UNDER CONSTRUCTION Comments + suggestions acceptable
This class WILL have alternate class feature options similar to the other main class's in question. Those other options will be up soon.
Skill points: 6+intelligence modifier per level
Appraise, Craft, Disable Device, Fly, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Nature), Knowledge (Local), Knowledge (Religion), Perception, Profession, Spellcraft, use magic device
|1||0||2||0||2||Gadgets, Bomb 1d6, Scribe Scroll, Versatile Craft, Trapfinding||1||-||-||-||-||-|
|2||1||3||0||3||Knack, Gadgeteers Experience +2, Craft Wondrous Item||2||-||-||-||-||-|
|3||2||3||1||3||Bomb 2d6, Infused bombing||2||-||-||-||-||-|
|5||3||4||1||4||Bomb 3d6, Gadgeteers Experience +4||3||2||-||-||-||-|
|6||4||5||2||5||Knack, Absorb Essence||3||2||-||-||-||-|
|8||6/1||6||2||6||Knack, Gadgeteers Experience +6||3||3||2||-||-||-|
|10||7/2||7||3||7||Knack, Efficient Creation||4||3||3||1||-||-|
|14||10/5||9||4||9||Knack, Rapid Construction||4||4||4||3||2||-|
|18||13/8/3||11||6||11||Knack, Rapid Recharge||5||5||5||5||4||3|
Weapons and Armor:
An artisan is proficient with all simple weapons. They are also proficient with light armor and with shields, except for tower shields.
Artisans are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also able to make magical and functional Gadgets of neither arcane or divine origin. In effect, an artisan prepares their spells by piecing together materials in creating a gadget, and then “casts” their spells by using their invention. When an artisan creates a gadget or personal wand, they infuse the creation with a tiny fraction of their own magical power—this enables the creation of powerful effects, but also binds the effects to the object that only the artisan knows how to use. When using spellcraft to make an enchanted item, an artisan gains a competence bonus equal to 1/2 their class level on the spellcraft check. In addition, an artisan can use a use magic device check to identify enchanted equipment as if using detect magic. They must hold the item in question for 1 round to make such a check.
Gadgets behave like spells in item form, and as such their effects can be dispelled by effects like dispel magic using the artisan’s level as the spells caster level. Like any spell completion item, a gadgets duration lasts for the duration of its intended spell crafted into it before needing to be re-prepared again.
An artisan can create only a certain number of gadgets of each level per day. Their base daily allotment of gadgets are given on Table: Artisan. In addition, they receive bonus gadgets per day if they have a high enough Intelligence score, in the same way a wizard receives bonus spells per day. When an artisan prepares a gadget, they infuse the materials and components in the gadget with magic siphoned from their own magical aura. A gadget immediately becomes inert if it leaves the artisan’s possession, reactivating as soon as it returns to their keeping—an artisan cannot normally pass out their gadgets for allies to use (but see the “infusion” discovery below). A gadget, once created, remains 'charged' for 1 day before becoming inert, so an alchemist must re-prepare their gadgets every day. Preparing gadgets take 1 minute of work—most artisans prepare many gadgets at the start of the day or just before going on an adventure, but it’s not uncommon for an artisan to keep some (or even all) of his daily gadget slots open so that he can prepare gadgets on the field as needed.
Although the artisan doesn’t actually cast spells, they do have a blueprint list that determines what gadgets they can create. An artisan can utilize spell-trigger items if the spell appears on their blueprint list, but not spell-completion items (unless they use Use Magic Device to do so). A gadget is “cast” by activating it, as if activating a spell-completion item—the effects of a gadget exactly duplicates the spell upon which its blueprint is based upon, save that the spell always affects only the artisan activating it. The artisan uses their level as their caster level to determine any effect based on caster level. Creating gadgets consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the activation of that particular gadget. Gadgets that have a Focus component that is not a divine focus must have said focus built into the gadget during preparation. An artisan can prepare a gadget of any blueprint he knows. To learn or use a gadget, an artisan must have an Intelligence score equal to at least 10 + the gadget's level. The Difficulty Class for a saving throw against an artisan’s gadget is 10 + the gadget level + the artisan’s Intelligence modifier. An artisan may know any number of blueprints. He stores his blueprints in a special tome called a crafter's sketch book. They must refer to this book whenever they prepare a gadget but not when they activate it. An artisan begins play with two 1st level blueprints of their choice, plus a number of additional blueprints equal to their Intelligence modifier. At each new artisan level, they gain one new blueprint of any level that they can create. An artisan can also add blueprints to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An artisan can study a wizard’s spellbook to learn any blueprint that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a crafting sketch book. An artisan does not need to decipher arcane writings before copying them.
