I'm a design nerd so I want to take a crack at supporting this cool class.
In any discussion of core class design, one needs to start with understanding the fantasy. This creates a set of guidelines by which any decisions may be made against.
The fantasy of Artificer is, according to its current design: A scientific warrior using a combination of gadgets, crossbows, hammers, and shields to contribute to the battlefield.
This fantasy is called up in several ways:
-They are proficient at creating and setting traps.
-They advance quickly in the Augmentation profession.
-They get early access to one of three unique devices that get improved as they level.
-They get access to a few bonus feats that supports one of their intended styles of play.
-They can craft a unique, powerful item when hitting max level.
Unfortunately, they tend to fall behind every other class in terms of power outside of a few niches, and their unique mechanics tend toward being very weak. In light of this, I'm going to step through every mechanic to figure out how to make it work better. Changes in bold.
Contraptionist: Specializing in trapping is a unique hook. Leave this as-is.
Artificer's Focus: Gaining bonus experience towards mastering Augmentation is a unique hook, but it does force them into dedicating one of their two professions to it. Augmenting is also specifically a matter of turning magic items into goo to then add magic to other items which goes against the 'wholly scientific' bent of the class. Therefore, I'd propose this bonus apply to all of the three Production professions (Reforging, Augmentation, or Alchemy) so that they can be good at the craft they want to focus in rather than being hedged into the magical one.
Inventor's Pursuit: Choosing one of three gadgets to focus is is interesting in theory but the list is pretty limited. It only allows support of one of three playstyles - tank (with shield augmentation), melee (with hammer augmentation), and ranged (with bomb). Depending on which you're going for this choice is pre-made. I'd like to see the list expanded and a second option made available at level 12 to support this. My proposed full list (including some balance changes):
Volatile Concoctions: The Artificer can throw a volatile mixture of reagents condensed into a bomb. The damage dealt is dependent on the Artificer level, does not require a ranged touch attack to deal damage, and a successful Reflex save (DC = 10 + 1/2 Artificer Level + Int Modifier) halves the damage. The bomb initially does 3d6 damage, improving to 6d6 at level 6, 9d6 at level 12, and 12d6 at level 16. Additionally, starting at level 12, the bomb will explode, damaging nearby enemies in a Small area. The damage is divided between acid, fire, and sonic damage. This ability has a five round cooldown.
Capacitor Weapon: The artificer can attach a capacitor to their melee weapon, allowing it to deal 1d4 electric damage on hit for 1 round + 1 round per Intelligence modifier. When this effect ends, the capacitor overcharges and jolts the artificer for 1d4 electric damage. The amount of damage dealt increases to 1d8, 1d10, and 2d6 at levels 6, 12, and 16 respectively. Additionally, the Artificer will receive the effect of Haste while under this effect starting at level 12. The jolt damage increases to 2d6, 4d6, and 6d6 at levels 6, 12, and 16 respectively. This ability can be used once every 2 minutes.
Power Shield: The Artificer can ward themself against damage for a short time using a steam-fueled generator. They gain +1 / 5 DR for 3 rounds + 1 round / their Intelligence modifier. When this effect ends, the Artificer vents the heat, dealing 1d4 Fire damage to themself and every creature close to them, including allies. The amount of damage reduction increases to +1 / 10, +2 /10 and +3 / 10 at levels 7, 12 and 16 respectively. Additionally, at level 12 the Artificer deals 1d6 fire damage to the attacker when struck in melee while active. The damage taken from venting increases to 1d6, 1d8 and 1d10 respectively. This ability can be used once every 2 minutes.
Thunderstick(New): The Artificer can use a device that collects static electricity to blast their foes in a line, like a lightning bolt spell. A reflex save of 10 + 1/2 Artificer Level + Intelligence can reduce this damage by half. The ability deals 4d6 damage at level 2, 8d6 damage at level 6, 12d6 damage at level 12, and 16d6 damage at level 16. Additionally, at level 12 it will apply a 25% vulnerability to electricity damage to enemies that fail the save. This ability can be used once every 2 minutes.
Little Sun(New): The Artificer can toss a chemical grenade that generates artificial sunlight. Anyone in a Medium area of where the grenade is thrown must make a Fortitude save against 10 + 1/2 Artificer Levels + Intelligence or be blinded for 2 rounds. Additionally, undead creatures struck will take 4d6 Divine damage from the scouring sunlight, half if they succeed on the save. At levels 6, 12, and 16, the blind duration increases to 4, 6, and 8 rounds respectively, and the damage increases to 8d6, 12d6, and 16d6 respectively. Additionally, at level 12 this ability can destroy creatures vulnerable to sunlight as though it were a Sunburst spell if they fail the save. The Artificer is always blinded for one round after using this ability. This ability can be used once every 2 minutes.
