Artificer

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Artificer02.jpg
The Artificer
Common Roles Inventor, madman, engineer
Common Races Gobbers, Humans, Khazad
Influencial Faiths Reos
Common Organizations Artificers are often members of the Engineer's Enclave
PRD Entry Non-Applicable

Out of the shadows of the fallen civilization of the Kulthians come the artificers. Often feared and mistrusted even today, the Artificer is the engineer of the magi-tech revolution that has transformed much of face of the world over the past few years. Even now, when magic roils unsettled due to the death of Animus, many still turn to artifice despite the dangers inherit in its often unpredictable nature. Whether they seek to rebuild what was lost or to forge new paths for themselves, every Artificer seeks to leave their mark on society.

Artificers are the heralds of mad science. The bastard children of Reos, or the world's blessed saviors, the reactions are mixed world over. Known for their capability for crafting unique and often unusual devices, they combine the arcane with clockwork into a unique and bizarre whole only known as 'artifice.'

Most Artificers start off as simple mechanics and industrial technicians working in one of the major industrialized nation and city states in the known world. In time, their mechanical aptitude becomes more evident along with a slow gravitation towards study of arcane principles. At this point, some end up joining larger organizations, typically tied to their local nation-state, though the Enclave of Engineering is a multi-national, overarching guild to which many belong. Their art requires a great deal of discipline as well as a powerful spark of creativity and a willingness to learn and explore.

Our artificer design is based on a modified version of Jeremy Puckett's, that he had released to the Pathfinder community. Thank you for all the hard work, Jeremy!


Artificer

Role: The artificer's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical and mechanical contraptions, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the artificer's almost gleeful passion for building explosive Death Rays or for augmenting his body with mechanical parts and pieces. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

Most artificers are seen as a mixed blessing and a curse. While they bear with them the taint of Kulthos, the god Reos seems to have seen fit to give them new life, and many artificers are some of his most devout followers.

Alignment: Any.

Hit Die: d8.

Class Skills

The artificer's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (artifice) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.


The Artificer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Contraptions per Day
  1st 2nd 3rd 4th 5th 6th
1st 0 2 2 0 Artifice, Death Ray 1d6, Bonus Feat, Taint of Kulthos, Kulthian Language 1
2nd 1 3 3 0 Discovery, Titan Armor 2
3rd 2 3 3 1 Death Ray 2d6, Artifice Lore 3
4th 3 4 4 1 Discovery 3 1
5th 3 4 4 1 Death Ray 3d6, Bonus Feat 4 2
6th 4 5 5 2 Discovery 4 3
7th 5 5 5 2 Death Ray 4d6 4 3 1
8th +6/+1 6 6 2 Discovery 4 4 2
9th +6/+1 6 6 3 Death Ray 5d6 5 4 3
10th +7/+2 7 7 3 Discovery, Bonus Feat 5 4 3 1
11th +8/+3 7 7 3 Death Ray 6d6 5 4 4 2
12th +9/+4 8 8 4 Discovery 5 5 4 3
13th +9/+4 8 8 4 Death Ray 7d6 5 5 4 3 1
14th +10/+5 9 9 4 Discovery, Endurant Titan Armor 5 5 4 4 2
15th +11/+6/+1 9 9 5 Death Ray 8d6, Bonus Feat 5 5 5 4 3
16th +12/+7/+2 10 10 5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 10 10 5 Death Ray 9d6 5 5 5 4 4 2
18th +13/+8/+3 11 11 6 Discovery, Instant Artifice 5 5 5 5 4 3
19th +14/+9/+4 11 11 6 Death Ray 10d6 5 5 5 5 5 4
20th +15/+10/+5 12 12 6 Grand Discovery 5 5 5 5 5 5

Class Features

The following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, as well as firearms, and siege weapons (should we ever use them). They are also proficient with light armor, but not with shields.

