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Artificer

Artificers are the practical technicians of the magical world.


Unlike wizards or sorcerers who pursue more theoretical research,
or clerics and druids who are tied to the mandates of their deities or
churches, artificers take the practice of magic and tailor it to the
needs of the situation. From maintaining complex enchantments
along lightning rail lines or on board an elemental airship, to
customizing the combat enchantments from a strike team deep
behind enemy lines, artificers take the magic that is already at hand
and applies in a more efficient manner, essentially getting more
spell for the silver.
Role: An artificer takes on the role of a magical item expert,
providing much of the flexibility as a wizard, the critical eye of a
rogue and combining access to magical effects that the rest of the
party would not normally have access to. The artificer is often looked
to provide solutions for situations where either brute strength is not
enough or the available spells are not appropriate to the task at
hand. While they are not incredibly suited for front-line combat,
given the proper time to prepare, an artificer's infusions can easily
turn the rest of the party into a tailor-made fighting force against
their chosen foe.
Source: ECB, pg. 29
Alignment: Any
Hit Dice: d8
Starting Wealth: 5d4 x10 gp (average 125 gp). In addition, each
character begins play with an outfit worth 10 gp or less.

Class Skills

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly
(Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int),
Knowledge (planes) (Int), Knowledge (religion), Knowledge
(psionics), Linguistics (Int), Perception (Wis), Profession (Wis),
Spellcraft (Int) and Use Magic Device (Chr).
Skill Ranks per Level: 4 + Int modifier.

Table: The Artificer

Class Features
All of the following are class features of the artificer.
Weapon and Armor Proficiency: Artificers are proficient with
all simple weapons, all crossbows, with light and medium armor, and
with shields (except tower shields). If the campaign allows for
firearms or siege weapons, artificers also also proficient in these
weapons as well.
Infusions: An artificer casts infusions, which are like spells but
are neither arcane nor divine. Like spells, artificers have a limited
number of infusions per day, based on their level. Similar to other
spellcasters, artificers get additional infusions per day based on their
Intelligence attribute and regain their infusions per day after a
normal 8 hours of rest and 15 minutes of concentration. Like
sorcerers and bards, artificers can cast any infusion he knows
without preparing them ahead of time, classifying him as a
spontaneous spellcaster. However, given how limited his selection is,
he automatically knows all infusions on the infusion list of any level
he is capable of casting. Should an artificer encounter some rare or
ancient infusion that does not appear on the normal infusion list, he
can learn it by studying it for 8 hours and making a Spellcraft check
with a DC equal to 20 + the infusion level. However, this is
specifically not intended for artificers to reverse engineer normal

spells to become infusions.


Infusions, like spells, are subject to concentration checks, using
the same DCs as normal spellcaster and using his Intelligence
modifier to the concentration check. Likewise, infusions have
components (verbal, somatic and material) which must be met when
casting an infusion. However, the somatic components are simple
enough that artificers do not suffer spell chance failure from light or
medium armor or from any shield, except tower shields. While rare,
infusions that have saving throws have their DC equal to 10 + the
infusion level + the artificer's Intelligence modifier. Infusions can be
modified by metamagic feats spontaneously with the same
alteration to the casting time as sorcerers. Like spells, infusions are
identified using Spellcraft checks with same DCs.
Where infusions differ from spells is that no infusion qualifies for
spells when making magical items or activating items, even if they
are functionally similar when cast. For example, even though
Light appears as both a spell and an infusion, the artificer does not
have Light for the purposes of making magical items or activating a
wand of Light.
Cantrips: An artificer automatically knows all 0-level infusions
that appear on the infusion list, but unlike normal infusions, they do
not require spell slots and can all be used repeatedly. In all other
aspects, they act as normal infusions.
Artificer's Knowledge: Unlike normal spellcasters, artificers
count as both casters and manifesters for the purposes of creating
magical and psionic items. Likewise, they can create spell trigger,
spell completion, power trigger and power completion items without
having the ability to cast the necessary spells or manifest the
necessary powers. They still need the necessary item creation feats,
but the artificer can continue the item creation process with only a
working knowledge of each spell or power needed. When an artificer
puts their first rank into Knowledge: Arcana, they are considered to
have a working knowledge of all 0th arcane spells from any arcane
spell list. The same is also true for Knowledge: Religion and 0th
divine spells from any divine spell list and Knowledge: Psionics and
0th level psionic powers from any power list. For each additional two
ranks placed into a given skill, the working knowledge of the
associated spell or power list increases by one level, to a maximum
of 9th level spells or powers at 19 ranks.
When determining the spell or power level of a spell or power that
appears on multiple lists, search the spells and powers list that have
the full 9 levels of spells or powers first (i.e. sorcerer / wizard, cleric /
oracle, druid, witch and psion / wilder). If the desired effect is on one
or more of those lists, the artificer has the choice of which list to

