Infuser Homebrew Class


Homebrew and House Rules


I did up to level 5 I'll post the rest later.

Infuser
Role: An Infuser is a Defensive class with minor support and decent Damage.
Alignment: Any.
Hit Die: d8.
Class Skills
The Infuser's class skills are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Fly (Dex) Knowledge (arcana) , Knowledge (planes) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft(Int).
Skill Ranks per Level: 4 + Int modifier.
Table: Infuser
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +1 +1 +1 Spell Storage, Bonus Feat. 1 — — — — —
2nd +1 +1 +1 +1 Spell Knowledge, Infusion discovery. 2 — — — — —
3rd +2 +2 +2 +2 Defensive Training, 2 — — — — —
4th +3 +2 +2 +2 Skill bonus +1, Infusion discovery. 3 1 — — — —
5th +3 +3 +3 +3 Damage Reduction. 3 1 1 — — —
Class Features
The following are class features of the infuser.
Weapon and Armor Proficiency: Infusers are proficient with Quarterstaffs, Slings, Throwing Axes, Starknifes, Shortswords, Battleaxes, Heavy Picks, Scimitars, Tridents, Greatswords, Lances, Shortbows, Whips, Hand Crossbows, Nets, Two-bladed Sword and bombs. They are also proficient with light armor, and with bucklers. Lower the Arcane Spell failure chance by 5% + every five class levels, (lvl10= -15).
Spells: An infuser casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Constitution modifier.
Like other spellcasters, an infuser can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Infuser. In addition, she receives bonus spells per day if she has a high constitution score (see Table: Ability Modifiers and Bonus Spells).
An infuser's selection of spells is extremely limited. An infuser begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new infuser level, she gains one or more new spells, as indicated on Table: Infuser Spells Known. (Unlike spells per day, the number of spells an infuser knows is not affected by her Constitution score; the numbers on Table: Sorcerer Spells Known is fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered infuser level after that (6th, 8th, and so on), an infuser can choose to learn a new spell in place of one she already knows. In effect, the infuser loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An infuser may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, an infuser need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Spell storage (Su): Infusers can cast Spellstaff once per day + ½ their class level (min 1), however they can store the spell into any object worth 10 gp or more, and they can have up to eight objects on them at once, unlike the usual one, also, they add 1/2 of their class level to the DC of all spells stored in an object.
Infusion Discovery (Su): At 2nd level and every even level afterwards, Infusers discover an ancient trick to infusing spells and other things.
Infusion Discovery List
Aura of Spells: Anyone within 10 feet of the Infuser adds 2 to the DC of all spells they cast; the Infuser adds 1 to the DC of all spells he casts.
Domain: The Infuser gains a Cleric Domain and all its benefits, your Infuser level is treated as your cleric level. This Discovery can be selected twice.
Flight: The Infuser gain limited flight, and gains a fly speed of 10 feet (average), 20 feet (poor) or a fly speed of 30 feet (clumsy).
Skillful: The Infuser gains a +2 racial bonus on all diplomacy and craft checks.
Weapon Infusion: The Infuser can now infuse spells into weapons, when you make an attack with the weapon, the spell is set off.
Bonus Feat (Ex): All Infusers gain a bonus feat at 1st level, at 4th level; they gain a +1 bonus to all skill checks and add two skills to their skill list.
Spell Knowledge (Su): At 2nd level, spell knowledge becomes infused in your blood and you gain a +4 racial bonus to Spellcraft and Knowledge (arcane) checks.
Defensive Training (Su): At 3nd level, an Infuser learns to defend himself while having his objects. They gain a +1 bonus to attack rolls when they have at least 1 object with a spell in it.
Damage Reduction (Su): At 5th level, an infuser gains DR 5/magic and DR 5/adamantite. Add ¼ of your class level to the DR (Round Down), at tenth level you gain DR/- equal to 1/3 your class level (Do not add your existing class level, just class levels after you received Damage resistance).


Infuser
Role: An Infuser is a Defensive class with minor support and decent Damage.

Alignment: Any.
Hit Die: d8.

Class Skills
The Infuser's class skills are Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Fly (Dex) Knowledge (arcana) , Knowledge (planes) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft(Int).
Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th

1st +0 +1 +1 +1 Spell Storage, Bonus Feat. 1 — — — — —
2nd +1 +1 +1 +1 Spell Knowledge, Infusion discovery. 2 — — — — —
3rd +2 +2 +2 +2 Defensive Training, 2 — — — — —
4th +3 +2 +2 +2 Skill bonus +1, Infusion discovery. 3 1 — — — —
5th +3 +3 +3 +3 Damage Reduction. 3 1 1 — — —

Weapon and Armor Proficiency: Infusers are proficient with Quarterstaffs, Slings, Throwing Axes, Starknifes, Shortswords, Battleaxes, Heavy Picks, Scimitars, Tridents, Greatswords, Lances, Shortbows, Whips, Hand Crossbows, Nets, Two-bladed Sword and bombs. They are also proficient with light armor, and with bucklers. Lower the Arcane Spell failure chance by 5% + every five class levels, (lvl10= -15).

Spells: An infuser casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Constitution modifier.

Like other spellcasters, an infuser can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Infuser. In addition, she receives bonus spells per day if she has a high constitution score (see Table: Ability Modifiers and Bonus Spells).

