pathfinder artificer

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The Artificer In these mystical and dangerous times, magic has always provided an answer for problems that no other solution could overcome. There are, however, problems that had answers long before magic. These solutions relied on skill, cleverness, and courage in order to overcome obstacles that most people gladly avoided. The majority of noteworthy individuals of these times choose one path or the other, either relying on their extraordinary instincts and training, or becoming a practitioner of powerful arcane might. A trailblazer also exists amongst these adventurers. The Artificer sees the world as a place where magical energy can flourish and bring life to the mundane, but never discounts the need for a straightforward answer to pressing issues. Through imbuing the natural order of things with his innate magic the Artificer creates a world where he defines the norm. Adventures: The Artificer, like many adventurers, is often lured out into the world searching for lost treasures and ancient artifacts, but the Artificer’s goal has never been to collect riches. Instead, the Artificer seeks to learn from the master craftsmen of the past, and hopes to surpass their abilities with his own. A hidden artifact may hold the key to a new powerful item or enchantment that changes the world permanently. Often these goals send Artificers deep into dangerous places, where their want to create sometimes forces them to fight for their lives. Characteristics: The Artificer if often the most prepared member of any adventuring party as he insists on always having the right tool for the job. What he cannot do himself is always compensated for by some magical item that he has collected, created, or modified, whether in or out of combat. It is not often that one finds a Artificer without one or more magical guardians aiding him in his endeavors. Alignment: While Artificers have been known to span the spectrum of moral values, it would be a mistake to say that there are not some well-traveled paths. Many Artificers are dedicated to finding and creating the most powerful wondrous items ever seen, and it is this pursuit of power that often leads the Artificer down a path of ruthless greed. It is not uncommon for a Artificer to gain what he wants from a party and then vanish with the prized piece of the dragon’s hoard. There are, however, many Artificers that believe that world is a place where magic and artifacts should be used in an effort to combat evil. Since cut-throat enemies do not play by any set of rules, the Artificer often uses his superior equipment and constructs to give the side of good an edge. Some, but not many, take a path in the middle, more interested in the knowledge of magic items than their power, but Artificers do not often linger in the way of neutrality. HD: D8

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Artificer class for Pathfinder

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Page 1: Pathfinder Artificer

The Artificer

In these mystical and dangerous times, magic has always provided an answer for problems that no other solution could overcome. There are, however, problems that had answers long before magic. These solutions relied on skill, cleverness, and courage in order to overcome obstacles that most people gladly avoided. The majority of noteworthy individuals of these times choose one path or the other, either relying on their extraordinary instincts and training, or becoming a practitioner of powerful arcane might. A trailblazer also exists amongst these adventurers. The Artificer sees the world as a place where magical energy can flourish and bring life to the mundane, but never discounts the need for a straightforward answer to pressing issues. Through imbuing the natural order of things with his innate magic the Artificer creates a world where he defines the norm.

Adventures: The Artificer, like many adventurers, is often lured out into the world searching for lost treasures and ancient artifacts, but the Artificer’s goal has never been to collect riches. Instead, the Artificer seeks to learn from the master craftsmen of the past, and hopes to surpass their abilities with his own. A hidden artifact may hold the key to a new powerful item or enchantment that changes the world permanently. Often these goals send Artificers deep into dangerous places, where their want to create sometimes forces them to fight for their lives.

Characteristics: The Artificer if often the most prepared member of any adventuring party as he insists on always having the right tool for the job. What he cannot do himself is always compensated for by some magical item that he has collected, created, or modified, whether in or out of combat. It is not often that one finds a Artificer without one or more magical guardians aiding him in his endeavors.

