Artificer
On the world of Gaea, magical energy is common place to the point that it has replaced electricity and other more mundane sources of power, as a means for a power source to fuel technology development and the rise of industry. As a result of this a new breed of dabbler in the field of magical development and crafting has risen up. The Artificer forges bridges between the worlds of magic and machines. They have the skills to build virtually any contraption imaginable and the know how to utilize the theories of magitech to power to give these creations. The synthesis of the two forms of machines and magic has been given many different names over the years but the most common one is simply known as Artifice. Artificers understand magic on a different level from most other spellcasters and thus they do not cast spells like wizards and clerics do. Instead their inventive devices serve as the ways and means for them to access the world of magic. Thus they have an amazing facility with magic items and constructs and in many ways they are the ones who keep the advanced levels of civilization that many nations enjoy, running. Their on the fly contraptions can be very potent and extremely powerful but run the risk of malfunctioning and exploding in their faces. For many Artificers, such a risk is simply part of the drive that keeps them in pursuit of perfection.
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, mentors or a handful of Artificers in a small pocket union almost exclusively trains many. Some end up joining larger organizations such as The Engineering Enclave or The Society of Novus Mechanus. Their art requires a great deal of discipline as well as a powerful spark of creativity. Willingness to learn, shop work and exploration are necessary. Many of the higher secrets and discoveries of their trade are sacrosanct and closely guarded by them. Above all they are known for their ingenuity and their powerful inventions. The most successful Artificers make a decent living distributing their wondrous wares or allying with a kingdom and making their mark either on the battlefield or in the machine labs where they continue to produce items of the imagination. Opportunities are near limitless for those who are bright enough and imaginative enough.
Adventurers
Artificers tend to be found on adventures often, typically as they attempt to 'field test' their newest gadgets and devices. They seek deposits of rare minerals and mana crystals to use in their creations. They search for hidden arcane secrets and the mysteries of the long lost Civilization of Machines and Sorcery. They face danger to acquire money to buy or make magic items.
Characteristics
Perhaps the ultimate magical dabbler wrapped up into the package of a daring explorer. Artificers can use just about any spell from wands or scrolls, mimic pure arcane spells through the use of their personalized contraptions, repair damaged constructs, temporarily empower ordinary items with magical power and discern the function of nearly any unique piece of equipment. Their own progression through the ranks of magic is incredibly slow compared to purer casters. But they compensate for this by their ability to craft works of wonder that can emulate the effects of divine and arcane magic together, often at once. An Artificer can build a device that can unleash a barrage of arcane fire while at the same time shielding his comrades from danger. The downside is that the more complex the device and the more mana it attempts to consume, the more it runs a risk of malfunctioning and even outright exploding in the hands of the user.
Alignment
If an Artificer tends towards any alignment then it is neutral. They are more interested in their work than its moral implications. Some seek to create magic items for the common good and others seek to explore the tremendous destructive power that their craft holds.
Religion
Many Artificers revere Reos the Crafter and god of the Forge, Invention and Industry. Many others revere Ceinara the goddess of inspiration, artwork and passionate creativity. Others are too preoccupied with mastering magic to worry about the gods and still others worship based on their cultural heritage and personal goals. As a generally pantheistic society, it is not unheard of for an Artificer to revere multiple gods as need be.
Background
Like wizards, artificers tend to learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. Other Artificers are viewed either as comrades or potential rivals. Rivalry may take a friendly form with one Artificer trying to outdo each other in their creations and accomplishments or it could turn deadly with artificers sending construct assassins after each other. Generally, as the creators of artifice, Artificers are afforded much respect in many of the lands of the known world. They provide the various kingdoms with the industrial power and the military technology of the current era and they perform many diverse roles throughout society. An Artificer can be found working as a field repairman to an engineer on an Airship.
The leading association of Artificers is wrapped up in the Engineering Enclave, which is based out of Clockwork Point in Khazad Duin and has a number of chapter houses in various lands that are acclimated well to technology. These are not the only organizations that exist and there are several smaller ones that can be found here and there throughout The Great Continent. In Charn, Artificers are quickly absorbed into the massive war machine of invention that the empire relies on to spearhead their expansionist efforts.
Races
Without a doubt, humans excel as Artificers and by far they are the most prevalent members of this class. Dwarves follow along with goblins with a natural knack for mechanical things. Goblins are more interested in commerce and making money then they are true invention and sometimes they may find it difficult to find training. Gnomes also work well as Artificers but Gnome inventors tend to also pursue the path of the Master Craftsman so as to focus on their fascinations with gunsmithing and clockwork devices. Elves are rarely found as Artificers due to their attachment to traditional magic and the aesthetics of it.
Other Classes
They tend to get along well with most non-magic using classes, particularly fighters. Monks are taken aback quite often by the devotion of artificers to their machines, while barbarians tend to mistrust anything so artificial. Druids and rangers share the barbarian's distrust to a certain degree, while the other casting classes, (cleric, sorcerers and wizards) regard artificers as either healthy competitors or utter disdain depending upon the cultural backdrop involved.
Role
In a typical adventuring party, Artificers bring unparalleled flexibility in terms of magic items, and the availability of spells. While wizards, sorcerers and clerics can wield far more powerful and potent spells, The Artificer can combine spell effects in unique contraptions in a unique fashion of spell stacking. This flexibility grants them great maneuvering room in party roles in comparison to their more traditional counterparts. They can fight reasonably well as well though they are often disinclined to engage in frontline combat.
Statistics
HD: d8
Proficiencies: Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol
Skill Points: 6+Int Modifier per level
Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)
Table: The Artificer
BAB | Special | Devices | |||||||||||
+0 | Elbow grease, Devices | 3 | |||||||||||
+1 | Item creation, Assemble prototype | 4 | |||||||||||
+2 | Bonus feat, Craft wonderous item | 4 | |||||||||||
+3 | -- | 4 | |||||||||||
+3 | Craft magic arms and armor, Salvage | 4 | |||||||||||
+4 | Trapfinding, bonus feat | 5 | |||||||||||
+5 | -- | 5 | |||||||||||
+6/+1 | -- | 5 | |||||||||||
+6/+1 | Bonus feat | 5 | |||||||||||
+7/+2 | Jack of all trades | 5 | |||||||||||
+8/+3 | -- | 5 | |||||||||||
+9/+4 | Bonus feat | 5 | |||||||||||
+9/+4 | -- | 5 | |||||||||||
+10/+5 | -- | 5 | |||||||||||
+11/+6/+1 | Bonus feat | 5 | |||||||||||
+12/+7/+2 | -- | 5 | |||||||||||
+12/+7/+2 | -- | 5 | |||||||||||
+13/+8/+3 | Bonus feat | 5 | |||||||||||
+14/+9/+4 | -- | 5 | |||||||||||
+15/+10/+5 | Device mastery | 5 |
Devices
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.
0-Level Devices have no core component and can be used at will.
Class Abilities
Elbow grease (Ex): The artificer adds half his Artificer level to Craft skill checks.
Trapfinding (Ex): An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.
Item Creation: The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.
Assemble Prototype: The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll
Salvage: The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.
Metamagic Science: The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)
Jack of all Trades: As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.
Device Mastery (Ex): At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.
Artificer Bonus Feats: Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.