Artificers are savants when it comes to machines and mechanics, using their genius
to build amazing creations out of wires, gears, and whatever else they can get their
hands on. Their creations are incredible boons both in and out of combat, but their true
strength is in their ingenuity and creativity.
The Artificer
Level
PWS Proficiency
Features
Artifice Charges
1st
2
Artifice, Artifice Charges
1
2nd
2
Ability Score Improvement (ASI), Class Feat (Novice)
1
3rd
2
Tool Expertise
2
4th
2
ASI, Favored Spell
2
5th
3
Artifice Upgrade (1)
2
6th
3
ASI, Class Feat (Journeyman)
2
7th
3
--
3
8th
3
ASI, Favored Spell
3
9th
4
--
3
10th
4
Artifice Upgrade (2), ASI
3
11th
4
Class Feat (Expert)
4
12th
4
ASI, Favored Spell
4
13th
5
--
4
14th
5
ASI
4
15th
5
Artifice Upgrade (3)
5
16th
5
ASI, Favored Spell
5
17th
6
Class Feat (Master)
5
18th
6
ASI
5
19th
6
Classless Feat
6
20th
6
ASI, Magnum Opus
6
Class Features
As an Artificer you gain the following class features.
Health
Health at 1st Level: 8 + your CON score
Health Beyond 1st Level: 1d8 (or 5) + your CON score per
Artificer level after 1st
Proficiencies
Skills at 1st Level:
You gain 1 proficiency in Tinkering Tools, up to 5;
Select two Weapon Skills to gain proficiency in as you level up:
one of these skills must be Large, Medium, Polearm, Small, Unarmed, or an Exotic weapon,
and the other must be Archery, Firearm, or Throwing.
Skills Beyond 1st Level: You gain 1 SP every time you level up.
Artifice
At 1st level, you have what makes you an Artificer: your Artifice, which is a
special invention of yours that takes one of the following forms:
You have created a single small mechanical Creature that is exclusively loyal
to you and has the following features:
It is Tiny;
its ability scores are thus: STR 0, CON 2, AGI 2, DEX 2.5,
INT 1, WIS 2, CHA 0;
it has 1 proficiency in all Action Skills, and you have 6 SP
with which to increase its skill proficiencies;
its Dodge penalty is -0 and its Natural Armor score is 2;
its Health is equal to 4 times your Artificer level + its CON
score times your Artificer level;
it acts on its own turn in combat;
when Tiny, it can fly and crawl up walls and upside-down without issue;
once a day it must be refueled with a ¼ gallon of fuel or it will
shut down (you have a gallon of fuel in your possession at the time you
create it);
you and it can communicate with each other and you can communicate
with/through it so long as it is within 2 kilometers of you;
you can take 1 second (independent of your DEX) to verbally give your Creature a command, which it will
carry out to the best of its ability, though it will not knowingly
destroy itself unless you explicitly tell it to; if it is physically unable to do
what you ask it, it informs you of this as soon as it is able.
You’ve invented a mechanical suit specifically and specially designed for you
and with the following features:
You can use 10.5 seconds to enter or exit it, however you cannot enter
it if you are wearing armor or a shield;
it grants an Armor bonus equal to 1 + ½ your Artificer level (rounded
up) and counts as Light armor;
you can have up to 6 weapons equipped at once (one on each limb and
two on the torso);
it increases your STR score by .5 + ¼ your Artificer level, rounded
down to the nearest half, up to 8;
it functions as a backpack;
it weighs 20 + your Artificer level pounds.
You’ve created a special firearm that can be placed in a single spot and has
the following features:
It takes 3.5 seconds to place and another 3.5 to set up;
the user can take 1.5 seconds to fire it once, dealing 1d10 + the user’s
DEX score physical base damage (scaling with the user’s Firearm
proficiency);
its range is 50/75 meters;
it uses a special type of ammunition that you create, and that you
have 10 of at the time of creation;
it takes 10.5 seconds to be reloaded and has a capacity equal to your
INT score + your Artificer level;
over the course of a day’s rest, you can use tinkering tools or
gunsmithing tools to create an amount of ammunition for the Turret equal
to your INT score, or ¼ as much (rounded appropriately, up if half)
over the course of a night’s rest;
it weighs 30 pounds.