Alignment: While Artificers have been known to span the spectrum of moral values, it would be a mistake to say that there are not some well-traveled paths. Many Artificers are dedicated to finding and creating the most powerful wondrous items ever seen, and it is this pursuit of power that often leads the Artificer down a path of ruthless greed. It is not uncommon for a Artificer to gain what he wants from a party and then vanish with the prized piece of the dragon’s hoard. There are, however, many Artificers that believe that world is a place where magic and artifacts should be used in an effort to combat evil. Since cut-throat enemies do not play by any set of rules, the Artificer often uses his superior equipment and constructs to give the side of good an edge. Some, but not many, take a path in the middle, more interested in the knowledge of magic items than their power, but Artificers do not often linger in the way of neutrality.

HD: D8

Page 2: Pathfinder Artificer

Skills: 2 + Intelligence ModifierLevel BAB Fortitude Reflex Will Class Features Craft Reserve

1 0 2 0 2 Trapfinding, Animate Objects, Crafting Reserve, Permanency

50

2 1 3 0 3 Mending, Scribe Scroll 100

3 2 3 1 3 Arcane Augmentation (Minor), Brew Potion 200

4 3 4 1 4 Hand of the Maker (-3) 500

5 3 4 1 4 Master Craftsman, Craft Wondrous Item 750

6 4 5 2 5 Ingenious (1 CP) 1000

7 5 5 2 5 Craft Magic Arms and Armor 1500

8 6 6 2 6 Lingering Enchantment (+1), Hand of the Maker (-2) 2000

9 6 6 3 6 Arcane Augmentation (Medium), Craft Construct 3000

10 7 7 3 7 Ingenious (2 CP), Master Craftsman 4000

11 8 7 3 7 Craft Wand 6000

12 9 8 4 8 Hand of the Maker(-1) 8000

13 9 8 4 8 Forge Ring 11000

14 10 9 4 9 Ingenious (3 CP) 14000

15 11 9 5 9 Arcane Augmentation (Major), Craft Rod, Master Craftsman

18000

16 12 10 5 10 Lingering Enchantment (+2), Hand of the Maker (0) 22000

17 12 10 5 10 Craft Staff 27000

18 13 11 6 11 Ingenious (4 CP) 32000

19 14 11 6 11 38000

20 15 12 6 12 Golem Body, Master Craftsman 44000

The Artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency: A Artificer is proficient with all simple weapons. He is also proficient with light armor and medium armor.

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Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Link). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.

To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.

Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).An artificer’s infusions can only be imbued into an item or a construct (including warforged). He can not, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull’s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.

Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hourscount against the artificer’s daily limit.

(See Eberron Campaign Setting for Infusion List and Infusions per Day.)

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Trapfinding: A Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Animate Objects (SLA): The Artificer has an affinity for making mundane objects magical. At 1st level, the Artificer may cast Animate Objects 1/day as a Spell-like Ability with his caster level equal to his class level. The Artificer gains one additional use per day of this ability beginning at 4th level, and every four levels thereafter. The Artificer may only have one Animate Objects spell-like ability active at one time, but he may animate other objects by casting Animate Objects as a spell. If the Artificer uses this ability while another instance of it is already in effect, the previous effect ends immediately.

Item Creation: An artificer can create a magic item even without meeting all of its prerequisite. Since infusions do not count as spells, even if they simulate the effects of spells, this ability primary allows an artificer to craft magic items even though he or she may not meet the spell prerequisites of an item. However, it also allows the artificer to emulate other kinds of prerequisites: Specific class features, a particular race, a higher ability score, or even a particular alignment. Each prerequisite must be emulated separately; note that, for this purpose, each spell listed as a prerequisite must be emulated separately. The artificer cannot emulate access to feats or specific skill ranks.To emulate a prerequisite, the Artificer must attempt a Use Magic Device check. The base DC for this check is 10, with a +2 modifier for each prerequisite the character must emulate beyond the first. Note that this modifier applies to each attempt to emulate a feature, even though each attempt is made with a separate Use Magic Device check. For example, if the artificer needed to only emulate access to the fireball spell, the base DC of this skill check would only be 10 (and then modified as noted below). If, instead, the character also needed to emulate Elf as his or her race, and had to emulate a Chaotic Evil alignment (while actually being Neutral Good), then the base DC for this Use Magic Device check becomes 14; +2 each for emulating an alignment and a race. Additional modifiers are applied to this skill check DC as noted below.

