To some, glory and power aren’t found, but forged. These men and women seek the great artifacts of the past as an architect seeks blueprints, eagerly analyzing the secrets of their creation. An artisan is someone who eschews the traditional study of magic in order to more fully explore the art of enchanting magic items, for he knows a well-placed weapon can change the course of a war, and kingdoms have been traded for a single sword. These men and women, while generally considered to be more mentally stable than alchemists, are often just as eccentric and single-minded, sometimes spending weeks at a time in complete seclusion, crafting their latest masterpiece. A master craftsman may delve into dungeons and face monsters with the rest of them, but his true passion is always creation, and his true goal a legacy to last the ages.
Role: An artisan is a tinkerer, a builder, and a creator of magical items. His strength lies in what he creates, whether it be potions, weapons, wands or constructs. Some study all forms of item-creation, while others focus on only one or two forms, learning to create such items at high speed and low cost. An artisan may attack at the front, use wands from the back, or dedicate himself to skills with equal capacity, but his true power will always lie in what he makes.
Hit Die: d8.
Starting Wealth: 4d6 x 10gp (average 140 gp.) In addition, each character begins with an outfit worth 10 gp or less.
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skill Ranks per Level: 8 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Magical Essence|
|1st||+0||+0||+0||+2||Crafter’s art, creation feat, enhancement pool, magical affinity, magical essence, master craftsman||100|
|2nd||+1||+0||+0||+3||Creation feat, eye for magic||500|
|3rd||+2||+1||+1||+3||Craftsman technique, magical traps||1,000|
|4th||+3||+1||+1||+4||Animate object, homunculus||2,000|
|5th||+3||+1||+1||+4||Creation feat, disenchant||3,000|
|8th||+6/+1||+2||+2||+6||Creation feat, staff mastery||8,000|
|9th||+6/+1||+3||+3||+6||Crafter’s art ability, craftsman technique||10,000|
|17th||+12/+7/+2||+5||+5||+10||Crafter’s art ability, creation feat||36,000|
|20th||+15/+10/+5||+6||+6||+12||Creation feat, supreme technique||50,000|
All of the following are class features of the artisan.
An artisan gains the Master Craftsman feat at 1st level. While he only gains the +2 bonus to one craft or profession skill, an artisan may use his ranks in any relevant craft or profession skill as his caster level when crafting magic items or qualifying for item creation feats. An artisan may also qualify for and select any item creation feat, not just Craft Weapons and Armor and Craft Wondrous Item.
An artisan may create potions, spell completion items, magic device traps, or spell trigger items, even if he does not have access to the prerequisite spells. To do this, the artisan’s class level must equal or exceed the spell’s minimum caster level. If the artisan possesses levels in a spellcasting class, these levels stack for this purpose in regard to spells on that class’s spell list. An artisan still adds 5 to the DC to create the item for every prerequisite spell he does not have access to.
An artisan adds his class level as a competence bonus to any craft or profession check made to produce a magic item. He also adds half his artisan level as a competence bonus to his Use Magic Device skill (minimum 1.)
At 1st level, an artisan gains the ability to enhance his own and his allies’ equipment, via his enhancement pool. This pool is equal to half his artisan level plus his intelligence modifier, and refreshes once per day after 8 hours of rest.
At 1st level, an artisan can expend 1 point from his enhancement pool as a swift action to grant any weapon, shield or suit of armor within 30 ft a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the item gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the item, stacking with existing enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following properties:
For shields: arrow catching, arrow deflection, reflecting, blinding, or bashing.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the item already has, but duplicates do not stack. If the item is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the enhancement pool point is spent and cannot be changed until the next time the artisan enhances the item.
At 1st, 2nd, 5th, 8th, 11th, 14th, 17th and 20th level, an artisan gains a bonus item creation feat. These feats must be chosen from the following list: Scribe Scroll, Brew Potion, Craft Wondrous Item.