Taint of Kulthos: While artifice may be seen in everyday life, the artificer carries with him or her the taint of Kulthos--the memory of a way of thinking that once sought to destroy and enslave civilization. While attitudes have largely improved, artificers still carry some stigma, especially as their abilities grow and advance. This is reflected in a -1 penalty to Diplomacy checks for every four levels of artificer (to a maximum of -5)--though this is not present when dealing with other artificers, war golems, or creatures of the construct type. The reactions of followers of Reos tends to be varied.

Kulthian Language: As a needed part of their studies, the Artificer is considered proficient in the Kulthian language. Their artificer's binders are filled with notations and writings in this language, and it is rumored that higher levels of artifice require an understanding of the Kulthian tongue in order to operate or comprehend, as this language is uniquely suited to the study and nature of magitechnical devices.

There is some truth to it. Should the artificer somehow lose the ability to understand the Kulthian language, the artificer temporarily becomes unable to understand any blueprint or spellbook until this knowledge is regained. In addition, the inability to think in the Kulthian tongue renders them unable to activate or otherwise use any device or discovery of the class, such as Death Rays, Contraptions, or Titan Armor. Nor may they craft devices of artifice through other crafting means. This ability is regained once use of the language is returned.

Artifice (Su): Artificers are masters manipulating a type of arcana-infused technology known as artifice. The use of artifice relies on a true mixture of technology and magic. Within any of these, "perfect technology" does not exist--instead, technology is always blended with magic and vice versa. Some artifice may be almost a shell, while other forms possess a greater, almost artful blending of the two forms. However, neither the arcana nor the technological aspects will work successfully on its own--the two halves of what creates artifice are forever bound to one another.

In effect, an artificer prepares his spells by infusing clock-work style contraptions with mana. These devices are short-lived, and casting them is equivalent to spending the magical "energy" within the device. Once spent and the mana binding it together is used, the device typically falls apart as so many cogs.

Their ability to heal at all (usually via means of a Discovery) is an ancient gift from the god Reos, a gift which some say they have either perfected or corrupted, depending on the speaker's viewpoint. It tends to be more 'surgical' than more traditional forms, and their instruments marked with Reos' symbols--considered good form, as well as a ward against the growing of Kulthos' curse.

In addition, when using Craft (artifice) to create an artifice item, an artificer gains a competence bonus equal to his class level on the Craft (artifice) check. The artificer may also use his artificer level as his caster level for the purposes of meeting magical crafting pre-requesites, including qualifying for feats.

Contraptions

Contraptions are the most varied of an artificer's abilities. In many ways, they behave like spells in magitechnical form, and as such their effects can be dispelled by effects like dispel magic using the artificer's level as the caster level.

An artificer can create only a certain number of contraptions of each level per day. His base daily allotment of contraptions is given on Table: Artificer. In addition, he receives bonus contraptions per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an artificer crafts a contraption, he temporarily fuses pieces of clockwork with magic siphoned from his own magical aura.

A contraption immediately becomes inert if it leaves the artificer's possession, and reactivates as soon as it returns to his keeping. An artificer cannot normally pass out his contraptions for allies to use (but see the “infusion” discovery below). A contraption, once created, remains potent for 1 day before losing its magic, so an artificer must re-prepare his contraptions every day. Crafting contraption takes 1 minute of work—-most artificers prepare many contraptions at the start of the day or just before going on an adventure, but it's not uncommon for an artificer to keep some (or even all) of his daily contraption slots open so that he can prepare contraptions in the field as needed. This is represented ingame by having a set of spare parts, as opposed to a spell pouch, that may be woven with arcana at a later date.

Contraptions may be targeted just as any normal, worn item may be targeted.

Although the artificer doesn't actually cast spells, he does have blueprints ("blueprints") that determine what contraptions he can create. An artificer can utilize spell-trigger items if the spell appears on his list, but not spell-completion items (unless he uses Use Magic Device to do so).

