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Artificer Class Idea

I know it has been done up before and the idea isn't so fresh, but I did muster up a list of skills and other nonsense at about 6 in the morning yesterday. I was not exactly with it, but I won't let that stop me from posting!

Artificer Class Concept

Level 1: Dagger, Sword, Mace, Staff, Lore, Wands, Scrolls, Staves, Recall

Level 2: Meditation

Level 5: Second Attack

Level 6: Parry, Hand to Hand

Level 8: Kick

Level 10: Haggle, Tinker*

Level 11: Fast Healing

Level 12: Defuse

Level 15: Clockworks (1), Sharpen

Level 17: Shield Block

Level 20: Dodge, Imbue*

Level 22: Fired Weapons, Alchemy

Level 24: Third Attack, Enchanced Damage

Level 27: Clockworks (1)*

Level 30: Steamworks (2)*

Levdl 34: Construct*

Level 39: Conflagrate*

Level 44: Reinforce*, Steamworks (2)

Level 50: Emblazon*

Tinker

Syntax: tinker

In their early training, young Artificers learn to fiddle with their wares, bringing out the best possible attributes of an item. Though this can lead to deadlier weapons and stronger armor, it can easily destroy the item, perhaps even injuring the Artificer.

This skill may improve a weapon drastically, but it has a high chance of backfiring, doing a lot of damage and destroying the item.

Clockworks

Syntax: Wind

Artificers focus on using tools and mechanisms to further their work. Clockworks represent an early stage of engineering that can be applied in a variety of ways.

Options (6):

Powered Wings

Knockout Gloves

Whirling Blades

_________ (was late, ran out of ideas)



(Ex. wind <4> would use a certain amount of mana and would give the Artificer Flight for a duration. wind <6> would give the Artificer extra hit/dam/hand-to-hand bonus when not using a weapon, etc etc, each effect has a limit on winding and a down-time)

Sharpen

Syntax: sharpen

A very basic technique used by Artificers to sharpen various implements. Although unable to bring about such impressive results as unadulterated tinkering, sharpening has none of the drawbacks.

This would just add some positive effect, hit/dam roll or perhaps alter the dice (5d6 would go to 6d6)

Imbue

Syntax: imbue

Though not magicians, Artificers have studied ways to use various incantations and runes to infuse their weapons and items with powerful magical effects. Able to call upon the elements, positive and negative energies, as well as other effects, Artificers can make their armaments a force to be reckoned with.

Types (7): Fire, wind, Water, Earth, Void, Light, Dark

(Ex. Imbue would give the fancy dagger a chance, based on level, of an extra attack of that type. The damage wouldn't be too high, but it gives a few vulns to exploit, and the last 3 could be varied effects.)

Alchemy

Another skill of the Artificer Guild is the exploration of potion- and pill-making, one versed in these arts are able to concoct powerful, if not unstable brews whose uses go beyond simply eating or drinking them.

Options (9): Acid, Blindness, Growth, Shrink, Weaken, Strengthen, Feast, Drain, Energize

Steamworks

The core of Artificers engineering abilities, steam-powered contraptions form the most common in the arsenal of this guild. The craft itself can yield an immense variety of abilities, items, and weapons.

Options (7):




(again, late, ran out of ideas...I will work on fleshing it out later, or others can toss out some ideas)

Construct

Syntax: Construct

Construct

Early on, Artificers begin learning the basics of machinery and engineering. As a result, they are able to create a variety of constructs to accompany them in their travels. As the Artificer grows in power, their choices broaden with their abilities, eventually they are able to forge terrifying machines

Types (6):

Clockwork Cat - Scratch Dmg, Bite Attack (extra dmg)

Wind-up Hawk - Peck Dmg, Wing Shards (extra dmg)

Spring-loaded Tiger - Claw Dmg, Pounce Attack (Trip?)

Diabolic Machine - Smash Dmg, Bash

Catastrophe Engine - Pulverize Dmg, Trip/Trample

Steam-powered Behemoth - Crush dmg, Bash?, Disarm

(Here, they can call on Cats when they get the skill, Hawks later, and so on until they get the best, then they are able to choose whichever one they want to have with them)

Conflagrate

Syntax: conflagrate

Using their knowledge of runes, artifacts, and alchemy, Artificers can create an immense blast with wild and varied effects. From a blinding flash to a searing gust, one never quite knows what to expect from this skill.

Manacost: 50

Chances:

Blinding Effect 3/10

Damage Effect 5/10

Poison Effect 1/10

All Effects 1/10

Reinforce

Syntax: reinforce

Much in the manner of their other abilities, this straight-forward skill allows Artificers to reinforce their weapons and armor, making them stronger and more resiliant. It is said that at their pinnacle, Artificers can create wares unable to be broken by mortal means.

