Artificer Eberron
Artificer Eberron
Artificer Eberron
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.
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
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.
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.
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
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