The Exoskeleton and the Turret’s Armor scores and Health are equal to double your INT
score. You can use Tinkering Tools to repair any damage done to your Artifice, in much
the same way you could use those tools to replenish the Health of an Automaton.
If your Artifice is lost or destroyed, you can spend 50 Aeons in materials and use your
Tinkering Tools to build a new one over a day’s rest.
Your Artifice will be upgraded at 5th, 10th, 15th, and 20th level, unless you decide
to create another at one of those levels.
Artifice Charges
At creation, your Artifice has a single charge that you can expend to perform a special ability unique to it, detailed here:
The creature can expend a charge and 1.5 seconds to make a special attack against a single
target; this attack deals 1d8 + its CON score electric damage. If this attack
deals any final damage, the target loses its reactions until the start of its
next turn. The number of d8s rolled increases as you gain more Artifice charges,
as shown in the Artificer class table.
You can expend a charge to either a. perform a jump that is double
your normal jump height/distance or b. double your speed
for the next 6 seconds.
At the time you create your Turret, select one of the following damage types:
burn, caustic, electric, freeze, poison, or sonic. The Turret can expend a charge and 3.5 seconds to perform a special attack that takes
the form of either a. a 10m line or b. a 5m cone (pick which at the
time you make the attack) that deals 1d8 + your INT score
damage of the type you chose to every creature caught in its area of effect. The
number of d8s rolled increases as you gain more Artifice charges, as shown in the
Artificer class table.
You replenish your Artifice’s charges during a night’s or day's rest. Your Artifice gains
more charges as you level up, as shown in the Artificer class table.
Ability Score Improvement
Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability
score beyond 5 via this feature.
Class Feats
At 2nd level, you studied and tinkered enough to learn how to enhance yourself and
your Artifice with special feats. At the end of the class description, under “Class
Feats”, you may select one Novice class feat.
At 6th level, you may select either one Journeyman or two Novice class feats.
When you reach 11th level, you may choose either one Expert, one Journeyman and one
Novice, or three Novice class feats.
Lastly, at 17th level your genius is the stuff of legend, and you may now select one
Master, one Expert and one Journeyman, two Journeyman, one Journeyman and two Novice, or
four Novice class feats.
Tool Expertise
When you reach 3rd level, your skills with your tools are unmatched. Pick any two
Tool Skills with which you have > 1 proficiency; your proficiency in both of those
skills increases by 1, and both of those skills can now be increased to 6, even if
another skill or feature says it can only be increased to 5. If you only have proficiency
in one Tool Skill, then pick any other Tool Skill of your choice for this feature to apply to.
Classless Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can learn a classless feat.
Artifice Upgrade
At 5th, 10th, and 15th level, you have spent enough time researching, learning,
and experimenting with and on your Artifice to upgrade it, culminating in your Magnum
Opus at 20th level. An Artifice must be upgraded in order, and cannot obtain an upgrade
of a given level if it has not obtained the next-lowest upgrade, e.g. you cannot give
your Artifice its 3rd-level upgrade if it has not acquired its 2nd-level upgrade. If
your Artifice is lost or destroyed after obtaining its level 1/2/3 upgrade, it can be
rebuilt using your Tinkering Tools, 100/250/500 Aeons’ worth of materials, and a day’s
rest.
Level 1. With this upgrade, your Creature gains the following benefits:
It can take 3 seconds (independent of its DEX) to increase in size to a Small creature, or use
another 3 (independent of its DEX) to change its size back to Tiny;
while it is Small, Small or smaller creatures can ride it;
the distance with which you can communicate with/through it increases to 10 kilometers;
you gain 1 point (or 2 half (.5) points) with which to upgrade your Creature’s ability
scores as you see fit (up to 5), as well as 3 SP for it;
the amount of daily fuel it requires increases to ¾ gallon;
it cannot fly or crawl on walls or upside-down unless it is Tiny.
Level 2. Your Creature’s Level 2 upgrade bestows the following benefits:
It can now take 6 seconds (independent of its DEX) to become either Tiny, Small, or Medium;
while it is Medium, Medium or smaller creatures can ride it;
the distance at which you can communicate with/through it increases to 50 kilometers;
you gain 1 more point (or 2 half (.5) points) with which to increase its ability scores (up
to 10) and 3 more SP;
its special attack now uses d10s for damage;
the amount of daily fuel your Creature requires increases to 1 gallon.
