Artificers and Weird Science


Homebrew and House Rules


Hi there folks,

As Artificers are fan content (good job whoever did this BTW) not sure if this is the right place to be inquiring about them but here goes:

I have an Artificer/Rogue 2/3 and as such he gets 2 items via Weird Science plus he can scribe scrolls. What I can't get my head around is the part about the craft check in order to make said items and scrolls.

To whit (Weird Science Items):

Glasses of Identify - A pair of eyeglasses who's basic purposes are to Detect Magic (all the time in so far as to basically see what throws off an aura and what doesn't) and be able to use the Identify spell 2/Day

Ring of Shielding (not to be confused with broach of the same name) - Shield 2/Day

It says you roll a craft check. Which craft? In the case of the eyeglasses what does it cost timewise to incorporate a zero level spell (Detect Magic) which for all intents and purposes can be used over and over again by any caster who has it?

For the Scribe Scroll feat it also says roll a craft check, but again does not say which craft.

Am I missing something here?

HH


Hockey_Hippie wrote:

Hi there folks,

As Artificers are fan content (good job whoever did this BTW) not sure if this is the right place to be inquiring about them but here goes:

I have an Artificer/Rogue 2/3 and as such he gets 2 items via Weird Science plus he can scribe scrolls. What I can't get my head around is the part about the craft check in order to make said items and scrolls.

To whit (Weird Science Items):

Glasses of Identify - A pair of eyeglasses who's basic purposes are to Detect Magic (all the time in so far as to basically see what throws off an aura and what doesn't) and be able to use the Identify spell 2/Day

Ring of Shielding (not to be confused with broach of the same name) - Shield 2/Day

It says you roll a craft check. Which craft? In the case of the eyeglasses what does it cost timewise to incorporate a zero level spell (Detect Magic) which for all intents and purposes can be used over and over again by any caster who has it?

For the Scribe Scroll feat it also says roll a craft check, but again does not say which craft.

Am I missing something here?

HH

In the creating magic items section you will see that spellcraft is the skill that is used to enchant magic items. If this artificer class uses other craft skills instead, I would suggest using the skills listed for master craftsman feat, in the creating magic items section, under each type of item. For example scrolls on pg 552 list spellcraft, craft (calligraphy) or profession (scribe). Hmmm, since master craftsman can't be used on spell trigger or spell completion items normally, I wonder why they included those other skills? Does that mean that anyone with scribe scroll can use craft (calligraphy) instead of spellcraft?


Anburaid wrote:
Hockey_Hippie wrote:

Hi there folks,

As Artificers are fan content (good job whoever did this BTW) not sure if this is the right place to be inquiring about them but here goes:

I have an Artificer/Rogue 2/3 and as such he gets 2 items via Weird Science plus he can scribe scrolls. What I can't get my head around is the part about the craft check in order to make said items and scrolls.

To whit (Weird Science Items):

Glasses of Identify - A pair of eyeglasses who's basic purposes are to Detect Magic (all the time in so far as to basically see what throws off an aura and what doesn't) and be able to use the Identify spell 2/Day

Ring of Shielding (not to be confused with broach of the same name) - Shield 2/Day

It says you roll a craft check. Which craft? In the case of the eyeglasses what does it cost timewise to incorporate a zero level spell (Detect Magic) which for all intents and purposes can be used over and over again by any caster who has it?

For the Scribe Scroll feat it also says roll a craft check, but again does not say which craft.

Am I missing something here?

HH

In the creating magic items section you will see that spellcraft is the skill that is used to enchant magic items. If this artificer class uses other craft skills instead, I would suggest using the skills listed for master craftsman feat, in the creating magic items section, under each type of item. For example scrolls on pg 552 list spellcraft, craft (calligraphy) or profession (scribe). Hmmm, since master craftsman can't be used on spell trigger or spell completion items normally, I wonder why they included those other skills? Does that mean that anyone with scribe scroll can use craft (calligraphy) instead of spellcraft?

Ok, but this doesn't take into account items made with 'Weird Science' which by definition isn't magic. The craft skill check on this would be the relevant craft skill then? I mean I don't mind taking the ranks if I need to but the character sheet only has room for 3 different craft skills. It's looking like an artificer class character is going to need a gaggle of craft skills for him to be workable if this is the case.

HH


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Considering that Spellcraft is a class skill for Artificers, I would put my money on Spellcraft. That said, the pfSRD does make it sound like it's the Craft skill. Which Craft skill isn't clarified.

On the whole I find the Artificer to be poorly written and even more poorly balanced... Lightning + Inflict Moderate Wounds + Shield, 4 times a day, plus more if you can make a relatively easy check? And where does it say whether this uses one invention or three? And who gets hit by inflict moderate? Everyone hit by the lighting? Only the first person hit? Only someone in touch range? Can you touch someone with the inflict moderate who isn't in the path of the lightning? Does Shield last for the full duration, or just the turn the device is "fired"? And since the only cost of an invention is the time to make it, and nowhere does it say you can't put the same spell on more than once, let's just eliminate the confusion by making the thing cast Lightning three times with each pull of the trigger. ...Oh, wait, do all three have to be fired in the same direction?

...Oh, and did we mention that since "no components are required", Artificers get to spam spells with expensive material components all day long at no cost. Enjoy free Stoneskin for the entire party...

Also the fact that the class has explicit access to every spell list is scary in the extreme, especially since nowhere is a minimum attribute attached to anything. As long as he is high enough level, an Artificer with an INT of 6 can make horribly OP inventions just as easily as one with an INT of 30.

Salvage + ridiculous bonuses to crafting pretty much everything makes it even harder for the GM to control what magic items the party has, as the Artificier can relatively easily turn any magic item into any other.

Exemplar is yet another example of a poorly written class feature - once I reach level 20, any skill that I have zero ranks in is better than any skill that I have 5 or so ranks in. What? Why am I penalized for putting ranks into my skills? If I decide to invest one point into a skill at level 20, I am getting a -9 penalty to the skill for that choice.