take it from, notating the spell or power level and, in the case of
spells, whether it is arcane or divine. If, and only if, the desired
effect is not located on any of those lists, check the spells and
powers lists that only have 6 levels of spells or powers (i.e. bard,
summoner, inquisitor psychic warrior, etc). If the desired effect is on
one or more of those lists, the artificer has the same choice. If, and
only if, the desired effect is not located on any of those lists, check
the spells and powers lists that only have 4 levels of spells or powers
(i.e. paladin, ranger, etc). If the desired effect is one or more of
those lists, the artificer has the same choice. If, and only if, the
desired effect is not on any of the above lists examined, then the
artificer is free to duplicate from whatever spell or power list
remaining. The choice of exactly which list the spell or power is
taken from will determine the spell or power level mimicked and, in
the case of spells, whether or not the effect is arcane or divine.
If an artificer needs a spell or power that he does not have a
working knowledge of, he can still duplicate it with a successful Use
Magic Device check with a DC equal to 20 + twice the spell or power
level. Other item creation requirements can also be substituted as
well, with the exception of the caster or manifester level. The
artificer makes another Use Magic Device check, with the same DC
as what is needed to emulate the needed class features, ability
scores, race or alignments. Only one check per requirement is
allowed.
All other aspects of item creation remain following the same rules
for item creation (feats required, time, cost, etc). The artificer uses
his caster level as either the caster level or manifester level for
comparing to the item's requirements. After all Use Magic Device
checks have been made, the normal Spellcraft check to actually
create the magical or psionic item still needs to be made to see if
the item is successfully created. If a spell or power is required for
the item creation (like that for scrolls, wands, dorjes, etc) and it is
not successfully emulated, the entire item creation process (time
and construction cost) is wasted.
Thus, attempting to create a Minotaur Belt (a Wondrous Item with
a CL of 4, requiring Bull's Strength and Feather Step) has a normal
Spellcraft or Craft DC: 19 for someone that did not met either spell
prerequisites. However, an artificer that does not have a working
knowledge of either spell can make two UMD checks (first for Bull's
Strength at a DC of 24, second for Feather Step at a DC of 22) to
lower the final Spellcraft or Craft DC to just 9.
Artisan Bonus: An artificer gains a bonus to all Use Magic
Device checks equal to one half his artificer level, round down, to a
minimum +1.