Emergency Escape Balloon(New): The Artificer can deploy a personal hot-air balloon that ferries them away to safety or into danger. This functions like the Dimension Door spell. After using it, the Artificer is slowed for three rounds as they untangle the various cords that wrap them up. This ability can be used once every 10 minutes at level 2, 8 minutes at level 6, 6 minutes at level 12, and 4 minutes at level 16.
Special Artificer Feats: These are intended to further develop a build into a specialty or provide some increased utility. Not all of them are created equal. I don't think the list necessarily needs to be expanded but some of the weaker entries could do with improvements.
Forgemaster's Fury: Leave this as-is.
Healing Injector: The Artificer gains the ability to use a special devices which can heal themselves or an ally for 1d8+3 per 3 Artificer levels. Additionally, the recipient will regenerate 5 health per round for each Intelligence modifier. This ability can be used once every 2 minutes.
Engineer's Conditioning: Leave this as-is.
Static Ward: Change the cooldown to 2 minutes. Combined with my changes to Power Shield this can create a good biteback loop of stacking the two or staggering them for more coverage.
Conductor Bolts: Leave this as-is. The 2 per Intelligence Modifier duration balances it out, meaning it'll have 50% uptime on a 16 int (24 buffed) Artificer.
Chemist's Conditioning (New): The Artificer permanently becomes resistant to Acid and Sonic damage, gaining 10 damage resistance to both elements.
Grand Invention: This is the capstone where the Artificer gets a very strong item if they can craft it. If this requires advancing in a particular profession to do, it should be explicitly listed.
My only suggestions are to change Power Glove and Flask Launcher to be Uses/day on their effects instead of Charges because they're the only 2 out of the 5 you'll have to make over and over again to get use out of their effects, which is a silly discrepancy.
I think with these changes the class will be a lot more active and fun to play, hit that fantasy, and allow for a little more differentiation between different artificers even who have the same playstyle. It's also competitive with other classes in terms of effects.
In any discussion of core class design, one needs to start with understanding the fantasy. This creates a set of guidelines by which any decisions may be made against.
The fantasy of Artificer is, according to its current design: A scientific warrior using a combination of gadgets, crossbows, hammers, and shields to contribute to the battlefield.
This fantasy is called up in several ways:
-They are proficient at creating and setting traps.
-They advance quickly in the Augmentation profession.
-They get early access to one of three unique devices that get improved as they level.
-They get access to a few bonus feats that supports one of their intended styles of play.
-They can craft a unique, powerful item when hitting max level.
Unfortunately, they tend to fall behind every other class in terms of power outside of a few niches, and their unique mechanics tend toward being very weak. In light of this, I'm going to step through every mechanic to figure out how to make it work better. Changes in bold.
Contraptionist: Specializing in trapping is a unique hook. Leave this as-is.
Artificer's Focus: Gaining bonus experience towards mastering Augmentation is a unique hook, but it does force them into dedicating one of their two professions to it. Augmenting is also specifically a matter of turning magic items into goo to then add magic to other items which goes against the 'wholly scientific' bent of the class. Therefore, I'd propose this bonus apply to all of the three Production professions (Reforging, Augmentation, or Alchemy) so that they can be good at the craft they want to focus in rather than being hedged into the magical one.
Inventor's Pursuit: Choosing one of three gadgets to focus is is interesting in theory but the list is pretty limited. It only allows support of one of three playstyles - tank (with shield augmentation), melee (with hammer augmentation), and ranged (with bomb). Depending on which you're going for this choice is pre-made. I'd like to see the list expanded and a second option made available at level 12 to support this. My proposed full list (including some balance changes):
Volatile Concoctions: The Artificer can throw a volatile mixture of reagents condensed into a bomb. The damage dealt is dependent on the Artificer level, does not require a ranged touch attack to deal damage, and a successful Reflex save (DC = 10 + 1/2 Artificer Level + Int Modifier) halves the damage. The bomb initially does 3d6 damage, improving to 6d6 at level 6, 9d6 at level 12, and 12d6 at level 16. Additionally, starting at level 12, the bomb will explode, damaging nearby enemies in a Small area. The damage is divided between acid, fire, and sonic damage. This ability has a five round cooldown.
