Class Features
All of the following are class features of the artificer.
Weapon and Armour Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check when injured while imbuing an item with an infusion.
To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based. Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the Table: Artificer. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score.
The artificer's selection of infusions is extremely limited. An artificer begins play knowing four 0-level infusions and two 1st-level infusions of the artificer's choice. At each new artificer level, he gains one or more new infusions, as indicated on Table: Artificer Infusions Known. (Unlike infusions per day, the number of infusions an artificer knows is not affected by his Intelligence score. The numbers on Table: Artificer Infusions Known are fixed.)
An artificer’s infusions can only be imbued into an item or construct (including warforged). He cannot, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull’s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.
An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires a material component, an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus as necessary.
Each day, an artificer must focus his mind to refresh his infusions . He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer’s daily limit.
Artificer's Knowledge: An artificer has taken an engineering approach to how magic functions in the world, giving him working knowledge on how to emulate particular spells and magical effects.
By investing 1 skill rank in a particular knowledge skill, an artificer is considered to have a working knowledge of all 0th and 1st level spells found on the class spell list associated with that knowledge skill. For every two additional skill ranks invested in that knowledge skill, an artificer is considered to a have working knowledge of all the spells available on the next highest spell level for that spell list, to a maximum of 9th level spells at 17 ranks in total.
With this working knowledge, an artificer is treated as having these spells on the artificer class infusion list and his list of known infusions for the purposes of creating magic items (including spell trigger and spell completion items) and for correctly identifying specific spell effects by Spellcraft checks, appropriate Knowledge checks, or by Detect Magic and similar methods.
The relevant Knowledge skills and the associated spell lists they give working knowledge of is as follows: Skill ranks in Knowledge (arcana) grant working knowledge of spells on the sorcerer/wizard spell list, and skill ranks in Knowledge (religion) grant working knowledge of spells on the cleric/oracle spell list.
GMs might expand this list to include other relevant Knowledge skills and other class spell lists, such as Knowledge (nature) for the druid spell list or Knowledge (planes) for the unchained summoner spell list.
If a spell appears on multiple lists available to an artificer, he may choose which spell list he may emulate the spell from, noting the caster level, spell effects, and arcane or divine nature of the spell as determined by the chosen spell list and associated class.
For the purposes of spell effects dependant on caster level, or class-based effects, an artificer is considered to have a caster and class level (as determined by the spell list) equal to the number of skill ranks he has invested in the relevant Knowledge skill. An artificer can use this ability to emulate a spell necessary to create a specific magic item (see Item Creation below), although he still must have the appropriate item creation feats for that item.
Skill ranks gained through racial Hit Die, or by non-artificer class levels, do not count towards the class spell list and spell levels available to an artificer as granted by the number of skill ranks he has invested in the relevant Knowledge skill. If a character ever gains levels in a class that advances his infusions per day or spells per day, then this also advances his Artificer’s Knowledge as normal.
Artisan Bonus (Ex): An artificer adds ½ his class level (minimum 1) to all Use Magic Device skill checks and may make Use Magic Device checks untrained.
Bonus Feats: An artificer gains multiple item creation feats as bonus feats at or near the level at which it becomes available to spellcasters. He gains Scribe Scroll at 1st level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armour and Craft Wand at 5th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.
In addition, an artificer gains a bonus feat at 2nd level and every 4 levels thereafter. These feats must be taken from the following list: Attune Magic Weapon*, Brew Potion, Craft Construct, Exceptional Artisan*, Extra Rings*, Extraordinary Artisan*, Legendary Artisan*, Wand Mastery*, any item creation feat or any metamagic feat.
*New feat described in Feats.
An artificer must meet all the prerequisites normally required for these feats to select them.
Cantrips: Artificers learn a number of cantrips, or 0-level infusions, as noted on Table: Artificer Infusions. These infusions are imbued like other infusion, but they do not consume any slots and may be used again.
Item Creation:An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item.