Bonus Feats: As an artificer progresses in level, he gains the


following feats as bonus feats. He does not need to qualify for the
specified feats listed, but does for any bonus feat he gets to choose.
Artificers gain Brew Potion and Scribe Scroll at 1st level, Craft
Wondrous Item and Craft Wand at 3rd level, Craft Magic Arms and
Armor at 5th level, Forge Ring at 7th level, Craft Rod at 9th level and
Craft Staff at 11th level.
In addition to these specific feats, at 2nd level and every 4 levels
thereafter, artificers gain an additional bonus feat chosen from the
following list: any metamagic feat, any item creation feat not
already listed (like Craft Construct), Attune Magic Weapon, Extra
Ingenuity, Extra Rings, Exceptional Artisan, Extraordinary Artisan,
and Wand Mastery.
Ingenuity: An artificer has a pool of ingenuity points equal to his
artificer level plus his Intelligence modifier. This pool refreshes when
an artificer regains his infusions for the day. While points from an
artificer's ingenuity pool can be spent on other class features, the
artificer can also spend a point from his ingenuity pool as part of
casting an infusion that has a range of touch and does not involve
an attack roll to cast it with close range instead. This increase in
range for touch based infusions does not stack with with any other
source that alters the range of an infusion.
Trapfinding: An artificer gains a bonus to Perception skill checks
made to locate traps and to Disable Device checks equal to one half
his artificer level, round down, to a minimum +1. An artificer can use
Disable Device to disarm magic traps and this feature is in all other
ways identical to the rogue's trapfinding ability.
Rugged Craftsman: At 2nd level, when an artificer is crafting
magical items while adventuring on in a dangerous environment, he
gains the full benefit of 4 hours per day, rather than the normal 2
hours of work for 4 hours of effort. The amount of gold piece value
achieved per hour is still based on the normal 8 hours per day and
divided normally. The artificer can also create multiple magical items
in single day, provided that the total gold piece value is still within
his gold piece limit per day for enchanting.
Unravel: Starting at 2nd level, the artificer can spend a point of
his ingenuity pool to disrupt the magical energies that power
magical and psionic items. At 5th level and every three levels
thereafter, this ability improves.
Suppression (Su): By spending one point of ingenuity and a fullround action that provokes, the artificer can attempt to suppress an

unattended magical or psionic item or an unattended object that is


the subject of a magical or psionic effect for a number of rounds
equal to his Intelligence modifier. Doing so requires the artificer to
touch the item and succeed in a caster level check against a DC
equal to 11 + the caster or manifester level of the item or the effect
on the item. Using this ability on magical or psionic traps causes the
trap to be bypassed for as long as it is suppressed. This ability can
used to suppress a cursed item, although removing a suppressed
cursed item does not always remove the effects of the curse. If the
artificer knows the item is cursed before he attempts to suppress it,
he is not subject the effects of the cursed item.
If necessary, the artificer can spend another point of ingenuity as
a free action to immediately end the suppression.
Greater Suppression (Su): At 5th level, the artificer can use his
unravel (suppression) ability has a standard action and, if successful,
the effect lasts for minutes equal to his Intelligence modifier. Ending
the suppression still requires a free action, but does not count a
point of ingenuity. He can also use this ability on attended magical
items if successful with a melee touch attack that provokes.
Dispel (Sp): At 8th level, the artificer can spend one point of
ingenuity to cast Dispel Magic as a spell-like ability.
Greater Dispel (Sp): At 11th level, the artificer can spend one
point of ingenuity to cast Greater Dispel Magic as a spell-like ability.
Area Dispel (Sp): At 14th level, the artificer can spend one point of
ingenuity to cast Greater Dispel Magic as a spell-like ability, except
that the area dispel option does effect magical and psionic items in
the area of effect, using a single caster level check and applying to
all such items.
Disjunction (Sp): At 17th level, the artificer can spend one point of
ingenuity to cast Mage's Disjunction as a spell-like ability.
Item Augmentation: Starting at 3rd level, the artificer can
spend some of his ingenuity pool to temporarily enchant or augment
existing enchantments. At 6th level and every three levels there
after, this ability improves.
Charge Storing (Su): At 3rd level, the artificer can spend a number
of ingenuity points to temporarily create a wand or dorje with a
single charge. The artificer must have a mundane object to put the
charge into and the artificer must have a working knowledge of the

