Concepts for artificer prestige classes: [Archive] - Wizards Community

Post/Author/DateTimePost
JulesCARV

06-08-07, 04:10 PM
This thread is mainly for quick concepts, not extensive crunch or anything. Any ideas for artificer prestige classes?

Mine:

-Saboteur -- rogue/artificer mix, that gets infusions oriented toward creating temporarily cursed weapons and armor (in much the same way that artificers already have infusions oriented toward creating creating temporarily bless weapons and armor). Also good at stealth. "Item curse" infusions could probably be used quickly. Is also capable of using infusions that cause items to self-destruct in some circumstances. During the Last War, these guys did MI-style sabatoge missions, and might put self-destruct infusions on valuable airships or the like.

-Necrotificer -- artificer who learns to retain essence from more than just magic items: capable of using energy drain-style attacks that give the enemy negative levels and increases the necrotificer's craft pool, transfering the enemy's life-essence to themselves. Might also have other necromantic abilities.
Edymnion

06-08-07, 09:31 PM
Well, the obvious ones that need making would be the ones that support and further define the major artificer types. Blastificer, Melee(Archer)ficer, Buffificer, and Hordeficer.

Great starting point for a hordeficer would be to give them a class ability to reduce the damage they take from having one of their homunculi die, eventually removing it entirely. Throw in the ability to make homunculi/golems faster and cheaper, and you'd have the basis for a good PrC.
OctaviusIII

06-08-07, 11:35 PM
Well, the obvious ones that need making would be the ones that support and further define the major artificer types. Blastificer, Melee(Archer)ficer, Buffificer, and Hordeficer.

Great starting point for a hordeficer would be to give them a class ability to reduce the damage they take from having one of their homunculi die, eventually removing it entirely. Throw in the ability to make homunculi/golems faster and cheaper, and you'd have the basis for a good PrC.

I don't think removing the hordeficer damage entirely would be quite wise, as it could unbalance the class. Perhaps just lower it to 1d4?

A meleeficer would have increased hit die, the ability to wear heavier armor without progressively less chance of infusion failure, and that sort of thing. Perhaps bonus feats? An archerficer would get bonus feats as well, and would be able to infuse arrows with touch infusions. There would also be the "blunt" arrow that would deal 1d3 bludgeoning but would be ideal for the delivering of buffs remotely.

A blastificer might be able to use the craft pool for something more destructive, translating it into damage somehow as a spell-like ability.

That's all I've got for the moment.
Rechan

06-09-07, 12:14 AM
-Saboteur -- rogue/artificer mix, that gets infusions oriented toward creating temporarily cursed weapons and armor (in much the same way that artificers already have infusions oriented toward creating creating temporarily bless weapons and armor). Also good at stealth. "Item curse" infusions could probably be used quickly. Is also capable of using infusions that cause items to self-destruct in some circumstances. During the Last War, these guys did MI-style sabatoge missions, and might put self-destruct infusions on valuable airships or the like.

Also have spy-type infusions, or at least an ability to make clairaudience/clairvoyence effects in objects.

-Necrotificer -- artificer who learns to retain essence from more than just magic items: capable of using energy drain-style attacks that give the enemy negative levels and increases the necrotificer's craft pool, transfering the enemy's life-essence to themselves. Might also have other necromantic abilities.

Here's a question. Would unintelligent undead be considered "living" to the extent that they cannot be the recipient of infusions? I mean, all it is is just a corpse animated by magic. It's a *thing* that's only moving because some negative energy is infusing it. So couldn't an artificer infuse it? So the artificer could buff up undead?

A blastificer might be able to use the craft pool for something more destructive, translating it into damage somehow as a spell-like ability.

I thought the typical blastificer PrC was the Cannith Wand Adept?
OctaviusIII

06-09-07, 03:17 AM
I thought the typical blastificer PrC was the Cannith Wand Adept?
Well, that's typical, but just wait until that blastificer uses his craft pool to blow a hole in your wall through which he launches that fireball to incinerate your carefully crafted BBEG, thereby breaking your campaign!

Actually, I should say that the campaigns I usually play are far too fast-paced to actually take advantage of most of the artificer's class abilities, so I've never used them as anything but an underpowered cohort.
Edymnion

06-09-07, 12:09 PM
A meleeficer would have increased hit die, the ability to wear heavier armor without progressively less chance of infusion failure, and that sort of thing.Infusions are not affected by arcane spell failure, because infusions are not arcane spells.
Elderich

06-09-07, 10:04 PM
I think of staffs as the ultimate magical item, so I suggest a Stafficer.

