Tuesday, August 26, 2014

Artificer

Forgot I had this base class write up buried on my website (from June 2009 LOL).

Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with a temporary magical power, repair damage constructs (including warforged), alter the function of existing magic items, as well as1 craft magic items and constructs. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that limitation. Their trade is magic in its most abstract (they might say purest) form.


Class Features

HD: d6
BAB: Medium
High Saves: Will
Weapon proficiency: Simple
Armor proficiency: Light armor, medium armor, and with shields (except tower shields)

Class Skills: Appraise, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Diplomacy, Disable Device, Lore, Open Lock, Search, Spellcraft, and Use Magic Device.
Skill points: 4 + Int modifier

Class Abilities

Level 1: Artisan Bonus, Trapfinding, Scribe Scroll, Item Creation
Level 2: Brew Potions
Level 3: Craft Wondrous Item
Level 4: Bonus Feat, Craft Homunculus
Level 5: Craft Arms and Armor
Level 6: Bonus Feat
Level 7: Craft Wand
Level 8: Bonus Feat
Level 9: Craft Rod
Level 10:
Level 11: Bonus Feat
Level 12: Craft Staff, Bonus Feat
Level 13: Skill Focus (UMD), Skill Focus (Spellcraft)
Level 14: Forge Ring
Level 15:
Level 16: Bonus Feat
Level 17:
Level 18:
Level 19:
Level 20: Bonus Feat
Level 21:
Level 22:
Level 23: Bonus Feat
Level 24:
Level 25:
Level 26: Bonus Feat
Level 27:
Level 28:
Level 29: Bonus Feat
Level 30:

Infusions per day (Int based)
1st: 2 at 1st level, 3 at 2nd level, 4 at 14th level
2nd: 1 at 3rd level, 2 at 4th level, 3 at 5th level, 4 at 15th level
3rd: 1 at 5th level, 2 at 6th level, 3 at 8th level, 4 at 16th level
4th: 1 at 8th level, 2 at 9th level, 3 at 13th level, 4 at 17th level
5th: 1 at 11th level, 2 at 12th level, 3 at 14th level, 4 at 18th level
6th: 1 at 14th level, 2 at 15th level, 3 at 17th level, 4 at 19th level

Infusions:

1st: Energy Alteration, Enhancement Alteration, Identify, Lesser Armor Enhancement, Personal Weapon Augmentation, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement
2nd: Align Weapon, Armor Enhancement, Lesser Weapon Augmentation, Reinforce Construct, Repair Moderate Damage, Toughen Construct, *Stat Buffs
3rd: Adamantine Weapon, Blast Rod, Construct Energy Ward, Greater Armor Enhancement, Greater Magic Weapon, Metamagic Item, Repair Serious Damage, Stone Construct
4th: Censure Elementals, Greater Construct Energy Ward, Item Alteration, Iron Construct, Lesser Globe of Invulernerability, Mass Shield of Faith, Repair Critical Damage, Weapon Augmentation
5th: Disrupting Weapon, Energy Touch (Storm Touch), Greater Blast Rod, Slaying Arrow
6th: Blade Barrier, Disable Construct, Globe of Invulnerability, Greater Weapon Augmentation, Total Repair

Artisan Bonus: +2 UMD
Craft Homunculus: Combat Familiar (probably the clockwork spider and renamed Craft Construct)

New Feats:
Attune Magic Weapon (+1 stacking enhance bonus)
Bind Elemental (+2 stacking enhance bonus, stacks with attune magic weapon)
Practiced Artificer
Forge Ring
Craft Staff

New Items:
Acidic Fire
Alchemist's lightning
Alchemist's frost

**

Well, at the time I was debating either a new custom crafting system or more likely putting 5 subradials under each feat that would choose which rod/staff you craft (at the cost of gold and/or xp).

Example would be:
a) Defensive (Ghostly Visage at 1 charge/use, Stoneskin at 2 charges/use, Summon Creature VI at 3 charges/use)
b) Offensive (Electric Loop at 1 charge/use, Ice Storm at 2 charges/use, Chain Lightning at 3 charges/use)
c) Utility (Mage Armor at 1 charge/use, Greater Resistance at 2 charges/use, Greater Heroism at 3 charges/use)
d) Metamagic (one random metamagic feat)
e) Magic (Shield at 1 charge/use, Spell Mantle at 2 charges/use, Greater Spell Breach at 3 charges/use)

Staff would be the same except it would add the following
a) Summon Creature VIII at 4 charges/use
b) Polar Ray at 4 charges/use
c) Blackstaff at 4 charges/use
d) Second metamagic feat
e) Protection from Spells at 4 charges/use

CL of 10-15 for rods, 20-25 for staves.


My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.  

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