Dec 30, 2010 11:22 AM
Artificer Class - Pathfinder RPG
Okay, so this isn't anime related, but it's something that has taken up a lot of my time lately. During my breaks at work or free time at home I've been thinking about and working on trying to convert the Eberron D&D class, the artificer, into the Pathfinder RPG system. You see, one of my favorite D&D campaigns was ran by my friend Dan. I played a crazy gunslinger girl named Anna who multiclassed into Artificer. I really enjoyed the class. Now we're playing our games using Pathfinder because it's awesome. But there has been no artificer class released for the system. So I've been trying to make my own. I can't tell you how many times I've re-written this damn thing. Its latest incarnation uses the Advanced Players Guide's Alchemist class as a base and I made adjustments from there. I think it's the closes I've been to making the base class correctly but it still has a lot of problems with it. A major issue is that it references the Eberron book a lot. I also think there are still a lot of balancing issues. Spell Imitation is probably a little too crazy, but I needed something that would make the artificer cool outside of crafting. Anyway, here's the class:
Artificer - Pathfinder
-Base Attack Bonus as Cleric
-Good Will Save, Poor Fort and Reflex
Craft Bank Special
1st 500 Item creation, spell imitation, Scribe Scroll
2nd 1000 Discovery, Brew Potion
3rd 1500 Craft Wondrous Item
4th 2000 Discovery, Craft Magic Arms and Armor
5th 2500 Craft Construct
6th 4000 Discovery, Craft Wand
7th 5500 Forge Ring
8th 7000 Discovery
9th 8500 Craft Rod
10th 10000 Discovery
11th 15000 Craft Staff
12th 20000 Discovery
13th 25000 --
14th 30000 Discovery
15th 40000 --
16th 50000 Discovery
17th 65000 --
18th 80000 Discovery
19th 100000 --
20th 150000 Grand Discovery
--Infusions per Day--
Lvl 1st 2nd 3rd 4th 5th 6th
1st 1 -- -- -- -- --
2nd 2 -- -- -- -- --
3rd 3 -- -- -- -- --
4th 3 1 -- -- -- --
5th 4 2 -- -- -- --
6th 4 3 -- -- -- --
7th 4 3 1 -- -- --
8th 4 4 2 -- -- --
9th 5 4 3 -- -- --
10th 5 4 3 1 -- --
11th 5 4 4 2 -- --
12th 5 5 4 3 -- --
13th 5 5 4 3 1 --
14th 5 5 4 4 2 --
15th 5 5 5 4 3 --
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Hit Die: d8
Class Skills: Appraise (Int), Craft (Int), Disable Device (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Class Features:
Weapon and Armor Proficiency:
Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Infusions:
See Eberron Campaign Setting P.31
Action Points are not used in Pathfinder. Instead of the Action Point usage associated with Artificer Infusions, once per day an Artificer may reduce the casting time of any infusion to a standard action. This is increased to two times per day at sixth level, three at 12th, and maxes out at 4 times a day at level 18.
Craft Bank:
Artificers are bursting with magical energy to be used for crafting magical items. They can magically transform mundane materials such as common dirt and stone into components for crafting. An artificer receives a pool of points he can spend instead of gp when crafting a magic item. Each time the artificer gains a new level, he receives a new craft bank; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft bank to supplement the gp cost of items he creates, taking a portion of the cost from his craft bank and supply the rest with his personal funds.
Spell Imitation:
An artificer can sacrifice an infusion slot to spontaneously cast any spell of equal level or lower. He must first succeed in a Use Magic Device check (DC 20 + his current artificer level) to imitate the spell. The Use Magic Device check is made prior to casting the spell so if it fails the infusion is not lost and it does not go against imitated spells he can cast per day, but a standard action is spent for the attempt. An imitated spell takes longer to cast just as if it was a spontaneous metamagic spell (spells taking a standard action take a full-round action, etc.) and metamagic feats can never be applied to imitated spells. Otherwise the spell functions as normal using your artificer level as the caster level. You can use this ability a number of times per day equal to 1/2 your artificer level rounded up.
Item Creation (Ex)
See Eberron Campaign Setting P.32
Bonus Feats:
An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 4th level, Craft Construct (see the Bestiary, page 314) at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.
