Artificer

An artificer is an individual who lives on the edge of magic and science. They are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Artificers are students of exotic sciences and theories, and are often viewed with distrust, derision or outright hostility by those versed in traditional magic. Artificers are driven by a unyielding thirst for knowledge, but often at the expense of their social skills. In many ways, they are the archetypal ‘mad scientist’, reveling in invention but difficult to understand.   Similar to wizards, artificers receive formal training and education through years of hard study. The talents and desire to enter the world of the artificer often manifest at a very early age, through the disassembling of objects and devices for no other reason that curiosity. Artificers are a closely knit society, sharing a sense of camaraderie with others who have similar training and knowledge. They relish intellectual debate and conversation with their fellows, sharing theories and commentary upon each other’s techniques and innovations. Rivalry between artificers is common, with each viewing themselves as the pinnacle of a rare and exclusive breed, and eager to correct the “mistakes” of their rivals.   Artificers are valuable support within their party, offering technological and magical assistance to others. Much like druids, Artificers possess a versatility that allows them to fill in gaps in a party's capabilities. Their constructs can bolster a front line, their gadgets can provide support or inflict pain from the rear, and their ability to craft all manner of magical items serves as a force multiplier for themselves and their compatriots.  

Alignment

Any.

Hit Dice

1d6

Proficiencies

artificer class table

   
artificer spells known table

Class Features

All of the following are features of the Artificer class.  

Spells

An artificer has access to spells from the Artificer Spell List. From this list, the artificer selects a number of spells to add to their spells known, and can know a number of spells of each level according to the artificer spells known table. Each level after first, in addition to adding new spells to their list, an artificer may replace one spell they currently know with another spell of the same level. These spells cannot be cast in the traditional manner, and instead represent the list of spells the artificer can draw from when crafting their gadgets.  

