TEXT: ARTIFEX base class
  THE
  THE
  ArTifEx
  ArTifEx
  THE
  THE
  ArTifEx
  ArTifEx
  A BASE CLASS FOR THE PATHFINDER ROLEPLAYING GAME
  Also Included: Little Gods- Patrons for Witches, 
  Warlocks, and Clerics!
  
  2
  3
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  A New 
  A New 
  BAse ClAss:
  BAse ClAss: 
  Artifex
  Artifex
  A New 
  A New 
  BAse ClAss:
  BAse ClAss: 
  Artifex
  Artifex
  Credits
  Producer
  Scott Gladstein
  Designers
  Scott Gladstein, Ian Sisson
  Editors
  Ian Sisson, Brynn Petano, Christos Gurd
  Art
  Rick Hershey, Marek Rakucak
  Graphic Design/Layout
  Scott Gladstein, Kirk Felton
  Special Thanks
  JD. Fultz
  dear reader,
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  Regards,
  Scott Gladstein
  Producer, Little Red Goblin Games LLC
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
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  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
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  A Product of Little Red Goblin Games, LLC
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  © 2020, All Rights Reserved
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  4
  ARTIFEX base class
  5
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  An Overview of Lesser Deities
  G 
  ods represent things and those “things” 
  that are the biggest, most important, most 
  worshiped, and most culturally important 
  become major gods (a seafaring civilization has a 
  powerful sea god because the sea defines a lot of their 
  lives). Below them are the gods that are prayed to, 
  but generally by a specific group of people (a god of 
  crafting is worshiped by craftsmen) or people during 
  certain points in their lives (people giving birth or 
  trying to conceive may pray to a god of children and 
  fertility). The less relevant a god is, the less powerful 
  they are and by this notion there must be, little more 
  than spirits really, that govern insignificant or very 
  specific things; “little gods” if you will.
  Deities below even “minor gods” appear in many 
  cultures. “Lares” were Greek and Roman deities who 
  protected a very specific location, such as a house or 
  a field, or had a very specific function like protecting 
  the fortunes of a family, the flow of a specific part 
  of a river, the blessing of a specific day, or a specific 
  road. Romans also had “household gods” (which were 
  similar to, though distinct from, Lares) which had a 
  shrine in each house and both represented a given 
  family unit and governed their fortunes. Japanese 
  kami had a similar role and lesser ones were often 
  linked to small things like particular trees, families, 
  etc. In Southeast Asian countries spirit houses 
  appease anito nature spirits for similar good fortunes. 
  Slavic religions have “domovoy” or “household lords”.
  Class Overview
  T
  o forge a god is a bold move. Artifex are 
  religious adherents to extremely minor 
  deities: often household gods, ancestral 
  family deities, and occasionally long forgotten gods 
  that are no longer worshiped. The “little gods” they 
  follow are often only as strong as adventurers and 
  if anyone else worships the same god it’s probably a 
  close family member. Artifex use ancient rites and 
  divine law to enable their deity to climb the ladder 
  of the pantheon until they are a major god in their 
  own right commanding legions of followers. In short: 
  artifex forge new gods.
  Fledgling artifex are simply thought to be strange, 
  and perhaps a little heretical, but as they and their 
  god grow in power and influence they attract the ire 
  of the major deities of a pantheon. An artifex must 
  therefore be crafty and learn to play the gods against 
  each other so they might grow their own deity’s 
  power without their interference.
  Forging a god is not without its benefits however, an 
  artifex is (at least initially) the only patron of a minor 
  god and is showered with its favor. The artifex and 
  their god have a symbiotic relationship: the little 
  god needs followers and someone to champion their 
  cause while the artifex needs power. This relationship 
  can be as complex as it can be dangerous: the will of 
  its only follower shapes the growing deity while the 
  requirements of worship in turn impact the artifex 
  itself.
  Inspirations
  The God of Arepo (Sadoeuphemist), Small Gods 
  (Terry Pratchett), Lares/Household Gods (Greek/
  Roman), Kami (Japanese), Domovoy (Slavic)
  LittLe Gods
  the artifex
  kCLASS OVERVIEW
  Hit Dice: D8.
