| Dragonamedrake |
I have written an Artificer class Rebuild.
I know this has been done over and over. But I wanted to rebuild the artificer for my game. So I thought I would share. I have borrowed heavily from past versions I found from the following talented posters.
nomadicc, Witchfinder, Paul O'Connell's Ardwright, ect. Thanks and I hope you dont mind me borrowing from excellent builds.
I tried to keep it simple, but give it flavor and make the class have as many options as possible.Pathfinder have given a lot of classes (rogue, alchemist, barbarian, ect) a pool of abilities they can chose from at certain levels. I tried to do the same. I also really liked the idea of Weird Science but I thought it poorly explained. I have tried to define it a bit and limit it somewhat.
So here it is. I hope you enjoy it and if you have any suggestions I would love to hear them.
Please keep in mind this is a rough draft right now.
| Elondor |
I really enjoy looking at the various artificer builds, and seeing as no one has commented I'll review it for you as I read it.
-The restrictions seem a bit hefty, yet balanced. Much better than a lot of other classes that start unbalanced with no restrictions.
-Almost seems like too many abilities level one, especially JoAT, make this a very sweet level 1 dip. I'd do it for a rogue simply for JoAT.
-DC on others using your wierd science devices should scale, ie 10+highest spell level+number of spells
-Artificer bonus seems a bit too good as well. An almost better option then auto succeeding would be a bonus based on level of the artificer. Ie: the more experianced you get, the easier it is to use items. Eventually you'd be auto succeeding all but the most complicated devices.
-The item creation ability seems too easy to me, and could drastically sway WBL in the artificer's favor. I'd say bundle this with artificer bonus, giving a set spell level that an artificer may emulate. For instance, at level 4 you could emulate up to level 2-3 spells, level 6 you can emulate up to 3-4th level spells, something like that.
-I feel like you added a lot of random negatives and restrictions to certain things that could be less restricted, while leaving several abilities with no restriction. My primary concern is balancing some of the major abilities (the ones you like the most) and stopping others from being overly restricted. Also, the abilities are walls of text =P they could stand to be simplified if possible.
-You outta re-label trade secrets as it says bonus feats, which confused me till I got further down.
-Metamagic science is cool and highly valuable. Nuff said.
-No cap stone ability? =/ I know most people won't get there, but cap stones are fun.
Trade secret abilities:
All should have a level req.
-artificer lore seems redundant with JoAT, as both allow you to make use of untrained skills
-weapon expertise should apply to a single weapon, all martial seems a bit strong.
-I like the idea of an arcane pool... maybe make an extansive archtype for the magus?
-Metamagic technique should require the prerequisites.
-Ring mastery seems like a BAD idea. If you want more items as an artificer, craft them sans a slot. Maybe i'm just silly. Same with wonderous item mastery.
-extraordinary artisan seems like a too large of a percent, maybe reduce to 10-15% to stop items from being TOO cheap, therefor giving the artificer too large of a WBL advantage.
-a ton of the trade secrets after this seem unbalanced for similar reasons.
-with improved homonculus you may consider a system similar to the summoner's eidolon evolution points, which it seems like you did to a degree.
Sorry for the wall of text! My overall opinion is that balancing is key. I like the artificer as a class, and like many of your ideas. Maybe my suggestions are uneducated, I wouldn't know =P If what I said helps, however, than that's awesome.
| Pendagast |
I have written an Artificer class Rebuild.
I know this has been done over and over. But I wanted to rebuild the artificer for my game. So I thought I would share. I have borrowed heavily from past versions I found from the following talented posters.
nomadicc, Witchfinder, Paul O'Connell's Ardwright, ect. Thanks and I hope you dont mind me borrowing from excellent builds.
I tried to keep it simple, but give it flavor and make the class have as many options as possible.Pathfinder have given a lot of classes (rogue, alchemist, barbarian, ect) a pool of abilities they can chose from at certain levels. I tried to do the same. I also really liked the idea of Weird Science but I thought it poorly explained. I have tried to define it a bit and limit it somewhat.
So here it is. I hope you enjoy it and if you have any suggestions I would love to hear them.
Please keep in mind this is a rough draft right now.
Isn't the alchemist really pathfinders artificer tho? (especially with some of the SSG add on material.)