A contraption is “cast” by activating a switch or some other part of the device as typically a standard action—the effects of an contraption exactly duplicate the spell upon which its blueprint is based, save that the spell always affects only the artificer. An artificer can draw and activate a contraption as a standard action. Activation may provoke an Attack of Opportunity. The artificer uses his level as the caster level to determine any effect based on caster level. The act of activating a contraption expends the mana within the device that had held it together, rendering it a useless shell ("spent") until the next day. In game terms, the part may cease to glow, spin, or may simply fall apart into a pile of gears and cogs. The metaphor is not dissimilar to a machine running out of oil, or the working cables which hold it together becoming detached.

Creating contraptions 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 contraption. Contraptions cannot be made from spells that have focus requirements (artificer contraptions that duplicate divine spells never have a divine focus requirement, though such artifice frequently bears the marks of Reos, the Father of Artifice--this is considered good form, as well as a ward against the influence of Kulthos' curse).

An artificer can prepare an contraption of any blueprint he knows. To learn or use a contraption, an artificer must have an Intelligence score equal to at least 10 + the contraption's level. The Difficulty Class for a saving throw against an artificer's contraption is 10 + the contraption level + the artificer's Intelligence modifier.

Blueprints Known

An artificer may learn any number of blueprints, and record them scribed in a manner similar to ancient Kulthian texts. These blueprints represent a series of unique schematics and guides that the artificer must adhere to to construct any number of devices. He stores these blueprints in a special tome called a Binder. He must refer to this Binder whenever he prepares a contraption but not when he activates it. An artificer begins play with two 1st-level blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new artificer level, he gains one new blueprint of any level that he can create. An artificer can also add blueprints to his Binder just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An artificer can study wizard scrolls to learn any blueprint that is equivalent to a spell the spellbook contains.* A wizard, however, cannot learn spells from a Binder. An artificer does not need to decipher arcane writings before copying them.

* See Tenebrae spell scribing rules.

Death Rays

Death Ray (Su): Artificers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes.

The “death ray” is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d6 + the artificer’s Intelligence bonus. Firing the death ray is a standard action. The death ray can be used a number of times each day equal to the artificer’s class level + the artificer’s Intelligence bonus. Each day, the artificer must spend one minute per daily use recharging the device with his own magical aura (generally by sitting quietly and tinkering with the device for that time). The artificer is considered to be proficient in his own death ray, though he cannot use another artificer’s death ray any more than anyone else.

The death ray only works for the artificer, and he can only have one in existence at a time; if his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon, it can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the artificer’s class level, and hit points equal to 20 + the artificer’s class level.

The damage of an artificer’s death ray increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

Artificer can learn new types of Death Rays as discoveries (see the Discovery ability) as they level up. An artificer's Death Ray, like an contraption, becomes inert if used or carried by anyone else as its essence is tied to the artificer who crafted it.

Artifice Lore

Artifice Lore (Ex): An artificer's familiarity with the ins and outs of his craft grants him greater understanding into magic items. Whenever he examines a magic item, he receives a circumstance bonus (minimum 1) equal to 1/2 his levels in artificer to his Spellcraft check to determine its properties. He receives the same bonus if making a roll to determine the history of a magical item, using whichever skill is appropriate at the time, even if he has no ranks in that skill.

Titan Armor

Titan Armor (Ex/Su): At 2nd level the Artificer can create a suit of artifice armor out of gears, mechanisms, and mana that can enhance his physical stature. Creating this suit of armor takes the Artificer 24 hours but once created it can be used repeatedly until broken or destroyed. This suit of armor is considered to be a Light Armor that only characters with levels in Artificer would be proficient with. As with a contraption or Death Ray, a suit of Titan Armor that is not in an artificer's possession becomes inert until an artificer picks it up again.

The armor provides a +4 Armor bonus, a -2 armor check penalty, a max Dex of 4, and a speed of 30ft. It has a Hardness of 10 and 40 hit points. If damaged, the Artificer can repair it with a Craft: Armor skill check or if it's destroyed then the Artificer can rebuild it within 24 hours.

