Fiendish Baboon

Loyal Battle Monkey's page

Organized Play Member. 140 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



Grand Lodge

I recently purchased the Pathfinder Adventure Card Game: Wrath of the Righteous Base Set from a store and one of the sealed decks had opened during shipment. Most of the cards where perfectly fine or in a workable state but a number of them where also creased.

I contacted the store I purchased the product from but I also wanted to reach out to Paizo too.

Grand Lodge

2 people marked this as a favorite.

With the impeding release of Occult Adventures and the marvelous Kineticist, it's about time for a solid attempt at converting the universe to Pathfinder d20/ogl.

Yes, it is a bit early for the regular folks who still have to wait for the 29th, but I wanted to get this thread started early to drum up support and interest for the topic at hand.

Thoughts? Concerns? Ideas? Go and spread the word!

Grand Lodge

I was thinking that Pathfinder could use its own class rather than a re-tuned 3.5 OGL class. What better than an actual Pathfinder class? Although called the Field Operative, I will refer to the class as the Pathfinder.

The class itself is to represent a character that has embraced the training that he or she recieved from the Pathfinder Society as a initiate but also as a character that values "lost knowledge and ancient treasure" (perhaps not in that order).

Some guidelines that used with this 'alpha' write up:
-the class must be quite open, with abilities that allow the character to be customised far more than most of the other classes
-follow the sourcebook lore (Pathfinder Society Field Guide/Seeker of Secrets)
-some kind of unique resource that sets it apart from other classes

Basics:

Alignment: Any
Hit Die: d8

Class Skills: The Field Operative's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int),Climb (Str), Disable Device (Dex), Escape Artist (Dex), Knowledge (all, Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per level: 4 + Intelligence modifier

Just the basic stuff. I did not want to give the field operative every skill as a class skill, just the basic stuff they would need to go dungeoning.

BAB, Good Saves, Bad Saves:

Base Attack Bonus: As Bard/Cleric
Good Saves: Fortitude, Reflex
Bad Saves: Will

The middle of the road BAB seemed the best choice. The saves were harder as I did not want the class to have great scores in all three

Field Operative Table:

Level / Class Feature
1 / Pathfinder Branch, Faction, Ingenuity (1d4)
2 / Tools of the Trade
3 / Ingenuity (+1d6), Branch
4 / Strong Back +1
5 / Ingenuity (feat)
6 / Tools of the Trade
7 / Ingenuity (+1d8), Branch
8 / Strong Back +2
9 / Ingenuity (ability)
10 / Tools of the Trade
11 / Ingenuity (+1d10
12 / Strong Back +3

I was throwing around a number of other ideas but nothing has stuck yet. It is also only up to level 12 because I wanted more of an emphasis with the Pathfinder Society

Class Features

Equipment Prof:

Weapon and Armor Proficiency: Field operatives are proficient with all simple weapons. They are proficient with light armor and light shields.

I felt that all simple weapons was a good enough to start them out. This was even better after working out the three branches (below)

Pathfinder Branch:

Pathfinder Branches: At 1st level, picks a branch within the Pathfinder society to specialize in. He may have been apt at arms training, spellcasting, or with knowledge and lore. He gains abilities and bonuses based on his choice.

The Swords

At 1st level, the field operative gains proficiency with martial weapons and with medium armor.

At levels 3, 7, and 11, the field operative gains a +1 bonus to his Base Attack Bonus. This may grant the field operative additional attacks.

The Scrolls

At 1st level, the field operative adds 1/2 his class level (minimum +1) to skill rolls involving Linguistics and Knowledge (history) checks. In addition, he can take make these rolls untrained. At levels 3, 7, and 11, he may choose an additional Knowledge skill to benefit from.

At level 3, the field operative gains Read Magic and Identify as spell-like abilities with a caster level equal to his class level. He may use each a number of times a day equal to his Intelligence modifier.

At level 7, the field operative may retrieve a scroll, rod, or want as a swift action. At level 11, he may add his Intelligence modifier to Use Magic Device checks that involve scrolls.

The Spells
-casts arcane spells derived from the wizard list
-casts like a wizard (uses Int as modifier, needs spellbook, etc.)

A field operative can wear light armor without incurring the chance for failure from casting spells.

At levels 3, 7, and 11, the field operative gains access to the next spell level.

