Gnome Artificer feats? [Archive] - Wizards Community

Post/Author/DateTimePost
Karsus the Mad

03-17-07, 03:36 PM
Some people like the gnome artificer PrC, but dislike the cost of creation as well as the weight and bulk of a device, so I created (more accurately ripped from existing feats and modified them) these feats to make up for what the artificer lacks, as well as to have feats that fit the feel of the PrC. Constructive critism welcome:)
TECHNICAL KNACK [General]
Your homeland favors the craft moreso than in other regions.
Prerequisites: Gnome or Human from Lantan.
Benefit: You receive a +2 bonus on all Appraise, Craft, Disable Device, Knowledge, and Open Lock checks involving some sort of mechanical, technological, or explosive circumstance.
Special: This feat can only be taken at 1st level.

TECHNICAL ARTISAN [General]
You have mastered the inventors craft, becoming more efficient with the materials you use.
Prerequisites: Gnome Artificer 3rd level.
Benefit: When crafting a device, you pay only 75% of the cost. In addition, the device's volume and weight is reduced to ¼ normal (minimum ½ cubic ft, 2 ½ pounds).

EFFICIENT DEVICE CREATION [EPIC]
You have become a master of efficient crafting, being able to more quickly craft a complex device.
Prerequisites: Gnome Artificer 11th level, Technical Artisan, Craft (any two) 24 ranks.
Benefit: Creating a gnome artificer device requires one day per 10,000 gp of the device's market price, with a minimum of one day. In addition, the device's volume and weight is reduced to 1/8 normal ½ cubic ft, 2 ½ pounds).
Normal: Without this feat, creating a device requires one day for each 1,000 gp of the device’s market price.

Also, should either of these also allow the gnome artificer to craft slotless devices?
Iver Gearsham

04-01-07, 06:59 AM
Cool stuff! Bump!
Karsus the Mad

04-01-07, 09:59 AM
Thanks:) I think I'll make this thread my dumping ground for Lantanese artificer stuff.
Artificer Fuel Pack: This device contains five fuel compartments in which fuel, ingredients, and other reagents required to power an artificer device can be stored. There's enough space to contain up to 10 charges for each device attached. Up to five artificer devices can be attached to the fuel pack. When an artificer device is attached to the fuel pack, it uses the fuel pack instead of it's own built in charges. Once a fuel compartment has ran out of charges for the device, refilling the pack costs only 1/10th the cost of the device it powers. An artificer fuel pack takes up the cloak slot.
Creator must be a 7th level Lantanese artificer; Price: 56,000 gp
EPIC LANTANESE ARTIFICER
Hit Die: d6.
Skill Points at Each Additional Level: 4 + Int modifier.
Bonus Feats: The Lantanese artificer gains a bonus feat (selected from the list of epic Lantanese artificer feats) at 11th level and every four levels thereafter.
Epic Lantanese artificer Bonus Feat List: Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Device Creation, Efficient Item Creation, Forge Epic Ring, Master Staff, Master Wand.
Bonus Item: An Epic Lantanese artificer gains a free, single power device of any power he knows every even numbered level.
Artificer Item: An Epic Lantanese artificer can craft devices who's power exceeds that of 4th level, gaining access to powers of 5th level and higher.


Table: The Epic Lantanese artificer Device Powers Known
Level Special 5th 6th 7th 8th 9th
11th Bonus Feat 2 1 - - -
12th Bonus Item 3 2 - - -
13th 3 2 1 - -
14th Bonus Item 4 3 2 - -
15th Bonus Feat 4 3 2 1 -
16th Bonus Item 5 4 3 2 -
17th 5 4 3 2 1
18th Bonus Item 5 5 4 3 2
19th Bonus Feat 5 5 4 3 3
20th Bonus Item 5 5 5 4 4