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) 
  In addition, each character begins play with an outfit 
  worth 10 gp or less.
  kCLASS SKILLS
  The artifex’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Knowledge (arcana) 
  (Int), Knowledge (history) (Int), Knowledge (nature) 
  (Int), Knowledge (planes) (Int), Knowledge (religion) 
  (Int), Linguistics (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 4 + Int modifier.
  kCLASS SPECIFICS
  Code of Conduct
  If their little god has a code of conduct they must 
  follow it. Failure to follow it causes an artifex to 
  lose all class features other than weapon weapon 
  and armor proficiencies until they atone for their 
  transgression and are once again accepted by their 
  little god.
  Trappings
  An artifex always carries a small shrine to their little 
  god on their person (often as a backpack). This is 
  always their trapping.
  Class Features
  The following are the class features of the artifex.
  Weapon and Armor Proficiency
  The artifex is proficient with all simple weapons, 
  light armor, medium armor, and shields (except 
  tower shields).
  
  6
  ARTIFEX base class
  7
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  Little God
  The artifex begins play in the service of a “little god”, 
  a deity or spirit of insignificant power. The artifex 
  gets to define several things about this deity as they 
  progress in power. Their little god resides in the realm 
  of the gods but can always perceive their artifex. 
  Likewise, an artifex can always freely converse with 
  their deity (as per a commune) spell.
  At 1st level, the artifex must define 3 key features of 
  their little god: its name, its purview, and its type. Its 
  name can be anything reasonable and its purview 
  should be something extremely limited: the fortunes 
  of the artifex’s family, a specific river, the blossoming 
  of apples in spring, etc and should be informed by the 
  last thing they must define: its type. This is the kind 
  of deity they are and there are 3 choices and each 
  provides a benefit at 1st level:
  Household Deity
  A household deity is a deity tied to a specific house 
  or family and their fortunes. They often intercede on 
  behalf of the family with the gods, part messenger 
  and party advocate in celestial politics. A household 
  deity will eventually grow into either a deity of a 
  larger group of people (a city, a culture, an ethnicity, a 
  nationality, etc) or a god of a trait associated with the 
  family (a particular craft, alignment, class, political 
  stance, or virtue).
  Kin Bond (1st Level):
  Kin Bond (1st Level): When the artifex casts a spell 
  exclusively on a willing ally, treat the artifex’s level 
  as being 1 higher for the purpose of determining the 
  numerical effects of the spell. If the ally is a direct 
  blood relative of the artifex or within their purview 
  they are instead treated as being 2 levels higher for 
  the purpose of determining the numerical effects of 
  the spell.
  Insignificant Deity
  These are deities of hyper-specific domains: the time 
  apples will blossom in the spring in a specific region, 
  a particular breed of dust mites, a specific hill or old 
  tree, the first words of babies, the god of stubbed 
  toes, etc. Their purview expands as they get stronger, 
  taking the jobs of other lesser gods: the little god of 
  apple blossoming may expand to cover all blossoming 
  or may become a fruit deity before eventually 
  becoming a harvest god or a god of spring. A little 
  god of a hill may become a local deity or a minor 
  deity of earth and stone before eventually claiming 
  the title of “god of mountains”.
  Unique Domain (1st Level):
  Unique Domain (1st Level): For each level of spell 
  (0th-9th) the artifex can select a spell from the 
  cleric, wizard, psychic, or druid spell lists. These 
  spells are treated as “domain spells” for the artifex 
  and the artifex is granted 1 additional spell per 
  day of every level of spell they can cast that can 
  only be spent to prepare a domain spell. Whenever 
  they gain a new spell level they gain an additional 
  domain spell slot of that level. These spells must 
  be thematically appropriate to the purview of the 
  insignificant deity and the GM is the final arbiter of 
  both appropriateness and what level the spell should 
  be given at.
  Lost Deity
  A “lost deity” is one who has been forgotten or is 
  no longer relevant to the world and thus has no 
  followers other than the artifex. A real world example 
  would be Teshub. A (real world) artifex could 
  worship the Hittite’s storm god Teshub but people 
  would probably raise an eyebrow when you tried to 
  celebrate the spring festival of Puruli in Nerik (which 
  is presently located in a field in northern Turkey). 