Capacitor Weapon: The artificer can attach a capacitor to their melee weapon, allowing it to deal 1d4 electric damage on hit for 1 round + 1 round per Intelligence modifier. When this effect ends, the capacitor overcharges and jolts the artificer for 1d4 electric damage. The amount of damage dealt increases to 1d8, 1d10, and 2d6 at levels 6, 12, and 16 respectively. Additionally, the Artificer will receive the effect of Haste while under this effect starting at level 12. The jolt damage increases to 2d6, 4d6, and 6d6 at levels 6, 12, and 16 respectively. This ability can be used once every 2 minutes.
Power Shield: The Artificer can ward themself against damage for a short time using a steam-fueled generator. They gain +1 / 5 DR for 3 rounds + 1 round / their Intelligence modifier. When this effect ends, the Artificer vents the heat, dealing 1d4 Fire damage to themself and every creature close to them, including allies. The amount of damage reduction increases to +1 / 10, +2 /10 and +3 / 10 at levels 7, 12 and 16 respectively. Additionally, at level 12 the Artificer deals 1d6 fire damage to the attacker when struck in melee while active. The damage taken from venting increases to 1d6, 1d8 and 1d10 respectively. This ability can be used once every 2 minutes.
Thunderstick(New): The Artificer can use a device that collects static electricity to blast their foes in a line, like a lightning bolt spell. A reflex save of 10 + 1/2 Artificer Level + Intelligence can reduce this damage by half. The ability deals 4d6 damage at level 2, 8d6 damage at level 6, 12d6 damage at level 12, and 16d6 damage at level 16. Additionally, at level 12 it will apply a 25% vulnerability to electricity damage to enemies that fail the save. This ability can be used once every 2 minutes.
Little Sun(New): The Artificer can toss a chemical grenade that generates artificial sunlight. Anyone in a Medium area of where the grenade is thrown must make a Fortitude save against 10 + 1/2 Artificer Levels + Intelligence or be blinded for 2 rounds. Additionally, undead creatures struck will take 4d6 Divine damage from the scouring sunlight, half if they succeed on the save. At levels 6, 12, and 16, the blind duration increases to 4, 6, and 8 rounds respectively, and the damage increases to 8d6, 12d6, and 16d6 respectively. Additionally, at level 12 this ability can destroy creatures vulnerable to sunlight as though it were a Sunburst spell if they fail the save. The Artificer is always blinded for one round after using this ability. This ability can be used once every 2 minutes.
Emergency Escape Balloon(New): The Artificer can deploy a personal hot-air balloon that ferries them away to safety or into danger. This functions like the Dimension Door spell. After using it, the Artificer is slowed for three rounds as they untangle the various cords that wrap them up. This ability can be used once every 10 minutes at level 2, 8 minutes at level 6, 6 minutes at level 12, and 4 minutes at level 16.
Special Artificer Feats: These are intended to further develop a build into a specialty or provide some increased utility. Not all of them are created equal. I don't think the list necessarily needs to be expanded but some of the weaker entries could do with improvements.
Forgemaster's Fury: Leave this as-is.
Healing Injector: The Artificer gains the ability to use a special devices which can heal themselves or an ally for 1d8+3 per 3 Artificer levels. Additionally, the recipient will regenerate 5 health per round for each Intelligence modifier. This ability can be used once every 2 minutes.
Engineer's Conditioning: Leave this as-is.
Static Ward: Change the cooldown to 2 minutes. Combined with my changes to Power Shield this can create a good biteback loop of stacking the two or staggering them for more coverage.
Conductor Bolts: Leave this as-is. The 2 per Intelligence Modifier duration balances it out, meaning it'll have 50% uptime on a 16 int (24 buffed) Artificer.
Chemist's Conditioning (New): The Artificer permanently becomes resistant to Acid and Sonic damage, gaining 10 damage resistance to both elements.
Grand Invention: This is the capstone where the Artificer gets a very strong item if they can craft it. If this requires advancing in a particular profession to do, it should be explicitly listed.
My only suggestions are to change Power Glove and Flask Launcher to be Uses/day on their effects instead of Charges because they're the only 2 out of the 5 you'll have to make over and over again to get use out of their effects, which is a silly discrepancy.
I think with these changes the class will be a lot more active and fun to play, hit that fantasy, and allow for a little more differentiation between different artificers even who have the same playstyle. It's also competitive with other classes in terms of effects.