Difference between revisions of "Artificer (Apath)"

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=== Class Skills ===
 
=== Class Skills ===
 
A artifice’s class skills are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). This modifies the kingpins' class skill list.
 
A artifice’s class skills are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). This modifies the kingpins' class skill list.
 
  
 
'''Skill Ranks per Level:''' 8+ Int per level
 
'''Skill Ranks per Level:''' 8+ Int per level

Revision as of 16:28, 4 February 2016

ApathApath Logo
Unofficial rules compendium

A artifice is a kingpin focused on the Craft skill and the creation of exceptional items. Artifices develop supreme skills that allow them to create a multitude of magic items even though they possess no spell ability. They can guide their allies in the use of these magic items, even if their allies have no such aptitude. Artifices are often mistaken for spellcasters.

Class Information

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

A artifice’s class skills are: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). This modifies the kingpins' class skill list.

Skill Ranks per Level: 8+ Int per level

Class Features

The artifice has all the kingpin's class features, except as noted.

Deeds

The following deeds replace some of the kingpins' deeds.

Craft Under Stress (Ex)

From 1st level the artifice can guide his gang to be adept at crafts and using magical items. This is the same as the confidence under stress deed, except that it only applies to the Craft and Use Magic Device skills and costs no cunning to impart to allies. This deed replaces gang alertness.

Power Wand or Scroll (Su)

At 3rd level when the artifice activates a wand or scroll with Use Magic Device, he can spend a point of cunning instead of destroying a scroll or expending a charge from a wand. If his class level equals or exceeds the item's caster level, success is automatic. If the caster level is higher than his class level, he must succeed on a Use Magic Device check with a DC of 20 + the item's caster level. If this check fails, a scroll is destroyed and a wand expends a charge normally. This replaces the teamwork deed.

Craft Skill Supremacy (Ex)

Gained at 7th level, this deed functions like the kingpins' skill supremacy deed, with the exception that the artifice gains it at level 7, that it only applies to the Craft and Use Magic Device skills, and that it only costs a single point of cunning to use. This deed replaces uncanny alertness.

Greater Artifice’s Inspiration (Ex)

From 11th level and on the artifice can grant his gang the ability to take 20 on Craft and Use Magic Device checks. Using this ability costs the artifice a point of cunning and lasts for one round. This deed replaces uncanny coordination.

Power Staff (Su)

Gained at 11th level, this deed works like the power wand or scroll deed above, except that it applies to staves and costs 2 cunning per charge. An artificer with this deed can use it to recharge one charge of a staff once per day, often doing so before retiring for the night if he has the cunning to spare. It replaces the coax action deed.

Item Creation Feats (Ex)

A artifice is greatly versed in the art of creation, to the point that his ability competes with true spellcasters. At 1st level, a artifice receives a item creation feat as a bonus feat. He must meet the prerequisites for this feat. The artifice receives another bonus item creation feat at level 5 and 13.

He may use any magic item creation feat to create magic items even though he is not a spell caster. The DC to create an item still increases for any spell requirement he or his allies do not fulfill. He can create a potion, spell trigger item, or spell completion item without knowing the spell in question, but the DC increases by an additional 5. This ability replaces teamwork feats.

Note that an artifice does not have Spellcraft as a class skill, and usually uses a Craft skill instead. Any time an artifice spends creating an item with the Craft skill also counts as time spent making the item magical.

Bonus Feats (Ex)

At 2nd, 9th, and 17th level, the artifice receives a bonus feat. This can be any feat he fulfills the prerequisites for. As a special bonus, if the artifice selects a item creation feat as a bonus feat, he also learns an additional skill trick. This is a modification to the kingpin's bonus feats class feature.

Supreme Artifice (Ex)

At 20th level, the artifice masters the Appraise, Craft (all variants) and Use Magic Device skills. The artifice may always use these skills with the skill supremacy deed, without costing him any cunning. In addition, the artifice is treated as having all spells required for the creation of an item prepared, and he no longer increases the DC for creating spell-trigger and spell-activation items. This replaces supreme mastery.

Table: Artifice

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Gang Radius
1st +0 +0 +2 +2 Kingpins' cunning, deeds (craft under stress, gang, plots within plots), item creation feat 20 ft.
2nd +1 +0 +3 +3 Bonus feat, skill trick 20 ft.
3rd +2 +1 +3 +3 Deeds (exemplar of skills, mob flanking, power wand or scroll) 30 ft.
4th +3 +1 +4 +4 Skill trick 30 ft.
5th +3 +1 +4 +4 Item creation feat 30 ft.
6th +4 +2 +5 +5 Skill trick 30 ft.
7th +5 +2 +5 +5 Deeds (coax self, confidence under stress, craft skill supremacy) 40 ft.
8th +6/+1 +2 +6 +6 Skill trick 40 ft.
9th +6/+1 +3 +6 +6 Bonus feat 40 ft.
10th +7/+2 +3 +7 +7 Skill trick 40 ft.
11th +8/+3 +3 +7 +7 Deeds (greater artifice's inspiration, hands-on leadership, power staff) 50 ft.
12th +9/+4 +4 +8 +8 Skill trick 50 ft.
13th +9/+4 +4 +8 +8 Item creation feat 50 ft.
14th +10/+5 +4 +9 +9 Skill trick 50 ft.
15th +11/+6/+1 +5 +9 +9 Deeds (coordinate skill tricks, getaway, skill supremacy) 60 ft.
16th +12/+7/+2 +5 +10 +10 Skill trick 60 ft.
17th +12/+7/+2 +5 +10 +10 Bonus feat 60 ft.
18th +13/+8/+3 +6 +11 +11 Skill trick 60 ft.
19th +14/+9/+4 +6 +11 +11 Deeds (coax the gang, inspire skill supremacy, team spirit) 70 ft.
20th +15/+10/+5 +6 +12 +12 Skill trick, supreme artifice 70 ft.
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