Artificer Rebuild > The Ardwright!


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Toyrobots and I worked on this for about a month. We started converting the artificer for use in our RL game sometime this summer, and as we kept modifying this, and houseruling that, we decided at one point to try our hands at dramatic overhaul. By the time we were done, this version of the artificer was so different we decided to give it a new name. Hope you guys like it.

http://docs.google.com/View?id=dck7bhk_7fps6csfp


(this is an alias of toyrobots)

For critiquing purposes, compare the Ardwright with the Bard. Does it seem over or underpowered?

I like this class, but because some stuff was included just as an artificer legacy, and new stuff was added to bring it in line with the Bard, it feels sort of cluttered with powers. Then again, so does the bard IMO.

I see a potential problem with the use of the word "Pattern" for the Ardwright's powers, because that's a mechanical term reserved for certain illusion spells. Pattern, Infusion, etc. it doesn't really matter.

Scarab Sages

Evil Lincoln wrote:

(this is an alias of toyrobots)

For critiquing purposes, compare the Ardwright with the Bard. Does it seem over or underpowered?

I like this class, but because some stuff was included just as an artificer legacy, and new stuff was added to bring it in line with the Bard, it feels sort of cluttered with powers. Then again, so does the bard IMO.

I see a potential problem with the use of the word "Pattern" for the Ardwright's powers, because that's a mechanical term reserved for certain illusion spells. Pattern, Infusion, etc. it doesn't really matter.

*GASP* Mister President! you have revealed your secret identity!? How will you destroy the union, now that they know underneath you are a robot who never grew up?

Contributor

I think "Pattern" could be swapped to "Schematic" without the silly abbreviation to "Schema" there was in Eberron.

I'm also uncertain of the continued use of Use Magic Device and the related business of them being a charisma caster. Wouldn't it make more sense to have them be doing Spellcraft and doing it on an intelligence basis?

I'll admit here that I've always disliked Use Magic Device, and especially the extensions of it. In play, it's basically a character waving it around and shouting nonsense words until one of them is close enough to the intended pass key to fit. I somehow don't see a magical engineer, which is what an artificer or an ardwright is, being supremely confident in their ignorance and just keep banging on something until they get it to work anyway. Especially since there is now a Pathfinder mechanic in place for anyone crafting anything to make items which they do not have the prerequisites for.

What about if you made them Intelligence based and keyed them off the Master Craftsman feat, but rather than have them do Spellcraft or Use Magic Device or any specific Craft skill, have them do Knowledge Engineering?


Kevin Andrew Murphy wrote:
Stuff

Awesome feedback Kevin.

I find myself agreeing with everything you said (except schema, that's a valid English word with its own applicable etymology).

I fail to see why UMD is a skill at all, beyond the legacy of 2e Rogues. I mentioned during the playtest that perhaps it should be folded into Spellcraft, but the idea was panned. I don't see why, they're at least as similar as some other folded skills.

I think the ardwright ought to be an Int-caster. And I think the fakery aspects of the class ought to be diminished, since this is a serious craftsman we are talking about. Plus, there are elements of "fakery" in crafting now, with Spellcraft serving the role it does in PRPG.

It does give me an idea for a "Charlatan" type class where it's all about fakery and no real talent. Hmmm.

But anyway, those changes would really make the class more coherent, we'll take it under advisement.


Kevin Andrew Murphy wrote:

I think "Pattern" could be swapped to "Schematic" without the silly abbreviation to "Schema" there was in Eberron.

I'm also uncertain of the continued use of Use Magic Device and the related business of them being a charisma caster. Wouldn't it make more sense to have them be doing Spellcraft and doing it on an intelligence basis?

I'll admit here that I've always disliked Use Magic Device, and especially the extensions of it. In play, it's basically a character waving it around and shouting nonsense words until one of them is close enough to the intended pass key to fit. I somehow don't see a magical engineer, which is what an artificer or an ardwright is, being supremely confident in their ignorance and just keep banging on something until they get it to work anyway. Especially since there is now a Pathfinder mechanic in place for anyone crafting anything to make items which they do not have the prerequisites for.