I was kinda disappointed to see the oracle not really fit my favored soul ideal, but it would be silly to try and fit in a favored soul, now.| Cheapy |
I try to be critical. Praise is fine, but actual criticism help the most. Don't take it personal.
Analysis as I read:
* Not sure Perception really fits, but I can see a rough argument for it as a class skill.
* Red flags, I see Weird Science =/
* Jack of All Trades is a 10th level bard ability. I do not like it as a first level ability, since it means you have a shot in the dark about knowledge skills.
* Pretty iffy on Artificer Bonus. It appears to be a first level ability. This, with JoAT makes this class too dippable.
* Item creation just provides a way to avoid increasing the Spellcraft DC by 5 for a spell prerequisite you don't meet, right? And what kind of Craft check? The DC for this is quite high. Why wouldn't you just increase the DC by 5? What about spells gained at different caster levels? For example, haste is given to a wizard at CL 5, but CL 4 for a summoner. RAW, I could use the Summoner's CL to make the DC 24, instead of 25. Same deal with LEsser Restoration.
Oh, I see it now. Should've checked the examples. This works with non-Wondrous Items. Hrm. Yea, no. This makes it too dippable.
* Craft Homunculous shouldn't allow after-creation upgrades, to keep it in line with making other constructs.
* Salvage just gets rid of the need to sell an item? Useful.
Trade Secrets:
* Armor Expertise is weird, and should not be allowed so low. Why just scrolls?
* Artificer lore should be +1/2 level to Knowledge checks related to magic items. It should not be bardic knowledge.
* Staff Mastery needs a level requirement. And you can normally recharge one staff per day. The add on doesn't make too much sense to me, since you don't have the spell slots to recharge the staff, even if you're treated as if having one.
* Potion Mastery: Quick draw has nothing to do with using potions. You could grab two potions, but you still can't use them, since they require separate actions.
* Alchemical Synergy: There are no UMD rolls for potions.
* Ring Mastery: Nope.
* Wand Mastery: Hmm. Should be fine, although the language could use some tightening up.
* Wondrous Item Mastery: See Ring Mastery.
* Quick Disable is really weak for such a high level ability.
* Extended Buff: O_O Does it apply to the whole spell?! For example, Good Hope gives a bonus to saving throws...but also to-hit and damage. Haste would fall into this category as well, since it buffs Reflex.
* The rest looks like just stuff from Eberron, so won't comment.
| Dragonamedrake |
I really enjoy looking at the various artificer builds, and seeing as no one has commented I'll review it for you as I read it.
-The restrictions seem a bit hefty, yet balanced. Much better than a lot of other classes that start unbalanced with no restrictions.
-Almost seems like too many abilities level one, especially JoAT, make this a very sweet level 1 dip. I'd do it for a rogue simply for JoAT.
You have a very good point. I will probably move JoaT to a later level. I was tempted to also move Trapfinding but I have found that is usually most helpful at the first few levels when traps are more deadly. A 20 foot spike pit trap can kill a 1st level character if unlucky enough.
-DC on others using your wierd science devices should scale, ie 10+highest spell level+number of spells
While this might work it would lower the DC for others to use it and I really think this should be a very hard thing to do. I even thought about removing the ability for others to use your devices all together similiar to how no one can use an alchemist bombs other than the alchemist. I still might.
-Artificer bonus seems a bit too good as well. An almost better option then auto succeeding would be a bonus based on level of the artificer. Ie: the more experianced you get, the easier it is to use items. Eventually you'd be auto succeeding all but the most complicated devices.
The original Artificer had to Use Magic Device for every time. It always seemed people would try and cheese a high UMD just to autosucceed and I had players in my game who decided against playing an Artificer because of the constant checks. I tend to agree. It makes little since that you can create a wand of magic missle but you have to UDM to use it afterwards.
-The item creation ability seems too easy to me, and could drastically sway WBL in the artificer's favor. I'd say bundle this with artificer bonus, giving a set spell level that an artificer may emulate. For instance, at level 4 you could emulate up to level 2-3 spells, level 6 you can emulate up to 3-4th level spells, something like that.
