
This archetype is part of an ongoing set of adventuring codex for the pf2e game, and includes certain feats and features that we example after the Archetype, including the battery feature.
Artificer Archetype
You have decided to learn more about the technological wonders that are being produced, or have taken an apprenticeship with a master crafter. You’ve begun learning how to craft devices to emulate the magic of wizards and spellcasters.
Artificer Dedication (Feat 2)
Archetype, Dedication, Multiclass
Prerequisites: Intelligence 14
You have begun learning how to craft and create devices that are technological or magical in nature. You are trained Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in artificer class DC, and trained in artificer devices.
You gain a formula book that contain four common artificery devices.
You also gain access to the artificer crafting feat, advanced artificery, and battery class features from the Artificer Class, and the number of charges for your battery equal to your level. You craft artificer devices in your downtime (or purchase) you can recharge your battery as part of your daily preparations. Your advanced artificery level is 1 and doesn’t advance on its own.
Special: you cannot select another dedication feat until you have gained two other feats from the Artificer archetype.
Basic Artificer Modification (Feat 4)
Archetype
Prerequisites: Artificer Dedication
You gain a 1st or 2nd level artificer feat.
Swift Artificery (feat 4)
Archetype
Prerequisite: Artificer dedication
You gain access to the swift artificery class feature.
Advanced Artificer Modification (feat 6)
Archetype
Prerequisites: basic artificer modification
You gain one artificer feat. For the purpose of meeting its prerequisites, your artificer level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another artificer feat.
Expert Artificery (feat 6)
Archetype
Prerequisites Artificef Dedication, expert in crafting
Your advanced artificery level advanced to 3. At 10th level, it increases to 5.
Master Artificer (Feat 12)
Archetype
Prerequisites Expert Artificery, master in Crafting
Your advanced artificery level increases to 7. For every level you gain beyond 12th, your advanced artificery level increases by 1.
Artificer Crafting Feat 1
General Skill
Prerequisites trained in Crafting
You can use the Craft activity to create artificery items. When you select this feat, you immediately add the formulas for four common 1st-level artificer items to your formula book.
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 or Alchemical Infusion
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.
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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.
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