Artificer Class


Homebrew and House Rules


Class

I took my own stab at making the Artificer class in pathfinder, but intent is not a 1:1 translation. I wanted to make what the old artificers did possible with this new one, but also add new options. I was also inspired by 5e's attempt at the artificer and the 3.5 versions infusions, but I didn't want to make a whole list of spells devoted to that specific purpose. Instead I went the route of infusing objects to just make 'temporary' magic items.

Balance-wise, I want it relative to a wizard. This is causing problems in that things that I consider unbalanced, a wizard could do with a bit more effort while also having true fullcasting.

I would appreciate any thoughts, oberservations, and opinions.


Neat. Let me take a look.
Though I am totally not experienced at all this.
it'l also be random written.
spoilering it cause.. turns out its very long

stuff:

Infusion. Maybe name this Enchantments? or Enhancments. Probably enhancement. The alchemist is already claimed the infusion keyword. Never good to cross streams so obliquely.
Might consider allowing "mundane" item creation at a faster time period taking the money out as well. allowwing them to "maguyver" from scratch into a full up item.
When created that way, when they reclaim the reserve, the item itself falls apart/disintegrates (what have you).

This allows the person to not be stuck having to carry a bag of holding specifically with random trinkets. and gives more "weight" to the core items they regularly maintain.

--So can they actually only do one infusion at a time? or can you piece meal it all around up to that point? If you haven't decided. I'd vote "piece meal" that way, someone wanted to, they could make some combat items and then some small tools or something.
--Is it considered arcane, divine, psychic? it doesn't matter most of the time but it does come up in that game.

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What spell list does this use? is it a specific one?
If not, is it any spell (at the highest level presented i assume) and they just understand the mechanics.

and this is mostly from the stuff later but whenever you refer "infusion ability as there are spell slots for XYZ of his artificer level.
you mean basically take their spell slot list (i.e. 3lv 3 spells at 10 or whatever). So taking Rune Mage for example. Do you mean that per day he can make up to that (spell slots) many scrolls, while paying the cost with the infusion?

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Accelerated Crafting. Might consider rewording it, it seems a bit odd. Also +1 to the DC going by 1's for the crafting DC can end up making the math for stuff kind of disgruntling and is outside the norm for the game's habit of jumping by 5's.
though that doesn't matter much given the folks who would play this class
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Master Craftsman has no level requirement? Just confirming since it gives you a whole lot and would really be a primo supremo first choice.
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I really like Staff Master-makes staves actually useful. But it really defies the game's current feelings on scrolls. For free recharging anyway. Could consider having them have to pay some amount of their infusion energy for the day per staff charge. (maybe you did earlier and I missed it)
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Gunsmith "one round action" change that to the standard Full round action?
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So they are 3/4th bab. But how are you forseeing them being combat relative? If they're getting the crafting feats they wont' have the space for enough combat feats for them to be decent in melee or ranged.

They can make rods, but I don't see them gaining the ability to make Wands via their craft reserves. With channel item they can make pretty decent use of some of the wands. though would be hard (with those costs) for wands to be a main theme. But running around with a wand of battering blast wouldn't be a horrible thing. remaking it daily.

Granted you could (with gm allowance) make Rods or rings of combat enhancment in someway or another.

though it would be pretty fun way to make magically enhanced alchemical weapons. or specialty arrows.

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after writing all this i realized i'm really influenced by Morrowind's version of this. In that game, you could learn spells, even if you couldn't remotely cast them, and you could enchant them on it.
and i made a character who purely fought using that. So they switched rings and such between battles until they recharge etc...
so i am biased in my concept.

now i kind of want to use this class to try that haah


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

IMO, there are two approaches:

1) Make it an archetype or alternate class version of the alchemist (probably an alternate class, to change the "spell" list), changing extracts ("potions") to "infusing" other items (making them one-shot command word items, effectively), switching out bombs for something like the magus arcane pool to enhance weapons, replacing mutagen with a feature to grant an enhancement bonus to ability scores, giving them Craft Wondrous Item instead of Brew Potion as a bonus feat, etc.

2) Use the occultist class as the basis, but the occultist attunes the implements (in a simple ritual that costs 10 gp) instead of requiring that they be "of some historical value or of personal significance."

The alchemist approach (with the Infusion discovery to hand out items ot other party members) is probably closer in concept to the 3.5 artificer, while the occultist approach is more personal and provides a bit more flexibility in use of "spell" slots. Either way, they should probably be a +3/4 BAB class with 6 levels of "spells."

Both also prevent the "multiple chained effects with a single action" abuse of a craft reserve (i.e., a 5 charge magic missile item that can release all 5 charges at once).

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