desired effect, as per his Artificer's Knowledge class ability. The


artificer cannot use a Use Magic Device check to duplicate the
desired effect as he would use during a normal enchantment
process.
The wand or dorje can only hold a single charge and the charge
only lasts for one minute. However, unlike normal wands and
dorjes, the wand or dorje uses the artificer's caster level and
Intelligence modifier, at the time of the enchantment, to any saving
throw DCs. Likewise, the effect is not limited to 4th level or less. If
the desired effect has a material component worth more than 1 gp,
however, the material component must be consumed normally
during the enchantment.
The number of ingenuity points necessary is equal to the spell or
power level, to a minimum of 1. The desired effect cannot be placed
into the temporary wand with any metamagic or metapsionic feat
(although see Spell Trigger below) and, in the case of psionic
powers, cannot be augmented. This ability always provokes.
Using this ability starts of as a full-round action. At 6th level, it
becomes a standard action. At 9th level, it becomes a move action
and at 12th level, it becomes a swift action. Only the artificer can
use the charge, using the same rules as using a wand or dorje, but
he does not need to make a Use Magic Device check to activate it.
Spell Trigger (Su): At 6th level, an artificer can apply any one
metamagic or metapsionic feat he knows to a spell or power cast
from a spell or power trigger item that could not normally be
augmented in this way, such as a wand or dorje. To do this, the
artificer must spend a number of ingenuity points equal to 1 plus the
spell level adjustment from the metamagic feat, or 1 plus 1/2 the
power point cost for a metapsionic feat (round up), to a minimum of
2 points. The maximum number of ingenuity points that can be
spent using this ability is equal to one half the number of ranks the
artificer has in Use Magic Device, rounded down. Using this ability is
part of activating the spell or power trigger item.
Saving Throws (Su): At 9th, whenever an artificer is using a
magical or psionic item that creates one or more effects that
requires a saving throw, he can spend one point of ingenuity per
effect (not per affected target) to replace the normal saving throw
DC of the magical item with a DC equal to 10 + 1/2 the artificer's
level + the artificer's Intelligence Modifier. This ability cannot be
used on spell or power trigger items (wands, staves, dorjes,
psicrowns, etc) or on spell or power completion items (scrolls, power
stones, etc), nor can it be used in constructs.
Using this ability is part of activating or releasing the magical or
psionic item. If the augmented effect(s) does not get triggered

immediately, like in the case of an Alluring Golden Apple, or the


effect is sustained for a period of time, the increase to the save DC
lasts for 24 hours.
Spell Completion (Su): At 12th, the artificer can apply any one
metamagic or metapsionic feat he knows to a spell or power cast
from a spell or power completion item, such as a scroll or power
stone. To do this, the artificer spend a number of ingenuity points
equal the spell level modifier of the metamagic feat or 1/2 the power
point cost of the metapsionic feat (round up). The maximum number
of ingenuity points that can be spent using this ability is equal to
one half the number of ranks the artificer has in Use Magic Device,
rounded down. Using this ability is part of the same action as using
the spell or power completion item.
Redesign (Su): At 15th level, an artificer can spend one point of
ingenuity to temporarily redesign a magical item. The artificer must
have all of the item creation feats necessary to create the original
magical item and the desired item is limited in the following ways:
The new item's total gold piece value cannot exceed the current
gold piece value of the original item (modified appropriately for
reduced charges, etc).
The new item cannot involve any item creation feats that the
original item did not use.
The caster level of new item cannot exceed the caster level of the
original item.
If the original item took a body slot, the desired item must use the
same body slot or be slotless (costing appropriately more).
If the new item would normally have charges or uses (either finite
or per day), the new item only has a number of charges or uses
equal to the artificer's Intelligence modifier.
If there is any condition that would cause the new item to become
non-magical, like a single use wondrous item, the original item is no
longer enchanted.
Using this ability requires a standard action that provokes and the
artificer must be touching the item. The redesign lasts for a number
of minutes equal to the artificer's Intelligence modifier, at which
point, it reverts back to its original state (if able given how the
temporary item was used).
Duplication (Su): At 18th level, an artificer can spend one point of
ingenuity to temporarily duplicate all of the properties of one
enchanted item onto another item, non-magical or otherwise. If the
item that is being altered is already enchanted, all of the target

