Artificer

Craftsmen, inventors, engineers–these words conjure the quintessential picture of a creator of new and amazing devices. However, nothing elicits a more iconic or powerful image of a true scientist and developer of technology than the artificer. An artificer is often viewed as the odd man out in a party–neither a frontline combatant nor a powerful spellcaster. More akin to the rogue or alchemist in regards to their skill set, artificers support their allies through their knowledge of scientific theories, technological innovations, and engineering techniques. As a builder of gadgets and gear-driven contraptions, the artificer uses his knowledge of engineering, design, and metalworks to construct amazing devices of technological wonder. By using his artifice, the artificer can give a semblance of life to inanimate objects, craft powerful gearworks machines, and design marvellous gadgets that duplicate the effects of various spells. While artificers are best known for their wondrous creations, they are also experts at crafting mundane objects and transforming them into masterwork items, such as locks, traps, weapons and armor. Whether through artifice theories or scientific innovations, the artificer stands as a symbol of the new age magic of science, technology, and engineering. 

Role: The artificer seeks to enhance the world around him through new technology, and is forever striving to develop the ultimate contraption. One of the artificer’s greatest inventions is his gearworks machine, a semi-sentient construct that can work alongside its master to craft devices, guard his person, or even enter the fray. The artificer is always looking for ways to improve his designs and gain greater knowledge of advanced technology and scientific theory. Thus, he travels the lands of the world in search of new experiences, greater understanding, and in turn, often aids his companions in ways hitherto deemed unimaginable.

Alignment: Any.
Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The artificer’s class abilities are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Magical Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are the class features of the artificer.

Weapon and Armor Proficiency: The artificer is proficient with all simple weapons, light martial weapons, and with light armor.

Artifice (Su): An artificer makes his mark upon the world with new theories and clever innovations. While some focus their creative energies on the mundane, others prefer to dabble in the realm of technological advances and new mechanical creations. Whatever their focus, all artificers have artifice. In game terms, artifice is a measure of an artificer’s cunning, creative energy, and skill in crafting amazing gadgets of wondrous power. At the start of each day, an artificer gains a number of artifice points equal to 1/2 his artificer level (minimum 1) + his Intelligence modifier. These artifice points refresh once per day when the artificer rests for at least 8 hours. An artificer also spends artifice points to apply theories (see Theories below) as a standard action.

Artificers are not only masters of creating mundane tools, weapons, and armor, but also of fashioning temporary mechanical gadgets that duplicate various spell effects. When an artificer creates a gadget or gearworks machine, he infuses the items with a tiny fraction of his own artifice power—this enables the creation of powerful effects, but also binds the effects to the creator. An artificer can create two special types of artifice items—gadgets and gearworks machines—both of these are detailed in their own sections below.

In addition, an artificer is trained in the new Craft (artifice) skill. The artificer can use Craft (artifice) to create mundane equipment, tools, weapons, armor, and anything that is mechanical in nature. Consequently, Craft (artifice) allows the artificer to create any item that requires the Craft (armor), Craft Weapon), or Craft (traps) skills, as well as items of mechanical nature (such as locks). When using Craft (artifice) to create an artifice item, an artifice gains a competence bonus equal to his class level on the Craft (artifice) check. In addition, an artificer can use Craft (artifice) to identify magical versions of mundane equipment, as well as weapons and armor as if using detect magic. He must hold the item for 1 round to make such a check.

At 7th level, an artificer uses 1/10 the gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to craft magical arms and armor.

Crafter’s Touch (Su): An artificer can repair damaged objects with a touch. This functions as the mending spell, except that the artificer repairs 1d4 points of damage every two artificer levels (maximum 5d4) and takes 1 minute of work. This ability can also be used to heal his gearworks machine, but not other constructs. Using this ability provokes attacks of opportunity. The artificer can use crafter’s touch a number of times per day equal to 3 + his Intelligence modifier.

Gadgets (Ex): An artificer uses his scientific know-how, ingenuity, and technological experimentation to create temporary gadgets that are both practical and ground-breaking. When created, most gadgets take the shape of a 3-inch geometric form called a modular device. Once activated, the device unfolds in a whirring clatter of tiny shifting plates until it transforms into its proper shape and size, ready for immediate use. Other gadgets take the form of a capsule (thrown or swallowed), field emitter (radiates a force field of energy), gauntlet or glove, goggles, or ray gun (emits a ray of energy, high-intensity light, or sound, or some other mechanical device. Many of these gadgets duplicate the effects of various spells or magical items, but are mechanical in nature, employing gears, springs, pulleys, and so forth to create the desired effects. The time required for a gadget to transform into its fully functional form (it is ready to be used or take effect) is equal to the casting time of its equivalent spell.