  Lost deities may actually seek out artifex to restore 
  them to power or an artifex may discover them and 
  some of their rituals while reading a forgotten tome.
  Forgotten Wisdom (1st Level):
  Forgotten Wisdom (1st Level): The lost god whispers 
  to the mind of the artifex incessantly, revealing 
  details about life in ancient times. The artifex gains 
  a +1/4th level bonus when making Knowledge 
  (history), Knowledge (local) or Knowledge (religion) 
  checks related to the past. Additionally, for the 
  purpose of determining what knowledge they could 
  reasonably know their little god counts as a library.
  Table 1-1: The Artifex
  Level
  Base Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Approximate Power
  1st
  +0
  +0
  +0
  +2
  Little god, personal prayer
  Little God
  2nd
  +1
  +0
  +0
  +3
  -
  3rd
  +2
  +1
  +1
  +3
  Godcrafting
  4th
  +3
  +1
  +1
  +4
  -
  5th
  +3
  +1
  +1
  +4
  -
  Minor deity
  6th
  +4
  +2
  +2
  +5
  Godcrafting
  7th
  +5
  +2
  +2
  +5
  -
  8th
  +6/+1
  +2
  +2
  +6
  -
  9th
  +6/+1
  +3
  +3
  +6
  Godcrafting
  10th
  +7/+2
  +3
  +3
  +7
  Hymn
  Lesser deity
  11th
  +8/+3
  +3
  +3
  +7
  -
  12th
  +9/+4
  +4
  +4
  +8
  Godcrafting
  13th
  +9/+4
  +4
  +4
  +8
  -
  14th
  +10/+5
  +4
  +4
  +9
  -
  15th
  +11/+6/+1
  +5
  +5
  +9
  Godcrafting
  Major deity
  16th
  +12/+7/+2
  +5
  +5
  +10
  -
  17th
  +12/+7/+2
  +5
  +5
  +10
  -
  18th
  +13/+8/+3
  +6
  +6
  +11
  Godcrafting
  19th
  +14/+9/+4
  +6
  +6
  +11
  -
  20th
  +15/+10/+5
  +6
  +6
  +12
  Living miracle
  Pantheon worship
  What’s in a Name?
  “Artifex” is the Latin word meaning 
  “craftsman” or “artisan”. As artifex 
  craft their deity the name seems 
  appropriate. In-game they probably 
  refer 
  to 
  themselves 
  as 
  clerics, 
  priests, mystics, prophets, chosen 
  ones, avatars, etc and others likely 
  refer to them as cultists or heretics 
  at worst and as “clerics of minor 
  deities” at best.
  
  8
  ARTIFEX base class
  9
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  Spells
  An artifex casts divine spells drawn from the cleric/
  oracle spell list. They can cast any spell they know 
  without preparing it ahead of time. To learn or cast a 
  spell, an artifex must have a Wisdom score equal to 
  at least 10 + the spell level. The Difficulty Class for a 
  saving throw against an artifex’s spell is 10 + the spell 
  level + the artifex’s Wisdom modifier.
  Like other spellcasters, an artifex can cast only a 
  certain number of spells of each spell level per day. 
  Their base daily spell allotment is given on Table 1-2: 
  Artifex Spells Per Day (which is the same as a cleric or 
  wizard). In addition, they receive bonus spells per day 
  if they have a high Wisdom score (see Table: Ability 
  Modifiers and Bonus Spells in the Pathfinder Core 
  Rulebook). An artifex’s selection of spells is extremely 
  limited. An artifex begins play knowing four 0-level 
  spells and two 1st-level spells of their choice. 
  At each new artifex level, they gains one or more new 
  spells, as indicated on Table 1-3: Artifex Spells Known 
  (which is the same as a sorcerer’s). Unlike spells per 
  day, the number of spells an artifex knows is not 
  affected by their Wisdom score; the numbers on Table 
  1-3: Artifex Spells Known are fixed.
