Pathfinder 1E Pathfinderized Artificer - Another Take

SteelDraco

First Post
I've put together the following take on the Artificer class. I've tried to follow a Pathfinder-esque model with the class. I'll post the spell list in the next post - this is already quite long. Any thoughts or comments would be appreciated. I'm worried it's quite overpowered, but this is a rough draft - I think I can whittle the concepts down from the start I have here to something more workable, but I wanted to get a first draft out and maybe get a few comments before I take a short vacation the day after tomorrow.

Off the top of my head, I'm not sure about the homunculus. I'm basing it strongly on the summoner's eidolon, since I like the idea that everyone has their own customized creature that they build. I'm going with level - 3 as a starting point based on the druid's animal companion versus the ranger's, but I don't know if that's a sufficient difference. Thoughts?

Basic Description
Base Attack Bonus: Medium
Fortitude Save: Poor
Reflex Save: Poor
Will Save: Good

Alignment: Any.

Hit Dice: d8

Starting Wealth: 4d6 x 10 gp (average 140gp)

Class Skills: The artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier

Class Features

1st - Infusions, Innovation Pool, Innovation, Item Creation, Scribe Scroll, Trapfinding
2nd - Brew Potion, Innovation
3rd - Craft Wondrous Item, Magical Artisan
4th - Craft Wand, Innovation
5th - Bonus feat, Craft Homunculus, Craft Magic Arms and Armor
6th - Innovation
7th - Forge Ring
8th - Innovation
9th - Bonus feat, Craft Rod
10th - Innovation
11th - Craft Staff, Master Artisan
12th - Innovation
13th - Bonus feat
14th - Innovation
15th - Thrifty Artisan
16th - Innovation
17th - Bonus feat
18th - Innovation
19th - True Artisan
20th - Innovation, Legendary Creation

Infusions (Su): The artificer is a specialized form of spellcaster. Their spells (also known as infusions) are typically oriented around objects or creatures of the construct type. Like a sorcerer, an artificer selects a number of spells known from which he can draw his powers. Artificers are Intelligence-based spellcasters, using their Intelligence to determine the saving throw DC to resist their powers and to calculate bonus infusion slots. An artificer must possess an Intelligence score of 10 + spell level to cast an infusion.

For the most part, an artificer does not cast spells directly on a target. Instead, they create a temporary magical item by casting their spells onto an object in the possession of the target. For example, to cast Cat's Grace on an ally, the artificer actually enchants an item they hold, which grants the benefits of Cat's Grace for the duration. The most common exceptions to this restriction are creatures of the construct type, which can be the direct target of infusions.

As spellcasters, artificers require eight hours of nightly rest and fifteen minutes of preparation and study to regain their infusions for the day. If they are unable to rest or study, they do not regain infusions for the day or refresh their innovation pool.

Artificers can use spell completion and spell trigger items if the spell appears on the artificer spell list.

Artificers use the same spells known and spells per day chart as the summoner from the Advanced Player's Guide.

Innovation Pool (Su): Each day, the artificer has a pool of innovation points he can use for a variety of class abilities, known as innovations. The number of points in this pool is equal to the artificer's Intelligence modifier plus one point for every two artificer levels. These points are refreshed each day when the artificer regains his infusion slots. If he is unable to regain his infusions for the day due to insufficient rest or other reasons, he does not refresh his innovation pool.

Innovations (Su): As the artificer progresses, he learns many tricks and makes discoveries about his art. He gains one innovation at 1st level and another at each even level. Unless otherwise noted, an innovation cannot be taken more than once. Some innovations have prerequisites that must be met before the innovation can be selected; they are noted in the ability description. If an innovation requires a save, the DC is 10 + 1/2 the artificer's level + his Intelligence modifier. Some innovations require expending points while activating a magic item. If the item fails to activate (typically because of a failed Use Magic Device check), the points are still spent.

Analyze Object: The artificer may spend 1 innovation point to analyze an object he is holding as though using Detect Magic and the Spellcraft skill as a standard action, rather than in three rounds.

Artificer's Shieid: The artificer may spend 1 innovation point as an immediate action to add his Intelligence modifier as a resistance bonus to saves against magical effects generated by items for one round. He also gains a +1 deflection bonus to AC for one round.