An artificer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on Table: Artificer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an artificer creates a gadget, he infuses the metals, gears, and mechanical parts in the gadget with his own artifice energy. A gadget immediately becomes inert (including its effect) if it leaves the artificer’s possession, reactivating as soon as it returns to his keeping—an artificer cannot normally pass out his gadgets for allies to use (but see the “share gadget” innovation below). A gadget, once created, remains potent for 1 day before becoming inert, so an artificer must re-prepare his gadgets every day. Creating a gadget takes 1 minute of work—most artificers prepare many gadgets 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 gadget slots open so that he can prepare gadgets in the field as needed.

Although the artificer doesn’t cast spells, he does have a gadget list that determines what gadgets he can create. An artificer can utilize spell-trigger items if the spell’s equivalent gadget appears on his gadget list, but not spell-completion items (unless he uses Use Magic Device to do so). A gadget is activated by pressing a button, flipping a switch, or even tossing the gadget—the effects of a gadget exactly duplicate the spell upon which the gadget is based, save that some gadgets affect only the activating artificer. The artificer uses his level as the caster level to determine any effect based on caster level. Creating gadgets utilizes raw materials (scrap metal, gears, wire, etc.), but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an equivalent spell normally has a costly material component, that component is expended as an equal amount of gold pieces during the creation of that particular gadget. Gadgets that duplicate spell effects that have a focus requirement never have focus requirement. An artificer can prepare a gadget of any blueprint he knows.

To learn a blueprint or use a gadget, an artificer must have an Intelligence score equal to at least 10 + the gadget’s level. The Difficulty Class for a saving throw against an artificer’s gadget is 10 + the gadget level + the artificer’s Intelligence modifier. An artificer may know any number of blueprints. He stores his blueprints in a special tome called a schematics book. He must refer to this book whenever he creates a gadget but not when he activates it. An artificer begins play with two 1st level gadget blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new artificer level, he gains one new gadget blueprint of any level that he can create. An artificer can also add gadget blueprints to his book just like a wizard adds spells to his spellbook, using half the cost but twice the time requirements of the equivalent spell. An artificer can study a wizard’s spellbook or an alchemist’s formulae book to develop any gadget blueprint that is equivalent to a spell or formula the spellbook or formula book contains. A wizard or alchemist, however, cannot learn spells or extracts from a schematics book. An artificer does not need to decipher the arcane writings of an alchemist’s formulae before copying them, as they are based on mathematics and scientific formulas, but he must decipher the arcane writings contained in a wizard’s spellbook.

Schematics Book: An artificer doesn’t cast spells. Instead, he constantly conceptualizes and designs all types of mechanisms, gadgets, and machines, many of which duplicate the effects of a various spells and magical items. These gadgets and their blueprints are recorded in his schematics book. An artificer can create any gadget whose blueprint is recorded in his schematic book by studying it for 1 hour.

Theory: Artificer’s spend artifice points to act upon their hypotheses and apply new theories of artifice to their designs. Most theories allow the artificer to grant a temporary bonus or effect, while others provide longer-lasting benefits. Some theories stay in effect as long as the artificer has at least 1 artifice point. The following is the list of base artificer theories. An artificer can only apply a theory of his level or lower.
Unless otherwise noted, a theory can be applied multiple successive times, as long as the appropriate amount of artifice is spent to utilize the theory.

Masterworks (Ex): At 1st level, as long as an artificer has at least 1 artifice point, any non-masterwork item he holds, wields, or wears is treated as its masterwork equivalent. This effect immediately ends if the artificer is no longer in contact with the item. Alternatively, an artificer can spend 1 artificer point to transform any non-masterwork item he touches (including an ally’s) into its masterwork equivalent for 1 minute. If the object has no masterwork equivalent, this theory has no effect. An artificer can affect only one object from each of the following artifice categories at a time: armor/shields, chains/manacles, clothing/outfits, kits/instruments/tools, locks, or weapons. If the artificer affects another object of the same category, only the current object is considered to be of masterwork quality, while the previous object is again a non-masterwork item. Only one item from each category can be considered to be of masterwork quality at one time. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one item form the weapon category. If he uses this theory again with an object from the same category, the first object is immediately treated as a non-masterwork item. Items affected by this theory also count as masterwork items of their type for the purpose of Craft Magical Arms and Armor and any other item creation feats that require a masterwork item.

