TOME OF SECRETS Final Preview: Anir the Artificer


Product Discussion


The Tome of Secrets, now in its final days of preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we've been posting previews every week, giving a glimpse of what lies within the pages of the Tome. With the pre-order period ending at 11:59 pm this Sunday night (August 9th), our last preview gives us a look at Anir, a dwarven artificer.

Anir
Male dwarf artificer 8
NG Medium humanoid (dwarf)
Init +1; Senses Perception +9, Darkvision
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (8d6 +16)
Fort +8, Ref +3, Will +8
OFFENSE
Speed 20 ft.
Melee Battleaxe (+10/+5, 1d8+2, x3)
Special Attacks Beta Wave Projector, Flame Blaster, Electromagnetic Projector (see below)
Weird Science (CL 8th, 4/2/2)
Shield Generator (Shield, Endure Elements)
Beta Wave Projector (Sleep, Daze Monster)
Translator (Comprehend Languages)
Flame Blaster (Scorching Ray)
Electromagnetic Projector (Lightning Bolt)
Teleporter Belt (Blink)

STATISTICS
Str 15, Dex 12, Con 15, Int 16, Wis 14, Cha 16
Base Atk +8/+3; CMB +10; CMD 21
Feats Scribe Scroll, Brew Potion, Magical Aptitude, Craft Wonderous Item, Craft Arms & Armor, Craft Wand, Maximize Spell
Skills Appraise +10, Craft +15, Disable Device +8, Knowledge (arcana) +10, Knowledge (engineering) +8, Perception +9, Linguisitics +10, Spellcraft +11, Use Magical Device +13
Languages Common, Dwarven, Elven, Undercommon, Giant, Gnome, Terran, Celestial, Infernal.
SQ Elbow Grease (+4), Jack of all Trades, Salvage
Combat Gear wand of magic missles (28 charges), Weird science devices (above), Battleaxe

Other Gear 4 potions of Cure Serious Wounds, 1 potion of Remove Disease, 1 potion of Lesser Restoration

Anir is an artificer: an individual who lives on the edge of magic and science. Artificers are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Students of exotic sciences and theories, they are often viewed with distrust, derision or outright hostility by those versed in traditional magic.

At the core of Anir's class features is Weird Science -- An artificer is not a spellcaster, but instead possesses the ability to imbue inventions with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.

An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL. Weird science devices must be invented in advance, however --they cannot be created on the fly. Due to the extended time it takes to create these items, an artificer usually has a fixed collection of regularly-carried devices.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device. The devices can be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magical Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good). In addition, if the devices are used more often than recommended, further Use Magical Device checks are required, with escalating DCs -- and failure indicates the device breaks down and must be rebuilt.

Anir gained the Elbow Grease feature, which gives him a bonus to Craft checks, at 1st level, and now that bonus has increased to +4.

In addition to their Weird Science inventions, Artificers are also capable of creating true magic items, even if the artificer does not have access to the prerequisite spells. Via the item creation feats bestowed at certain levels, the artificer may create magic items, using Craft checks to emulate the spells required to create the item.

At 5th level, Anir gained the ability to salvage the gold piece value of a magic item, and use those funds to create another magic item. The value cannot be spent as gold -- it may only be used in the creation of the new item. He must spend at least a day with the original item (which is destroyed in the process), and must possess the appropriate item creation feat for the item he is salvaging.

At 6th level, Anir gained the ability to apply metamagic feats to spell trigger items (he often uses his Maximize Spell feat on the wand of magic missles that he carries).

So there you have it -- our last look at the new classes in Tome of Secrets. Advance copies of the book will be available at GenCon, and shipped to pre-order customers. The PDF will be released on the 13th, both at the Paizo store and at RPGNow/DriveThruRPG -- and the official release of the book will hit game stores in November. Thank you for your interest, and we hope that you have enjoyed these previews!

Dark Archive

Awesome. I can see it as a perfect fit for any steampunk campaign.

And I can see myself buying both the PFRPG and the Tome of Secrets PDFs on the same day.

Liberty's Edge

Am I reading correctly that he has full BAB but d6 HD?

Liberty's Edge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I made a leap of faith and pre-ordered ToS before any previews were posted. I'm so glad I did. I'm waiting with bated breath as much for this PDF next Thursday as I am the PFRGP.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Looks like you took a page from Savage Worlds - and I love it!

Liberty's Edge

Looks really solid; I've been a fan of technology and magic rolled into a setting for a good while, this looks to sate that urge.

One quick question, though, the 6th level ability that lets the artificer apply metamagic feats to spell trigger items. Is there a limit to the number of metamagic feats an artificer can apply to an item at one time?

Scarab Sages

That's what I'm wondering too Xuttah...

Seems odd...especially under the new PFRPG rules...

Perhaps a switcheroo to d8 and 3/4 BAB if I grab this later...

Still it looks really solid...I like it.