This was the major item to distinquish different pathfinders. 'Branch' is not the best word, but I could not think of a better one at the time of the post. It was also to tie into the three major branches of the society. It uses levels 1, 3, 7, and 11 because of the spell progression of classes like the summoner or magus.

The reason the Spells Pathfinder focuses on Wizard casting is so that different magic archetypes are easier to make. For example, a 'Chronicler' would be able to cast like a bard, uses Cha instead of Int, and use the bard list.

Faction:

At 1st level, a field operative chooses one of the many factions of the Pathfinder Society to support. He gains one of the faction's traits. This is inadditional to any trait the character gains from character creation.

I added this so that every Field Operative is tied into the Society in a meaningful way. After all, you cannot be neutral in such an organisation.

Ingenuity:

Pathfinders have a knack for finding a solution to a problem at the right moment. At 1st level, the field operative has a pool of dice starting with a single 1d4. Once per turn as a free action, the field operative may spend a single die from his Ingenuity pool to roll that die and add the number as Insight bonus to an attack roll, damage roll, skill check, or to replace the bonus on an Aid Another action. The pool refreshes at the start of every day.

Once per day, a field operative may refresh the dice pool after a short rest (10 minutes).

At 3rd level, a 1d6 to added to the pool. At 7th level, a 1d8 is added to the pool. At 11th level, a 1d10 is added to the pool. At 15th level, another 1d10 is added to the pool. At 19th level, a 1d12 is added to the pool.

At 5th level, a field operative may spend a die from the pool to gain a bonus feat for a number of rounds equal to 1/2 his class level. The field operative must meet the prerequisities for the feat.

At 9th level, a field operative may spend a die from the pool to gain one of the abilities for a number of rounds equal to 1/2 his class level: Canny Defense, Evasion, Inspire Action (one use, does not require bardic performance), Poison Use, Spell Combat, Tactican, or Trapfinding. For purposes of effects, use 1/2 class level.

My first few attempts at a unique mechanic for the class was based on Intelligence but I wanted to stay away from a primary stat for this class. I was getting ready for a game when I noticed by dice. I have them arranged in RPG sets: 1d4, 1d6, 1d8, 2d10, 1d12, and 1d20. So that was were the increases in the pool came from.

The idea of giving bonus feats was to expand on the dice pool and give some options to the player. The abilities were based on basice abilities. I was not interested in very specific abilities like rage, bardic performance, or

I'll be doing some testing with them to see if the placement and number of dice work. The entire reason for the 'refresh' is just to help lower levels.

Tools of the Trade:

At 2nd level, a pathfinder gains a bonus feat chosen from the following: Armor Proficiency (heavy), Armor Proficiency (medium), Catch Off-Guard, Equipment Trick, Exotic Weapon Proficiency, Field Repair, Improvised Weapon Mastery, Martial Weapon Proficiency, Master Alchemist, Throw Anything, and Weapon Focus. At 6th level and every four levels afterwards, he gains an additional bonus feat chosen from the list.

The idea was to put an increased emphasis on the use of mundane items with the Field Operative. Other bonus feats were added to broaden that (Weapon Profs/Weapon Focus).

Strong Back:

At 4th level, a Field Operative becomes used to lugging around all the equipment that he could need. The field operative recieves a +1 to his Strength score for determining a light load. This does not affect his maximum load. In addition, he reduces his armor check penalty for any armor that he is proficient in. At 8th and 12th level, this bonus increases by +1 and reduces his armor check penalty by another -1.

I have a feeling that I need to find room for something along the lines as Magus Arcana or Rogue Tricks but different enough.

The class is not fine tuned but it was enough for a start. I would love any suggestions, comments, and even alternatives!

Grand Lodge

This particular conversion of the Artifier from the Eberron Campaign Setting was created with a different idea in mind than many of the previous artificer conversions. The goal was to create an artificer class that would fit within the confines of the Pathfinder Society ruleset with just few changes rather than just a item creation based class. For those who do not know, item creation feats are not allowed in Pathfinder Society.

I also built this version of the artificer with a bit more freedom for players. If a player wanted to make the older version of the artificer (the crafter), had the mechanics to do so. Another player could make the metamagic wand specialist or even a skill specialist.

I also removed the costly material component of some of the infusions and changed a few of the infusion slightly. All of the inflict damage infusions can also affect objects.

With that in mind, here's the build:

Artificer

Basic Information:

Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10gp or less.

Class Skills

The artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per level: 4 + Int modifier.

