Artificer

While wizards and sorcerers bend the energies of magic into a spell, and alchemists combine fluids, metals, and chemicals to create their alchemic reactions, you have chosen a different route; Artificery.  By combining the magical energies of the world, the alchemical substances, and new technological advancements, you create unique devices that recreate spells and even alchemical substances in a more controlled manor.  Of course, any good inventor needs to test his inventions, so you often go out for “field tests” of your devices, much to the surprise of those who stand in the way of you and progress.  

Hit Points
8 plus your Constitution Modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Key Ability
INTELLIGENCE
At 1st level, your class gives you an ability boost to Intelligence.

INITIAL PROFICIENCIES
At 1st level, you gain the
listed proficiency ranks in
the following statistics. You
are untrained in anything
not listed unless you gain a
better proficiency rank in some
other way.

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Expert in Reflex
Trained in Will

SKILLS
Trained in Crafting
Trained in a number of
additional skills equal to 3 plus
your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in Artificer device weapons
Trained in unarmed attacks

DEFENSES
Trained in light armor
Trained in unarmored defense

CLASS DC
Trained in artificer class DC

During Combat Encounters…
You bring your devices to bear, reigning destruction and chaos upon your foes, while other devices enhance your ability to dodge or defend yourself and others.

During Social Encounters…
You surprise people with your cunning, and bring knowledge of mechanical and arcane to bear in a conversation

While Exploring…
You’re devices allow you to quickly survey and explore, even detect things that aren’t normally there.

In Downtime…
You spend time making your devices and improving those you’ve already made, and study arcane and alchemical knowledge to improve your inventions.

You Might…

  • Tinker with something most of the time, figuring out new uses for your devices
  • Enjoy feats of engineering, learning how they built something and seeing how you can improve upon it.
  • Greatly enjoy the sounds of engines, the sights and sounds of electrical arcs and small explosions, and the turning of gears

Others Probably…

  • Wonder if your devices are magical in nature, or mechanical, unable to tell the difference sometimes.
  • Fearful your devices might explode or fall apart and harm everyone around you (or yourself for that matter)
  • Are certain you’re either a madman or a genius of the future. Why not both?

Class Features

You gain these abilities as an artificer.  Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Artificery

At 1st level, you are able to use your crafting to create artificer devices, and quickly.  You can craft a number of devices or upgrades, powered by a battery (see Batteries below).   To craft these devices, you must have the schematic (see schematic book section), and you can spend downtime to craft normal artificer devices.  You also gain the Swift Artificery (see below) class feature.
After a long rest, you can charge your batteries (see below)

Batteries

You infuse a charging device called a battery with either your own essence, chemicals, and often mechanical nature, allowing you to charge a number of devices at no additional costs (as long as you have the device ready).  
You gain a number of charges equal to your level + your intelligence modifier.  These batteries have light bulk each.  This battery is different from the batteries found in the Artificer Treasury, in that it is your custom battery and can hold a much larger charge.
As soon as you make your next daily preparations, your batteries from the previous day’s preparations instantly lose their charges, and nonpermanent effects of your previous day’s devices immediately end. 

Advanced Artificery 

You create a set of gadgets as part of your daily preparations.  These devices are charged using the batteries to charge them, and you can split the battery’s charges between any of your devices. Additionally, you can make these devices without making a Crafting check, and ignore the number of days typically required to create these devices, as long as you have the device in your formula book.  Your Advanced Artificery is equal to your level.  

Swift Artificery

If you need a temporary device, you can craft it on the fly before it breaks down.

Swift Artificery (Full round)

Crafting, Manipulate

Cost: 1 battery charge
Requirements: you have artificer’s tools, the formula for the artificer device you’re creating, and both free hands.
You can create a gadget of your advanced artificery level or lower that’s in your formula book without having to spend the normal monetary cost in artificer materials or needing to attempt a Crafting check.  This device is treated like any other device crafted normally, but the charge is lost at the end of the day.

Formula Book

An artificer keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less (as detailed in the CRB) for free. The formula book contains the formulas for two common 1st-level artificer gadgets of your choice, in addition to those you gained from Alchemical Crafting and your research field. The catalog of Artificer items can be found later in the Artificer Treasury.  Each time you gain a level, you can add the formulas for two common artificer gadgets to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it’s also possible to find or buy additional formulas in settlements or from other artificerss, or to invent them with the Inventor feat (CRB)

Artificer Specialization

Studying the mechanical powers of Artificery, you can choose a field of study, called Research Field. You might have a engineering or enchanting degree from the Academy, you might have learned from a fellow inventor, or you might have performed your own experiments.
Choose a research field, presented below:

Armorer

You specialize in crafting weapons and armor, and begin with 1 armor or weapon gadgets. You can also use your swift artificery to craft a weapon or armor attachment, instead of a device.