As a move action, an Artificer can power his artifice armor for a number of rounds equal to 6 + Constitution Modifier by temporarily infusing it with portions of his aura. Activation confers a number of additional abilities, described below. These abilities are considered supernatural as in effect, the artifice portions of the armor become activated. At each level after 2nd the Artificer can continue infuse his armor for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance", do not increase the total number of rounds that the Artificer can use his armor that day. The total number of rounds that the Artificer can use the Titan Armor is renewed after the Artificer has rested for 8 hours, although these hours do not need to be consecutive.

While the armor is infused with energy, the Artificer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 Equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the equipment bonus from the suit of armor is made when the Artificer activates his armor and cannot be changed while its in use, but the bonuses can be changed upon each activation of the suit of armor.

An Artificer can activate his armor as a move action and becomes fatigued after using his armor for a number of rounds to 2 x the number of rounds spent using the armor. An Artificer cannot activate his armor again while fatigued or exhausted but can otherwise activate his armor multiple times during a single encounter or combat.

Bonus Feats

An artificer must meet the prerequisites for each feat before selecting it: Craft Wondrous, Craft Magic Arms and Armor, Point Blank Shot, Precise Shot, Improved Precise Shot. Alternately, they may select a Skill Focus feat in any of the following: Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft.

Discoveries

Artificers are creatures of curiosity and invention. Throughout their career, they earn a number of Discoveries that augment their various technomagical abilities. Discoveries that modify Death Rays and are marked with a single asterisk (*) do not stack. Only one such discovery can be applied to an individual Death Ray.

Titan Armor Discoveries

Enhanced Titan Armor: The Artificer's Titan Armor may also be augmented with up to a +2 enhancement bonus. If the Artificer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +2. The Artificer must pay for any additional properties to be added to his Titan Armor but doing so only costs the Artificer half as much in terms of gold and materials. If the Artificer does the work himself (as opposed to another artificer) then the cost is halved again. The Artificer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Artificer must pay for the new enhancement bonus again, as described above. An Artificer must be at least 3rd level before selecting this discovery.

Improved Titan Armor: The armor is advanced enough that it provides DR 1/-. The Artificer's Titan Armor may now be augmented with up to a +4 enhancement bonus. If the Artificer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +4. An Artificer must be at least 6th level before selecting this discovery and must posses the Enhanced Titan Armor Discovery.

Greater Titan Armor: The Artificer's Titan Armor now grants a +6 Armor Bonus, +3 Maximum Dexterity bonus, a -4 armor check penalty and a maximum speed of 20ft while in use. The armor is advanced enough that it provides DR 2/-. The Titan Armor now grants a +4 equipment bonus to both Strength and Dexterity. The armor type improves to Medium, which the Artificer remains proficient with, but this does not grant him the feat Medium Armor Proficiency. Its hardness remains 10 but it now has at least 60 hit points. The titan armor may also be augmented with up to a +6 enhancement bonus.

If the Artificer possess the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +6. The Artificer must pay for any additional properties to be added to his Titan Armor armor but doing so only costs the Artificer half as much in terms of gold and materials. If the Artificer does the work himself then the cost is halved again. The Artificer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Artificer must pay for the new enhancement bonus again, as described above. An Artificer must be at least 12th level before selecting this discovery and possess the Improved Titan Armor Discovery.

Grand Titan Armor: The Artificer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 20ft while in use. The armor is advanced enough that it provides DR 3/-. The clock-work armor now grants a +6 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Artificer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points. The titan armor may also be augmented with up to a +8 enhancement bonus.

If the Artificer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +8. An Artificer must be at least 16th level and posses the Greater Titan Armor discovery before selecting this discovery.

Slam Attacks: Whenever the Artificer activates his Titan Armor, he gains two slam attacks. The Artificer is considered to be proficient with this slam attack, and when used alone, these are considered primary weapons. The Slam attack deals 1D6 points of damage (1d4 if the Artificer is small or 1D8 if the Artificer is large), plus the artificer's full strength bonus. The artificer must have Enhanced Titan Armor before selecting this Discovery.