Well considering the high Craft DC I dont see it as too easy. And there is a set level. If you read the second paragraph the artificer can emulate a CL of his artificer level +2 for the purposes of meeting prereqs. However the spell effect is still based on his artificer level.
-I feel like you added a lot of random negatives and restrictions to certain things that could be less restricted, while leaving several abilities with no restriction. My primary concern is balancing some of the major abilities (the ones you like the most) and stopping others from being overly restricted. Also, the abilities are walls of text =P they could stand to be simplified if possible.
Here I hole heartedly agree. It is hard not to be slightly biased. I would love more detailed information on what you think is overpowered vs what is underpowered. And I understand I need to go back and try and simplify the descriptions.
-You outta re-label trade secrets as it says bonus feats, which confused me till I got further down.
Nice catch... I will change the description to be more clear.
-No cap stone ability? =/ I know most people won't get there, but cap stones are fun.
Actually you do get a Master Trade Secret at level 20... but the table doesnt reflect this. Its under the original Trade secret. I will reword it to be more clear and have it reflected in the table.
Trade secret abilities:
All should have a level req.
-artificer lore seems redundant with JoAT, as both allow you to make use of untrained skills
-weapon expertise should apply to a single weapon, all martial seems a bit strong.
-I like the idea of an arcane pool... maybe make an extansive archtype for the magus?
-Metamagic technique should require the prerequisites.
-Ring mastery seems like a BAD idea. If you want more items as an artificer, craft them sans a slot. Maybe i'm just silly. Same with wonderous item mastery.
-extraordinary artisan seems like a too large of a percent, maybe reduce to 10-15% to stop items from being TOO cheap, therefor giving the artificer too large of a WBL advantage.
-a ton of the trade secrets after this seem unbalanced for similar reasons.
-with improved homonculus you may consider a system similar to the summoner's eidolon evolution points, which it seems like you did to a degree.
I will take a look at the level req. but I think most are fine as is.
- I will change the wording to Artificer lore and have it simply give a bonus to Knowledge skill checks.- Weapon Expertise - I will consider that. You are probably right. Possibly I will change it to a group of weapons.
- Very good catch on Metamagic Technique... it should require prereqs.
- I will take a look at ring mastery and wounderous mastery. Any Ideas on replacements?
- You know that was the original bonus given in the Eberon book however that was when Item creation still used xp. To give a 25% cut when that is the only cost might be to extream. I will more then likely drop it to a 10% reduction.
- What trade secrets are unbalanced? I will take a look at them.
- The improved homonculus feat was actually taken straight from the 3.5 feat. I havenet even had time to update the homonculus creatures with CMB and CMD scores yet. I do like the feat however.
Sorry for the wall of text! My overall opinion is that balancing is key.
No no I love the input. And I agree that balance was my biggest consern. Thanks again and please continue with the advice if you have anymore. That goes for everyone.
| Dragonamedrake |
Dragonamedrake wrote:I have written an Artificer class Rebuild.
Isn't the alchemist really pathfinders artificer tho? (especially with some of the SSG add on material.)
I was kinda disappointed to see the oracle not really fit my favored soul ideal, but it would be silly to try and fit in a favored soul, now.Um have to disagree here. The artificer plays the same role as a alchemist but has completely different flavor and mechanics.That would be like saying there is no reason to have a Fighter and a Paladin cause they do the same thing. Or a Wizard/Sorceror, Fighter/Barbarian, ect...
| Dragonamedrake |
I try to be critical. Praise is fine, but actual criticism help the most. Don't take it personal.
Analysis as I read:
* Not sure Perception really fits, but I can see a rough argument for it as a class skill.
* Red flags, I see Weird Science =/
* Jack of All Trades is a 10th level bard ability. I do not like it as a first level ability, since it means you have a shot in the dark about knowledge skills.
* Pretty iffy on Artificer Bonus. It appears to be a first level ability. This, with JoAT makes this class too dippable.
* Item creation just provides a way to avoid increasing the Spellcraft DC by 5 for a spell prerequisite you don't meet, right? And what kind of Craft check? The DC for this is quite high. Why wouldn't you just increase the DC by 5? What about spells gained at different caster levels? For example, haste is given to a wizard at CL 5, but CL 4 for a summoner. RAW, I could use the Summoner's CL to make the DC 24, instead of 25. Same deal with LEsser Restoration.