Level 3. With its 3rd upgrade, your Creature gains the following the benefits:
It can now become either Tiny, Small, Medium, or Big over the course of 6 seconds (independent of its DEX);
while it is Big, Big or smaller creatures can ride it;
the distance with which you can communicate with/through it
increases to 300 kilometers;
you gain 1 more point (or 2 half (.5) points) with which to increase your Creature’s ability
scores (up to 6), as well as 3 more SP;
the amount of daily fuel your Creature requires increases to 2 gallons.
Level 1. This upgrade bestows the following features:
Its Armor bonus increases by 1;
pick one of the following, or something similar: flashlight,
grappling hook and 20m of rope, night vision goggles, or
crowbar and small hammer: that tool is now affixed to the
Exoskeleton and can be used at the cost of 3.5 seconds;
charges can now either perform a jump that is triple your normal jump
height/distance or triple your speed for the next 15 seconds.
Level 2. This upgrade further increases the capabilities of your
Exoskeleton, granting the following:
Its Armor bonus increases by an additional 1;
pick another tool from the above list (or similar) to attach to the suit,
allowing it to be used at the cost of 3.5 seconds;
charges can now either perform a jump that is quadruple your normal
jump height/distance or quadruple your speed for the next 30 seconds.
Level 3. The penultimate upgrade to the Exoskeleton grants the following
boons:
Its Armor bonus increases by another 1;
a third tool is affixed to it and can be used at the cost of 3.5 seconds;
using a charge will now either perform a jump that is quintuple your
normal jump height/distance or quintuple your speed for the next
next 45 seconds.
Level 1. With this upgrade, the Turret gains the following:
Its range/long range is increases to 75/100 meters;
the ranges of the line & cone of its special attack
increase to 10 & 5 meters, respectively;
you can select another type of damage for the special attack to deal that you have not already chosen. The special attack can deal only one type of damage per attack.
Level 2. The 2nd upgrade to the Turret grants the following benefits:
Its range is increased to 100/150 meters;
the damage of its special attack now uses d10s, and the
line’s range is now 15m.
Level 3. The 3rd upgrade to the Turret gives the following features:
Its range is now 150/200 meters;
the ranges of the line and cone of its special attack increase
to 20 and 10 meters, respectively;
you can select another type of damage for the special attack to deal that you have not already chosen. The special attack can deal only one type of damage per attack.
Alternatively, at 5th, 10th, and 15th level, instead of upgrading your existing
Artifice, you can choose to build a new Artifice in its base form; this Artifice can be
any one of the 3 options given in the Artifice feature description, requires 50 Aeons in
materials and a day’s rest to build, and has its own supply of charges with which to use
its special ability. At the next point when your Artifice would be upgraded, such as
10th or 15th level, you can choose to upgrade one of your existing Artifices or build
another in its base form.
Magnum Opus
Your Artifice and its capabilities are, in a word, unparalleled. This feature
grants your Artifice its final, greatest upgrade, and makes it a marvel of modern
technology. Like with the Artifice Upgrade feature, you can instead choose to build
another Artifice in its base form instead of upgrading an existing one. If you have
already done so, and are upgrading one of your existing Artifices, refer to the
appropriate upgrade level in the Artifice Upgrade feature. Otherwise, if you are
upgrading an Artifice that has already obtained its 3rd upgrade, then that Artifice now
gains its Magnum Opus upgrade, described below:
The final upgrade to the Creature grants it the following:
It can now take 10 seconds (independent of its DEX) to become Tiny, Small, Medium, Big, or Large;
while it is Large, Large or smaller creatures can ride it;
the distance which you can communicate with/through it increases to
1000 kilometers;
You gain 1.5 points with which to increase your Creature’s ability
scores (up to 6) as well as 5 more SP;
its special attack now uses d12s for damage;
the amount of daily fuel it requires increases to 5 gallons.
The Magnum Opus Exoskeleton gains the following benefits:
Its Armor and STR bonuses increase by another 1;
a fourth tool from the given list (or another suitable tool) can be
affixed to it in the same manner as the others;
charges can now either give you a flying speed of 4m/sec for the
next minute or quintuple your speed for the next minute.
The last upgrade to the Turret gives it the following features:
Its range is now 200/300 meters;
the damage of its special attack now uses d12s, and the
line & cone have ranges of 25 & 12.5 meters.
