Out of the shadows of the fallen civilization of the Kulthians come the artificers. Often feared and mistrusted even today, the Artificer is the heavy engineer of the magi-tech revolution that has transformed much of face of the world over the past few years. Even today, many still turn to artifice despite the dangers inherit in its often unpredictable nature. Whether they seek to rebuild what was lost or to forge new paths for themselves, every Artificer seeks to leave their mark on society.
Artificers are the heralds of mad science. The bastard children of Reos, or the world's misunderstood saviors, the reactions are mixed world over. Known for their capability for crafting unique and often unusual devices, they combine the arcane with a pseudo-clockwork into a unique and bizarre whole only known as 'artifice.'
Most Artificers start off as simple mechanics and industrial technicians working in one of the major industrialized nation and city states in the known world. In time, their mechanical aptitude becomes more evident, along with a slow gravitation towards study of arcane principles. At this point, some end up joining larger organizations, typically tied to their local nation-state, though the Enclave of Engineering is a multi-national, overarching guild to which many belong. Their art requires a great deal of discipline as well as a powerful spark of creativity and a willingness to learn and explore.
Our artificer design is based on a modified version of Jeremy Puckett's, that he had released to the Pathfinder community. Thank you for all the hard work, Jeremy!
Role: The artificer's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical and mechanical contraptions, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the artificer's almost gleeful passion for building explosive Death Rays or for augmenting his body with mechanical parts and pieces. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
Most artificers are seen as a mixed blessing and a curse. While they bear with them the taint of Kulthos, the god Reos seems to have seen fit to give them new life, and many artificers are some of his most devout followers.
Hit Die: d8.
Class Skills: Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (military theory) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Contraptions per Day|
|1st||0||2||2||0||Artifice, Death Ray 1d6, Taint of Kulthos, Kulthian Language, Artificer's Schema, Charge Pool||1||—||—||—||—||—|
|2nd||1||3||3||0||Discovery, Titan Armor, Titan Weapon||2||—||—||—||—||—|
|3rd||2||3||3||1||Death Ray 2d6, Artifice Lore||3||—||—||—||—||—|
|5th||3||4||4||1||Death Ray 3d6, Augmented Titan Weapon||4||2||—||—||—||—|
|7th||5||5||5||2||Death Ray 4d6||4||3||1||—||—||—|
|9th||+6/+1||6||6||3||Death Ray 5d6||5||4||3||—||—||—|
|11th||+8/+3||7||7||3||Death Ray 6d6||5||4||4||2||—||—|
|13th||+9/+4||8||8||4||Death Ray 7d6||5||5||4||3||1||—|
|14th||+10/+5||9||9||4||Discovery, Endurant Titan Armor||5||5||4||4||2||—|
|15th||+11/+6/+1||9||9||5||Death Ray 8d6||5||5||5||4||3||—|
|17th||+12/+7/+2||10||10||5||Death Ray 9d6||5||5||5||4||4||2|
|18th||+13/+8/+3||11||11||6||Discovery, Instant Artifice||5||5||5||5||4||3|
|19th||+14/+9/+4||11||11||6||Death Ray 10d6||5||5||5||5||5||4|
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, as well as firearms, and siege weapons. They are also proficient with light armor, but not with shields. An artificer is always proficient in his own Titan Armor.
Taint of Kulthos: While artifice may be seen in everyday life, the artificer carries with him or her the taint of Kulthos--the memory of a way of thinking that once sought to destroy and enslave civilization. While attitudes have largely improved, artificers still carry some stigma, especially as their abilities grow and advance. This is reflected in a -1 penalty to Diplomacy checks for every four levels of artificer (to a maximum of -5)--though this is not present when dealing with other artificers, war golems, or creatures of the construct type. The reactions of followers of Reos tends to be varied.
Kulthian Language: As a needed part of their studies, the Artificer is considered proficient in the Kulthian language. Their artificer's binders are filled with notations and writings in this language, and it is rumored that higher levels of artifice require an understanding of the Kulthian tongue in order to operate or comprehend, as this language is uniquely suited to the study and nature of magitechnical devices.
There is some truth to it. Should the artificer somehow lose the ability to understand the Kulthian language, the artificer temporarily becomes unable to understand any blueprint or spellbook until this knowledge is regained. In addition, the inability to think in the Kulthian tongue renders them unable to activate or otherwise use any device or discovery of the class, such as Death Rays, Contraptions, or Titan Armor. Nor may they craft devices of artifice through other crafting means. This ability is regained once use of the language is returned.
Artifice (Su): Artificers are masters manipulating a type of arcana-infused technology known as artifice. The use of artifice relies on the true mixture of technology and magic. "Perfect technology" does not exist--instead, technology is always blended with magic and vice versa. Some artifice may be almost a shell, while other forms possess a greater, almost artful blending of the two forms. However, neither the arcana nor the technological aspects will work successfully on its own--the two halves of what creates artifice are forever bound to one another.
An artificer prepares his spells by infusing clock-work style contraptions with mana. These devices are short-lived, and casting them is equivalent to spending the magical "energy" within the device. Once spent and the mana binding it together is used, the device typically falls apart as so many cogs.
Because artifice is a supernatural effect, it tends to ignore Spell Resistance and ASF. This means that artifice contraptions, and various abilities like the death ray, tend to ignore these things.