Base Attack Bonus: 3/4

Good Save(s): Will
Bad Save(s): Fortitude, Reflex

Table:Artificer:

Lvl Special
1 Infusions, Artificer Knowledge, Item Creation
2 Artisan Knack
3 Equipment Knowledge,Device Knowledge
4 Artisan Knack
5 Artificer's Bond
6 Artisan Knack
7 Metamagic Spell Trigger
8 Artisan Knack
9 Metamagic Spell Completion
10 Artisan Knack
11 Skill Mastery
12 Artisan Knack
13 -
14 Artisan Knack
15 Skill Mastery
16 Artisan Knack
17 -
18 Artisan Knack
19 Skill Mastery
20 Master Artificer, Artisan Knack

Infusions Per Day:

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

Weapon and Armor Proficiency:

Artificers are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Infusions, Artisan Knowledge, and Item Creation:

Infusions

An artificier is not a spellcaster like a cleric or wizard, he does have the ability to imbue items with magical spell-like powers called infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells (they can be dispelled, do not function in antimagic zones, and so on).

Infusions can only be be imbued onto items, constructs, or objects. An artificer does not simply imbue himself or an ally with bull's strength or any other infusion. Instead he must imbue an item that he or an ally is using for the duration of the infusion. He can, however, imbue bull's strength directly on a construct.

An artificer can imbue items with any infusion from the infusion list without preparing the infusion ahead of time. An artificer has access to every infusion on the infusion list of a level he can use. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Except for magic items, infusions do not allow for a saving throw. The DC is 10 + infusion level + intelligence modifier.

Like spellcasters, an artificer can only use a certain number of inusion of a particular level per day. His daily infusion allotment is given on the Infusions Per Day table. An artificer also recieves extra infusions per day if he has sufficiently a high Intelligence score.

Like spellcasters, an artificer can apply metamagic feats to his infusions. Like a Bard or Sorcerer, an artificer applying a metamagic feat to an Infusion increases the casting time of the infusion. This only applies to infusions with a casting time of a standard action or full-round action.

Each day, an artificer must have 8 hours of rest and at least 15 minutes of concentration or study to regain his daily allotment of infusions.

Artificer Knowledge (Ex)

Even an inexperienced artificer possesses a great knowledge of spellcrafting. An artificer gains a compentence bonus equal to half his class level (minimum +1) to spellcrafting checks. In addition, an artificer can identify the magical properties of items as if using detect magic.

Item Creation

Although an artificer is not a spellcaster like a cleric or wizard, he can create magical items. For the purposes of item creation and choosing item creation feats, an artificer uses his class level as his caster level.

Artificers can even create spell trigger and spell completion items without having the spell on their spell list. An artificer must pass a Use Magic Device check with a difficulty equal to 20 + spell's level. This check is in addition to the Craft or Spellcraft check that is needed to craft the item.

Artisan Knack:

Artisan Knack

As the artisan gains experience, he oftens learns new tricks to create new magic items, change his infusions, or even specialize in fields of study. Starting at 2nd level, the artificer gains an artisan knack. He gains an additional artisan knack at every even level after 2nd. Unless noted, an artificer cannot choose an artisan knack more than once.

Arcane Builder : Select one type of magic item (potions, wonderous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks to craft items of this type. An artificer can choose this artisan knack multiple times but must choose a different magic item.

Artisan Bonus : An artificer gains a +1 bonus on Use Magic Device skill checks to activate an item of a kind for which he has the prerequisite item creation feat. An artificer can choose this artisan knack multiple times. Its effect stacks.

Broaden Knowledge : An artificer chooses two Intelligence based skills. These skills become class skills for the artificer. An artificer can choose this artisan knack more than one time but he must choose two different Intelligence based skills each time.

Combat Knack: The artificer gains a combat feat as a bonus feat.

Hurried Infusion (Su): Once per day, an artificer can hurry an infusion with a casting time of 1 minute or longer. He must pass a concentration check with a DC equal to 15 + twice the infusion's level. If he is successful, the new casting time is a full-round action. If he is unsuccessful, the infusion is wasted.

Item Creation Knack: The artificer gains an item creation feat as a bonus feat. An artificer can choose this artisan knack multiple times.

Material Component (Su): The artificer can adds an additional material component to his infusions. This component usually comes in the form of chalk or charcoal that the artificer uses during casting. Using this method, the artificer's effective caster level is increased by 1.