If your Artifice is lost or destroyed after gaining its Magnum Opus upgrade, it
can be replaced/rebuilt as it was using Tinkering Tools, 1000 Aeons’ worth of materials,
and a day’s rest to reconstruct it.
Artificer Class Feats
An Artificer is an inventor, a mechanic possessing rare genius that allows them to
make their own incredible mark on the world. These feats help Artificers to make that
mark, giving their inventions and Artifices their own unique styles, perks, and flavors,
or expanding upon their other inventions.
Novice
Prerequisite: Creature Artifice
You reinforce the plating on your Creature, increasing its Armor by your INT score.
Prerequisite: Exoskeleton Artifice
You weld a crossing of steel, iron, brass, or other metal onto the hands of
your suit, causing your Unarmed attacks to deal 1d6 physical damage.
Prerequisite: Creature Artifice
You repurpose your Creature to heal instead of harm; from now on, your
Creature can no longer expend charges to make a special attack, but can instead
expend them to heal a creature it can touch by 1d8 + its CON score; this die
increases in value whenever you upgrade your Creature, as though it were the
creature’s special attack.
Prerequisite: Medium-Range Teleporter
You’re able to once again extend the range of your teleporter all the way to
30m.
Prerequisite: Teleporter
You’re able to extend the range of your teleporter to 20m.
Prerequisite: Turret Artifice
You’ve gotten much better at deploying your Turret when the going gets tough,
allowing you to both place and set up your Turret using 1.5 seconds each.
Prerequisite: Exoskeleton Artifice
You reinforce the plating on your Exoskeleton, increasing the Armor Bonus it
bestows by your INT score.
Prerequisite: Turret Artifice
You refine the structure and general build of your Turret, increasing its Health
to your Artificer level + double your INT score.
Journeyman
While experimenting with your Artifice(s), you’ve found a way to increase the
number of charges at its disposal, granting your Artifice(s) one additional
charge with which to use its special ability. This charge does not affect the
damage your Artifice(s) deal(s). This class feat can be taken multiple times.
Prerequisite: Healbot
This feat allows your Creature to regain its special attack; it can now expend
charges to use its special attack as though it had never lost it as well as
expend them to heal a creature.
Prerequisite: Fists of Steel
You’ve attached a pair of pistons and metal fists onto your suit, allowing you
to use a charge to make your punches incredibly strong until the end of your
next turn. These punches deal 1d10 physical base damage and scale with the
Unarmed skill.
Prerequisite: Turret Artifice
You’ve engineered a way to control your Turret remotely, allowing you to aim
and fire it from a distance of up to 20m (it must already be set up for you to do
this). This feat would also allow you to
prevent the Turret from being used by someone you don’t want using it so long as you
are within 20m of it.
Prerequisite: Teleporter
You’ve found a way to enhance the workings of the teleporter. The user now
knows exactly where and how they will place themselves and can use that
knowledge to make a single attack using the same time that they took when
they teleported, assuming the attack would normally take you <3 seconds.
Expert
Prerequisite: >2 Artifices
Using this feat, you are able to combine two of your Artifices into a single
mechanism, granting the new machine capabilities truly unique to it. You can
make the following combinations: Creature and Exoskeleton. You permanently affix the
Exoskeleton to the Creature, which then gains its benefits. Creature and Turret. You’ve managed to permanently affix the Turret to the
Creature, allowing the Creature to fire the Turret as though it were the user, or
for a rider to be the user; for the purposes of firing the Turret, the Creature
gains 3 proficiency in Firearms. Exoskeleton and Turret. The Turret permanently becomes
one of the Exoskeleton’s equipped weapons, and it no longer requires any time
to place, though it does require 1.5 seconds to activate/deactivate, and while
activated that arm cannot be used for anything other than the Turret; additionally,
this means that no one other than you can use the Turret, but otherwise, you can now
use the Turret as normal. Unfortunately, since the Turret has been re-engineered to
be smaller and lighter, its base damage is reduced to 1d8, and the magnitude of
the special attack damage is also reduced by 1, i.e. 1d6 base damage becomes 1d4,
1d10 becomes 1d8, etc.
You’ve managed to create a mechanical and scientific means of something
that was previously only possible via the arcane: teleportation! With
this feat, you’ve managed to tinker together a short-range,
single-person teleporter that allows the user to take 3 seconds (independent of their DEX) to
instantly transport themselves to an unoccupied space that they can see
within 10m.