Yet another survey of opinions: the artificer.
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- Count Arioch the 28th
- King
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Yet another survey of opinions: the artificer.
This is the last class out of the 12 I'm using for my campaign setting.
With EXP removed as a cost for making magic items, I closed the level dancing from the artificer. As for what I want the class to be, I am wanting to make a pet-based class.
So, what would be what you would want to play: One big construct with many lesser ones at higher levels (similar to Leadership), or a larger number of lesser constructs (similar to a Dread Necromancer)?
With EXP removed as a cost for making magic items, I closed the level dancing from the artificer. As for what I want the class to be, I am wanting to make a pet-based class.
So, what would be what you would want to play: One big construct with many lesser ones at higher levels (similar to Leadership), or a larger number of lesser constructs (similar to a Dread Necromancer)?
- Avoraciopoctules
- Overlord
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I would prefer the former, and would probably use Koumei's Overlord as a model.
http://tgdmb.com/viewtopic.php?t=51007
http://tgdmb.com/viewtopic.php?t=51007
- Count Arioch the 28th
- King
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I'll check that out. Alternate question: How good a model would the Mastermind from City of Villains be?Avoraciopoctules wrote:I would prefer the former, and would probably use Koumei's Overlord as a model.
http://tgdmb.com/viewtopic.php?t=51007
- Count Arioch the 28th
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- Serious Badass
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Artificers are an example of failed design. At low level they blow and blow hard, because they struggle to write scrolls and then they struggle to use them. The end result is a class that needs enormous amounts of downtime and still fucking sucks. At high level they crank out bizarre staff combinations and end up being a primary spellcaster with every fucking list that gets 50 of its top slots a day.
Top to bottom, complete failure.
-Username17
Top to bottom, complete failure.
-Username17
- Count Arioch the 28th
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I was thinking of going with a pet-based artificer class, with blasting as a secondary in-battle skill. (Not as good as the class I've built as the "blaster", but still relevant.)
I might take Koumei's Overlord class for a framework for the main construct companion, and add some warlocky abilities (Maybe the artificer can use a specifically calibrated crystal staff as a focus to blast things. Maybe have the ability to animate objects for a day, or some sort of added ability with alchemical items. Stuff like that. I think there's room in the archetype to make a character that maintains a decent level of power throughout the game.)
I might take Koumei's Overlord class for a framework for the main construct companion, and add some warlocky abilities (Maybe the artificer can use a specifically calibrated crystal staff as a focus to blast things. Maybe have the ability to animate objects for a day, or some sort of added ability with alchemical items. Stuff like that. I think there's room in the archetype to make a character that maintains a decent level of power throughout the game.)
- Count Arioch the 28th
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The current brainstorm (which I will hammer out when I've slept for more than 3 hours straight for the first time all week) is:
The artificer will simply be considered a spellcaster and not be able to "fake" spells to create items, only the spells he personally knows. (If the artificer wants to put Repair Damage and Disable Construct into a staff, that's his prerogative). Granted, with UMD he can use any staff or whatever he finds, but having the PC's find a staff that an NPC psion/druid/beguiler made is probably on par with the 2nd level PC shaman finding a paragon ghostly visage.
He will get a small number of decent spells that rely on buffing his pet construct (Based from Koumei's overlord, except the construct is permanent and the PC can change the abilities with an hour's work from the menu. The menus will of course be slightly different, with the possibility of learning more abilities.), as well as item-based spells.
I am toying with the idea of having the artificer being able to craft a crystal rod that has a mechanic similar to Eldritch Blast. The rod would be a focus, but designed to not really cost more than what a 1st level character could manage. Add some abilities to modify the blast.
Maybe through in a few other abilities, but they will mostly be things the artificer can just do, as opposed to once per day things.
The artificer will simply be considered a spellcaster and not be able to "fake" spells to create items, only the spells he personally knows. (If the artificer wants to put Repair Damage and Disable Construct into a staff, that's his prerogative). Granted, with UMD he can use any staff or whatever he finds, but having the PC's find a staff that an NPC psion/druid/beguiler made is probably on par with the 2nd level PC shaman finding a paragon ghostly visage.
He will get a small number of decent spells that rely on buffing his pet construct (Based from Koumei's overlord, except the construct is permanent and the PC can change the abilities with an hour's work from the menu. The menus will of course be slightly different, with the possibility of learning more abilities.), as well as item-based spells.
I am toying with the idea of having the artificer being able to craft a crystal rod that has a mechanic similar to Eldritch Blast. The rod would be a focus, but designed to not really cost more than what a 1st level character could manage. Add some abilities to modify the blast.
Maybe through in a few other abilities, but they will mostly be things the artificer can just do, as opposed to once per day things.
- Count Geiger
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This basically is an attempt to make both the fighter and the artificer into a viable class
A Crafty Fighter loses proficiency with heavy armor and his first and sixth fighter bonus feats. He gains item creation, artisan bonus, retain essence, skill mastery and craft reserve as an artificer. A crafty fighter gains enchanted armory (see below) at his sixth level. A Crafty fighter gains 4+Int modifier (x4 at first level) skills per level and adds use magic device and knowledge (architecture and engineering) to their skills known list. A Crafty Fighter is treated as though they have a caster level equal to their fighter levels for the purposes of what feats they can take. Also a crafty fighter can take any item creation feat instead of his normal fighter feats.
See Artificer abilities here
http://www.wizards.com/default.asp?x=dnd/cwc/20060328a
Enchanted Armory
You can cast either Magic Weapon Greater or Magic Vestment as if you were a spell caster.
Benefit: You can cast either Magic Weapon Greater or Magic Vestment. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for magic vestment which is replaced by the same material components as magic weapon greater). Also you must have a full 8 hours rest, as most casters require. Arcane Spell Failure still applies which is why it's a good idea to take your armor off when enchanting it. You treat your fighter levels as your caster level. You receive one casting of either Magic Weapon Greater or Magic Vestment equal to one third your caster level rounding down; the duration of each casting is 24 hours.
A Crafty Fighter loses proficiency with heavy armor and his first and sixth fighter bonus feats. He gains item creation, artisan bonus, retain essence, skill mastery and craft reserve as an artificer. A crafty fighter gains enchanted armory (see below) at his sixth level. A Crafty fighter gains 4+Int modifier (x4 at first level) skills per level and adds use magic device and knowledge (architecture and engineering) to their skills known list. A Crafty Fighter is treated as though they have a caster level equal to their fighter levels for the purposes of what feats they can take. Also a crafty fighter can take any item creation feat instead of his normal fighter feats.
See Artificer abilities here
http://www.wizards.com/default.asp?x=dnd/cwc/20060328a
Enchanted Armory
You can cast either Magic Weapon Greater or Magic Vestment as if you were a spell caster.
Benefit: You can cast either Magic Weapon Greater or Magic Vestment. You must meet the verbal, somatic and material components for each spell (Except for the divine focus for magic vestment which is replaced by the same material components as magic weapon greater). Also you must have a full 8 hours rest, as most casters require. Arcane Spell Failure still applies which is why it's a good idea to take your armor off when enchanting it. You treat your fighter levels as your caster level. You receive one casting of either Magic Weapon Greater or Magic Vestment equal to one third your caster level rounding down; the duration of each casting is 24 hours.
Last edited by Count Geiger on Mon May 03, 2010 1:34 am, edited 2 times in total.