Gadgets

An artificer is not a spell caster, but instead possesses the ability to imbue items with magical power. This ability allows them to create gadgets that can reproduce the effects of one or more spells the artificer knows. These gadgets can be quite powerful, but are also tempermental and fragile, prone to breaking with misuse or overuse. Gadgets cannot be crafted on demand, and as such most artificers choose to carry a fixed collection of regularly used devices.   Crafting Gadgets
To craft a gadget, an artificer chooses one or more spells or Metatech (described below) effects they know to embed into a prepared Object. Gadgets take many forms, but by default each is a small sized Object that can be held and activated in one hand. An artificer may craft any number of gadgets and begins play with two 1st level gadgets already crafted and charged. Crafting gadgets requires a set of artificer's tools.   Each spell added to a gadget adds its Spell Level to the level of the gadget, and each spell beyond the first adds one to the instability score of the gadget (ex. adding a 1st and 3rd level spell to a gadget would make it a 4th level gadget with an instability score of +1). Any decision to be made about target types or effects with any spell added (such as Dispel Magic and Shatter's area vs target decision, Resist Energy's chosen energy type, or the number of targets a Haste spell affects) are made when the spell is added to the gadget. For gadgets with multiple spells, the order in which those spells are resolved on use is also chosen as they are added. The Caster Level of any spell added to a gadget is the class level of the artificer when they add it.   Metatech effects each add their modifiers to level and instability when they are added to a gadget. A metatech effect added to a gadget affects every spell embedded in that gadget provided that it is a valid modification to the spell (an empower effect added to a gadget with Scorching Ray, Magic Missile, and Grease would increase the damage of the Scorching Ray and Magic Missile spells, having no effect on the Grease spell).   Preparing a suitable piece of equipment for a gadget, whatever form it may take, requires 4 hours work and 50gp of raw materials. Once prepared, spells and metatech can be added to the gadget to make it functional.   Adding a spell or metatech to a gadget requires 4 hours and 100gp in raw materials per level it adds to the gadget (minimum 4 hours and 100gp). This work need not be consecutive, and partially added spells and metatech have no effect on the effective level or use of a gadget until they are completed and the gadget it recharged.   Gadgets are crafted inert, and cannot be used under any circumstances until they have been charged.   A spell or metatech can be removed, replaced, or updated by an artificer for 2 hours per level changed. By this process an embedded spell's Caster Level can be updated when the artificer achieves a higher level (or inherits a gadget from a lower level artificer), spells can be swapped out, or effects can be removed to reduce the level of the gadget. In the event of a change that decreases the total level of the gadget, the artificer recoups raw materials equal to 100gp per level the gadget is reduced by.   All gadgets have AC 9, 10 hit points, Hardness 5, a break DC of 21, and typically weigh around 1 lb. If a gadget with an active charge is Broken through damage or a break check, it triggers a Wild Surge. A Broken gadget can be salvaged by an artificer for 50gp plus 100gp per level of the gadget, or they can spend 2 hours per gadget level to repair it. Salvaging a gadget takes 4 hours regardless of level.   Using Gadgets
Gadgets cannot be used in an inert state. After a full rest, an artificer can spend one hour to replenish charges to as many gadgets as they have slots for. How many slots they have for each gadget level is shown on the artificer class table. Gadgets can be charged by using a slot of a higher level than the gadget, but the gadget gains no bonuses for doing so. Artificers do not gain additional gadget slots if they have a high Intelligence score, but rather can choose that many gadgets at each level to gain a second charge, allowing them to be used twice before losing its charge (see Ability Scores for more details).   Gadgets lose their charge and become inert again 24 hours after being charged. In a pinch, an artificer can reset the duration of an active gadget much faster than replenishing charges, requiring only a Standard Action for each gadget refreshed, but doing so consumes a gadget slot as though they had replenished that gadget's charges. Gadgets with no charge remain active until they have gone 24 hours since their last charge or refresh.  
Note: spells with costly components
If a gadget contains a spell with a costly material component, it must be provided when the gadget is charged (multipe charges require multiple copies of the component). If any charges go unspent, they can be later recharged without providing an additional component - the component is only consumed by activating the gadget. An artificer can recover unspent components when salvaging a broken or unwanted gadget.
  Activating a gadget consumes its charge. A gadget's activation time is that of the longest cast time amongst spells within the gadget. Regardless of the spells or effects, gadgets require at minimum a Swift Action to activate, and cannot be activated with an Immediate Action.   Activating gadgets do not provoke attacks of opportunity, but do require a Concentration check if interrupted. If a check fails by 5 or more, a Wild Surge is triggered.   An artificer can activate any charged gadget they crafted at will. They can also spend a full round action and make a Use Magic Device check to identify the properties of a gadget they did not create, allowing them to use it as though they created it. Non artificers (or artificers who have not identified the properties of a gadget they didn't create) can activate a charged gadget by making a successful Use Magic Device check. The DC of either check is 10 plus 2 times the gadget level plus its instability score. If a check made to activate a gadget fails by 5 or more, the gadget is Broken in the attempt, and if it fails by 10 or more a Wild Surge is also triggered.   When a gadget is activated, the user chooses a target for the gadget, whether its a location or creature. How spells interact with the target chosen is based on how the spell is aimed, and is listed below:  
  • Target or Targets: if a valid target is chosen within the range of the spell, the spell affects that target. Otherwise the spell does not activate. If the spell can affect multiple targets, additional valid targets are chosen starting with the closest to the chosen target until the maximum target count is reached or there are no valid targets left. If the target is personal, the spell has no effect unless the user targets themselves.
  • Ray: A ray fires at the location or creature targeted, unless the user targets themselves, in which case the spell does not activate. A ranged Touch Attack is still required, and the ray dissipates if it passes beyond the range of the spell.
  • Area (Spread, Burst, Emanation, Cylinder or Sphere): Area spells of these types trigger centered on the location or creature targeted, provided it is within range of the spell. If the target is out of range, the spell triggers at the limit of its range in the direction of the target.
  • Area (Cone, Line): Spells with a cone or line area are aimed in the direction of the target, affecting the normal area of the spell. If the user targets themselves, the spell does not trigger.
  Spells are then resolved in the order determined when the gadget was crafted, skipping any spell that did not trigger.  
Example: Corryn decides to activate a 5th level gadget with Resist Energy (fire) and Fireball embedded. As he crafted this gadget, he does not need to make a check, so he activates it as a Standard Action, targeting himself. Resist Energy provides him with Fire Resistance, then a Fireball is triggered centered on him. If he instead targets an enemy 50 feet away, the Resist Energy does not trigger (as it is a touch spell), leaving the Fireball to trigger on that enemy. If a target was chosen outside the range of the Fireball spell, the Fireball would trigger at its maximum range in the direction of the target.
 