item's current properties are suppressed for the duration of this


ability. Likewise, the item that is being altered must be same type
(weapon, armor, wondrous item, etc) and use the same body slot, if
applicable, as the item being duplicated. For this purpose, wands
and dorjes as the same type. Staves and psicrowns are not
considered the same as psicrowns take up the head slot while staves
do not.
Any property that would not normally function on the altered item
(like duplicating the Keen quality onto a mace) does not function,
but is still present in case the altered item can somehow make use
of it later. If the original item has charges or uses (either finite or per
day), the duplicated has a number of charges or uses equal to the
original, to a maximum of the artificer's Intelligence modifier.
Using this ability requires a standard action that provokes and the
artificer must be touching both items. The duplication lasts for a
number of minutes equal to the artificer's Intelligence modifier, at
which point, it reverts back to its original state. An enchanted item
can only have one duplicate at a time and a duplicated item cannot
be used to duplicate another item. The original item cannot be a
spell or power completion item, like a scroll or power stone, or a
construct.
Craft Homunculus: At 4th level, an artificer is considered to
have the Craft Construct feat, but only for constructs that are of
Small size or smaller and have a maximum Hit Die equal to his
artificer level minus 2. Any attempt to create a construct larger than
Small size or with more HD then his artificer level minus 2 still
requires the normal Craft Construct feat. All other aspects of the
construct creation process remain the same (time, money, skill
checks, etc).
Retain Essence: At 5th level, an artificer gains the ability to
salvage the gold piece value from an enchanted item for the sole
purpose to create a new enchanted item or further enchant an
existing magical or psionic item. In this sense, 'magical' and 'psionic'
are interchangeable. The artificer must spend 8 consecutive hours
with the item and he must also have all of the necessary item
creation feats to create the item he is salvaging. After the 8 hours,
the item, including the mundane item the enchanted was original
placed on, is destroyed and the artificer now has a collection of
reagents with a gold piece value of the construction cost of the
enchanted item, which is usually one half the base price of the
magical item. See the specific magical item for any unusual
requirements in its creation.
This collection of reagents weighs one quarter of the original item

and can be used by anyone that has the necessary item creation
feats from the original magical or psionic item. These reagents never
include talismanic components, like dragonshards or any part that is
unique to a specific magical item.
For example, if an artificer with the Craft Wondrous Item feat
recovers a Handy Haversack that he needs to convert, he spends 8
hours with the item to break down the item and recovers 1,000 gp
worth reagents (the construction cost to make the item in the first
place). Those reagents can then be used toward the cost of making
any magical item, provided that whomever is making the item has
the Craft Wondrous Item feat in addition whatever feats needed for
the new item.
Attempting to salvage a cursed magical item can be done, but if
the item is not identified as cursed before being salvaged, the
artificer must make a Will save with a DC of 10 + the item's caster
level or suffer a drawback (as per Corebook, pg. 538) and the cursed
item is remains intact. If the cursed item is a specific cursed item,
failing the initial Will save also means the artificer is wielding or
wearing the cursed item, replacing whatever he might have been
wielding or wearing at the time.
Magical items with Hit Dice can be salvaged using this class
feature, but the item must be controlled by the artificer for the
entire 8 hours, otherwise the item will automatically attack the
artificer. Also, if the item is less than full hit points, the amount
salvaged is less than it would normally be. If the item's hit points are
less than full but more than its Hit Dice, the artificer can salvage 2/3
of the construction cost to make the magical item, rounded down. If
the item has equal or less hit points than Hit Dice, but has at least 1
hit point, it can be salvaged for 1/2 of the construction cost to make
the magical item. A magical item that is destroyed (either by
conditions or 0 hit points) cannot be salvaged. Likewise, if
destroying the item would be dangerous, like an Elemental Bound
item, the artificer must deal with that situation at a randomly
determined time during that process. Any combat that arises from a
salvage attempt assumes that the artificer starts the first round of
combat prone, but not surprised.
Artifacts (both major and minor), as well as magical items that do
not have gold piece value, like living constructs, cannot be salvaged.
Skill Mastery: At 13th level, an artificer can take 10 when
making Spellcraft or Use Magic Device checks, 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.