However, using the material component increases the casting time of the infusion by 1 minute per infusion level. An artificer can use this artisan knack a number of times per day equal to his intelligence modifier. An artificer cannot use this artisan knack with the hurried infusion artisan knack.

Metamagic Knack: The artificer gains a metamagic feat as a bonus feat. An artificer can choose this artisan knack multiple times.

Skill Knack: The artificer gains the skill focus feat as a bonus feat. An artificer can choose this artisan knack multiple times.

Equipment Knowledge and Device Knowledge:

Equipment Knowledge (Ex)
At 3rd level, an artificer is adept at using mundane equipment in many different and useful ways. The artificer counts as having the Equipment Trick feat for any mundane item he is using as long as he possesses the appropiate trick requirements.

Device Knowledge (Ex)
At 3rd level, an artificer learns to add his extensive knowledge of magic items to practical devices. The artificer adds his intelligence modificer to Disable Device skill checks. The artificer can also use the Disable Device skill to disarm magic traps.

Artisan Bond:

At 5th level, an artificer forms a unique bond. This bond can take one of three forms.

The first is a close tie with the basic, underlying principles behind magical items and constructs. The artificer gains either the Artifice domain or Construct sub-domain. When determining powers, the artificer's effective cleric level is equal to his class level. The artificer gains an additional infusion at each level that he can use infusions. This bonus infusion must come from the domain's domain spells.

The second bond is with that of a construct. The construct's class level is equal to the artificer's level - 3. The construct is built to accompany the artificer on his many adventures and misadventures. An artificer cannot modify his bonded construct.

Unlike normal constructs, an artificer's bonded construct advances as the artificer advances. Once per day, an artificer can also repair the construct by spending an hour and making a DC10 Intelligence check with a compentence bonus equal half his artificer level. On a successful check, the construct regains an amount of hit points equal to the check.

The third bond is with an intelligent item. This item is a normal masterwork mundane item that the artificer aquires for no cost. The item comes in one of the following forms: eyewear, a neckpiece, a ring, or a weapon. The weapon is not made of any special material.

The item has an alignment that is the same as the artificer and a purpose that is similar to the artifcer. While the artificer possesses the intelligent item, its ego score cannot be higher than the artificer's level. The item's mental ability scores are 10 + the artificer's relevant ability modifier. For example, if the artificer's intelligence ability score was 16, the intelligent item's intelligence ability score would be 13.

The intelligent item has a combined Senses and Communciation abilities and Intelligent Item Power abilities equal to a value of 2,000 gp. As the artificer advances, so too does the intelligent item. Each additional level after 5th increases the combined Senses and Communication abilities and Intelligent Item Power abilities by an additional 2,000 gp. The artificer can changes these abilities each time he advances a level but once chosen, these abilities cannot be changed until the next level advance.

Metamagic Spell Trigger and Completion:

Metamagic Spell Trigger (Su)

At 7th level, an artificer gains the ability to apply a metamagic feat that he knows to a spell trigger item. Using this ability expends additional charges from the item equal to the number of effective level the metamgaic feat would normally add to a spell.

Metamagic Spell Completion (Su)

At 9th level, an artificer gains the ability to apply a metamagic feat that he knows to a spell completion item. The artificer must pass a Use Magic Device check equal to 20 + (3 x the spell's modified level) casts the spell with the metamagic feat.

Skill Mastery and Master Artisan:

Skill Mastery

At 11th level, an artificer chooses a class skill. He can take 10 with this skill even if stress and distractions would normally prevent him from doing so. At 15th and 19th level, he chooses an additional class skill.

Master Artificer

At 20th level, an artificer can apply a metamagic feat to any infusion he is about to cast without increasing the casting time. In addition, the artificer can apply one of the following metamagic feats to an infusion without increasing the level: Empower Spell, Extend Spell, or Still Spell. The artificer does not need to have the associated metamagic feat.