By using his Artificer's Knowledge class feature, an artificer can emulate a spell normally required to craft a magic item. An artificer must have working knowledge of each individual spell listed as a prerequisite of the magic item. If a spell appears on multiple spell lists available to the artificer, he may choose from which list he emulates that spell.
If an artificer does not have a specific spell effect on his list of infusions, or does not possess a working knowledge of the spell, he may make a Use Magic Device skill check to replicate a spell effect and successfully craft a magic item. The DC of the Use Magic Device check is equal to 20 + (2 × spell level), and must be made for each individual spell listed as a prerequisite for the magic item (minimum DC of 21).
If a prerequisite spell appears on multiple spell lists, then the artificer must replicate the spell as if it were the on spell lists with the following priority; 9th level casters followed by 6th level and then 4th level casters, and arcane casters followed by divine and then primal casters (if applicable). Thus default order of spell list emulation is sorcerer/wizard, cleric, druid, bard, paladin, and finally ranger.
An artificer can also make Use Magic Device checks to emulate non-spell requirements for magic item crafting. The artificer can make a Use Magic Device check against the normal DCs for the skill to emulate the necessary condition, including alignment, class features, particular ability scores or race. Each condition must be meet by separate Use Magic Device checks. An artificer cannot emulate caster level, feat (including item creation feats) or skill requirements for crafting magic items.
If the artificer fails a Use Magic Device check to emulate a specific prerequisite, he can try again the next day or 8-hour work equivalent (see rules on Magic Item Creation). If at the end of the creation processes the artificer has still not successfully emulated the spell or other prerequisite, then the entire creation process fails and all time, money and materials expended are lost.
After all prerequisites for the creation process have been meet, the artificer must still make the final Spellcraft or other appropriate skill check in order to complete the magic item.
All other aspects of the magic item creation process (such as feats, money, materials, time) remain and use the original rules for crafting magic items. An artificer uses his class level as the caster level for the creation process and final item (if variable).
An artificer can use his infusions to create magic items, including spell trigger or spell completion items. As infusions are neither arcane nor divine, these items can only be activated by artificers or other classes with access to infusions. Infusions, while magical in nature, do not qualify as spell for the purposes of crafting specific magic items.
An artificer can create a spell trigger or spell completion item, such as a scroll, that is usable by other spellcasting classes by creating an item via the normal artificer item creation process, using his working knowledge of magic or a Use Magic Device check to emulate the spell. Items created in this manner cannot be used to add a spell to a character’s list of known spells, such as transcribing into a wizard’s spellbook or teaching a witch’s familiar. For an artificer to use these special items they must activate the item as any other class would by the Use Magic Device skill rules.
For example, a 5th level artificer attempts to craft a Minotaur Belt. This is a wondrous item with a caster level of 4, requires 5,500 gp worth of construction materials and the spells Bull’s Strength and Feather Step to complete.
The minimum skill DC to create this magic item is DC 9 (5 + the CL of the item), and for a character who cannot cast either spell the DC increases to 19 (+5 for every prerequisite not met).
The artificer has working knowledge of Bull’s Strength (via Artificer’s Knowledge with skill ranks in either Knowledge (arcana) or Knowledge (religion)), has an effective caster level of 5 (beating the minimum of 4) and possesses the Craft Wondrous Item feat (via Bonus Feats).
However, the artificer does not have working knowledge of Feather Step, a 1st level spell. He can emulate Feather Step by making a Use Magic Device skill check with a DC equal to 20 + (2 × 1), or 22.
The artificer can work 8 hrs per day crafting the Minotaur Belt, making 1,000 gp worth of progress towards the final item. Each day spent on the project, he can make a Use Magic Device Check with a DC of 22 to emulate Feather Step. If he succeeds, then he has meet the spell prerequisites for the item. If he fails, he must try again the next day.