Oh, I see it now. Should've checked the examples. This works with non-Wondrous Items. Hrm. Yea, no. This makes it too dippable.
* Craft Homunculous shouldn't allow after-creation upgrades, to keep it in line with making other constructs.
* Salvage just gets rid of the need to sell an item? Useful.
Trade Secrets:
* Armor Expertise is weird, and should not be allowed so low. Why just scrolls?* Artificer lore should be +1/2 level to Knowledge checks related to magic items. It should not be bardic knowledge.
* Staff Mastery needs a level requirement. And you can normally recharge one staff per day. The add on doesn't make too much sense to me, since you don't have the spell slots to recharge the staff, even if you're treated as if having one.
* Potion Mastery: Quick draw has nothing to do with using potions. You could grab two potions, but you still can't use them, since they require separate actions.
* Alchemical Synergy: There are no UMD rolls for potions.
* Ring Mastery: Nope.
* Wand Mastery:...
Cheapy first I apreciate the critique... no need to explain. As I said its in the rough draft stage. I havent had a chance to dig into what you wrote but I will address each point tonight and update this post. Thanks for the in depth response. Same for Elondor who I have responded to.
| Pendagast |
Pendagast wrote:Dragonamedrake wrote:I have written an Artificer class Rebuild.
Isn't the alchemist really pathfinders artificer tho? (especially with some of the SSG add on material.)
I was kinda disappointed to see the oracle not really fit my favored soul ideal, but it would be silly to try and fit in a favored soul, now.Um have to disagree here. The artificer plays the same role as a alchemist but has completely different flavor and mechanics.That would be like saying there is no reason to have a Fighter and a Paladin cause they do the same thing. Or a Wizard/Sorceror, Fighter/Barbarian, ect...
Yea but have you seen the PDF's im talking about where you swap out a discovery or an extract for customizable magic machines etc, felt very artificery. Kinda like the oracle isnt a favored soul but fills the same crack. Personally Id rather have a favored soul, but we have oracle... and I really would prefer not having both.
| Dragonamedrake |
Analysis as I read:
* Not sure Perception really fits, but I can see a rough argument for it as a class skill.
* Red flags, I see Weird Science =/
Trapfinding without Perception would be kinda pointless at least at low levels. And as you said any skill can be argued to fit so I like it being there.
Weird Science is great flavor. It just needed limits. I will take a second look at it however.
* Jack of All Trades is a 10th level bard ability. I do not like it as a first level ability, since it means you have a shot in the dark about knowledge skills.
* Pretty iffy on Artificer Bonus. It appears to be a first level ability. This, with JoAT makes this class too dippable.
JoaT will be moved down. Its been pointed out that it is top heavy.
* Item creation just provides a way to avoid increasing the Spellcraft DC by 5 for a spell prerequisite you don't meet, right? And what kind of Craft check? The DC for this is quite high. Why wouldn't you just increase the DC by 5? What about spells gained at different caster levels? For example, haste is given to a wizard at CL 5, but CL 4 for a summoner. RAW, I could use the Summoner's CL to make the DC 24, instead of 25. Same deal with LEsser Restoration.
Oh, I see it now. Should've checked the examples. This works with non-Wondrous Items. Hrm. Yea, no. This makes it too dippable.
I will work on the description. I will take a look at crafting again to make sure it is in line.
* Craft Homunculous shouldn't allow after-creation upgrades, to keep it in line with making other constructs.
Homunculous don't work on the same principle as most constructs. I seem to have missed some of the original rules concerning them however... I will take a second look.
* Salvage just gets rid of the need to sell an item? Useful.
Trade Secrets:
* Armor Expertise is weird, and should not be allowed so low. Why just scrolls?
Yeah Salvage is nice. Armor Expertise will be looked at.
* Artificer lore should be +1/2 level to Knowledge checks related to magic items. It should not be bardic knowledge.
* Staff Mastery needs a level requirement. And you can normally recharge one staff per day. The add on doesn't make too much sense to me, since you don't have the spell slots to recharge the staff, even if you're treated as if having one.
Not sure if I agree about just being related to magic items. I will however take a second look at it.
I will take a look at Staff Mastery's wording. I could use some work.