At 11th level, add Craft Staff. If playing with alternate item creation feats (Inscribe Rune, Inscribe Magical Tattoo, Brew Fleshcrafting Poison, etc,) add them to the list at the appropriate level. If you possess both the Craft Wondrous Item and Craft Weapons and Armor item creation feats, add Craft Construct to the list.
In place of gaining one of the above item creation feats as a bonus feat, an artisan may choose to improve his efficiency with one item creation feat he already possesses. To do this, choose one item creation feat the artisan already has. When using that feat to create a magic item, decrease the cost of the required raw mate- rials by 5%. If the artisan improves his efficiency with the same item creation feat multiple times, the effects stack.
An artisan gains a pool of magical essence every level, which he may use to aid in crafting magic items. Magical essence is measured in gp, and may be spent in place of gp to cover the raw material cost for creating magical items. No more than 50% of the cost of creating an item may be covered by magical essence; the rest must be covered by conventional means.
Whenever the artisan gains a level, his magical essence pool is lost and replaced by the new value associated with his level on Table: Artisan. If the artisan has any remaining magical essence, that magical essence does not carry over.
At 1st level, an artisan chooses a crafter’s art, representing his area of focus and expertise in his pursuit of enchanting. This focus could be working with a specific material like cloth or stone, or a type of object like weapons or mechanics. Not only can an artisan create enchantments faster when working within this specialty, but his expertise in blending material and magic grants him a number of advantages, both magical and mundane.
Whenever an artisan enchants an item that falls inside his crafter’s art, he may choose to double the cost of the raw materials in order to enchant the item in half the time. This stacks with every other method for decreasing the crafting time of a magic item.
Whenever you enchant robes, capes, clothing, bags, or other objects made of fabric, decrease the required time by 10%.
- Deflection Armor (Su): As long as you are wearing padded armor, cloth armor, or no armor at all, you gain a deflection bonus to your armor class equal to half your class level (minimum: 1).
- Force Aura (Su): At 9th level, you may spend 1 enhancement point as a standard action to extend the benefits of your deflection armor to every ally within 30 ft, giving them a deflection bonus to their armor class equal to half your class level for 1 minute.
- Natural Augmentation (Ex): At 17th level, you may spend enhancement points to add enhancement bonuses and armor properties to any source of armor bonus, whether it be force armor, bracers of armor, or even no armor at all.
- Trap spotter (Ex): You gain the Trapspotter rogue talent.
- Ranger Traps (Ex or Su): At 9th level, choose 3 ranger traps. You may create these traps, both the extraordinary and supernatural versions, a number of times per day equal to half your artisan level + your Wisdom modifier, and treat your artisan levels as ranger levels when determining variables, such as damage or DCs. If you possess ranger levels, these levels stack. You may choose another trap to learn at 12th level, a 5th trap at 15th level, and a 6th trap at 18th level.
- Perfect Construction (Ex): At 17th level, all constructs you own or create of the clockwork or robot subtype gain a bonus to their total hp equal to your class level.
Whenever you enchant objects comprised of metal (metal armors, swords, crowbars, etc.) decrease the required time by 10%.
- Spikes (Su): While you are wearing metal armor, you may grow spikes as a swift action by spending 1 enhancement point. These spikes last for 1 round, and may be used as armor spikes if you are proficient. In addition, any creature that injures you with a natural or unarmed attack must make a Reflex save against a DC equal to 10 + half your artisan level + your intelligence modifier or take half your artisan level in damage (minimum 1.) Likewise, any creature who swallows you or grapples you takes half your artisan level (mini- mum 1) in damage. These spikes do not stack with the barbed vest.
- Mimic Material (Su): At 9th level, you may spend 1 enhancement point as a swift action to allow one weapon within 30 ft to bypass damage reduction as if it were comprised of a special material you select (cold iron, silver, adamantine, etc.) for 1 minute. A weapon may only mimic one special material at a time. If you possess the improved enhancement or greater enhancement craftsman techniques, you may use that technique in conjunction with this ability.
- Snake Metal (Su): At 17th level, when wielding metal weapons or weapons with metal heads, you may spend 1 enhancement point as a swift action to increase the range of your weapons by 5 feet for 1 round.
Whenever you enchant a melee or ranged weapon, decrease the required time by 10%.
- Weapon User (Ex): Choose 2 martial weapons. You gain proficiency with those weapons.
- Mass Enhancement (Su): At 9th level, you may spend 1 enhancement point as a swift action to enhance the weapons of every ally within 30 ft. This is exactly the same as enhancing a weapon with your enhancement pool, except it only lasts for 1 round. This enhancement may be maintained each round as a free action, but 1 enhancement point is spent for each round mass enhancement is maintained. The enhanced weapons may each have different enhancements, and need not stay within 30 ft once enhanced. This ability may be used in conjunction with Improved Enhancement and Greater Enhancement.
- Weapon Veteran (Ex): At 17th level, you may use any weapon as if you were proficient with that weapon. You also gain Weapon Training, as the fighter class feature, with 1 weapon group. Choose a second weapon group at 19th level.
Whenever you enchant armor or shields, decrease the required time by 10%.
- Defense Training (Ex): You gain proficiency with heavy armor and tower shields.
- Defensive Aura (Su): At 9th level, you can emit a 30-foot aura of defense a number of rounds per day equal to your artisan level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your artisan level + your Intelligence modifier. These rounds do not need to be consec- utive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
- Armor Training (Ex): At 17th level, you may move in any type of armor without a detriment to your speed. In addition, increase the armor bonus you gain from your worn armor by 2.
- Harness Expert (Ex): You gain Acrobatics, Climb, Handle Animal, and Ride as class skills. You also gain proficiency with whips.
- Animal Friend (Sp): At 9th level, You gain the ability to cast summon nature’s ally V as a spell-like ability by spending 2 enhancement points, using your class level as your caster level. This improves to summon nature’s ally VI at 11th level, summon nature’s ally VII at 13th level, summon nature’s ally VIII at 15th level, and summon nature’s ally IX at 17th level.
- Enhanced Leather (Su): As long as you are wearing leather or hide armor (leather armor, studded leather, hide shirt, hide armor, etc.) your armor gains the properties of adamantine (Hardness 20, 40 hp, DR/1- for light armor, DR/2- for medium armor,) your armor’s maximum Dexterity bonus increases by 2, and you gain a +2 bonus to your Dexterity.
When enchanting stone statues, stone buildings, stone weapons, or other stone objects, decrease the required time by 10%.
- Stone-like (Su): You gain DR 1/adamantine. Your damage reduction increases by 1 at 5th level and every 5 levels after, to a maximum of DR 5/adamantine at 20th level.
- Living Golem (Su): At 9th level, you may spend 1 enhancement point as a standard action to encase your- self or an ally within 30 ft in living stone. The ally may still move, see, breath and otherwise act normally, but now has an added layer of protection that takes any physical damage directed at it. The stone has a hardness of 8 and 30 hp, and must be breached before damage may be done to the person inside. After 1 minute or after the stone’s hp is reduced to 0, the stone crumbles and falls off the affected creature.
- Stone Mastery (Su): At 17th level, you may spend 2 enhancement points to use stone tell as a spell-like ability, or 1 enhancement point to use stone shape as a spell-like ability, using your class level as your caster level. Whenever you use your living golem ability, increase the stone’s hp by +15.
When enchanting objects comprised of wood (staves, clubs, bows, wands, wagons, etc.,) decrease the required time by 10%
- Shillelagh (Sp): You may spend 1 enhancement point as a standard action to enhance a staff or cudgel, as if using the shillelagh spell, for 1 minute.
- Wall of Wood (Su): You may spend 1 enhancement point as a standard action to have one of three things happen, to a distance of 100 ft +10 ft per class level:
1. You may create a number of 5-foot squares of underbrush equal to your artisan level. These squares must be connected, count as harsh terrain, and provide cover to those inside the underbrush, or adja- cent to and being attacked through the underbrush.