What about if you made them Intelligence based and keyed them off the Master Craftsman feat, but rather than have them do Spellcraft or Use Magic Device or any specific Craft skill, have them do Knowledge Engineering?

you bring up a good point, that I hadn't considered, perhaps because this class started out as a conversion. UMD was the main part of the artificer's bag in 3.5 and I think that it the Charisma aspect of it is meant to represent a character's raw "talent" in things magical. But one could easily, and arguably more appropriately substitute Wisdom in place of Charisma, as Wisdom is the "gut feeling" attribute.

I think that a class that straddles Wisdom and Intelligence might be pretty nifty, and it could party explain how artificers can tap divine spells and energies.

Thinking about this makes me wonder if the Oracle is going to be charisma or wisdom based.


Sooooo, some updating.

Big change number 1
I've replaced "Patterns" with "Dwimmers", so there is no confusion with them and enchantment spell mechanics. Dwimmers are like Dweomers! But they don't last as long.

Big change number 2
Intelligence is now clearly the most important attribute. it determines bonus spells, spell saves, bonus drams. Charisma is now a secondary attribute, in that its still tied to UMD and ardwrights still use UMD to activate scrolls/wands/staves. Ardwrights still benefit from a high charisma, but they benefit more from a high Intelligence.

Big change number 3
Ardwrights now prepare spells like a wizard, with their schema book. They only can prepare spells from their ardwright's spell list. Any other spells they learn in their schema books are cast from scrolls and wands they craft in downtime. What is neat about this is that this reinforces the ardwright as a researcher, like the wizard. But he is encouraged to research spells related to his trade, since he gets to cast them "normally".

It was suggested that he cast from the list like a cleric, however i think in limiting the ardwright to what spells he has researched, it gives the player a sense of specialization. A person playing this class has to choose what spells he starts with and what spells he learns along the way.

Some other changes include the removing of some extraneous rolling. Shape Spell Trigger/completion had its rolls removed because they are already limited by uses per day. and it would suck to roll on a use per day power and fumble.


Pathfinder PF Special Edition Subscriber
Anburaid wrote:

Sooooo, some updating.

Big change number 1
I've replaced "Patterns" with "Dwimmers", so there is no confusion with them and enchantment spell mechanics. Dwimmers are like Dweomers! But they don't last as long.

Big change number 2
Intelligence is now clearly the most important attribute. it determines bonus spells, spell saves, bonus drams. Charisma is now a secondary attribute, in that its still tied to UMD and ardwrights still use UMD to activate scrolls/wands/staves. Ardwrights still benefit from a high charisma, but they benefit more from a high Intelligence.

Big change number 3
Ardwrights now prepare spells like a wizard, with their schema book. They only can prepare spells from their ardwright's spell list. Any other spells they learn in their schema books are cast from scrolls and wands they craft in downtime. What is neat about this is that this reinforces the ardwright as a researcher, like the wizard. But he is encouraged to research spells related to his trade, since he gets to cast them "normally".

It was suggested that he cast from the list like a cleric, however i think in limiting the ardwright to what spells he has researched, it gives the player a sense of specialization. A person playing this class has to choose what spells he starts with and what spells he learns along the way.

Some other changes include the removing of some extraneous rolling. Shape Spell Trigger/completion had its rolls removed because they are already limited by uses per day. and it would suck to roll on a use per day power and fumble.

Interesting ideas all around...

One thing though, every time I read "dwimmer" my mind kept wanting to say "drowned swimmer". Perhaps something from HERE might work better. I'm leaning towards protype or device or a combination of the two.


I have to say that finding a proper name for "patterns/infusions/dwimmers" has been trouble, mostly because all the good names are taken!

I think we will stick with Dwimmer, because its an alternate version of the old english word dweomer, and the two are very similar. Dwimmer could easily be seen as a diminutive version of dweomer, as they only last for an hour or two.

Originally I wanted to use "casting" as my word for the properties ardwrights create, but for obvious reasons that was problematic. "Patterns" was picked then because its the term used in metal-casting for the design and shape the mold will take to make the casting. However, I was also interested in words that would be reminiscent of the item taking on a spirit of its own. I think there is an animistic element to the work of ardwrights, although dweomers are not exactly souls. But they are activating or investing these objects with a spirit/aura of some kind.