● Emulate an Ability Score: Add the difference between the target ability score and your actual score to the UMD check DC.

● Emulate a spell: Add twice the level of the spell to the UMD check DC; for example, a 4th level spell raises the DC by +8. If the item lists a spell treated with a specific metamagic feat, instead add twice the spell's modified level.

● Emulate a race: If you are attempting to emulate a race of the same type, such as a human artificer emulating dwarven blood, do not add to the UMD check DC. If you are attempting to emulate a race of a completely different type, such as a human artificer emulating a dragon, add +5 to the UMD check DC. If you are emulating a creature of a different size, then add +2 to the UMD check DC for each step of difference between your size category and that of the target race.

● Emulate a class feature: Add to the UMD check DC the minimum class level required to achieve the class feature in question. If the class feature must be of a certain

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improved rating (such as Trap Sense Bonus +3, instead of just Trap Sense bonus in general), make sure to add the right minimum class level to the DC. If the class feature is available to different classes at different levels, and no mention is made of a particular class to emulate, then add the highest modifier to the UMD check DC available (as determined by the GM). If the class feature is from a class that you could not have levels in because of some restriction (such as alignment or race), add +5 to the UMD check DC.

● Emulate an alignment: If you are attempting to emulate an alignment that is opposed to your own on one component (lawful versus chaotic, or good versus evil), then add +5 to the UMD check DC. If you are attempting to emulate an alignment that is completely opposed to your own (LG versus CE, CG versus LE; true neutral is opposed to all other alignments), add +15 to the UMD DC.

Permanency: One of the Artificer’s creations remains by his side long after it’s magic should have faded. At 1st level, the Artificer may apply Permanency to one use of his Animate Objects class ability. Animated Objects made permanent in this way do not interfere with other uses of the Animate Objects class ability, however only one instance of this ability can be made permanent at a time. If the Animated Object that has been made permanent is destroyed, the Artificer must wait 24 hours before he can create another permanent Animated Object.

Mending: An Artificer is very practiced in the art of repairs. He may use Mending as a Standard action instead of it’s normal casting time.

Crafting Reserve: Artificers are masters of the enchanted item, and their diligent study of this craft unlocks a variety of secrets and useful shortcuts. At 1st level, the artificer gains a pool of 50 special points known as his craft reserve. Each one of these points is the equivalent of a single gold piece. Whenever the artificer crafts a magic item or construct, he may use points from his craft reserve to pay for the cost of that item. An artificer with a large enough reserve may pay for the item entirely using only points from the craft reserve, or he may choose to supplement an actual purchase.

Bonus Feats: Beginning at 2nd level, with Scribe Scroll, the artificer begins a slow advance of bonus feats that help him to perfect his craft. He gains Brew Potion at 3rd level, Craft Wondrous Item at 5th level, Craft Magic Arms and Armor at 7th level, Craft Construct at 9th level, Craft Wand at 11th level, Forge Ring at 13th level, Craft Rod at 15th level, and Craft Staff at 17th level.

Arcane Augmentation: As a Standard action, the Artificer may sacrifice one of his infusions in order to imbue a weapon with a special quality. The Artificer must select 2 schools of magic in which he specializes at 4th level.. When the Artificer sacrifices an Infusion, he may create an effect from on of his specialized schools. The Infusion sacrificed does not have to be from the specialized school. The power of these qualities depends on the level of infusion sacrificed to activate the ability. These Augmentations last for a number of rounds equal to 3 + the Artificer’s Intelligence modifier. A weapon may only benefit from one Arcane Augmentation at a time. If an

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Arcane Augmentation is applied to a weapon while another is still active, the first is immediately ended.At 8th level, and every 4 levels thereafter, the Artificer may specialize in another school of magic, allowing him to create Arcane Augmentations from those schools.