At 3rd level, an artificer can spend 1 artifice point to improve his masterwork items and the benefits they bestow by one additional increment for 1 minute. At 8th level and every five levels thereafter, an artificer can improve these benefits by an additional equivalent value. Any increase to the benefits of these items do not stack with benefits granted by a magical version of the item, such as the magical enhancement bonuses of magical armor or weapons, but they can supersede them, though they are not considered magical for the purpose of bypassing damage reduction. For example, an 18th level artificer could increase the masterwork enhancement bonus on attack and damage rolls of a +3 longsword to +5, though it would only be considered a +3 longsword for the purpose of bypassing damage reduction. The type of improvement is determined by the type of masterwork item as follows.
    • Armor/Shields: The artificer can decrease the armor check penalty of a suit of armor by 1 (minimum 0) at each interval, to a maximum reduction of 5 at 18th level.
    • Chains/Manacles: The artificer can increase the DC of the Strength check to break the object by +2 at each interval, to a maximum total increase of +10 at 18th level.
    • Clothing/Outfits: The artificer can increase the numerical base value of the item’s bonus (whether circumstance bonuses, saves, resistances or skill checks) by the same value at each interval, to a maximum increase of 10 (or +10) at 18th level.
    • Kits/Musical Instruments/Tools: The artificer can increase the associated skill check’s bonus by +2 at each interval, up to a maximum total increase of +10 at 18th level
    • Locks: The artificer can increase the DC of the Disable Device check by 5 at each interval, to a maximum increase of 20 at 18th level. For example, an artificer of 18th level or higher could improve the DC check of a superior lock to 60 when using this theory.
    • Weapons: The artificer can increase the bonus to attack and damage rolls by +1 at each interval, to a maximum of +5 at 18th level. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon.

Modify Object (Su): At 1st level, an artificer can spend 1 artifice point to alter the physical qualities of a single object. The following modifications can be applied to any one object that the artificer comes in contact with, but the artificer must declare the modification he is using before the theory is performed.
    • Break: The artificer can break any one Small or smaller object with a touch. The artificer must make a ranged touch attack to deliver the effect. If the target fails its Fortitude saving throw (DC 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier), it gains the broken condition. If this theory is used on a broken item, the item is destroyed on a failed save. At 3rd level, and again at 7th level and every four levels thereafter, an artificer can break any one object of the each subsequent size category above Small by expending additional artifice points as follows: 3rd–Medium (1 artifice point); 7th–Large (2 artifice points), 11th–Huge (3 artifice points); 15th–Gargantuan (4 artifice points); 19th–Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
    • Lighten: The artificer can decrease the weight of any one Small object or smaller by half for 1 minute per artifice level. If used on armor, it improves the armor check penalty by 1, though it does not change the armor’s categorization as light, medium, or heavy.At 3rd level, and again at 7th level and every four levels thereafter, an artificer can lighten any one object of the each subsequent size category above Small by expending additional artifice points as follows: 3rd–Medium (1 artifice point); 7th–Large (2 artifice points), 11th–Huge (3 artifice points); 15th–Gargantuan (4 artifice points); 19th–Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
    • Fragile: the artificer can cause an object to become less study and resilient to the rigors of travel and combat. By making a ranged touch attack, the artificer can bestow any armor, shield, tool, or weapon with the fragile quality for 1 minute per artificer level. A fragile object gains the broken condition if the user rolls a natural 1 on an attack roll (weapon) or skill check (tools) with the object, or if a critical hit is confirmed against the object (armor or shield). If a fragile object is already broken, the roll of a natural 1 or critical hit destroys it instead. A masterwork or magical object of the listed types cannot be affected by this theory. The broken condition can be removed through the appropriate feats or abilities. The object is otherwise considered to have the fragile quality until the theory ends.

Quick Study (Ex): At 1st level, an artificer can spend 1 artifice point to take 10 on any single Appraise, Craft, Disable Device, or Use Magical Item skill check, even if he can’t normally take 10 on the check.

Arcane Artifice (Su): At 3rd level, an artificer can expend 1 point from his artifice pool as a swift action to grant any weapon or armor he is holding or wearing a +1 enchantment bonus for 1 minute. At 7th level, the artificer may increase the enhancement bonus to +2 or add the impervious, keen, neutralizing, quenching, or thawing weapon properties, or the balanced, fortification (light), grinding, impervious, or staunching armor properties. These bonuses can be added to the weapon or armor, stacking with existing weapon and armor enhancements to a maximum of +5. Multiple uses of this theory do not stack with themselves.