2. You may create a wall of closely-packed trees, filling a number of 5-foot squares equal to half your artisan level. These trees are 5-feet tall, have a hardness of 5, 30 hp per 5-foot square, and a break DC of 23. The wall segments must be connected. If a segment is reduced to 0 hp, that segment is consid- ered breached.
3. You may grow a number of trees equal to 1/4th your class level. These trees are 20 ft tall and each fill a 5-foot square. They have a hardness of 5, an hp of 150, and a break DC of 32. These trees provide total cover from attacks coming directly through the tree, and provide cover from attacks that must pass through the tree’s square. You may not grow these trees in a space with a ceiling lower than 15 feet. If the trees cannot reach their full height, they grow as tall as they can and stop. The trees cannot be used to break a hard ceiling.
- Woodworker (Su): At 17th level, you may spend 1 enhancement point to use woodshape, or 2 points to use ironwood, as a spell-like ability using your artisan level as your caster level. You may use ironwood in con- junction with wall of wood or woodshape by spending 3 enhancement points as a full-round action. When augmenting wall of wood in this way, multiply the trees’ hit points by 3, increase the hardness to 10, and add +8 to the break DC.
When enchanting rings, amulets, or other forms of jewelry, decrease the required time by 10%.
- Jeweler’s Eye (Ex): You gain a competence bonus equal to your artisan level to any check made with your Appraise skill.
- Enhanced Rings (Ex): At 9th level, you may put spells into any ring, as if the ring were a ring of spell-storing. You may place a number of spell levels into a ring equal to 1/3 your artisan level. Placing a spell in a ring requires the Forge Ring feat, and costs 12.5 gp x the spell’s level x the spell’s caster level, requiring 1 day of work for every 1000 gp, with a minimum of 1 hour of work required. Once a spell has been placed in a ring, that spell may be used by anyone who wears that ring, as if the ring were a ring of spell-storing. If the ring already is a ring of spell-storing, these spell levels stack and all may be filled with spells in this fashion.
- Ring Lord (Ex): You gain 2 extra ring slots, allowing you to wear and gain the benefits from four magic rings instead of two.
- Empower Damage (Ex): Whenever you use a scroll, wand, or staff to cast a spell that deals damage, you deal an extra amount of damage equal to half your class level (minimum 1.)
- Empower Healing (Ex): At 9th level, whenever you activate a scroll, wand, or staff to cast a spell that heals damage, you heal an extra amount of damage equal to half your class level (minimum 1.)
- Metamagic Item (Ex): At 17th level, you may choose 1 metamagic feat. Whenever you activate a scroll, wand, or staff, you may apply the effects of this metamagic feat to the activated spell by spending a number of enhancement points equal to the metamagic feat’s level increase. You may choose a second metamagic feat at 19th level.
- Powerful Potions (Ex): You gain the Enhance Potion alchemist discovery, treating your artisan levels as alchemist levels for this purpose.
- Improved Potions (Ex): At 9th level, you may create improved potions. Improved potions may mimic the effects of spells of up to 6th level. Alternately, an improved potion may mimic the effects of two spells of 3rd level or lower at once. To create a potion that mimics two spells, determine the cost of creating the two effects individually, as if creating two potions. Multiply the effect with the lower base cost by 1.5 and add the costs together to determine the cost of creating the potion. Improved potions are powerful, but also very unstable, and cannot be affected by the Extend Potion, Eternal Potion, or Dilution alchemist discoveries.
- Potions Master (Ex): At 17th level, you gain the Extend Potion, Eternal Potion, and Dilution alchemist discoveries.
The artisan gains the Eye for Magic feat as a bonus feat at 2nd level.
As an artisan gains understanding and skill, he learns a number of special techniques that expand his capabilities. At 3rd level, an artisan gains a Craftsman Technique. He gains an additional Craftsman Technique for every 3 levels after 3rd. Unless otherwise noted, an artisan cannot take the same technique more than once.
Animate Guard (Su): (Prerequisite: artisan level 15) Whenever the artisan enhances a weapon or shield using his enhancement pool, he may spend 1 additional point from his enhancement pool to add dancing to the list of available options for weapons and animated to the list of available options for shields.
