Antificer Class


Homebrew and House Rules


I am looking for feedback. Thoughts?

Artificer

Alignment: Any
Hit Dice: D8
3/4 BaB

Class Skills:

The artificers's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill ranks per level 6 + Intellegence modifier

Good Will and Reflex
Poor Fortitude

Spell Book
At first level an artificer gets a spell book with a number of spells equal to two plus his intellegence modifier. These spells can be from any spell book but must be first level spells. An artificer cannot cast these spells but can use wands and craft magical items as though he can. At fourth level an artificer can add second level spells to his spell book. At eighth level he can add third level spells and every four levels afterwards he is able to add the next level spells. Every two levels an artificer adds two new spells to his spell book.

Bonded Item
An artificer gets a wand as a bonded item. This wand holds a number of charges equal to five plus his intellegence modifier, and it recharges two charges per day. The wand can cast any spell from his spell list, but the choice must be made at first level. Every time an artificer gains a level he can change the spell the wand uses to another spell in his spell book.

Scribe Scroll
Artificers gain scribe scroll at first level

Wand Training
When using a wand an artificer can use his own level for spell duration and overcoming spell resistance. He also can use his Charisma modifier for spell DC. Artificers do not need to make a UMD check when casting spells from wands that are on their spell list.

Magical Device Knowledge
Artificers gain a bonus on UMD checks equal to half their level. They can take 10 on any UMD check as a full round action even during combat.

Rushed Item Creation
Artificers can create magical devices for half the cost but any item created in this manner can only be used by the artificer.

Sneak Attack
Artificers gain sneak attack at third level. Every three levels artificers can do an additional 1d6 points of damage

Craft Wand
Artificers gain craft wand at third level

Craft Wonderous Item
Artificers gain craft wonderous item at fifth level

Scarab Sages

3 people marked this as a favorite.

I am more interested in your idea for an Antificer class: Someone who fights and solves problems by way of making and commanding ants!


I can kind of see a rogue/wizard hybrid coming out of this and it certainly is a different approach. Studied attack from the investigator might fit better than sneak attack depending on how you further develop this class. What are its armor and weapon proficiencies? Not sure if it is purposefully vague but what spell list does it draw from? Also, what is your reasoning for limiting arcane bond to wands?


Otog wrote:
I can kind of see a rogue/wizard hybrid coming out of this and it certainly is a different approach. Studied attack from the investigator might fit better than sneak attack depending on how you further develop this class. What are its armor and weapon proficiencies? Not sure if it is purposefully vague but what spell list does it draw from? Also, what is your reasoning for limiting arcane bond to wands?

I am starting to realize it is a hybrid class and I am thinking about adding trapfinding to the closs.

I think giving it the same proficiencies as rogue would work. Light armor only.

It draws from all spell lists.

Calling it an arcane bond is a little deciving as it doesn't give him an extra spell per day, as he doesn't cast spells, and doesn't have any penalty for losing it. I made it a wand because that is what he uses. I am thinking about making it a familiar/intellent item. I would look at the magus archtype.


That being the case, have you considered making this an investigator archetype rather than its own class?

You could swap-out alchemy for artifice, imbuing items one-time use magic that only you can activate. This is also the reason why I asked about wands, as this opens up options for the class using other spells rather than only having the one in the wand.

Investigator talents would also give it that extra rogue flavor you are going for.


Added to my list of Artificer-types here.


Oh I like Otog's idea. An Investigator archetype sounds pretty sweet.


Googled "fice".

Dictionary.com wrote:


feist
[fahyst]

Word Origin

noun
1.
Chiefly South Midland and Southern U.S. a small mongrel dog, especially one that is ill-tempered; cur; mutt.

As such, I propose an antificer is just a very fancy name for a dogslicer, no doubt devised by jealous goblin-haters who wanted to use the weapon and pretend it was their idea.


Awwww, I saw Antificer and while knowing it was probably a typo I was hoping for an antman build.


I was hoping for a punny name.

I was critically disappointed.

At the very least we could have gotten some "the artificer can craft as much as fifty times his body weight..."


Spell Preparation Time

After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

You can use this. It will allow him to prepare about a fourth of his spells. Arrange a distraction to let the rogue or equivalent sneak out and recover a few pieces of gear, daggers and such and the wizard's spellbook.


Spell Preparation Time

After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

You can use this. It will allow him to prepare about a fourth of his spells. Arrange a distraction to let the rogue or equivalent sneak out and recover a few pieces of gear, daggers and such and the wizard's spell book.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Antificer Class All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules