Artifice Devices*

Similar to spellcasters, artificers can create special devices that function much like magical items if they are of the appropriate level and expend sufficient time and money to create them. These artifice devices are technological in nature, and though they create effects that are similar to those of specific magical items, they use gears, springs, and other mechanisms to duplicate the effects of their magical counterparts.

When crafting an artifice device, its material costs are equal to half the construction costs of its magical counterpart, but requires twice the construction time create (see Magic Item Creation). Although an artifice device may duplicate the effects of a specific item, some artifice devices have a level requirement higher or lower than that of its magical counterpart. This is often due to the mechanical or alchemical complexity of the artifice device.

ARTIFICE DEVICE DESCRIPTIONS

The following artifice device descriptions are presented in alphabetical order. Each entry lists its required construction time and cost.

BOOTS OF ACCELERATION

Level Artificer 3

Construction Time 12 days

Cost 6,000 gp

Item Slot Feet; Weight 5 lbs.

Magical Item Equivalent Boots of speed (CL 10th)

These heavy leather boots reach to the knees, with a special mechanism of fine gears and pistons attached on either side. As a free action, the wearer of boots can click his heels together, setting the gears and pistons in motion. Once the wearer begins to move, he finds his speed increased by +10 ft. He can maintain this increased speed for 10 minutes per day before the mechanisms heat up and automatically shut down. Once they shut down, they cannot be activated again until a cool down period of 8 hours has passed. This increase in speed need not be consecutive rounds.

CLIMBING APPARATUS

Level Artificer 1

Construction Time 2 days

Cost 1,500 gp

Item Slot Feet; Weight 15 lbs.

Magical Item Equivalent Rope of climbing (CL 3rd)

This gadget consists of a system of small spring-driven gears, pulleys, stone-biter anchors, a safety harness, and a 60-foot-long rope no thicker than a wand that is strong enough to support 3,000 pounds. Once the rope is attached securely to wherever its owner desires and the springs wound, the rope moves silently upward or downward at 10 feet per round. This gadget lowers the DC of Climb checks while using it by 10. A creature must be belted securely into the harness when the spring driven apparatus is activated.

COLLAPSIBLE GLIDER

Level Artificer 4

Construction Time 5 days

Cost 2,500 gp

Item Slot —; Weight 100 lbs.

Magical Item Equivalent None

This gadget takes the form of a glider, but with the press of a button it collapses in upon itself into small box, or unfolds into glider again.

CLOAK OF INVISIBILTY

Level Artificer 5

Construction Time 20 days

Cost 10,000 gp

Item Slot Shoulders; Weight 5 lbs.

Magical Item Equivalent Ring of invisibility (CL 3rd)

This gadget resembles a heavy woven cloak and hood with a web of glass nodes and wires all over its surface. When activated, the cloak bends the light around the wearer and effectively turns him invisible. Activating the cloak is a standard action and hides the wearer as the invisibility spell for 1 round per level of the artificer. The cloak can be used once per day before it must be recharged. The cloak can be recharged by exposing it to sunlight for 8 hours.

COLLAPSIBLE LADDER

Level Artificer 3

Construction Time 2 days

Cost 2,000 gp

Item Slot —; Weight 5 lbs.

Magical Item Equivalent Escape ladder (CL 7th)

This spring-driven cable ladder is 10-foot long and collapses into itself. By pressing a button, it can be extended upward into the air, becoming rigid. The ends have special fixture that allow attached to another collapsible ladder. Pressing the button a second time makes the ladder collapse into itself again, pulling itself toward whichever end is anchored. Climbing the ladder is a DC 0 Climb check. The ladder can hold up to 600 pounds if attached to a sturdy surface.

DEPTH SUIT

Level Artificer 6

Construction Time 24 days

Cost 12,000 gp

Item Slot Body, Feet, Hands; Weight 30 lbs.

Magical Item Equivalent Helm of underwater action (CL 5th)

This self-contained underwater rubber body suit consists of a large metal helm with a glass faceplate, rubber gloves and boots, and air supply hookups. The helm allows the wearer to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) A special button can be pressed, releasing a burst of air that gives the wearer a 30-foot swim speed. The depth suit can be fitted with a long rubber hose that leads to the surface (continual air supply), an air canister (see aqualung), or even a bottle of air to grant an air supply for various lengths of time.

ELECTROMAGNETIC GLOVES

Level Artificer 4

Construction Time 6 days

Cost 3,000 gp

Item Slot Hands; Weight 3 lbs.

Magical Item Equivalent Magnetist’s gloves (CL 3rd)

Powered by special coils that generate electric currents, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet as a standard action. The target’s item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use these gloves if he has at least one hand free. If the wearer fails the combat maneuver check, he is not disarmed. The electric current allows these gloves to be used up to three times per day before they must be allowed to recharge for 8 hours.

ENERGY THROWER

Level Artificer 3

Construction Time 13 days

Cost 6,500 gp

Item Slot —; Weight 1 lb.

Magical Item Equivalent Wand of scorching ray (CL 3rd)

This gadget is a 2-foot metal tube, 1-inch in diameter. Similar in appearance to a rudimentary firearm, it has a bent grip and trigger mechanism at one end and a hollow barrel at the other. Near the trigger mechanism is a slot, into which an energy pack can be inserted. By firing the trigger, the wielder unleashes a ray of energy with a range of 60 feet. The ray requires a ranged touch attack to hit and deals 4d6 points of energy damage. The type of damage is determined by the type of energy pack that is inserted into the gadget–acid, cold, electricity, or fire. Each energy pack has 5 charges, and once depleted (reaches 0 charges), it requires 8 hours for it to fully recharge.

ENERGY WEAPON

Level Artificer 2

Construction Time 5 days

Cost 2,500 gp

Item Slot —; Weight —

Magical Item Equivalent a corrosive, flaming, frost, or shock weapon (CL 5th)

This gadget can be any mundane weapon adapted to deal energy damage. The type of damage is determined by the type of energy pack that is inserted into the weapon–acid, cold, electricity, or fire. An energy weapon functions as a magical weapon with one of the following weapon properties, as determined by its energy pack: corrosive (acid), flaming (fire), frost (cold), or shock (electricity). Each energy pack has 30 charges, but recharges at the rate of 1 charge per minute. If the energy pack is depleted (reaches 0 charges), it requires 8 hours for it to fully recharge.

ENERGY WEAPON, GREATER

Level Artificer 4

Construction Time 17 days

Cost 8,500 gp

Item Slot —; Weight —

Magical Item Equivalent a corrosive burst, flaming burst, icy burst, or shocking burst melee or ranged weapon (CL 6th)

This gadget is exactly like the energy weapon gadget, except it functions as a magical weapon with the corrosive burst (acid), flaming burst (fire), icy burst (cold), or shocking burst (electricity) weapon property.

FLIGHT PACK

Level Artificer 4

Construction Time 16 days

Cost 8,000 gp

Item Slot —; Weight 30 lbs.

Magical Item Equivalent Winged boots (CL 8th)

This gadget resembles a backpack with a large metal propellant canister. When activated, this device allows the wearer to fly as spell (including a +4 bonus on Fly skill checks) for up to 5 minutes. This time does not need to be used all at once. The device requires a flask of alchemist's fire for each minute of use. Refilling the flight pack's fuel tank takes a full round action for each flask of alchemist’s fire. A flight pack can be activated or deactivated as a standard action.

GADGETEER’S GLOVES

Level Artificer 2

Construction Time 4 days

Cost 2,000 gp

Item Slot Hands; Weight 1 lb.

Magical Item Equivalent Trapspringer’s gloves (CL 5th)

These studded leather gloves look similar to artificer’s workgloves, though they are reinforced with numerous metal strips that the user can extend or retract as a swift action. By turning the tip of each finger, he brings forth a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

GAS MASK

Level Artificer 6

Construction Time 27 days

Cost 13,500 gp

Item Slot Head; Weight 5 lbs.

Magical Item Equivalent Plague mask (CL 5th)

This full headgear envelopes the face and consists of a large pair of goggles and special filtration and ventilation system that covers the nose and mouth. It grants the wearer immunity to disease while it is being worn. It also grants a +6 resistance bonus on saving throws against any gas related spells and effects, such as stink cloud.

GLOVES OF ATTRACTION

Level Artificer 3

Construction Time 4 days

Cost 2,000 gp

Item Slot Hands; Weight 1 lb.

Magical Item Equivalent Gloves of arrow-snaring (3rd)

These gloves are crafted from supple leather and covered in small plates made of loadstone that generate a powerful magnetic field. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for them to be effective, and at least one hand must be free to take advantage of the feat.

GOGGLES OF FARSIGHT

Level Artificer 2

Construction Time 4 days

Cost 2,000 gp

Item Slot Eyes; Weight 1 lb.

Magical Item Equivalent Far-reaching sight (3rd)

This set of lenses allows the wear to make amazing attacks with ranged weapons. The wearer can spend a full-round action to make a single shot with a bow (crossbow, longbow, or short bow) or firearm. When using a bow, the wearer doubles the range of the weapon. When using a firearm, the wielder can resolve the attack against the touch AC of a target regardless of the range increment.

GOGGLES OF SEEING

Level Artificer 1

Construction Time 3 days

Cost 1,250 gp

Item Slot Eyes; Weight —

Magical Item Equivalent Eyes of the eagle (CL 3rd)

The lenses of this gadget are made of crystal lenses and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and confused for 1 round.

GYROGLIDER

Level Artificer 20

Construction Time 50 days

Cost 50,000 gp

Item Slot —; Weight 500 lbs.

Magical Item Equivalent None

When activated, this grand gadget has a metal frame similar in appearance to row boat, with two seats, one behind the other, that can hold two Medium creatures. A gyroglider has foldable wings that can be extended or retracted, as well as two rotary blades that provide lift for glider. The device has four levers and two pedals at the front seat that can control the contraption, allowing it bank left or right, gain or lose altitude, and extend or retract the wings. Engaging the rotors and becoming airborne takes 2 full rounds, while controlling the levers and pedals require a standard action. The device grants the artificer a 60ft fly speed with Perfect maneuverability for 30 minutes per flask of alchemist fire. This time does not need to be used all at once. The fuel tank holds up to 4 flasks of alchemist’s fire. Refilling the fuel tank takes a full round action per flask. When active, a gyroglider has the following characteristics: hp 150; hardness 10; speed fly 60 ft. (perfect); AC18 (–1 size, +9 natural).

HOVER BOOTS

Level Artificer 3

Construction Time 2 days

Cost 3,750 gp

Item Slot Feet; Weight 10 lbs.

Magical Item Equivalent Boots of levitation (CL 3rd)

This gadget consists of a pair of hard leather boots, each fitted with a small propellant canister. When activated, this device allows the wearer to levitate as spell for 1 minute. This time does not need to be used all at once. The device requires a flask of alchemist's fire for each minute of use. Refilling the hover boots pack's fuel tanks takes a full round action. Hover boots can be activated or deactivated as a standard action.

INFLATABLE BOAT

Level Artificer 5

Construction Time 2 days

Cost 3,600 gp (4,200 gp larger version)

Item Slot —; Weight 10 lbs. deflated (15 lbs., larger version)

Magical Item Equivalent Folding boat (CL 6th)

An inflatable boat looks like a small box of folded rubber about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. When the special cord is pulled, it unfolds itself rapidly in the space of a single round to form a rubber boat 10 feet long, 4 feet wide, and 2 feet in depth. A larger version of this boat can also be crafted, unfolding into a rubber boat 24 feet long, 8 feet wide, and 6 feet in depth. The inflatable boat deflates by pulling the cord again. Deflating requires 1 minute for the smaller version and 5 minutes of the larger version. An inflatable boat cannot unfold if there isn't enough open space for it to occupy once unfolded.

INJECTION GLOVES

Level Artificer 3

Construction Time 5 days

Cost 2,500 gp

Item Slot Hands; Weight 1 lb.

Magical Item Equivalent Poisoner’s gloves (CL 5th)

These thick black gloves have retractable needles in each digit. Fine tubes of adamantine lead to the tip of each finger and are fed by a special reservoir where a vial can be placed. These gloves are used primarily to deliver poisons while in combat. Each reservoir may be filled with a single dose of poison, a poison, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used five times before the fine tubes become clogged and must be cleaned. Cleaning these tubes requires 1 hour and the use of special tools. Filling a glove is a full-round action that provokes attacks of opportunity.