I really like the concept of the class, but I feel like it needs some serious work before it will ever see my table.


MaxAstro wrote:

Considering that Spellcraft is a class skill for Artificers, I would put my money on Spellcraft. That said, the pfSRD does make it sound like it's the Craft skill. Which Craft skill isn't clarified.

On the whole I find the Artificer to be poorly written and even more poorly balanced... Lightning + Inflict Moderate Wounds + Shield, 4 times a day, plus more if you can make a relatively easy check? And where does it say whether this uses one invention or three? And who gets hit by inflict moderate? Everyone hit by the lighting? Only the first person hit? Only someone in touch range? Can you touch someone with the inflict moderate who isn't in the path of the lightning? Does Shield last for the full duration, or just the turn the device is "fired"? And since the only cost of an invention is the time to make it, and nowhere does it say you can't put the same spell on more than once, let's just eliminate the confusion by making the thing cast Lightning three times with each pull of the trigger. ...Oh, wait, do all three have to be fired in the same direction?

...Oh, and did we mention that since "no components are required", Artificers get to spam spells with expensive material components all day long at no cost. Enjoy free Stoneskin for the entire party...

Also the fact that the class has explicit access to every spell list is scary in the extreme, especially since nowhere is a minimum attribute attached to anything. As long as he is high enough level, an Artificer with an INT of 6 can make horribly OP inventions just as easily as one with an INT of 30.

Salvage + ridiculous bonuses to crafting pretty much everything makes it even harder for the GM to control what magic items the party has, as the Artificer can relatively easily turn any magic item into any other.

Exemplar is yet another example of a poorly written class feature - once I reach level 20, any skill that I have zero ranks in is better than any skill that I have 5 or so ranks in. What? Why am I penalized for putting ranks...

I can definitely see your point as far as the editing/re-writing is concerned, though I didn't give it much thought TBH as I seldom go the powergaming route and I imagine any GM worth his salt would probably set out some ground rules beforehand given that this is not an 'official' class. I took this class myself because my guy is a burglar-type rogue who builds his own tools to suit and is also a toymaker when the thieving business is slow. But like I said, you raise some interesting issues that do need to be fleshed out. I almost wonder to some extent if this is a work in progress (much like the APT 6) and if Paizo plans on modifying what's in the SRD at some point in the near future.

As far as the material components thing, I'd make it so the Artificer in question would need to spend the same GP amount on mundane material components to get the same spell effect as he is looking for in his creation for starters. Also outlaw combining spells that have different activiation ranges (You, Touch, Range etc) unless zero level and outlaw multiples of the same spell in one invention.

Would still like an answer to the zero level spell questions though (IE how much additional time would it take and how long would the effect last given that zero level spells can basically be used ad infinitum by the caster classes).

HH

Dark Archive

anyone else wonder why the artificer has a d6 (should be d8) and 5+int skill points? nothing uses odd number for skill points. it should probably be 4 + int...

i really want to like the class, but the glaring errors and questions just ruin it....

a for effort, but a d- for execution


Name Violation wrote:

anyone else wonder why the artificer has a d6 (should be d8) and 5+int skill points? nothing uses odd number for skill points. it should probably be 4 + int...

i really want to like the class, but the glaring errors and questions just ruin it....

a for effort, but a d- for execution

I'm thinking that the skill points are a sop to the fact that they are d6 as opposed to d8 as d6ers usually get 2+INT for skill points and the Artificer pulls from all spell lists. But that's just me.

HH


Hockey_Hippie wrote:

Hi there folks,

As Artificers are fan content (good job whoever did this BTW) not sure if this is the right place to be inquiring about them but here goes:

I have an Artificer/Rogue 2/3 and as such he gets 2 items via Weird Science plus he can scribe scrolls. What I can't get my head around is the part about the craft check in order to make said items and scrolls.

Weird science doesn't state a roll is needed to make so one isn't needed -- kind of like an alchemist's extracts. All you need is the time.

EDIT: The craft magic item section (for scrolls) specifically states to use the normal craft magical item rules for what they can craft as actual magical items. It also gives you what their caster levels are for doing this.


Abraham spalding wrote:
Hockey_Hippie wrote:

Hi there folks,

As Artificers are fan content (good job whoever did this BTW) not sure if this is the right place to be inquiring about them but here goes:

I have an Artificer/Rogue 2/3 and as such he gets 2 items via Weird Science plus he can scribe scrolls. What I can't get my head around is the part about the craft check in order to make said items and scrolls.

Weird science doesn't state a roll is needed to make so one isn't needed -- kind of like an alchemist's extracts. All you need is the time.

EDIT: The craft magic item section (for scrolls) specifically states to use the normal craft magical item rules for what they can craft as actual magical items. It also gives you what their caster levels are for doing this.

Ok, that clears up the one question about Weird Science, though that is sort overpowered. A roll should be necessary on the proper craft skill IMHO.

However does anyone have any idea about the length of 0 level spells or the frequency in which you can use that power when you put it into a Weird Science creation?

HH

Liberty's Edge

Just a hunch here: 0-level spells aren't listed in the Artificer's d20PFSRD page. I'd assume they just can't use them.

On the other hand, 0-level spells are typically handled as 1/2 level spells for purposes of determining cost when making items: potions, wands, scrolls, etc...


Austin Morgan wrote:

Just a hunch here: 0-level spells aren't listed in the Artificer's d20PFSRD page. I'd assume they just can't use them.

On the other hand, 0-level spells are typically handled as 1/2 level spells for purposes of determining cost when making items: potions, wands, scrolls, etc...

While you are technically correct in that they are not mentioned (as noted above, there's a lot of stuff 'not mentioned'), it just seems common sense dictates otherwise. An artificer can work with Continual Flame, but not with Light? No Detect Magic, but good to go with Identify?

Anyone want to throw something on the table as to the aforementioned question(s) of length of spell effect or frequency of use of 0-level spells in items created with Weird Science?

HH


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would probably count 0-level spells as 1st level for the purposes of inventions. But of a nerf, but as I mentioned about the Artificer is hardly going to win any medals for careful balance.