Looks cool, but I agree with the d8 and 3/4 BAB idea.

oh and I'll deef rename the device names, too modern for me! But each to his own and that sorta fluff is easy to change -YAY- Foxit PDF Editor ;-)


Some quick comments:

1) Yes, we went with full BAB, but only d6 HD. Yes, that's odd. This is an odd class. :)

2 The artificer can only apply a single metamagic feat at a time with that ability.

3) The device names are up to the individual artificer -- his inventions are unique, after all.


Gareth-Michael Skarka wrote:

Some quick comments:

1) Yes, we went with full BAB, but only d6 HD. Yes, that's odd. This is an odd class. :)

That would be the first thing I would houseerule as it brake PF style. Unlike a barb this is not a legacy thing, so That is the first thing I have really disliked alot


When you put more than one effect on a device, does only one can be used at a time (likely). If so, why not put the effects on separate items (those pesky 1's). Or for that matter, if retrieving an item can sometimes be troublesome (and if the 1's only affect the effect and not the device), why not all on a uber item (a tricorder?)?

Interesting take on the Artificer, I must say.

DW


Loved your other previews, which is why I pre-ordered.
Hate the artificer which was the main reason I bought it :(

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ughbash wrote:

Loved your other previews, which is why I pre-ordered.

Hate the artificer which was the main reason I bought it :(

What do you dislike about it? I like this version better than most (I haven't seen Dario's final version)...

Scarab Sages RPG Superstar 2009 Top 32

seekerofshadowlight wrote:
Gareth-Michael Skarka wrote:

Some quick comments:

1) Yes, we went with full BAB, but only d6 HD. Yes, that's odd. This is an odd class. :)

That would be the first thing I would houseerule as it brake PF style. Unlike a barb this is not a legacy thing, so That is the first thing I have really disliked alot

I actually don't mind it. As G-M S said. It's an odd Class. As long as every other Class in the book conforms to the standard PF BAB/HD Rules then I absolutely have no problem with a specialized concept Class like this breaking that mould. I just wouldn't want to see it happen all of the time.

As an aside, I could have also seen the 3/4 BAB/d8 HD working for the Artificer as well...


Well, that definitely makes this book a must-buy now. I'm not sure how soon I'll be getting the actual PFRPG, but I'm getting this at Gen Con hopefully.


flash_cxxi wrote:
seekerofshadowlight wrote:
Gareth-Michael Skarka wrote:

Some quick comments:

1) Yes, we went with full BAB, but only d6 HD. Yes, that's odd. This is an odd class. :)

That would be the first thing I would houseerule as it brake PF style. Unlike a barb this is not a legacy thing, so That is the first thing I have really disliked alot

I actually don't mind it. As G-M S said. It's an odd Class. As long as every other Class in the book conforms to the standard PF BAB/HD Rules then I absolutely have no problem with a specialized concept Class like this breaking that mould. I just wouldn't want to see it happen all of the time.

As an aside, I could have also seen the 3/4 BAB/d8 HD working for the Artificer as well...

See 3/4 and 6 would not have bugged me as much...3/4 8 would have been right for me. I guess the issue for me is it's more then one step. The barb and dragons are exceptions going a d12, but thats just 1 step up. Full BAB and a d6 is just well jarring is all. It will be 3/4 and a d8 if I get the book

Liberty's Edge

Gareth-Michael Skarka wrote:
2 The artificer can only apply a single metamagic feat at a time with that ability.

Awesome! :D


I'm really looking forward to this. I'm not sure which PDF I'll dig into first on 8/13 <G>

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Could Anir potentially build a Shotgun Axe, thus making him the most awesome Dwarf ever?

Liberty's Edge

DM_aka_Dudemeister wrote:
Could Anir potentially build a Shotgun CHAINSAW, thus making him the most awesome Dwarf ever?

Corrected that for ya!:)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

See, this class just SCREAMS Numerian Technic League, tinkering with the remnants of the great Silver Mount.

Still don't know about buying it in hardback. Definite first day PDF purchase, though.

RPG Superstar 2012 Top 32

Reminds me of Perdido Street Station.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Maybe this new Artificer might be useful in the new Council of Thieves AP as a method of building a Leonardo da Vinci type tinkerer.

Or perhaps a Leonard of Quirm


DitheringFool wrote:
Ughbash wrote:

Loved your other previews, which is why I pre-ordered.

Hate the artificer which was the main reason I bought it :(
What do you dislike about it? I like this version better than most (I haven't seen Dario's final version)...

The flavor of wierd science. I prefered infusions which they are replacing. My artificer was also a dwarven cleric of Moradin who felt he could serve the creator better as a craftsman. The wierd science seems mroe gnomish to me like tinkering.

Will have to see what the full write up looks liek when I get the book, but for now I am disappointed, I wanted a clsoer to eberon version.