I almost went with anima or animus, and I still kinda like those. But when the alchemist comes out in a year or two they might be using those terms.

One awesome tool I have found myself using for "new" RPG terms is Wiktionary.org. The etymology entries are nifty.


I happen to like "device" from that thesaurus entry.

"Argent" also sounds like a winner.


I myself have been trying to convert the artificer to PFRPG, but i do belive the Ardwright beats my convertion by the mile, i realy do like what you did with it.
Good job i say, good job.


Mad Beetle wrote:

I myself have been trying to convert the artificer to PFRPG, but i do belive the Ardwright beats my convertion by the mile, i realy do like what you did with it.

Good job i say, good job.

Yay! Glad you like it, and thank you for your kind words :D


ahoy! So while testing this class we have hit a major exploitable snafu, in the class feature Shape Spell Trigger! Its cool for the ardwright to make his wands fire with more wizbang, but without any limitations on the type of metamagics it could handle, this could end up with 6th level ardwrights using quickened wands of fireball! And that seemed like it was going to be a problem.

So we looked to Universalist Mage power Metamagic Mastery for some ideas on what to do ...

Shape Casting (spell trigger) (Su): At 6th level the ardwright learns to be able to shape and modify the spells cast from a spell trigger item (usually a wand), once a day. He may apply any metamagic feat he knows to a spell trigger item he is using, as a swift action. He must have the appropriate Item creation feat for the item in question, and the effective level of the spell cast cannot exceed 1/2 the ardwright's caster level. Shaping the spell costs a number of extra charges equal to the metamagic's spell level modifier. An ardwright can use this ability an additional time per day for every two levels gained after 6th.

So this then also means Shape Spell Completion had to change as well. However it can pattern Metamagic Mastery more, copying the number of days mechanic.

Shape Casting (spell completion) (Su): At 11th level, in addition to being able to shape the spells cast from spell trigger items, the ardwright learns to be able to shape the spells cast from a spell completion item (usually a scroll). If the metamagic feat spell level modifer is higher than +1, the ardwright must spend an additional daily usage of shape casting for each level that it exceeds it by.

This will hopefully stop these abilities from getting out of hand.


I think the Charisma basis for the Artificer is a nerf to keep it from getting too many skills.

I'll take a look at this class. Thanks.

S


I like it but I think you have to scale it back and distribute the abilities a little more.

1. You have lots and lots of abilities, don't leave any blank levels.

2. d8 hp, Spells (Great selection by the way), medium bab, and all those abilities without using any character feats seems a bit much. Peerless Craftsman alone represents _11_ crafting feats!
It is ok to encourage variation in Ardwrights by moving some of those feats into available feat slots. Characters get 10 feats to develop their character - every other class makes the players draw on them somewhat.

I think it probably should have the wizard's hp.

I think you should expand out the craft homunculus spell mishap into a table with more possible outcomes.

Q: Do you recommend DM's roll for players or that players know the outcomes of their rolls? This is really important if there is the possibility of a cursed item.

Q: Can any item receive a Dwimmer and does the magic have a chance of warping or harming the item?

I like the class a lot. I'm curious to see how it plays out.

These are the feats per level.

1 Scribe Scroll, Cantrips, Trapfinding, Lesser Armor Dwimmer, Personal Weapon Dwimmer
2 Guidance Dwimmer, Spell Storing Dwimmer
3 Brew Potion. Craft Wondrous Item, Distill Radical, Lesser Weapon Dwimmer
4 Trade Secret, Ability Dwimmer
5 Craft Magic Arms and Armor, Craft Wand, Craft Construct, Plural Dwimmer 1/day
6 Shape spell trigger
7 Forge Ring, Armor Dwimmer
8 Trade Secret
9 Craft Rod, Charge Imbuing Dwimmer
10 Plural Dwimmer 2/day, Weapon Dwimmer
11 Craft Staff, Shape spell completion
12 Trade Secret
13 -
14 Greater Armor Dwimmer
15 Plural Dwimmer 3/day
16 Trade Secret
17 Greater Weapon Dwimmer
18 Skill Mastery
19 -
20 Mass Dwimmer, Trade Secret

Sigurd


Sigurd wrote:

things ...