MaxAstro wrote:
I would probably count 0-level spells as 1st level for the purposes of inventions. But of a nerf, but as I mentioned about the Artificer is hardly going to win any medals for careful balance.

For what it's worth, here are some 'houserulings' I put together (before the above post) for the Artificer:

An Artificer must spend the same amount of GP on mundane material components as a caster of the target spell would on spell material components to get the same spell effect as the target spell in his Weird Science invention.

The combining spells that have different activation ranges (You, Touch, Range etc) unless zero level is not possible.

Putting multiples of the same spell in one invention is also not possible.

A successful roll on the proper craft skill is required to make said Weird Science invention.

0-level spell effects built into a Weird Science invention last as long as the spell in which the effect is patterned after but can be ‘turned on’ again as a caster of the spell in question would re-cast that spell.

Thoughts? <Ducks>

HH


Hockey_Hippie wrote:

Ok, that clears up the one question about Weird Science, though that is sort overpowered. A roll should be necessary on the proper craft skill IMHO.

HH

Not really. Consider this is its primary class feature. It can only use it for spells up to 4th level and takes 20 hours to craft an item that can use that 4th level spell (IF that's the only spell they put into the item).

If they create as many items as possible it will take them 200 hours and they'll be able to use 5 spells of each spell level (1~4) a maximum 11 times each per day.

Again it's kind of like the alchemists bombs and extracts. There is no roll for those either even though they are "items". Besides when are they going to craft these weird science things? During down time. Is it really going to be an issue? No. So why make it more complicated than it needs to be?

Primary class feature is "can cast spells of up to 4th level through special (items) that aren't really items."

To use your example your Artificer 2/ Rogue 3 can craft 2 devices that can use a single spell each or one device that can use both first level spells at the same time. IF he creates the two devices then they both can be used 2 times a day, and it takes 8 hours total to craft them. If he crafts the single item that uses both spells at once it takes 8 hours to do it and it can only be used 2 times per day.

Not exactly powerful.

On to your house rules --
1. Material components -- meh ok no big deal.
2. Combining spells should be possible -- in fact it's the example they use in the class feature (lightning bolt and shield) and not allowing it means that you couldn't put mage armor and shield in the same device.
3. Honestly not a good deal for you. If the player makes an item that has 2 cure light wounds in it, he's got 2 spell levels (same as a 2nd level spell) that does 2d8+2xcaster level times per use. However he can only use that item a limited number of times -- if instead he made two of them he would get double usage but 1/2 the healing -- or exactly the same thing has he had before just in a different way.
4. Then a wizard should have to "craft" his spells, and the alchemist needs to "craft" his extracts. And you should lower the amount of time it takes.
5. Meh not sure what you mean on this one.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Abraham spalding wrote:

To use your example your Artificer 2/ Rogue 3 can craft 2 devices that can use a single spell each or one device that can use both first level spells at the same time. IF he creates the two devices then they both can be used 2 times a day, and it takes 8 hours total to craft them. If he crafts the single item that uses both spells at once it takes 8 hours to do it and it can only be used 2 times per day.

Not exactly powerful.

OTOH, being able to cast Lightning (for example) 2+ times in a single round is VERY powerful, if the cost of Quicken Spell is any indication. 18d6 damage 4/day is WAY better than 6d6 damage 12/day because it takes only a single round to get that damage instead of three. Your overall actions are limited (unless your Use Magic Device is stellar, which it will be if you are smart) but you get to end the encounter 3x as fast, which means the BBEG gets 1/3rd the actions. Oh, and this is all assuming that building multiple spells into an invention uses up multiple invention slots, which is not clarified in the rules.

And on the Use Magic Device note, let's consider an 11th level Artificer with a very reasonable charisma of 14. +2 from attribute, +11 from ranks, +3 from class skill, +6 from Skill Focus, +4 from Magical Aptitude, +1 from an appropriate Trait. A bit munchkined, but well within reason considering how important this skill is to your primary class feature, and I'm not giving him any magic items or buffs. This 11th level Artificer has a total +27 to UMD. This means that, after they use each of their devices 7 times (giving them, btw, effectively 7 4th level spells, 21 each of 3rd and 2nd level spells, and 28 1st level spells, not bad), they can still use them EIGHT MORE TIMES EACH before they have a more-than-natural-1 chance of the device breaking. So this 11th level character can reasonably cast Fireball 45 times per day if they use all their inventions on it. Boy I wish my Sorcerer could pull that off.

But one fireball a turn isn't that spectacular at 11th level. So instead lets make an invention that fires three fireballs per pull of the trigger. My Artificer can still use this out of the box 7 times, giving him 21 fireballs per day, except 2/3rds of them are Quickened for free. Focused on a single target, this deals 30d6 damage as a standard action - something not even Delayed Blast Fireball can pull at 20th level. Now admittedly my chances of using it more than 7 times are pretty abysmal - I have a whole 15% chance of it breaking on the 8th use, after all. But that's okay, I still have all my other inventions left, and I figure 15 castings of Bestow Curse should keep me useful for the rest of the day.

The Exchange

Just to make it clear, if content was written for Pathfinder, or is presented as Pathfinder Compatible, we don't rewrite or change it. What you see is what it is.

I don't double-check every single thing that other collaborators post against the original source material (often I don't own a copy of the particular source material) and so it is possible there could be transcription errors where our copy differs from the original material. Its extremely unlikely as in most cases all we are doing is copying and pasting, but I have seen errors in the past. That's sort of why I/we depend on the community to flag errors if they find them.

We have had comments (mostly negative) on this class. Negative in that most feel it is poorly designed and incredibly broken. The fact is though that if its Open Content, and its made for Pathfinder, it might find its way onto the site sooner or later, and again, its not really our role to debate or check its "correctness" before doing so. I am considering adding a textbox note onto that page though indicating the negative response its gotten, but I'd really like to hear from anyone involved in its design/creation before stamping it with a big "WARNING THIS CLASS MAY BE BROKEN" label lol


d20pfsrd.com wrote:

Just to make it clear, if content was written for Pathfinder, or is presented as Pathfinder Compatible, we don't rewrite or change it. What you see is what it is.