* Potion Mastery: Quick draw has nothing to do with using potions. You could grab two potions, but you still can't use them, since they require separate actions.
I will take a second look at the rules concerning potions and modify the ability to actually be useful.
* Alchemical Synergy: There are no UMD rolls for potions.
I will take a look. Again it will need to be changed.
* Ring Mastery: Nope.
* Wand Mastery: Hmm. Should be fine, although the language could use some tightening up.
* Wondrous Item Mastery: See Ring Mastery.
I will take a serious look at wondrous and ring mastery as its been pointed out by more than one poster.
I will take a look at the wording with Wand mastery.
* Quick Disable is really weak for such a high level ability.
* Extended Buff: O_O Does it apply to the whole spell?! For example, Good Hope gives a bonus to saving throws...but also to-hit and damage. Haste would fall into this category as well, since it buffs Reflex.
I will take a look at Quick Disable.
Extended Buff actually might get the cut. Its confusing and will be hard to balance. I'm not sure. How would you fix it?
Well thanks for the points. I will be updating the class tonight. I will post up a response when its done.
| Dragonamedrake |
Alright I have updated the class with the suggestions provided. Here is summary of the first revision.
- Moved JoaT to level 7
- Modified Weird Science to only be used by the artificer similiar to Alchemist bombs
- Left Artificer Bonus the same.
- Modified the wording in item creation to fix any confusion.
- Updated description of how Homunculus creatures work
- Updated the wording on Salvage to take 8 hours instead of 1 day. This simplifies any confusion on what a full day requires.
- Moved Imp JoaT to level 15
- Updated the wording of Trade Secrets and added a section describing the Master Trade Secret you receive at level 20.
- Updated Armor Expertise to include all spell failure(not just scrolls) and moved to Advanced
- Updated Advanced Armor Expertise to include all spell failure (not just scrolls)
- Updated Weapon Expertise to give a proficiency in one martial weapon.
- Updated Advanced Weapon Expertise to give a proficiency in one exotic weapon.
- Updated Metamagic Technique to require all prereqs for the selected feat.
- Updated Staff Mastery to be more clear
- Redesigned Potion Mastery, Ring Mastery, Scroll Mastery, and Wondrous Item Mastery as well as the advanced versions. I tried to simplify and balance them.
- Reduced bonus of Extraordinary Artisan to 10 percent.
- Removed duplicate trade secret that duplicated Arcane Builder
- Updated Alchemy Synergy wording
- Ring and Wounderous Item mastery have been reduced in power
- Quick Disable has been moved from an Advanced to a normal secret with a prereq level of 5.
- Staff Mastery, Wand Mastery, and Extend buff have had their wording and balanace reworked.
Here it is
cartmanbeck
RPG Superstar 2014 Top 16
|
Alright I have updated the class with the suggestions provided. Here is summary of the first revision.
- Moved JoaT to level 7
- Modified Weird Science to only be used by the artificer similiar to Alchemist bombs
- Left Artificer Bonus the same.
- Modified the wording in item creation to fix any confusion.
- Updated description of how Homunculus creatures work
- Updated the wording on Salvage to take 8 hours instead of 1 day. This simplifies any confusion on what a full day requires.
- Moved Imp JoaT to level 15
- Updated the wording of Trade Secrets and added a section describing the Master Trade Secret you receive at level 20.
- Updated Armor Expertise to include all spell failure(not just scrolls) and moved to Advanced
- Updated Advanced Armor Expertise to include all spell failure (not just scrolls)
- Updated Weapon Expertise to give a proficiency in one martial weapon.
- Updated Advanced Weapon Expertise to give a proficiency in one exotic weapon.
- Updated Metamagic Technique to require all prereqs for the selected feat.
- Updated Staff Mastery to be more clear
- Redesigned Potion Mastery, Ring Mastery, Scroll Mastery, and Wondrous Item Mastery as well as the advanced versions. I tried to simplify and balance them.
- Reduced bonus of Extraordinary Artisan to 10 percent.
- Removed duplicate trade secret that duplicated Arcane Builder
- Updated Alchemy Synergy wording
- Ring and Wounderous Item mastery have been reduced in power
- Quick Disable has been moved from an Advanced to a normal secret with a prereq level of 5.