Artificer's Shield, Improved: If the artificer is targeted by a spell or effect generated by a magic item while using Artificer's Shield and successfully saves, he ignores all effects of the power, as though the caster had failed a spell resistance check against him. This functions even if the effect does not normally allow spell resistance. In addition, the deflection bonus to AC granted by Artificer's Shield improves by +1 for every four artificer levels he possesses. He must possess the Artificer's Shield innovation and be at least 6th level before selecting this ability.

Artificer's Shield, Lasting: Each time the artificer activates Artificer's Shield, it lasts for an additional round for every four artificer levels he possesses. An artificer must possess the Artificer's Shield innovation before selecting this one.

Artificer's Shield, Reflecting: When the artificer is targeted by a spell or effect generated by a magical item while Artificer's Shield is active, he may elect to spend four points from his innovation pool as a free action. If he does so and successfully saves against the effect, it is reflected back on its originator as the spell turning spell. The artificer may use this ability any number of times per round, but must pay the innovation points for each effect individually. He must possess the Improved Artificer's Shield innovation and be at least 10th level before selecting this ability.

Blasting Rod: The artificer creates a magical rod through which he can focus his magical energy to attack his foes. Creating the rod requires eight hours of work and 350gp. It can be wielded in combat as a masterwork light mace, and enchanted as such, should the artificer desire. While wielding it, the artificer may spend 1 point from his innovation pool as a 1st level spell-like ability to perform a ranged touch attack at a target within 60'. If successful, the target takes 1d4 points of damage + the artificer's Intelligence modifier. This damage increases by 1d4 at every odd artificer level, to a maximum of 5d4 at 9th level.

Blasting Rod, Improved: The damage of the artificer's Blasting Rod innovation increases by 1d4 every odd artificer level past 10th level, to a maximum of 10d4. The artificer must possess the Blasting Rod innovation before selecting this one, and must be at least 10th level.

Cannibalize Object: The artificer has learned to channel the energy from an item to refresh his personal resources. As a one-round action that provokes attacks of opportunity, he may drain a magic item he holds to gain one innovation pool point for every full 100gp in item's base price, up to his normal daily maximum innovation points. An item worth less than 100gp is merely destroyed by this power; the artificer gains nothing. This has no effect on artifacts.

Cunning Activation: The artificer may spend 1 innovation point as part of any Use Magic Device check to add his Intelligence modifier as a competence bonus to the roll.

Distant Analysis: The artificer's knowledge of magical objects is so vast that he can identify items without even touching them. The artificer may use the Analyze Object innovation on an item up to 30' away in his line of sight. The artificer must possess the Analyze Object innovation and be at least 6th level before selecting this innovation.

Elemental Blast: The artificer has learned to channel elemental energy through his blasting rod. When he selects this innovation, he must choose either acid, cold, electricity, or fire. When using his blasting rod innovation, the artificer can elect to make his blasting rod deal the type of damage selected. If he does so, the die type on the blasting rod's damage roll increases from d4s to d6s. The artificer must posses the Blasting Rod innovation before selecting this one. This innovation may be selected more than once; the artificer must select a new damage type each time.

Elemental Blast, Improved: The artificer's elemental blasts carry a secondary effect based on the type of elemental damage dealt.
Acid: The target takes 1 point of acid damage for every odd artificer level the caster possesses on the artificer's next turn after being damaged by the blast.
Cold: The target is fatigued for one round after taking damage from the elemental blast.
Electricity: The target is staggered for one round after taking damage from the elemental blast.
Fire: The target catches fire for 1d4 rounds, taking 1d6 points of fire damage each turn. The target may attempt a Reflex save (DC 10 + 1/2 artificer level + Intelligence bonus) as a full-round action to extinguish the fire.
The artificer must be at least 6th level and possess the Blasting Rod and Elemental Blast innovations to select this ability. This ability only needs to be selected once; it applies to all energy types if the artificer has selected the Elemental Blast innovation more than once.

Explosive Blast: The artificer may elect to spend two additional innovation points when using his Blasting Rod innovation. If he does so, the attack becomes an area effect damaging all targets within a 10' radius burst of the target location. The damage dealt (and energy type, if he also possesses the Elemental Blast innovation) does not change. Targets within the area may make a Reflex save (DC 10 + 1/2 artificer level + Intelligence modifier) for half damage. When using his blasting rod in such a fashion, the blasting rod is considered a 3rd level spell-like ability.