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.

Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls.

Titan Wings (Su): The artificer crafts a set of functional wings into his armor, allowing him to fly as the fly spell. He may activate these wings for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An artificer can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. An artificer must possess Enhanced Titan Armor and be at least 8th level before selecting this discovery.

Other Discoveries

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible discovery. Unless otherwise noted, an artificer cannot select an individual discovery more than once. Some discoveries can only be made if the artificer has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify Death Rays that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual Death Ray. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the artificer's level + the artificer's Intelligence modifier.

Acid Death Ray*: When the artificer creates a Death Ray, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid Death Ray take an additional 1d6 points of acid damage 1 round later.

Blinding Death Ray (Su)*: When the alchemist creates a Death Ray, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding Death Ray are blinded for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 8th level before selecting this discovery.

Flame Gun*: Instead of drawing the components of, creating, and throwing a Death Ray, the artificer can alter its ingredients to expel it as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the Death Ray. Each creature within the cone takes damage as if it had suffered a direct hit from the artificer's Death Ray, but succeeding at a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier) halves the damage. An artificer must be at least 6th level before selecting this discovery.

Combine Contraptions: When the artificer creates an contraption, he can place two blueprints into one contraption. When the contraption is expended, both blueprints take effect. This contraption has a level two levels higher than the highest-level blueprints placed in the contraption. An artificer must be at least 8th level before selecting this discovery.

Concussive Death Ray*: When the artificer creates a Death Ray, he can choose to have it inflict sonic damage. Concussive Death Rays deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive Death Ray are deafened for 1 minute unless they succeed at a Fortitude save. An artificer must be at least 6th level before selecting this discovery.

Confusion Death Ray* (Su): The alchemist's Death Rays twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion Death Ray takes damage from the Death Ray and must succeed at a Will save or be under the effect of a confusion spell for 1 round per caster level of the artificer. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An artificer must be at least 8th level before selecting this discovery.

Delayed Fire: The artificer can fire a bomb from his Death Ray device that explodes a number of rounds after the artificer ceases contact with it. This delay can be any number of rounds as chosen by the artificer, up to a number of rounds equal to his level. If at any point the artificer reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from its construction. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates. An artificer cannot have more than one delayed bomb at one time. If he creates another delayed delayed bomb, the previous one becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the artificer's level + the artificer's Intelligence modifier). An artificer must be at least 8th level before selecting this discovery.

Dilution: Once per day, the artificer can dilute any one potion or elixir (such as that crafted with Craft Wonderous Item or Craft Potion), creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute contraptions. An artificer must be at least 12th level before selecting this discovery.

Dispelling Death Ray: When the artificer creates a Death Ray, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling Death Ray are subject to a targeted dispel magic spell, using the artificer's level as the caster level. This cannot be used to target a specific spell effect. The artificer must be at least 6th level before selecting this discovery.

Elixir of life: Once per day, the artificer can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the artificer who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the artificer himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the artificer's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An artificer must be at least 16th level before selecting this discovery.

Explosive Missile: As a standard action, the artificer can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his Death Ray, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the artificer had thrown the Death Ray at the target. If the explosive missile misses, it does not detonate. An artificer must be at least 4th level before selecting this discovery.

Extend potion: A number of times per day equal to his Intelligence modifier, the artificer can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to contraptions.

Fast Death Rays: An artificer with this discovery can quickly create enough Death Rays to throw more than one in a single round. The artificer can prepare and throw additional Death Rays as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An artificer must be at least 8th level before selecting this discovery.

Force Death Ray*: When the artificer creates a Death Ray, he can choose to have it inflict force damage. Force Death Rays deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force Death Ray are knocked prone unless they succeed on a Reflex save. An artificer must be at least 8th level before selecting this discovery.

Frost Death Ray*: When the artificer creates a Death Ray, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost Death Ray are staggered on their next turn unless they succeed on a Fortitude save.