Discovery (Su):
Much like alchemists, at 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible discovery. Some alchemist discoveries may be made by artificers in additions to others that can only be taken by artificers.
Artificer’s Touch:
And artificer with this discovery can cast Mending at will, using his artificer level as the caster level to repair damaged objects. In addition, he can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two artificer levels. This attack bypasses an amount of damage reductions and hardness equal to his artificer level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Artisan bonus:
An artificer with this discovery gains a +1 bonus on Use Magic Device checks to activate an item of the kind for which he has the prerequisite item creation feat. This bonus increases by 1 for every 5 artificer levels giving a +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20. The bonus for scrolls is also applied to the Use Magic Device check for spell imitation as the artificer is essentially casting a scroll, he just doesn’t go through the process of creating the scroll first.
Craft anywhere:
An artificer no longer requires any kind of specialized workshop or tools to craft magical items while using only his craft bank. The artificer must be at least 8th level to take this discovery.
Demolition expert:
Artificers with this discovery hone their experience with constructs and inanimate objects to learn exactly how to hurt them the most. You are able to deal precision damage (such as sneak attack and critical hits) to all constructs and objects.
Dilution:
See Pathfinder APG P.29
Elixir of Life:
See Pathfinder APG P.30
Enhance potion:
See Pathfinder APG P.30
Enhanced spell imitation:
An artificer with this discovery may sacrifice multiple infusion slots to imitate spells, even for spells of higher level than 6th. As long as the levels of the sacrificed infusions add up to at least the level of the spell, the artificer can imitate it as normal. He can imitate spells up to level 7 at 14th level, level 8 spells at 16th level, and level 9 spells at 18th level. The artificer must be at least level 14 to take this discovery.
Eternal potion:
See Pathfinder APG P.30
Extend potion:
See Pathfinder APG P.30
Extra effort:
To make this discovery, an artificer must first learn the Quick Crafting discovery. This artificer is so diligent and efficient he may complete multiple days’ worth of work in one day. The number of hours worked can be multiplied by 2, up to 4 starting at 15th level, and up to 8 at 20th level. The artificer has then effectively put that many days’ worth of crafting into the item. This ability may be used in conjunction with Multitasking to finish multiple items faster, such as a 15th level artificer working on two items at once for 8 hours to either make both items twice as fast or one item at normal speed and the other three times as fast.
Magic sense:
An artificer with this discovery can cast Detect Magic at will and receives a +2 competence bonus on Spellcraft skill checks made to identify the properties of magic items.
*Replaces Artificer Knowledge. Maybe make more adjustments and/or put back as a 1st level automatic ability.
Material forgery:
An artificer with this discovery receives Eschew Materials as a bonus feat. In addition, if an infusion or imitated spell requires a material component costing more than 1 gp, the artificer may pay the gold cost out of his craft bank instead of having the material on hand to cast the spell.
Metamagic Spell Completion:
See Eberron Campaign Setting P.32
*Maybe make some adjustments, decide on minimum level.
Metamagic Spell Trigger:
See Eberron Campaign Setting P.32
*Maybe make some adjustments, decide on minimum level.
Multitasking:
To make this discovery, an artificer must first learn the Quick Crafting discovery. This artificer is so skilled and focused he may work on multiple magical items at the same time. The number of hours worked each day is multiplied by the number of items he is working on, not to exceed 8 hours. So an artificer level 10-14 may work on two items at once for 8 hours a day, an artificer level 15-19 may work on up to 4 items, and an artificer level 20 may work on up to 8 items at once.
Quick crafting:
An artificer with this discovery learns to reduce the amount of time needed to work on an item each day without taking any penalty. The artificer only needs to spend 4 hours working to complete a day’s crafting on an item. Furthermore, at 15th level this time is reduced to 2 hours and at 20th level it is reduced to only 1 hour. The artificer must be at least 10th level to take this discovery.
Resourceful crafting:
An artificer with this discovery knows how to get the most use out of his materials and craft bank. When determining the gold price cost of crafting a magic item, reduce the base price by 25%. This discovery may be taken a second time to reduce it by 50%. The artificer must be at least 8th level to take this discovery.