- Artifice Healing: Their ability to heal at all is an ancient gift from the god Reos, a gift which some say they have either perfected or corrupted, depending on the speaker's viewpoint. It tends to be more 'surgical' than more traditional forms, and their instruments marked with Reos' symbols--considered good form, as well as a ward against the growing of Kulthos' curse.
- Artifice Crafting: When using Craft (artifice) to create a magic item, an artificer gains a competence bonus equal to his class level on the Craft (artifice) check (the artificer uses craft/artifice in place of spellcraft). The artificer may also use his artificer level as his caster level for the purposes of meeting magical crafting pre-requesites, including qualifying for the craft arms and armor, craft wondrous, and forge ring feats (wands and staves would be foreign to him, and artificers are typically focused on destructive or useful machines as opposed to flimsy paper).
- An artificer may also use his artifice crafting to make adjustments to any enchantable Tools of the Trade. Deconstruction returns 1/2 the value of the removed enchantment in the form of mana dust. This dust must be immediately reinvested in an Artificer's Tool. For example, an artificer might choose to remove the Flaming enchantment from a Titan Fist. Doing so returns 1/2 the value of what it cost to apply that enchantment. This mana dust must be immediately reinvested in the an Artificer's Tool that the artificer possesses. Any overage is lost.
- This ability will not allow him to remove the initial +1 enchant of a weapon or armor, or any pre-requisite enchantments. This ability only functions with his Artificer's Tools. This process requires one day of work per base 1k in the enchantment price (minimum 1 day), and access to a lab.
Artificer's Schema: Artificers learn to sketch out and record their ideas early on. This works similarly to scribe scroll, though artifice contraptions must be crafted in order to function. That is, artifice may not be cast from paper as a true spell may be, but must be constructed separately from these designs. Artificers may however, make a copy of a schema they know, similarly to how a wizard might record a scroll for a colleague. The cost for creating such schema is the same as the cost of a wizard's scroll of the same level. Only artificers may learn from such schema.
Charge Pool: The artificer learns to retain an internal reservoir of mana that he can use to power various class features. He gains a Charge Pool equal to his artificer’s class level + his Intelligence bonus. Temporary increases to intelligence, such as via spells, do not increase this Charge Pool.
Contraptions are the most varied of an artificer's abilities. In many ways, they behave like spells in magitechnical form, and as such their effects can be dispelled by effects like dispel magic using the artificer's level as the caster level.
An artificer can create only a certain number of contraptions of each level per day. His base daily allotment of contraptions is given on Table: Artificer. In addition, he receives bonus contraptions per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an artificer crafts a contraption, he temporarily fuses pieces of clockwork with magic siphoned from his own magical aura. A contraption immediately becomes inert if it leaves the artificer's possession, and reactivates as soon as it returns to his keeping. An artificer cannot normally pass out his contraptions for allies to use (but see the “infusion” discovery below).
A contraption, once created, remains potent for 1 day before losing its magic, so an artificer must re-prepare his contraptions every day. Crafting contraption takes 1 minute of work—-most artificers prepare many contraptions at the start of the day or just before going on an adventure, but it's not uncommon for an artificer to keep some (or even all) of his daily contraption slots open so that he can prepare contraptions in the field as needed. This is represented ingame by having a set of spare parts, as opposed to a spell pouch, that may be woven with arcana at a later date.
Contraptions may be targeted just as any normal, worn item may be targeted.
Although the artificer doesn't actually cast spells, he does have a Binder filled with blueprints that determine what contraptions he can create.
An artificer can prepare an contraption of any blueprint he knows. To learn or use a contraption, an artificer must have an Intelligence score equal to at least 10 + the contraption's level.
Casting: A contraption is "cast" by activating some part of the device as typically a standard action. The effects of an contraption exactly duplicate the spell upon which its blueprint is based. An artificer can draw and activate a contraption as a standard action. Activation may provoke an Attack of Opportunity. The artificer uses his level as the caster level to determine any effect based on caster level. The act of activating a contraption expends the mana within the device that had held it together, rendering it a useless shell ("spent") until the next day. In game terms, the part may cease to glow, spin, or may simply fall apart into a pile of gears and cogs. The metaphor is not dissimilar to a machine running out of oil, or the working cables which hold it together becoming detached.
Creating contraptions consumes raw materials, but the cost of these materials is typically insignificant--comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component must be provided, and is expended during the activation of that particular contraption.
Contraptions cannot be made from spells that have focus requirements (artificer contraptions that duplicate divine spells never have a divine focus requirement, though such artifice frequently bears the marks of Reos, the Father of Artifice--this is considered good form, as well as a ward against the influence of Kulthos' curse).
The Difficulty Class for a saving throw against an artificer's contraption is 10 + the contraption level + the artificer's Intelligence modifier.
Contraptions are a supernatural effect, although they otherwise function as spells. See the sidebar.
An artificer may learn any number of blueprints, and record them scribed in a manner similar to ancient Kulthian texts. These blueprints represent a series of unique schematics and guides that the artificer must adhere to to construct any number of devices. He stores these blueprints in a special tome called a Binder. He must refer to this Binder whenever he prepares a contraption but not when he activates it.
Beginning Blueprints: An artificer begins play with two 1st-level blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier.