5th-ball lightning,blight, cloudkill, cone of cold*, mirage arcana*, persistent image, Presper's moonbow, seeming*, sending, shroud of flame, transmute mud to rock, transmute rock to mud, waves of fatigue.
6th- acid fog, acid storm, analyze dweomer*, chain lightning, disintegrate, mislead*, move earth, true seeing, freezing sphere*, programmed image*,repulsion, sandblast, shadow walk*, transformation.
7th-arcane sight (greater)*, control weather, delayed blast fireball, grasping hand, great thunderclap, insanity, invisibility (mass), scrying (greater)*, prismatic spray*, project image, reverse gravity,
waves of exhaustion.
8th-antipathy, clenched fist, clone*, dimensional lock*, discern location, horrid wiling, incendiary cloud, lightning ring, polar ray*, prismatic wall*, prying eyes (greater)*, scintillating pattern, screen, shout (greater), sunburst, sympathy, temporal stasis.
9th-crushing hand, energy drain, meteor swarm, prismatic sphere*, teleportation circle*, wail of the banshee.
*These device powers utilize the Epic Lantanese artificer's shadow effect class ability and do not function in an anti-magic field.
Not sure about the feats....couldn't find anything that fit. The powers might need tweaking, as several of them simply don't seem feasible to me, even in epic terms.
Iver Gearsham

04-02-07, 03:47 AM
Well Epic is supoused to be well Epic so the weight reduction I think is ok should definatly play it out and see where the cracks pop up if any.
Stigger

04-02-07, 04:29 AM
Personally, I'd allow them to craft slotless devices period, from 1st level. Be a kinda crap artificer if you couldn't create semi-portable heavy equipment. I could see where you wouldn't lug your artificed siege screw into a dungeon, but I can't see why you couldn't lug one into an actual seige... make a dolly or a wheeled carriage and it's even more feasible in my mind. Would certainly add a certain versatility to the class that I think it was originally lacking.
Karsus the Mad

04-02-07, 11:35 AM
Personally, I'd allow them to craft slotless devices period, from 1st level. Be a kinda crap artificer if you couldn't create semi-portable heavy equipment. I could see where you wouldn't lug your artificed siege screw into a dungeon, but I can't see why you couldn't lug one into an actual seige... make a dolly or a wheeled carriage and it's even more feasible in my mind. Would certainly add a certain versatility to the class that I think it was originally lacking.
Good point. I was thinking about making it part of a feat, but I agree, there's no reasoning not to allow them to craft slotless devices. Maybe an additional x2 to the cost? Tho' that'd make it twice as expensive as an equavilent magic item. Given that the price of artificer devices seems to be the largest problem people have with the prc, I'm not sure how else to handle it, except to remove the entire "takes up two slots" standard.
kaor

04-02-07, 12:57 PM
This class is one of the reasons I have a love/hate relationship with the realms. I really like it, but I think it needs some love.

Here are some real world examples of specialty shotgun ammo:

http://en.wikipedia.org/wiki/Bean_bag

In particular note:

http://en.wikipedia.org/wiki/Dragon%27s_Breath

I looked up shotguns in wiki also, and this page,

http://en.wikipedia.org/wiki/Shotgun

has a picture of a Confederate cavalryman with what looks to be a double barreled shotgun, which the picture caption says is a muzzle loader.

And this has an 18th century blunderbuss:

http://www.militaryheritage.com/musket9.htm

I don't know where smokepowder weapons are covered in the FR materials, no FR game I've ever been in has used the stuff. I don't have much of the 2nd edition stuff, and I don't have Magic of Faerun. But if you handwaved and said you could use specialty shells of some sort with a muzzle loader you could kind of make it fit into the tech level sorta.

Not trying to digress, but this class needs some help at lower levels, and some more flavor items. And this was the first class I thought of when I saw those specialty shotgun shells in wiki.
Karsus the Mad

04-02-07, 01:08 PM
I freaking LOVE dragon breath rounds! Sweet Ao that picture kicks!
I'm adapting that for my Lantanese artificer NPC. He already uses "fireball" bullets. I'd say the dragon breath round would be best represented as a non-magical aganazar's scorcher device power.
I don't know where smokepowder weapons are covered in the FR materials, no FR game I've ever been in has used the stuff. I don't have much of the 2nd edition stuff, and I don't have Magic of Faerun. But if you handwaved and said you could use specialty shells of some sort with a muzzle loader you could kind of make it fit into the tech level sorta.
Smokepowder is in Magic of Faerun. It requires the craft wondrous item feat. Other than that, the weapons themselves aren't covered in any 3e/3.5 product that I'm aware of. However, I do have a picture by Todd Lockwood that was originally going to be in the FRCS, depicting some Faerunian firearms.

