Artificer - deathnberries/pathfinderclasses GitHub Wiki
Hit Dice 1d8 per artificer level
Hit Points at 1st Level 8 + Constitution modifier
Hit Points at Higher Levels 1d8 (or 5) + Constitution modifier per artificer level
Key Ability Intelligence
Proficiencies
Armor: Light Armor, medium armor, shields
Weapons: Simple Weapons
Saving Throws: Expert in Fortitude and Will
Perception: Trained in Perception
Skills: Trained in Crafting Munitions
Trained in a number of skills equal to 3 plus your Intelligence modifier
Level | Class Features |
---|---|
1 | Ancestry and background, initial proficiencies, specialization, artificer feats |
2 | Artificer feat, skill feat |
3 | General feat, ancestry feat, skill increase, specialty feat |
4 | Artificer feat, skill feat |
5 | Ability boost, ancestry feat, skill increase, specialty feat |
6 | Artificer feat, skill feat |
7 | Flash of Genius, general feat, skill increase, iron will |
8 | Artificer feat, skill feat |
9 | Specialty feat, alertness, ancestry feat, skill increase |
10 | Ability boost, artificer feat, skill feat |
11 | General feat, juggernaut, field crafting, skill increase |
12 | Artificer feat, skill feat |
13 | Ancestry feat, light armor expertise, skill increase, weapon specialization |
14 | Artificer feat, skill feat |
15 | Ability boost, specialty feat, evasion, general feat, skill increase |
16 | Artificer feat, skill feat |
17 | Specialization Mastery, ancestry feat, master craftsman, skill increase |
18 | Artificer feat, skill feat |
19 | General feat, light armor mastery, skill increase |
20 | Ability boost, artificer feat, skill feat |
Class Features
You gain these abilities as an artificer. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.
ANCESTRY AND BACKGROUND
In addition to the abilities provided by your class 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
INITIAL PROFICIENCIES
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Craft Munitions specialty skill
You may craft ammunition arrows, bolts, or bullets granted you have the basic materials to do so. Make a crafting munitions roll and consult the following table. On a successful roll create Xd6 ammo, where X is equal to your Craft Munitions modifier
Skill Check | Quality of Ammunition |
---|---|
1 thru 10 | Attempt is botched and the materials are wasted |
11 thru 15 | Your attempt at crafting ammunition succeeds, but the quality is shoddy. -1 to attack and damage rolls |
16 thru 20 | You successfully craft basic ammunition |
20 and above | You are able to craft ammunition. +1 to attack and damage rolls |
Repair
Repair damaged, but not destroyed objects. Such as damaged weapons, wagons, gates, etc.
SPECIALIZATIONS
Chose a specialization from either Armorer, Artillerist, or Weaponsmith. Your choice grants bonuses at levels 5, 9, and 15.
ARTIFICER FEATS
At 1st level and every even numbered after that, you gain an artificer class feat.
SKILL FEATS
At level 2 and every 2 after that, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select that feat.
GENERAL FEATS
At level 3 and every 4 after that, you gain a general feat. General feats are listed in Chapter 5.
SKILL INCREASES
At level 3 and every 2 after that, you gain a skill increase. You can use this to either increase your proficiency in an untrained skill to trained, or increase one skill you’re already trained in to expert.
At level 7 you can increase a skill you’re an expert in to master, and at 15 you can then increase a rank to legendary if you’re a master.
ABILITY BOOSTS
At level 5 and every 5 after that, you increase four different ability scores. You can increase a score to above 18. However the boost only increases by 1 if the ability is 18 or above.
ANCESTRY FEATS
In addition to the ancestry feat you started with, you gain another feat at level 5, and every 4 after that. List of ancestry feats are found in Chapter 2 in your ancestry’s entry.
SPECIALTY FEATS
Armorer – Increase all armor proficiencies by 1 level.
Level 5 armorer feature –
Custom Dampening - You have advantage on Stealth checks, if your armor would normally impose disadvantage the affects cancel each other out.
Extra Attack – You can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 9 armorer feature -
Armor modification – You modify your armor to better suit your movements. Add 2 your AC
Level 15 armorer feature –
Armor Mastery – add an additional level to each of your armor proficiencies.
Legendary Armorsmith – If you possess a Legendary Armor Proficiency ie. Light whenever you don armor that you have crafted you gain the Legendary Proficiency for that armor type.
Blacksmith – add 1 proficiency level to Simple and Martial Melee Weapons
Level 5 blacksmith features -
Enhanced Weapons - +1 attack and damage rolls. Increases to +2 at level 10.
Extra Attack – You can attack twice, rather than once, whenever you take the Attack action on your turn.
Level 9 blacksmith feature -
Weapons expert – add 1 proficiency level to Simple and Martial Melee Weapons
Level 15 blacksmith feature – Enchant Weapons – Through experiments with arcane arts you have learned how to enchant your weaponry. All weapons you use count as magical. Legendary Blacksmith – If you posses a Legendary Weapon Proficiency ie. Daggers whenever you use a weapon that you have crafted you gain the Legendary Proficiency for that weapon.
Artillerist – add 1 proficiency level simple and martial ranged weapons
Level 5 artillerist features
Rangefinder - as a siege expert the artillerist is no stranger to striking objects at a great distance. Divide ranged attack penalties by half.
Munitions Expert On a successful skill check craft Xd8 ammunition, where X is equal to your Craft Munitions modifier + 1
Skill Check | Quality of Ammunition |
---|---|
1 thru 8 | Attempt is botched and the materials are wasted |
9 thru 12 | Your attempt at crafting ammunition succeeds, but the quality is shoddy. -1 to attack and damage rolls |
13 thru 17 | You successfully craft basic ammunition |
18 thru 22 | You craft pristine ammunition. +1 to attack and damage rolls |
22 and above | You are able to create master crafted ammunition. Add +2 to attack and damage rolls |