Artificer Archetype - A minimalist approach


Conversions


I realise there's quite a few threads about artificer archetypes, but they all seem dedicated to one specific way of doing it. This approach is rather different than all the others and I'd be interested in hearing what people think.

Artificer (Alchemist Archetype)
Artificers are the ultimate tinkerers. They specialise in using magic to enhance the abilities of constructs.

Alchemy (Su): This behaves like the alchemy class feature except for extracts. Extracts are like spells but in potion form which allows their effects to be dispelled by effects like dispel magic using the artificer’s level as the caster level. Unlike potions, an artificer’s extracts can only affect constructs, although they can have powerful effects and duplicate spells that a potion normally could not.

An artificer can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1 from the Advanced Player’s Guide. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an artificer mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An artificer’s extracts can normally only affect constructs. An extract, once created, remains potent for 1 day before becoming inert, so an artificer must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most artificers prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an artificer to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the artificer doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by applying it, as if applying an oil — the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the construct that has had the oil applied to. The artificer uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the application of that particular extract. Extracts cannot be made from spells that have focus requirements (artificer extracts that duplicate divine spells never have a divine focus requirement).

An artificer can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an artificer’s extract is 10 + the extract level + the artificer’s Intelligence modifier.

An artificer may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new artificer level, he gains one new formula of any level that he can create. An artificer can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An artificer can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An artificer does not need to decipher arcane writings before copying them.

Trapfinding (Ex): An artificer adds 1/2 his level to Perception checks to locate traps and Disable Device checks (minimum +1). An artificer can use Disable Device to disarm magical traps. When determining the ability of an artificer to deal with locks or traps, treat his alchemist levels as rogue levels. This ability replaces the Brew Potion bonus feat.

Mutagen (Su): This functions exactly as the mutagen ability except it only works on constructs.

Discoveries: An artificer may take the following rogue talents as discoveries: quick disable, trap sense and trap spotter. Treat the artificer’s alchemist level as his rogue level for these talents.

New Discoveries
Versatile extracts: Extracts that can normally only be applied to constructs can also be applied to living creatures.

Self-Forged (Ex): The artificer starts experimenting on himself, replacing parts of his body with artificial analogues. The artificer counts as a construct for the purposes of his class features. Furthermore when a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.

Warforged (Ex): The artificer has mastered his self experimentation and can finally replace his final organs with artificial counterparts, turning himself into a living construct. After learning this discovery, the artificer must spend 30-days constructing the final organs to place into his own body. At the end of this time he falls undergoes a painful surgery to put into place these final components at which time he falls unconscious for 24 hours. Upon awakening he is a living construct. The artificer’s type does not change, but he becomes immune to fatigue, exhaustion, nausea, paralysis, and sleep effects. An alchemist must be at least 10th level and must have the self-forged discovery before selecting this discovery.

Discussion of Archetype
Cons:

  • Cannot apply extracts or mutagens to themselves. If there isn't a Warforged in the party then this means they simply cannot benefit from this class feature for an entire level and are then forced to take one of two discoveries so they can benefit from these abilities.

Pros:

  • Can heal Warforged without any issue (depending on how you convert them this may not be possible normally).
  • Can apply mutagens to other PCs (assuming they're Warforged or count as constructs). This is an ability unique to the Artificer archetype, and I think it helps offset the fact they can't apply extracts or mutagens to themselves for 1 level.

What do people think? This is a rather minimalist approach and you might not see much of what the Artificer had in 3.5e (my archetype does get trapfinding!) I tried to keep to the spirit of the class.


I think that Mutagen should be replaced with something else, maybe an ability to imbue objects with some form of minor magic or enhancement bonus.

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