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Artificer

Oct 31st, 2013
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  1. Artificer
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  3. Hit Die: d8
  4. Alignment: Any
  5. Starting Gold: 5d4x10 gp
  6. Skills: 4+Int
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  8. Class Features:
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  10. The artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Disguise (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skills: 4+Int/level
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  12. Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
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  14. 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. 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. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. 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. An artificer's infusions can only be imbued into an item or a construct (including half-constructs). He cannot, 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. 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 hours count against the artificer's daily limit.
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  16. Inventor's Reserve (Su): At 1st level, the artificer gains a reservoir of magical, intellectual energy that he can draw upon for a variety of purposes. This pool has a number of points equal to 1/2 his artificer level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the artificer readies his daily allotment of infusions. At 1st level, as a free action while imbuing an infusion, an artificer can expend a number of inventor points equal to the infusion's level to imbue it as a full-round action instead of its normal imbuing time. At 10th level, the number of inventor points required to make an infusion a full-round action is equal to half the infusion's level (minimum 1). In addition, as a swift action, the artificer can spend 1 inventor point to gain a +4 insight bonus on his next Craft, Spellcraft, or Use Magic Device skill check. At 8th level, an artificer may increase the caster level of a wondrous item(but not any other type of magical item, such as a wand, scroll, ring, or weapon) he is crafting by up to half his artificer level, and to a maximum of his artificer level, by spending the same amount of inventor points. This increases the caster level of the item for all purposes except cost, including the check required to craft it. For example, a 12th level artificer decides to increase the caster level of a Broom of Flying, which is normally CL9. At level 12, he can increase an item's caster level by up to 6, but since he can only increase an item's CL up to his artificer level, he may only increase the Broom of Flying's CL to 12. He does so, by spending 3 inventor points. The item's craft check increases by 3 as well, as the artificer is now crafting a CL12 item, not a CL9 item. Normally, since caster level has an effect on the Broom of Flying's abilities, this would increase the base cost of the item, but with this ability, this factor does not apply. After these adjustments to its CL, the Broom of Flying can now use the effects of Overland Flight for 12 hours per day, instead of 9.
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  18. Craft Reserve: An artificer receives a pool of points he can substitute for gp when crafting a magic item. Once per week, the artificer may perform a ritual that takes two hours to complete in order to refresh his craft reserve; leftover points do not carry over. If any points are not spent before the artificer refreshes his craft reserve, they are lost. An artificer can also use his craft reserve to supplement the gp cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own money.
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  20. 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. 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.
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  22. Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
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  24. Trapfinding: An artificer adds 1/2 his 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.
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  26. Item Creation (Ex): An artificer can create a magic item(including potions, spell completion, and spell trigger items) even if he does not have access to the spells that are prerequisites for the item. The DC for an artificer to create a magic item only increases by 3 for each prerequisite the artificer does not meet, instead of by 5. For purposes of meeting crafting feat and 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: 5x3x12.5 = 187 gp and 5 sp. 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's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still increase the DC by 3 to emulate the light spell to create a wand of light, even though light appears on his infusion list.
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  28. Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 12th level. In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extraordinary Artisan, Inscribe Magical Tattoo, Inscribe Rune, Skill Focus(any Craft skill, Spellcraft, or Use Magic Device), Wand Mastery.
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  30. Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns as if he had the Craft Construct feat. If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to d6). The homunculus also gains 10 extra hit points for being a Small construct. An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. An artificer's homunculus can be commanded to perform the necessary tasks related to magical item creation on behalf of its master. The master must meet or emulate all the necessary prerequisites, have the appropriate tools for the dedicated wright to use and pay item creation cost for the necessary raw materials. The wright then is able to perform the necessary tasks, spending the necessary time and leaving the master to continue with other projects. It takes 1 hour to given the dedicated wright the necessary commands to make a magical item, and a dedicated wright can only work on one item at a time. Otherwise, it acts as the master, using his skill ranks, caster level, feats, spells known and all other aspects related for the magical item creation process as they are at the time of the 1 hour spent giving the commands.
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  32. Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the magical energy from a magic item and use that power 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 half the cost in gp 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.
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  34. Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. The artificer may only apply one metamagic feat at a time in this way. An artificer cannot use this ability when using a spell trigger item that does not have charges.
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  36. Swift Creation (Ex): At 8th level, an artificer can create items both mundane and magical with astounding speed. It takes an artificer 3/4ths of the normal amount of time to create any sort of item. This benefit stacks with that provided by the Exceptional Artisan feat; if you have both, you may create items in 56.25% of the normal amount of time.
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  38. Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (2xthe modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (2x7), or 34. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.
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  40. Skill Mastery: At 13th level, an artificer can take 10 when making a Craft, Spellcraft, or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
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  42. Tenacious Infusions (Ex): At 15th level, the artificer's ability to imbue items strengthens, making it tougher for enemies to rid the items of their abilities. The artificer adds his Intelligence modifier to the DC to dispel or otherwise negate any of his infusions.
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  44. Accelerated Infusions (Ex): At 18th level, an artificer learns to imbue his infusions much more quickly. The artificer may spend a number of inventor points equal to an infusion's level in order to imbue it as a standard action. Alternatively, he may spend twice the infusion's level to imbue it as a move action.
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  46. Legendary Artisan (Ex): At 20th level, an artificer becomes a true master of item creation. He no longer takes any penalties for not meeting prerequisites when crafting magical items or constructs of any sort, although he must still have the requisite item creation feat. Any item he creates that has charges is created with double the normal amount of charges, for no extra cost or crafting time. In addition, he may apply up to two metamagic feats at a time to spell trigger and spell completion items. Finally, his craft reserve now takes but ten minutes to refresh and may be refreshed twice per week.
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