Fortify (Su): At 3rd level, an artificer can spend 1 artifice point to increase the hardness and hit points of any object he touches (including an artifice item, gadget, or his gearworks machine) by an amount equal to his artificer level. These benefits last until the hit points are expended or until 24 hours have passed. Multiple uses of this theory overlap and do not stack.

Gearworks (Su): At 3rd level, an artificer can spend 1 artifice point to imbue a single inanimate object with mobility and a semblance of life. As a full action round, an artificer can add gears and moving parts to one Small or smaller object (including any bombs, see Theories), allowing it to function as the animate object spell for 1 round per artificer level. An artificer may spend additional artifice points to animate objects of Medium or larger size as follows: a Medium object requires 2 artifice points, a Large object requires 3 artifice points, a Huge object requires 4 artifice points, a Gargantuan object requires 5 artifice points, and a Colossal object requires 6 artifice points to animate. The artificer cannot affect an object carried or worn by a creature. An artificer can improve the duration of a gearworks object through selected innovations.

Deadly Mein (Ex): At 7th level, an artificer can spend 1 artifice point to enhance the basic properties of a weapon for 1 minute. An artificer can enhance a single weapon in one of the following ways.
    • Critical Multiplier: The artificer can increase the critical multiplier of a single weapon by 1.
    • Damage: The artificer can increase the damage die of a single weapon as if it were 1 size category larger. This does not alter the actual size of the weapon. For example, an artificer can increase the damage of a Medium-sized longsword from 1d8 to 1d10.
    • Range: The artificer can increase the range increment of a single ranged weapon by +10 feet.
    • Threat Range: The artificer can increase the threat range of a single weapon by 1.
Multiple uses of the same benefits do not stack.

Quick Upgrade (Su): At 7th level, an artificer can spend 1 artifice point to grant his gearworks machine any upgrade whose total cost does not exceed 2 upgrade points for 1 minute per artificer level. The artificer may only grant one upgrade with this theory, even if that upgrade can be taken multiple times. The artificer can grant an upgrade that allows him to spend additional upgrade points to improve that upgrade. This theory cannot be used to grant an improvement to an upgrade that the gearworks machine already possesses. The gearworks machine must meet any prerequisites of the selected upgrade. This theory does not allow a gearworks machine to exceed its maximum number of natural attacks. At 11th level, an artificer can grant any one upgrade whose total cost does not exceed 4 upgrade points. At 15th level, an artificer can grant any two upgrades whose total cost does not exceed 6 upgrade points.

Transformative Artifice (Su): At 7th level, an artificer can subtly change the physical properties of a single object so as to function as a completely different material. An artificer can spend a number of artifice points to change an object’s construction material into one of the following special materials: adamantine (3 points), cold iron (1 point), darkwood (1 point), living steel (2 points), mithral (2 points), or silver (1 point). Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon. This transformation lasts for 1 minute.

Concealed Gadgetry (Su): At 11th level, as long as an artificer has at least 1 artificer point, he can cause a single mundane item or magical object to transform into a small, geometric, modular device and back again. On command, the object collapses in upon itself in a whirring clatter of tiny shifting plates until it becomes a 3-inch cube, cylinder, or sphere of the same material. The same command word restores the object to its normal shape and size. While the object is thus affected, it continues to occupy 1 point from the artificer’s artifice pool. If the object occupies a magical item slot, then the slot must be unoccupied for the object to be restored. This theory lasts for 1 day per artificer level, while restoring the object to its normal shape and size immediately ends the theory. The number of objects that the artificer can affect with this theory is equal to his Intelligence modifier, but he cannot exceed the number of artifice points he has remaining.

Reciprocal Activation (Ex): At 11th level, whenever an artificer uses a magical item with charges, he can spend 1 artifice point to activate the item without expending a charge from the items total charges. If the item requires more than one charge to activate a specific power, the artificer can reduce this expenditure of charges to a minimum of 0 by spending an equal number of artifice points, up to the maximum number of charges required to activate the power.

Reshape Matter (Su): At 11th level, an artificer can spend 1 artifice point to reshape up to 10 cubic feet of material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by this theory. The quality of items made by this theory is commensurate with the quality of material used as the basis for the new object. If the artificer works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet per level. The artificer must make an appropriate Craft check to create articles requiring a high degree of craftsmanship. The reshaping process requires 1 round per 10 cubic feet of material to be affected.

