Campaign of the Month: January 2015
Skies of Glass
This class is in progressTable: Artificer
|1st||+0||+0||+2||+2||-||1 Points+14 Artificial|
|2nd||+1||+0||+3||+3||-||1 Points+14 Artificial|
|3rd||+1||+1||+3||+3||-||2 Points+14 Artificial|
|4th||+2||+1||+4||+4||-||2 Points+14 Artificial|
|5th||+2||+1||+4||+4||-||3 Points+14 Artificial|
|6th||+3||+2||+5||+5||-||3 Points+14 Artificial|
|7th||+3||+2||+5||+5||-||4 Points+14 Artificial|
|8th||+4||+2||+6||+6||-||4 Points+14 Artificial|
|9th||+4||+3||+6||+6||-||5 Points+14 Artificial|
|10th||+5||+3||+7||+7||-||5 Points+14 Artificial|
|11th||+5||+3||+7||+7||-||6 Points+14 Artificial|
|12th||+6||+4||+8||+8||-||6 Points+14 Artificial|
|13th||+6||+4||+8||+8||-||7 Points+14 Artificial|
|14th||+7||+4||+9||+9||-||7 Points+14 Artificial|
|15th||+7||+5||+9||+9||-||8 Points+14 Artificial|
|16th||+8||+5||+10||+10||-||8 Points+14 Artificial|
|17th||+8||+5||+10||+10||-||9 Points+14 Artificial|
|18th||+9||+6||+11||+11||-||9 Points+14 Artificial|
|19th||+9||+6||+11||+11||-||10 Points+14 Artificial|
|20th||+10||+6||+12||+12||-||10 Points+14 Artificial|
Hit Die: d6
Class Skills: The Artificer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier
All of the following are Class Features of the Artificer class. A character must sleep to regain uses of any ability limited in uses per day.
Weapon and Armor Proficiency: An Artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).
Spellcasting: An Artificer is capable of tapping their mana to learn and cast spells. Like other spellcasters, an Artificer gains additional Mana Points as they level that may be allocated to any Pool the Artificer has access to (see Mana Pools for more information). Unlike many casters, a Artificer gains an amount of bonus artificial mana points when they level. These mana points may be allocated to any Pool the Artificer has access to, but these artificial mana points can only be used to maintain or power artifacts and cannot be dedicated to learn or cast spells. These artificial mana points should be tracked separately from normal mana points dedicated to a Pool.
Artifice Creation: An Artificer is the master of a unique art, the creation of artifice. While the most mundane of these mechanical marvels can be made by anyone with the skills, time, and resources, only Artificers are capable of creating artifice that fuses the mechanical with the magical. An Artificers adds 1/2 his level on all Knowledge (engineering) and Knowledge (Arcana) checks related to artifice and is capable of creating magical Artifice.
At Xth level, an Artificer adds his full level on all Knowledge (Engineering) and Knowledge (Arcana) checks related to artifice
Personal Masterpiece: An Artificer begins play with a powerful construct known as an “Effigy.” Effigies are unique artifice creations, tied to the Artificer in a much more personal fashion than any other artifice creation. This intimate tie allows the Artificer much greater control over the form and function of his Effigy, to the point that the Effigy’s Hit Dice, saving throws, skills, feats, and abilities are tied to the Artificer’s class level and are increased by the Artificer as he gains levels. In addition, the Effigy receives a pool of upgrade points, based on the Artificer’s class level, that can be used to give the Effigy different abilities and powers. Whenever the Artificer gains a level, he must decide how these points are spent, and they are set until he gains another level of Artificer. This progress requires the Artificer to work on his Effigy for one hour in a workshop and expend 50 gp worth of materials per upgrade point spent. However, the personal connection between the Artificer and his Effigy has a downside – if the Artificer is unconscious, asleep, or killed, his Effigy immediately shuts down. A destroyed Effigy can be rebuilt, the Artificer working with the remains for 24 hours in a workshop, a process which costs Math out cost (probably around familiar levels). If the remains of the Effigy cannot be gathered, or the Effigy was consumed in its destruction (such as by a disintegration effect), the Artificer must start from scratch, increasing the costs to Double the other number.
