This is my take on the Inventor quasiclass listed
here. It's intended to be somewhat of a combination of Arcane Archer and Staffmaster, with its own twists, such as Sneak Attack from the many rogue levels.
The Artillerist is a multi-talented inventor who uses his magical and technological skills to enhance the effects of ordinary ammunition in amazing ways.
Some sections will have a rationale in them, highlighted in cyan.Class Requirements16 levels of rogue and 10 levels of wizard by level 30
Weapon Focus (Crossbow) (heavy or light)
Epic Weapon Focus (Crossbow) (heavy or light)
The intent of the 16 levels of rogue is to ensure that the Artillerist does not receive epic spells. In addition, most or all of the rogue levels can be taken pre-epic to improve BAB, and leaving 4 levels free allows for splashing a full-BAB class to further improve AB.Bonus FeatsThe Artillerist receives Weapon Specialization and Epic Weapon Specialization in the same type of crossbow that they have Weapon Focus in.
Artillerist Level (AL)Artillerist Level is equal to Rogue + Wizard levels (including legendary levels if Rogue or Wizard is the character's control class).
Save DCs and Effect Level (EL)Most of the Artillerist effects below have an EL. The save DC against an Artillerist effect is 10 + EL + DEX modifier.
Spell ResistanceArtillerist effects ignore spell resistance, as they are primarily technological in nature.
To balance the unlimited use and SR-ignoring nature of Artillerist effects, ELs are slightly lower than the spells they emulate. In addition, Artillerist devices can generally only be used once per round, as they are item special powers. This is in opposition to spellcasters, who can cast two spells per round when hasted.SpellsCertain spells, listed below, use AL to determine their caster level.
Spells - Level 1Grease
Mage Armor
Shield
True Strike
Spells - Level 2Bull's Strength
Cat's Grace
Cloud of Bewilderment
Endurance
Fox's Cunning
Spells - Level 3Displacement
Spells - Level 4Minor Globe of Invulnerability
Stoneskin
Wall of Fire
Spells - Level 5Energy Buffer
Spells - Level 6Greater Stoneskin
Tenser's Transformation
Special Spell ModificationsFor Artillerists, the Displacement spell's duration is in turns rather than rounds. In addition, at AL 50, it increases to 55% concealment, at AL 55 it increases to 60% concealment, and at AL 60 it increases to 65% concealment.
For Artillerists, the Greater Stoneskin spell is unaffected by any armor or shields worn.
For Artillerists, the Ethereal Visage and Premonition spells do not have their HG special modifications.
These changes gear Artillerists to be more armor-wearing for defense rather than depending on EV, Premonition, and dexterity like staffmasters. Some Artillerists may want to take Still Spell or even the Auto Still feats. The maximum dexterity modifier does not affect ranged weapon AB, as seen here.
The change to DIsplacement will make high-level Artillerists extremely valued as a party contribution as well, since they can cast it on others. If this is viewed as unbalancing, the change could be for self-casting only.Artillerist DevicesAt certain ALs, the Artillerist devises a new item to equip himself with. The item appears in their inventory upon level-up. After legendary levels are achieved, the Artillerist must seek out a secret workshop to acquire their next device. There are ten artillerist devices in all. Unless otherwise specified, the artillerist must have a crossbow equipped to use the unique powers on these devices.
Flameshatter Bolts (AL 25 / EL 3)Drawing inspiration from the Firebrand spell, the Artillerist creates a set of special bolts for his crossbow. When fired, a small charge in each bolt explodes, separating the bolt into many shards of flaming material. Magic imbued in the remains of the bolt then causes the pieces to unerringly seek their targets. (Firebrand VFX)
Up to (AL / 3) creatures in a Colossal area of effect are targeted. Each creature receives (AL / 2)d6 fire damage, with a Reflex save for half.
Frostbreath Bolts (AL 25 / EL 5)Sometimes an Artillerist finds himself besieged at close range. To defend himself he can reach for the Frostbreath bolts, which when fired immediately crumble into a cone of ice-cold shards.