I don't double-check every single thing that other collaborators post against the original source material (often I don't own a copy of the particular source material) and so it is possible there could be transcription errors where our copy differs from the original material. Its extremely unlikely as in most cases all we are doing is copying and pasting, but I have seen errors in the past. That's sort of why I/we depend on the community to flag errors if they find them.

We have had comments (mostly negative) on this class. Negative in that most feel it is poorly designed and incredibly broken. The fact is though that if its Open Content, and its made for Pathfinder, it might find its way onto the site sooner or later, and again, its not really our role to debate or check its "correctness" before doing so. I am considering adding a textbox note onto that page though indicating the negative response its gotten, but I'd really like to hear from anyone involved in its design/creation before stamping it with a big "WARNING THIS CLASS MAY BE BROKEN" label lol

Understandable. Obviously the writer of this class did put some thought into it, maybe he didn't playtest it enough, but the fact is, what is there does represent a lot of hours of work, playtested or not. And no one likes getting jumped on from great height when they make that kind of a time investment.

OTOH, there are flaws here and while the houserules proposed here may not be 'official', they probably in the long run will help get the Artificer into more games, which I'm guessing is what this writer would like to see the most.

At the very least, it is food for thought for the designer no? :)

HH

The Exchange

Oh yes, don't get me wrong. I personally am not critiquing the class because in all honesty I have two things going against me when it comes to mechanical reviews of classes:

1) I suck at it
2) I generally don't have the time.

9 times out of 10 while I spend a great deal of time on many pages, all I am doing is formatting the pages so they match the layout of the site and are linked correctly etc. The words are all right there in front of me, but I rarely even read them. I just make sure the page looks right and hope the original poster of the content did it right. When one of you points out an error I then go back and try to confirm if the error was in our posting or if the error existed in the original material. Usually it was in the original material but from time to time copy and paste accidents happen.

So in short, yeah, I don't want it to sound like I/we are ripping on the class because in truth, when I looked at it, it looked very fun to me. Others have pointed out all of the little ways it is very inconsistent with standard design elements, but I still thought the class looks like a lot of fun.


Abraham spalding wrote:
Hockey_Hippie wrote:

Ok, that clears up the one question about Weird Science, though that is sort overpowered. A roll should be necessary on the proper craft skill IMHO.

HH
Not really. Consider this is its primary class feature. It can only use it for spells up to 4th level and takes 20 hours to craft an item that can use that 4th level spell (IF that's the only spell they put into the item).

As far as things a PC may have to 'pay' to accomplish a certain goal (magic or otherwise), in game terms, time is the cheapest of commodities. Keep in mind that the Artificer accesses all spell lists, doesn't have to deal with armour penalties for casting, doesn't need to pray, study or get 8 hours of rest each night and his items don't show up when someone does detect magic et al (which is a lot more handy than it seems when the nasty villain has a mage henchman for precisely that purpose). Couple that with the OP combos that have been mentioned here and somehow the 'price' of creating WS items needs to increase. A Craft Skill roll fits in well with the concept of the class in and of itself.

Abraham spalding wrote:


On to your house rules --
1. Material components -- meh ok no big deal.
2. Combining spells should be possible -- in fact it's the example they use in the class feature (lightning bolt and shield) and not allowing it means that you couldn't put mage armor and shield in the same device.

The proposed houserule did not say you couldn't combine spells, just that you couldn't combine spells with different range definitions. That said, you do raise a valid argument with the Mage Armour/Shield combo.

Perhaps if the wording were changed to this:

The combining spells other than 0-level that have different activation ranges (You, Touch, Range etc)is not possible except in the case of 'touch' and 'you' in which case the 'touch' spells range is adjusted to 'you'.

How does that sound?

Abraham spalding wrote:
5. Meh not sure what you mean on this one.

Basically, the wording of that was supposed to allow a WS invention containing a 0-level spell effect to function the same way a 0-level spell would if known by a caster (of any class). The duration of the spell may run out and the spell lapse, but the caster can simply re-cast it again because he has unlimited use of 0-level spells. Think of 0-level spells effects on a WS item as those lights on timers you see in warehouses and storage units. You move, they go on for a minute. But if you stand still, a minute later they go off. Until you move again. Then the process starts anew.

HH


Do remember however when they combine spells they have even more limited usage than if they had taken two devices.

If at 3rd level I have a device that grants me shield, shield of faith and bark skin that's all good -- but it's only going to work 3 times and if I push it I could easily end up with nothing for the next day.

Also I have nothing else to do anything with -- I got to find a different way to contribute to the party since I burned all my special stuff just having some AC for 3 fights.


Abraham spalding wrote:

Do remember however when they combine spells they have even more limited usage than if they had taken two devices.

If at 3rd level I have a device that grants me shield, shield of faith and bark skin that's all good -- but it's only going to work 3 times and if I push it I could easily end up with nothing for the next day.

Also I have nothing else to do anything with -- I got to find a different way to contribute to the party since I burned all my special stuff just having some AC for 3 fights.

That's 3 times per day right? Just how many fights do you plan on being in in a say 12 hour period (given 8 for sleeping and 4 for things like eating, casters in your party memorizing/praying/meditating for spells, breaking camp, traveling if you need to etc)?

HH


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

And since Artificers have 3/4s BaB and get every magic-related feat they could ever want as a bonus feat, they can easily spend all of their feats on having something to do when their 7/day, effective CL 20, empowered delayed blast fireball that can optionally be split to hit three separate areas runs out.

I can see the class being a bit limited in usefulness for the first 5 or so levels, but once you get up there in levels it becomes horribly overpowered.


MaxAstro wrote:
And since Artificers have 3/4s BaB and get every magic-related feat they could ever want as a bonus feat, they can easily spend all of their feats on having something to do when their 7/day, effective CL 20, empowered delayed blast fireball that can optionally be split to hit three separate areas runs out.