Not trying to digress, but this class needs some help at lower levels, and some more flavor items. And this was the first class I thought of when I saw those specialty shotgun shells in wiki.
Definitely. Hopefully this thread helps:P
kaor

04-02-07, 01:22 PM
I clicked on the link I put in for the specialty shells, and it goes to "beanbags," I had tried to use that as an anchor but apparently it is it's own link.

http://en.wikipedia.org/wiki/Shotgun

If you go to this page, and scoll down to specialty shells, they have other shells like door openers, beanbag shells, and bolo shells. The bolo shells actually cut instead of trip, but I would think an artificer could come up with a "bolo package" for his gun that would trip. Kind of like a grenade launcher, at least the old WWII ones.

http://en.wikipedia.org/wiki/Rifle_grenade

http://www.firstworldwar.com/weaponry/graphics/serbiangrenade.jpg
Stigger

04-02-07, 03:33 PM
The FRCS says to look at the DMG for information on smokepowder weapons, which technically covers them... sorta, in a half-arsed sort of way. Shouldn't forget about various payload carrying shotgun rounds either. Teleshot (silenced), Frangible CS, Lockbusters, riot batons, fletchettes, slugs, etcetera and so forth. The GA as a shotgun bunny is an intriguing idea really...

As to the cost increase of slotless devices, I wouldn't think it would cost quite that much, as much less miniaturization is involved, so you could do things on a larger, coarser scale that require less exacting standards. Personally I'd retool the entire system so it worked a lot more like Epic Magic, with its factors and mitigating factors involved. Would make more sense and give the artificer a lot more freedom and options, while still following the 'we can build it fast, cheap, or to last, pick two' maxim.
Karsus the Mad

04-02-07, 09:18 PM
As to the cost increase of slotless devices, I wouldn't think it would cost quite that much, as much less miniaturization is involved, so you could do things on a larger, coarser scale that require less exacting standards.
Here's an idea: decrease the cost for each increase you add to the weight/space. This would make it extremely difficult to get around, but the crafting wouldn't have to be so minute and precise.

Personally I'd retool the entire system so it worked a lot more like Epic Magic, with its factors and mitigating factors involved. Would make more sense and give the artificer a lot more freedom and options, while still following the 'we can build it fast, cheap, or to last, pick two' maxim.
That's not a bad idea...let's see...
Power level x Crafter level to get the base Inventor DC.
+2 for each reduction in size (each reduction reducing the size 10%),
+2 for single slot
x2 for slotless*

-2 for each 10% increase in size.
-2 for each additional slot space it takes up

Multiply total by 1,000gp
*devices that are created too large to be wielded are automatically slotless and do not cost extra
So a 4 level device power, at Crafter level 7, taking up only 1 slot, would have an Inventor DC of 30 (requiring a successful Craft check to succeed in crafting it), and would cost 30,000gp in materials and take 30 days to craft.
Mind you, it's just a fast writeup. Edit: Maybe not have an Inventor DC....or lower it....maybe DC 10+1 per 10,000gp?
Oh, some links for firearms.
http://www.wizards.com/default.asp?x=dnd/frgr/20031117a
http://boards1.wizards.com/archive/index.php/t-138316.html

And a link to the only official gnome artificer that I'm aware of
http://www.wizards.com/default.asp?x=dnd/rp/20040114a
There's two items in that article that would appeal to gnome artificers (the workman leather).
Stigger

04-03-07, 12:46 AM
Seems like a pretty decent set up for a start at least. Though you might think about caps on the size increases. Ammunition/Power issues could be factored in there as well perhaps... maybe a reduction for single-use stuff as well. I'm really liking this direction, kinda like Q meets Seige Engineer all rolled into one smallish package. :D