I hear what you are saying. The ardwright does get a lot of feats. But they are mostly crafting feats. IMHO crafting feats are not equal to combat feats. They are more akin to weapon or armor proficiencies. They open up options that an ardwright can invest his time and money into, and the skills he can offer his party in downtime. Thusly they don't represent an over abundance of class features. Rather, they define the way the class operates. Where a full spellcaster casts spells, the ardwright crafts tools that cast spells.

As for BAB and hit points, the ardwright is an expert/buffer class (like the bard, cleric, or rogue) and does not have a straight spell list with offensive spells. BAB/HD is a reflection of a class' combat role. If he had a spell list with damaging or area commanding spells, then yes, he'd deserve wizard/sorcerer BAB/HD. Sure, an ardwright can cast fireballs from a wand or scroll, but he does so just like a bard or rogue using UMD, as well as investing large amounts of GP to do so.

The Exchange

I'm giving a player in my Eberron game his choice between your Ardwright class, and my conversion of the Artificer (http://saber.net/rlambertz/Artificer.pdf) to see which he prefers. His character is a pretty normal artificer type, so I'm interested to see what he goes for!

I really like what you did with the class and I'd have a really hard time deciding myself, so congrats.


w0nkothesane wrote:

I'm giving a player in my Eberron game his choice between your Ardwright class, and my conversion of the Artificer (http://saber.net/rlambertz/Artificer.pdf) to see which he prefers. His character is a pretty normal artificer type, so I'm interested to see what he goes for!

I really like what you did with the class and I'd have a really hard time deciding myself, so congrats.

Well...

did you paint an awesome illustration for your artificer? 'cuz Anburaid did! ;)


Evil Lincoln wrote:
w0nkothesane wrote:

I'm giving a player in my Eberron game his choice between your Ardwright class, and my conversion of the Artificer (http://saber.net/rlambertz/Artificer.pdf) to see which he prefers. His character is a pretty normal artificer type, so I'm interested to see what he goes for!

I really like what you did with the class and I'd have a really hard time deciding myself, so congrats.

Well...

did you paint an awesome illustration for your artificer? 'cuz Anburaid did! ;)

well... I did go to 5 years of art school. I might as well use it for making my own class splat pics :)

Dark Archive

Anburaid wrote:
Evil Lincoln wrote:
w0nkothesane wrote:

I'm giving a player in my Eberron game his choice between your Ardwright class, and my conversion of the Artificer (http://saber.net/rlambertz/Artificer.pdf) to see which he prefers. His character is a pretty normal artificer type, so I'm interested to see what he goes for!

I really like what you did with the class and I'd have a really hard time deciding myself, so congrats.

Well...

did you paint an awesome illustration for your artificer? 'cuz Anburaid did! ;)

well... I did go to 5 years of art school. I might as well use it for making my own class splat pics :)

Hey, Anburaid. I'm just starting an Eberron game and I have to say that I really like your class (and your art). One of my players will be playing warforged prototype artificer (or Ardwright, the choice will be his) and I am interested to hear have you done more Eberron conversions? Some race conversions, perhaps? I could really use them.

Silver Crusade RPG Superstar 2014 Top 16

I absolutely love your Ardwright class. Seriously, very well made. One thing I think you should add (just because I really liked this about the Artificer) is the Warforged substitution levels from Races of Eberron. Doing so would give Warforged Artificers a slightly different flavor, feeding off of their inherent war-related nature. Here are my suggested substitutions:
1st level: Add Self-Dwimmer: The Warforged Artificer may apply Armor Dwimmers to his Warforged plating.

3rd Level: Replace Distill Radical with Improved Self-Dwimmer: The Warforged Ardwright is especially skilled at applying Dwimmers to his person. Armor Dwimmers applied to his warforged plating grant an additional +1 deflection bonus to his AC. This bonus stacks with any other deflection bonuses currently active. He may also apply Weapon Dwimmers to his racial Slam attack, and they grant an additional +1 enhancement bonus to the attack, which is then treated as a magic weapon.

