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So I've recently got back to work on my conversions and I've decided rather than convert the Artificer class (which feels a little clumsy to me), I am going to make it an Archetype for the Alchemist class. Part of what I like is that the Alchemist's Extracts could fairly easily be re-fluffed to be miniature devices.
Here's what I'm thinking and I could use some suggestions:
- drop all poison related abilities
- lose Mutagen
- gain Craft feats
- gain ... ?
Not sure what else to give them.

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I'm toying around the idea of building one myself, even if I'm sick and tired of all the artificer threads and conversions.
If you don't know where to even begin and what iconic features it should have, you'll have trouble writing something interesting... here are the things I want(ed) to see in the class, if it can give you some inspiration.
Also, check the "Armored-engineed", "Engineer" and the Machinesmith classes that contain iron-man like abilities with death rays or clockwork companions.

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That kind goes too far into techno-gadgety stuff for my tastes. To be clear, I'm looking to make this Artificer for Eberron games.
Here's a couple of ideas I'm considering.
- at will use of Detect Magic or Identify
- Traps, as per the Ranger archetype Trapper
- Bardic Knowledge
The Eberron Artificer had the ability to pull the "essence" (aka XP) out of a magic item and re-use it in another. Now that XP has been removed from item creation, I'm not sure how to model that ability. Or even if it's needed, but that's another idea.

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Neat stuff Cheapy, thanks!
So here's what I think I'm gonna go with. Let me know if you think this seems like a fair trade off of abilities.
LOSE
01 - Mutagen, (ability to identify potions with Craft: Alchemy)
02 - Poison Use, Poison Resistance +2
03 - (ability to apply poisons as a move action)
05 - Poison Resistance +4
06 - Swift Poisoning
08 - Poison Resistance +6
10 - Poison Immunity
14 - Persistent Mutagen
18 - (ability to apply poisons as a immediate action)
GAIN
- Apprentice Crafter: At 1st level, an Artificer may use Item Creation feats to create any item, without needing access to particular spells. Spell completion items made by an Artificer may not be used by any other class, except by use of a UMD check.
- Identify Items: At 1st level, an Artificer may identify any item's magical properties as using Detect Magic.
- Artificer Knowledge: At 2nd level, an Artificer adds half his artificer level to Appraise, Spellcraft & Use Magic Device.
- Bonus Feat: At 3rd level and every 3 levels after, an Artificer gains a bonus feat that must be taken from the Item Creation list. He must meet the requirements for these feats.
- Journeyman Crafter: At 7th level, an Artificer may cut the time needed to craft magic items in half. Generally this will mean only needing 4 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in 1 hour, if under 250 gp.
- Master Crafter: At 14th level, an Artificer may cut the time needed to craft magic items in half again (reducing it to a quarter of the normal time). Generally this will mean only needing 2 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in a half hour, if under 250 gp.
EDIT: Fixed the crafting times, as per Cheapy's post.

Cheapy |

I personally believe that the alchemist was intended to already be able to make items, and that just kinda got lost in the final text. But it never hurts to make it explicit.
Journeyman Crafter: It should be 4 hours for every 1,000 gp I think. You can only make 1000 gp "worth" of an item per day, and you can only work for 8 hours per day. I'm not 100% on that. I think what you want to do is half the amount of time it takes (so you make 8 hours of progress in 4 hours) and then allow 8 total hours of work (so effectively, you can make 2,000 gp worth of an item per 8 hour "day").

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I personally believe that the alchemist was intended to already be able to make items, and that just kinda got lost in the final text. But it never hurts to make it explicit.
Journeyman Crafter: It should be 4 hours for every 1,000 gp I think. You can only make 1000 gp "worth" of an item per day, and you can only work for 8 hours per day. I'm not 100% on that. I think what you want to do is half the amount of time it takes (so you make 8 hours of progress in 4 hours) and then allow 8 total hours of work (so effectively, you can make 2,000 gp worth of an item per 8 hour "day").
Oh right, whoops! But otherwise, does it look OK?