Artificer (Fighter Archetype)


Homebrew and House Rules


Useful for a military style campaign, perhaps? Comments welcome.

Artificer (Fighter)
The Artificer is a highly motivational fighter who is skilled in crafting arms, armor, siege engines, and fortifications. In addition, the Artificer is schooled in engineering as well as utilization of everything at his disposal to fight the enemy, making him capable of improvising protection or weaponry where the actual implements are absent.
Skill Ranks Per Level: At 2nd level skill ranks increase by 2 for a total of 4 per level. At 4th level, skill ranks increase by 2 for a total of 6 per level. These skill ranks may only be applied to Craft (weapons), (armor), (siege engines), (fortifications) or in knowledge (engineering) and replaces the bonus feat at that level.
Improvised shield (Ex) – At 3rd level an Artificer is able to utilize any suitable item as an improvised shield, from boards to cloth from tents or other similar items. Such a shield provides +1 AC and may be used to shield an ally instead, giving the ally the +1 to their AC. This ability replaces Armor Training 1.
Improvised weapon (Ex) – At 5th level an Artificer gains additional skill in handling improvised weapons. This ability grants the Artificer +1 to attack with an improvised weapon, which stacks with Catch Off-Guard or Throw Anything. In addition, an Artificer may apply the bonus to his CMB when performing a Combat Maneuver with the improvised weapon. This ability replaces Weapon Training 1.
Rally (Ex) – At 7th level an Artificer can supplement the morale his allies and encourage them to fight. The Artificer must be either seen or heard by his allies. The effect is a +1 Morale bonus to attacks and damage as well as saves versus fear. This ability replaces Armor Training 2.
Distracting Implements (Ex) – At 9th level an Artificer may make use of various supplies, such as cooking oil, flour, coals, dirt and other similar items to toss into the opponent’s face to disorient. The opponent must make a Reflex Save DC 20 to minimize the effect and be dazed for one round; otherwise he is stunned for 2d4 rounds. This ability replaces Weapon Training 2.
Improvised Fortifications (Ex) – At 11th level an Artificer may quickly construct fortifications out of improvised materials or order such construction. The amount of time required (assuming suitable materials exist) is equal to 1 round per person who needs to hide behind such cover and is mitigated by directing allies to assist in such construction at an equal one to one ratio of protection to persons available to assist. Each person who is able to be served by the improvised fortifications is assumed to be behind cover. This ability replaces Armor Training 3.

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Dark Sasha wrote:
Artificer (Fighter)

Name needs work. Artificer is more about artifacts. Erecting fortifications and improvising shields are related, but improvised weapon, rally, and distracting implements abilities don't fit the archetype.

Dark Sasha wrote:
Skill Ranks Per Level

Keep the skills the same amount. 4+ would be alright based on the rest of the abilities.

Dark Sasha wrote:
Improvised shield (Ex) – At 3rd level an Artificer is able to utilize any suitable item as an improvised shield, from boards to cloth from tents or other similar items. Such a shield provides +1 AC and may be used to shield an ally instead, giving the ally the +1 to their AC. This ability replaces Armor Training 1.

Great idea. Best thing about this archetype.

Dark Sasha wrote:
Improvised weapon (Ex)

This seems like it could be made into a feat, weapon focus: improvised weapon.

Dark Sasha wrote:
Rally (Ex)

Doesn't fit the rest of the archetype.

Dark Sasha wrote:
Distracting Implements (Ex)

Covered in the APG with the dirty trick combat maneuver. And the stun penalty duration is too long I think

Dark Sasha wrote:
Improvised Fortifications (Ex)

Again clunky, but good concept.

Well you had some good ideas in this archetype, but maybe work on the names and tighten up a few of the abilities.


Hey thanks a lot for the feedback, and so quick too!


Neat idea!

The Artificer already has something of a "feel" in D&D as a magical item crafter, rather than a mundane item crafter.

I'd prefer the name "Engineer" instead, as it seems to fit better for mundane crafting Fighter type applying his techniques to combat.