Extended Imbue: The artificer is practiced at conserving his energy while powering an item. When he uses the Imbue Item innovation, he may elect to pay one innovation point per round as a free action. As long as he does so, the item keeps the caster level bonus from the initial use of Imbue Item. If he loses possession of the item in question, this power immediately ends. The artificer must know the Imbue Item innovation before selecting this one.

Imbue Item: As part of activating a magic item, the artificer may spend one or more points from his innovation pool to add +2 to the item's caster level per point spent for the current round, to a maximum total of the artificer's own caster level. For example, an artificer uses a wand of Magic Missile cast at 1st level and spends two innovation points. The magic missile goes off as though cast by a 5th level caster.

Imbue Item, Improved: The artificer is very experienced at making the most out of spells cast from items. When activating a magic item, he may spend one innovation point to calculate the save DC of the generated effect as though it were an artificer infusion of the same level (10 + spell level + artificer's Intelligence modifier). Any applicable feats or special abilities the artificer possesses, such as Spell Focus, apply to the save DC. The artificer must possess the Imbue Item innovation and be at least 4th level to select this innovation.

Improvised Item: The artificer excels at creating cheap items quickly, scraping together a magical solution to a current problem. He can create a potion or scroll with a base price of 250gp or less in one minute, rather than an hour. The materials cost is unchanged from what would normally be required. Creating an item in this manner costs one innovation point per level of the spell.

Infusion Link: The artificer may spend one innovation point as a standard action. For one minute, he can cast touch-range infusions on his homunculus as long as it is within 60' of him.

Instant Analysis: The artificer may spend three innovation points to use Analyze Object as a swift action. The artificer must possess the Analyze Object innovation and be at least 4th level before selecting this ability.

Item Bond: The artificer can bond with a particular item, allowing him to use its powers to greater effect. He sets aside a number of innovation points equal to highest level spell a specific item he possesses can cast. His innovation pool is reduced by this amount until he chooses to release the item bond, at which point they return as normal. The artificer no longer needs to make Use Magic Device checks to use the item, and all powers cast from it are at +1 to save DCs and caster level. Additionally, he can sense the item's distance and direction at all times as a standard action. Bonding with an item requires that the artificer handle it for one minute.

Master Scribe: The artificer excels at creating scrolls quickly. He can create a scroll of up to 500gp base price in an hour, rather than the normal limit of 250gp. If he possesses the Improvised Item innovation, this increase applies to the use of that innovation as well.

Metamagic Item: The artificer can modify spells cast from items with metamagic feats he knows as part of activating the item. He must pay one innovation point to use this ability, plus an additional innovation point for each level increase required by the metamagic feat. For example, it would cost three innovation points to Empower a spell cast from an item. The artificer must be at least 6th level, possess at least one metamagic feat, and have the Imbue Item innovation before selecting this ability.

Multiple Bonds: The artificer can bond with any number of items with the Item Bond innovation. He must set aside innovation points as normal, though the number of points required for each item is reduced by one, to a minimum of one per item.

Power Item: The artificer can use his own energy to cast spells from items. As part of activating the item, the artificer spends a number of innovation points equal to the level of spell cast. This casting does not cost charges from the item. The item in question must be a charged item like a wand or a staff, not a single-use item such as a potion or a scroll. The artificer must be at least 6th level and possess the Imbue Item innovation to select this power.

Rapid Infusion: The artificer has learned to cast infusions rapidly in stressful situations. He can spend a number of innovation points equal to the infusion's level to reduce the casting time of an infusion to full-round action.

Redirect Ward: The artificer has spent a long time digging through trapped tombs, and has learned to use the traps found there against his foes. When he uses the Resist Ward innovation and successfully saves against the trap's effect, he may spend three innovation points as a free action to redirect the spell or effect at another creature within 30', who must resist it as though they were the original target. The artificer must be at least 8th level and possess the Resist Ward innovation to select this ability.

Repair Homunculus: The homunculus is a loyal companion, standing between the artificer and danger on many occasions. This innovation allows the artificer to keep his loyal companion alive. He may spend one innovation point to perform a touch attack as a spell-like ability (1st level effect). This heals his homunculus 1d6 points of damage, plus the artificer's Intelligence modifier. The healing increases by 1d6 at every odd-numbered artificer level.

