way is equal to 10 + one-half her class level + her Intelligence modifier. Items created in this way are nonmagical and lose their potency after 24 hours if not used.

    Electromagnetism: The Artificer's homunculi deal 1d6 points of electricity damage with their natural attacks and any weapons they wield. Any creature striking the homunculi with a natural weapon in melee also takes 1d6 points of electricity damage.

    Engineering: The Artificer gains a bonus on Disable Device and Open Lock checks equal to one-half her class level. Her homunculi gain hardness equal to her class level. Do not halve or quarter energy damage or damage from ranged weapons before applying this hardness (as you normally would for objects).

    Geology: The Artificer's homunculi gain the earth glide special quality, as earth elementals.

    Mathematics: The Artificer adds her Intelligence modifier as an insight bonus on her skill checks and initiative checks, as well as those of her homunculi.

    Metallurgy: The natural weapons of the Artificer's homunculi are treated as adamantine, cold iron, and silver for the purpose of overcoming damage reduction. She adds her Intelligence modifier as an enhancement bonus to their natural armour.

    Physics: The Artificer's homunculi gain energy resistance (against acid, cold, electricity, fire, and sonic) each equal to her class level. This stacks with any hardness they possess.

    Programming: The Artificer's homunculi gain the Hive Mind special quality. If one is aware of a particular danger, they all are. If one of them is not flat-footed, none of them are. No homuculus in a group is considered flanked unless all of them are.

    Thermodynamics: The Artificer's homunculi deal 1d6 points of cold or fire damage (her choice) with their natural attacks and any weapons they wield. Any creature striking the homunculi with a natural weapon in melee also takes 1d6 points of damage of the chosen type. The Artificer may select this science twice, choosing a different energy type the second time.

    Expert Eye (Ex)
    At 3rd level, an Artificer who merely passes within 5 feet of a secret or concealed door or a trap is entitled to a Search check to notice it as if she were actively looking for it. Additionally, she gains a bonus on Appraise and Search checks equal to one-half her class level.

    Inspiration (Ex)
    At 7th level, an Artificer adds her Intelligence modifier as an insight bonus to the attacks, Armour Class, and saves of her homunculi.

    Focus (Ex)
    At 9th level, an Artificer may always take 10 on Dexterity- and Intelligence-based skill checks, even when rushed or threatened.

    Genius (Ex)
    Beginning at 16th level, an Artificer draws upon multiple scientific disciplines to make a stunning breakthrough, choosing one of the abilities listed below or any Science she has not already selected. She gains an additional Genius at 18th level, and another at 20th level. All Genius abilities are nonmagical.

    Clone: The Artificer grows a clone of herself. Treat this as a cohort gained through the Leadership feat, save that the clone is always exactly two levels lower than the Artificer and is an exact duplicate of her as she was at that level (with respect to ability scores, feats, class levels, and so forth). The clone is unflinchingly loyal to her creator. If the Artificer is slain, the clone gains 2 levels over the next 2d4 days and replaces the Artificer (as if by true resurrection). If the clone is slain, it may be replaced as if it were a homunculus.

    Death-Ray: The Artificer builds a death ray. Treat this as the siege engine of her choice, save that she (and only she) may use it to fire an enhanced intensified disintegrate effect (caster level = class level) as a full-round action. The disintegrate has a save DC equal to 20 + one-half her class level + her Intelligence modifier, has no maximum range (it is limited only by her line of effect), and does not allow spell resistance. If the death ray is damaged or destroyed she may replace it as though it were a homunculus.

    Doomsday Machine: Once per day the Artificer may build and deploy a particular doomsday machine (or device of similar destructive power, e.g. a permanent gateway to the Negative Energy Plane) as a full-round action.

    Immortality Serum: The Artificer gains regeneration 0. This functions exactly as normal regeneration, save that she does not heal hit points each round. This regeneration is overcome only by epic weapons and disintegrate effects. The Artificer cannot reattach severed body parts (though they regenerate after 1d4 days) and still dies if her head or some other vital organ is severed. She has no maximum age and cannot be magically aged. She ignores all aging penalties to her physical ability scores (aging bonuses to her mental ability scores still accrue).

    Madness: The Artificer is incurably insane. She is immune to all mind-affecting effects, and gains a +6 bonus to her Charisma score and a -6 penalty to her Wisdom score. She adds her Charisma score as a luck bonus to her attacks, saves, skill checks, and Armour Class. Finally, by laughing maniacally she may add one-half her class level as a circumstance bonus on Intimidate checks and may make such checks as a move action.

    Morality Serum: The Artificer devises and imbibes a serum that splits her between her base and higher impulses. She gains the ability to use transformation at will as an exceptional ability, save that the enhancement bonus to her physical ability scores increases to one-half her character level. The effect lasts until she chooses to return to her original form.