Metatech

When artificers craft gadgets, they can add different effects to them, called metatech. Each metatech effect has a level and instability cost, increasing the level and instability of a gadget by said amount when it is added.   An artificer can apply any metamagic feat they know to a gadget as a metatech effect, with both the level and instability cost equaling the Spell Level increase of the metamagic effect.   A list of metatech feats can be found here Add the metatech feats!!.  

True Artisans

An artificer is unmatched in their craft, and develops an understanding of the inner workings of magical devices and enhancements far beyond any other. As such, artificers are better able to craft magical items for which they do not possess access to the requisite spells. Artificers do not increase the DC of checks to create magic items for not knowing prerequisite spells for magic items.   Artificers may attempt to craft Potions, Spell Capsules, Spell Trigger Items, and Spell Completion Items requiring spells from the Wizard Spell List by emulating access to those spells. To do so, the artificer must make a successful Craft (artifice) check for each spell emulated to successfully craft the item (DC is 20 + twice the Spell's Level). The check is rolled at the end of the item creation process, and a failed roll means the process must be restarted (no materials are lost from a failure, only time).   When emulating spell access, artificers are treated as wizards two levels higher than their artificer class level for the purpose of Spell Level prerequisites. Any level dependent effects on the completed item (such as duration, range, and damage dice) still use the artificer's actual class level.  
Example: Corryn is 3rd level and wants to scribe a scroll of Fireball. He can attempt to emulate access to the fireball spell with a DC 26 Craft (artifice) check, and meets the caster level 5 requirement for Fireball as he is treated as a 5th level wizard. As he is still only 3rd level, the fireball evoked from this scroll have a Caster Level of 3, dealing 3d6 damage.
 

Trapfinding

Artificers add 1/2 their level on Perception checks to locate traps and on Disable Device checks (minimum +1). An artificer can use Disable Device to disarm magic traps.  

Elemental Mastery

When adding spells that deal elemental damage (Fire, Cold, Electric, Sonic, Acid) to gadgets, Artificers can apply special modifiers to that damage based on the element. Fire and Cold spells gain +1 damage per 1d6 of damage dealt, and if a Cold spell has a Reflex Save it instead becomes Fortitude. Electric spells gain an additional +2 to the DC of any save made against it, and gains a +2 to any Caster Level check to overcome Spell Resistance. Sonic spells deal 1 less damage per 1d6 dealt, but ignore any Hardness. Acid spells add damage over time, dealing 1 damage per 1d6 of the original spell's damage for 1 round per Spell Level. All of these effects are optional, and are chosen when the gadget is crafted.  

Crafting Feats

Artificers gain many Item Creation Feats as bonus feats as the level.   They also gain an additional bonus feat at 2nd level, then again every 4rd level (6th, 10th, 12th, 16th, 20th). These feats can only be applied to artificer feats or metatech feats.  

Overcharge

At 2nd level, an artificer can attempt to push a gadget past its limit by overcharging it. They can use an active gadget with no charge by making a Use Magic Device check. The base DC of the check is 20 + 2 times the gadget level + 2 times the instability score, and increases by an additional 2 + 2 times the instability score with each additional activation. If the check fails, the gadget gains the Broken condition, but still activates. If the check fails by 5 or more, then a Wild Surge triggers in place of the activation.  

Clockwork Companion

Starting at 3rd level, an artificer can craft themselves a Clockwork Companion. These constructs serve the artificer dutifully, carrying out any tasks the artificer commands without question. The qualities of these constructs are covered in the Clockwork Companions article.  

Crafting Mastery

Artificers gain a bonus on their Craft skill as they level up. Starting at 3rd level, they gain a +2 Competence Bonus to any Craft skill checks they make. This bonus increases by +2 every 3 levels (+4 at 6th, +6 at 9th, +8 at 12th,+ 10 at 15th) to a maximum of +12 at 18th level.  