Conduit (Su): At 15th level, as long as an artificer has at least 1 artificer point, he can transfer 3d6 hit points between himself and his gearworks machine spend a swift action, either taking damage himself and healing his gearworks machine or healing himself and damaging his gearworks machine. The gearworks machine must be within 50 feet of the artificer for this theory to function.

Dual Artifice (Su): At 15th level, whenever the artificer creates an artifice item, he can spend 1 artifice point so that it persists on its own and is not rendered inert if the artificer creates another artifice item from the same category. This allows an artificer to create different types of artifice items and keep them handy for emergencies. This does not allow an artificer to gain the effects of multiple artifice items—only the most recently activated, held, or worn item has any effect. An artificer can have two of the same type of item when using this theory.

Fast Transformation (Su): At 15th level, an artificer can spend 2 artifice points to cause his gearworks machine to shift and transform in a whirring clatter of gears and moving plates. The artificer can change any of the gearworks machine’s upgrades by allocating its upgrades pool on new upgrades as a full-round action. The gearworks machine cannot benefit from this theory more than once per day. This theory does not allow the artificer to change his gearworks machine’s base form.

Call Machine (Su): At 19th level, an artificer can spend 3 artifice points to instantly summon his gearworks machine to his side from any location. This functions as instant summons, but the machine must be on the same plane as the artificer.

Enduring Artifice (Su): At 19th level, when an artificer creates or enhances an item using his masterworks, arcane artifice, and/or transformative artifice theories, he can spend 1 hour of work and all his remaining artifice points to make the theories’ effects permanent. The item now functions in all ways as a magical item and persists even after the artificer sets it down. As long as the enduring artifice item exists, it continues to occupy one of the artificer’s magical item slots, unless it occupies no magical item slot. An artificer can only have one enduring artifice item in existence at a time. An enduring artifice item cannot be used by a non-artificer to gain its effects. An artificer can add additional magic abilities to his enduring artifice at the normal costs. The magic properties of an enduring artifice item, including any magic abilities added to the item, only function for the artificer who owns it. If an enduring artifice item's owner dies, or the item is replaced, the item reverts to being an ordinary item of the appropriate type. The artificer must have at least 6 artificer points remaining to use this theory. An artificer can only have one enduring artifice item at a time.

Unbreakable Object (Ex): At 19th level, as long as an artificer has at least 1 artifice point, any mundane item or object he holds or touches becomes virtually indestructible for 1 minute per artifice level. This effect immediately ends if the artificer is no longer in contact with the object. The object gains DR 10/adamantine and hardness 40. If the object already has DR(adamantine) and hardness, its DR/adamantine and hardness both increase by 5.

Alternatively, an artificer can spend 1 artifice point to make a gadget or magical item indestructible, or 2 artifice points to make his gearworks machine indestructible for a number of rounds equal to his artificer level. An object, gadget, magical item, or gearworks machine can only be affected by this theory once per day.

Ingenuity (Ex): Starting at 2nd level, an artificer’s knowledge, creativity, and intuition results in sudden bursts of inspiration. Once per day, whenever an artificer makes either a Craft check to create mundane and magical items or makes a single Use Magic Device check to activate a magical item, he can receive a +1 luck bonus to the check as an immediate action. This bonus increases by an additional +1 for every three levels beyond 2nd.

Innovation: As an artificer gains experience, he gains insight into new artifice techniques, methods of design, mechanics, and gadget construction called artificer innovations. Starting at 2nd level, an artificer learns one innovation. He learns an additional innovation for every two levels of artificer attained after 2nd level, up to 18th level. Unless otherwise noted, an artificer cannot select an individual innovation more than once. Some innovations can only be made if the artificer has met certain prerequisites first, such as discovering other innovations. The DC of any saving throw called for by an innovation is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier.

See Artificer Innovations.

Trapfinding (Ex): At 2nd level, an artificer adds half his level to all Disable Device skill checks (minimum +1) and Perceptionskill checks made to locate traps. An artificer can use Disable Device to disarm magic traps.

Swift Artifice (Ex): At 3rd level, an artificer can create mundane items with astounding speed. It takes an artificer half the normal amount of time to create mundane and masterwork items. At 7th level, the material costs are now equal to 1/2 of the item’s sale value whenever the artificer creates a mundane item.