Bomb (Su): Any explosive can go kaboom…it takes a REAL artist to make it kaboom in style!
In addition to magical gadgets, artisans are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An artisan can use a number of bombs each day equal to their class level + their Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the artisan must use a small vial containing an ounce of liquid catalyst—the artisan can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the artisan for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an artisan’s bomb inflicts 1d6 points of fire damage + additional damage equal to the artisan’s Intelligence modifier. The damage of an artisan’s bomb increases by 1d6 points at every odd-numbered artisan level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an artisan bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the artisan’s level + the artisan’s Intelligence modifier.
Artisans can learn new types of bombs as Knacks (see the Knack ability) as they level up. An artisan’s bomb, like a gadget, becomes inert if used or carried by anyone else.
At 1st level, an artisan may begin play with scribe scroll as a bonus feat.
Versatile Crafter (Su): Spells? I don't need no stinking spells…
At 1st level, An artisan becomes a beginner in the trade of adaptive crafting and versatile creation of many a wondrous and numerous artifact. When calculating the DC of creating a spell-trigger or spell-completion item, an artisan is considered to have the required spell for crafting an item with such a prerequisite. They do not meet any other prerequisites doing so besides meeting only the spell requirements for said item. However, any item they create with this ability is classified as neither arcane or divine source.
At 1st level, An artisan can be able to calculate 1/2 their level as bonus to any perception or disable device checks used in locating or disabling regular or magical traps.
Knack: Every invention has its own unique traits. I just plan to have my traits shown.
An artisan is capable of adjusting their expertise in a glimpse to better suit what personality of artisan they wish to be at the time of need. At 2nd level, and every other level in artisan, they may be able to choose one knack from an allotment of choices given on the list below.
Bombarding Artisan: When taking this knack, you may select a Bomb Discovery from the Alchemist list.
Combine Infusions: When the artisan creates a gadget, they can place two infusions into one gadget. When the gadget is activated, both infusions take effect. This gadget has a level two levels higher than the highest-level infusion placed in the gadget.
Construct Companion: An artisan is able to create an animal companion as company. The animal companion created by the artisan is thus given the construct template upon it. This companion is thus treated as equal to the artisans level -3, and may be applicable for any animal companion feats that would normally apply to such. This knack requires Artisan level 4
Continuous Infusion: When the artisan creates a gadget, they can infuse it with an extra bit of their own magical power. The gadget created now persists even after the artisan sets it down. As long as the gadget is unused, it continues to occupy one of the artisan’s daily gadget slots. An infused gadget can be activated by non-artisans for them to gain its effects.
Enhance Scroll: A number of times per day equal to their Intelligence modifier, an artisan can cause any scroll he uses to function at a caster level equal to their class level.
Eternal Scroll: If an artisan uses a scroll that they extend, the effects of that scroll can become permanent until they choose to make another scroll effect permanent. This knack requires artisan level 16 and the Extend Scroll Knack
Extend Scroll: A number of times per day equal to their Intelligence modifier, the artisan can cause any scroll he uses that does not have an instantaneous duration to function at twice its normal duration. This does not apply to gadgets.
Infused Strike: As a swift action, an artisan may expend a prepared gadget to infuse a weapon with the gadgets effect for one attack. This knack requires artisan level 10 and the infusion knack.
Spontaneous Repair: The artisan gains the ability to repair a construct or warforges wounds in combat. As a free action once per round, they can repair 1d6 hit points on a target construct as if they had the lay on hands ability. Their Spontaneous Repair ability is capable of acting Once per day equal to 1/2 their artisan level + their intelligence modifier. This knack requires artisan level 6 and the construct companion Knack