Gaining Blueprints: At each new artificer level, he gains one new blueprint of any level that he can create. An artificer can also add blueprints to his Binder just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An artificer can study wizard scrolls to learn any blueprint that is equivalent to a spell the spellbook contains. A wizard or other divine or arcane caster, however, cannot learn or use spells from a Binder. An artificer does not need to decipher arcane writings before copying them.
- Learning New Spells (Tenebrae): To learn a new spell, a wizard, artificer, witch, or other prepared caster must first acquire the scroll, then pay scribing costs as per the PRD. Casters may sell scrolls to one another at whatever price they wish. This is seen as more realistic, as it's rare a PC or NPC would consider loaning out their livelihood.
- An artificer may craft a blueprint from an existing wizard or cleric scroll by paying normal scribing costs. If it's an artifice-only blueprint, then he or she must purchase an artificer's schema. The cost of a schema is the same as a wizard's scroll. The intensive act of translating a scroll or copying a schema destroys the original.
Artifice Lore (Ex): An artificer's familiarity with the ins and outs of his craft grants him greater understanding into magic items. Whenever he examines a magic item, he receives a circumstance bonus (minimum 1) equal to 1/2 his levels in artificer to his Spellcraft check to determine its properties. He receives the same bonus if making a roll to determine the history of a magical item, using whichever skill is appropriate at the time, even if he has no ranks in that skill.
Tools of the Trade
Being composed of artifice, any Tool of the Trade may be modified on the fly. With the exception of Titan Armor and Titan Weapons, Tools may not be enchanted. Instead, it must be advanced through the use of Discoveries.
More on Discoveries and how they interact with Tools may be found under Discoveries, below.
Artificer's Tool: Death Ray
Death Ray (Su): Artificers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes.
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells.
Death Rays and Critical Hits: The damage of an artificer’s death ray increases by 1d6 points at every odd-numbered class level. This increase is considered bonus damage, and is not multiplied on a critical hit, or by feats such as Vital Strike. Death Rays have a chance of critical on a roll of 20, and their multiplier is x2. Example: A 5th level artificer rolls a crit with her death ray! She confirms, and instead of doing 3d6+Int damage, she rolls 4d6+2xInt.
The "death ray" is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d6 + the artificer’s Intelligence bonus.
The damage of an artificer’s death ray increases by 1d6 points at every odd-numbered class level. This increase is considered bonus damage, and is not multiplied on a critical hit, or by feats such as Vital Strike. Death Rays have a chance of critical on a roll of 20, and their multiplier is x2. Example: A 5th level artificer rolls a crit with her death ray! She confirms, and instead of doing 3d6+Int damage, she rolls 4d6+2xInt.
Charging and firing the Death Ray requires a standard action that provokes an attack of opportunity. The artificer is considered to be proficient in his own death ray, though he cannot use another artificer’s death ray any more than anyone else.
The death ray only works for that artificer, and he can only have one in existence at a time. If his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon. It can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the artificer’s class level, and hit points equal to 20 + the artificer’s class level. As it is a unique device, it may not be enchanted except through the use of Discoveries, below.
Charging and firing the Death Ray requires a standard action that provokes an attack of opportunity. Firing it uses one charge from the artificer's Charge Pool. The artificer is considered to be proficient in his own death ray, though he cannot use another artificer’s death ray any more than anyone else.
The death ray only works for that artificer, and he can only have one in existence at a time. If his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon. It can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the artificer’s class level, and hit points equal to 20 + the artificer’s class level. As it is a unique device, it may not be enchanted except through the use of Discoveries, below.
Does firing a death ray provoke an attack of opportunity? Firing a ranged weapon while in a threatened area provokes as normal.
Will there ever be a 1-handed Death Ray? We haven't made this a Discovery at this time because we don't want to deal with the rules headache and balance, re: free hands, reloading, two-weapon fighting feats. If we did, we'd need to include a lengthy sidebar FAQ on just this item and additional house rules. -.-
Artificer's Tool: Titan Armor
Titan Armor (Ex/Su): At 2nd level the Artificer can create a suit of artifice armor out of gears, mechanisms, and mana that can enhance his physical stature. This armor is of unique construction, and therefore there is no benefit to be gained from crafting it from mithral or other elements, other than aesthetics.
If you are a new artificer, please send a +request to staff at the end of advancement or chargen to receive your armor.
- Armor Specifications: Titan Armor is a Heavy Armor that functions as a Medium Armor due to various upgrades the artificer has installed in it. It is a unique armor that only characters with levels in Artificer would be proficient with. As with a contraption or Death Ray, a suit of Titan Armor that is not in an artificer's possession becomes inert until an artificer picks it up again. The base construction of a set of Titan Armor, that is its AC and DR, are (ex) abilities.
- The armor provides a +5 Armor bonus, a -3 armor check penalty, a max Dex of 2, an ASF of 25%, and a speed of 30ft. It has a Hardness of 10 and 40 hit points. If damaged, the Artificer can repair it with a Craft: Armor skill check or if it's destroyed then the Artificer can rebuild it within 24 hours. If the armor was enchanted, he must pay a cost as specified under the Craft Magic Arms and Armor ruleset.
- Armor Enchantment: Titan Armor may be enchanted by an artificer, similarly to other armor.
- Armor Activation: As a swift action and an (su) ability, an Artificer can power his artifice armor for a number of rounds equal to 6 + Constitution Modifier by temporarily infusing it with portions of his aura. Activation confers a number of additional abilities, described below. These abilities are also supernatural (su), unless stated otherwise.