Abjuration:

Minor: Parrying Weapon: Your weapon becomes better suited to protect you from attacks. For each infusion level sacrificed you gain a +1 insight bonus to your AC.

Medium: Protective Weapon: Your weapon lends itself to your defenses. You gain DR/Bludgeoning, Piercing, or Slashing, matching your weapon’s damage type (if your weapon has two damage types, pick one) equal to 2x the level of the spell sacrificed.

Major: Dispel Magic: Your weapon become the bane of other magic users. You can choose one successful attack each turn to activate a targeted Dispel Magic effect. This normally affects the creature you are striking, but if this augmentation is active when you make a sunder attempt, you can choose to target the item you are sundering. You gain a +1 to your caster level on each Dispel Magic attempt for each level of infusion sacrificed.

Conjuration: Minor: Shadow Blade: Your attacks cause a black cloud to form around the eyes of your opponent. Each successful attack on your opponent causes him to have a 10% miss chance on any attack he makes. This effect is cumulative up to the level of infusion sacrificed.

Medium: Dancing Weapon: A melee weapon you wield gains the ability to travel at great speeds, attacking foes well outside of your reach. You may make melee attacks against creatures up to 5 ft away from you per level of infusion sacrificed.

Major: Army of Blades: Summon a number of melee weapons that float nearby equal to the spell you sacrificed. They have the same properties as the melee weapon you wield at the time you summon them. These weapons must remain within 30 ft. of the Artificer, or else they are destroyed. You can move all of the created weapons as a move action. They all attack using the same rolls and bonuses that you make on your turn, automatically targeting an adjacent enemy. If a weapon is adjacent to more than one enemy then you designate the target of the attacks. Weapons created have an Armor Class equal 10 + their enhancement bonus + your Intelligence modifier. They have the same Hit Points and Hardness as the weapon you possess. Weapons created have saves equal to their Enhancement bonus + your Intelligence modifier. These weapons occupy a 5ft. area and count as allies for flanking.

Divination: Minor: Guided Hand: Your weapon finds it’s target, even if it is concealed. Reduce any miss chance you opponent may possess by 10% for each infusion level sacrificed when using this weapon.

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Medium: Fated Efforts: Your endeavors are aided my magical guidance. Roll 1d20 for every spell level sacrificed and record the highest result. Once per turn you may use this result in place of any d20 roll, but you must make this choice before you make the roll. If the highest result is a 20 or a 1 then these rolls may be used in place of another d20, but they do not count as automatic failure/success or a critical threat.

Major: Arcane Guidance: Gain an untyped bonus on all d20 rolls equal to the infusion level sacrificed.

Enchantment: Minor: Frightening Strike: Your blows strike fear into the heart of your opponents. Each time you successfully attack an opponent, he takes a -2 on attack rolls against you. This penalty is cumulative up to 2x the level of infusion sacrificed.

Medium: Bolstered Strength: Weapon surges with power and strength. The wielder gains a +1 morale bonus to Strength and Constitution for each level of infusion sacrificed.

Major: Befuddling Blow: Your strikes confound your opponent’s mind. Each time you successfully attack an opponent, he incurs a 5% chance to take no actions on his next turn. This chance is cumulative up to 5% x the level of infusion sacrificed.

Evocation: Minor: Elemental Strike: Your weapon becomes infused with the power of the elements. Weapon deals +1d6 energy damage (fire, cold, electricity, or acid) for each level of infusion sacrificed.

Medium: Arching Evocation: Your mastery of the elements improves. This augmentation function as Elemental Strike, except that the energy damage from a successful attack can arc to a target up to 5 feet away per level of infusion sacrificed. The original attack must have hit the 2nd target’s AC to affect it.