Infusion List:

Infusion List

1st level infusions - armor enchancement (lesser)*, identify, inflict light damage (can also affect objects), light, longshot, mage armor, magic stone, magic aura, magic weapon, repair light damage (can also affect objects), shield of faith, skill enhancement, unerring weapon, weapon augmentation (personal)

2nd level infusions - align weapon, armor enchancement*, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, inflict moderate damage (can also affect objects), make whole, owl's wisdom, repair moderate damage (can also affect objects), resist energy, toughen construct, weapon augmentation (lesser)*

3rd level infusions - armor enchancement (greater)*, inflict serious damage (can also affect objects), keen edge, magic vestment, magic weapon (greater), metamagic item, power surge*, repair serious damage (can affect objects), stone construct*, suppress requirement

4th level infusions - globe of invulnerability (lesser), inflict critical damage (can affect objects), iron construct, minor creation, repair critical damage (can affect objects), rusting grasp, shield of faith (communal), soothe construct, weapon augmentation (only a bonus up to +3)

5th level infusions - apparant master, fabricate, major creation, malfunction, protection from energy (communal), spell immunity, wall of force, wall of stone

6th level infusions - control construct, disable construct (can also affect objects), globe of invulnerability, hardening, mage's sword, rampart, total repair (can affect objects), wall of iron, weapon augmentation (greater)(only a bonus up to +5)*

Spells with the asterisk(*) do not have the costly material component or experience cost as the original version of the spell.

Construct Companion:

Construct Companion

Construct Companion Base Statistics
Size small; Speed 20ft; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 14, Dex 14, Con -, Int 6, Wis 8, Cha 10

CL..HD..BAB..Skills..Feats..Special
1....2...+1....2.........1.......Construct Traits, Language
2....3...+2....2.........1
3....3...+2....3.........2.......Augment
4....4...+3....3.........2.......Ability Score Increase
5....5...+3....4.........2.......Augment
6....6...+4....4.........3
7....6...+4....4.........3.......Augment, Statistic Increase
8....7...+5....5.........3
9....8...+6....5.........4.......Augment, Ability Score Increase
10..9...+6....5.........4
11..9...+6....6.........4.......Augment
12..10..+7....6.........5
13..11..+8....6.........5.......Augment
14..12..+9....7.........5.......Ability Score Increase
15..12..+9....7.........6.......Augment
16..13..+9....7.........6
17..14..+10...8.......6......Augment
18..15..+11...8.......7
19..15..+11...8.......7......Augment
20..16..+12...9.......8......Ability Score Increase

HD

This is the total number of eight-sided (d8) Hit Dice the construct companion possesses. This is in addition to the 10 bonus hit points for being a construct.

BAB

This is the construct companion's base attack bonus. Construct companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Saving Throws

A construct companion has poor saving throws.

Skills

This lists the construct's total skill ranks. Construct companions can assign skill ranks to any skill. If a construct companion increases its Intelligence to 10 or higher, it gains bonus skills as normal. When an artificer chooses a construct companion he chooses any 6 skills; these skills become class skills for the construct companion.

Feats

This is the total number of feat possessed by the construct companion. Construct companions select their feast from those listed under Construct Feats.

Construct Feats

Construct companions can select from the following feats: Armor Proficiency (light, medium, and heavy), Blind-Fight, Cooperative Crafting, Diehard, Dodge, Endurance, Field Repair, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Toughness, Weapon Focus, Vital Strike, Weapon Proficiency (simple, martial, and exotic).

Construct Traits (Ex)

A construct companion possesses all of the construct traits with the following exceptions: Ability Score Increases, Feats, and Skills.

Language (Ex)

A construct understands all of the languages that the artificer knows. In addition, the construct can speak one language that the artificer knows.

Augment

As both the artificer and construct companion advance, the artificer can augment the construct in various ways.

Natural Armor Bonus : The construct adds +2 to its natural armor save.

Strength Increase : The construct adds +2 to its strength. A construct can choose this augment once for every 5 levels the artificer possesses.

Dexterity Increase : The construct adds +2 to its dexterity. A construct can choose this augment once for every 5 levels the artificer possesses.

Intelligence Increase : The construct adds +2 to its intelligence. A construct can choose this augment once for every 4 levels the artificer possesses.

Evasion (Ex) : The construct gains the evasion ability.

Improved Evasion (Ex) : The construct gains the evasion ability. A construct can only choose this ability if it possesses the evasion ability.

Improved Natural Attack : The construct gains the Improved Natural Attack feat.

Multiattack : The construct gains the Multiattack feat. It does not need to meet the prerequisites.

Ability Score Increase (Ex)

The construct adds +1 to any one of its ability scores.

Statistic Increase

An artificer can choose to increase to increase the size of the construct companion to medium. Doing so increases the construct companion's movement speed to 30ft, increases its strength by 2, decreases its dexterity by 4, and increases its hit points by 10.