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), Novice Class Feat
1
3rd
2
Tool Expertise
2
4th
2
ASI, Favored Spell
2
5th
3
Artifice Upgrade (1)
2
6th
3
ASI, Journeyman Class Feat
2
7th
3
--
3
8th
3
ASI, Favored Spell
3
9th
4
--
3
10th
4
Artifice Upgrade (2), ASI
3
11th
4
Expert Class Feat
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
Master Class Feat
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;
You cannot use it if you are wearing any type of armor, including shields;
It grants an Armor bonus equal to 4 + your Artificer level;
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;
If you come into possession of enchanted pieces of armor, you can incorporate the piece
you acquired into your Exoskeleton over the course of a night's rest.
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 - it has a Crit Range
of 20;
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 reload and has a capacity equal to your INT score (rounded down)
+ 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 and Health are both 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 the course of 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 with a Crit Range of 19-20. 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. You do not take any
damage from jumping this way if the elevation you land on is > your starting elevation.
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 Crit
Range for this attack is 20. 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 Artificer 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 Novice, 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 feature says otherwise. 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 to increase in size to a Small creature, or use
another 3 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;
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 to become 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 6) 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 Tiny, Small, Medium, or Big over the course of 6 seconds;
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 8), as well as 3 more SP;
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 minute.
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 Crit Ranges of both its regular and special attacks are now 19-20;
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 9 seconds to become Tiny, Small, Medium, Big, or Large;
While it is Large, Large or smaller creatures can ride it;
You can communicate with/through it so long as you are both on the same plane;
You gain 1.5 points with which to increase your Creature’s ability
scores (up to 10) as well as 5 more SP;
Its special attack now uses d12s for damage and has a Crit Range of 18-20.
The Magnum Opus Exoskeleton gains the following benefits:
Its Armor bonus increases by another 3 and its STR bonus increases by another 1;
A fourth and fifth 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 Crit Ranges of both its regular and special attacks are now 18-20;
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; their Crit Range is unaffected.
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.
You have learned how to modify your Turret to fire explosive rounds. After taking this feat,
your Turret gains an additional special attack that allows the user to fire an explosive round
that detonates in a 6m-diameter sphere whereever it is shot at, provided it is within the
Turret's range. The damage amount and type is the same as your Turret's other special attack.
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, have a Crit Range of 19-20, and scale with the Unarmed skill.
Prerequisite: Turret Artifice
You’ve engineered a way to control your Turret remotely, allowing you to set up, aim, and fire
it from a distance of up to 20m (it must already be placed 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 or begin a single action
(including attacks) using the same time that they took when they teleported.
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; additionally, the Creature gains 3 proficiency in Firearms, which increases by 1 every
time it or the Turret is upgraded. Lastly, because of the added bulk of the Turret, the Creature
can no longer become Tiny. 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 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. Its
Crit Range is unaffected.
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 within 10m that they have
line of sight on.