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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2682772" data-attributes="member: 23094"><p>Nah - I think you're mixing up Magewrights and Artificers. Magewrights are Adepts with Craft skills and a limited arcane spellcasting list.</p><p></p><p>Artificers get every magic item creation feat and a craft reserve, but they also get a number of infusions (basically, spells) which only work on magical items or constructs.</p><p></p><p>They start off with things like Magic Weapon and Weapon Augmentation (Personal), which allow them to give +1 Enhancement bonuses (as per the spell) and apply any ability that costs +1 to their own weapon. They also have a skill-item infusion which grants circumstance bonuses to a particular skill, which increases as they increase in level.</p><p></p><p>Eventually, they can hand out weapon or armor abilities that cost up to +5 on the fly, create single-shot wands on the fly, add extra charges to existing wands, and change bonuses from one type to another (i.e., Deflection to Luck, etc.).</p><p></p><p>EDIT:</p><p></p><p>Ferinstance, if an artificer really, really wanted to, they could take your Cloak of Elvenkind (+5 Competence to Hide) and then they'd apply their Skill Enhancer on it, and make it a CoE (+5 Comp. to Hide, +5 Circumstance to Hide). Then, they'd bonus-switch it, and make it a CoE(+5 Comp. to Hide, +5 Luck to Hide), and Skill Enhance it again, to end up with a CoE (+5 Comp. to Hide, +5 Luck to Hide, +5 Circ. to Hide). You've got a +15 CoE (for an hour or so, anyway). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2682772, member: 23094"] Nah - I think you're mixing up Magewrights and Artificers. Magewrights are Adepts with Craft skills and a limited arcane spellcasting list. Artificers get every magic item creation feat and a craft reserve, but they also get a number of infusions (basically, spells) which only work on magical items or constructs. They start off with things like Magic Weapon and Weapon Augmentation (Personal), which allow them to give +1 Enhancement bonuses (as per the spell) and apply any ability that costs +1 to their own weapon. They also have a skill-item infusion which grants circumstance bonuses to a particular skill, which increases as they increase in level. Eventually, they can hand out weapon or armor abilities that cost up to +5 on the fly, create single-shot wands on the fly, add extra charges to existing wands, and change bonuses from one type to another (i.e., Deflection to Luck, etc.). EDIT: Ferinstance, if an artificer really, really wanted to, they could take your Cloak of Elvenkind (+5 Competence to Hide) and then they'd apply their Skill Enhancer on it, and make it a CoE (+5 Comp. to Hide, +5 Circumstance to Hide). Then, they'd bonus-switch it, and make it a CoE(+5 Comp. to Hide, +5 Luck to Hide), and Skill Enhance it again, to end up with a CoE (+5 Comp. to Hide, +5 Luck to Hide, +5 Circ. to Hide). You've got a +15 CoE (for an hour or so, anyway). :) [/QUOTE]
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