- At each level after 2nd the Artificer can continue to power his armor for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance," do not increase the total number of rounds that the Artificer can power his armor that day. The total number of rounds that the Artificer can power the Titan Armor is renewed after the Artificer has rested for 8 hours, although these hours do not need to be consecutive.
- While the armor is powered (infused with energy), the Artificer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the bonus from the suit of armor is made when the Artificer powers on his armor and cannot be changed while its in use. However, the bonuses can be changed upon each activation of the suit of armor.
- At their 12th artificer level, this becomes a +4 bonus to both Strength and Dexterity, simultaneously, when powered. At 16th, this increases to +6.
- The artificer may depower the armor as a free action. This causes many of its discoveries to go latent. In addition, the artificer becomes fatigued for a number of rounds to 2 x the number of rounds spent using the armor. An Artificer cannot power his armor again while fatigued or exhausted but can otherwise power his armor multiple times during a single encounter or combat. If the artificer falls unconscious during combat, the armor stays powered for a number of rounds equal to the artificer's constitution modifier before shutting down. Should the artificer die during combat, the link is broken and the armor automatically powers down.
- It is always a swift action to activate titan armor.
How do Natural Attacks Work? Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.
Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls.
Artificer's Tool: Titan Weapon
On reaching the appropriate level, the artificer may select one of the following weapons. Once selected, it may not be changed.
The artificer may usually take any melee feat with either Tool, such as weapon focus/titan fists and weapon focus/titan slam when he or she is able to select a feat. Or for example, improved critical, dazzling display. Staff may need to do an override, so please let us know via +request. We reserve the right to reject some feats. It isn't that we want to; it's that there are a million feats and some might not logically function.
The artificer may learn a number of discoveries that enhance this tool. Many of them are only active as long as the armor is powered. Exceptions are noted in the text.
The Titan Weapon may also be enhanced normally. Titan Fists may be enchanted individually.
Titan Fists (ex) Whenever the Artificer is wearing his Titan Armor, starting at 2nd level he also gains two slam attacks using his fists. The Artificer is considered to be proficient with this slam attack, and when used alone, these are considered primary weapons. Each Slam attack deals 1d8 points of damage (1d6 if the Artificer is small or 2d6 if the Artificer is large), plus the artificer's full strength bonus when used as primary attacks.
Engineer's Wrench (ex) The artificer crafts a great wrench, in honor of Reos. It deals damage as a warhammer, although it is its own unique device. For the artificer, it is considered a one-handed weapon.
Engineer's Hammer (ex) The artificer crafts a great hammer, in honor of Reos. It deals damage as a warhammer, although it is its own unique device. For the artificer, it is considered a one-handed weapon.
Titan Grips (ex) At rest, this nightmarishly weaponized version of an engineering tool lodges against one of the titan armor vambraces, just below the wrist when not in use. As a move action or part of a move action, it springs forward and acts as an extension of the artificer's hand during combat. Resheathing is a standard action. It does 1d6 slashing damage, with a crit range of 19-20. For the artificer, it is considered a one-handed weapon. At this stage, it cannot be used to manipulate objects, any more than a normal weapon can.
Discovery (Su): Artificers are creatures of curiosity and invention. Throughout their career, they earn a number of Discoveries that augment their various technomagical abilities.
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible discovery. Unless otherwise noted, an artificer cannot select an individual discovery more than once. Some discoveries can only be made if the artificer has met certain prerequisites, such as uncovering other discoveries.
Discovery DC: The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the artificer's level + the artificer's Intelligence modifier.
Special Discoveries: Discoveries that are marked with an asterisk (*) do not stack on that Tool. Only one such discovery of this type can be applied to an individual Tool.
Activation: Activating a Discovery is usually done as part of the action of using it, unless its text says otherwise.
However, certain Discoveries may be activated at the same time, if they're tied to the same Artificer's Tool. This is known as "pre-loading." For example, if the artificer currently has the Firey and Concussive Discoveries active on his Death Ray, then he could activate both discoveries at the same time since they're both pre-loaded on his Death Ray.
Changing out Discoveries is a swift action. An artificer may change a discovery individually, or as part of a group with pre-loading. That is, an artificer may change out any number of active Discoveries at once as part of a swift action, so long as they are part of the same tool (Titan Armor, Titan Fists, etc.).
For example, if the artificer currently has the Firey and Concussive Discoveries active on his Death Ray, and the Resilient on his Armor, he could swap either the Resilient to another Discovery, or the Fire and Concussive Discoveries to something else. Either exchange would require a swift action. He would need to wait until next round to swap Discoveries on the other tool.
When used in combat the first time, the artificer's tools tend to be pre-loaded with whatever was last used on them.
Augmented Titan Weapon
The artificer is skilled enough to alter the workings of his Titan Weapons on the fly, combining the weapon's technology and his death ray. This power grants the Titan Weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).
These bonuses are added to any properties the titan weapon already has, but duplicate abilities do not stack. If unenchanted, the titan weapon must have at least a +1 enhancement bonus before any other special abilities can be added. This ability does not let the artificer bypass the normal +5 enhancement limit for weapons.