IRON CABLE

Level Artificer 1

Construction Time 1 day

Cost 375 gp

Item Slot —; Weight 5 lbs.

Magical Item Equivalent Iron rope (CL 4th)

This gadget appears as a 25-foot coil of hemp rope but is made of woven wires of iron with the hardness and hit points of a normal inch-thick iron bar.

LONGSTRIDER BOOTS

Level Artificer 1

Construction Time 6 days

Cost 2,750 gp

Item Slot Feet; Weight 5 lbs.

Magical Item Equivalent Boots of striding and springing (CL 3rd)

Through a complex mechanism of springs and tiny gears, these boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +5 competence bonus on Acrobatics checks.

MICROSCOPIC GOGGLES

Level Artificer 1

Construction Time 3 days

Cost 1,250 gp

Item Slot Eyes; Weight —

Magical Item Equivalent Goggles of minute seeing (CL 3rd)

The lenses of this gadget are made of special crystal, specially crafted and shaped. When placed over the eyes of the wearer, the lenses enable him to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn to be effective.

MOTORCOACH

Level Artificer 20

Construction Time 40 days

Cost 40,000 gp

Item Slot —; Weight 500 lbs.

Magical Item Equivalent None

When activated, this grand gadget resembles a 4–wheeled carriage with four seat seats that can hold four Medium creatures. There are no traces or harnesses for horses, as this gadget is self-propelled. In the left front seat is a simple steering mechanism used to drive the contraption, as well as a pedal that controls the speed. The device can be used for 30 minutes per flask of alchemist fire. This time does not need to be used all at once. This grand gadget is far more fuel efficient than other gadgets that require fuel. Thus, the device requires a flask of alchemist's fire for every 30 minutes of use. The fuel tank holds up to 8 flasks of alchemist’s fire. Refilling the fuel tank takes a full round action per flask. When active, a motorcoach has the following characteristics: hp 100; hardness 5; speed 100 ft.; AC16 (–1 size, +7 natural).

NIGHT VISION GOGGLES

Level Artificer 4

Construction Time 12 days

Cost 6,000 gp

Item Slot Eyes; Weight 1 lb.

Magical Item Equivalent Goggles of the night (CL 3rd)

The lenses of these goggles are crafted from rare violet crystals that undergo a extensive process that alters their functionality. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the goggles to be effective.

PORTABLE BRIDGE

Level Artificer 4

Construction Time 7 days

Cost 3,500 gp

Item Slot —; Weight 30 lbs.

Magical Item Equivalent Instant bridge (CL 10th)

This lightweight steel box is approximately 1 foot square. When a button is pressed, it rapidly stretches outward and unfolds in a whir of gears, pulleys, and springs, becoming a metal plank 1/2 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs only 30 pounds and can support up to 4,000 pounds. When the button is pressed again, it collapses into its portable form once more. Because of the complexity of this portable bridge, it can only be activated three times per day, after which it automatically gains the broken condition. If any part of it is destroyed while it is extended, the gadget immediately becomes unusable and must be repaired before it can be used again.

ROD OF LIGHT

Level Artificer 2

Construction Time 1 day

Cost 65 gp

Item Slot —; Weight 1 lb.

Magical Item Equivalent Ioun torch (CL 12th)

This gadget appears like a metal rod with a removable cap. When the cap is removed, the rod emits a 30-foot cone of light (with illumination as the light spell) and can be directed in any direction the artificer desires. The rod is filled with a luminescent bio-electric compound, allowing to constantly self charge and emit light continually.

SHOCK NET

Level Artificer 2

Construction Time 1 day

Cost 1,000 gp

Item Slot —; Weight 5 lbs.

Magical Item Equivalent None

This gadget is a net of thin iron cables and charged with electromagnetic energy from the natural magnets anchored at all four corners of the net. The shock net can be thrown (or launched with a utility gun) like a normal net, as a standard action. Any target entangled by the net takes 1d4 points of electricity damage for 1 minute, at which time the electromagnetic energy is depleted and must be recharged. The net require 8 hours to recharge.