Retain Essence (Su):
An artificer with this discovery gains the ability to salvage the magic energy from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds half of the items value in gp to his craft bank. These points are lost if the artificer does not use them before gaining his next level and his craft bank total can never be more than 10 times the original craft bank he received for his level. If an item is more valuable than this limit and retain essence is used on it, the artificer’s craft bank maxes out and the remaining gp is wasted.
Skill Mastery:
An artificer with this discovery can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This discovery circumvents the normal rule that a character may not take 10 on a Use Magic Device check. The artificer must be at least level 12 to take this discovery.
Trapfinding:
An artificer with this discovery adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The artificer can use Disable Device to disarm magic traps.
*Replaces Disable Trap. Maybe make more adjustments and/or put back as a 1st level automatic ability.
Grand Discovery (Su):
At 20th level an artificer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below.
Awaken Intellect:
See Pathfinder APG P.31
Living Construct:
This artificer has spent so much time working with constructs and inanimate objects that he has learned how to become a living construct himself. He no longer ages and gains all of the traits of a construct (see Bestiary P.307) while retaining everything from his previous life with the following differences:
-Though he no longer has a Constitution score, his hit points do no change.
-Low-light vision and Darkvision 60 feet replace any vision based racial traits he had in his old life.
-Since he still has his old soul, he can still be raised or resurrected, but his body must be repaired first.
-Gains no bonus hit points for size. Has the same hit points as in his previous life.
-Weapon and armor proficiency is determined by class.
Master Craftsman:
This artificer has made magical crafting his life’s work. He is so efficient in his craft that the base time to complete a magical item is calculated by 10,000gp per day of work instead of the usual 1,000gp per day.
Philosopher’s Stone:
See Pathfinder APG P.31
Artificer Infusion List
1st Level
Animate Rope
Ant Haul (APG)
Armor Enhancement, Lesser (EB)
Break (APG)
Crafter’s Fortune (APG)
Energy Alteration (EB)
Enhancement Alteration (EB)
Erase
Gravity Bow (APG)
Identify
Inflict Light Damage (EB)
Lead Blades (APG)
Light
Magic Stone
Magic Vestment
Magic Weapon
Obscure Object
Repair Light Damage (EB)
Resistance Item (EB)
Shield of Faith
Skill Enhancement (EB)
Spell Storing Item (EB)
Weapon Augmentation, Personal (EB)
2nd Level
Align Weapon
Arcane Lock
Armor Enhancement (EB)
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Chill Metal
Create Pit (APG)
Eagle’s Splendor
Fox’s Cunning
Heat Metal
Inflict Moderate Damage (EB)
Knock
Locate Object
Make Whole
Owl’s Wisdom
Repair Moderate Damage (EB)
Toughen Construct (EB)
Versatile Weapon (APG)
Weapon Augmentation, Lesser (EB)
Weapon of Awe (APG)
3rd Level
Armor Enhancement, Greater (EB)
Construct Energy Ward (EB)
Daylight
Fly
Inflict Serious Damage (EB)
Magic Weapon, Greater
Metamagic Item (EB)
Power Surge (EB)
Repair Serious Damage (EB)
Spiked Pit (APG)
Stone Construct (EB)
Suppress Requirement (EB)
4th Level
Construct Energy Ward, Greater (EB)
Globe of Invulnerability, Lesser
Inflict Critical Damage (EB)
Item Alteration (EB)
Iron Construct (EB)
Minor Creation
Repair Critical Damage (EB)
Rusting Grasp
Shield of Faith, Legion’s (EB)
Treasure Stitching (APG)
Weapon Augmentation (EB)
5th Level
Disruption Weapon
Fabricate
Major Creation
Passwall
Wall of Force
Wall of Stone
6th Level
Animate Objects
Blade Barrier
Disable Construct (EB)
Globe of Invulnerability
Hardening (EB)
Move Earth
Total Repair (EB)
Wall of Iron
Weapon Augmentation, Greater (EB)
I'm actually thinking about giving up on this. I was searching the Paizo Messageboards for artificer tips and I think I remember someone suggested to just make a Sorcerer Bloodline instead of making an actual Artificer base class. I tried that, and it was alright, I guess, but still lacking. Then it came to me in a flash and I realized that an Oracle would make a much better Artificer class! So I made an Oracle Artifice Mystery. I think it's pretty good. It will be the next thing I post, along with the Sorcerer thing just for fun, I guess. =P