If by the end of the creation process, 6 days for a 5,500 gp item, he has still not succeeded on emulating the spell then the entire process fails. If he has emulated the spell, and meet all other prerequsites for the magic item, the artificer must make a final Spellcraft check with a DC of 9 to create a Minotaur Belt. Failure to emulate the spell or complete the item still results in the loss of all materials and time spent on the project.
Trapfinding: An artificer adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An artificer can use Disable Device to disarm magic traps. This otherwise functions as the rogue’s trapfinding ability.
Ingenious Preparation: At 2nd level an artificer gains the ability to prepare a single infusion of each level he can cast. This prepared infusion slot can be filled with any infusion on the artificer’s infusion list, not necessarily on his list of infusions known. These infusion slots are outlined on Table: Artificer Infusions Known, and are listed as “+1” under infusions known. Preparation of these infusions requires 15 minutes of study and concentration, however they can instead be prepared as part of the usual ritual an artificer is required to complete in order to refresh his daily infusion allotment without extending its duration.
At 14th level an artificer gains a second prepared infusion slot for infusions 4 levels below the highest infusion level he can imbue. These additional infusion slots are listed on Table: Artificer Infusions Known as “+2” under infusions known.
Unlike a wizard, an artificer’s prepared infusions are not expended when they are imbued in an object. Instead, he can imbue any infusion that he has prepared by consuming an infusion slot of the appropriate level, assuming he hasn’t yet used up his infusion slots per day for that level. If he desires, the artificer can prepare these infusions with any metamagic feats he knows. While preparing an infusion in this manner does not exempt him from increased spell level costs, it does not increase the infusion’s imbuing time.
If an artificer takes levels in another class that advances his artificer infusions per day, he continues to gain prepared infusion slots according to Table: Artificer Infusions Known.
Unravel (Su): At 2nd level an artificer has discovered how to disrupt the flow of magic and gains the ability to suppress or unmake magical effects present in objects.
Starting at 2nd level an artificer can use this ability once per day. At 5th level and every 3 levels thereafter, an artificer’s unravel ability further improves and he can use this ability one additional time per day.
Unless specified otherwise, an artificer uses his class level as the caster level when he uses the unravel ability, with Intelligence as the key spellcasting ability.
An artificer’s unravel ability is limited to particular forms of magic. This ability only affects objects, constructs, magic items or infusions, magical effects and spells that target these items. Unravel cannot be used to counterspell.
Unravelling a magical effect is a full-round action that provokes attacks of opportunity. Using this ability is treated as a spell-like ability for the purposes of spells, feats, class abilities and concentration checks. An artificer can dismiss an ongoing unravel effect as a free action on his turn.
Suppression: At 2nd level an artificer can use his unravel ability to suppress the magical function of a magic item.
By using his unravel ability, an artificer can attempt to suppress the magical effects of a magic item or an object that is subject to a magical effect, such as an ongoing spell. To suppress the magical effects of an object, he must be touching the item and succeed on a caster level check with a DC equal to 11 + the caster level of the item or magical effect. A suppressed object has no magical properties but retains all normal physical properties.
The suppression lasts for as long as the artificer concentrates on the effect, up to maximum number of rounds equal to ½ the artificer’s class level + Int modifier. He must remain in contact with the item and must spend a move action on his turn to maintain the unravel effect. If he breaks contact with the item or fails to concentrate, then the suppression ends.
Using this ability on a magical trap causes the trap to be bypassed for as long as the suppression lasts, although it does not disable or unlock non-magical components of the trap.
An artificer cannot suppress a construct.
Greater Suppression: At 5th level an artificer has improved his ability to suppress magical effects.
An artificer can now suppress the magical effects of attended or worn objects. He must still use unravel as a full-round action, but he can make a melee touch attack as part of the unravel. This uses the same rules as casting a touch spell and holding the charge (see Magic).
An artificer can now suppress the magical function of constructs, making a touch attack and caster level check as for an attended item. If the construct does not have a caster level or construction requirements (such as a living construct), then the DC is equal to 11 + the construct’s CR. This suppresses all supernatural abilities of the construct.
