[Eberron + Pathfinder] Artificers: Do I Need Them?


Conversions


So, other than Golarion, my hands-down favorite setting is Eberron. I've mostly been playing in Golarion recently, largely thanks to the Adventure Paths, but I've started having an itch for an Eberron game again, but there's no doubt I would have to run it in Pathfinder. There are a few things that would need conversion; I'll probably skip the kalashtar, but warforged, shifters and changelings are all reasonably straightforward. For classes, though, I find myself wondering: can I get along without the artificer?

I've got the Tome of Secrets, but I'm not really happy with the artificer version it contains, and most of the other conversions I've seen have left me similarly cold. I've played around with other ideas, but I keep coming back to the same idea - I should just skip it. I've got wizards, sorcerers, even alchemists; between all the various casters and the Master Craftsman feat, surely that's enough! Master Craftsman even lets me have experts cranking out all those magical items that artificers were so happy to have around, and the lack of XP costs for crafting means that the artificer's niche no longer really exists the way it used to.

So what do you guys think? Is there an artificer out there that's good enough to make the class worth keeping, or should I just chuck it and move on?

Dark Archive

honestly i love artificers, they give eberron some of its feel imho

just change the xp reserve to a gold reserve and its fine


Pathfinder Adventure Path Subscriber

Whether it’s worth it really depends upon two things 1) how much works it would take to convert the artificer over and 2) how the needed effort relates in comparison to the added benefit the class would bring. I'm guessing the primary value for you in the artificer was the crafting expert, rather than the general "magical gadget guy" feel that came with the infusions mechanic and the disable trap ability, right?

Pathfinder has a number of different alternatives to step up in place of the Artificer in the crafting department. A high level wizard or cleric, who can accumulate many item creation and related feats skills, could conceivably have near the breadth of magical item crafting that the artificer has. However, high level NPCs are supposed to be rarer on Eberron. The alchemist class, especially with the right traits, might rival an artificer in the potion department and also duplicate some of the feel (working with items/gear as a source of power) but probably could not go much beyond that. As you've stated, the Master Craftsman feat means that any class (even NPC classes) could craft magical items for their particular craft or profession. Embracing these options would likely mean that you could have more specialist crafters; however, this would also mean that you wouldn't have any generalist crafters like the artificer.

As far as previous conversions on the artificer, what rubbed you the wrong way? Thinking about what worked and what didn't from those previous attempts might save you some time in designing your own take on the class.


Dreaming Psion wrote:
Whether it’s worth it really depends upon two things 1) how much works it would take to convert the artificer over and 2) how the needed effort relates in comparison to the added benefit the class would bring. I'm guessing the primary value for you in the artificer was the crafting expert, rather than the general "magical gadget guy" feel that came with the infusions mechanic and the disable trap ability, right?

I never really felt that infusions were enough different than spells to make the class feel different from that perspective, particularly since every artificer I ever saw had Heroic Surge and used action points to reduce casting times pretty much every time it came up. Now the trapfinding bit is slightly different, and I admit it was useful, but since everyone can find traps these days and dispel magic works reasonably well as a magical trap counter, I don't think it brings anything to the table that another spellcaster couldn't do as well.

The one thing that artificers had, for me, was the craft reserve. That was their unique schtick, and it made them better crafters than even warlocks. In Pathfinder, though, the craft reserve isn't needed, and anyone can get around spell requirements with a skill check, so that niche is almost entire gone.

Dreaming Psion wrote:
Pathfinder has a number of different alternatives to step up in place of the Artificer in the crafting department. A high level wizard or cleric, who can accumulate many item creation and related feats skills, could conceivably have near the breadth of magical item crafting that the artificer has. However, high level NPCs are supposed to be rarer on Eberron. The alchemist class, especially with the right traits, might rival an artificer in the potion department and also duplicate some of the feel (working with items/gear as a source of power) but probably could not go much beyond that. As you've stated, the Master Craftsman feat means that any class (even NPC classes) could craft magical items for their particular craft or profession. Embracing these options would likely mean that you could have more specialist crafters; however, this would also mean that you wouldn't have any generalist crafters like the artificer.

Its true, but I think I might almost like that better - I could place some of those specialist crafters among the various dragonmarked houses, so that (for instance) House Sivis might be the primary supplier of scrolls, House Jorasco is renowned for its potion brewers and House Cannix makes the most and best Woundrous Items.

Dreaming Psion wrote:

As far as previous conversions on the artificer, what rubbed you the wrong way? Thinking about what worked and what didn't from those previous attempts might save you some time in designing your own take on the class.

It's difficult to articulate. One aspect is, as Name Violation suggested, they almost all involve converting the retain essence feature into a gold cost reserve, an idea that drives me nuts and that also smacks of being broken. I've also never quite seen something that didn't make me say, much as I did above, "but why not just have a caster?" Particularly with the alchemist on the scene, I'm just not feeling there is a good space in Pathfinder for the "super crafter" concept.


Pathfinder Adventure Path Subscriber

I'd say in this case most of the complications a lack of artificer might have caused have been dealt with. You've found ways of dealing with some of them (by designating craft specialties by merchant house, for example), whereas others have been eliminated by the upgrade to Pathfinder (the changes in magical crafting, for example). So I'm one to say if it ain't broke, don't fix it. Unless your players really have their hearts set on artificers, you're good to go. Even in that latter case, you could work with them to find other alternatives to the class.


I have toyed around with making the artificer class a Sorcerer bloodline. It keeps the general flavor of the class and works well for multiclassed spellcasters of House Cannith.

The Exchange

Thraxus wrote:
I have toyed around with making the artificer class a Sorcerer bloodline. It keeps the general flavor of the class and works well for multiclassed spellcasters of House Cannith.

I like the idea, but it seems like it would fit better as a Wizard specialization.

It might take some work to get a list of spells they can prepare in their specialist slot, but the school powers should be easy to create based around item crafting.


Name Violation wrote:

honestly i love artificers, they give eberron some of its feel imho

just change the xp reserve to a gold reserve and its fine

This is what I did in my games also.

Scarab Sages

Her you go i converted the crafting reserver into 1/4 the normal starting gold for highter levels, and added the dead level content from our home brewed game.

By DJ Yoho

https://docs.google.com/document/edit?id=118nmpk6WSgr9uw4DJ0cfZ0UeDzmOfe56g 8FMiRvwzdc&hl=en&authkey=CJPzuIEC

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