Manacost: Item Rarity (Common x1, Rare x1.5, Unique x2) x Item Level x Rank/15

(Ex. Rare Level 50 Sword would cost a rank 30 Artificer 150 mana to Reinforce once, which would add a randomly generated +1 effect to either hitroll, damroll, saves, AC, etc. This effect could be done up to ~5 times, allowing a powerful effect with random enough results to make it somewhat balanced)

Emblazon

Syntax: emblazon

After crafting for a lifetime on their wares, Artificers who have tinkered with, reinforced, and altered their armors and weapons, have a way to stamp upon those items their name. In this, the items become bound to the wearer. However, this is an extremely taxing skill, requiring a steady hand and an immense knowledge of all things arcane and mundane, for to emblazon on an item is to enscribe upon it an awesome force not to be attempted by the faint of heart.

Manacost: ~500

(That last skill is my least favorite, as it seems pretty strong, but I am posting this unadulterated, so shred it up and leave me questioning why I bother -- Please. That is the best way to root out good ideas from junk!)

This class is like Necromancers meets Rangers meets ....Quasi-Mages. It is almost like a non-Magical Battlemage with Creatures, sorta, not to mention a smidge of DK. It doesn't have half the individual strengths of those classes, but has pieces of each that give it its own unique playing style. I am sure this class also wouldn't take TOO much coding to add in, really (though what do I know?).

Anyhow, in the spirit of this section, do dissect this idea. I like it, personally, because of the flavor it has. Parts are missing, I must say, and would need fleshing out by others. Still, comments? suggesstions? flames?

Emblazon should take all the mana the character has, and have a huge timer that doesn't go away even with death.

Sharpen seems like it shouldn't give too big of bonuses either, or have a low cap.

I've give you more later...but I think the idea is good.

I think the construct thing should work like beastcall. In terms of choosing which one you want.

I honestly would like to see something such as this get implemented. However I would like to see it be more blacksmith'ish. Perhaps make is a quest class to remort to after Pinn, like a crusader/psion.

I don't know what class would remort for it, though. I think it could stand alone as a base class for those who want more than a rogue or melee, but not a caster/communer.

I honestly would like to see something such as this get implemented. However I would like to see it be more blacksmith'ish. Perhaps make is a quest class to remort to after Pinn' date=' like a crusader/psion.[/quote']

Here's the more I promised...

Take away shield block and fired weapons, and give them some spells: armor, identify, locate object, maybe even a few unique damaging spells?

I didn't want them to be casters. Fired Weapons goes along with their tinkering stuff, which I wish I could expound on a bit more. I might rework it and repost a new version, as this was a really rough draft. If I get the chance, I will make it a "quest" version, with a bit more variety and choices to it. Will need to do that after Bowling though, so maybe later.

Here's the more I promised...

Take away shield block and fired weapons, and give them some spells: armor, identify, locate object, maybe even a few unique damaging spells?

Artificer Quest Class

In Aabahran, the guildhalls of the engineers and craftsmen are common, but among their ranks are the more adept at the art of creation. From forging immense war machines to the very infrastructure that all of the realm relies, the Artificer can range from the sages of old who built the cities to the madmen forging clockwork beasts to destroy that which their forebears have made. Be it an unstoppable ego or the endless drive for knowledge, the members of this select Guild are learned of the most secret and powerful means of crafting.

The Artificer forsakes all else, devoting themselves anew to their creations. From deadly alchemical concoctions to devastating automatons to the most harmless of wind-up toys, that varied talents of the Artificer make them wildly unpredictable and oftentimes feared for this very trait, even if their intent is not malicious. Though their talents are reminiscent of fighters, rogues, and mages, they do not rely on physical prowess, stealth, or the arcane for their power -- that they derive from their potent minds and adept skills of invention!

Requirements

Rank: 50

Alignment: Neutral (or Any)

Class: Warrior, Bard, Battlemage, Thief

Race: Human, Gnome, Halfling, Half-Elf, Dwarf

Skills

Level 1: Staff, Dagger, Mace, Staff, Meditation, Scrolls, Staves, Wands, Recall

Level 2: Lore (M)

Level 4: Second Attack

Level 7: Parry, Hand to Hand

Level 8: Kick

Level 10: Haggle, Dominion (1)

Level 11: Fast Healing

Level 12: Defuse (M)

Level 15: Primary Concentration (2)

Level 17: Dodge

Level 20: Trance, Advanced Concentration (2)

Level 22: Fired Weapons

Level 23: Secondary Concentration (2)

Level 25: Third Attack

Level 28: Enhanced Damage

Level 30: Artifice Focus (2)

Level 37: Concentration Mastery (1)

Level 44: Artifice Focus (2)

Level 50: Artifice Mastery (1)

Dominion

The path chosen by an Artificer that will be their foundation during their learning in the Guild. These choices include: Runes, Constructs, Alchemy, and Battle. Each has a specific task, accomplished through a plethora of skills and abilities that enable the Artificer to strive for greatness.

That is what I have so far. Not a radical departure from the other list, but enough to allow unique paths. A lot of the same stuff would be in there, such as Clockworks, Runescribing, Imbue, etc.

I like deez