(Sorry to the anime people for all the tabletop RPG stuff that you may or may not understand)
Artificer - Pathfinder
-Base Attack Bonus as Cleric
-Good Will Save, Poor Fort and Reflex
Craft Bank Special
1st 500 Item creation, spell imitation, Scribe Scroll
2nd 1000 Discovery, Brew Potion
3rd 1500 Craft Wondrous Item
4th 2000 Discovery, Craft Magic Arms and Armor
5th 2500 Craft Construct
6th 4000 Discovery, Craft Wand
7th 5500 Forge Ring
8th 7000 Discovery
9th 8500 Craft Rod
10th 10000 Discovery
11th 15000 Craft Staff
12th 20000 Discovery
13th 25000 --
14th 30000 Discovery
15th 40000 --
16th 50000 Discovery
17th 65000 --
18th 80000 Discovery
19th 100000 --
20th 150000 Grand Discovery
--Infusions per Day--
Lvl 1st 2nd 3rd 4th 5th 6th
1st 1 -- -- -- -- --
2nd 2 -- -- -- -- --
3rd 3 -- -- -- -- --
4th 3 1 -- -- -- --
5th 4 2 -- -- -- --
6th 4 3 -- -- -- --
7th 4 3 1 -- -- --
8th 4 4 2 -- -- --
9th 5 4 3 -- -- --
10th 5 4 3 1 -- --
11th 5 4 4 2 -- --
12th 5 5 4 3 -- --
13th 5 5 4 3 1 --
14th 5 5 4 4 2 --
15th 5 5 5 4 3 --
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Hit Die: d8
Class Skills: Appraise (Int), Craft (Int), Disable Device (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Class Features:
Weapon and Armor Proficiency:
Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Infusions:
See Eberron Campaign Setting P.31
Action Points are not used in Pathfinder. Instead of the Action Point usage associated with Artificer Infusions, once per day an Artificer may reduce the casting time of any infusion to a standard action. This is increased to two times per day at sixth level, three at 12th, and maxes out at 4 times a day at level 18.
Craft Bank:
Artificers are bursting with magical energy to be used for crafting magical items. They can magically transform mundane materials such as common dirt and stone into components for crafting. An artificer receives a pool of points he can spend instead of gp when crafting a magic item. Each time the artificer gains a new level, he receives a new craft bank; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft bank to supplement the gp cost of items he creates, taking a portion of the cost from his craft bank and supply the rest with his personal funds.
Spell Imitation:
An artificer can sacrifice an infusion slot to spontaneously cast any spell of equal level or lower. He must first succeed in a Use Magic Device check (DC 20 + his current artificer level) to imitate the spell. The Use Magic Device check is made prior to casting the spell so if it fails the infusion is not lost and it does not go against imitated spells he can cast per day, but a standard action is spent for the attempt. An imitated spell takes longer to cast just as if it was a spontaneous metamagic spell (spells taking a standard action take a full-round action, etc.) and metamagic feats can never be applied to imitated spells. Otherwise the spell functions as normal using your artificer level as the caster level. You can use this ability a number of times per day equal to 1/2 your artificer level rounded up.
Item Creation (Ex)
See Eberron Campaign Setting P.32
Bonus Feats:
An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 4th level, Craft Construct (see the Bestiary, page 314) at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.
Discovery (Su):
Much like alchemists, at 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible discovery. Some alchemist discoveries may be made by artificers in additions to others that can only be taken by artificers.
Artificer’s Touch:
And artificer with this discovery can cast Mending at will, using his artificer level as the caster level to repair damaged objects. In addition, he can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two artificer levels. This attack bypasses an amount of damage reductions and hardness equal to his artificer level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Artisan bonus:
An artificer with this discovery gains a +1 bonus on Use Magic Device checks to activate an item of the kind for which he has the prerequisite item creation feat. This bonus increases by 1 for every 5 artificer levels giving a +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20. The bonus for scrolls is also applied to the Use Magic Device check for spell imitation as the artificer is essentially casting a scroll, he just doesn’t go through the process of creating the scroll first.