The Effigy can be forged into whatever general form the Artificer desires. This control is not fine enough to make the Effigy appear like a specific person or creature.
Repairs: The Artificer is capable of mending even the worst of breaks in an object. At 1st level, the Artificer gains Mending and Repair Light Damage as imbued spells. When targeting his Effigy, the Artificer may cast these spells from his Essence Pool (whatever Pool Attunement a character selected at 1st level is their Essence Pool). Taking 10 minutes in a calm environment, an Artificer may reproduce the effects of these spells non-magically, though this process requires them to have tools on hand and to expend 50 gp per spell level.
At 3rd level, the Artificer gains Repair Moderate Damage as an imbued spell. At 5th level, the Artificer gains Repair Serious Damage as an imbued spell. At 7th level, the Artificer gains Repair Critical Damage as an imbued spell. At 11th level, the Artificer gains Total Repair as an imbued spell.
Dweomer (Ex): At Xth level, an Artificer is particularly skilled at identifying items. By touching and examining an item as a full-round action, an Artificer can tell if an item is magical or not, whether it’s an artifact or a magical item, and what school of magic and what strength of aura it has. If it’s a magical item, the Artificer may make a normal Spellcraft check at a +10 bonus to identify a magical item’s properties as if they’d used Identify.
Trapfinding: Starting at Xth level, an Artificer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). In addition, an Artificer can use Disable Device to disarm magic traps.
Item Creation: While Artificers excel at creating their namesake artifacts, they are more than capable of creating normal magical, stable items as well. Artificers gain Craft Wondrous Item at 4th level, Craft Magic Arms and Armor at 5th level, Craft Construct at 10th level, and Forge Ring at 14th level. If the Artificer already possesses a Craft feat they would gain as a bonus feat, they instead gain Skill Focus in any Craft skill of their choosing.
Master Engineer: Starting at Xth level, the Artificer adds half their class level (minimum 1) to all Knowledge (engineering) skill checks that do not relate to artifice.
Elbow Grease: Starting at Xth level, the Artificer’s long hours of work on myriad projects gives then a keen grasp on construction. The Artificer adds half his class level (minimum 1) to all Craft skill checks, and all Craft skills become class skills for the Artificer.
Practiced Hand (Ex): At Xth level, an Artificer learns how to make even his worst mistake work out well. An Artificer can no longer roll below a 5 on Craft checks. Any roll below 5 is counted as if they had rolled a 5.
Salvage: At Xth level, an Artificer gains the ability to salvage the gold piece value from a destroyed artifact and use those funds to create another artifact. The Artificer must spend one work day (8 hours) with the destroyed item, and he must make a successful Knowledge (Engineering) check (and Knowledge (Arcana) check if working with a magical artifact) against the DCs required to craft the object. After one day, the item is destroyed and the Artificer gains the gp value it took to create the item (typically one-half the market value). This value cannot be spent as gold — it may only be used in the creation of another artifact. An artifact that lost some of its form during its destruction to fire, acid, rust, disintegration, or some other consuming force will grant less gp value when salvaged (GM’s discretion). A mystical artifact must be salvaged within one week of its destruction — after that, only the mechanical aspects of the artifacts may be salvaged (usually providing one-quarter or less of the market value).
Mystic Salvage: At Xth level, an Artificer gains the ability to salvage the gold piece value from a destroyed magic item and use those funds to create another magic item. The Artificer must spend one work day (8 hours) 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 gains the gp value it took to create the item (typically one-half the market value). This value cannot be spent as gold, it may only be used in the creation of another magic item. A magical item that lost some of its form during its destruction to fire, acid, rust, disintegration, or some other consuming force will grant less gp value when salvaged (GM’s discretion). A magical item must salvaged within one week of its destruction.
Reconfigure (Su): At Xth level, an Artificer can change his Effigy’s upgrades as if he had gained a level. To reconfigure his Effigy, the Artificer must spend 8 hours working on his Effigy in a workshop and expend 100 gp on materials per upgrade point changed.
Master Artificer: At 20th level, the Artificer gains Something.
Shield Ally: At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Greater Shield Ally: At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.