Daroni... one of my favorites. You have the old 2e Aurora's Catalogue? There's a section (the last one as I recall) of it that features his works, even if it is pretty much directly ripped from Mr. DaVinci's drawings. Interesting section and possible fertile ground for ideas really.
Karsus the Mad

04-15-07, 12:53 PM
Some more gnome artificer clunky stuff.
Since the DC for device powers are 10+power level+minimum Int modifier to be able to learn the power, this leaves a DC that will always remain minimal. I don't like that fact that a 1st level device will always have a DC of 11, regardless of how skilled the crafter is. So, here's some "focus" feats.
DEVICE FOCUS [GENERAL]
Your artificer devices are of a higher quality.
Prerequisite: Ability to craft Gnome Artificer devices.
Benefit: Add +1 to the Difficulty Class for all saving throws against your device powers.

GREATER DEVICE FOCUS [GENERAL]
Prerequisite: Device Focus
Benefit: Add +1 to the Difficulty Class for all saving throws against your device powers.

GREATER DEVICE FOCUS [EPIC]
Prerequisite: Device Focus, Greater Device Focus, Gnome Artificer level 11th.
Benefit: Add +1 to the Difficulty Class for all saving throws against your device powers.
Here's a spell that my NPC Lantanese artificer created.
Azrêal's Device Bond
Enchantment [Mind-Effecting]
Level: Wiz/Sor 4
Components: V, S, M
Casting Time: 1 full round
Range: Touched object and person
Effect: Mentally binds a device to the target creature
Duration: 1 min./level

You are able to grant one touched creature (including yourself) the ability to mentally control a single mechanical device for up to 1 minute per caster level. The controlled device operates exactly as if the targeted creature were controlling it normally and any limits apply (they can mentally fire a crossbow, but are unable to aim it without physical intervention). This ability applies only to the mechanical parts of an object. Objects that lack any mechanical parts or whose main function isn't governed by mechanical parts are unaffected.
Material Component: miniature duplicate of the device to be bonded, typically worth 25 gp.

And of course, no inventor is complete without a work manual.
Artificer's Workbook: This steel covered tome bears the emblem of the Brotherhood of Arcane Engineering (click for symbol (http://i164.photobucket.com/albums/u28/technomancermorhion/OrderSymbol.jpg)) on it's front cover. Upon the copper pages are detailed instructions and theories of complex mechanical creations, an extensive treatise on the various fundamentals of clockwork engineering compiled by the Gondar, and a large section dedicated to detailed diagrams on dozens of devices. Anyone performing any of the following skills gains a +2 competence bonus for as long as they reference the tome: Craft (alchemy, armorsmithing, weaponsmithing, metalwork, trapmaking), Appraise, Disable Device, Knowledge (architecture and engineering) and Open Locks. The tome also functions as a 100 page spellbook in which artificer device powers can also be scribed into. There are currently only three copies of the artificer's workbook, with the original in the possession of Azrêal, and each contains the following spells and gnome artificer device powers:
Spells: 0-repair minor damage; 1st-repair light damage; 2nd-repair moderate damage; 3rd-repair serious damage; 4th-repair critical damage.
Artificer Device Powers: 0-acid splash, detect poison, electric jolt, flare, Horizikaul's cough, launch bolt, light, mage hand, ray of frost; 1st-burning hands, detect undead, corrosive grasp, endure elements, expeditious retreat, feather fall, grease, Horizikaul's boom, jump, Kaupaer's skittish nerves, launch item, low-light vision, obscuring mist, shocking grasp, spider climb; 2nd-acid arrow, battering ram, bull's strength, cat's grace, darkvision, daylight, flame dagger, fog cloud, glitterdust, gust of wind, see invisibility, shatter, speed swim; 3rd-flame arrow, lightning bolt, shatter floor, stinking cloud, water breathing; 4th-quench, rusting grasp, shout, solid fog
Faint transmutation, CL 7th; Price 4,200gp (blank), Cost 2,800gp, 168 XP
Also edited the efficient device creation and technical artisan feats. Having the space reduced to 1/4 and 1/8 actually reduced the volume and weight to rediculously low numbers.