Immolation Death Ray*: When the artificer creates a Death Ray, he can construct it in such a manner, that when exploded, it fires a fiery substance that coats the direct target's body, causing the Death Ray to deal its damage over time instead of all at once. The Death Ray's effect lasts for a number of rounds equal to the number of damage dice the Death Ray would normally deal (for instance, a 5d6 Death Ray lasts for 5 rounds). When the Death Ray hits the direct target, the Death Ray deals 1d6 + the artificer's Intelligence modifier in damage. It repeats this damage against the direct target of the Death Ray each round the immolation Death Ray lasts, dealing the damage at the start of the artificer's turn. A creature taking damage from an immolation Death Ray's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the artificer's level + the artificer's Intelligent modifier). Because of the alchemical nature of this Death Ray, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These Death Rays can be used underwater. An artificer must be at least 3rd level before selecting this discovery.

Inferno Death Ray*: The effects of the smoke created by an artificer's Death Ray duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to a 10' cube for 1 round per level. An artificer must be at least 16th level and must possess the smoke Death Ray discovery before selecting this discovery.

Infusion: When the artificer creates an contraption, he can infuse it with an extra bit of his own magical power. The contraption created now persists even after the artificer sets it down. As long as the contraption exists, it continues to occupy one of the artificer's daily contraption slots. An infused contraption can be activated by a non-artificer to gain its effects.

Madness Death Ray: The artificer's Death Rays do more than sear flesh--they sear the mind. A creature that takes a direct hit from a madness Death Ray takes damage from the Death Ray plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the Death Ray by 2d6 (so a Death Ray that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness Death Ray is reduced by 1 for each madness Death Ray that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage. An artificer must be at least 12th level before selecting this discovery.

Nauseating Ooze: The artificer's body is covered in a nauseating, ooze-like poison that quickly coats his skin. Any creature that bites, engulfs, or swallows the artificer must make a Fortitude saving throw or be nauseated for 1d4 rounds. An artificer must be at least 12th level before selecting this discovery. The artificer with this discovery does not suffer the effect of the poison of his own nauseating ooze.

Plague Death Ray (Su)*: The effects of the smoke created by an alchemist's Death Ray duplicates the effects of contagion instead of fog cloud, filling the area of a 10' cube for 1 round per level. An alchemist must be at least 8th level and must have the smoke Death Ray discovery before selecting this discovery.

Poison Death Ray*: The effects of the smoke created by an artificer's Death Ray duplicates the effects of cloudkill instead of fog cloud, filling the area of a 10' cube for 1 round per level. An artificer must be at least 12th level and must possess the smoke Death Ray discovery before selecting this discovery.

Firey Death Ray*: When the artificer creates a Death Ray, he can choose to have it inflict fire damage. Creatures that take a direct hit from a fiery Death Ray are dazzled for 1d4 rounds.

Smoke Death Ray*: When the artificer creates a Death Ray, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to a 10' cube for 1 round per level.

Stink Death Ray*: The effects of the smoke created by an artificer's Death Ray can duplicate the effects of stinking cloud instead of fog cloud, filling a 10' cube for 1 round. An artificer must possess the smoke Death Ray discovery before selecting this discovery.

Sunlight Death Ray (Su)*: The alchemist can throw Death Rays that explode with a searing radiance equivalent to that of sunlight and that act as blinding Death Rays. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the Death Ray. Undead that are harmed by sunlight and that fail their saves against the Death Ray are staggered for 1 round. An alchemist must be at least 10th level and must have the blinding Death Ray discovery before he can select this discovery.

Tanglefoot Death Ray (Su)*: A creature that takes a direct hit from a tanglefoot Death Ray must save against the Death Ray's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag.

Endurant Titan Armor

Endurant Titan Armor (Ex): At 14th level the Artificer's Constitution score is considered to be 4 points higher for the purposes of determining how long he can continue to use his Titan Armor. This does not actually increase his constitution score. Example (Artificer with constitution of 12 is treated as having a constitution of 16 for the purposes of determining how long he can continue to use his Titan Armor).