- Staff Mastery, Wand Mastery, and Extend buff have had their wording and balanace reworked.Here it is
-The biggest ability I see that is either overpowered or just off somehow is Artificer Bonus. He shouldn't auto-succeed, it should be a BONUS, a flat amount that he adds to his UMD checks for those items that he has the feats for. I'd say something similar to the craft bonus you give for Elbow Grease, so +2, +4, and +6 as he levels.
-I love the salvage ability, and it would allow for some fun RPing about scouring dungeons for lower-level magic items and then hunkering down and building a super death ray from the pieces, which would look really crazy and cool.
-Under Improved Metamagic Science, you have part of the ability description (the number of uses per day) in the example text instead of the actual ability text.
-Improved Jack of All Trades is incorrect, since after level 10 the +3 bonus to a class skill increases to +6. Either give him the +6, or specifically say "Any skills that the Artificer does not already have as a class skill get a +3 bonus".
-I really like the spell list, but you should also add spells from UM and UC that make sense for the class. Examples include:
UM:
1st level: Snapdragon fireworks
2nd level: Masterwork Transformation, Silk to steel
3rd level: Force punch?
4th level: Malfunction, Symbol of revelation, Symbol of slowing
5th level: Echolocation, Possess object, Rapid repair, Soothe construct, Symbol of scrying, Unbreakable construct
6th level: Symbol of sealing, Control construct
UC:
1st level: Abundant ammunition, Fabricate bullets, Jury-rig, Longshot, Reinforce armaments, Weaken powder
2nd level: Destabilize powder, Kinetic reverberation, Recoil fire, Reinforce armaments communal, Stabilize powder
3rd level: Pellet blast, Touch injection
4th level: Obsidian flow
5th level: Symbol of striking
6th level: Tar pool
-Acquire homunculus should stipulate either that the homunculus has 1/2 the Artificer's hit points, like any other familiar, or that it is considered an animal companion instead. You've sort of mixed the two with "Usually Artificers add Hit Dice to their familiars to protect them"
-Staff mastery: the plural of staff is "staves". Instead of putting the level prerequisite at the beginning, it should say "The artificer must be at least 8th level to choose this Trade Secret" at the end.
-I LOVE Ego Mastery. Is it an evil act to salvage an intelligent magic item?
-Potion Mastery: It shouldn't be a swift action to "both pull and drink" a potion... this should be left for the alchemist, IMHO. You could make drinking a potion a move action though.
-Wand Mastery "results in loss all uses used" definitely needs rewritten. How about "causes the uses of this ability to be wasted without adding temporary charges to the wand."
-Energy Switch: There's already a metamagic feat that does this, and it adds +1 spell level. I think this should at least be a 3 + Int mod number of uses per day, probably less. It's quite powerful.
-Wondrous Item Mastery: Make sure to add a line that says "This feat can only be taken once, and can only apply to a single body slot at a time. Each day, the artificer may choose a different body slot to apply this feat to when he prepares his spells."
-Armor Expertise: should say "he ignores arcane spell failure chance from medium armor and shields when casting an artificer spells (not spells from any other arcane spellcasting class)"
-Extended buff: "Casts or uses" suggests that if someone else casts a buff on him, it will also be extended. Is this intended? Or did you mean "casts or uses a magic device that has a similar effect"
-Arms and Armor Mastery: Remove bane from the list, because it's way too versatile, since you can switch it for every enemy you encounter. There's a reason that the magus can't add it until like level 16.
-Potion Mastery: NO!! Even an alchemist can't make potions of a level higher than 3! BAD!
WHOO! Lots of little changes. I do worry that this class would end up a bit overpowered, but I'd have to playtest it, which I just might do.
| Dragonamedrake |
WHOO! Lots of little changes. I do worry that this class would end up a bit overpowered, but I'd have to playtest it, which I just might do.
Some very good corrections and suggestions here. i will take a look at them and give a response soon. Thanks for taking the time to take a look at it. Also if you do decide to playtest it, please let me know how it turns out.
| Dragonamedrake |
-The biggest ability I see that is either overpowered or just off somehow is Artificer Bonus. He shouldn't auto-succeed, it should be a BONUS, a flat amount that he adds to his UMD checks for those items that he has the feats for. I'd say something similar to the craft bonus you give for Elbow Grease, so +2, +4, and +6 as he levels.