1. They can't empower their weird science since that's out of level range.

2. They don't get access to Delay blast fireball.

3. At CL 20 they'll be able to use it 11 times a day.

4. Yes they can use the metamagics on the items they can make *(YaY they can make items -- anyone can not a bit deal) but they burn out their wealth doing so.

5. IF they want to really use those items (and make those items) they'll be taking skill focus in both spellcraft and use magic device.

I expect at least 4~5 fights a day. That's the recommendation from the people above and anything less tends to skew everything towards the casters.

Especially since the average fight will still run under 5 minutes at the longest (50 rounds -- if you can't get it done and aren't dead in 50 rounds both you and your DM are extremely... off). 8 hours of rest, 1 hour of memorizing stuff, 3 hours for the meals/breaking up and setting up camp/bathroom breaks etc, still leaves 12 hours in a day. A fight every 2~3 isn't an insane amount of combat.

Personally I would want more feats like spell focus or spell penetration since they have nothing along those lines to actually help them do anything.

The biggest thing I would "fault" the designer on is not spelling out how the item's DC is set.

Besides if this class is giving you problems because he might actually get use out of damage spells, then I hate to see how you handle the bard when he casts haste, good hope, and then inspires courage all in the same round, or the wizard when he time stops quicken time stops.

In the end this guy has nothing that can't already be done in a game already.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Abraham spalding wrote:

1. They can't empower their weird science since that's out of level range.

2. They don't get access to Delay blast fireball.

3. At CL 20 they'll be able to use it 11 times a day.

4. Yes they can use the metamagics on the items they can make *(YaY they can make items -- anyone can not a bit deal) but they burn out their wealth doing so.

5. IF they want to really use those items (and make those items) they'll be taking skill focus in both spellcraft and use magic device.

Thank you for missing my point entirely. At level 11, the Artificer can put three Fireballs into one invention. Using that invention once, as a standard action, and targeting all three fireballs at the same target, will deal 30d6 damage to that target. That is the same damage that a 20th level wizard does with an empowered delay blast fireball. You will never convince me that being able to do that 7 times a day at level 11 is balanced. A 20th level specialist wizard might be able to do that 6 times a day, since that is effectively a 9th level spell.


Quote:


Thank you for missing my point entirely. At level 11, the Artificer can put three Fireballs into one invention. Using that invention once, as a standard action, and targeting all three fireballs at the same target, will deal 30d6 damage to that target. That is the same damage that a 20th level wizard does with an empowered delay blast fireball. You will never convince me that being able to do that 7 times a day at level 11 is balanced. A 20th level specialist wizard might be able to do that 6 times a day, since that is effectively a 9th level spell.

Hey Max:

Given the following houserules for the Artificer (see below), is there anything else you would add? Is what is there enough or are further houserules needed? Keep in mind I'm not looking to emasculate the class, just keep in in balance with the rest of the casters.

1. An Artificer must spend the same amount of GP on mundane material components as a caster of the target spell would on spell material components to get the same spell effect as the target spell in his Weird Science invention.

2. The combining spells other than 0-level that have different activation ranges (You, Touch, Range etc) when building a Weird Science invention is not possible except in the case of 'touch' and 'you' in which case the 'touch' spells range is adjusted to 'you'.

3. Putting multiples of the same spell in one Weird Science invention is not possible.

4. A successful roll on the proper craft skill is required to make any Weird Science invention.

5. 0-level spell effects built into a Weird Science invention last as long as the spell in which the effect is patterned after but can be ‘turned on’ again as a caster of the spell in question would re-cast that spell.

Thanks

HH


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To prevent economy of action from getting crazy I might disallow combined inventions at all, honestly. That does limit the class a bit, but being able to cast up to 4th level on EVERY spell list (so every ranger spell, every paladin spell, 2/3rds of the bard spells, etc) is pretty potent, and they do get a huge number of uses per day.

Actually, the uses per day is another thing I would want to change. Making it based on your class level leaves you with far too few uses at low levels and far too many at high levels. I'd make it more flat, like 1+INT modifier uses per day; that also brings a primary attribute into the class. If you go with that limit on uses per day and disallow combining multiple spells into one invention, you could possibly rewrite the spell progression to allow up to 5th level spells at high levels.

I would also make the UMD check to exceed the use limit based on the level of the spell - say DC 20 + spell level.

If you really want combined inventions, they need to have an inherently lower number of uses per day. I would say -1 use per day per additional spell in the invention, at least. Then the check to gain additional uses could be something like DC 20 + combined spell level of all spells.

Exemplar, as I mentioned before, is also a terrible ability and should be replaced with something else.

To polish it off and make it a feel like a Pathfinder class, I'd standardize the HP to d8 and the skills to either 4+ or 6+, and tweak the levels abilities are gained at (possibly adding a new high level ability or two) so that the class doesn't have any dead levels - 17th is a particular offender, currently being a level in which the Artificer gets nothing but 1 extra 3rd level invention.

In short, I don't feel like there is a "quick fix" for the class, because it is so far out of balance in several directions - it really needs a full rewrite. I may actually be doing that as a pet project, because I really do like the flavor of the class.


MaxAstro wrote:

To prevent economy of action from getting crazy I might disallow combined inventions at all, honestly. That does limit the class a bit, but being able to cast up to 4th level on EVERY spell list (so every ranger spell, every paladin spell, 2/3rds of the bard spells, etc) is pretty potent, and they do get a huge number of uses per day.

Actually, the uses per day is another thing I would want to change. Making it based on your class level leaves you with far too few uses at low levels and far too many at high levels. I'd make it more flat, like 1+INT modifier uses per day; that also brings a primary attribute into the class. If you go with that limit on uses per day and disallow combining multiple spells into one invention, you could possibly rewrite the spell progression to allow up to 5th level spells at high levels.

I would also make the UMD check to exceed the use limit based on the level of the spell - say DC 20 + spell level.