Instant Artifice

Instant Artifice (Ex): At 18th level, the artificer can create alchemical items with almost supernatural speed, and none can match his proficiency at fixing or breaking machines. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. Additionally, he can perform any Disable Device check that would normally take up to a minute as a swift action.

Grand Discoveries

Grand Discovery (Su): At 20th level, the artificer makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the list below, representing a truly astounding artifice breakthrough of significant import. For many artificers, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Awakened Intellect: The artificer's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.

Artifice Heart: The artificer performs a delicate surgery, replacing his or her own beating heart with one crafted of artifice. The heart functions as a sort of artifice battery, fusing his armor with his body, and will continue to beat until disabled or otherwise destroyed. From this point forward he takes no penalty to his physical ability scores from advanced age so long as he wears his armor, though the armor need not be activated, only worn and maintained. If the artificer is already taking such penalties, they are removed at this time. This does not allow him to live past his normal lifespan. In addition, the artificer becomes immune to critical hits because of the heart.

Fast Healing: The artificer's flesh responds to damage with shocking speed—he gains fast healing 5.

Philosopher's Stone: The artificer learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.

Ultimate Titan Armor: The Artificer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 30ft while in use. Its DR improves to DR 4/-. The clock-work armor now grants a +8 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Artificer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points. The clock-work armor may also be augmented with up to a +10 enhancement bonus. If the Artificer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +10. An Artificer must be at least 20th level and posses the Grand Titan Armor discovery before selecting this discovery.

Artificer Blueprints

Alchemists gain access to a variety of blueprints, allowing them to make contraptions of the following spells.

1st-Level Artificer Blueprints: ant haul*, break*, burning hands, color spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, flare burst*, identify, inflict light damage**, jump, keen senses*, magic vestment, magic weapon, mage hand, negate aroma*, repair light damage**, read magic, reduce person, shield, shocking grasp, spell storing item**, true strike.

2nd-Level Artificer Blueprints: acid arrow, alter self, bear’s endurance, blur, bull’s strength, cat’s grace, chill metal, darkvision, detect thoughts, eagle's splendor, false life, fox’s cunning, heat metal, inflict moderate damage**, invisibility, instant armor*, levitate, owl's wisdom, perceive cues*, protection from arrows, repair moderate damage**, resist energy, scorching ray, see invisibility, shatter, spider climb, toughen construct**, undetectable alignment.

3rd-Level Artificer Blueprints: arcane sight, bloodhound*, dispel magic, displacement, fly, fireball, heroism, hold person, inflict serious damage**, magic vestment, magic weapon greater, lightning bolt, nondetection, protection from energy, ray of exhaustion, repair serious damage**, stinking cloud, tongues, water breathing.

4th-Level Artificer Blueprints: air walk, ball lightning*, confusion, death ward, detonate, dimension door, discern lies, enervation, fear, fire shield, freedom of movement, globe of invulnerability (lesser), inflict critical damage**, invisibility (greater), locate creature, minor creation, neutralize poison, repair critical damage**, rusting grasp, shout, stoneskin.

5th-Level Artificer Blueprints: baleful polymorph, cloudkill, cone of cold, contact another plane, dream, disrupting weapon, elude time*, fabricate, hold monster, magic jar, major creation, nightmare, overland flight, planar adaptation*, sending, spell resistance, telekinesis, telepathic bond, wall of force, wall of stone, waves of fatigue.

6th-Level Artificer Blueprints: analyze dweomer, antimagic field, blade barrier, chain lightning, disable construct**, disintegrate, dispel magic (greater), eyebite, flesh to stone, freezing sphere, globe of invulnerability, hardening**, move earth, repulsion, shadow walk, transformation, true seeing, total repair**, wall of iron.

Spells marked with a * are from the Pathfinder RPG Advanced Player's Guide.
Spells marked with a ** are from the Eberron Campaign setting.