5th Level: Replace the Craft Construct feat granted through Peerless Craftsman with Craft Weapon Familiar as described in Races of Eberron.


This is awesome! o.O
I especially like the image of the Ardwright, reminds me of a certain Alex Louis Armstrong from Full Metal Alchemist, one of the goofier characters in that series (Okay, THE goofiest. Go take a look around the interwebs. You have been warned.).

When you refer to weapon and armor dwimmers gaining an enchantment of up to +5 equivalent (and so on...), is it possible to split the bonus up to, say, give a weapon the keen, holy and flaming burst special quality or does it have to be a single enchantment and any "leftovers" are wasted? I'm supposing the former, but would like a clarification for that.
Also, am I right in assuming the "prohibited" Bane Property becomes available with the upgrades after Personal Weapon Dwimmer?

I would very much like to use the class for my ongoing campaign in which some of my players invest heavily into the Craft skills and I'd like to toss them something to play with. ;-)

(just as an afterthought: you stated the class' BAB to be "2/3" - it should be "3/4". ;-) )


Nether Saxon wrote:

This is awesome! o.O

I especially like the image of the Ardwright, reminds me of a certain Alex Louis Armstrong from Full Metal Alchemist, one of the goofier characters in that series (Okay, THE goofiest. Go take a look around the interwebs. You have been warned.).

When you refer to weapon and armor dwimmers gaining an enchantment of up to +5 equivalent (and so on...), is it possible to split the bonus up to, say, give a weapon the keen, holy and flaming burst special quality or does it have to be a single enchantment and any "leftovers" are wasted? I'm supposing the former, but would like a clarification for that.
Also, am I right in assuming the "prohibited" Bane Property becomes available with the upgrades after Personal Weapon Dwimmer?

I would very much like to use the class for my ongoing campaign in which some of my players invest heavily into the Craft skills and I'd like to toss them something to play with. ;-)

(just as an afterthought: you stated the class' BAB to be "2/3" - it should be "3/4". ;-) )

Looking forward to that my esteemed GM^^


Nether Saxon wrote:

This is awesome! o.O

I especially like the image of the Ardwright, reminds me of a certain Alex Louis Armstrong from Full Metal Alchemist, one of the goofier characters in that series (Okay, THE goofiest. Go take a look around the interwebs. You have been warned.).

When you refer to weapon and armor dwimmers gaining an enchantment of up to +5 equivalent (and so on...), is it possible to split the bonus up to, say, give a weapon the keen, holy and flaming burst special quality or does it have to be a single enchantment and any "leftovers" are wasted? I'm supposing the former, but would like a clarification for that.
Also, am I right in assuming the "prohibited" Bane Property becomes available with the upgrades after Personal Weapon Dwimmer?

I would very much like to use the class for my ongoing campaign in which some of my players invest heavily into the Craft skills and I'd like to toss them something to play with. ;-)

(just as an afterthought: you stated the class' BAB to be "2/3" - it should be "3/4". ;-) )

thankee! Yeah, when I was thinking of how he should look, I thought goggles and handlebar mustache were a must.

Bane becomes available for dwimmers at 10th level when the ardwright gets Weapon Dwimmer. It was WAYYYYY to powerful for a 1st level character, as you could just craft which ever bane (giant bane, dragon bane, fuzzy bunny bane) you needed. At 10th level, you have other options for weapon properties that more fairly compete with it for damage potential/utility.

Dwimmers that effect weapons and armor can either provide an enhancement bonus or a weapon property, so if you want both on your weapon, you need to craft two dwimmers. Part of the reason for this is that enhancement bonuses and property dwimmers have different durations.

It would be cool to split property dwimmers. I haven't playtested it, but here is what I would do. For every extra property that you putting on the weapon/armor increase the spellcraft DC by +5 for the added complexity. BANE counts as a +3 property for dwimmers. I have not playtested this, so I don't know how it might go awry. However I do think its fairly reasonable for someone to be able to mix properties seeing as there is one one +3 property in the core book (speed).

cheers


nightflier wrote:
Anburaid wrote:
Evil Lincoln wrote:
w0nkothesane wrote:

I'm giving a player in my Eberron game his choice between your Ardwright class, and my conversion of the Artificer (http://saber.net/rlambertz/Artificer.pdf) to see which he prefers. His character is a pretty normal artificer type, so I'm interested to see what he goes for!