Apprentice Wizard (Ex): The artisan may take 10 on his use magic device skill when activating a wand, staff or scroll, or when deciphering a scroll. He may take 10 even if circumstances around him would normally prohibit him from taking 10 on a skill. He also gains a +2 bonus to his Use Magic Device checks when activating or deciphering a scroll.
Call Item (Su): As a standard action, the artisan may call an item to his hand from within his line of sight at a distance of 100 feet + 10 feet per character level. This item must have been in the artisan’s possession for at least 1 day before he may use this ability, and he loses the ability to call an item if it has been out of his possession for more than 1 day. Items in the artisan’s hidden cache count as being in his possession.
If the item is in the possession of an unwilling creature, that creature may make a Reflex save (DC 10 + half artisan level + Int modifier) to prevent the object from being taken. An object in a creature’s hand is impossible to take unless the creature is willing to let it go.
Clockwork Engineering (Ex): (Prerequisite: artisan level 9, Craft (clockwork) 9 ranks.) You may use your Craft (clockwork) skill and artisan class feature to create clockwork constructs, such as clockwork golems, soldiers, spies, servants, leviathans, or goliaths. You do not need the Craft Construct feat. You may also perform repairs and basic modifications on your clockwork constructs.
- Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.
- Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.
- Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
- Difficult to Create: Increase the time and gp cost required to create a clockwork construct by 50% over normal.
Craft Training (Ex): Choose one craft or profession skill. You gain ranks in this skill, equal to your character level. Every time you gain a level, you gain a rank in this skill. If you already possess ranks in the chosen craft or profession, you only gain enough ranks in the skill to bring your total ranks equal to your character level.
This technique may be selected multiple times. Its effects do not stack. Choose a new craft or profession skill each time you gain this technique.
Devoted Blade (Su): (Prerequisite: artisan level 12) Whenever the artisan enhances a weapon using his enhancement pool, he may spend 1 additional point from his enhancement pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. An artisan may only add one of these abilities if it matches the alignment of the weapon’s wielder.
Duelist Weapon (Su): (Prerequisite: Weapon Finesse) When the artisan wields a weapon that may be used with the weapon finesse feat, that weapon is treated as if it had the dueling special ability. If removed from the artisan’s hands, the weapon loses this enhancement.
Enduring Enhancement (Su): (Prerequisite: artisan level 6) Whenever the artisan enhances a piece of equipment using his enhancement pool, he may spend 1 additional point from his enhancement pool to increase the duration to 1 minute per artisan level.
Elemental Blade (Su): (Prerequisite: artisan level 6) Whenever the artisan enhances a weapon using his enhancement pool, he may spend 1 additional point from his enhancement pool to add the corrosive, corrosive burst, frost and icy burst special abilities to the list of available options.
Empathic Blade (Su): (Prerequisite: artisan level 6) Whenever the artisan enhances a weapon using his enhancement pool, he may spend 1 additional point from his enhancement pool to add the merciful, furious, and menacing special abilities to the list of available options.
Ghost Blade (Su): (Prerequisite: artisan level 9) Whenever the artisan enhances a weapon using his enhancement pool, he may spend 1 additional point from his enhancement pool to add the brilliant energy and ghost touch special abilities to the list of available options.
Improved Enhancement (Ex): (Prerequisite: artisan level 9) Whenever the artisan uses his enhancement pool to enhance a weapon, shield or suit of armor, he may spend 1 additional enhancement point to enhance a second item as well. The second item does not have to be of the same type nor receive the same enhancements. If the artisan is using a craftsman’s technique to alter the list of available enhancements such as Enduring Blade or Elemental Blade, these effects are available to all appropriate items being enhanced.
Greater Enhancement (Ex): (Prerequisite: artisan level 12, improved enhancement) When using the Improved Enhancement Technique, the artisan may spend 1 additional point from his enhancement pool to enhance one more item, bringing the total number of items enhanced up to 3.
