Design Philosophy
The following is the assumed design philosophy for the Artificer class, looking at their current implementation:
1.) Artificers are a martial class.
They don't have spells, the vast majority of their class features are self-buffs, and their damage is applied primarily through auto-attacking.
2.) Artificers are a skill-oriented class.
The only other martial class with 3/4 BAB is the Rogue. Combined with Artificer's large number of skill points, this suggests they're supposed to be a utility class.
3.) The Artificer is expected to wear heavy armor during combat.
Artificers receive free access to Heavy Armor Training, while they do not receive Tumble as a class skill. This implies that they should only be wearing heavy armor.
4.) Artificers are expected to use crossbows for ranged attacks.
In addition to having feats that incentivize crossbow use, the only ranged weapon option for the Grand Invention is a crossbow.
Consolidated Suggestions
Class Features
Inventor's Pursuit: Conductive Weapon *IMPLEMENTED*
Feedback: Awkward due to activation taking an entire round of combat. Can sometimes eat two rounds of actions before letting you attack.
Suggestion: Make it instant-cast.
Inventor's Pursuit: Volatile Concoctions
Feedback: Awkward due to lacking a targeting circle and projectile. Feels low-impact and too simple as the "caster option" among the Pursuits.
Suggestion: Different single-element bombs on a shared cooldown. Add status effects. Example: Acid (-AC), Fire (DoT), Sonic (-AB and Deafened)
Bonus Feat: Conductor Bolts
Feedback: Underperforms versus Rapid Shot on a Full BAB class due to 20-30% uptime. Feels like it should be the "ranged option" Inventor's Pursuit.
Suggestion 1: Turn into a scaling Inventor's Pursuit. Delay the extra APR until level 5.
Suggestion 2: Reduce the cooldown so that uptime can be closer to 40-50%.
Artificer's Focus
Feedback: This is a dead feature for non-Augmenters or Augmenters at level cap. It also has no mechanical implications when balancing a combat class.
Suggestion 1: Artificers can apply unique augments to their equipment, similar to the PSK's Palestone Armor feature.
Suggestion 2: Artificers gain some improvements to their equipment, similar to the Fighter's Armor Training feature.
Grand Invention
Feedback: If Artificer is balanced around eventually getting a piece of +3 equipment, they will always feel like they're behind other classes until they hit cap.
Suggestion: Progressive installment of +1/+2/+3 inventions at levels 6/12/18, similar to how Monks get access to Ki Strike.
New Features
Feat: Rapid Reload
Feedback: Artificers are expected to use crossbows, yet must spend a feat on Rapid Reload to get the second APR which everyone else gets for free.
Suggestion: Give Artificers Rapid Reload.
Skill: Open Lock
Feedback: Artificers are skilled with mechanisms and should be able to open locks. A 3/4 BAB martial class ought to offer group utility like this.
Suggestion: Make Open Lock a class skill for Artificers.
Bonus Feat: Spare Capacitor
Feedback: Artificer bonus feats and support capabilities are both limited, so some additional options might be nice. In this case, electrical Flame Weapon.
Suggestion: A level 1-version of Capacitor Weapon which can also be given to allies instead.
The following is the assumed design philosophy for the Artificer class, looking at their current implementation:
1.) Artificers are a martial class.
They don't have spells, the vast majority of their class features are self-buffs, and their damage is applied primarily through auto-attacking.
2.) Artificers are a skill-oriented class.
The only other martial class with 3/4 BAB is the Rogue. Combined with Artificer's large number of skill points, this suggests they're supposed to be a utility class.
3.) The Artificer is expected to wear heavy armor during combat.
Artificers receive free access to Heavy Armor Training, while they do not receive Tumble as a class skill. This implies that they should only be wearing heavy armor.
4.) Artificers are expected to use crossbows for ranged attacks.
In addition to having feats that incentivize crossbow use, the only ranged weapon option for the Grand Invention is a crossbow.
Consolidated Suggestions
Class Features
Inventor's Pursuit: Conductive Weapon *IMPLEMENTED*
Feedback: Awkward due to activation taking an entire round of combat. Can sometimes eat two rounds of actions before letting you attack.
Suggestion: Make it instant-cast.
Inventor's Pursuit: Volatile Concoctions
Feedback: Awkward due to lacking a targeting circle and projectile. Feels low-impact and too simple as the "caster option" among the Pursuits.
Suggestion: Different single-element bombs on a shared cooldown. Add status effects. Example: Acid (-AC), Fire (DoT), Sonic (-AB and Deafened)
Bonus Feat: Conductor Bolts
Feedback: Underperforms versus Rapid Shot on a Full BAB class due to 20-30% uptime. Feels like it should be the "ranged option" Inventor's Pursuit.
Suggestion 1: Turn into a scaling Inventor's Pursuit. Delay the extra APR until level 5.
Suggestion 2: Reduce the cooldown so that uptime can be closer to 40-50%.
Artificer's Focus
Feedback: This is a dead feature for non-Augmenters or Augmenters at level cap. It also has no mechanical implications when balancing a combat class.
Suggestion 1: Artificers can apply unique augments to their equipment, similar to the PSK's Palestone Armor feature.
Suggestion 2: Artificers gain some improvements to their equipment, similar to the Fighter's Armor Training feature.
Grand Invention
Feedback: If Artificer is balanced around eventually getting a piece of +3 equipment, they will always feel like they're behind other classes until they hit cap.
Suggestion: Progressive installment of +1/+2/+3 inventions at levels 6/12/18, similar to how Monks get access to Ki Strike.
New Features
Feat: Rapid Reload
Feedback: Artificers are expected to use crossbows, yet must spend a feat on Rapid Reload to get the second APR which everyone else gets for free.
Suggestion: Give Artificers Rapid Reload.
Skill: Open Lock
Feedback: Artificers are skilled with mechanisms and should be able to open locks. A 3/4 BAB martial class ought to offer group utility like this.
Suggestion: Make Open Lock a class skill for Artificers.
Bonus Feat: Spare Capacitor
Feedback: Artificer bonus feats and support capabilities are both limited, so some additional options might be nice. In this case, electrical Flame Weapon.
Suggestion: A level 1-version of Capacitor Weapon which can also be given to allies instead.
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