I really like what you did with the class and I'd have a really hard time deciding myself, so congrats.

Well...

did you paint an awesome illustration for your artificer? 'cuz Anburaid did! ;)

well... I did go to 5 years of art school. I might as well use it for making my own class splat pics :)
Hey, Anburaid. I'm just starting an Eberron game and I have to say that I really like your class (and your art). One of my players will be playing warforged prototype artificer (or Ardwright, the choice will be his) and I am interested to hear have you done more Eberron conversions? Some race conversions, perhaps? I could really use them.

I haven't really done any other conversions other than the warforged race for my character. One thing I saw that was neat is someone posted a changeling conversion where they got a +2 to any attribute and could move it around by shapeshifting.

For warforged attributes we did Str +2, Con +2, and Wis -2, which I know to some people is controversial, as its two physical attribute bonuses. They lost light fortitude, and we allow them to be damaged by energy drain, but our game is set in Golarion. In Eberron, warforged have immunity to energy drain which is evidence that they might not be actually alive, and which Thrane and Karnath use as an excuse to keep them as indentured servants. Oh, and warforged barbarians should become fatigued. Its only fair to other races.


Also they bleed. Leak?

And I believe I have allowed a ghoul to paralyze them.


Evil Lincoln wrote:

Also they bleed. Leak?

And I believe I have allowed a ghoul to paralyze them.

Actually, the last time we fought ghouls, we still had warforged as immune but I think we decided afterwords that energy drain and paralysis, being nervous system related, should be vulnerabilities again. Being immune to hold person is a tad much, especially seeing as giants are now vulnerable to it as well.


Just to let you guys know, I have posted your Ardwright as a class to use in a Dragonstar conversion site I am working on called Dragonstar Reloaded. I think it fits the feel of the setting perfectly. I also linked it back to the Pathfinder Database post.


xorial wrote:
Just to let you guys know, I have posted your Ardwright as a class to use in a Dragonstar conversion site I am working on called Dragonstar Reloaded. I think it fits the feel of the setting perfectly. I also linked it back to the Pathfinder Database post.

thanks Xorial! Looks like a pretty nifty campaign setting. I have a special place on my heart for DnD with spaceships :D


Anburaid wrote:
xorial wrote:
Just to let you guys know, I have posted your Ardwright as a class to use in a Dragonstar conversion site I am working on called Dragonstar Reloaded. I think it fits the feel of the setting perfectly. I also linked it back to the Pathfinder Database post.
thanks Xorial! Looks like a pretty nifty campaign setting. I have a special place on my heart for DnD with spaceships :D

Glad you like it. I've been meaning to work on updating Dragonstar for awhile, but something always comes up (pesky real life issues). Decided to jump into this time full bore. Hope to fill out the place holders on the site soon.

Liberty's Edge

Anburaid wrote:

Toyrobots and I worked on this for about a month. We started converting the artificer for use in our RL game sometime this summer, and as we kept modifying this, and houseruling that, we decided at one point to try our hands at dramatic overhaul. By the time we were done, this version of the artificer was so different we decided to give it a new name. Hope you guys like it.

http://docs.google.com/View?id=dck7bhk_7fps6csfp

Hi, Anburaid! I love your take on the Artificer class conversion, and will definitely try it when I have any chance to play PFRPG in Eberron or some other MagiTech feel setting.

BTW, there's a question just out of curiosity. What does the "Ard-" of the Ardwright mean? I've searched several online and deadtree dictionaries but cannot figure out what it means. Is it from "ard-" of the word "ardent"?

