Artificer Remake


Homebrew and House Rules


Wanted to get some feedback on a huge overall I am working on of the current Adamant Entertainment 3rd part version. This is still a work in progress so it is not likely appropriately balanced(Which is why I'm here :) )
Anyway its a bit long so read it all over and any feedback, criticism (constructive), or reinforcement is welcome.

http://goo.gl/e1IvWv


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Take a look here:
Eberron-Pathfinder-Artificer


Thanks for the link I'll look over it. I'm really looking feedback for the class I have redone though, mostly an overhaul of weird science and the lvl 20 feature.

Sorry I didn't make the last link a link:

Artificer.


Brett Reinheart wrote:

Thanks for the link I'll look over it. I'm really looking feedback for the class I have redone though, mostly an overhaul of weird science and the lvl 20 feature.

Sorry I didn't make the last link a link:

Artificer.

Is this going to be for an offical publication or just homebrew?

If it is going to be official publication, then I am very interested in the outcome. I have been asking my GM to allow me to play an Artificer for a long time, but he says as it, it is overpowered and game breaking.

Basically you get a Socerer with a free quicken spell feat (with no spell level penalaty), and no limit to the number of spells per device, no need for somatic or speech to fire off a spell, D8 hit dice (instead of socerer or Wizard D6)

As I read your current rules a level 1 artificer with 18 on Int (+4 mod) can know 7 level 1 spells, and place all of them in 1 device and fire it off 4x a day (more if he wants to risk destroying the device) for a total of 28 spell effects a day.
The only limit on the number of spells per device is the time the GM allows him to make or repair the devices.

Now he only starts with one device, so he is extremely limited in the things he can do. He is no wizard substitute, but he is much more cannon than the socerer and much less "glass". Plus he gets all his magic stuff for 1/2 price, and can salvage the gold value out of magic items and learn new spells from them.

I think some rule to limit the number of spells per device would be a fair balence. Your chart mentions spells per day, but then there is no mention of that in the rest of the details.

How about 1/2 your intelligence mod rounded up?
with a 16-18 intelligence at level 1 he gets his class power of 2 spells at once.
once Int to 20 (by leveling or magic items he makes) he gets 3
this will urge him to keep focusing on making more stuff for Int mod if he wants to increase his firepower/flexibility, which is consistant with he class disacription.

also does adding a metamagic feat to a spell add to the time it takes to make the device?


Peter Montgomery wrote:


Is this going to be for an offical publication or just homebrew?

Likely for home brew. Its based on an already published version.

Peter Montgomery wrote:


As I read your current rules a level 1 artificer with 18 on Int (+4 mod) can know 7 level 1 spells, and place all of them in 1 device and fire it off 4x a day (more if he wants to risk destroying the device) for a total of 28 spell effects a day.
The only limit on the number of spells per device is the time the GM allows him to make or repair the devices.

This is where the spells per day comes into effect. He can only have his spells per days worth of spells in a device. So at level 1 he has one spell in one device. Ill try to clarify that better. The idea is that he can know a lot of formula (spells) but like a wizard has limited uses. He pours his aura into his devices which is in a limited supply.


Brett Reinheart wrote:
Peter Montgomery wrote:


Is this going to be for an offical publication or just homebrew?

Likely for home brew. Its based on an already published version.

Peter Montgomery wrote:


As I read your current rules a level 1 artificer with 18 on Int (+4 mod) can know 7 level 1 spells, and place all of them in 1 device and fire it off 4x a day (more if he wants to risk destroying the device) for a total of 28 spell effects a day.
The only limit on the number of spells per device is the time the GM allows him to make or repair the devices.

This is where the spells per day comes into effect. He can only have his spells per days worth of spells in a device. So at level 1 he has one spell in one device. Ill try to clarify that better. The idea is that he can know a lot of formula (spells) but like a wizard has limited uses. He pours his aura into his devices which is in a limited supply.

Bummer, I was hoping this would be for an offical publication

but I would rec you scrap the spells per day mechanic and use the spells per device x number of devices, x number of times device can be used to equal your spells per day.

It would enhance the "game play" for the player as he role plays the mad scientist trying to find the right balence of his devices.

The class feature that makes me want to play an artificer is the 2 or more spells at a time mechanic. But to balence it, he needs less uses per device per day to keep the number of spells per day on par with the socerer.
The Artificer is not a wizard fix, but a fix for the Socerer. I have play for years and rarely have a Socerer in the party, when I do, half way through the campaign they (and the rest of the party) wishes they had chosen druid or wizard or fighter/archer.

The artificer fixes the "glass cannon" by increasing the cannon output and making him less glass (d8 hit dice plus no penalty to wear medium armor and a sheild)
It would be interesting to see who does more damage and has a higher AC at level 10 between an artificer or a Fighter/archer

By then he should have a self buff device, healing device, some 1/2 priced magic items and a very powerful ranged weapon that does damage and debuffs enemy with each hit.
When out of spells he has weapons, 3/4 BAB, decent AC, and the buffs/debuff still working to help him deal non magic fighter damage from his crossbow or short bow. 2 or 3 bow feats should help out a lot.

The wizard will have slower spells per round but a wider range of spells, and more powerful spells to chose from and a spell list he can change with 8 hours of sleep and 1 hour of mediation

The artificer has a similar spells per day but goes through them faster and has a much more limted list to chose from
plus to change his power set for a different enemy he would have to dismantle his device and rebuild it at 4 hours per spell level
assuming 16 hours a day that 4 levels of spells per day. Making a device with 1 levl 4 spell will take all day, if not traveling or being attacked.

If yuor group still claims over powered, then agree to an even more limted spell list similar to the cleric domains.
Pick out spells that seem logical that they could be recreated from a scientifically derived source. Fire, ice, electric, acid, poison, grease, color spray, web, sheild, mage armor, heal, enfeeble, blind, defeafen, magic(seeking) missile, etc all seem reasonable

make a list for each level, allowing more of the wow spells at the higher levels,


ok, my by the rules GM will allow me to play the artificer with a few changes that I agree, keep things in balance.

Instead of devices he is has a special feat of custom wand crafting
He is able to make a wand with a minimum of 5 charges of a spell
The artificer (after 8 hours sleep and 1 hour of work) can infuses his collection of custom wands with additional temporary charges.
if he fires off more than the infused charges he may start using the permanent charges, just like a regular wand

He can take two-weapon fighting and two wand wielder feats to fire off 2 spells per round if he does not move (similar to many shot feat), the second wand per round will use 2 charges per use as a penalty though

at level 7 he may take the improve familiar feat and craft a mechanical man that (is an intelligent item (for free))
It will be 1 foot tall, weight 10 pounds, have half the artificers hit points and share his skills. AND it can carry a wand and use it (yeah UMD)

So this allows the artificer to now fire off many low level spells per round, but with a cost in feats, and keep him following all the rules for spells per day

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