Improved Homunculus (Ex): (Prerequisite: Homunculus class feature) The artisan’s homunculus familiar gains an extra 2 hp per its master’s character level, and may become either one size category smaller or one size category larger (player’s choice,) with all the attendant changes. When crafting a new homunculus familiar, the homunculus gains the same bonus hp and may be crafted at its usual size, one size category smaller, or one size category larger, as the artisan desires.
See the Monster Advancement rules to determine the exact changes brought about by this change in size.
A artisan may select this technique multiple times. Its effects do not stack. Each time, select a new item creation feat.
Major Creation (Su): (Prerequisite: minor creation, artisan level 9) When using the minor creation crafts- man technique, you may choose to have it function as major creation instead of minor creation. Doing so consumes 3 points from your enhancement pool instead of 2.
Mechanical Genius (Ex): The artisan is not only an expert at creating magical items, but mundane ones as well. The artisan gains a bonus equal to his class level whenever he makes a craft check to create a non- magical item, even if that check is made untrained.
Metamagic Rod Mastery (Su): (Prerequisites: Craft Rod, Craft Wand, artisan level 9.) When wielding a wand in one hand and a metamagic rod in the other, you may use the metamagic rod on spells fired from the wand.
Minor Creation (Su): (Prerequisite: artisan level 6) The artisan has tapped into the power of creation itself and may expend 2 points from his enhancement pool to use minor creation as a spell-like ability, using his artisan level as his caster level.
Reaching Enhancement (Ex): Extend the distance at which you can enhance a piece of equipment with your enhancement pool from 30 ft. to 300 ft.
Staff Empowerment (Su): (Prerequisites: artisan level 12) When activating a staff (or a wand if you possess the wand empowerment craftsman technique) you may spend one enhancement point as a free action to increase the activated spell’s caster level by 2.
Technological Savant (Ex): (Prerequisite: artisan level 9, Craft (mechanics) 9 ranks.) You may use your craft (mechanics) skill and master craftsman class feature to create constructs of the robot subtype, even if you do not have the Craft Construct feat. You may also perform repairs and basic modifications on your robot constructs.
Any construct may be created with the robot subtype by adding the following properties:
- Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
- Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round.
- Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
- Difficult to Create: Increase the time and gp cost required to create a robot by 50% over normal for a construct.
At the GM’s discretion and in accordance with the setting, constructs with the robot subtype may take many forms. While generally these are constructs created without magic, robots of a specific setting could be steam-powered creations, computerized metal men, or simply an intelligent version of the usual, magically-created construct.
Telekinesis (Su): (Prerequisites: Call Item, artisan 6th level) The artisan may affect all of his surroundings with his will by spending one enhancement point. This functions as the Telekinesis spell, using his artisan level as his caster level, except it only lasts for a number of rounds equal to his intelligence modifier. If performing a violent thrust, he may only select a number of objects equal to his intelligence modifier.
Trap Expert (Ex): Choose either the cunning trigger, quick trapsmith, or frugal trapsmith rogue talents. You gain this rogue talent, treating your artisan levels as rogue levels for the purposes of that rogue talent. You may select this technique multiple times. Each time you select this technique, you gain a different rogue talent. The effects of the rogue talents do not stack with themselves.
Wand Empowerment (Su): (Prerequisites: artisan level 9, wand mastery, Craft Staff) When you activate a wand, you may use your artisan level as the wand’s caster level, if it is higher. You may apply any relevant feats that alter a spell contained in a wand, as if the wand were a staff.
Wand Mastery (Su): Whenever the artisan uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier instead of the minimum modifier needed to cast a spell of that level.
Weighted Blade (Su): (Prerequisite: artisan level 6) Whenever the artisan enhances a weapon using his enhancement pool, he may spend 1 additional point from his enhancement pool to add the gravity and weight- less special abilities to the list of available options.
World Forger (Su): (Prerequisite: artisan level 9, minor creation) The artisan may touch raw materials and transform them into a finished product. This functions as polymorph any object using the artisan’s class level as his caster level, except it has a range of touch, always has a duration of permanent, and only turns raw materials, (iron, stone, clay, timber, etc) into a finished product of the same material. This ability may turn steel blocks into weapons, lumber into a structure, etc, and requires a successful craft check in order to create the desired item, object, or structure.