Craft anywhere:
An artificer no longer requires any kind of specialized workshop or tools to craft magical items while using only his craft bank. The artificer must be at least 8th level to take this discovery.
Demolition expert:
Artificers with this discovery hone their experience with constructs and inanimate objects to learn exactly how to hurt them the most. You are able to deal precision damage (such as sneak attack and critical hits) to all constructs and objects.
Dilution:
See Pathfinder APG P.29
Elixir of Life:
See Pathfinder APG P.30
Enhance potion:
See Pathfinder APG P.30
Enhanced spell imitation:
An artificer with this discovery may sacrifice multiple infusion slots to imitate spells, even for spells of higher level than 6th. As long as the levels of the sacrificed infusions add up to at least the level of the spell, the artificer can imitate it as normal. He can imitate spells up to level 7 at 14th level, level 8 spells at 16th level, and level 9 spells at 18th level. The artificer must be at least level 14 to take this discovery.
Eternal potion:
See Pathfinder APG P.30
Extend potion:
See Pathfinder APG P.30
Extra effort:
To make this discovery, an artificer must first learn the Quick Crafting discovery. This artificer is so diligent and efficient he may complete multiple days’ worth of work in one day. The number of hours worked can be multiplied by 2, up to 4 starting at 15th level, and up to 8 at 20th level. The artificer has then effectively put that many days’ worth of crafting into the item. This ability may be used in conjunction with Multitasking to finish multiple items faster, such as a 15th level artificer working on two items at once for 8 hours to either make both items twice as fast or one item at normal speed and the other three times as fast.
Magic sense:
An artificer with this discovery can cast Detect Magic at will and receives a +2 competence bonus on Spellcraft skill checks made to identify the properties of magic items.
*Replaces Artificer Knowledge. Maybe make more adjustments and/or put back as a 1st level automatic ability.
Material forgery:
An artificer with this discovery receives Eschew Materials as a bonus feat. In addition, if an infusion or imitated spell requires a material component costing more than 1 gp, the artificer may pay the gold cost out of his craft bank instead of having the material on hand to cast the spell.
Metamagic Spell Completion:
See Eberron Campaign Setting P.32
*Maybe make some adjustments, decide on minimum level.
Metamagic Spell Trigger:
See Eberron Campaign Setting P.32
*Maybe make some adjustments, decide on minimum level.
Multitasking:
To make this discovery, an artificer must first learn the Quick Crafting discovery. This artificer is so skilled and focused he may work on multiple magical items at the same time. The number of hours worked each day is multiplied by the number of items he is working on, not to exceed 8 hours. So an artificer level 10-14 may work on two items at once for 8 hours a day, an artificer level 15-19 may work on up to 4 items, and an artificer level 20 may work on up to 8 items at once.
Quick crafting:
An artificer with this discovery learns to reduce the amount of time needed to work on an item each day without taking any penalty. The artificer only needs to spend 4 hours working to complete a day’s crafting on an item. Furthermore, at 15th level this time is reduced to 2 hours and at 20th level it is reduced to only 1 hour. The artificer must be at least 10th level to take this discovery.
Resourceful crafting:
An artificer with this discovery knows how to get the most use out of his materials and craft bank. When determining the gold price cost of crafting a magic item, reduce the base price by 25%. This discovery may be taken a second time to reduce it by 50%. The artificer must be at least 8th level to take this discovery.
Retain Essence (Su):
An artificer with this discovery gains the ability to salvage the magic energy from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds half of the items value in gp to his craft bank. These points are lost if the artificer does not use them before gaining his next level and his craft bank total can never be more than 10 times the original craft bank he received for his level. If an item is more valuable than this limit and retain essence is used on it, the artificer’s craft bank maxes out and the remaining gp is wasted.
Skill Mastery:
An artificer with this discovery can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This discovery circumvents the normal rule that a character may not take 10 on a Use Magic Device check. The artificer must be at least level 12 to take this discovery.