Machinist

You craft wonder machines and engines, and can create a machine companion that travels with you or aids you. Using the Animal Companion statistics, you create this machine with clockwork, steampower, or combination of these and magic. You maintain these machines once a day, like your other devices.

Mechanic

You work with your gear to improve their function, or tinker around to make a new helpful devices. You begin with your choice of 1 artificer gadget formulas.

Artificer Feats

At 1st level and every even-numbered level thereafter, you gain an artificer class feat. These feats begin on the following pages.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 of the Core Rulebook and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5 of the Core Rulebook.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2 of the Core Rulebook.

Field Research 5th

Your research has led to interesting discoveries depending on your field.

Armorer

You streamline your attachments design, allowing you to give your attachments extra charges.  Choose two lesser attachment formulas, whenever you apply a charge to that attachment, you give it two charges instead of one without expending the extra charge.

Machinist

You can create a small machine as part of the Swift Artificery. The machine is tiny and can only observe for 1 hour, or use a device once.  Once used, you may spend a charge from your battery to activate it again.

Mechanic

You streamline your gadget’s design, allowing it to use more power for less.  Choose two lesser gadget formulas, when you apply a charge to that device, you get two charges instead of one.

Artificer Weapons Expertise 7th

You’ve trained with the tools you have to make your devices. Your proficiency ranks for simple weapons and artificer devices increase to expert.

Iron Will 7th

Your willpower improves. Your proficiency rank for Will saves increases to expert.

Artificer Expertise 9th

Constant experimenting and tweaking has improved your devices. Your proficiency rank for your Artificer class DC increases to Expert.

Alertness 9th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Juggernaut 11th

Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Exchange Charges 11th

You can take a charge of your device and place it into another device, even one you’ve made on the fly.  This takes an entire round to perform, but you do not lose the charge.

 Greater Research 13th

Your research leads to even greater discoveries for your specialization.

Armorer

You’ve excelled at crafting certain attachments.  Choose two 5th level or lower attachment formulas, when you craft these as part of your swift artificery, you can now make two attachments instead of one.

Machinist

You can add a number of attachments to your machine companion equal to your intelligence modifier, and apply one device of 1st level or higher to the companion without expending one of your charges equal to the level.

Mechanic

You can reduce the amount of time to repair a mechanical or artificery device (minimum 1 action) as part of the Swift Artificery ability. Additionally you can improve one gadget you craft as part of the Swift Artificery ability without spending extra time to improve the device.

Medium Armor Expertise            13th

You’ve learned how to dodge while wearing light, medium, or no armor. Your proficiency ranks for light and medium armor and unarmored defense increase to expert.

Weapon Specialization               13th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Master Artificer                            15th

You’ve mastered the art of Artificery, and your proficiency rank for your class DCs become master.

Artificery Doctorate               15th

By experimenting and researching in depth, you have mastered your research field.  Depending on your specialization, you gain the following:

Armorer

You have studied runes and how they interact with armor and weapons, and can now craft attachments that mimic the effects of any property rune you have formulas for. When you learn a new artificer formula, you can learn the rune formula instead and craft attachments using these rune statistics with the following exceptions: the attachment has a limited number of charges, and each charge has a duration limit (weapon attachments have a 1 action charge, armor attachments have a 1 minute charge).

Machinist

You have mastered crafting machines to help in any of your endeavors.  These machines last the entire day, and you can add additional devices to the machine.

Mechanic

You’ve studied how wizards spells work, and learned how to craft gadgets that can mimic these spells.  Whenever you learn a formula you can choose a 5th level or lower spell from the arcane tradition instead, and craft a gadget that mimics the spell.

Perpetual Devices                       17th

You’ve learned how to craft some devices that don’t need to be recharged. You can craft devices listed in your Research field that only need to be charged once per day. 

Armorer

Choose two 1st level attachment formulas you know.  You can use the attachment an unlimited number of times without expending charges until the end of the day.

Machinist

Choose an attached device of 1st to your machine companion, this device can be used an unlimited number of times without expending charges until the end of the day.

Mechanic

Choose two 1st level gadget formulas you know.  You can use the gadget an unlimited number of times without expending charges until the end of the day.

Evasion                                       17th

You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Medium Armor Mastery       19th

Your skill with medium armor improves, increasing your ability to dodge blows. Your proficiency ranks for light and medium armor and unarmored defense increase to master.

Legendary Artificer   19th

You have acquired a wealth of knowledge and skill, understanding the secrets of artificery on a scale unlike any other.  Your proficiency ranks for Artificery DCs increase to legendary.

At every level that you gain an Artificer feat, you can select one of the following feats.  You must satisfy any prerequisites before taking the feat.

Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this license.

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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