Suppression now persists for a number of minutes equal to ½ the artificer’s class level + his Int modifier. An artificer no longer must remain in contact with the suppressed object, although he must still spend a move action on his round concentrating to maintain the effect.
Dispel: At 8th level an artificer can disrupt nearby magical effects with a targeted unravel.
An artificer can use his unravel ability to cast Dispel Magic as a spell-like ability. He can use this ability as a standard action, as per the rules for spell-like abilities. He can still only target objects, constructs or spells and cannot use this ability to counterspell.
Greater Dispel: At 11th level an artificer improves his dispel ability to unravel with more force.
An artificer can use his unravel ability to cast Greater Dispel Magic as a spell-like ability. This has the same limitations as Unravel (Dispel).
Area Dispel: At 14th level an artificer further improves his dispel ability to all magical items nearby.
An artificer can use his unravel ability to cast Greater Dispel Magic as a spell like abilities. When using the Area Dispel version of this spell it also affects all magical items in the burst, applying a single caster level check to all items.
An artificer can choose to exclude certain targets from this ability, but he must be aware of each item when doing so. Otherwise this ability has the same limitations as Unravel (Dispel).
Disjunction: At 17th level an artificer can now attempt to permanently unravel magical effects.
An artificer can use his unravel ability to cast Mage’s Disjunction as a spell-like ability. This has the same limitations as Unravel (dispel).
Augment (Su): At 3rd level an artificer gains the ability to augment objects with magical energy, creating new magic items or improving existing ones. For every 3 levels beyond 3rd, an artificer further improves his augment ability and can channel magic into through in a new way.
An artificer has a limited pool of augments; he can use this ability a number of times per day equal to ½ his class level + his Int modifier. An artificer regains his augment pool when he refreshes his daily allotment of infusions.
Unless specified otherwise an artificer uses his class level as the caster level for spell effects or magic items, with Intelligence as the key spellcasting ability.
Temporary Charge: At 3rd level, an artificer can use his augment ability to create a temporarily charged magic item. This item functions as if the artificer had created a wand or other spell-trigger item with only 1 charge.
The artificer must have a working knowledge of the spell effect to be created (see Artificer's Knowledge), and the spell must be of 4th level or lower (including any applied metamagic feats). Any material costs of the spell greater than 1 gp must be consumed at the time of charging in order to create a charged item.
Creating an item with a temporary charge is a full-round action that provokes attacks of opportunity. The item to be charged must be a mundane object that the artificer can hold in his hand, although it need not be a slender baton as for creating a wand. The item holds it charge for 1 minute or until it is discharged to create a spell effect, after which it becomes a mundane object again. An artificer can never have multiple charged items.
Activating a charged item is the same as activating a spell trigger item (standard action that does not provoke). An artificer can deactivate a charged item he created in a similar manner. If a charged item is broken, destroyed, left unused for 1 minute or purposefully deactivated, the charge dissipates harmlessly to no effect.
Only the creator of the charged item can activate it. If another spellcaster attempts to activate the charged item, they must make a DC 25 Charisma or Use Magic Device check or take 2d6 points of damage as the magical energy is violently dissipated to no effect.
This ability consumes a number of augmentations equal to the spell level of the temporary charge.
Metamagic Spell Trigger: At 6th level, an artificer can use his augment ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expend a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to the spell (minimum 1).
For example, an artificer can apply the Quicken Spell feat to a spell cast from a Wand of Fireballs by spending 5 charges (1 for the initial Fireball and 4 additional charges for the quicken effect).
An artificer cannot use this ability when using an item that does not have charges, such as strand of prayer beads.
This ability consumes 1 augmentation.
Imposing Magic: At 9th level an artificer can use his augment ability to increase the difficulty of resisting magical effects cast from items. When using a magic item that creates a magical effect that requires a saving throw, an artificer can replace the original saving throw DC of the item with a DC equal to 10 + ½ the artificer’s level + his Int modifier.