Major: Elemental Fury: You have mastered the ability to channel the fury of the elements. This augmentation functions as Arching Evocation, except that you may now arc to a number of creatures up to the infusion level sacrificed.

Illusion: Minor: Illusory Weapons: You created illusory copies of the melee weapon that you wield. Illusory Weapons can be positioned up to 30 ft. flank opponents. Illusory weapons must remain in the square they are originally created to occupy. The Artificer may created one illusory weapon created for each infusion level sacrificed.

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Medium: Figments of Concealment: Your weapon appears to float around you, blocking incoming attacks. You gain a 10% miss chance for each level of infusion sacrificed.

Major: Terrifying Visage: Your appearance become hideous and unbearable. Whenever an enemy makes a successful melee attack against you, they have a 10% x (spell level sacrificed) chance of becoming panicked for 1 round.

Necromancy: Minor: Reduce Resistance: Targets hit by your attacks take a cumulative -1 penalty on saves for each successful attack. This penalty is cummulative up to spell level sacrificed.

Medium: Wounding Strike: Your weapon opens grievous wounds on your opponent. Each successful attack you make deals 2 points of Bleed damage to the target. This damage is cumulative up to 2x spell level sacrificed.

Major: Weakening Weapon: Your weapon drains the life force out of your opponents. With each successful attack you may apply -1 a penalty to an opponent’s ability score of your choice. This penalty is cumulative up to the level of spell sacrificed for each ability score.

Transmutation: Minor: Weighted Weapon: Your weapon shifts and distorts constantly, growing and shrinking in size. Increase Weapon damage by 1 size category per spell level sacrificed.

Medium:Penetrating Weapon: Weapon bypasses 3 points of DR for each spell level sacrificed.

Major: Channeled Enhancement: Your weapon become imbued with magical energy. Add +1 Weapon Enhancements to a weapon per each spell level sacrificed. These bonuses can replicate weapon Special Abilities, but the weapon must have at least a +1 bonus before there can be applied.

Hand of the Maker: The Artificer makes weapons with his own limitations in mind. At 4th level, when wielding a weapon that the Artificer has made or modified that he is not proficient with, the Artificer reduces the non-proficiency penalty by 1.The Artificer reduces this penalty by 1 at 8th level and every four levels thereafter. This ability only works for weapons that have been created or permanently modified by the Artificer.

Master Craftsman: The Artificer is an expert at conserving time and materials while crafting. At 5th level, the Artificer reduces the cost of making Magic Items by 5% and reduces the cost of building constructs by 10%. At 10th level, and every 5 levels thereafter, these bonuses increase by 5% and 10% respectively. The Artificer also reduces the time it takes to craft any object by

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10% at 5th level. At 10th level, and every 5 levels thereafter, this bonus increases by 10%.

Ingenious: The Artificer has found ways to improve any animated objects that he creates. At 6th level, any constructs created using Animate Objects have 1 bonus Construction Point. Any constructs that the Artificer creates using the Craft Construct feat also have 1 bonus Construction Point at no additional cost. This bonus increases by 1 at 10th level and every 4 levels thereafter.

Lingering Enchantment: The Magical energies that flow through the body of the Artificer linger long after he crafts an item. At 8th level, any weapon wielded by the Artificer has it’s enchantment bonus increased by +1. This cannot be used to add a special ability to the weapon. This bonus ends immediately when the weapon leaves the Artificer’s hand. This bonus increases to +2 at 16th level.

Golem Body: At 20th level, the Artificer learns to infuse his own body with the magic of powerful constructs known as Golems. As a Standard Action the Artificer gains DR 15/Adamantine and Immunity to Magic. The Immunity to Magic functions as the Flesh Golem’s Immunity to Magic. This ability can be used for a number of round per day equal to the Artificer’s class level. These rounds do not need to be consecutive, and the ability may be ended as a free action. If the ability is ended while the Artificer is currently under the effect of the Slow spell due to Immunity to Magic, the Slow effect is ended.