  Some artifex gain “domain spells” from their little 
  god. Such spells may be cast only by utilizing their 
  domain spell slots. Unlike a wizard or a cleric, an 
  artifex need not prepare their spells in advance (as 
  their deity is constantly looking over their shoulder 
  to see what they need).
  They can cast any spell they know at any time, 
  assuming they have not yet used up their spells per 
  day for that spell level. Each artifex must choose 
  a time at which they must spend 1 hour each day 
  fervently worshiping (prostrating themselves 
  before their little god, burning sacrifices to them, 
  transcribing their words, etc) in order to regain her 
  daily allotment of spells. Time spent resting has no 
  effect on whether an artifex receives their spells.
  Table 1-2: Artifex Spells Per Day
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  1+1
  -
  -
  -
  -
  -
  -
  -
  -
  2nd
  4
  2+1
  -
  -
  -
  -
  -
  -
  -
  -
  3rd
  4
  2+1
  1+1
  -
  -
  -
  -
  -
  -
  -
  4th
  4
  3+1
  2+1
  -
  -
  -
  -
  -
  -
  -
  5th
  4
  3+1
  2+1
  1+1
  -
  -
  -
  -
  -
  -
  6th
  4
  3+1
  3+1
  2+1
  -
  -
  -
  -
  -
  -
  7th
  4
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  -
  -
  8th
  4
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  -
  -
  9th
  4
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  -
  10th
  4
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  -
  11th
  4
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  12th
  4
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  13th
  4
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  14th
  4
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  15th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  16th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  17th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  18th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  19th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  20th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  Domain Spell Slots (Aka +1s)
  Some artifex get spell slots that 
  are specifically used to cast domain 
  spells. These are indicated by a “+1” 
  on the spells per day chart. Not all 
  artifex have or will gain domain 
  spells and if they don’t ignore this 
  bonus spell slot.
  Table 1-2: Artifex SpellsKnown
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  1+1
  -
  -
  -
  -
  -
  -
  -
  -
  2nd
  4
  2+1
  -
  -
  -
  -
  -
  -
  -
  -
  3rd
  4
  2+1
  1+1
  -
  -
  -
  -
  -
  -
  -
  4th
  4
  3+1
  2+1
  -
  -
  -
  -
  -
  -
  -
  5th
  4
  3+1
  2+1
  1+1
  -
  -
  -
  -
  -
  -
  6th
  4
  3+1
  3+1
  2+1
  -
  -
  -
  -
  -
  -
  7th
  4
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  -
  -
  8th
  4
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  -
  -
  9th
  4
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  -
  10th
  4
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  -
  11th
  4
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  -
  12th
  4
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  -
  13th
  4
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  -
  14th
  4
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  -
  15th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  -
  16th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  -
  17th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  2+1
  1+1
  18th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  2+1
  19th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  3+1
  3+1
  20th
  4
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  4+1
  
  10
  10
  ARTIFEX base class
  11
  11
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  Personal Prayers
  An artifex has the personal attention of their little 
  god, who is invested in the artifex’s well being and 
  their causes. An artifex can spend a spell slot as a swift 
  action to grant them and all allies within 100 feet of 
  them one of the following benefits:
  Prayer of Protection:
  Prayer of Protection: A +1/3rd level divine bonus 
  (minimum +1) to AC to a maximum of the level of 
  1/2 the spell slot used.
  Prayer of Salvation:
  Prayer of Salvation: A +1/4th level divine bonus 
  (minimum +1) on all saves to a maximum of the level 
  of the spell slot used.
  Prayer of Wrath:
  Prayer of Wrath: A +1/4th level divine bonus 
  (minimum +1) on damage rolls to a maximum of the 
  level of the spell slot used.
  Personal prayers require a swift action to maintain 
  and can last for a number rounds equal to the 
  level of the spell slot used. An artifex can only 
  have 1 personal prayer active at a time (a new one 
  immediately ending the previous one). Some 
  godcraftign traits grant the artifex new prayers or 
  improves the benefits of prayers they already know. 