This ability only works on raw, unfinished materials, that are at least loosely connected. Thus, while one could use this ability on a single tree or a pile of lumber, it could not affect a grove of trees, nor alter an already-created structure. If attempting to trap someone inside a creation or drop someone down a 10 ft radius hole, that person may make a reflex saving throw against a DC equal to 10 + half the artisan’s level + his Intelligence modifier to escape before the creation is finished.
At 4th level, an artisan gains a homunculus familiar. He does not need the Craft Construct feat, nor the prerequisite craft or profession skill, to create this homunculus. He simply needs to obtain the constructed body and perform the usual ritual (8 hours, 200 gp per artisan level) for gaining a familiar, plus the usual cost for animating a homunculus, (1000 gp). If the artisan possesses levels in another class that grants a familiar he may choose not to take a homunculus as his familiar, but an artisan will find certain class abilities only function with a homunculus.
The artisan may make basic modifications (except adding Hit Dice) to his homunculus familiar, as well as perform repairs, but he may not perform weapon modifications unless he possesses Craft Weapons and Armor, nor can he make complex modifications without the Craft Construct feat.
At 4th level, an artisan may use his master craftsman class feature to craft animated objects as if he possessed the Craft Construct item creation feat. An animated object’s caster level equals its Hit Dice, and as usual, the artisan adds 5 to the crafting DC for each prerequisite spell he does not possess (animate object and permanency.) He does not, however, need to meet these spell’s minimum caster level in order to create animated objects.
The artisan may upgrade an animated object he already owns, increasing its Hit Dice for 500 gp per Die. An animated object may have as many construction points as the artisan desires, but with few exceptions (GMs discretion) they must be decided at creation, as adding construction points after creation usually involves completely rebuilding the object. No animated object can possess more Hit Dice than the artisan has ranks in his prerequisite Craft or Profession skill. The artisan may make basic modifications and repairs to his animated objects, but he cannot perform weapon modifications unless he possesses Craft Weapons and Armor, nor can he make complex modifications without the Craft Construct feat. A construct does not grow in size as it gains Hit Dice.
Note that while the artisan may create and augment animated objects without the Craft Construct feat, he must take the Craft Construct feat before he may improve his efficiency through his bonus creation feats.
At 5th level, an artisan may unweave the enchantments on a magical item, adding the raw material cost of that item to his magical essence pool. The artisan must possess the item’s prerequisite item creation feats, and must spend one day with the item before he may disenchant it. Artifacts cannot be disenchanted. When disenchanting an item with charges or a limited number of uses (like a wand,) divide the cost of creating the item by the original number of charges, then multiply by the remaining uses to find the amount of magical essence gained. If the item was created at lower than the usual cost (such as via an artisan with the Efficient Enchanting craftsman technique,) the artisan only gains the actual amount the item cost to create as magical essence.
At 7th level, an artisan may create a cache in the astral plane for his equipment. This functions similarly to the secret chest spell, using the artisan’s class level as his caster level, except the chest never runs the risk of disappearing, and the artisan may reforge the chest replica if it is lost or destroyed to regain access to the cache. Only one replica may exist at a time, and forging a new one causes the previous replica to lose its power. Living creatures cannot be stored in an artisan’s hidden cache; the cache refuses to return to the Astral plane if this is attempted.
At 8th level, an artisan may use his artisan level as his caster level when activating a staff. He may also expend points from his enhancement pool in place of charges when activating an item that uses charges. For every 2 points he expends from his enhancement pool, he consumes one less charge.
In addition, once per day, the artisan may spend 4 enhancement points to restore one charge to a staff. You cannot restore more than one charge, nor restore charges to more than one staff, per day.
