A better artificer
Posted: Sun Nov 15, 2009 6:28 pm
So talking about artificers got me thinking. Clearly some players like the class. I think it has some neat ideas, badly executed. On closer examination though it's a mess. Craft reserve, presumably intended to let you craft on the side, still requires you to put in the time. Infusions range from WTF (cool, a class feature, for a whole 10 minutes) to WTF (I can do what with wand charges?). So I decided to have a go at it. I'm not even sure what this guy is supposed to do in a party, how he stacks up to other classes or what kind of mechanical brokenness I built into it, but it can't be worse than the original. Comments?
The Tinkerer
BAB, Saves. Skills, Hit die: As Artificer
1 Tinkering (minor), True Craftsman
2 Dew Collector 1/day, Trapfinding
3 Tinkered Armor
4 Flux Transistor
5 Tinkered Weapon
6 Dew Collector 2/day, Robotic Servant
7 Tinkering (minor, advanced)
8 Personal Forcefield
9 Shared Tinkered Armor
10 Deconstruct, Dew Collector 3/day
11 Shared Tinkered Weapons
12 Phase Capacitor
13 Tinkering (minor, advanced, major)
14 Inducation Warning System, Dew Collector 4/day
15 Tinkered Sidekick
16 Shut it down
17 Tinkered Bombs
18 Auto-Dejuicer, Dew Collector 5/day
19 Tinkering (minor, advanced, major, artifact)
20 World Domination
Tinkering: A tinkerer is always working on his toys. Instead of sleeping they refresh their powers by working on his latest creations for an uninterrupted period of at least 8 hours. After this period he may change the item or bonuses granted by his tinkering abilities.
Minor Tinkering: The tinkerer gains a wondrous magic item valued at 500 gp per character level. This item may be switched for another item after a period of 8 hours of tinkering (see above)
Advanced Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item valued at 2000 gp per character level.
Major Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item valued at 5000 gp per character level.
Artifact Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item duplicating a single ability of a minor artifact.
Tinkered Armor: The tinkerer may enhance one piece of armor with a single enchantment worth a +1 bonus per full three character levels.
Tinkered Weapon: The tinkerer may enhance one weapon with a single enchantment worth a +1 bonus per full three character levels.
Shared Tinkered Armor: As Tinkered Armor, except the enchantment applies to all of the party's armor.
Shared Tinkered Weapon: As Tinkered Weapon, except the enchantment applies to all of the party's weapons.
Tinkered Sidekick: The tinkerer gains the services of a golem with a CR of his character level - 2. This golem may not be switched each night, but it may be switched for a different golem when the tinkerer gains a new level.
Tinkered Bombs: The tinkerer has a bag of bombs amd call pull a bomb per turn out of it. These may be thrown with a range increment of 30. If they hit (ranged touch attack) they produce one of the following effects (pick daily after rest): Energy Drain, Reverse Gravity, Firestorm, Horrid Wilting, Wail of the Banshee, Wrathful Castigation, Slime Wave, Bombardment, Avascular Mass, Maw of Chaos, Obedient Avalanche
True Craftsman: The tinkerer disregards the required spells to craft magic items.
Dew Collector: As a full-round-action the tinkerer may create a potion as if he were a wizard or cleric of his character level with the Brew Potion feat. Disregard the experience and gp cost. This potion vanishes at the end of the day.
Flux Transistor: The tinkerer is immune to Dispel Magic. He receives a Will saving throw against the effects of Disjunction.
Robotic Servant: The tinkerer is always surrounded by tiny constructs, duplicating the effects of an Unseen Servant spell.
Personal Forcefield: At will the tinkerer may produce a Resilient Sphere spell centered on himself.
Deconstruct: The tinkerer disregards the immunity to critical hits of constructs. All hits on constructs are automatically critical hits.
Phase Capacitor: All items the tinkerer has tinkered with are immune to the effect's of Dispel Magic.
Inducation Warning System: The tinkerer always succeeds at detecting traps.
Shut it down: Once per turn, after the tinkerer hits an opponent with an attack from within 30 foot he may produce a Greater Dispel Magic effect against one of that opponent's items.