Resist Ward: The artificer is used to spending time in dark dungeons searching for artifacts of the past. He combines his knowledge of magic with training in avoid traps. When subject to a magical trap, the artificer may spend one innovation point as an immediate action to gain an insight bonus to AC and saves equal to his Intelligence modifier against the trap.

Shaped Blast: When using Explosive Blast innovation, the artificer can choose to shape the blast into different areas. He may select from a 20' radius burst, a 30' cone, or a 60' line.

Swift Trigger: The artificer excels at triggering items quickly. He may spend four innovation points to use a magic item that usually requires a standard action to activate as a swift action. The artificer must be at least 10th level and possess the Cunning Activation innovation before selecting this one.

Trap Spotter: The artificer is adept at noticing traps before they go off. This functions the same as the rogue talent of the same name.

Trigger Item: The artificer can trigger items without touching them. To use this ability, the artificer must first identify the item, typically through the Distant Analysis innovation. Once this has been done, he can spend three innovation points to attempt to trigger the item. If the item is in the possession of another creature, they get a Will save (DC 10 + 1/2 the artificer's level + his Intelligence modifier). A successful save negates this ability. If they fail to save, the artificer may activate the item. If the power used targets an individual, it must target the creature carrying the item (or the nearest valid target within the artificer's line of sight, if no one is carrying the item). If it affects an area, the area is centered on the object.


Item Creation (Su): The talents of the artificer are most clear in their skill at creating magical items. They gain the common item creation feats at or near the level they become available to most spellcasters. They can create items from infusions they know using the normal item crafting rules, though scrolls they make are artificer scrolls, and thus neither arcane or divine, though they can be used with a Use Magic Device check. Artificers can also spend points from their innovation pool to fulfill spell requirements in the creation of magic items. To do so, they must spend one innovation point per level of the spell emulated. This must be done each day during the crafting of an item that requires multiple days to complete. If a spell is not emulated each day during the crafting of an item, the DC of the Spellcraft check to create the item without fulfilling a requirement increases by +5, as normal. This also allows the artificer to create spell trigger and spell completion items without knowing the spell, though he must at least be familiar with the spell to be emulated.

Lesser Trapfinding (Ex): Artificers are frequently fascinated by the creations of the past, and often spend time in dark dungeons guarded by ancient traps. As such, they have learned to survive the rigors of those environments. At 1st level, artificers can find and disable magical traps as a rogue. However, they don't gain a bonus to Perception and Disable Device checks based on their class level, as the rogue's trapfinding ability grants.

Magical Artisan (Su): All artificers are master craftsmen, regardless of their other specializations. Starting at 3rd level, add half the artificer's class level to all Craft checks and all Spellcraft checks made to create magical items.

Bonus Feat (Ex): At 5th level and every subsequent four levels, artificers gain a bonus item creation feat, metamagic feat, or a feat from the following list: Extra Innovation, Extra Spell, Innovative, or Item Focus. They must fulfill all requirements for the feat before selecting it.

Homunculus (Su): At 5th level, the artificer learns to craft a homunculus, a construct loyal to him and made partially from his blood. This functions as a summoner's eidolon at the artificer's level - 3, except it's a construct instead of an outsider. The homunculus does not gain the eidolon's link, share spells, or devotion abilities, though it does gain the construct traits as outlined in the Pathfinder Bestiary. It has no Constitution score, instead gaining bonus hit points based on its size. It has no good saving throw categories, regardless of body form.

It takes three days and 3,000 gp for the artificer to create his homunculus. If it is damaged, the artificer can repair his homunculus as outlined in the Craft Construct feat.

Master Artisan (Su): Starting at 11th level, the artificer may roll twice and take the better roll on the Spellcraft check to create a magical item.

Thrifty Artisan (Su): Starting at 15th level, the artificer has learned to reduce all costs for creating magic items by 25%. This does not reduce the market value or base price of the item, just the artificer's costs to create it.

True Artisan (Su): At 19th level, the artificer is nearly without peer in his crafting skills. Double the speed for creating all magical items. This allows the artificer to make 2,000 gp worth of progress on an item in a day of normal crafting.