At 10th level, an artisan gains the ability to take the enchantment on one item and transfer it to another item of the same type (melee weapon to melee weapon, armor to armor, shield to shield, etc.) If the second item already possesses an enchantment, that enchantment is transferred to the first item. To transfer enchantments, the artisan must have both magic items and the appropriate item creation feat for that type of item. Transferring enchantments takes 1 hour of focused work. Note that some enchantments will not function if transferred to certain items (such as a duelist enchantment transferred to a halberd.) Constructs may not have their enchantments transferred, but enchantments on a construct’s armor or weapons may be transferred as normal. Intelligent items that are unwilling to be transferred make a will save against a DC of 10 + ½ the artisan’s class level + his Charisma modifier. If the item succeeds at this check, then the artisan may not try transference again on that item, unless the item relents. Artifacts can never be transferred.
At 13th level, an artisan no longer needs to summon his cache in order to store and retrieve items stored there. The artisan may send an item to his cache, summon an item from his cache, or switch an item with one from his cache as a full-round action that provokes an attack of opportunity. The item or items in question must have been in the craftsman’s possession for at least 24 hours before using this ability. If the artisan summons armor or another item that can be worn, he may choose to summon it directly onto his body if he so chooses. While the artisan does not need to open his cache to exchange items, he must still have the small chest replica on his person to summon an item in this way.
At 19th level, the artisan unlocks the secret of creating artifacts. He gains one minor artifact, subject to GM’s approval, which represents his constant tinkering throughout his life. This item is virtually indestructible and may be called to the artisan who made it from anywhere, even across planes. This minor artifact is not bound equipment and thus may be used by others.
The artisan may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with outer gods, fire from the heart of an active volcano, or any number of special prerequisites.
At 20th level, an artisan uncovers a supreme technique. He gains one technique from the list below. This technique represents the culmination of a an artisan’s study, and his mastery over his discipline. The secrets of these techniques cannot be taught; they must be discovered for one’s self.
Master Enchanter: The artisan has perfected the art of creating magical items. Whenever the artisan crafts a magic item, it takes 25% less time to create, and the cost of the required raw materials is decreased by 10%.
Master Creator: (Prerequisite: major creation or world forger) Using the Minor Creation, Major Creation, or World Forger craftsman techniques only cost 1 enhancement point. In addition, the artisan may create or forge twice as much material as usual with these abilities.
Container: The artisan gains the effects of a ring of spell storing, but he stores the spells in his own body, and doesn’t need a scroll or caster to imbue the spell into his body. Once per day after 8 hours of rest, he chooses up to 5 spell levels worth of spells to store inside his body. He may activate any spell stored in him that day as a standard action (more if the spell has a longer casting time,) but he may also choose to activate a spell as a free action when he strikes or is struck in combat. If he chooses to activate a spell when struck, he must be included as a target of the spell. If he activates a spell upon successfully striking an enemy in combat, the enemy struck must be included as a target of the spell.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have the Artisan as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
|Drop Dead Studios|
|Human||Gain 1/6 of a Craftsman Technique.||The Artisan
|Elf||Increase your magical essence pool by +1%.
|Half-Elf||Gain 1/5 of an Item Creation Feat.||The Artisan|
|Dwarf||Increase the hp of any construct you own or create by +1/2.||The Artisan|
|Gnome||Gain 1/6 of a Craftsman Technique.
|Halfling||Gain 1/6 of a Craftsman Technique.
|Half-Orc||Add 1 to your CMD vs disarm and sunder attacks.||The Artisan|
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
|Archetype / Alternate Class Feature||Class Features Changed or Replaced|
|Class Skills||Weapon & Armor||Master Craftsman||Enhancement Pool||Magical Affinity||Magical Essence||Crafter’s Art||Creation Feat||Eye for Magic||Craftsman Technique||Magical Traps||Homunculus||Animate Object||Disenchant||Hidden Cache||Staff Mastery||Crafter’s Art Ability||Transference||Item Summoning||Instant Summons||Magnum Opus||Supreme Technique|
|Drop Dead Studios|
|X=replaced, (X)=optional replacement, C=changed|
The Artisan. Copyright 2012, Drop Dead Studios; Author Adam Meyers.