Artificer

Builder, Architect, Inventor.

LevelBase Attack BonusActions Per TurnSavesSpecial
ReflexFortitudeWill
112101Tinkerer, Construct
212202Construct Upgrades, Upgrade 1
322313
422313Upgrade 2
532414Spells,
633525
743626Upgrade 3
843626
953727Upgrade 4
1053838Prestige Class: Constructor or Master Artificer
1163939
1263939Upgrade 5
137310310Bonus Feat
147411411
158412412Upgrade 6
168412412
179413413HP Bonus
189414514Upgrade 7
1910415515Bonus Feat
2010415515Upgrade 8

Hit Die: 1D6

Skills: 4 + int mod (x4 at first level)

Class Skills: Craft, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Piloting, Insight, Perception, Deception, Performance and Persuasion
Weapon Proficiencies: Hammer

Special

Special

Tinkerer: Gain Craft: Tinkerer. Tinkering allows you to create constructs and mend broken items and objects. It also allows you to recreate traps and other mechanisms you come across.

To create a construct, you need to have a magic gem to power the Gem construct, as well as a base material to create the construct out of. You may use standard wood or stone, however, rarer materials will result in stronger, more specialized constructs.

Construct: You may create and use Gem constructs. You get one Magic Gem free, but others must be found in the wild. You may only control one construct at a time. Most constructs come in 3 models:

Thopter

HP: 1d4 HP

Speed: Flight, 20 ft. (4 squares)

Armor Class: 16, touch 16, flat-footed 10

Attack: Magic Shot +1 Ranged (1d4)

Space/Reach: 5 ft./30 ft.

Special Qualities: Flyby: you may move before and after you attack.

Saves: Fort +0, Ref +3, Will –

Crawler

HP: 1d12 HP

Speed: Walk, 30 ft. (6 squares)

Armor Class: 17, touch 15, flat-footed 12

Attack: Magic Shot +1 Ranged (1d4)

Space/Reach: 5 ft./30 ft.

Special Qualities: You may walk on surfaces as if it were flat solid ground.

Saves: Fort +3, Ref +5, Will –

Turret

HP: 1d8 HP

Speed: 0 ft. (0 squares)

Armor Class: 16, touch 16, flat-footed 10

Attack: Magic Shot +1 Ranged (1d8+int mod)

Space/Reach: 5 ft./30 ft.

Special Qualities: You may not take any movement actions.

Saves: Fort +3, Ref +5, Will –

The Construct may change form, but you may only do so during a full rest.

Construct’s HP is equal to the dice roll for each level you are. This is retroactive (if you get a new crawler at level 5, you would roll 5D12). 

Construct Upgrades: Constructs’ gems and inner workings are upgraded at level 2 and every 3 levels after. Each upgrade may only be chosen once, and cannot be changed later. These upgrades are applied to each of your constructs. You may choose one of the following:

  • Light Armor Upgrade: Gain 2 AC
  • Medium Armor Upgrade: Gain 4 AC. -5 speed
  • Heavy Armor Upgrade: Gain 6 AC. -15 speed
  • Biometric Scrying Orb: Gain +2 to hit, +5 to perception, can scan for life forms within 1 mile
  • Buff Synergy: Constructs receive all temporary buffs you do.
  • Durability upgrade: Gain 25 HP
  • Flight Capabilities: Gain flight 15 feet
  • Healing Protocol: Gain Class skill Medicine, Class Skill +10. Can hold up to 3 potions. Potions may be used on other targets.
  • Healing Synergy: As long as you are within 30 feet from each other, both you and your construct Heal 5 HP on your turn.
  • Movement Synergy: As long as you are within 30 feet from each other, you both gain +10 speed.
  • Piloting Compatibility: Gain Class Skill Piloting, +10 Piloting skill check, can uplink with ships, autopilot capabilities
  • Pocket Construct: You may turn off constructs and put them in pocket mode, allowing you to carry them in a bag. They shrink down to a 3 inch by 3 inch cube.
  • Remote Control: Operate your construct remotely within 1 plane
  • Shield Protocol: Gain 3 Damage Reduction
  • Skill Protocol Upgrade: Gain a class skill, get a +10 on skill checks for that skill
  • Specialized Saves: Choose a saving throw. That save gains +6
  • Speed Boost: +20 speed
  • Tactical Defensive Systems: Gain +int mod to AC and to HP
  • Tactical Offensive Systems: Gain +int mod to damage and to hit
  • Targeting Protocol: Gain +5 to hit
  • Translation Protocol: Gain the ability to translate any historically known language
  • Weapon Enhancement: Gain +5 to damage on all attacks
  • Weapon Proficiency Adaptability Circuits: Gain weapon proficiency with all regular weapons.
  • Weapon Slot Upgrade: Gain an additional weapon slot

Spells: Artificers gain the ability to cast level 0 and level 1 spells at level 5, and may cast an additional level spell every 2 levels after that. See below for details.

Player LevelSpell Levels KnownPlayer LevelSpell Levels Known
50, 112
6135
7214
8156
9316
10177
11418
198

Artificers may memorize up to int mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.

Prestige Class: Constructor or Master Artificer

Choose one:

Constructor: You may have up to 3 constructs at a time.

Each Construct may have different upgrades.

Constructs gain +5 to hit and damage.

Gain +5 Tinkering

Master Artificer: Spells you cast may be cast remotely through your construct.

Gain the ability to cast spells per day based on your level (Int mod + level)

Gain +5 to Arcana

Bonus Feat: Gain a Bonus Feat.

HP Bonus: Gain +25 HP to you and your constructs.