Artificer

1 1 1 1 1 1 1 1 1 1 Rating 3.45 (20 Votes)
Magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs.

Alignment: any

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, Item creation, Scribe Scroll, Trapfinding
2nd +1 +0 +0 +3 Brew Potion
3rd +1 +1 +1 +3 Craft Wondrous Item
4th +2 +1 +1 +4 Craft Homunculus, Bonus Feat
5th +2 +1 +1 +4 Craft Arms and Armor, Retain Essence
6th +3 +2 +2 +5 Craft Wand
7th +3 +2 +2 +5 Metamagic Spell Trigger
8th +4 +2 +2 +6 Bonus Feat
9th +4 +3 +3 +6 Craft Rod
10th +5 +3 +3 +7 Craftsman Mastery
11th +5 +3 +3 +7 Metamagic spell completion
12th +6/+1 +4 +4 +8 Craft Staff, Bonus Feat
13th +6/+1 +4 +4 +8 Skill Mastery
14th +7/+2 +4 +4 +9 Forge Ring
15th +7/+2 +5 +5 +9 Greater Craftsman Mastery
16th +8/+3 +5 +5 +10 Bonus Feat
17th +8/+3 +5 +5 +10 Greater Insight
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus Feat

Class Features

Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, Artificers are proficient with light and medium armor, and all shields (except tower shields).

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 548 of the Pathfinder roleplaying game core rulebook). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, and money expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer’s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the artificer’s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An artificer’s infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. The artificer must make a normal Spellcraft check to identify the items properties.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time, if the check fails, the artificer can learn no more about that object.

Craft Reserve: An artificer's deeper understanding of magic items enables him to use various objects gathered while traveling in order to enchant items. An Artificer receives a pool of resources he can spend instead of gold when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from other materials.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the crafting materials from a magic item and use those materials to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the materials it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

Artisan Bonus: 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).

Craftsman Mastery: At 10th level an artificer when an artificer rolls craft check for Mundane item he doubles the progress made.

Skill Mastery: Beginning at 13th level, an artificer always can take 10 when making a Spellcraft or Use Magic Device check.Greater Craftsman Mastery At 15th level the artificer my craft twice as may gp worth of magic items perday.

Greater Insight: At 17th The Artificer Knowledge Ability functions as the spell Legend lore but requires that the artificer study the object or item for 1 full 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.

Artificer Infusions Per Day
Level1st 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

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 3.68 (19 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.44 (18 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 3.94 (18 Votes)