Auto-Dejuicer: Five times per day the tinkerer may produce an Animate Dead effect as a spell-like ability.
World Domination: The tinkerer constructs a titanic (size Colossal +++) golem and sets out to conquer the world.
The Tinkerer
BAB, Saves. Skills, Hit die: As Artificer
1 Tinkering (minor), True Craftsman
2 Dew Collector 1/day, Trapfinding
3 Tinkered Armor
4 Flux Transistor
5 Tinkered Weapon
6 Dew Collector 2/day, Robotic Servant
7 Tinkering (minor, advanced)
8 Personal Forcefield
9 Shared Tinkered Armor
10 Deconstruct, Dew Collector 3/day
11 Shared Tinkered Weapons
12 Phase Capacitor
13 Tinkering (minor, advanced, major)
14 Inducation Warning System, Dew Collector 4/day
15 Tinkered Sidekick
16 Shut it down
17 Tinkered Bombs
18 Auto-Dejuicer, Dew Collector 5/day
19 Tinkering (minor, advanced, major, artifact)
20 World Domination
Tinkering: A tinkerer is always working on his toys. Instead of sleeping they refresh their powers by working on his latest creations for an uninterrupted period of at least 8 hours. After this period he may change the item or bonuses granted by his tinkering abilities.
Minor Tinkering: The tinkerer gains a wondrous magic item valued at 500 gp per character level. This item may be switched for another item after a period of 8 hours of tinkering (see above)
Advanced Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item valued at 2000 gp per character level.
Major Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item valued at 5000 gp per character level.
Artifact Tinkering: As Minor Tinkering, except the tinkerer also gains a wondrous item duplicating a single ability of a minor artifact.
Tinkered Armor: The tinkerer may enhance one piece of armor with a single enchantment worth a +1 bonus per full three character levels.
Tinkered Weapon: The tinkerer may enhance one weapon with a single enchantment worth a +1 bonus per full three character levels.
Shared Tinkered Armor: As Tinkered Armor, except the enchantment applies to all of the party's armor.
Shared Tinkered Weapon: As Tinkered Weapon, except the enchantment applies to all of the party's weapons.
Tinkered Sidekick: The tinkerer gains the services of a golem with a CR of his character level - 2. This golem may not be switched each night, but it may be switched for a different golem when the tinkerer gains a new level.
Tinkered Bombs: The tinkerer has a bag of bombs amd call pull a bomb per turn out of it. These may be thrown with a range increment of 30. If they hit (ranged touch attack) they produce one of the following effects (pick daily after rest): Energy Drain, Reverse Gravity, Firestorm, Horrid Wilting, Wail of the Banshee, Wrathful Castigation, Slime Wave, Bombardment, Avascular Mass, Maw of Chaos, Obedient Avalanche
True Craftsman: The tinkerer disregards the required spells to craft magic items.
Dew Collector: As a full-round-action the tinkerer may create a potion as if he were a wizard or cleric of his character level with the Brew Potion feat. Disregard the experience and gp cost. This potion vanishes at the end of the day.
Flux Transistor: The tinkerer is immune to Dispel Magic. He receives a Will saving throw against the effects of Disjunction.
Robotic Servant: The tinkerer is always surrounded by tiny constructs, duplicating the effects of an Unseen Servant spell.
Personal Forcefield: At will the tinkerer may produce a Resilient Sphere spell centered on himself.
Deconstruct: The tinkerer disregards the immunity to critical hits of constructs. All hits on constructs are automatically critical hits.
Phase Capacitor: All items the tinkerer has tinkered with are immune to the effect's of Dispel Magic.
Inducation Warning System: The tinkerer always succeeds at detecting traps.
Shut it down: Once per turn, after the tinkerer hits an opponent with an attack from within 30 foot he may produce a Greater Dispel Magic effect against one of that opponent's items.
Auto-Dejuicer: Five times per day the tinkerer may produce an Animate Dead effect as a spell-like ability.
World Domination: The tinkerer constructs a titanic (size Colossal +++) golem and sets out to conquer the world.