  An ally does not gain the benefit of this prayer if 
  they deny the existence of the little god or actively 
  oppose their ascension. Likewise, enemies who are 
  actively in support of the little god gain the benefits 
  of personality deity prayers.
  Godcrafting
  Starting at 3rd level, the artifex begins to shape their 
  deity and their deity in turns shapes them. Their deity 
  gains 1 “godcrafting trait” from the list found later in 
  this class’s entry. They gain another godcrafting trait 
  at 6th level and every 3 levels thereafter. An artifex 
  cannot select a godcrafting trait more than once 
  unless indicated in that trait.
  Hymn
  At 10th level, the artifex may maintain 2 personal 
  prayers at a time as their little god is now a lesser 
  deity. The prayers selected cannot be the same ones 
  (even when using a prayer of the champion).
  Living Miracle
  At 20th level, the artifex can cast miracle as a spell 
  like ability once per day. When making a request 
  that would cost 25,000 gp in powdered diamond the 
  artifex instead takes 1 negative level for 1 day and 
  cannot cast their miracle the following day.
  Godcrafting Traits
  Alignment
  The artifex selects an alignment for their little god. 
  The alignment of their little god must match the 
  artifex’s within 1 step. Select one aspect of this 
  alignment (“lawful”, “good”, etc).
  This also grants the following benefit:
  Prayer of Salvation (Improvement):
  Prayer of Salvation (Improvement): Any beneficiary 
  of the artifex’s prayer of salvation whose alignment is 
  within 1 step of the little god’s gets a single use of the 
  evasion or stalwart class features (negating the result 
  of a successful save that would normally result in a 
  partial effect). A creature may only benefit from this 
  once per day.
  Champions
  The artifex selects an individual who worships their 
  little god. That creature becomes the champion of the 
  artifex’s little god (though they are below the artifex 
  in the hierarchy). If the champion dies or falls out 
  of favor with the little god the artifex must spend 2 
  weeks in contemplation before they can select a new 
  champion. An artifex may choose themselves as their 
  champion.
  This also grants the following benefits:
  Personal Champion:
  Personal Champion: An artifex can cast spells with a 
  range of “personal” on their champion by spending a 
  spell slot 2 levels higher than normal to cast the spell.
  Prayer of the Champion (New Prayer):
  Prayer of the Champion (New Prayer): The champion 
  alone gains the benefit of two other prayers the 
  artifex knows.
  Clergy
  The artifex defines the rules, sacred texts, hierarchy, 
  theological precepts, and overall structure of their 
  deity’s worship. They gain the Leadership feat but can 
  only take followers who worship their little god. An 
  artifex’s cohort counts as their champion in addition 
  to the creature they selected as their champion. 
  When using the prayer of the champion it applies to 
  all champions within 100 feet.
  The artifex must have selected the champion 
  godcrafting trait and be at least 9th level before 
  selecting this trait.
  Devotion
  The artifex selects a feat with no prerequisites. 
  Dedicated followers of their little god all gain that 
  bonus feat (including the artifex themselves). The feat 
  should be thematically linked to their little god. If a 
  follower loses their faith, acts out against the artifex’s 
  little god, or breaks their code of conduct they lose 
  access to this feat.
  Domain
  The artifex selects an alignment and 1 domains for 
  their deity. The alignment of their deity must match 
  their own. The domain selected grants the artifex 
  all the benefits of having a domain (domain powers, 
  domain spells, etc). They do not gain bonus spell slots 
  What is a “Divine Bonus”?
  A divine bonus is a bonus that is 
  either a sacred or profane bonus 
  depending on your alignment. If your 
  little god is good aligned it is a 
  sacred bonus and if your little god 
  is evil it is a profane bonus. If they 
  are neutral the artifex picks either 
  sacred or profane and sticks with 
  that from then on (so long as their 
  little god remains neutral). Until 
  the “alignment” godcrafting trait 
  all little gods have an alignment of 
  “neutral”.
  
  12
  12
  ARTIFEX base class
  13
  13
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  in which to prepare their domain spells however, 
  though the spells are added to their spell list. Their 
  effective cleric level is equal to their artifex level.
  This godcrafting trait can be selected multiple times. 