    Moreaufolk: The Artificer gains Craft Creature as a bonus feat, ignoring all prerequisites. Any nongood creature she creates has its Intelligence score reduced to 3 (if not already lower) and is mindlessly loyal to her, so long as she orders it on a campaign of conquest. She may not create creatures of the dragon, elemental, fey, magical beast, outsider, or undead types.

    Pinnacle of Creation: The Artificer creates her choice of golem to serve her without question, ignoring all costs and prerequisites (though she must provide any integrated items). She may not create a variant (e.g. adamantine, mythril, etc.) golem in this way without the DM's permission. If damaged or destroyed the golem may be restored as if it were a homunculus.

    Power Armor: The Artificer devises a custom-made suit of full plate armour from her choice of either mithral or adamantine. She is considered proficient with this particular set of armour but no others, and the armour may not be donned by any other creature. While in the armour, the Artificer is treated as a homunculus for the purpose of her Science abilities, does not need to eat or breathe, gains a fly speed equal to twice her land speed with perfect maneuverability, and is immune to any effect requiring a Fortitude save unless that effect specifically affects constructs or objects. If damaged or destroyed the armour may be restored as if it were a homunculus. The Artificer may select this Genius more than once, advancing the armour's size (and her statistics while wearing the armour) one step each time (to a maximum of Colossal).

    Professor Guinea Pig: The Artificer gains Transmogrify Self as a bonus feat, ignoring all prerequisites. She may not transform herself into a dragon, elemental, fey, magical beast, outsider, or undead.

    Supercomputer: The Artificer builds a device similar to a water clock, but of far greater complexity. It can answer almost any question, duplicating the effects of any divination spell at will.

    Time Machine: The Artificer builds a device (as large as a boat or closet or as small as an hourglass) that allows her to warp the flow of time. She gains foresight as a constant, inherent exceptional quality. During any encounter her allies are always hasted and her enemies are always slowed (no save). Once per day she may use time stop as an immediate action, save that the effect is nonmagical and she may manipulate (but not harm) stopped creatures and objects. At the DM's option she may also gain the ability to transport herself and her allies through space and even time...

    Zombie Virus: The Artificer gains the ability to use pestilence once per day as a standard action, save that the effect is nonmagical, contagious, and any animal or humanoid killed by the disease animates as an uncontrolled zombie.

    New Feat
    Extra Homunculus
    You gain an extra homunculus.

    Prerequisites
    Artificer level 3rd.

    Benefits
    If you think you can guess what this feat does, leave a comment :).

    Special
    You may select this feat more than once, gaining an additional homunculus each time.
    Last edited by rferries; Today at 02:27 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    rferries's Avatar

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    Default Re: Artificer (non-Eberron, non-magic)

    Inspired by Arcanum: Of Steamworks and Magick Obscura, Girl Genius, and other steampunk. Has social skills to reflect the "mad scientist" aspect, where you tend to dominate the course of events for either good or ill, and Heal specifically for the Frankenstein association. Considering adding additional abilities e.g. a Jekyll-Hyde serum, a Fly-headed mad scientist option, etc. Also thinking about making the homunculi more combat-worthy e.g. with claw attacks, boosts to Dex and Strength, and so forth.

    Is the class playable, do you think? A weaker rogue at lower levels, a weaker caster at higher levels?

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Artificer (non-Eberron, non-magic)

    There are exactly 7 sciences you can take and you get to take 7 of them, so at level 14 every Artificer is going to look very similar. Maybe add a few more options unless that's deliberate?

    Also making one have to be evil to have a death ray seems unnecessary. Agatha Heterodyne builds death rays for examples.

    Overall, the class is a bit weak. The only major things it has going for it is that so many abilities are (ex) rather than magical, but that's not that much. I like the idea, but it needs more options and maybe some other abilities to really be fleshed out. (For example, a time stop effect where you have functionally zero buffs you can put on during time stop isn't that helpful).
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Default Re: Artificer (non-Eberron, non-magic)

    I second that it's too weak. It's kind of implied that you functionally don't do much, and instead send your horde of homunculi at your enemies to do the dirty work, except they're undead and have 1/2 BaB (though also oddly reminiscent of the nanobots build w/ aid another). It's also pretty poorly edited (great by WotC standards!), i.e Pinnacle of Creation (Adamantine Golem).