The Frostbreath bolt has an effect as Cone of Cold, but does (AL / 3)d6 cold damage and (AL / 3)d6 bludgeoning damage, with a Reflex save for half. (Cone of Cold VFX)
Stormcharged Bolts (AL 30 / EL 3)Evolving his designs from the Flameshatter Bolts, the Artillerist creates long, delicate bolts out of amber. As with the Flameshatter Bolts, a small charge in the bolt explodes after firing, but instead of setting the remains on fire, electrical energy courses through the hurtling pieces.
Up to (AL / 3) creatures in a Colossal area of effect are targeted. Each creature receives (AL / 2)d6 electrical damage, with a Reflex save for half. (Ball Lightning VFX)
Vitriolic Bolts (AL 35 / EL 6)The Artillerist devises an extremely caustic acid that he carefully encases in small glass globes at the end of sturdy bolts. When fired into the air, the bolts arc to the ground, releasing a cloud of acidic fog.
A Large cloud of acidic fog is created. The fog persists for four rounds. On the first round, all creatures within the fog receive (AL / 4)d4 acid damage. On the second round, all creatures within the fog receive (AL / 4)d6 acid damage. On the third round, all creatures within the fog receive (AL / 4)d8 acid damage. On the fourth and final round, all creatures within the fog receive (AL / 4)d10 acid damage. Every round victims may make a Fortitude save for half damage. (Acid Fog VFX)
Thunderbolts (AL 40 / EL 4)Combat is noisy and dangerous business. The Artillerist devises a way to make it even more noisy and dangerous, by packing an extremely powerful noisemaker into a mechanism in the head of a bolt. Upon impact, the bolt releases a sonic detonation that stuns and damages nearby creatures.
All creatures in a Colossal area of effect around the detonation must succeed a Fortitude save or be deafened. If they fail a Strength check against the Artillerist's AL, they are knocked down for one round. They also receive (AL / 3)d6 sonic damage, with a Reflex save for half. (Sound Burst VFX)
Arcane Bolts (AL 45)Some targets are unfazed by the power of the elements. To counter these targets, the Artillerist devises special bolts containing concentrated arcane essence.
The bolt flies unerringly to its target, which receives (AL / 2)d4 magical damage. (Quillfire VFX)
Immobilizing Bolts (AL 50 / EL 5)Sometimes it is necessary to immobilize a target to prevent it from moving. The Artillerist constructs special bolts which contain connections to all four Elemental Planes. Upon impact with the target, first the powers of Earth and Water are released, coating the target in mud. Then Fire and Air are invoked, drying the mud rapidly to prevent the target from moving.
If the target fails a grapple check (as for Bigby's Grasping Hand, using AL for CL), it is immobilized for 10 rounds. The target is not held or otherwise prevented from acting, only immobilized. (Stonehold 'pile of mud' VFX on the target)
Vampiric Bolts (AL 50 / EL 1)The Artillerist realizes the necessity for defense and healing often outweighs the need for offense. These ominous black bolts contain a connection to the Negative Energy Plane within, and a thin glass strand connects them to the artillerist's crossbow. When fired, the negative essence within drains the life force from the target, siphoning some through the strand to the artillerist.
All targets in a Small area of effect around the impact point receive (AL / 2)d4 negative damage, with a Will save for half. For every creature who fails its Will save, the Artillerist receives (AL / 2) hit points of healing. Any healing above his maximum is converted to temporary hit points, up to a maximum of (AL * 5) temporary hit points. (Negative Energy Burst VFX)
Vortex Bolts (AL 55 / EL 5)Near the pinnacle of his career, the Artillerist finally masters the art of destruction. These special bolts release an immensely strong gravity field, attempting to collapse a target upon itself.
A single target is affected as if by an Implosion spell. If it succeeds in the Fortitude save, it is unharmed. Immunity to the Implosion spell grants immunity to these bolts. (Implosion VFX)
Transmute Barrier (AL 60)Upon achieving ultimate mastery, the Artillerist realizes that more and more defense is required against the hordes of foes he fights. Using all the science and magic available to him, he deduces a way to replicate the effect of the Transmute Barrier epic spell. Unlike other artillerist devices, this ability can be used only once per rest and it is not necessary to have a crossbow equipped to use it.
I see a good potential here for mixing in various classes to build distinct characters. You could add Monk for improved saves, AC, and fast movement, Fighter for bonus feats and AB, Paladin for saves and AB, Pale Master for AC and immunity to critical hits, or Harper Scout for the secret and some bonus feats.