Efficient Crafting: At 19th level, the rate at which the artificer


crafts magical and psionic items increases by a factor of 10. Thus,
an artificer that normally crafts at a rate of 1,000 gp per day now
crafts at a rate 10,000 gp per day. Any increases to the the default
rate also increase by the same factor of 10, so if the artificer
normally created wondrous items at 1,300 gp per day, he now
creates it at a rate of 13,000 gp per day.
Grand Weaving: At 20th level, the artificer can use his ingenuity
pool for the following effects.
Instant Enchantment: Assuming the artificer has necessary raw
materials and mundane items, he can spend ingenuity points to
instantly create an enchanted item. The resources, rules and
necessary checks to make the item are still the same, but the total
time required is a single standard action that provokes. The artificer
must spend one ingenuity point per 10,000 gp of the intended item's
price. If the intended item is physically larger that the artificer, then
it assembles itself adjacent to the artificer as if grew in place.
Otherwise, the artificer is wielding (but not wearing), the finished
item.
Mass Disjunction: The artificer can his Unravel (disjunction) ability
to target all magical items worn or wielded by a single target with a
separate Mage's Disjunction by spending a point of ingenuity per
item, resolving separately. The artificer cannot target items he
cannot see or is otherwise not aware of. Otherwise, this functions
exactly like the Unravel (disjunction) ability.
Mass Duplication: The artificer can his Item Augmentation
(duplication) ability to copy the properties of a single magical item
he is touching onto any appropriate item within 60', spending one
point of ingenuity per item that is being copied. Anyone wielding a
targeted item to be copied can resist with a successful Will save with
a DC equal to 10 + 1/2 the artificer's level + the artificer's
Intelligence modifier. With the exception of the original item having
multiple copies, this functions exactly like the Item Augmentation
(duplication) ability.

Favored Class
Instead of receiving an additional hit point or skill rank whenever
they gain a level in a Favored Class, some races have the option of
choosing from a number of other bonuses, depending upon their

Favored Classes. The following options are available to the listed


race who have artificers as their Favored Class, and unless otherwise
stated, the bonus applies each time you select the listed Favored
Class reward.
Core Races:

Dwarves: Select one item creation feat known by the


artificer. Whenever he crafts an item using that feat, the
amount of progress he makes in an 8-hour period
increases by 200 gp. This does not reduce the cost of the
item; it just increases the rate at which the item is
crafted. Determine this rate before applying any
percentage discounts to the time needed.

Elves: Add a total bonus of 1 foot of any one existing


movement rate to any construct(s) you create or alter.
This does not have any appreciable benefit until multiples
of five are met (a movement rate of 34 is the same as
30). You can change which movement rate you apply this
bonus to any time you alter the construct in a way that
requires item crafting rules.

Gnomes: Add +1/2 to Knowledge (arcana) and any checks


made to control, regain control or otherwise command
Elemental Bound magical items.

Half-elves: Add a total bonus of 1 foot of any one existing


movement rate to any construct(s) you create or alter.
This does not have any appreciable benefit until multiples
of five are met (a movement rate of 34 is the same as
30). You can change which movement rate you apply this
bonus to any time you alter the construct in a way that
requires item crafting rules.

Human: Add +1/2 to your ingenuity pool.


Other Races:

Goblins: Add +1/2 to Disable Device and to Perception checks


concerning traps.

Hobgoblins: Add +1/6 hit point per Hit Dice to any


construct(s) you create. This does not apply to altering
constructs unless you have increased their Hit Dice by at
least 1.

Warforged: Add +1/4 to the caster level of any infusion cast


that only targets yourself.

Artificer infusions
A Note About Artificer Infusions: The following list of
artificer infusions is intentionally very short. This is to
compensate for the fact that artificers are spontaneous
casters that automatically know all of the infusions on this list
that they are capable of casting. Thus, it is important that this
list does not get expanded without very careful consideration
as to how having that new infusion available immediately to
all artificers of the appropriate level would impact the game.
In keeping with this, the only sources that are included are the
Pathfinder Corebook, Advanced Player's Guide, Advanced Race
Guide, Ultimate Combat and Ultimate Magic. I have
specifically not included any other sources for the artificer
infusion list.
Also, despite the similarities with regular spells, the
infusions on this list do not qualify for spells or powers needed
to create magical items. That is why the artificer has the class
ability to mimic those requirements with their Use Magic
Device skill. Lastly, when casting an infusion that would
normally target a person or creature, the artificer instead
targets an appropriate piece of clothing that they are wearing.
Thus, when casting Bull's Strength, the artificer is not casting
on the barbarian directly, but instead on the belt he is
wearing. If that belt goes missing, the infusion follows the belt,
not the original wearer. Likewise, if the barbarian is not
wearing a belt, he cannot be targeted by the artificer's
infusion, even though the wizard's spell of the same name
works fine.

0th-level Infusions

1st-level Infusions

2nd-level Infusions

3rd-level Infusions

4th-level Infusions

5th-level Infusions

6th-level Infusions

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