Now on to the abilities:

Quote:
Skill Ranks Per Level: At 2nd level skill ranks increase by 2 for a total of 4 per level. At 4th level, skill ranks increase by 2 for a total of 6 per level. These skill ranks may only be applied to Craft (weapons), (armor), (siege engines), (fortifications) or in knowledge (engineering) and replaces the bonus feat at that level.

This mechanic feels a little clunky. I can see what you are trying to do here, but it's a little awkward.

I'd rather see something like add one free rank into any one of those 5 choices, and add +1/2 level bonus to all of them, at the cost of your first level feat.
Crafting mundane weapons are fairly weak to begin with, and knowledge (engineering) has one of the most limited uses amongst knowledge too. Giving up your first level feat for this fairly wide but low use bonus should be fine.

Quote:

Improvised shield (Ex) – At 3rd level an Artificer is able to utilize any suitable item as an improvised shield, from boards to cloth from tents or other similar items. Such a shield provides +1 AC and may be used to shield an ally instead, giving the ally the +1 to their AC. This ability replaces Armor Training 1.

Improvised weapon (Ex) – At 5th level an Artificer gains additional skill in handling improvised weapons. This ability grants the Artificer +1 to attack with an improvised weapon, which stacks with Catch Off-Guard or Throw Anything. In addition, an Artificer may apply the bonus to his CMB when performing a Combat Maneuver with the improvised weapon. This ability replaces Weapon Training 1.

These feel pretty weak, overall. At the levels that most fighters are gaining bonuses to their focus, this guy gets to use (weaker) improvised weapons slightly better.

The protect an ally thing is nice, but there are a couple archetypes that already do this (better and more appropriate to the class theme), as well as feats that do it as well. I'm not sure an Artificer or Engineer really fits with "protect allies".
What might fit a bit better is the ability to roll a craft armor/weapons check to add a temporary equipment bonus to an already existing weapon or armor. Or add a feature temporarily, such as reduce movement/dex/armor check penalties for a little while, or adding to crit range or multiplier, etc.
If it takes time to craft it, and it lasts only a little while, then it's self restricted. You aren't going to outfit an entire army, just yourself and maybe an ally or two at higher levels when it lasts a bit longer.

Quote:
Rally (Ex) – At 7th level an Artificer can supplement the morale his allies and encourage them to fight. The Artificer must be either seen or heard by his allies. The effect is a +1 Morale bonus to attacks and damage as well as saves versus fear. This ability replaces Armor Training 2.

This feels like a "Captain", "Commander" or "General" ability, not so much an "Artificer" or "Engineer" ability.

Quote:
Distracting Implements (Ex) – At 9th level an Artificer may make use of various supplies, such as cooking oil, flour, coals, dirt and other similar items to toss into the opponent’s face to disorient. The opponent must make a Reflex Save DC 20 to minimize the effect and be dazed for one round; otherwise he is stunned for 2d4 rounds. This ability replaces Weapon Training 2.

This really seems to feel like the Dirty Trick combat maneuver. Perhaps it would work better to just give the improved/greater feats for free but it requires using some ingredient/object on hand.

Quote:
Improvised Fortifications (Ex) – At 11th level an Artificer may quickly construct fortifications out of improvised materials or order such construction. The amount of time required (assuming suitable materials exist) is equal to 1 round per person who needs to hide behind such cover and is mitigated by directing allies to assist in such construction at an equal one to one ratio of protection to persons available to assist. Each person who is able to be served by the improvised fortifications is assumed to be behind cover. This ability replaces Armor Training 3.

It might be a good idea to hammer out what exactly "fortifications" gives, other than cover. Also, how much hp and hardness will it have, etc.

The idea is sound as a replacement ability, but it leaves a bit to the DM to adjudicate.
As it stands, a DM will likely not object to letting any average pc just pick up/knock over something heavy to use as cover without any special ability. This ability needs to define what exactly it can give over that.

All in all, I think it's a neat idea. I'd probably drop the "defend allies directly" stuff to instead implement an "add bonuses that allies can use".

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