
SteelDraco |

I realized when I saw this that I never submitted my version of the Pathfinder artificer to this list.
It's intended as a straight conversion of the Eberron artificer to Pathfinder class design sensibilities, with a talent/pool point system similar to the magus, along with a sort of ranger-y option between four thematic choices - creating a blasting rod with mechanics like the alchemist's bombs, turning yourself into a construct over time, bonding with a specific item, or creating a homonculus that is a lower-power version of an eidolon.
There's also a number of new spells at the end of the document.

Little Red Goblin Games |

Wow that's a lot.
We had an artificer (kinda) in Legendary Levels 2 but it was a post 20th level prestige class. It blended ancient relic tech & magic by powering them with their own life force. (Including superheavy armors)

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Cheapy wrote:There are a ton. I cant open your list because Im at work and our Firewall blocks it... I will check it out tonight and see If I know of any you dont have.There are some I am aware of, but will not be adding for various reasons.
Installing Firefox and setting proxy to none can get around most of that. Chrome won't work though, because it follows the same rules as IE.

Kirth Gersen |
2 people marked this as a favorite. |

As an experiment for my home game, I reskinned the sorcerer class so that the "spells" were technical accomplishments you've built into your own body (e.g., burning hands as a spell known means you built a mini-flamethrower into your wrists). With the right spells, you can easily imagine your sorcerer as an Iron Man-type character.

Mistah J RPG Superstar 2009 Top 8 |

Ok, it's posted!
Check it out here!
Here are the highlights though:
- I made it an alternate Alchemist class (like the Ninja is to Rogue) instead of a base class or archetype.
- It has bombs and 'innovations' (which are like discoveries or talents)
- It has a pool of points it can use to upgrade equipment
- It has contraptions, which are versatile magical items. In a nutshell: each Tinker picks 3 schools of magic and can make use-activated items of any spell from those schools (higher level grants higher spells)
- It has a number of trap based and disable device based abilities.
Anyway, I'd love to hear what people think and discuss any feedback.
Thanks!

Amora Game |

Wow! Apparently I copied in the Interjection Games link, and named it Amora.
Ayiyiyi... Looks like the Interjection Games version is better though, based off of Endzeitgeist's reviews. But Amora has some pretty good potential.
:) IG is focused on making constructs.
AG is field repair and focused on sundering. Some arcane like abilities.We have been compared as
Artisan = Creationist.
Tinker (IG) = Construct creator
Tinker (AG) = Somewhere in between.
Kind of awesome we made to the list.
- Greg
EDIT: The Adwright is still one of my personal favorites.

Elghinn Lightbringer |

Cheapy, you can add mine to your list.
ARTIFICER Plan on doing a few archetypes too.

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I can't check the google doc on my laptop, but what about the Engineer class from the Final Fantasy tabletop rules?
Basically, as you level up, you have the capability of maintaining a certain number of Inventions. Inventions are, themselves, a combination of various parts that come together to define the functions of the Invention.

Elghinn Lightbringer |

Cheapy, you can add mine to your list.
ARTIFICER Plan on doing a few archetypes too.
You still need to add mine Cheapy.

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...I've also added Thunderscape to my shopping cart.
My hardcover copy finally showed up last night and it is sexy, and crazy high quality with glossed pages and solid binding. And of course the content itself is spectacular.
I love the Thunder Scout, which is like a Hunter with a motorcycle instead of a pet. It's just generally sexy. The Mechamage with his pet robot is also pretty damn cool.

Malwing |

Any chance of this list including artificing that isn't tied to a class?
I recently made this statement on another thread "If you had technological enhancements available to you, you could just enhance it yourself without needing magic but the caster bourgeoisie wants you dependent on them just to function as a class, siphoning all your precious gp and gaining two to three times the amount of money it took to enchant it." and with the exception of the technological armor and weapon enhancements from Pure Steam I've found no real non-magical wonderous items.

Marcus Robert Hosler |

I feel like the Aegis is a bit like the artificer. It can craft items, has bonuses to UMD. It's defiantly a lot more martial than a normal artificer. Idk, something about it.

Troller |

Artificer has been my favorite class of all editions, and yet I can't play it in the best edition of all. Sucks. Anyway an impressive list, I can't wait to scour it. I was about to make my own but I see the topic is well covered. Until an official version comes out though, which of these by opinion keeps the closest to the original yet Patherfinderizes? You know, not Arcane or Divine but draws from both, Infusions, magi-tech etc.
I'm sure an official version will be very different, and I'll be open minded about it, but I'd just like to try playing as close to the original at least once (In the past I've always been the GM so never got a fair shot).