Gearworks Machine: At 4th level, after years of trial and error, an artificer has perfected the secrets of artifice, gadgetry, and gear-based technology, and how to combine them into a semblance of life. It is this mastery of artifice that allows him to construct a powerful automaton called a gearworks machine. All gearwork machines are treated as constructs, except that they are not “destroyed” until reduced to a number of negative hit points equal to or greater than their bonus hit points due to size (see Construct). This machine is constructed from spare gears and metal parts scrounged from the scrap heaps of blacksmiths and other metallurgists or artificers. His starting machine is battered, and only he knows how to use or command it properly. All other creatures treat his gearworks machine as if it had the broken condition. If the machine already has the broken condition, it does not work at all for anyone else trying to use or command it. This starting machine can only be sold for scrap (it’s worth 4d10 + 200 gp when sold).

A gearworks machine resembles a 1-foot diameter metal sphere (modular device) that weighs 50 lbs. when it is not in its machine form. An artificer can transform this sphere (hereafter referred to as its inert form) into his gearworks machine in a mechanical process that takes 1 minute to complete. When brought forth in this way, the gearworks machine’s hit points are unchanged from the last time it was dismissed. The only exception to this is if the gearworks machine was “destroyed”, in which case it transforms from its inert form with half its normal hit points. The gearworks machine does not heal naturally. The gearworks machine remains until dismissed by the artificer (a standard action), at which time it reverts back to its inert form. If the gearworks machine is reverted to its inert form due to being “destroyed”, it cannot be called forth again until the following day. The gearworks machine cannot be forced into its inert form by means of dispel magic, but spells such as dismissal and banishment do. If the artificer is unconscious, asleep, or killed, his gearworks machine immediately reverts to its inert form.

The gearworks machine’s physical appearance is up to the artificer, but it always appears as some sort of golem or construct creature. The gearworks machine’s base form is decided at the time of construction, and determines what types of upgrades it can obtain. The gearworks machine’s Hit Dice, saving throws, skills, feats, and abilities are tied to the artificer’s class level and increase as the artificer gains levels. In addition, each gearworks machine receives a pool of upgrade points, based on the artificer’s class level that can be used to give the gearworks machine different abilities and powers. Whenever the artificer gains a level, he must decide how these points are spent, and they are set until he gains another level of artificer.

Dynamo (Su): In addition to its physical form, a gearworks machine requires a special power source or engine in order to function. This engine, called a dynamo, is uniquely crafted by the artificer for the sole purpose of powering his gearworks machine. Not only does it power the artificer’s gearworks machine, but it is specifically attuned to his machine alone, and therefore cannot be used to power another artificer’s gearworks machine. A dynamo grants the gearworks machine a semblance of life, individual consciousness, and ability to carry out the commands of its master.

A dynamo is always masterwork quality, and when acquired at 4th level is not made of any special material. A dynamo must be placed in the artificer’s gearworks machine to have any effect. An artificer can add additional magic abilities to his dynamo as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat.The magic properties added to a dynamo only function for the artificer who owns it, but are bestowed upon his gearworks machine. If a dynamo’s owner dies, or the dynamo is replaced, the dynamo reverts to being an ordinary masterwork item of the appropriate type. A dynamo is considered a wondrous item for the purpose of adding magic abilities to it.

If a dynamo is damaged, it is restored to full hit points after 24 hours as long as it takes no additional damage. If a dynamo is destroyed, it can be replaced after 1 week of work (a minimum of 8 hours per day) and costs 200 gp per artificer level plus the cost of the masterwork quality (count as masterwork armor). When a gearworks machine’s dynamo is removed or destroyed, it immediately reverts to its inert form. If the dynamo is returned, repaired, or replaced, the gearworks machine again functions normally. A dynamo has a hardness of 10, 20 hit points, and must be attacked directly to be damaged. When destroyed, it explodes in a 20-foot burst of gears and fluid that deals 6d6 points of acid, electricity, and slashing damage to all within the area.

Master Artificer (Ex): At 5th level, an artificer gains Master Craftsman as a bonus feat. At 9th level, if the artificer has the Craft Construct feat, he can count ranks in his chosen skill as his caster level for the purposes of using the Craft Construct feat or his artificer level, whichever is higher.

Journeyman’s Touch (Su): At 9th level, an artificer can use his crafter’s touch ability as a full-round action. The artificer can restore the magic properties of a magical item if his artificer level is at least twice that of the item’s caster level. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. In addition, the artificer can repair 1d6 points of damage every two artificer levels (maximum 5d6) when used on an object or construct.