Elemental Substitution

Beginning at 4th level, artificers can modify some spells they place into their gadgets. Any Fire, Cold, Electric, Sonic, or Acid type spell can be changed to another from this list when it is placed into a gadget. Any spell whose type is changed loses any special effects related to the previous damage type (such as lighting objects on fire, extinguishing flames, or ignoring Hardness) and applies the elemental mastery effect of the new type. Changing the type of an existing spell is treated the same as swapping that spell out for the purposes of time required.  

Clockwork Gadgets

At 5th level, an artificer can craft a gadget such that it can be embedded into their Clockwork Companion. A gadget crafted in this fashion has the same requirements as a normal gadget, but is designed exclusively for use by an artificer's Clockwork Companion. An artificer can only embed gadgets into their companion that are 2 or more levels lower than their highest available gadget slots. Once embedded (a process that takes 1 hour per gadget level), the companion can use the gadget as though they were the artificer, requiring no checks to do so. They cannot overcharge a gadget, and can only hold 1 embedded gadget per 2 HD. Embedded gadgets can be recharged by the artificer just like normal gadgets, and still consume slots to do so. A gadget can be removed from a Clockwork Companion, taking only 10 minutes to do so, but doing so breaks the gadget. An embedded gadget cannot be modified, and must be removed and then repaired to change its effects.  

Elemental Versatility

Starting at 6th level, artificers gain the elemental versatility metatech. When added, any spell within the gadget that deals elemental damage can have its type chosen each time the gadget is activated. This effect also applies the elemental mastery effect of the chosen element to all affected spells. If there are multiple spells that deal elemental damage, they will all be affected similarly by this choice, changing to the chosen element. This metatech has a cost of +1 gadget level and +1 gadget instability.  

Improved Clockwork Companion

At 7th level, the artificer's Clockwork Companion becomes more capable, gaining the abilities listed in the Improved Clockwork Companion section of their description. See Clockwork Companions for details.  

Magical Repurposing

Artificers who have reached 8th level gain the ability to harvest the magical properties from an item and use them to craft another item. This process takes one quarter the time that would be required to craft the item, and requires the appropriate item creation feat for the item being repurposed. At the end of this process, the magic of the item is destroyed and the artificer gains magical resources equivalent to the gp value it would have taken the artificer to enchant the item. These resources can only be used by the Artificer in the creation of another magic item. The physical items remain intact, but are now mundane versions of themselves.  

Metamagic Spell Trigger

At 10th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand or staff). They must have the appropriate item creation feat for that item, and using this ability expends additional charges from the item equal to the number of effective spell levels the feat would add to a spell. An artificer can only apply one metamagic feat to each use of said item. An artificer cannot use this ability when using a spell trigger item that does not have charges.  

Skill Mastery

By 11th level an artificer has mastered the Spellcraft and Use Magic Device skill, and can now take a 10 on both of these skills, even when in stressful situations, and even if the skill explicitly states that the player cannot take a 10.  

Metamagic Spell Completion

Starting at 12th level, an artificer can apply a metamagic feat they know to a spell completion item (such as a scroll). They must have the appropriate item creation feat for that item, and must succeed on a Use Magic Device check with a DC equal to 20 plus 3 times the modified level of the spell (after applying the metamagic adjustment). An artificer can use this ability a number of times per day equal to 3 plus their Intelligence modifier.  

Master Clockwork Companion

At 13th level, the artificer's Clockwork Companion improves even further, gaining the abilities listed in the Master Clockwork Companion section of their description. See Clockwork Companions for details.  

Twin Clockwork Companions

At 16th level, an artificer is able to support two clockwork companions simultaneously. The second companion cannot be the same type as the first, but is otherwise unchanged.  

Crafting Savant

A 19th level artificer has taken the art of crafting to a level unmatched by any other. The base cost and time required for crafting any item the artificer can craft is reduced by 25%. This reduction stacks additively with any other reductions to time and/or cost (i.e. two 25% reductions to time would reduce the total time by 50%), to a maximum of a 75% reduction.  

Clockwork Legions

At 20th level an artificer is no longer bound by limitations, and can support any number of clockwork companions of every type.  

Artificer Variants

There are currently no variations to the artificer class. If any are added in the future, they will be referenced here.

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