Artificer

1 1 1 1 1 1 1 1 1 1 Rating 3.51 (47 Votes)
Artificers are magical technologists. They have the ability to use spells from magical items and empower items with temporary spells. Artificers can also repair items, such as constructs, or increase the power of a device or object. Their list of spell-like infusions is limited, but they can also work with spells from other spell-casters' lists. An artificer's magic is neither arcane nor divine.

Hit Die: d8

Class Skills

Appraise (Int), Craft (Int), Disable Device (Dex), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (all Knowledge Skills taken individually), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Artificer Knowledge, Artisan bonus, Scribe Scroll, Trapfinding
2nd +1 +0 +0 +3 Brew Potion, Reduce Materials
3rd +2 +1 +1 +3 Craft Wondrous Item
4th +3 +1 +1 +4 Craft Homunculus, Bonus Feat
5th +3 +1 +1 +4 Craft Arms and Armor
6th +4 +2 +2 +5 Craft Wand, Improved Reduce Materials
7th +5 +2 +2 +5 Metamagic Spell Trigger
8th +6/+1 +2 +2 +6 Bonus Feat
9th +6/+1 +3 +3 +6 Craft Rod
10th +7/+2 +3 +3 +7 Greater Reduce Materials
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8 Craft Staff, Bonus Feat
13th +9/+4 +4 +4 +8 Skill Mastery
14th +10/+5 +4 +4 +9 Forge Ring, Master Craftsman
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10 Bonus Feat
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Bonus Feat

Class Features

Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, plus the axe (throwing), flail, handaxe, hammer (light), pick (light), rapier, and short sword. Artificers are proficient with light and medium armor, and all shields (except tower shields).

Item Creation: Though not a spellcaster, an artificer has several abilities that allow him to create magic items of various kinds. An artificer can employ the Use Magic Device skill to emulate spell prerequisites an item might have (and nonspell prerequisites, too). An artificer gains the Scribe Scroll feat at 1st level and gains other item creation feats as he gains artificer levels: Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. Magic items created by an artificer are considered neither arcane nor divine.

Artificer Knowledge: Starting at 1st level, an artificer can make a special check (d20 + artificer level + Intelligence modifier) to determine whether a particular item has a magical aura.

Artisan Bonus: Also starting at 1st level, an artificer gains a +2 bonus on any Use Magic Device check to activate a magic item for which he has the corresponding item creation feat.

Trapfinding: Artificers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Artificers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Bonus Feats: In addition to the item creation feats he gains, an artificer gains a bonus feat at 4th level and every four levels thereafter. These bonus feats must be chosen from the list in the artificer class description (see Eberron Campaign Setting published by Wizards of the Coast).

Craft Homunculus: At 4th level, an artificer can create a homunculus. The artificer doesn't need the Craft Construct feat, but he does have to emulate the spell prerequisites for crafting a homunculus with the Use Magic Device skill and must pay for the cost of construction as noted in the artificer class description. Whenever the artificer has the time and money, he can upgrade an existing homunculus, as long as he can pay for the upgrade and the homunculus' total hit dice don't exceed the artificer's hit dice -2.

Metamagic Spell Trigger: Starting at 7th level, an artificer can apply a metamagic feat he knows to a spell effect from a spell trigger item he activates. Doing so drains extra charges from the item equal to the level increase that the metamagic feat normally imposes. If the spell trigger item does not have charges, this power does not work. The artificer also must have the item creation feat corresponding to the item he is using (for example, craft wand to apply a metamagic feat to a spell effect from a wand).

Skill Mastery: Beginning at 13th level, an artificer always can take 10 when making a Spellcraft or Use Magic Device check.

Master Craftsman: An artificer can create or repair any magically crafted item in 1 hour. He may also create multiple magical items per day up to when other restrictions (e.g., rest, eating) apply instead of the usual limit of 1 per day.

Artificer Infusions: Artificers don't cast spells. Instead, they wield infusions, which imbue magical power into items both mundane and magical. Though an infusion isn't a spell, it works just like a spell in game terms. There's a limit to the number of infusions an artificer can use each day, but he can use any infusion from the artificer class list (level permitting) without preparing it ahead of time (see Eberron Campaign Setting published by Wizards of the Coast). An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus. Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. An artificer can also learn new infusions that aren't on the normal artificer class list by studying the infusion and making a Spellcraft check (albeit a fairly difficult one). This allows personalization of the fusion list. Saving throws against infusions have a DC based on Intelligence.

Infusions Per Day
Level1st 2nd 3rd 4th 5th 6th
1st 3
- - - - -
2nd 4
1
- - - -
3rd 4
2
- - - -
4th 4
3
1
- - -
5th 4
4
2
- - -
6th 5
4
3
- - -
7th 5
4
3
1
- -
8th 5
4
4
2
- -
9th 5
4
4
3
-
-
10th 5
5
4
3
1
-
11th 5
5
4
3
2
-
12th 6 5
4
4
2
-
13th 6 5
4
4
3
1
14th 6 5
5
4
3
1
15th 6 6 5
4
3
2
16th 6 6 5
4
4
2
17th 6 6 6 4
4
3
18th 6 6 6 5
4
3
19th 6 6 6 5
4
4
20th 6 6 6 5
5
4

Author's Note: Since the Artificer in the Eberron Campaign Setting originally had a d6 hit-die, some players may wish to increase the Pathfinder's hit die to a d8 given that your hit die is usually tied with your base attack bonus. To compensate for some of the increased abilities and characteristics of player classes in Pathfinder, I gave this Artificer class a little better selection of weapons and increased his advancement in number of infusions he can use per day.
Arcane Legionary Spell List
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.

1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.

4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.

5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.


Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 3.84 (37 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 3.97 (32 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 3.91 (34 Votes)