Artificer
HD: d8
Proficiencies: Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol
Skill Points: 6+Int Modifier per level
Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)
Table: The Artificer
BaseAttack Bonus | Special | Devices | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | ||||||||||||
+0 | Elbow grease, Devices | 3 | ||||||||||
+1 | Item creation, Assemble prototype | 4 | ||||||||||
+2 | Bonus feat, Craft wonderous item | 4 | ||||||||||
+3 | -- | 4 | ||||||||||
+3 | Craft magic arms and armor, Salvage | 4 | ||||||||||
+4 | Trapfinding, bonus feat | 5 | ||||||||||
+5 | -- | 5 | ||||||||||
+6/+1 | -- | 5 | ||||||||||
+6/+1 | Bonus feat | 5 | ||||||||||
+7/+2 | Jack of all trades | 5 | ||||||||||
+8/+3 | -- | 5 | ||||||||||
+9/+4 | Bonus feat | 5 | ||||||||||
+9/+4 | -- | 5 | ||||||||||
+10/+5 | -- | 5 | ||||||||||
+11/+6/+1 | Bonus feat | 5 | ||||||||||
+12/+7/+2 | -- | 5 | ||||||||||
+12/+7/+2 | -- | 5 | ||||||||||
+13/+8/+3 | Bonus feat | 5 | ||||||||||
+14/+9/+4 | -- | 5 | ||||||||||
+15/+10/+5 | Device mastery | 5 |
Devices
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.
0-Level Devices have no core component and can be used at will.
Class Abilities
Elbow grease (Ex) The artificer adds half his Artificer level to Craft skill checks.
Trapfinding (Ex) An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.
Item Creation The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.
Assemble Prototype - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll
Salvage - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.
Metamagic Science - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)
Jack of all Trades - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.
Device Mastery (Ex) - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.
Artificer Bonus Feats - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.