Greater Machine (Su): At 13th level, an artificer can transform his gearworks machine into an unstoppable metal juggernaut for 1 minute, once per day. While this ability is in effect, the gearworks machine gains a +4 bonus to Strength and Dexterity, a +4 bonus to AC, DR 10/ —, an increase of +10 feet to its speed, and a number of temporary hit points equal to its bonus hit points (see Construct).

Master’s Touch (Su): At 17th level, an artificer can use his crafter’s touch ability as a standard action, and no longer provokes attacks of opportunity. In addition, the artificer can repair 1d6 points of damage +1 point of damage every two artificer levels (maximum 10d6+10) when used on an object or construct.


Grand Theorem (Ex): At 20th level, an artificer discovers a grand theorem. He immediately learns two normal innovations, but also designs and creates a grand device chosen from the list below, representing a truly astounding breakthrough of artifice and design. For many artificers, the promise of one of these grand theorems is the primary goal of their research and hard work. A grand device has an active and inert form, much like the artificer’s gearworks machine. When in its inert state, an artificer’s grand device takes the form of a 6-inch metal cube or sphere that weighs from 10 to 30 lbs., depending upon the device. Once created, the device persists. An artificer can only have one grand device created at a time. Only the artificer can activate his grand device.

Battle Armor: The artificer creates a special suit of metal gearworks armor that resembles and functions as a suit of +5 impervious folding full plate. As a standard action, the artificer can cause the armor to function as the iron body spell for 1 minute per artificer level per day. This time need not be consecutive, but must be spent in 1-minute increments. Wearing battle armor while the iron body effect is active is taxing on the artificer’s body. He may only wear the armor while this power is active for up to 5 minutes at a time before any ill effects occur. If an artificer exceeds this time limit, he immediately becomes exhausted and remains so until he removes the armor. Once the armor is removed, he instead becomes fatigued.

The artificer can don a suit of battle armor as an immediate action. Any creature that attempts to wear a suit of activated battle armor takes 2d6 points of electricity damage, is staggered for 1d4 rounds, and the armor immediately transforms into its inert form.

Disintegration Gun: The artificer creates a special ray gun that resembles a one-handed firearm, but instead of firing bullets, it discharges a high intensity beam of light that functions as the disintegrate spell. This device can be fired a number of times per day equal to the artificer’s Intelligence modifier.

Instant Mansion: The artificer creates a special compact dwelling that once activated, unfolds in a whirring of shifting plates and grinding gears until it reaches the size of a mansion. While the active mansion has a physical presence, it otherwise functions as the mage’s magnificent mansion spell, and does not exist on another plane of existence. The artificer can activate this device once per day.

Gearworks Brigade: The artificer creates a number of special modular devices that, once activated, transform into wooden golems that are completely under the artificer’s control. These constructs function as the wooden phalanx spell, except that the golems are gearworks machines crafted from wood instead of metal, but retain all the stats of a wooden golem. Once the duration has elapsed, or the golems are destroyed, they cannot be reactivated for 8 hours. During this 8 hour period, the golems slowly repair themselves until they are again fully functional. The artificer can activate his gearworks brigade once per day.

Remote Blast Bomb: The artificer creates a small but powerful explosive device that he can remote detonate at anytime while within 200 feet of the device. This device otherwise functions as delayed blast fireball and uses the artificer’s level as his caster level to determine the device’s effect. The device remains inert until detonated. The artificer can create a number of remote blast bombs per day equal to his Intelligence modifier.

Weather Control Device: The artificer creates a device that controls the weather patterns within the surrounding area. The artificer can activate this device a number of times per day equal to his Intelligence modifier. Once activated, it functions as the control weather spell, using the artificer’s level as the caster level.



ARTIFICER GADGET LIST
Artificers gain access to the following gadgets.

1st-Level Artificer Gadgets–acid glove (corrosive touch), air tank (air bubble), carry-all (ant haul), cold glove (chill touch), corrosive capsule (acid splash), door detector (detect secret doors), elemental shield (endure elements), expeditious boots (expeditious retreat), firecrackers (snapdragon fireworks), flaming glove (burning hand), fog machine (obscuring mist), grease gun (grease), growth ray (enlarge person), hand taser (daze), holograph imager (silent image), hypnotic device (hypnotism), jolt glove (shocking grasp), jump boots (jump), light (spark), linguistic translator (comprehend languages), parachute (feather fall), proximity sensor (alarm), range enhancer (longshot), remote cable (animate rope), shock field (shock shield), shrink ray (reduce person), signal flare (flare), sleeping gas capsule (sleep), verbal mimicking device (ventriloquism), voice modulator (vocal alteration).

