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?