Legendary Creation (Su): At 20th level, the artificer has reached the peak of his craft. Work with GM to create an artifact based on the artificer and his preferences. Successfully creating the artifact will be an involved multi-part adventure and cost a considerable number of gold and other resources.
 

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Artificer Feats

Item Focus
You are able to use scrolls or wands to better effect than most.
Prerequisite: Caster level 3rd or Use Magic Device 5 ranks
Benefit: When you select this feat, choose either spell trigger or spell completion items. When you use an item of that type, the spell generated gains a +1 bonus to caster level and save DC.
Special: You can take this feat twice. You must select a different category of item each time.

Extra Innovation
You have mastered a secret of the artificer's art.
Prerequisite: Innovation pool class feature
Benefit: You gain an additional artificer innovation that you qualify for.

Innovative
You have an unusual depth of innovation to call upon.
Prerequisite: Innovation pool class feature
Benefit: You gain three additional innovation pool points per day.
 

Artificer Infusions

I didn't bother to source these here - if it's not a Pathfinder spell from Core or the APG, it's probably either at the end of this list or from the Eberron campaign setting book.

Infusion List

0th
Arcane Mark
Dancing Lights
Detect Magic
Guidance
Light
Mending
Open/Close
Read Magic
Resistance
Virtue

1st
Alarm
Animate Rope
Ant Haul
Armor Augmentation, Lesser
Break
Crafter's Fortune
Dancing Lantern
Detect Secret Doors
Energy Alteration
Erase
Gravity Bow
Hold Portal
Identify
Inflict Light Damage
Keen Senses
Magic Aura
Magic Stone
Magic Vestments
Magic Weapon
Repair Light Damage
Resistance Item
Shield of Faith
Skill Enhancement
Unseen Servant
Weapon Augmentation, Personal

2nd
Align Weapon
Animate Shield
Arcane Lock
Armor Enhancement
Bear's Endurance
Bull's Strength
Caltrop Burst
Cat's Grace
Continual Flame
Darkvision
Eagle's Splendor
Find Traps
Fox's Cunning
Homunculus Link
Inflict Moderate Damage
Lead Blades
Locate Object
Make Whole
Obscure Object
Owl's Wisdom
Repair Moderate Damage
Resist Energy
Shield Other
Toughen Construct
Weapon Augmentation, Lesser
Weapon of Awe

3rd
Arcane Sight
Armor Enhancement, Greater
Binding Chain
Call Homunculus
Disable Item
Glyph of Warding
Guarding Blade
Hide from Constructs
Inflict Serious Damage
Keen Edge
Magic Weapon, Greater
Power Surge
Protection from Energy
Repair Serious Damage
Shrink Item
Stone Construct
Sundering Ray
Suppress Requirement
Twilight Knife
Versatile Weapon

4th
Ablative Shield
Caltrop Burst, Improved
Globe of Invulnerability, Lesser
Inflict Critical Damage
Iron Construct
Item Alteration
Magic Weapon, Mass
Minor Creation
Repair Critical Damage
Rusting Grasp
Sending Stone
Shield of Faith, Mass
Weapon Augmentation

5th
Animate Weapon
Disrupting Weapon
Dominate Construct
Fabricate
Major Creation
Passwall
Portal Stride
Revive Construct
Secret Chest
Slaying Arrow
Treasure Stitching
True Seeing
Wall of Force
Wall of Stone

6th
Bear's Endurance, Mass
Blade Barrier
Bull's Strength, Mass
Cat's Grace, Mass
Disable Construct
Eagle's Splendor, Mass
Globe of Invulnerability
Glyph of Warding, Greater
Hardening
Total Repair
Wall of Iron
Weapon Augmentation, Greater

Ablative Shield
Abjuration
Level: artificer 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You surround yourself with a flexible bubble of force that protects you against attacks. As you take damage, the spell's energy fails, and when it cannot take any more damage, the spell ends. Effectively, this grants you 1d4 temporary hit points per caster level. Any damage reduction or energy resistance you have is suppressed while this spell is in effect. If there is damage left over from an attack when the spell fails, damage reduction and energy resistance apply against the leftover damage. For example, if you have ten temporary hit points left from this spell and fire resistance 10 and take 25 points of fire damage, the spell absorbs ten points of damage and ends immediately. The fire resistance reduces the damage by a further ten, leaving five points of fire damage, which you take.