An infuser's selection of spells is extremely limited. An infuser begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new infuser level, she gains one or more new spells, as indicated on Table: Infuser Spells Known. (Unlike spells per day, the number of spells an infuser knows is not affected by her Constitution score; the numbers on Table: Sorcerer Spells Known is fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered infuser level after that (6th, 8th, and so on), an infuser can choose to learn a new spell in place of one she already knows. In effect, the infuser loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An infuser may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, an infuser need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Spell storage (Su): Infusers can cast Spellstaff once per day + ½ their class level (min 1), however they can store the spell into any object worth 10 gp or more, and they can have up to eight objects on them at once, unlike the usual one, also, they add 1/2 of their class level to the DC of all spells stored in an object.

Infusion Discovery (Su): At 2nd level and every even level afterwards, Infusers discover an ancient trick to infusing spells and other things.

Infusion Discovery List
Aura of Spells: Anyone within 10 feet of the Infuser adds 2 to the DC of all spells they cast; the Infuser adds 1 to the DC of all spells he casts.
Domain: The Infuser gains a Cleric Domain and all its benefits, your Infuser level is treated as your cleric level. This Discovery can be selected twice.
Flight: The Infuser gain limited flight, and gains a fly speed of 10 feet (average), 20 feet (poor) or a fly speed of 30 feet (clumsy).
Skillful: The Infuser gains a +2 racial bonus on all diplomacy and craft checks.
Weapon Infusion: The Infuser can now infuse spells into weapons, when you make an attack with the weapon, the spell is set off.

Bonus Feat (Ex): All Infusers gain a bonus feat at 1st level, at 4th level; they gain a +1 bonus to all skill checks and add two skills to their skill list.

Spell Knowledge (Su): At 2nd level, spell knowledge becomes infused in your blood and you gain a +4 racial bonus to Spellcraft and Knowledge (arcane) checks.

Defensive Training (Su): At 3nd level, an Infuser learns to defend himself while having his objects. They gain a +1 bonus to attack rolls when they have at least 1 object with a spell in it.

Damage Reduction (Su): At 5th level, an infuser gains DR 5/magic and DR 5/adamantite. Add ¼ of your class level to the DR (Round Down), at tenth level you gain DR/- equal to 1/3 your class level (Do not add your existing class level, just class levels after you received Damage resistance).


Tables are hard to post on message boards, aren't they?

I see that you have a custom saving throw progresion, and a custom spell progression. For the sake of simplicity, I suggest adhering to existing progressions.

Your proficiencies are pretty scattered. You picked almost all martial weapons. I suggest simplifying it to all simple weapons, light armor, and shields. Or to all simple and martial weapons if that what you're goinf after. Since you identify this class "a defensive class" I think that just simple weapons is sufficient. Perhaps one of their discoveries can add some proficiencies.

Spell Storage looks like it could very easily be abused. Any infuser would pick his eight most important saving throw based spells and store them. As he gains levels, the saving throws for these spell save DCs will get very high.

To add to the abuse of Spell Storage, you Aura of Spells to the mix. Some of the discoveries are very imbalanced against one another. For example, why would a choose a +2 to two skills when I could gain flight and get myself out of range of any melee attack?

Bonus feats are fine, but in almost every existing class there is some kind of restriction on what feats can be chosen. For example, a fighter chooses a combat feat and a wizard is restricted to mostly metamagic feats. I think a flat +1 to all skills is potent, but uninspired. being good at certain skills adds flavor to a class.

Spell Knowledge is a good example of this. Why did you choose a racial bonus? This isn't a race so I'm confused. What makes the infuser's knowledge of magic so much better than a wizard's?

I am left to assume that Defensive Training is refering to Spell Storage, but I shouldn't need to assume.

For Damage Reduction, does an attacer need to use a magic adamantine weapon, or can it be either? This entire feature is written clumsily.

RPG Superstar Season 9 Top 16

I recommend using google drive or dropbox. Makes it easier format and also dodges legal issues.

1) Can you tell me what the high concept of the infuser is? It strikes me as a very awkward artificer, but the role doesn't fit that description. There's no flavor description and the role is very meta and non-descriptive. So far, I'm not really seeing any defining class feature except for the ability to infuse spells into objects, which doesn't feel fully fleshed and has balance/mechanical problems as mentioned by Ciaran Barnes. The lack of focus makes this class difficult to figure out and comment on.

2) I don't understand why the bonus to skill checks exists and why it's shown under bonus feats.

3) Like Ciaran Barnes says, there's major balance issues with the discoveries. Aura of Spells is way too powerful--there's no reason for an infuser to not take this. It's also extremely easy to munchkin some ridiculous combinations with it since the bonus can stack. Domains feel really out of place for this class. Weapon Infusion would benefit from more clarity -- you could mention the spellstoring ability. Finally, flight needs to have a level restriction. Classes generally shouldn't gain flight at 1 minute increments until 5th level.

4) Static numerical bonuses are really boring and easy to make too powerful if you aren't careful with them. So abilities like defensive training, spell knowledge, skill bonuses from bonus feats, and damage reduction really do not impress me. I've seen many homebrewers use overpowered bonuses as a clutch for lack of interesting mechanics. That feels like the case here.

5) I'm with Barnes in that I don't understand why the class gets really powerful (and awkward) damage reduction and gets a racial bonus to skill checks.

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