Artificer

The Artificer pours over any data they come across on the ancient tech until they achieve mastery in the art of its use. Their experiments and studies lead to fantastic discoveries and inventions that will aid them in their quest for knowledge.

Ability Score Increase:

  Level 1: +2 Intellect   Level 4: +3 Intellect   Level 7: +4 Intellect +1 Foresight   Level 10: +5 Intellect +3 Foresight +2 Perception  

Class Level Abilities

Level 1

Active Abilities
Conditional Abilities
Thirst for Knowledge: An Artificer thirsts for knowledge and advancement. When an Artificer would make an a check for a skill under the Knowledge, they can roll twice and choose which result to take.  
Passive Abilities
Magical Deficiency: As you use technology and become more akin to it, any magical abilities you once had start to fade. Magic is reduced by 3 points per level of Magical Deficiency. Magicka is reduced by 6 points per level of Artificer, and Mana is reduced by 10.   Personal Artifacts: Choose two artifacts from the Artifact Guide under Artificer. These are items you acquired and know how to use and are proficient with. You are NOT proficient in anything else on the list. DM discretion for more list choices. This special feature does not count if you take this through multiclassing. If one or more of the artifacts require PU to operate, start with 2 Solar Cells.   Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.   Technologically Minded: Artificers seem to have a natural affinity for this technology. Gain a +12 Knowledge Original Technology.   Tech Scholar: Artificers understand technology, they gain a +12 to Appraisal(Artifacts) and an additional +12 when trying to understand how a piece of technology works.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Specialist Tutoring: When this ability is gained, for each instance of Specialist Tutoring you already have, gain an additional +10 Knowledge.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 0.9

Artificer Starting Artifacts