I agree that it could be something else... however I have talked to some of my players and the fact that they have a chance of wasting not only a charge on a magic item but also their turn is a deal breaker. I will take a second look. Possibly change it to auto succeed on items the artificer creates himself.
-I love the salvage ability, and it would allow for some fun RPing about scouring dungeons for lower-level magic items and then hunkering down and building a super death ray from the pieces, which would look really crazy and cool.
-Under Improved Metamagic Science, you have part of the ability description (the number of uses per day) in the example text instead of the actual ability text.
Yes Salavage is a big selling point on the class. I have fixed the example. Nice catch!
-Improved Jack of All Trades is incorrect, since after level 10 the +3 bonus to a class skill increases to +6. Either give him the +6, or specifically say "Any skills that the Artificer does not already have as a class skill get a +3 bonus".
Again nice catch. I will fix the wording.
-I really like the spell list, but you should also add spells from UM and UC that make sense for the class. Examples include:
UM:
1st level: Snapdragon fireworks
2nd level: Masterwork Transformation, Silk to steel
3rd level: Force punch?
4th level: Malfunction, Symbol of revelation, Symbol of slowing
5th level: Echolocation, Possess object, Rapid repair, Soothe construct, Symbol of scrying, Unbreakable construct
6th level: Symbol of sealing, Control constructUC:
1st level: Abundant ammunition, Fabricate bullets, Jury-rig, Longshot, Reinforce armaments, Weaken powder
2nd level: Destabilize powder, Kinetic reverberation, Recoil fire, Reinforce armaments communal, Stabilize powder
3rd level: Pellet blast, Touch injection
4th level: Obsidian flow
5th level: Symbol of striking
6th level: Tar pool
Excellent suggestion and list. I have added the spells you suggest as a second section of spells up to the DM's discretion. I really appreciate the work you put in on that list.
-Acquire homunculus should stipulate either that the homunculus has 1/2 the Artificer's hit points, like any other familiar, or that it is considered an animal companion instead. You've sort of mixed the two with "Usually Artificers add Hit Dice to their familiars to protect them"
I have worked on the wording. It gains the same bonuses as a familiar... not a animal companion. It however works differently. I might scrap it and replace it with obtain familiar.
-Staff mastery: the plural of staff is "staves". Instead of putting the level prerequisite at the beginning, it should say "The artificer must be at least 8th level to choose this Trade Secret" at the end.
I changed the wording. I have been adding prereqs at the beginning. It would be strange to change that on one ability.
-I LOVE Ego Mastery. Is it an evil act to salvage an intelligent magic item?
-Potion Mastery: It shouldn't be a swift action to "both pull and drink" a potion... this should be left for the alchemist, IMHO. You could make drinking a potion a move action though.
I'm going to leave it as is for now but I will think on it.
-Wand Mastery "results in loss all uses used" definitely needs rewritten. How about "causes the uses of this ability to be wasted without adding temporary charges to the wand."
I updated the wording. Thanks for the suggestion.
-Energy Switch: There's already a metamagic feat that does this, and it adds +1 spell level. I think this should at least be a 3 + Int mod number of uses per day, probably less. It's quite powerful.
Generally speaking class features are more powerful then a feat but I will take a second look at it. Possibly make the artificer choose one element and he can change it to that.
-Wondrous Item Mastery: Make sure to add a line that says "This feat can only be taken once, and can only apply to a single body slot at a time. Each day, the artificer may choose a different body slot to apply this feat to when he prepares his spells."
Actually it was supposed to be a permenant choice as to which body slot but I like the idea of being able to change it. I think I will go with your description. Added.
-Armor Expertise: should say "he ignores arcane spell failure chance from medium armor and shields when casting an artificer spells (not spells from any other arcane spellcasting class)"
Wording has been updated. Very good catch.
-Extended buff: "Casts or uses" suggests that if someone else casts a buff on him, it will also be extended. Is this intended? Or did you mean "casts or uses a magic device that has a similar effect"
Wording updated to be more clear.