The artificer can also enhance a weapon with any of the following Death Ray Discoveries. When used on a Titan Weapon in this way, it acts as its corresponding weapon enchant (see table, below).
|Death Ray Discovery||Acts As...||Cost|
|Acid Death Ray||Corrosive||+1|
|Firey Death Ray||Flaming||+1|
|Frost Death Ray||Frost||+1|
|Anarchic Death Ray||Anarchic||+1|
|Axiomic Death Ray||Axiomic||+1|
Adding these properties consumes an amount of bonus equal to the property's cost (see the table above). Other discoveries may be added to this table over time.
These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the artificer’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the artificer's turn (that round does not count against the total duration, unless the ability is resumed during the same round).
The action of channeling this force works the same as activating and using a discovery. If the artificer possesses the Death Ray discovery he's emulating or is using just a flat enhancement bonus, he burns 1 use from his Charge Pool per round the ability is activated. If the artificer does not possess the discovery, they may spend 2 uses from their Charge Pool to emulate it for purposes of this ability. The artificer must be high enough level to access the discovery being used in this way.
If the artificer uses this ability on a titan fist, the artificer may augment one, or both fists at the same time.
This is a supernatural ability.
Endurant Titan Armor
Endurant Titan Armor (Ex): At 14th level the Artificer's Constitution score is considered to be 4 points higher for the purposes of determining how long he can continue to use his Titan Armor. This does not actually increase his constitution score. Example (Artificer with constitution of 12 is treated as having a constitution of 16 for the purposes of determining how long he can continue to use his Titan Armor).
Device Master (Ex): At 18th level, the artificer can perform any Disable Device check that would normally take up to a minute as a swift action.
Grand Discovery (Su): At 20th level, the artificer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding artifice breakthrough of significant import. For many artificers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
- Awakened Intellect: The artificer's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.
- Artifice Heart: The artificer performs a delicate surgery, replacing his or her own beating heart with one crafted of artifice. The heart functions as a sort of artifice battery, fusing his armor with his body, and will continue to beat until disabled or otherwise destroyed. From this point forward he takes no penalty to his physical ability scores from advanced age so long as he wears his armor, though the armor need not be activated, only worn and maintained. If the artificer is already taking such penalties, they are removed at this time. This does not allow him to live past his normal lifespan. In addition, the artificer becomes immune to critical hits because of the heart.
- Fast Healing: The artificer's flesh responds to damage with shocking speed—he gains continual fast healing 5.
- Ultimate Titan Armor: You must possess the Adamantine Armor infusion. The Artificer's Clock-Work Armor possesses a hardened shell, increasing your armor AC by 2 and its Damage Reduction by 2/adamantine, which stacks with any previous discoveries the artificer possesses. Its damage reduction now applies even when the armor is powered down. If damaged, the armor heals itself as though having Regeneration 1 (electricity). It partially lends this ability to its user: if the artificer drops under 0 hit points when withing the armor, he automatically stabilizes.
|Extend potion||A number of times per day equal to his Intelligence modifier, the artificer can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to contraptions. This discovery does not need activated.||--|
|Infusion||When the artificer creates an contraption, he can infuse it with an extra bit of his own magical power. The contraption created now persists even after the artificer sets it down. As long as the contraption exists, it continues to occupy one of the artificer's daily contraption slots. An infused contraption can be activated by a non-artificer to gain its effects. Note, as a special rule here on Tenebrae, you may only gift infusions to PCs who you are currently in a scene with. This discovery does not need activated.||--|
|Combine Contraptions||When the artificer creates an contraption, he can place two blueprints into one contraption. When the contraption is expended, both blueprints take effect. This contraption has a level two levels higher than the highest-level blueprints placed in the contraption. An artificer must be at least 8th level before selecting this discovery. This discovery does not need activated.||8|
|Dilution||Once per day, the artificer can dilute any one potion or elixir (such as that crafted with Craft Wondrous Item or Craft Potion), creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute contraptions. An artificer must be at least 12th level before selecting this discovery. This discovery does not need activated.||12|
|Elixir of life||Once per day, the artificer can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the artificer who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the artificer himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the artificer's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An artificer must be at least 16th level before selecting this discovery. This discovery does not need activated.||16|
Death Ray Discoveries
|Death Ray Discoveries|
|Acid Death Ray*||The artificer can choose to have his death ray inflict acid damage. Creatures that take a direct hit from an acid Death Ray take an additional 1d6 points of acid damage 1 round later.||--|
|Distance Adapter||The range for your Death Ray increases to 40'. This discovery is constant. It does not need activated.||--|
|Firey Death Ray*||The artificer can choose to have his death ray inflict fire damage. Creatures that take a direct hit from a fiery Death Ray are dazzled for 1d4 rounds.||--|
|Frost Death Ray*||The artificer can choose to have his death ray inflict cold damage. Creatures that take a direct hit from a frost Death Ray are staggered on their next turn unless they succeed on a Fortitude save.||--|
|Smoke Death Ray*||The artificer can choose to have his death ray create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to a 10' cube for 1 round per level.||--|
|Stink Death Ray*||The effects of the smoke created by an artificer's Death Ray can duplicate the effects of stinking cloud instead of fog cloud, filling a 10' cube for 1 round. An artificer must possess the smoke Death Ray discovery before selecting this discovery.||--||Smoke Death Ray|
|Tanglefoot Death Ray*||"A creature that takes a direct hit from a tanglefoot Death Ray must save against the Death Ray's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag.
