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Grimmy my friend, I have found a few of 'em :)
I feel like you may have a friend who is currently playtesting a class which has an artificer-y build associated with it...

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How about the homebrew one I linked from GitP? What concerns would you guys have bringing that in a game? What changes would you make?
A couple little things on that:
It's built for 3.5, so you'd need to boost the hit die to d8's and make some other adjustments.
It's a crafting class that still uses a mechanic where its class abilities prevent it from using magic items that overlap. So it's got class abilities that are kind of mutually exclusive.
A lot of those gadgets are bonkers. You realize that Blood Revitalizer gives up to 120 bonus hit points, right? And that Air Pressure Cannon gives him a 2nd level spell as an at-will ability right out the gate?
There's a lot of other issues with the gadgets as well, but long story short, the class has some SUPER OP options with some wonky mechanics. And I say this because I've been working on converting all of those mechanics it has adopted for Dreamscarred Press and I know how awkward and poorly balanced the original material was, despite loving it, a lot. And the Tinkerer you linked in takes those and then jacks them up even further. The Mecha Suit thing is also going to cause the class to experience some other issues as the Tinkerer can basically dump his physical stats knowing he'll be jumping into his massively high strength death-machine.
It's not something I'd want to let onto my table because I'd have no way of knowing where the player's power level is at from adventuring day to adventuring day. Is he going to pick some or all of the poorly balanced gadgets? Is he going to pick the ones that sound cool but are almost useless?
You'd be better off with having your player select one of the classes from Cheapy's list or converting the Eberron Artificer from 3.5.

Interjection Games |

Absolutely, my good man. While my tinker class works with the robot minions trope, the gadgeteer allows for the creation of custom weapons and accessories using a combined points pool system and plays like a cross between MacGyver and a mad scientist.
Also, you should probably chalk this one up, Cheapy :)

Grimmy |

You'd be better off with having your player select one of the classes from Cheapy's list or converting the Eberron Artificer from 3.5.
Yeah that Eberron Artificer was the first thing I counter-offered when he came to me with this, but he gave me the sad face.
I could tell at a glance that homebrew tinkerer he found was bonkers but I know for a fact he wants this for flavor and doesn't care about being OP, so it's just a matter of re-flavoring stuff that's proved to be balanced so it suits his concept better, or starting from the homebrew class be showed me and trouble shooting it. I just have to figure out where to begin.
So far out of Cheapy's list he likes the LPJ Neoexodus one.

LMPjr007 |

Ssalarn wrote:So far out of Cheapy's list he likes the LPJ Neoexodus one.If you want to see it for free check out D20PSRD.com. The full class is available for free. Hope this helps.

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Thank you for the detailed response, Ssalarn (and of course for the great list Cheapy).
No problem! Thematically I thought the class was super cool, but there's a lot of mistakes a designer can make in the Incarnum system and that class was like a textbook example of all of them.
It'd take a lot of work to get that thing table ready for a Pathfinder game, whereas most of the classes on Cheapy's list are pretty well vetted.I was excited to see your player was interested in the NeoExodus material, that is really good stuff, and some of my favorite 3pp material.

Cheapy |

That is honestly my fav. list. When I see a new tinker/engineer/artificer class in the homebrew section or from a 3rd party I feel like posting it XD
You should!
And no problem Grimmy. I adore the concept, and try to keep on top of as many variants as I can.
The problem now is that I've wanted to make one for a long time, but since I know so many, it feels like I'd just be retreading covered ground :(

Interjection Games |
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Not at all, mate. Consider, your artificer typically does one of four things.
1: Robotic minions
2: Magitech
3: Gadgets
4: Chemistry (I'd like to take moment to slap the people who made bases do acid damage.)
All you need to do is base your character around something other than that. The reason that these are hit so often is because, well, having made 60% of my classes out of variations of the above list, it's easy to get all sorts of dramatic things out of those themes again and again and again!
Rather than go for a unique theme, you can go for unique mechanics. Find areas that have not been addressed or addressed poorly. The Herbalist attacked random magic systems and codified them somewhat to mesh better with other spellcasting systems. The Tinker went for the oft-attempted squadron approach and fixed the action economy issues by forcing the tinker to be a middle manager rather than a combat captain.
As the best man for the job in all of the Paizo fandom, what have those artificers all missed? (Don't tell me. I'd immediately pounce the problem to the detriment of all of my current plans.) Now, think of a way to fix it. If you go about attacking that issue in the right way, you will make your final product something that will be remembered fondly for years to come.