You can repair damage to objects, animate objects with life, and create objects from nothing.
Granted Powers
Artificer’s Touch (Sp): You can cast
Mending at will, using your
Cleric level as the
Caster Level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee
Touch Attack. Objects and
Constructs take 1d6 points of damage +1 for every two
Cleric levels you possess. This attack bypasses an amount of
Damage Reduction and [hard equal to your
Cleric level. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells
1st—
Animate Rope, 2nd—
Wood Shape, 3rd—
Stone Shape, 4th—
Minor Creation, 5th—
Fabricate, 6th—
Major Creation, 7th—
Wall of Iron, 8th—
Statue, 9th—
Prismatic Sphere.
Subdomains
Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.
Alchemy
Replacement Power
The following granted power replaces the artificer’s touch power of the Artifice domain.
Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells.
You can use this ability only with spells that target one or more creatures, and the maximum
Spell Level you can infuse in this way is equal to 1 + 1 for every 4
Cleric levels you have. These potions are treated as
Alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
2nd—
Touch Injection, 4th—
Amplify Elixir, 6th—
Delayed Consumption.
Construct
Replacement Power
The following granted power replaces the dancing weapons power of the Artifice domain.
Animate Servant (Su): At 8th level, as a
Standard Action, you can give life to inanimate objects. This ability functions as
Animate Objects using your
Cleric level as the
Caster Level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Replacement Domain Spells
7th—
Limited Wish, 8th—
Polymorph Any Object.
Industry
Replacement Power
The following granted power replaces the dancing weapon power of the Artifice domain.
Aura of Efficiency (Su): At 8th level, you can emit a 30-foot-radius aura that grants your allies a +4 bonus on all
Saving Throws against effects that inflict the
Fatigued or
Exhausted condition. Any equipment wielded by your allies within this area gets a bonus to
Hardness equal to 1/2 your
Cleric level, and your allies’ attacks against targets within this area ignore an equal amount of
Hardness. You can use this aura for a number of rounds per day equal to your
Cleric level. These rounds do not need to be consecutive.
Replacement Domain Spells
1st—
Crafter's Fortune, 7th—
Mage's Magnificent Mansion, 9th—
Wooden Phalanx.
Toil
Replacement Power
The following granted power replaces the dancing weapons power of the Artifice domain.
Aura of Repetition (Su): At 8th level, you can emit a 30- foot aura of repetition for a number of rounds per day equal to your
Cleric level. All enemies within this aura must make a
Will Save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same
Move Action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.
Replacement Domain Spells
1st—
Command, 5th—
Waves of Fatigue, 7th—
Waves of Exhaustion.
Trap
Replacement Power
The following granted power replaces the dancing weapons power of the Artifice domain.
Supernatural Trap (Su): At 8th level, select a supernatural
Ranger trap. You can use this trap a number of times per day equal to your
Wisdom bonus. The DCs for
Perception checks,
Disable Device checks, and
Saving Throws against the trap are equal to 10 + 1/2 your character level + your
Wisdom bonus. The trap lasts for 1 hour or until triggered.
Replacement Domain Spells
2nd—
Snare, 3rd—
Improve Trap, 7th—
Teleport Trap.
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