|Immolation Death Ray*||When the artificer creates a Death Ray, he can construct it in such a manner, that when exploded, it fires a fiery substance that coats the direct target's body, causing the Death Ray to deal its damage over time instead of all at once. The Death Ray's effect lasts for a number of rounds equal to the number of damage dice the Death Ray would normally deal (for instance, a 5d6 Death Ray lasts for 5 rounds). When the Death Ray hits the direct target, the Death Ray deals 1d6 + the artificer's Intelligence modifier in damage. It repeats this damage against the direct target of the Death Ray each round the immolation Death Ray lasts, dealing the damage at the start of the artificer's turn. A creature taking damage from an immolation Death Ray's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier). Because of the alchemical nature of this Death Ray, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These Death Rays can be used underwater. An artificer must be at least 3rd level before selecting this discovery.||4|
|Explosive Missile||As a standard action, the artificer can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his Death Ray, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the artificer had fired the Death Ray at the target. If the explosive missile misses, it does not detonate. An artificer must be at least 4th level before selecting this discovery.||4|
|Widen Beam||When the artificer fires his death ray, he can expend 2 of its daily uses to widen the beam, potentially catching multiple creatures in the area. The targeted creature now receives a Reflex save to become a splash target instead of a primary target. All other creatures within 5 feet of the original target are now splash targets. Any creature hit as a splash target suffers none of the beam’s primary effects (including any additional effects, such as the extra damage from a caustic blast), but suffer damage equal to the minimum damage of the ray. So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage (of the same energy type) to all creatures within 5 feet of the main target. The artificer must be at least 4th level to select this discovery.||4|
|Concussive Death Ray*||When the artificer creates a Death Ray, he can choose to have it inflict sonic damage. Concussive Death Rays deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive Death Ray are deafened for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 6th level before selecting this discovery.||6|
|Dispelling Death Ray*||When the artificer creates a Death Ray, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling Death Ray are subject to a targeted dispel magic spell, using the artificer's level as the caster level. This cannot be used to target a specific spell effect. The artificer must be at least 6th level before selecting this discovery.||6|
|Flame Gun*||Instead of drawing the components of, creating, and throwing a Death Ray, the artificer can alter its ingredients to expel it as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the Death Ray. Each creature within the cone takes damage as if it had suffered a direct hit from the artificer's Death Ray, but succeeding at a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier) halves the damage. An artificer must be at least 6th level before selecting this discovery.||6|
|Anarchic Death Ray*||The artificer may choose to deal chaotic divine damage with his death ray. Lawful creatures that take a direct hit from an anarchic death ray must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, shots fired from an anarchic death ray deal half damage, and such targets are not affected by their staggering effect. Anarchic death rays have no effect on chaotic-aligned creatures. An artificer must be at least 8th level before selecting this discovery.||8|
|Axiomatic Death Ray*||The artificer may choose to deal lawful divine damage with his death ray. Chaotic creatures that take a direct hit from an axiomatic death ray must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, shots fired from an axiomatic death ray deal half damage, and such targets are not affected by their staggering effect. Axiomatic death rays have no effect on lawful creatures. An artificer must be at least 8th level before selecting this discovery.||8|
|Blinding Death Ray*||When the artificer creates a Death Ray, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding Death Ray are blinded for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 8th level before selecting this discovery.||8|
|Confusion Death Ray*||"The artificer's Death Rays twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion Death Ray takes damage from the Death Ray and must succeed at a Will save or be under the effect of a confusion spell for 1 round per caster level of the artificer. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An artificer must be at least 8th level before selecting this discovery.
|Delayed Fire||The artificer can fire a bomb from his Death Ray device that explodes a number of rounds after the artificer ceases contact with it. This delay can be any number of rounds as chosen by the artificer, up to a number of rounds equal to his level. If at any point the artificer reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from its construction. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates. An artificer cannot have more than one delayed bomb at one time. If he creates another delayed delayed bomb, the previous one becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the artificer's level + the artificer's Intelligence modifier). An artificer must be at least 8th level before selecting this discovery.||8|
|Fast Death Rays||An artificer with this discovery can quickly create enough Death Rays to throw more than one in a single round. The artificer can prepare and fire additional Death Ray shots as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An artificer must be at least 8th level before selecting this discovery. This discovery does not need activated.||8|
|Force Death Ray*||When the artificer creates a Death Ray, he can choose to have it inflict force damage. Force Death Rays deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force Death Ray are knocked prone unless they succeed on a Reflex save. An artificer must be at least 8th level before selecting this discovery.||8|
|Plague Death Ray*||The effects of the smoke created by an artificer's Death Ray duplicates the effects of contagion instead of fog cloud, filling the area of a 10' cube for 1 round per level. An artificer must be at least 8th level and must have the Smoke Death Ray discovery before selecting this discovery.||8||Smoke Death Ray|
|Strafing Beam||When the artificer fires his death ray, he can expend 2 of its daily uses to change the ray to a 30-foot line, or 3 daily uses to create a 60-foot line. The ray no longer has a range increment and does not require a touch attack, but any creature in the line can attempt a Reflex save for reduced damage. On a successful save, any affected creature suffers the ray’s minimum normal damage and none of its additional effects. (So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage.) This damage is negated as usual for a creature with evasion; a creature with improved evasion takes the minimum damage on a failed save. The artificer must be at least 8th level to select this discovery.||8|
|Sunlight Death Ray*||The artificer can fire Death Rays that explode with a searing radiance equivalent to that of sunlight and that act as Blinding Death Rays. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the Death Ray. Undead that are harmed by sunlight and that fail their saves against the Death Ray are staggered for 1 round. An artificer must be at least 10th level and must have the Blinding Death Ray discovery before he can select this discovery.||10||Blinding Death Ray|
|Madness Death Ray||The artificer's Death Rays do more than sear flesh--they sear the mind. A creature that takes a direct hit from a madness Death Ray takes damage from the Death Ray plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness Death Ray is reduced by 1 for each madness Death Ray that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An artificer must be at least 12th level before selecting this discovery.||12|
|Poison Death Ray*||The effects of the smoke created by an artificer's Death Ray duplicates the effects of cloudkill instead of fog cloud, filling the area of a 10' cube for 1 round per level. An artificer must be at least 12th level and must possess the Smoke Death Ray discovery before selecting this discovery.||12||Smoke Death Ray|
|Inferno Death Ray*||The effects of the smoke created by an artificer's Death Ray duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to a 10' cube for 1 round per level. An artificer must be at least 16th level and must possess the Smoke Death Ray discovery before selecting this discovery.||16||Smoke Ray Discovery|
Titan Armor Discoveries
The following discoveries apply to the artificer's titan armor. By taking these discoveries, the artificer is able to use tools and his artifice know-how to increase his armor's effectiveness and creativity.