Animate Shield
Transmutation
Level: artificer 2
Components: V, S, F (a shield)
Range: Personal
Target: You
Duration: 1 minute/level
You touch a shield in your possession, which animates and moves to defend you. For the duration of the spell, you gain a shield bonus to AC as though you were wielding the shield yourself, though you don't have to use a hand to do so. The shield is under your control, and moves out of your way as appropriate, allowing you to operate without penalties. Any magical properties the shield may have operate normally as though you were using it.

Animate Weapon
Transmutation
Level: artificer 5
Components: V, S, F (a melee weapon)
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/level
You touch a melee weapon in your possession, which animates and moves to attack as you direct. For the duration of the spell, it acts as a creature on its own, with hit points as normal for a weapon of its type, an AC of 20 + your Intelligence or Charisma modifier, its normal reach, and a fly speed of 30' (perfect). It can make a single attack each turn, and its attack bonus is equal to your caster level plus your Intelligence bonus or Charisma bonus, whichever is higher. It deals normal damage for its weapon type plus your Intelligence or Charisma modifier, and all magical properties are active as though you were wielding the weapon. If you have any feats or special abilities that apply to that weapon type, they apply when you are wielding it through this spell. Directing the animated weapon requires a swift action on your part each turn - if you don't direct it, the weapon takes no actions.

Binding Chain
Conjuration
Level: artificer 3
Components: V, S, M (three links of a chain)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You throw a few links of chain at the target, which expand in the air to a length of chain suitable to bind the target creature. If you succeed at a ranged touch attack, the chain hits the target and attaches to them. For the duration of the spell, they are entangled, and each round as a standard action you can direct the chain to make a grapple combat maneuver against them. Its CMB is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). A damaging grapple from the chain deals 1d6 + your Intelligence or Charisma bonus points of bludgeoning damage. If it performs the move grapple action, the chain moves the target 10' in any direction you specify.
On any round in which you don't direct the chain, it does not attempt a grapple check
The chain can be destroyed by physical attacks, which ends the spell. It has an AC of 16, hardness 10, and hit points equal to 5 + your caster level. It otherwise takes damage as a metal object.
If you miss with the initial ranged touch attack, the spell ends immediately.

Call Homunculus
Conjuration (teleportation)
Level: artificer 3
Range: 1 mile
Target: Your homunculus
Duration: Instantaneous
Your homonculus appears in a square adjacent to you if it is within a mile. If it is outside that range or there is no suitable area next to you, the spell fails.

Caltrop Burst
Conjuration
Level: artificer 2, sorcerer/wizard 2
Components: V, S, M (a caltrop)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 3 adjacent 5' squares, plus 1 per 2 levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You toss a caltrop at the first target square, which replicates many times in the air and spreads over the affected area. The caltrops are magically animated and move to attack the feet of anyone entering the area. They function as normal caltrops except that they have an attack bonus and deal damage equal to your Intelligence or Charisma modifier (whichever is better). They count as a magical weapon for the purposes of penetrating damage resistance. At the end of the spell's duration, they disappear.
The area of this spell starts at a target square within close range. Each additional square of the area must be adjacent to another square, and all must be within range and the caster's line of sight when the spell is cast.

Caltrop Burst, Improved
Conjuration
Level: artificer 4, sorcerer/wizard 4
This spell functions as caltrop burst, except that the caltrops created are larger and more active in attacking targets entering the area. They have an attack bonus of 1/2 your caster level plus your Intelligence or Charisma modifier, and deal an additional 1d6 points of damage.

Disable Item
Abjuration
Level: artificer 3, cleric 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Target: One object
Duration: 1d4 rounds + 1 round/level
Saving Throw: None
Spell Resistance: No
This functions as the targeted version of dispel magic that can only be used against items, except the duration is longer, as noted above. If the item has active infusions or spells placed on it, they are also suppressed for the duration, though the DC of the caster level check is the highest of the item's caster level and any effects active on it.

Dominate Construct
Enchantment
Level: artificer 5
Casting Time: 1 round
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: No
This spell functions as dominate person, except that it functions only against constructs.