An artificer can use this ability whenever he activates a magic item as a free action. This ability cannot be used for spell trigger or spell completion items, nor does it apply to constructs.
For magical effects that have a persistent duration or do not immediately occur when triggered, the increase to the saving throw DC lasts until the effect ends or 24 hours have passed, whichever happens first.
This ability consumes 1 augmentation per each individual magical effect that allows a saving throw (not per each affected target).
Metamagic Spell Completion: At 12th level an artificer can use his augment ability to apply any single metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check (if necessary) is equal to 20 + (2 × the modified level of the spell), with a minimum DC of 21.
For example, applying the Empower Spell feat to a Scroll of Fireball, creating a 5th level effect with a Use Magic Device check DC of 20 + (2 × 2), or 24.
This ability consumes a number of augmentations equal to the spell level increase of the metamagic feat (minimum 1).
Temporary Redesign: At 15th level an artificer can use his augment ability to temporarily redesign the properties of a magic item.
Using this ability is a full-round action that provokes attacks of opportunity. The artificer must be touching the item to redesign it.
Redesigning an item allows an artificer to change all magical properties of an item. He must possess all the necessary item creation feats for the original item. If an artificer applies new spell effects that were not part of the original design, he must have working knowledge of the spell as granted by Artificer's Knowledge.
The new design of the item is limited in the following ways:
- The total GP value of the new design cannot exceed the GP value of the original design, including spent item charges or other item-specific effects.
- The new design cannot use any item creation feats that were not part of the original design.
- The caster level of the new design cannot exceed the caster level of the original design.
- If the new design has a limited number charges or uses per day, then the redesigned item has a number of charges or uses equal to the artificer’s Int modifier (minimum 1).
- If the original design occupied a specific body slot, then the new design must use the same slot.
- If the original design was a weapon then the new design must have the same weapon category, such as one-handed melee or ranged weapon.
- The new design must be similar in size to the old design. The redesigned item can be one size category less, one size category more or use the same size category as the original item.
- If there is a condition that would specifically alter the function of the original item or instantly destroy, then this condition also applies to the redesigned item.
The temporary redesign lasts for a number of minutes equal to the artificer’s Int modifier (minimum 1). After which the item returns to its original design, carrying over any damage, conditions or magical effects that were applied to the item during its temporary redesign (excluding self-inflicted effects).
This ability consumes 1 use of augment per 10,000 gp worth of the market price of the redesigned item.
Temporary Duplication: At 18th level an artificer can use his augment ability to temporarily duplicate a magic item.
Use this ability is a full-round action that provokes attacks of opportunity. The artificer must be touching both the original item and the target item to duplicate item properties.
Duplicating an item allows an artificer to change properties of one item to be the same as a different magical item. He must have all the necessary item creation feats for the original item.
Duplicating properties between items is limited in the following ways:
- The item being altered does not have to be a magical or enchanted item. An item can have only one duplication effect on it at one time. If the item is a magic item or has magical effects on it, then all magical properties that were present before duplication are suppressed for the duration of the effect. Time spent as a duplicated item does count against magical effects with a limited duration.
- The original item must be a magical item, or subject to a magical effect. It cannot be a spell trigger or spell completion item.
- The original and duplicated item must have the same type, such as weapon categories, body slots or item categories. The original and duplicated item must be within 1 size category of each other.
- If there is a property of the original item that would not normally function on the duplicated item, such as the Keen weapon property on a blunt object, then this property is still present but does not function unless the item is altered to make use of it.
- If the new design has a limited number charges or uses per day, then the duplicated item has a number of charges or uses equal to the artificer’s Int modifier (minimum 1).
- An item can only have one ongoing duplication. A duplicated item cannot be used to duplicate another.