    Personally, I'd widen the range of stuff that sciences/genius stuff can cover, and probably buff their use to either 1) Scale with level to provide more powerful effects or 2) Just make the effects better. I'll agree that the geniuses are good at the level that you get them (except for time stop, for the aforementioned reason).
    Last edited by Goaty14; 2018-05-18 at 10:00 PM.
    GENERATION 20: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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    killing and eating a bag of rats is probably kosher.
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    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

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    rferries's Avatar

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    Default Re: Artificer (non-Eberron, non-magic)

    Quote Originally Posted by JoshuaZ View Post
    There are exactly 7 sciences you can take and you get to take 7 of them, so at level 14 every Artificer is going to look very similar. Maybe add a few more options unless that's deliberate?

    Also making one have to be evil to have a death ray seems unnecessary. Agatha Heterodyne builds death rays for examples.

    Overall, the class is a bit weak. The only major things it has going for it is that so many abilities are (ex) rather than magical, but that's not that much. I like the idea, but it needs more options and maybe some other abilities to really be fleshed out. (For example, a time stop effect where you have functionally zero buffs you can put on during time stop isn't that helpful).
    Added more sciences (it was originally a deliberate choice to have similar builds, but you're right that it's better with variety).

    Absorbed the Evil Scientist feat into the main class, so no alignment restrictions now.

    Added more Genius options, and buffed some of them (hopefully not too much!).

    Quote Originally Posted by Goaty14 View Post
    I second that it's too weak. It's kind of implied that you functionally don't do much, and instead send your horde of homunculi at your enemies to do the dirty work, except they're undead and have 1/2 BaB (though also oddly reminiscent of the nanobots build w/ aid another). It's also pretty poorly edited (great by WotC standards!), i.e Pinnacle of Creation (Adamantine Golem).

    Personally, I'd widen the range of stuff that sciences/genius stuff can cover, and probably buff their use to either 1) Scale with level to provide more powerful effects or 2) Just make the effects better. I'll agree that the geniuses are good at the level that you get them (except for time stop, for the aforementioned reason).
    Homunculi are constructs, so BAB is 3/4ths (though they only have d10 HD instead of an undead's d12).

    Closed the variant golem loophole.

    Thanks for the input, guys!

  6. - Top - End - #6
    Pixie in the Playground
     
    WhiteWizardGirl

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    Default Re: Artificer (non-Eberron, non-magic)

    Even with the changes, the class is still very weak. I really like the idea but the class just doesn't offer a lot of features for the player character, especially in combat.

    Do homunculi improve as the player levels like Wizard familiars? Atm it seems like the homunculus gets quite a few features but the artificer themself gets almost nothing. That's fine if you're going the Pathfinder Summoner route where the eidolon is basically the character, but if the homunculi don't improve, an artificer will just get more equally weak minions over time. Whoops, reading comprehension. I'm glad you considered this but I still fear it's not enough.

    The Genius abilitied are neat but don't come online until level 16. That's 15 levels of having little more than d6 HD, 1/2 BAB, simple weapons, light armor, and a handful of utility abilities.

    I saw Inspiration and got excited but again, it only benefits the homunculi. Why can't the artificer get this bonus too? Maybe crib some abilities from the Factotum? I feel like that would be a good fit.
    Last edited by SodaQueen; Today at 12:07 PM.

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    Default Re: Artificer (non-Eberron, non-magic)

    Quote Originally Posted by SodaQueen View Post
    Even with the changes, the class is still very weak. I really like the idea but the class just doesn't offer a lot of features for the player character, especially in combat.

    Do homunculi improve as the player levels like Wizard familiars? Atm it seems like the homunculus gets quite a few features but the artificer themself gets almost nothing. That's fine if you're going the Pathfinder Summoner route where the eidolon is basically the character, but if the homunculi don't improve, an artificer will just get more equally weak minions over time. Whoops, reading comprehension. I'm glad you considered this but I still fear it's not enough.

    The Genius abilitied are neat but don't come online until level 16. That's 15 levels of having little more than d6 HD, 1/2 BAB, simple weapons, light armor, and a handful of utility abilities.

    I saw Inspiration and got excited but again, it only benefits the homunculi. Why can't the artificer get this bonus too? Maybe crib some abilities from the Factotum? I feel like that would be a good fit.
    Hmmm see I worry that I haven't been clear with some of the abilities. She's definitely meant to be a support class that sticks to the sidelines of combat, but I think she's already pretty well-equipped. The Chemistry ability lets you out-cast a wizard at low levels (at level 5 you can brew 5 + Int modifier potions that duplicate 3rd-level spells as a standard action), the homunculi quickly become equivalent or better rogues than rogues (especially with the Extra Homunculus feat), and the Artificer herself can apply all her homunculus buffs to herself once she gets Power Armour. At high levels she transitions from a support class to possibly even a tier II class, as well... I'm afraid of making her any stronger, I don't want her to beat a caster haha.
    Last edited by rferries; Today at 10:47 PM.

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