If you really want combined inventions, they need to have an inherently lower number of uses per day. I would say -1 use per day per additional spell in the invention, at least. Then the check to gain additional uses could be something like DC 20 + combined spell level of all spells.

Exemplar, as I mentioned before, is also a terrible ability and should be replaced with something else.

To polish it off and make it a feel like a Pathfinder class, I'd standardize the HP to d8 and the skills to either 4+ or 6+, and tweak the levels abilities are gained at (possibly adding a new high level ability or two) so that the class doesn't have any dead levels - 17th is a particular offender, currently being a level in which the Artificer gets nothing but 1 extra 3rd level invention.

In short, I don't feel like there is a "quick fix" for the class, because it is so far out of balance in several directions - it really needs a full rewrite. I may actually be doing that as a pet project, because I really do like the flavor of the class.

Ok, I do think that combining spells on one invention is a must have as that, at least to me, defines that class. As well, pretty much anything you can find on the Paladin, Ranger and Bard lists, is already on the Cleric, Wizard/Sorc and Druid lists so in reality you are only pulling from three lists.

I do agree with the INT Mod as the base for usage/day (good idea actually). Though what would you think of INT mod +1 per five Artificer levels coupled with the -1 usage/day per spell effect over 1 on any given WS invention with 0 levels being exempt (or no one would ever use them)

I'd actually scrap the whole 'use it more than you should' concept altogether. You can use it X times per day and once you use it X times, it's cooked for the day. End of story. Heck of a lot simpler.

Ok I'm not so sure what is 'unstandard' about d6 actually. I'd favour d6 and 6+INT skills per level for this class over d8 and 4+INT as the higher skill points support the concept of this class. He's all about knowing stuff.

What do you think?

I'll let you spell out the SLA/Feat progression and then I'll complain about it :)

HH


MaxAstro wrote:


Thank you for missing my point entirely. At level 11, the Artificer can put three Fireballs into one invention. Using that invention once, as a standard action, and targeting all three fireballs at the same target, will deal 30d6 damage to that target. That is the same damage that a 20th level wizard does with an empowered delay blast fireball. You will never convince me that being able to do that 7 times a day at level 11 is balanced. A 20th level specialist wizard might be able to do that 6 times a day, since that is effectively a 9th level spell.

Actually that is not effectively a 9th level spell.

Three castings means:
3 save throws
Energy resistance 3 times
Spell resistance 3 times

In this specific case it also means that the DC will be much lower than it would have been for the empowered delayed blast fireball (4 points lower minimum).

Also this is something a Wizard can just about do at 11th level too.

Lesser metamagic rod of Quicken spell
Empowered Fireball

So he casts his empowered fireball then quickens a regular fireball = 25d6 of damage.

Heck if he's feeling frogy he could have his familiar then activate another fireball from a staff (with the appropriate use magic device check).

Also the bard at level 11 can get off the (equivalent) of three 3rd level spells off at the same time too. Again with the lesser metamagic rod he can cast haste, the move action his bardic music and still cast good hope with his standard action, netting a +5 to hit +4 to damage +2 to saves (+3 on reflex saves) +1 to AC + 1 to initiative, and an extra attack for his allies that full attack.

The fighter at level 11 can easily down any opponent in range of his longbow in a single round all day -- but that's not over powered (is it?).

In the end I would be more worried if the Artificer instead had it throw up a haste, stinking cloud, slow combo than the three fireballs.


Abraham spalding wrote:
MaxAstro wrote:


Thank you for missing my point entirely. At level 11, the Artificer can put three Fireballs into one invention. Using that invention once, as a standard action, and targeting all three fireballs at the same target, will deal 30d6 damage to that target. That is the same damage that a 20th level wizard does with an empowered delay blast fireball. You will never convince me that being able to do that 7 times a day at level 11 is balanced. A 20th level specialist wizard might be able to do that 6 times a day, since that is effectively a 9th level spell.

Actually that is not effectively a 9th level spell.

Three castings means:
3 save throws
Energy resistance 3 times
Spell resistance 3 times

In this specific case it also means that the DC will be much lower than it would have been for the empowered delayed blast fireball (4 points lower minimum).

Also this is something a Wizard can just about do at 11th level too.

Lesser metamagic rod of Quicken spell
Empowered Fireball

So he casts his empowered fireball then quickens a regular fireball = 25d6 of damage.

Heck if he's feeling frogy he could have his familiar then activate another fireball from a staff (with the appropriate use magic device check).

Also the bard at level 11 can get off the (equivalent) of three 3rd level spells off at the same time too. Again with the lesser metamagic rod he can cast haste, the move action his bardic music and still cast good hope with his standard action, netting a +5 to hit +4 to damage +2 to saves (+3 on reflex saves) +1 to AC + 1 to initiative, and an extra attack for his allies that full attack.

The fighter at level 11 can easily down any opponent in range of his longbow in a single round all day -- but that's not over powered (is it?).

In the end I would be more worried if the Artificer instead had it throw up a haste, stinking cloud, slow combo than the three fireballs.

Maybe I'm wrong here but I was under the impression that if the device is built so it fires 3 fireballs at once (as opposed to pulling the trigger 3 times for one fireball each time), then that (the former) is the spell effect and thus gets only 1 save etc no?

HH


Hockey_Hippie wrote:
Maybe I'm wrong here but I was under the impression that if the device is built so it fires 3 fireballs at once (as opposed to pulling the trigger 3 times for one fireball each time), then that (the former) is the spell effect and thus gets only 1 save etc no?

You pull the trigger once, but it's still three spell effects.

just like if the item in question cast Shield, Shield of Faith and Barkskin all at once. Three spells three effects, it would take 3 castings of dispel magic to get rid of all three.

The Fireball Blaster (TM) shoots 3 fire balls -- 3 fire balls means 3 saves, 3 x energy resistance and 3 x spell resistance. Just because they all come out at once doesn't mean they aren't seperate effects.

Another example:

Lets say your device does lightning bolt and fireball at the same time. Just because your foe is immune to electricity doesn't mean the fire ball doesn't hurt him just because it was cast at the same time as the lightning bolt.