The temporary duplication lasts for a number of minutes equal the artificer’s Int modifier (minimum 1). After which the item returns to its original design, carrying over any damage, conditions or magical effects that were applied to the item during its temporary duplication (excluding self-inflicted effects).
This ability consumes 1 use of augment per 10,000 gp worth of the market price of the redesigned item.
Craft Homunculus: At 4th level, an artificer can create homunculi as if he had the Craft Construct feat, but this only applies for creating constructs of Small size or smaller.
He must emulate the spell requirements (such as Arcane Eye, Mending or Mirror Image) as normal for making a magic item, he must meet the requisite skill checks and he must pay all the usual gold or material costs (though he can spend points from his craft reserve in place of such costs).
An artificer can upgrade an existing homunculus that he owns, adding 1 HD at a cost of 2,000 gp. This changes the homunculus’ statistics (such as defense, offense and special abilities) as per the rules for monster advancement.
An artificer’s homunculus can have as many HD as its master’s HD -2. No matter how many Hit Dice it has, a homunculus never grows larger than Small size.
An artificer can only ever have one homunculus bonded to him. If he ever creates another homunculus, the previous homunculus becomes independent and refuses to recognise the artificer as its master.
An artificer may create a small construct of any design from the following list; Animated Object (B1), Homunculus (B1), Iron Cobra (B2), Dedicated Wright (ECS), Expeditious Messenger (ECS), Furtive Filcher (ECS), or Iron Defender (ECS).
Rugged Crafting (Ex): At 4th level an artificer is able to craft magic items even out on adventure or in dangerous environments.
As long as an artificer is able to find time between daily events and access his personal resources for crafting, he gains the full benefit of 4 hours of crafting per day.
This replaces the normal rules of magic item crafting while out adventuring, which states that a character can spend 4 hours of effort between encounters to gain 2 hours’ worth of work.
If an artificer is constantly moving, under duress, is threatened by combat or any other situation with extreme distractions, he does not gain the benefits of this ability.
He still only makes 1,000 gp worth of progress on a magic item for every 8 hours spent crafting, and may only spend 4 hours crafting per day while adventuring.
Retain Essence (Su): At 5th level, an artificer gains the ability to salvage GP from a magic item and use those components to create a new magic item.
The artificer must spend 8 consecutive hours with the item, and he must also have the appropriate item creation feats for the item he is salvaging. After 8 hours, the item is destroyed and the artificer gains a collection of reagents with a GP value equal to the construction cost of the item (which is usually ½ the base price of the item).
For example, an artificer wants to retain the essence of a wand of fireballs that has 20 charges. Originally created (like all wands) with 50 charges, it required 5,625 gp to create or 112 gp and 5 sp per charge. As the artificer possesses the Craft Wondrous Item and Craft Wand feats, he is able to recover the GP from the remaining charges. He recovers 2,250 gp worth of reagents, which can then be used towards the cost of making any new magical item.
Each 500 gp worth of collected reagents weigh 1 lb. regardless of its original source. Reagents are not inherently magical, and thus cannot be found by detect magic or similar means. Regents never include specific or unique material components, such as jewels, oils or dragonshards.
Multitask Crafting (Ex): At 7th level an artificer is able to multitask between projects while crafting magic items.
An artificer can create multiple magical items in a single day, provided that the total GP value of all items he creates is less than or equal the GP limit he can spend per day or 8 hours’ worth of progress.
These items are made during an artificer’s normal time spent crafting, whether it be in a private study or out adventuring. If an artificer does attempt to craft multiple items in a single day, any GP crafting work not spent is lost at the end of that day.
Skill Mastery (Ex): At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress or distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Expeditious Crafting (Ex): At 16th level an artificer is able to craft magic items in a more efficient manner, speeding up the creation process.
The rate at which an artificer can make net progress on crafting magic items is doubled. If he normally crafts items at a rate of 1,000 gp per 8 hours of work, he now makes 2,000 gp worth of progress per 8 hours of work. Any other factors that alter the artificer’s base rate of magic item crafting are also multiplied b this ability.
