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 featureEnchant 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