Abraham spalding wrote:
Hockey_Hippie wrote:
Maybe I'm wrong here but I was under the impression that if the device is built so it fires 3 fireballs at once (as opposed to pulling the trigger 3 times for one fireball each time), then that (the former) is the spell effect and thus gets only 1 save etc no?

You pull the trigger once, but it's still three spell effects.

just like if the item in question cast Shield, Shield of Faith and Barkskin all at once. Three spells three effects, it would take 3 castings of dispel magic to get rid of all three.

The Fireball Blaster (TM) shoots 3 fire balls -- 3 fire balls means 3 saves, 3 x energy resistance and 3 x spell resistance. Just because they all come out at once doesn't mean they aren't seperate effects.

Another example:

Lets say your device does lightning bolt and fireball at the same time. Just because your foe is immune to electricity doesn't mean the fire ball doesn't hurt him just because it was cast at the same time as the lightning bolt.

When you put it that way, it makes that S/SOF/BS combo ultra harsh. I'd rather make each effect one save/dispel etc and then use the above errata to give the over the top offensive stuff a haircut than give a 3rd level Artificer a protection grid that is 8 AC and takes 3 dispel magics to burn through.

HH


Fortunately the S/SOF/BS combo really doesn't offer anything the PCs won't already have access to on a regular basis. It just offers one character a quicker means to get it off -- and in exchange for not simply using equipment he's down three spells for his weird science stuff.

After all he could just use a heavy shield, ring of protection (or a scroll of protection from alignment) and amulet of natural armor -- his bonuses aren't going to be higher than anyone elses -- and honestly most buffs last long enough that getting them up before combat isn't too difficult.


Abraham spalding wrote:

Fortunately the S/SOF/BS combo really doesn't offer anything the PCs won't already have access to on a regular basis. It just offers one character a quicker means to get it off -- and in exchange for not simply using equipment he's down three spells for his weird science stuff.

After all he could just use a heavy shield, ring of protection (or a scroll of protection from alignment) and amulet of natural armor -- his bonuses aren't going to be higher than anyone elses -- and honestly most buffs last long enough that getting them up before combat isn't too difficult.

But the fact of the matter is he doesn't have to use a shield (thus opening up the possiblity of TWF), a scroll (a one use item) or a Ring of Prot/ANA. Even given that the scroll is a Shield scroll, that means collective bonuses between the Ring of Prot and the ANA would have to be +3. There is no way a 3rd level character of any class has that much magic.

And as far as quicker, that's a huge advantge, believe me I've taken enough Mage Armour+ protection combos to see the disadvantage of buffing while everyone else is taking hacks. Spending 3 rounds to get an AC8 combo really gives your opponent an advantage when you are the 'heavy artillery' spellcaster. But do it in one round. That's priceless.

And sure he down 3 spell effects, but he has that thing forever. He never has to do any normal spell maintenance and he can use that thing large multiples per day as he goes up. It's a heck of a lot cheaper to build a gizmo like that than obtain the relevant magic items needed to mimic the effect. Further, if you multi a spellcaster off of this class, well there's spells you never have to take because you already have them. That's really handy at low levels especially and I suspect it only gets more handy as you gain experience. A decent level spellcaster/Artificer with only small, non-suspicious ("That, that's only a bracelet me Mum gave to me") non-magic detectable gizmos could walk through pretty much any human frisk me/detect me gauntlet and blow someone to smithereeens.

HH


Well the caster can easily do it in two rounds and Barkskin again lasts long enough to be cast once in a dungeon (at 10 minutes a level we got 30 minutes at caster level 3 alone).

On the two weapon fighting front -- well shields make great weapons, and the alchemist is already capable of handing out extracts of shield to people to use (meaning in one round he could cast shield and enlarge person on someone -- including himself if he wanted).

At level 3 the S/SOF/BS is going to be usable 3 times a day, and only offers a +8 bonus -- something multiple classes can do in one round already (paladins, wizards with familiars, alchemists for example).

This is instead of having the ability to use each of those individually three times a day, or to use other spells instead. You've used up all your weird science for AC.


Abraham spalding wrote:

Well the caster can easily do it in two rounds and Barkskin again lasts long enough to be cast once in a dungeon (at 10 minutes a level we got 30 minutes at caster level 3 alone).

On the two weapon fighting front -- well shields make great weapons, and the alchemist is already capable of handing out extracts of shield to people to use (meaning in one round he could cast shield and enlarge person on someone -- including himself if he wanted).

At level 3 the S/SOF/BS is going to be usable 3 times a day, and only offers a +8 bonus -- something multiple classes can do in one round already (paladins, wizards with familiars, alchemists for example).

This is instead of having the ability to use each of those individually three times a day, or to use other spells instead. You've used up all your weird science for AC.

Please explain to me how a 3rd level Paladin or a 3rd level Alchemist can deliver a +8 AC bonus in one round? And then tell me how they or a 3rd level wizard can do it three times a day.


The alchemist can craft an extract of shield. Drink the shield extract use the accelerated drinker trait from Devils of Cheliax to drink a potion of something that adds 4 to AC. One round +8 To AC.

A third level paladin can drink a potion of barkskin (+4) then activate his smite evil to get his Cha to AC -- he can not do this three times a day though.

The wizard can cast mage armor at the start of the cave (or extended mage armor earlier) then cast shield later on -- then have his familiar cast protection from alignment from a scroll on to him that's +6 in one round + 4 from the mage armor = +10. That's IF the wizard doesn't simply cast Mirror Image.


Abraham spalding wrote:

The alchemist can craft an extract of shield. Drink the shield extract use the accelerated drinker trait from Devils of Cheliax to drink a potion of something that adds 4 to AC. One round +8 To AC.

A third level paladin can drink a potion of barkskin (+4) then activate his smite evil to get his Cha to AC -- he can not do this three times a day though.