Trapfinding:
An artificer with this discovery adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The artificer can use Disable Device to disarm magic traps.
*Replaces Disable Trap. Maybe make more adjustments and/or put back as a 1st level automatic ability.
Grand Discovery (Su):
At 20th level an artificer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below.
Awaken Intellect:
See Pathfinder APG P.31
Living Construct:
This artificer has spent so much time working with constructs and inanimate objects that he has learned how to become a living construct himself. He no longer ages and gains all of the traits of a construct (see Bestiary P.307) while retaining everything from his previous life with the following differences:
-Though he no longer has a Constitution score, his hit points do no change.
-Low-light vision and Darkvision 60 feet replace any vision based racial traits he had in his old life.
-Since he still has his old soul, he can still be raised or resurrected, but his body must be repaired first.
-Gains no bonus hit points for size. Has the same hit points as in his previous life.
-Weapon and armor proficiency is determined by class.
Master Craftsman:
This artificer has made magical crafting his life’s work. He is so efficient in his craft that the base time to complete a magical item is calculated by 10,000gp per day of work instead of the usual 1,000gp per day.
Philosopher’s Stone:
See Pathfinder APG P.31
Artificer Infusion List
1st Level
Animate Rope
Ant Haul (APG)
Armor Enhancement, Lesser (EB)
Break (APG)
Crafter’s Fortune (APG)
Energy Alteration (EB)
Enhancement Alteration (EB)
Erase
Gravity Bow (APG)
Identify
Inflict Light Damage (EB)
Lead Blades (APG)
Light
Magic Stone
Magic Vestment
Magic Weapon
Obscure Object
Repair Light Damage (EB)
Resistance Item (EB)
Shield of Faith
Skill Enhancement (EB)
Spell Storing Item (EB)
Weapon Augmentation, Personal (EB)
2nd Level
Align Weapon
Arcane Lock
Armor Enhancement (EB)
Bear’s Endurance
Bull’s Strength
Cat’s Grace
Chill Metal
Create Pit (APG)
Eagle’s Splendor
Fox’s Cunning
Heat Metal
Inflict Moderate Damage (EB)
Knock
Locate Object
Make Whole
Owl’s Wisdom
Repair Moderate Damage (EB)
Toughen Construct (EB)
Versatile Weapon (APG)
Weapon Augmentation, Lesser (EB)
Weapon of Awe (APG)
3rd Level
Armor Enhancement, Greater (EB)
Construct Energy Ward (EB)
Daylight
Fly
Inflict Serious Damage (EB)
Magic Weapon, Greater
Metamagic Item (EB)
Power Surge (EB)
Repair Serious Damage (EB)
Spiked Pit (APG)
Stone Construct (EB)
Suppress Requirement (EB)
4th Level
Construct Energy Ward, Greater (EB)
Globe of Invulnerability, Lesser
Inflict Critical Damage (EB)
Item Alteration (EB)
Iron Construct (EB)
Minor Creation
Repair Critical Damage (EB)
Rusting Grasp
Shield of Faith, Legion’s (EB)
Treasure Stitching (APG)
Weapon Augmentation (EB)
5th Level
Disruption Weapon
Fabricate
Major Creation
Passwall
Wall of Force
Wall of Stone
6th Level
Animate Objects
Blade Barrier
Disable Construct (EB)
Globe of Invulnerability
Hardening (EB)
Move Earth
Total Repair (EB)
Wall of Iron
Weapon Augmentation, Greater (EB)
I'm actually thinking about giving up on this. I was searching the Paizo Messageboards for artificer tips and I think I remember someone suggested to just make a Sorcerer Bloodline instead of making an actual Artificer base class. I tried that, and it was alright, I guess, but still lacking. Then it came to me in a flash and I realized that an Oracle would make a much better Artificer class! So I made an Oracle Artifice Mystery. I think it's pretty good. It will be the next thing I post, along with the Sorcerer thing just for fun, I guess. =P
(Sorry to the anime people for all the tabletop RPG stuff that you may or may not understand)
Posted by
pluvia33
| Dec 30, 2010 11:22 AM |
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