Efficient Crafting (Ex): At 19th level an artificer has refined the magic item creation process and has further improved his crafting speed.
The rate at which an artificer can make net progress on crafting magic items is now increased tenfold, replacing the benefit of Expeditious Crafting. If he normally crafts items at a rate of 1,000 gp per 8 hours of work (or 2,000 gp from Expeditious Crafting), he now makes 10,000 gp worth of progress per 8 hours of work. Any other factors that alter the artificer’s base rate of magic item crafting are also multiplied by this ability.
Grand Creation (Su): At 20th level an artificer has learnt the perfect method of creating magic items and can apply his new understanding in a unique way. He can apply his new understanding of magical artifice in a unique manner, as chosen from the following list:
Instant Fabrication: An artificer can instantly transform raw components into completed magical items.
As a standard action that provokes, an artificer can instantly create a single enchanted item from available materials. The finished item assembles itself in the artificer’s hands, or in an adjacent 5-ft. space as chosen by the artificer.
He must have all material costs, item creation feats and prerequisite spells (via Artificer's Knowledge or Item Creation) necessary to create the item. Each component must be in his hand, or otherwise readily available (such as a Handy Haversack or assistant crafter). All other resources and skill checks are the same, but the crafting time itself is reduced to a single standard action.
This ability consumes 1 use of augment per 10,000 gp of the final price of the item (usually 2 × the material cost).
Mass Duplication: An artificer can use his augment ability to copy the properties of one item across multiple items nearby.
This ability duplicates the properties of one magic item to multiple nearby objects. An artificer must be touching the original item. He must be aware of each item and they must all be within 60 feet of the artificer. Otherwise this ability functions as per Augment (Temporary Duplication).
If an item is the target of a duplication and is currently worn by a resisting creature, then the item must make a Will save with DC equal to 10 + ½ the artificer’s class level + his Int modifier or be duplicated. The item uses its wearer’s Will save bonus, or it can use its own if it is an intelligent item.
An artificer must spend one use of augment per item being duplicated, up to a maximum of his class level.
Unravel Binding: An artificer can use his unravel ability to target all items worn by a single creature.
This ability allows an artificer to break the magical effects of all objects worn, wielded or carried by a single creature, as per the rules for targeting a single item with Mage’s Disjunction. He must be aware of each item or object to target them with this ability. For each object targeted, the outcome of the spell is resolved separately.
An artificer can instead use this ability target all objects within a 5-foot square, with the same limitations as if they were on a creature.
Otherwise this ability functions as per Unravel (Disjunction).
Additionally, an artificer can now use his unravel ability to cast Wall of Suppression as a spell-like ability. This has the same limitations as Unravel (Dispel).
Spark Life: An artificer can cause magic items or constructs to awaken to full intelligence.
As a 1 hour ritual, an artificer can cause a magical object or construct to develop a true personality. The target must be stationary for the entire duration of the ritual and be willing to allow the magic work. If the target resists, or is removed from the ritual, then the effect fails and all materials spent are lost.
For constructs, this ability functions as Awaken Construct. The artificer must still expend material components worth 2,000 gp per HD of the target, although he can use magical reagents from his Retain Essence class feature instead.
For magic items or objects, use the rules for Designing Intelligent Items. The artificer must roll 3d6 for the starting value of each mental ability score of the item and must roll d100 separately for the powers and dedicated powers of the item. The GM must determine, by choice or random d100 rolls, the alignment and purpose of the intelligent item. All other design choices of the final item, including senses, communication and appearance, are up to the artificer.
The original item must be magical in nature, of masterwork quality or possess a property equivalent to a +1 magical armour or weapon. To complete the ritual, the artificer must expend material components equal to ½ the final base price of the item (minus any pre-existing cost).
An artificer must spend one use of augment per HD of the awakened construct, or Ego score of the intelligent item.