The wizard can cast mage armor at the start of the cave (or extended mage armor earlier) then cast shield later on -- then have his familiar cast protection from alignment from a scroll on to him that's +6 in one round + 4 from the mage armor = +10. That's IF the wizard doesn't simply cast Mirror Image.

OK, so the first requires a feat to do the trick, the second a potion which costs money, especially one that is a double dose as Barkskin as a 2nd level spell only does a +2 AC bonus and the 3rd requires a scroll. So you are either investing in a feat specifically to help you do this as an Alchemist or money in one shot items with the other two. And once you use those items, you can't use them again so the wizard could also not do this 3 times a day.

Contrast that with the Artificer as written. No money or feats involved, just time. And then he has that combo until the end of time at least 3 times a day.

Seriously, I doubt you are going to bring me to your side on this and I doubt I'll bring you to my side. Let's just agree to disagree.

Max: Anything in these latest posts or my suggestions to your suggestions above that give you any ideas?

HH

The Exchange

First things first: the Artificer actually isn't fan content. It was released in the Tome of Secrets by Adamant Entertainment, which was published literally at the same time as the release of Pathfinder (I'm pretty sure Tome of Secrets debuted at GenCon at the same time as Pathfinder). This likely the source of all the errors, though there still are a ton of kinda stupid errors (since when is inflict light wounds a second level spell? really?) Anywho, to address the questions regarding the differing target types (combining inflict light wounds with lightning bolt) in the book's pdf, it does say you have to make a touch attack to use the inflict spell.

Personally, I love the intent of this class, but I am definitely modifying it before I offer it as a choice to my players for my upcoming campaign.


Accelerated drinker is a trait -- not a feat -- yeah we probably won't see eye to eye on this one.

Overall I see this class as a one trick pony -- yes that trick is generally rather useful -- but they'll never really do anything that has the same "umpf" as a full attacking fighter, or "wow" as an 11th level mage (of any flavor) in my opinion -- it's the magical equivalent to the rogue in my view.

Again my largest complaint is the lack of explanation on how to set DC's for the weird science abilities.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think you are right that mixed inventions are not inherently overpowered, Abraham. However I think the number of times they can be used per day IS. Also, the more inventions you mix the crazier it gets as action economy goes through the roof. Mixed inventions are basically giving you Quicken Spell for free, so regardless of how much you argue that other classes could do the same, you are getting multiple +4 to spell level effects at almost no cost - not even the Swift action Quicken Spell normally requires.

In any case I am currently rewriting the class, Hockey_Hippie, just to see what I come up with. I can't promise the result will be balanced, but I can promise it will be more balanced than the current version, since less balanced would be pretty much impossible. :)

As far as exceeding the uses per day goes, I go back and forth on that ability. I don't want to cut abilities from the class too much but you are right that finding a way to balance it is tricky. The massive number of uses per day it gets is basically the class's main feature, in my opinion.

As far as the hit die goes - Every core class with 3/4s BaB has a d8 hit die, it has nothing to do with the skills (which I think make more sense at 6+ as well).

I also agree that having access to multiple spell lists is an important feature of the class, although for my writeup I am limiting them to Cleric and Wizard spells, with a class feature that lets them learn a few spells from other lists. That avoids wonkyness such as being able to get Lesser Restoration as a 1st level spell.


Yeah I know it's a bit more than quicken spell... but I also consider the following:

Maximum spell available is 4... 4 + 4 = 8. Even if we up it another level for being a better quicken spell that's only a 9, which is equal to the wizard's best... but not quite because we are still only taking about 4th level and under spell effects.

Over all the Inventions and ability to mix the spells/ cast them all at once is the class power of this class -- it's the only thing it really gets that is unique, or remotely powerful. Making large (or even some small) changes to the class could quickly render it pointless and useless.

In retrospect I think that there could be something to the thought that the inventions might get too many uses a day -- however the Wizard can quickly top 100 spells per day himself if he tries.

(5 per spell level over 0 = 45 + 24 from intelligence = 69 castings before pearls of power or staves and the like)

The maximum uses per day the artificer could currently have (if he makes an individual invention for each spell level he can do one for) is 220 uses of 20 spells 4th level and under.

If instead he does 3~4 spells per invention he gets significantly less uses: 66~55 uses a day at level 20.

At that level yeah it's probably enough... but I'm not completely convinced that it doesn't wash out at the lower levels.


Had a thought that could be quite the compromise:

The artificer still gets to combined spells how he wants but:

1. He can only have 1/2 his class level in spell levels in one weird science invention at a time.
2. He can only have 1 combined invention + 1 per 3 class levels.

This means by level 18 he could have 9 spell levels in a single invention, and have a total number of combined inventions of 7.

That's 3 x 3rd level spells, or 4x 2nd level + 1 first, or 2 x 4th level + 1 first... etc -- to a total of 7 combined effect inventions at 18th level...

At fourth level he could have two inventions with 2 spell levels each in them (so basically two inventions that cast 2 first level spells each).


Okay, let's see if I can contribute to this. First off, I've never been in a campaign where the people you're with actually stay somewhere long enough for you to make an invention, so that's a large factor.

Weird Science: Okay, sure it seems a little overpowering. Although, you can only go up to 4th lvl spells when using this ability. EVER. I'm also sure that the lightning+Inflict+Shield take from the amount of items you can create / have at a time, meaning you can now make only two more lvl 1 items.

Item Creation: Follow what it says. You got a scroll, you got materials and components, then you can do what you want. This doesn't factor with Weird Science.

Exemplar: At lvl 20, add 10 to all untrained rolls. However, if you trained your class skills to max, then those trained skills are most likely at a base of 20, +3 for being a trained skill, + your modifier for it. Seems like you get less than half your regular bonus for checks on untrained skills. Unfair? To some, perhaps.

Skills: Number of skill points per level, well, I'm unsure about that. But whatever, it's in the book.

Hit Dice: Low hit dice for amazing ability? I see how that works.

So you see, though it does appear to be overpowered at certain areas, it does penalize itself. Just need to interpret it correctly, that's all.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Artificers and Weird Science All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules
A NPC from Lore