Guarding Blade
Abjuration
Level: artificer 3, sorc/wiz 3, summoner 3
Components: V, S, F (a miniature engraved dagger worth 50gp)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You enchant the spell's focus, causing it to grow to the size of a longsword and animate to defend you. For the duration of the spell, the blade floats next to you, parrying attacks directed at you and striking at your enemies. Anyone striking you with a melee attack provokes an attack of opportunity from the blade. It threatens the area adjacent to you, and can make a number of attacks of opportunity per round equal to your Intelligence or Charisma modifier (whichever is higher). It strikes with an attack bonus equal to your caster level + your casting stat modifier. It deals 1d8 + your casting stat modifier damage per hit, and threatens a critical hit as a longsword (threat range 19-20, damage x2). It strikes as a magical weapon for the purposes of penetrating damage resistance.
Each round on your turn, the blade performs the Aid Another action to assist you. Normally it assists your AC, but you can direct it to assist you on attacks instead as a free action.

Hide from Constructs
Abjuration
Level: artificer 3
Components: V, S
Spell Resistance: No
This functions as hide from undead, except as noted above and that it conceals the caster and his allies from constructs, rather than the undead.

Homunculus Link
Divination
Level: artificer 2
Components: V, S
Casting Time: 1 standard action
Range: 1 mile/level
Target: Your homunculus
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You form a sensory link with your homunculus, allowing you to perceive everything that it does and communicate with it freely, as long as it is within the range of the spell.

Magic Weapon, Mass
Transmutation
Level: artificer 4, cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 weapon or group of ammunition per level, no two of which can be more than 30' apart at casting
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions as greater magic weapon, except as noted above.

Sending Stone
Evocation
Level: artificer 4
Components: V, S, F
Casting Time: 1 minute
Range: Unlimited
Target: Another stone or stones
Duration: 1 minute/level
To use this spell, you must create at least two specially-prepared palm-sized stones carved with arcane sigils. Each stone costs 25gp and requires a Craft (Jeweler) or Craft (Stonecarving) check of DC 20 to make. When you cast the spell, you establish a temporary connection between one or more of these stones, allowing any sounds at one location to be heard at the other. You may establish a connection to any sending stone you have made or examined personally. When a stone is activated, it makes a noise that can be noticed with a DC 5 Perception check at its location.

Portal Stride
Conjuration (teleportation)
Level: artificer 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: A portal or doorway
Duration: 1 round/level or until discharged
You touch a closed doorway and visualize a destination while casting this spell. When you open the door on this end, the far end will open at the door nearest the chosen destination, allowing you to step through the portal and arrive there. The trip can be problematic; roll on the table on the teleport spell to determine how successful each casting is. You may pass through the portal freely for the duration of the spell. The portal may also be used by one Medium or smaller creature for every three caster levels you possess. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so on. Each one-way trip per creature (besides the caster) counts as a creature transported. For example, a 15th level artificer could transport up to five Medium-sized creatures with this spell, or three could pass through one end and two could travel from the other direction. When the spell has transported as many creatures as it can, it ends immediately.

Revive Construct
Conjuration
Level: artificer 5, cleric 6, sorcerer/wizard 6
Components: V, S, M (diamond worth 5,000gp)
Casting Time: 1 minute
Range: Touch
Target: Target destroyed construct
Saving Throw: None (see text)
Spell Resistance: No
You restore animation to a construct that has been destroyed. The construct's parts reconstruct during the casting of the spell, and when the spell is completed, the construct returns to existence with a number of hit points equal to its Hit Dice. Until it is restored to full hit points, a construct that has been revived operates as though exhausted (movement reduce by half, can't run or charge, -6 penalty to Strength and Dexterity). If the construct has the Living subtype, it instead gains two permanent negative levels, as in the raise dead spell.

Sundering Ray
Evocation
Level: artificer 3, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A single object or construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fire a ray of rust-colored energy from your hand at a target object or construct.
If cast against an object, this ray act as a sunder combat maneuver, using your caster level plus either your Intelligence or Charisma modifier (whichever is higher) as the CMB roll against the target's normal CMD for a sunder attack. On a success, the ray deals 1d8 points of damage to the targeted object for every two caster levels you possess, ignoring hardness.
If used against a construct, the ray deals 1d6 points of damage per caster level, to a maximum of 10d6.
 

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