SILVER COATING

Level Artificer 1

Construction Time 1 day

Cost 125 gp

Item Slot —; Weight 1/2 lb.

Magical Item Equivalent Silversheen (CL 5th)

This gadget is a shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.

SONIC GUN

Level Artificer 5

Construction Time 20 days

Cost 10,000 gp

Item Slot —; Weight 10 lbs.

Magical Item Equivalent Horn of blasting (CL 7th).

This gadget is similar in appearance to a rudimentary blunderbuss, with a stock and trigger mechanism at one end and a hollow bell-shaped barrel at the other. Near the trigger mechanism is a small bellows, gears, and other gadgetry that create a sonic percussion when it is discharged. By firing the trigger, the wielder unleashes a burst of energy that deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). This gadget can be discharged three times per day without any side effects. If the sonic gun is used more than three times in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the wielder.

SUBMERSIBLE

Level Artificer 20

Construction Time 45 days

Cost 45,000 gp

Item Slot —; Weight 500 lbs.

Magical Item Equivalent Apparatus of the crab (CL 19th)

When activated, this grand gadget appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Once inside, one finds 10 levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions. Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). By attaching an air canister (see aqualungs) the amount of air is doubled. If a bottle of air is used, it provides a limitless source of air. The artificer know exactly how to open the hatch and operate the gadget. When active, a submersible has the following characteristics: hp 200; hardness 15; speed 20 ft., swim 20 ft.; AC20 (–1 size, +11 natural); melee 2 pincers +12 (2d8);CMB +14; CMD 24. This gadget otherwise functions as an apparatus of the crab.

SWIMMING DEVICES

Level Artificer 2

Construction Time 7 days

Cost 3,125 gp

Item Slot Hands, Feet; Weight 5 lbs.

Magical Item Equivalent Gloves of swimming and climbing (CL 5th)

These large rubber gloves and slippers appear like frog flippers and a +5 competence bonus on Swim checks. Both the gloves and slippers must be worn for the benefits to be effective.

TRUE SOLVENT

Level Artificer 6

Construction Time 1 day

Cost 25 gp

Item Slot —; Weight 5 lbs.

Magical Item Equivalent Universal solvent (3rd)

This gadget is an alchemical solution that is able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.

UTILITY GUN

Level Artificer 2

Construction Time 2 days

Cost 1,500 gp

Item Slot —; Weight 8 lbs.

Magical Item Equivalent None

This gadget resembles a rudimentary pistol with a wider and elongated barrel that allows the wielder to launch nonlethal utility projectiles. Such a projectile can be loaded as a move action, and then discharged with the appropriate ranged touch attack roll as a standard action. This gadget requires a single dose of black powder to discharge. The utility gun grants a +2 size bonus to the wielder’s CMB, and he can use any of the following three utility projectiles in this manner.

Bola: The wielder loads a bola into her firearm and attempts a ranged Trip combat maneuver (Ranged CMB = Base attack bonus + Dexterity modifier + special size modifier) against his target as if he had the Improved Trip feat. If the combat maneuver succeeds, the target is subject to a Trip (see Combat Maneuvers in the Pathfinder Core Rulebook). The range for a bola launched by a utility gun is 30 feet.

Grappling Hook: The wielder loads a rope-tethered grappling hook and makes a ranged attack roll, treating the hook as a thrown weapon with a range increment of 30 feet. Objects with ample places to catch the hook are considered to have an AC 5. The rope is typically 60 feet in length.

Net: The wielder loads a specially folded net into the gadget and when the utility is discharged, he makes a ranged touch attack against his target. A net launched from a utility gun has a maximum range of 30 feet. If the attack is successful, the target is entangled (see the Entangled condition). An entangled creature can also attempt to escape the net (see Net). The wielder can also use the shock net gadget in place of a regular net.

WALL CLIMBER’S GEAR

Level Artificer 3

Construction Time 5 days

Cost 2,400 gp

Item Slot Hands, Feet; Weight 5 lbs.

Magical Item Equivalent Slippers of spider climbing (CL 4th)

This apparel consists of a pair of boots, gloves, and knee pads covered in tiny rubber suctions cups. When worn, they enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free if he so desires. His climb speed is 10 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make this gadget useless.