Thiha
@JP

Dark Archive

in celtic myth the Ard-Rhi was th emaster of the games. I believe Ard means master but not positive.


thiha wrote:
Anburaid wrote:

Toyrobots and I worked on this for about a month. We started converting the artificer for use in our RL game sometime this summer, and as we kept modifying this, and houseruling that, we decided at one point to try our hands at dramatic overhaul. By the time we were done, this version of the artificer was so different we decided to give it a new name. Hope you guys like it.

http://docs.google.com/View?id=dck7bhk_7fps6csfp

Hi, Anburaid! I love your take on the Artificer class conversion, and will definitely try it when I have any chance to play PFRPG in Eberron or some other MagiTech feel setting.

BTW, there's a question just out of curiosity. What does the "Ard-" of the Ardwright mean? I've searched several online and deadtree dictionaries but cannot figure out what it means. Is it from "ard-" of the word "ardent"?

Thiha
@JP

it is!

http://en.wiktionary.org/wiki/ard

it means "hot" but has some connotations to the adjective "high", which may be sun related, but I chose it as a word fragment because I was thinking of an "ardent wright". That and it sounded sort of like middle-english. To me it conjured images of smiths working with magic hammers, pouring molten metals.

edit - Mind you, "artificer" was a fantastic class name, and it was hard to come up with something to match it.


Chakka wrote:

in celtic myth the Ard-Rhi was th emaster of the games. I believe Ard means master but not positive.

Actually Ard Rí is irish for High-king :D

more wiki-fu

Liberty's Edge

Wow that's cool (and hot)!

I would use it as "Artificer" for Eberron, and as "Ardwright" for Golarion, as the name "Artificer" is so strongly tagged with Eberronian feel, at least for me.

(And I'd replace the source of the power s/he taps into, his "life energy," with an assortment of magical, though mainly elemental, energies, if for Ebberon.)

Fantastic conversion and naming.
And thanks for replying!

Liberty's Edge

Hi, Anburaid:

I have another question.

Do you intend to let an Ardwright to create two identical dweomers in effect from the one split by the Plural Dweomer, i.e. each of the two after the "split" has the same power as the original one?

Thiha


Great class. The problem with the webpage is that it isn't easily printable, so I ported it over to MS Word and prettied it up before making into a PDF.


thiha wrote:

Hi, Anburaid:

I have another question.

Do you intend to let an Ardwright to create two identical dweomers in effect from the one split by the Plural Dweomer, i.e. each of the two after the "split" has the same power as the original one?

Thiha

yes. Its intended to help the ardwright buff multiple party members without going dry of drams in one encounter.


Hey, could those of you who are using this class please post some of your play experiences and feedback? GMs too?

As a GM for an ardwright I'm really curious to get some detailed information on the experiences of others.

The Exchange

I'd really like to include this version on d20pfsrd.com as a fan-made alternative to the Artificer we already have there. If no one minded I could simply embed the Google Doc directly so that any future updates done on the Google Doc are automatically reflected on the site, or, alternatively, I (or one of you guys) could add it directly to the site as the other pages are now. The downside though is that if you (or I) do it that way then you have to edit it from the Google Sites application as opposed to within Google Docs.

Let me know either way! This is great and the art is stellar.

Oh, also, I have updated all core classes on the site to include their starting wealth but don't see wealth indicated for the Ardwright. Could someone add that?

Scarab Sages

I haven't read the class through, but it already looks amazing!

One question, though: Is it Open Game Content?

The Exchange

Arazyr wrote:
One question, though: Is it Open Game Content?

That is a good point and one I failed to ask, though it is a requirement for being hosted on the site, so its clear I should have asked that first. I'm hoping it is, but will make no assumptions.

Scarab Sages

I've looked through the class now, and I do like it. Good work, folks!

As for OGC, it looks like a few references to Eberron would have to be removed (or at least obfuscated) before it could be released as OGC. The footer about Golarion would also have to be placed under Paizo's Community Use Policy. (Which I imagine is the intent here, but it should probably be explicitly stated, if just to be on the safe side. 8^)


d20pfsrd.com wrote:
Arazyr wrote:
One question, though: Is it Open Game Content?
That is a good point and one I failed to ask, though it is a requirement for being hosted on the site, so its clear I should have asked that first. I'm hoping it is, but will make no assumptions.

I predict that my brother (Anburaid) would want both the Weirbrand and the Ardwright to be OGC, but it is right and proper to wait for his say-so.