2nd-Level Artificer Gadgets–agility capsule (cat's grace), auditory/visual inhibitor (blindness/deafness), cloaking device (invisibility), corrosive arrow (acid arrow), energy gauntlet (elemental touch), energy shield (resist energy), fire arrow (flame arrow), fire-eater capsule (fire breath), fireworks (pyrotechnics), flamethrower (scorching ray), flashlight (continual flame), greater fog machine (fog cloud), hover boots (levitate), improved holographic imager (minor image), improved taser (daze monster), laughing gas capsule (hideous laughter), magnetic lock mechanism (arcane lock), net launcher (web), night vision goggles (darkvision), pain inhibitor (delay pain), sonic emitter (shatter), stamina capsule (bear's endurance), strength capsule (bull's strength), ultraviolet goggles (see invisibility), wall climbing gear (spider climb).

3rd-Level Artificer Gadgets–acceleration device (haste), aqualungs (water breathing), blastbomb (fireball), displacer device (displacement), electromagnetic charge emitter (lightning bolt), exhaustion emitter (ray of exhaustion), fury capsule (rage), greater energy shield (protection from energy), greater holograph imager (major image), greater sleeping gas capsule (deep slumber), jetpack (fly), mass cloaking device (invisibility sphere), motor inhibitor (hold person), protective force field (ablative barrier), radiant lantern (daylight), shrapnel grenade (pellet blast), stink bomb (stinking cloud).

4th-Level Artificer Gadgets–confusion inducer (confusion), electromagnetci spheres (ball lightning), energy breath capsule (dragon's breath),fear ray (fear), fire wall capsule (wall of fire), folding house (secure shelter), greater cloaking device (invisibility (greater)), greater night vision goggles (darkvision (greater)), greater shrapnel grenade (detonate), ice wall capsule (wall of ice), improved protective shield (stoneskin), pain inducer (agonize), reverse force shield (resilient sphere), voice modulator (shout).

5th-Level Artificer Gadgets–acid bomb (acid spray), environment suit (life bubble), greater jet pack (overland flight), greater motor inhibitor (hold monster), ice bomb (cone of cold), sonic locator (echolocation), wall force field emitter (wall of force).

6th-Level Artificer Gadgets–greater sensory alarm (guards and wards), greater voice modulator (shout (greater)), iron wall device (wall of iron), programmed holograph imager (programmed image), radiant flash bomb (sunburst), repulsor gauntlet (repulsion), stun gun (power word stun).


Table: Artificer
Class
Base
Fort
Ref
Will

Gadgets per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+2
+2
Artifice, crafter's touch, theory
1





2nd
+1
+0
+3
+3
Ingenuity, innovation, trapfinding
2





3rd
+2
+1
+3
+3
Swift artifice, theory
3





4th
+3
+1
+4
+4
Gearworks machine, innovation
3
1




5th
+3
+1
+4
+4
Master artificer
4
2




6th
+4
+2
+5
+5
Innovation
4
3




7th
+5
+2
+5
+5
Theory
4
3
1



8th
+6/+1
+2
+6
+6
Innovation
4
4
2



9th
+6/+1
+3
+6
+6
Journeyman's touch
5
4
3



10th
+7/+2
+3
+7
+7
Innovation
5
4
3
1


11th
+8/+3
+3
+7
+7
Theory
5
4
4
2


12th
+9/+4
+4
+8
+8
Innovation
5
5
4
3


13th
+9/+4
+4
+8
+8
Greater machine
5
5
4
3
1

14th
+10/+5
+4
+9
+9
Innovation
5
5
4
4
2

15th
+11/+6/+1
+5
+9
+9
Theory
5
5
5
4
3

16th
+12/+7/+2
+5
+10
+10
Innovation
5
5
5
4
3
1
17th
+12/+7/+2
+5
+10
+10
Master's touch
5
5
5
4
4
2
18th
+13/+8/+3
+6
+11
+11
Innovation
5
5
5
5
4
3
19th
+14/+9/+4
+6
+11
+11
Theory
5
5
5
5
5
4
20th
+15/+10/+5
+6
+12
+12
Grand theorem
5
5
5
5
5
5