Titan Armor Discoveries have a unique requirement. For a Titan Armor Discovery to be active, the armor must be powered. This is because many of these Discoveries require extra energy to make them work. There are some exceptions, as noted below.
|Titan Armor Discoveries|
|Titan Regeneration (su)*||This Discovery causes the armor to work to regenerate its wearer during battle. The artificer gains fast healing 1. This causes the artificer to heal 1 point of damage each round as long as the artificer is alive the module is in effect. The amount of healing increases by 1 point for every three artificer levels she possesses.||--||--|
|Resistant Armor (su)*||This Discovery provides greater resistance to elemental energies. The artificer gains 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the module is activated. The protection increases by 2 for every three artificer levels she possesses.||--||--|
|Mithral Infusion (su)||You infuse your titan armor with the essence of mithral, though it may still appear to be made of a variety of materials. Your titan armor's ACP is reduced by 1. In addition, the Max Dex of your titan armor increases by 1 for every 6 artificer levels you possess. The benefit to Max Dex does not need activated, and remains in use even when the armor is not powered. You may only possess one armor Infusion discovery.
Please do not argue for making the Titan Armor out mithral on top of this benefit. :S
|Adamantine Infusion (su)||You infuse your titan armor with the essence of adamantine, though it may still appear to be made of a variety of materials. The armor's AC increases by 1, plus 1 for every 5 artificer levels, so a total of +7 at 5th, +8 at 10, to a max of +10 at 20th. This discovery does not need activated, and remains in use even when the armor is not powered. You may only possess one armor Infusion discovery.||4||--|
|Spider Stability (su)||You modify your Titan Armor to create 'stability extensions,' similar to extra legs. These legs automatically adjust and reposition to improve stability, providing a +4 to CMD against Trip, Bull Rush, and Reposition effects when this is active. These extensions cannot be used for additional attacks, and are not dexterous enough to wield weapons or use tools. The armor does not need activated to use this ability.||4||--|
|Undersea Diver (su)||You have modified your suit for diving. You gain a +8 bonus to swim checks, and a basic swim speed of 20. Although you cannot breathe underwater, your armor gains a limited ability to recycle the air within it. In effect, this increases the time you are allowed to hold your breath to Conx4 instead of Conx2. In addition to the benefits above, you have modified your Tools to work underwater, though any elemental penalties still apply (fire is not very useful, for example).||4||--|
|Better Gears (su)||When powered, your base land speed increases by 10. In addition, your Titan Weapon always counts as silver for the purposes of overcoming damage reduction, even when your armor is not powered. You may only possess one Infuse Armor discovery.||6||Mithral Infusion|
|Better Plating (su)||When powered, your armor now gains DR 1/Adamantine. This increases by 1 for every 4 artificer levels you possess. In addition, your Titan Weapon always counts as adamantine for the purposes of overcoming damage reduction even when your armor is not powered. You may only possess one Infuse Armor discovery.||6||Adamantine Infusion|
|Faster Gears (su)||Your titan armor moves at unprecedented speeds, coordinating with your death ray at a technomagical level. As a full-round action, you can move up to your speed and make a single ranged attack with your death ray at any point during your movement.||6||Mithral Infusion|
|Titan Wings (su)||The artificer crafts a set of functional wings into his armor, giving him a fly speed of 40 (average) when the armor is powered. The weight of the armor does not affect this speed.||8||--|
|Spider Mobility (su)||In addition to the effects of Spider Stability, you gain a Climb Speed of 40 whenever your Titan Armor is active. In addition, you do not lose your dexterity bonus while climbing, and opponents get no special bonus against you. You receive a +8 enhancement bonus on climb checks.||8||Spider Stability|
|Hardened Plating (su)||The titan armor's damage reduction increases by 2/adamantine whenever it is powered. An artificer may select this discovery up to three times. Its effects stack.||10||Adamantine Infusion|
|Nauseating Ooze* (su)||Upon activation of this discovery, the artificer's armor is covered in a nauseating, ooze-like poison that quickly coats his skin. Any creature that bites, engulfs, or swallows the artificer must make a Fortitude saving throw or be nauseated for 1d4 rounds. An artificer must be at least 12th level before selecting this discovery. The artificer with this discovery does not suffer the effect of the poison of his own nauseating ooze.||12||--|
|Burning Core (su)||Your titanic armor lends you great strength. At L16, your Strength bonus is +8 instead of +6.||16||Adamantine Infusion|
|Supreme Gears (su)||Your titanic armor lends you great dexterity. At L16, your Dexterity bonus is +8 instead of +6.||16||Mithral Infusion|
Titan Weapon Discoveries
Titan Weapon Discoveries have a unique requirement. For a Titan Weapon Discovery to be active, the armor must be powered. This is because many of these Discoveries require extra energy to make them work. There are some exceptions, as noted below.