How about a PrC that gradualy REMOVES infusions from the artificer but grants Schema like items to replace them. Character becomes the master of item creation to the point they loose any casting.
Edymnion

06-09-07, 10:19 PM
I think of staffs as the ultimate magical item, so I suggest a Stafficer.

How about a PrC that gradualy REMOVES infusions from the artificer but grants Schema like items to replace them. Character becomes the master of item creation to the point they loose any casting.But thats the thing, the flavor is that infusions are making temporary magical items. Doesn't really make sense to say they spend so much time making magic items that they forget how to make magical items.
Elderich

06-09-07, 10:30 PM
But thats the thing, the flavor is that infusions are making temporary magical items. Doesn't really make sense to say they spend so much time making magic items that they forget how to make magical items.They spend so much time making actual magical items they forget how to make temporary ones.

Makes sense to me.
Jackmojo

06-10-07, 01:37 AM
I'm not super savy on all the Eberron books, so this might exist, but I'd like a dual progression mystic theurge style caster/artificer.

Personally I crave an arcane one, but no reason why a divine one would not work either.

Jack
Eled_the_Worm_Tamer

06-10-07, 10:19 AM
Personally I'd love to see a Dealkr inspired 'bio-ficer' based around making living minions symbyotes and the like.

And possibly (prepares for Flaming) a Mechapilot prc based around creating and piloting a slowly upgraded suit of mechanical armor.

lastly a 'Hive lord' based around using more and more potent Homunculi and posibly hacking into others homuncili to control them could be fun.
Subtle Knife

06-10-07, 06:57 PM
I'm not super savy on all the Eberron books, so this might exist, but I'd like a dual progression mystic theurge style caster/artificer.

Personally I crave an arcane one, but no reason why a divine one would not work either.

Jack

I created and posted one not long ago - the Master Arcanist. Google.
SK
Rechan

06-10-07, 07:07 PM
lastly a 'Hive lord' based around using more and more potent Homunculi and posibly hacking into others homuncili to control them could be fun.

This is a lot like the established notion of the Hordeficer. Basically spending all your available resources making humuculi/golems. Although taking control of others' constructs is an interesting concept.

I think that evil priests can use their Rebuke to take control of undead, maybe a similar effect for this PrC; they make a "control attempt" to sieze command of someone else's construct.
paleface

06-12-07, 01:46 PM
Yeah, the wand adept never really did it for me.

i wanted to do a two-gun mage, so to speak. but the adept class, even though claiming to specialize in wands specifically doesn't capture the feel of a specialized wand wielder. Sure, it's got quick draw and dual use and wand focus, but completely misses the fact that the majority of wands a character will have are combat and range based.

There's no mobility, shot on the run, precise shot, weapon focus, weapon specialization, point blank shot, etc...and that's just the obvious ones. wouldn't a wand-specialist prestige class actually gain some ability to use the wands at a near-fighter level?
taski

06-13-07, 03:35 AM
Planar Artificer - Can attune magical items to planes that match their theme, making them slightly more powerful. So a wand of fireball attuned to Fernia would get some kind of bonus, like an extra 1d6 damage. The items become more powerful while the planes are coterminous or while in a manifest zone. The items are at normal power when the plane is remote. Just a 5-level PrC, with no or little infusion progression (there has to be a down side somewhere).
DM_Dracophile

06-13-07, 08:54 AM
That'd make a great feat, with Knowledge (Planar) prerequisite.
Grummush_Rogue

06-13-07, 12:25 PM
Like a Creator p. class, with divine magic. Have them be able to make constructs that are more humanlike, you know like the flesh golems. Like what necromacers do, sorta. you get the idea!
Grimm_Brightstave

06-21-07, 04:22 PM
Planar Artificer - Can attune magical items to planes that match their theme, making them slightly more powerful. So a wand of fireball attuned to Fernia would get some kind of bonus, like an extra 1d6 damage. The items become more powerful while the planes are coterminous or while in a manifest zone. The items are at normal power when the plane is remote. Just a 5-level PrC, with no or little infusion progression (there has to be a down side somewhere).
I'm in a game where we just started plane hopping. I'm using materials from those plames to artifice and the DM is giving me minor bonuses for this.
Maybe a feat that allows the Artificer to attune items with these planer components to be more effevtive on the plane they are from?
Joni-san

06-21-07, 10:17 PM
And possibly (prepares for Flaming) a Mechapilot prc based around creating and piloting a slowly upgraded suit of mechanical armor.


Hello there Tony Stark!
Eled_the_Worm_Tamer

06-21-07, 10:28 PM
Hello there Tony Stark!

Weeeeeeell I was more thinking Issau Dyson, but your on the right track.