-Arms and Armor Mastery: Remove bane from the list, because it's way too versatile, since you can switch it for every enemy you encounter. There's a reason that the magus can't add it until like level 16.
Bane removed.
-Potion Mastery: NO!! Even an alchemist can't make potions of a level higher than 3! BAD!
I have to disagree with this one. Alchemist should have gotten an ability similar to this. I will discuss it with my group though. Possibly this needs to be cut.
| Dragonamedrake |
You bsically took the Artificer class from the Tome of Secrets which has a very munchkinable ability in it's Inventions, you had to stuff the gills even more by giving it up to 6th level spellcasting as well?
Have you ever heard of the phrase too much of a good thing?
There can never be too much of a good thing. Duh!
But seriously the Tome's Wierd Science was "munchkiny" because it had no cap. If you notice I added a very strict one on how many spells can be loaded into one device.
The 6th level casting replaces the casting from the original Artificer in Eberon which had a completely different spellcasting mechanic and its own set of spells... I felt it better to just replace it with an existing spellcasting mechanic. And every single spell functions as utilitly. Most deal with item augmentation.
And lastly nothing I have given my version breaks the action economy.
Sure he can ....
Use a wand/staff/rod
Use his Weird Science
Cast his utility spell
But he cant do all 3 in the same round. Without breaking the action economy he simply gains more utility and flexibility. If anything this might cause the class to step on the toes of other party members of the only one I could see would be another Arcane Caster or the party rogue which this class is based around replacing (or at least being an alternative for trapfinding)
Now if you still feel this is overpowered I would love suggestions on what I can do to balance the class. If you look at the rest of the posters responses I have taken their suggestions into account and modified the class based on thos suggestions.
So what do you suggest?
| Dragonamedrake |
With the same casting method as a beguiler.
I would be willing to replace the method with something else... but only if it was unique and fun. Something like the Witch. Its different and challenging in its own way. Not just some rehashed mechanic used over and over.
And yes I used the buguiler/war wizard/dread necro mechanic because it offered the most flexible casting mechanic. I felt the artificer already had plenty to keep track of and adding a memorized spell list would just make it worse.
Besides you helped tweak this man! lol
| Dragonamedrake |
Something I am considering for a change.
Weapon and Armor Mastery and Advanced Mastery - Possibly replacing both with something less powerful. Im just not sure what would be a good fit.
Also I have been thinking of adding Rods to the Staff masteries in some way.
Any Ideas on additional changes or alternatives for Weapon and Armor Mastery?
| Parka |
Initial skimming of the document, my impressions:
I would encourage you to name all of the bonuses you can. Unnamed bonuses can do mean things when they stack with a bunch of other tiny bonuses, and giving them some sort of type will at least cut down on this.
Second: the bonus to class skills doesn't double at level 10. Only the skill-boosting feats actually double their bonus (which I really feel ought to be "typed" as well- I houseruled them as "feat" bonuses). If the class skill bonus does double at level 10, I can't find a reference to it in the Skill section anywhere.
Edited for clarity
| Dragonamedrake |
Initial skimming of the document, my impressions:
I would encourage you to name all of the bonuses you can. Unnamed bonuses can do mean things when they stack with a bunch of other tiny bonuses, and giving them some sort of type will at least cut down on this.
Second: the bonus to class skills doesn't double at level 10. Only the skill-boosting feats actually double their bonus (which I really feel ought to be "typed" as well- I houseruled them as "feat" bonuses). If the class skill bonus does double at level 10, I can't find a reference to it in the Skill section anywhere.
Edited for clarity
Last update:
I will take a look at the bonuses provided but I don't feel creating a typed bonus is necessary as most of the bonuses are meant to stack with the current games bonuses.
I have changed the skill bonus to +3. Thank you for catching that.
This will be the last update before I finalize it unless I receive anymore good ideas. I'm pretty happy with it as is but please comment if you wish.
| Zwordsman |
quite old but I like this.
On the off chance the person sees this.
" there are some spells that the artificer has a keen insight for, and learns to cast as a wizard would. These spells often target or modify items. The artificer doesn't prepare spells like a wizard, but knows all spells on his list."
It says they learn to cast as wizards. but doesn't prep as they do
What does that mean?
is it they keep a spellbook and such? or is it they cast spontaneous?