Grand Lodge

This looks like a lot of fun! The mechanics are sound from what the preview shows and the flavor is just right. This class is perfect for a steampunk/magetech game. I was instantly reminded of some of the stuff from the 'Jade Empire' video game!
The best part is that the fluff could be renamed to fit your idea of what the artificer should look or sound like. I'm thinking of doing a steampunked spelljammer/eberron campaign next year after I've gotten back into the swing of GMing and this class means one less thing that I have to do myself.

You can put me down for at least a .pdf and eventually the hardback.

SM


Keep in mind, I know this is just a preview, and I haven't seen all of the rules in their natural habitat, but I have to say, I was interested in all of the other previews, but this one actually makes me kind of not want to check this out as much as I once did.

I guess when it comes to a new game system, it seems to me that I'd rather see a lot more time exhausting the base assumptions before too many exception are introduced, so one of the first third party books breaking the HD/BaB paradigm actually does bother me, because it makes me wonder a bit about where else the designers might have wanted to make a split from the core assumptions.

Like I said, I know its only a preview, but it does kind of gnaw a bit at my sensibilities. Plus, I'm not sure why a mad scientist class that creates items that emulate spells needs a full BaB either.


KnightErrantJR wrote:

Keep in mind, I know this is just a preview, and I haven't seen all of the rules in their natural habitat, but I have to say, I was interested in all of the other previews, but this one actually makes me kind of not want to check this out as much as I once did.

I guess when it comes to a new game system, it seems to me that I'd rather see a lot more time exhausting the base assumptions before too many exception are introduced, so one of the first third party books breaking the HD/BaB paradigm actually does bother me, because it makes me wonder a bit about where else the designers might have wanted to make a split from the core assumptions.

Like I said, I know its only a preview, but it does kind of gnaw a bit at my sensibilities. Plus, I'm not sure why a mad scientist class that creates items that emulate spells needs a full BaB either.

Pretty much sums it up for me too. I want the 3pp to really take the main conventions & assumptions in the PFRPG to heart. the HD/BAB is a method to tie combat abilities fully together. I would definitely houserule this class back to d8 & 3/4 BAB.

I had started on an Artificer rewrite of my own, but stopped when I heard about this product. I see now that I need to go back & start working on it again. This would me a nice Mad Scientist, Techno Mage, Tinker, or Whatever. It doesn't come across as an artificer to me. Even ignoring Eberron, an Artificer always seems to me to be a maker of Magic Items, not a Weird Science guy.


I like it, kinda reminds me of the Scientist class from that old Pulp Heroes mini-game in polyhedron back in the day. Sweet.

Not keen on the d6 HD/full BAB thing though. Definite house rule there, but not anything close to a dealbreaker.

Keep up the good work, Adamant.

Dark Archive

Another for the 3/4 attack d8 hp class.

Sovereign Court

KnightErrantJR wrote:

Keep in mind, I know this is just a preview, and I haven't seen all of the rules in their natural habitat, but I have to say, I was interested in all of the other previews, but this one actually makes me kind of not want to check this out as much as I once did.

I guess when it comes to a new game system, it seems to me that I'd rather see a lot more time exhausting the base assumptions before too many exception are introduced, so one of the first third party books breaking the HD/BaB paradigm actually does bother me, because it makes me wonder a bit about where else the designers might have wanted to make a split from the core assumptions.

Like I said, I know its only a preview, but it does kind of gnaw a bit at my sensibilities. Plus, I'm not sure why a mad scientist class that creates items that emulate spells needs a full BaB either.

I have to say that I kind of agree, but the main thing that bugs me is the flavor for "weird science" seems all wrong. The 3.5 artificer seemed like a good fit with the 3.5 flavor of magic and magic items. This artificer seems like some weird mutant class tacked onto the ruleset that seems to fit better with Spelljammer or a Final Fantasy type setting. I'm not digging having tech or magictech or whatever you call it in my Pathfinder/D&D game. Of course, the other classes previewed so far look good enough that it still could be a useful Pathfinder "splatbook".


WotC's Nightmare wrote:
I have to say that I kind of agree, but the main thing that bugs me is the flavor for "weird science" seems all wrong. The 3.5 artificer seemed like a good fit with the 3.5 flavor of magic and magic items. This artificer seems like some weird mutant class tacked onto the ruleset that seems to fit better with Spelljammer or a Final Fantasy type setting. I'm not digging having tech or magictech or whatever you call it in my Pathfinder/D&D game. Of course, the other classes previewed so far look good enough that it still could be a useful Pathfinder "splatbook".

I don't think it really fits the Spelljammer setting, either. Maybe as a Weird Scientist for a steam punk setting.


I think they have a FULL BAB because they have no armor or weapon proficiencies to use. So it balances out quite a bit.


Gareth-Michael Skarka wrote:

Some quick comments:

1) Yes, we went with full BAB, but only d6 HD. Yes, that's odd. This is an odd class. :)

2 The artificer can only apply a single metamagic feat at a time with that ability.

3) The device names are up to the individual artificer -- his inventions are unique, after all.

Is there any cost in creating the weird science items?

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