|Titan Weapon Discoveries|
|Stabbing Claw (ex)||Titan Grips only. Releasing and resheathing the grips is now a free action. This discovery does not need activated, and may be used without the armor being powered.||--||--|
|Titan Merge (su)||Engineer's hammer or wrench only. Whenever holding your titan weapon in one hand, you may merge and unmerge it into your arm as a free action, making it a true extension of your body. When merged, this effect covers your hand, giving you a -4 to dexterity related skill checks, but gives you additional strength to break and sunder objects (giving you a +2 to related strength checks). Your titan weapon cannot be disarmed when fused in this way.||--||--|
|Locking Grips (ex)||Titan Grips only. The power of the titan armor may be channeled into this weapon. The claw may be used as a powerful pair of vice grips, giving the artificer a +2 to checks to sunder weapons (twist! snap!). In addition, when strengthened in this way, the Vice Grips can no longer be disarmed.||--||--|
|Massive Titan Fists (ex)||Titan Fist only. Treat your titan fists as one size larger for purposes of base damage dice. If you are medium, this means their base dice is now 2d6. This discovery does not need activated, and may be used without the armor being powered.||6||--|
|Titan Maul (ex)||Engineer's hammer or wrench only. You rework your titan weapon to be as massive, and strong as an earthbreaker. The titan weapon now does 2d6 base damage. Its other stats remain the same. This discovery does not need activated, and may be used without the armor being powered.||6||--|
|Tremor Cell (su)||Titan hammer or wrench only. The artificer strikes the floor with his titan weapon as a full-round action. This attack automatically hits and deals damage normally. If the artificer deals more damage than the floor's hardness, the space he occupies and all of the squares adjacent to him become difficult terrain. Creatures in those squares, except the artificer, must succeed at DC 15 Reflex saves or be knocked prone.||6||--|
|Death Slammer (su)||Engineer's Wrench or Hammer Only. Seeking to squeeze as much efficiency as possible out of your loadout, you have fused your Titan Weapon into your Death Ray. You may as a Swift action, fuse your Wrench or Hammer into your Death Ray, or vice versa. The result is a great weapon, which is terrifying to behold. The fused weapon is a 2H weapon. It may be fired as a Death Ray or used in melee. Outside of becoming 2H, its stats otherwise remain the same. That is, when firing at range, use the Death Ray stats and enchantments. When used in melee, use the Wrench/Hammer stats and enhancements. Switching between functions on this massive weapon is a swift action. This discovery does not allow the artificer to threaten at range, nor does it extend the artificer's normal threat range.
In addition, this fusion reduces the cost of Augment Titan Weapon by 1 each round, to a minimum of 1. This discount only applies when fused. You may separate the weapons again as a free action. Both items are still enchanted separately, and when unfused, may be used separately. Fusion does not automatically grant one the powers of the other.
|Fast Titan Fist (ex)||Titan Fist only. You must be level 8 before selecting this discovery. This discovery grants you an additional slam attack per round with one of your Fists, at your full BAB. Requires the Titan Fists discovery. This discovery does not need activated, and may be used without the armor being powered.||8||--|
|Extendable Grip (ex)||Titan Grips only. The artificer can extend the Vice Grip's reach by 5' as a swift action. The artificer controls the weapon's motions by moving his own hand and fingers; the weapon does its best to mimic. The Vice Grips can manipulate objects, but not weapons, as dexterously as the artificer. The weapon uses the artificer's own strength score, as it is considered a mechanical extension of his person.
However, as it is not truly flesh and bone and is actually extended on a series of mechanically sensitive bridges and joints, the extended weapon may be sundered or attacked as a held item would. Treat it as a short sword for this purpose.
|Sawblade Rend (ex)||Titan Fist only. You've augmented your armor to a deadly degree. If you hit with both slam attacks, you may rend your opponent for an additional an 1d10 points of damage, plus 1 1/2 times your strength modifier. You may only deal this additional damage once per round. You must be level 12 before selecting this discovery. Treat this as bonus damage, not an additional attack.||12||--|
Bonus Contraptions per Level
This table is provided for ease of reference. Just replace "Spell" with "Contraption in the table, below.
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.
|Bonus Spells per Level|
|Caster Ability Score||Modifier||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1||–5||Can't cast spells tied to this ability|
|2–3||–4||Can't cast spells tied to this ability|
|4–5||–3||Can't cast spells tied to this ability|
|6–7||–2||Can't cast spells tied to this ability|
|8–9||–1||Can't cast spells tied to this ability|
Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.