Artificer
- Details
- Category: Classes
- Published on Tuesday, 25 August 2009 05:00
- Written by Collin Freeman
Hit Die: d8
Class Skills
Appraise (Int), Craft (Int), Disable Device (Dex), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (all Knowledge Skills taken individually), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).Skill Ranks Per Level: 4 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Artificer Knowledge, Artisan bonus, Scribe Scroll, Trapfinding |
| 2nd | +1 | +0 | +0 | +3 | Brew Potion, Reduce Materials |
| 3rd | +2 | +1 | +1 | +3 | Craft Wondrous Item |
| 4th | +3 | +1 | +1 | +4 | Craft Homunculus, Bonus Feat |
| 5th | +3 | +1 | +1 | +4 | Craft Arms and Armor |
| 6th | +4 | +2 | +2 | +5 | Craft Wand, Improved Reduce Materials |
| 7th | +5 | +2 | +2 | +5 | Metamagic Spell Trigger |
| 8th | +6/+1 | +2 | +2 | +6 | Bonus Feat |
| 9th | +6/+1 | +3 | +3 | +6 | Craft Rod |
| 10th | +7/+2 | +3 | +3 | +7 | Greater Reduce Materials |
| 11th | +8/+3 | +3 | +3 | +7 | |
| 12th | +9/+4 | +4 | +4 | +8 | Craft Staff, Bonus Feat |
| 13th | +9/+4 | +4 | +4 | +8 | Skill Mastery |
| 14th | +10/+5 | +4 | +4 | +9 | Forge Ring, Master Craftsman |
| 15th | +11/+6/+1 | +5 | +5 | +9 | |
| 16th | +12/+7/+2 | +5 | +5 | +10 | Bonus Feat |
| 17th | +12/+7/+2 | +5 | +5 | +10 | |
| 18th | +13/+8/+3 | +6 | +6 | +11 | |
| 19th | +14/+9/+4 | +6 | +6 | +11 | |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Bonus Feat |
Class Features
Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, plus the axe (throwing), flail, handaxe, hammer (light), pick (light), rapier, and short sword. Artificers are proficient with light and medium armor, and all shields (except tower shields).Item Creation: Though not a spellcaster, an artificer has several abilities that allow him to create magic items of various kinds. An artificer can employ the Use Magic Device skill to emulate spell prerequisites an item might have (and nonspell prerequisites, too). An artificer gains the Scribe Scroll feat at 1st level and gains other item creation feats as he gains artificer levels: Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. Magic items created by an artificer are considered neither arcane nor divine.
Artificer Knowledge: Starting at 1st level, an artificer can make a special check (d20 + artificer level + Intelligence modifier) to determine whether a particular item has a magical aura.
Artisan Bonus: Also starting at 1st level, an artificer gains a +2 bonus on any Use Magic Device check to activate a magic item for which he has the corresponding item creation feat.
Trapfinding: Artificers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Artificers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
Bonus Feats: In addition to the item creation feats he gains, an artificer gains a bonus feat at 4th level and every four levels thereafter. These bonus feats must be chosen from the list in the artificer class description (see Eberron Campaign Setting published by Wizards of the Coast).
Craft Homunculus: At 4th level, an artificer can create a homunculus. The artificer doesn't need the Craft Construct feat, but he does have to emulate the spell prerequisites for crafting a homunculus with the Use Magic Device skill and must pay for the cost of construction as noted in the artificer class description. Whenever the artificer has the time and money, he can upgrade an existing homunculus, as long as he can pay for the upgrade and the homunculus' total hit dice don't exceed the artificer's hit dice -2.
Metamagic Spell Trigger: Starting at 7th level, an artificer can apply a metamagic feat he knows to a spell effect from a spell trigger item he activates. Doing so drains extra charges from the item equal to the level increase that the metamagic feat normally imposes. If the spell trigger item does not have charges, this power does not work. The artificer also must have the item creation feat corresponding to the item he is using (for example, craft wand to apply a metamagic feat to a spell effect from a wand).
Skill Mastery: Beginning at 13th level, an artificer always can take 10 when making a Spellcraft or Use Magic Device check.
Master Craftsman: An artificer can create or repair any magically crafted item in 1 hour. He may also create multiple magical items per day up to when other restrictions (e.g., rest, eating) apply instead of the usual limit of 1 per day.
Artificer Infusions: Artificers don't cast spells. Instead, they wield infusions, which imbue magical power into items both mundane and magical. Though an infusion isn't a spell, it works just like a spell in game terms. There's a limit to the number of infusions an artificer can use each day, but he can use any infusion from the artificer class list (level permitting) without preparing it ahead of time (see Eberron Campaign Setting published by Wizards of the Coast). An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus. Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. An artificer can also learn new infusions that aren't on the normal artificer class list by studying the infusion and making a Spellcraft check (albeit a fairly difficult one). This allows personalization of the fusion list. Saving throws against infusions have a DC based on Intelligence.
| Infusions Per Day | ||||||
|---|---|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
| 1st | 3 |
- | - | - | - | - |
| 2nd | 4 |
1 |
- | - | - | - |
| 3rd | 4 |
2 |
- | - | - | - |
| 4th | 4 |
3 |
1 |
- | - | - |
| 5th | 4 |
4 |
2 |
- | - | - |
| 6th | 5 |
4 |
3 |
- | - | - |
| 7th | 5 |
4 |
3 |
1 |
- | - |
| 8th | 5 |
4 |
4 |
2 |
- | - |
| 9th | 5 |
4 |
4 |
3 |
- |
- |
| 10th | 5 |
5 |
4 |
3 |
1 |
- |
| 11th | 5 |
5 |
4 |
3 |
2 |
- |
| 12th | 6 | 5 |
4 |
4 |
2 |
- |
| 13th | 6 | 5 |
4 |
4 |
3 |
1 |
| 14th | 6 | 5 |
5 |
4 |
3 |
1 |
| 15th | 6 | 6 | 5 |
4 |
3 |
2 |
| 16th | 6 | 6 | 5 |
4 |
4 |
2 |
| 17th | 6 | 6 | 6 | 4 |
4 |
3 |
| 18th | 6 | 6 | 6 | 5 |
4 |
3 |
| 19th | 6 | 6 | 6 | 5 |
4 |
4 |
| 20th | 6 | 6 | 6 | 5 |
5 |
4 |
Author's Note: Since the Artificer in the Eberron Campaign Setting originally had a d6 hit-die, some players may wish to increase the Pathfinder's hit die to a d8 given that your hit die is usually tied with your base attack bonus. To compensate for some of the increased abilities and characteristics of player classes in Pathfinder, I gave this Artificer class a little better selection of weapons and increased his advancement in number of infusions he can use per day.
| Additional Ratings |
|
| Balance: |
1 1 1 1 1 1 1 1 1 1 Rating 3.85 (34 Votes) |
| Utility: |
1 1 1 1 1 1 1 1 1 1 Rating 3.90 (30 Votes) |
| Clarity: |
1 1 1 1 1 1 1 1 1 1 Rating 3.81 (31 Votes) |

