Author Topic: [PF] Artificer rework  (Read 1812 times)

Online Prime32

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[PF] Artificer rework
« Topic Start: November 05, 2011, 10:36:48 PM »

The PF artificer class is about as powerful as it was in 3.5, and adds shoddy editing to the mix. This turned out to be less a fix and more a reworking... And oddly, practically the opposite of my wandslinger archetype (which removes firearm mechanics in favour of more magic)


Hit Dice: d6
BAB: Average
Saves: Fort good, Ref poor, Will good

Class Skills: The artificerís class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Quote from: Class features
Lv   Special                                                
1    Genius devicer, Jack of all trades, Weird science (lv0)
2    Exemplar, Item creation
3    Bonus feat
4    Weird science (lv1)
5    Complex devicery (2 spells)
6    Bonus feat
7    Metamagic science
8    Weird science (lv2)
9    Bonus feat
10   Complex devicery (3 spells)
11   Device expert
12   Bonus feat, Weird science (lv3)
13   Improved metamagic science
14   Improved jack of all trades
15   Bonus feat, Complex devicery (4 spells)
16   Weird science (lv4)
17   Greater spell access
18   Bonus feat
19   Greater metamagic science
20   Complex devicery (5 spells), Device master
Quote from: Devices
0   1   2   3   4
1   -   -   -   -
1   -   -   -   -
1   -   -   -   -
2   1   -   -   -
2   1   -   -   -
2   1   -   -   -
2   1   -   -   -
3   2   1   -   -
3   2   1   -   -
3   2   1   -   -
3   2   1   -   -
4   3   2   1   -
4   3   2   1   -
4   3   2   1   -
4   3   2   1   -
5   4   3   2   1
5   4   3   2   1
5   4   3   2   1
5   4   3   2   1
6   5   4   3   2

Jack of All Trades (Ex): At 1st level the artificer has picked up a smattering of even the most obscure skills; he may use any skill untrained.

Genius Devicer (Ex): An artificer receives a bonus on Use Magic Device checks equal to his Intelligence modifier.

Weird Science: An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that duplicate the effects of spells, either arcane or divine. An artificer has access to the spell list of one class (chosen at character creation) which he may use in conjunction with this ability, but only up to 4th level spells.

A device is an item which takes 4 hours to create, +2 hours per level of the spell used. In addition the artificer must perform maintenance on all of his devices every 24 hours, or they will cease to function - this maintenance requires 10 minutes, regardless of the number of devices, and cannot be performed by other creatures (even other artificers). The artificer can possess a total number of devices of each level given on the table above, and may use slots for lower-level devices if he wishes (eg. an lv4 artificer could have two lv0 devices instead of an lv0 and lv1 device).

Weird science devices are used in the same manner as spell trigger items, allowing the casting of one spell with a caster level equal to the creator's artificer level. However they are temporary and unreliable, requiring a Use Magic Device check to activate (DC = 15 + spell level + the number of times it has been used in the last 24 hours) even if the user has the spell it contains on their spell list. In addition, like firearms, devices possess misfire values (usually 1). Rolling a misfire on your Use Magic Device check results in the check failing automatically, and the item gaining the broken condition. Broken devices have a misfire value 4 higher; if anyone misfires with a broken device it explodes, destroying the device and dealing 1d6 damage per caster level in a 5ft burst centred on the user (Reflex half, DC = spell's DC). Abilities which reduce your chance of misfiring with firearms do not apply to devices.

Exemplar (Ex): At 2nd level, whenever an artificer makes a skill check he treats his ranks in that skill as half his class level or his normal number of ranks, whichever is higher.

Item Creation (Ex): At 2nd level, an artificer is treated as having a caster level equal to his highest ranks in a Craft skill for the purposes of qualifying for item creation feats and crafting items. His spell list consists of the spells available for use with his Weird Science class feature.

Bonus Feats: At every 3rd level, an artificer gains a bonus metamagic or item creation feat.

Complex Devicery: At 5th level an artificer can place a second spell into a device, as long as it is lower in level than the first. Doing so adds 1 + the level of the second spell to the device's misfire value. (i.e. adding a 3rd-level spell would result in a misfire value of 5). At 10th, 15th and 20th levels he can add another spell, but the misfire value increases by 1 + the combined levels of the additional spells. All of the secondary spells must be lower in level than the first.

When the device is activated all the spells it contains are cast at the same time, but they must be aimed at the same target if possible (with the exception of Personal spells). For instance, if you created a device containing scorching ray, fireball and shield the fireball would be centred on the target of the ray; the shield spell would still affect you, since it is a Personal spell.

Metamagic Science (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

Improved Metamagic Science (Su): At 13th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (such as a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).

Device Expert (Ex): At 11th level an artificer can take 10 on Use Magic Device checks, even if stress and distractions would normally prevent him from doing so. In addition, he treats any device he uses as having a misfire value 2 lower.

Improved Jack of All Trades (Ex): At 14th level the artificer treats all skills as class skills, gaining the usual +3 bonus.

Greater Spell Access (Su): At 17th level an artificer adds one spell to his spell list at each level. These spells may be drawn from any list.

Greater Metamagic Science (Su): At 19th level, an artificer gains the ability to apply a metamagic feat he knows to one of his devices. Activating a device in this manner increases the Use Magic Device DC by the spell level adjustment of the metamagic feat multiplied by the number of spells in the device, and the misfire range by the spell level adjustment of the metamagic feat. After using this ability, the device then misfires automatically (which may result in the device exploding).

Device Master (Ex): At 20th level an artificer can take 15 on Use Magic Device checks. Apart from the value of the roll this functions as taking 10. In addition, he treats any device he uses as having a misfire value 4 lower. This replaces his Device Expert ability.