Does d20pfsrd.com have some sort of forum or discussion feature where we could give and review specific feedback for a class? That's the one thing missing from pathfinder database IMO — which has a great setup nonetheless!


Pathfinder Rulebook Subscriber
Evil Lincoln wrote:
I predict that my brother (Anburaid) would want both the Weirbrand and the Ardwright to be OGC, but it is right and proper to wait for his say-so.

Absolutely.

Evil Lincoln wrote:
Does d20pfsrd.com have some sort of forum or discussion feature where we could give and review specific feedback for a class? That's the one thing missing from pathfinder database IMO — which has a great setup nonetheless!

Pathfinderdb.com rocks. I'd highly recommend posting it there too. They have a neat voting system in place for scoring the quality of the content. I don't recall off hand but you may be able to post the class as-is there (not sure if Tahsin requires full OGL compliance or not) but to post it on d20pfsrd.com it HAS to be OGL and CUP compliant, but if you and your brother agree that's fine with you I or one of the other collaborators would be happy to help you clean up the non-OGL/CUP spots.

Anyway, we have a full forum messageboard here with many spots where discussion on the class could occur. Alternatively, we have a Comments system that is attached to content pages directly but the way Google Sites works ONLY collaborators (those with an account and edit access to the site) can ADD comments. Anyone can SEE the comments but only Collaborators can add them. A third option is to embed a Google Form with some simple fields like "what do you think of this class" or whatever questions you like (even a free-form text box is fine) as well as a submit button and then also embed a Google Spreadsheet on the same page that displays the content of the form submitted. You wouldn't need to know the technical requirements of that (unless you wanted to that is) and it could easily be set up for you if you liked that option.


If anyone wants to rehost my PDF feel free. Please list Anburaid and meyself in the description of the document.


Yeah, its open content, as far as I am concerned. Hell, both classes were were devised with help from the boards here. Of course I don't know if that requires the OGC to be posted on the googledoc or on the pathfinderDB. Anyone know the protocol?


Looking through it, i gotta say just seems like too much going on to be a smooth class to play.

DM: "Ok jon, what do you do?"

Jon: " Give me a minute...<thirty minutes of reading> um i put XYZ on my weapon"

I mean you have spellcasting, the dwimmers, trapfindering, a familiar type ability, and then all the other item related feats and abilities.

Definetly needs trimming i think and some more work on wording.

Look at the http://www.d20pfsrd.com/classes/basic-classes/artificer

has no spellcasting, but makes free items that emulate spells. Focuses on crafting skills and feats, and altering the effects of activation items.

As far as the art, very nice job. I personally picture an artificer type character as a young blacksmith thats sick of making weapons and armor for others and thinks he can do a better job with his gear.


pain4gains wrote:

Looking through it, i gotta say just seems like too much going on to be a smooth class to play.

DM: "Ok jon, what do you do?"

Jon: " Give me a minute...<thirty minutes of reading> um i put XYZ on my weapon"

I mean you have spellcasting, the dwimmers, trapfindering, a familiar type ability, and then all the other item related feats and abilities.

Definetly needs trimming i think and some more work on wording.

Look at the http://www.d20pfsrd.com/classes/basic-classes/artificer

has no spellcasting, but makes free items that emulate spells. Focuses on crafting skills and feats, and altering the effects of activation items.

As far as the art, very nice job. I personally picture an artificer type character as a young blacksmith thats sick of making weapons and armor for others and thinks he can do a better job with his gear.

Reread it, and I think you will find it less obtuse. Its a class that is most likely for people who already have a good handle on the game, much like a wizard. Play an ardwright and you will be looking up how to craft magic items, which is a chapter almost in itself.

Scarab Sages

Anburaid wrote:
Yeah, its open content, as far as I am concerned. Hell, both classes were were devised with help from the boards here. Of course I don't know if that requires the OGC to be posted on the googledoc or on the pathfinderDB. Anyone know the protocol?

[IANAL]

You'll have to trim the Eberron-specific material and references for OGL compliance. Though, some of the items you use from Eberron do have Open Game Content versions here and there. (Repair X Damage appears in at least one OGL book I have; Factory.)
[/IANAL]

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