  An artifex only ever gets the domain powers of 1 
  domain, though they may switch which of their little 
  god’s domains they have after a ritual that takes 24 
  hours to perform. The “unique domain” granted by an 
  insignificant deity does not count as a domain for the 
  purpose of limiting how many domains an artifex can 
  take.
  Favored Weapon
  The artifex selects a weapon they are proficient in 
  the use of and this becomes the favored weapon 
  of their little god. The artifex gains a +1/4th level 
  divine bonus on attack rolls with their deity’s favored 
  weapon. Count levels in artifex as levels in fighter for 
  the purpose of qualifying for feats that specifically 
  apply to their deity’s favored weapon (such as Weapon 
  Focus and Weapon Specialization). If it could apply 
  to more than 1 weapon type- they do not gain an 
  effective fighter level for it.
  This also grants the following benefit:
  Prayer of Wrath (Improvement):
  Prayer of Wrath (Improvement): Any creatures 
  wielding the deity’s favored weapon that are 
  benefiting from the artifex’s prayer of wrath gains a 
  +2 divine bonus on critical confirmation rolls as well. 
  This stacks with other sources that provide a bonus 
  on critical confirmation rolls.
  Foe
  The artifex selects a creature type on the ranger’s 
  favored enemy list and declares it to be the enemy of 
  their little god’s faith. Their faith gains the following 
  code of conduct: The faithful may never willingly 
  deal with such creatures in a positive or agreeable 
  fashion. They must attempt to dispatch or oppose 
  them at every opportunity. Failure to do so causes 
  the adherent to not be able to take levels in a divine 
  class (though they do not lose class features) until 
  they seek atonement. Furthermore the artifex gains 
  a +1/4th class level bonus on all Knowledge checks 
  made to identify them and Perception checks made 
  to discern or spot them.
  This also grants the following benefit:
  Prayer of Protection (Improvement):
  Prayer of Protection (Improvement): Any creature 
  benefiting from the artifex’s prayer of wrath also does 
  not provoke an attack of opportunity from their foes. 
  This only applies to the first act that would provoke 
  an attack of opportunity from such a creature per 
  round.
  Friends
  The artifex selects a creature type on the ranger’s 
  favored enemy list and declares it to be the ally of 
  their little god’s faith. Their faith gains the following 
  code of conduct: The faithful must always deal fairly 
  with and show respect towards such creatures. Failure 
  to do so causes the adherent to not be able to take 
  levels in a divine class (though they do not lose class 
  features) until they seek atonement.
  This also grants the following benefit:
  Prayer of Rejuvenation (New Prayer):
  Prayer of Rejuvenation (New Prayer): Creatures that 
  benefit from this prayer gain regeneration equal to 
  the level of the spell slot used. If the creature is the 
  type selected for the friend godcrafting trait they 
  instead gain twice the spell slot’s level.
  Manifestation
  The artifex selects a form for their deity to manifest 
  as in the real world. This is typically an animal or 
  general physical form that their deity takes when 
  they want to directly observe the real world. This 
  form must be selected from the list of acceptable 
  familiars. When this form is injured it causes no 
  harm to the little god as it is simply a sliver of their 
  consciousness temporarily manifesting itself on the 
  mortal plane.
  This also grants the following benefit:
  Aspect Familiar:
  Aspect Familiar: The artifex gains a familiar, as 
  described in the wizard’s entry in chapter 3 of the 
  Pathfinder Core Rulebook.
  Servants
  The artifex selects the kind of divine servants that 
  attend to their little god in their divine. These 
  are outsiders, traditionally associated with the 
  alignment of their deity (though a GM may approve 
  other thematic options- a god of fire may have fire 
  elementals, for example). The artifex must have 
  selected the alignment godcrafting trait before 
  selecting this one.
  This also grants the following benefit:
  Prayer of Attendance (New Prayer):
  Prayer of Attendance (New Prayer): A creature 
  is summoned, as per the highest level summon 
  monster spell that a wizard of their level could cast, 
  but only lasts for the duration of this prayer. The 
  creature summoned must be of the type the artifex 
  defined as their little god’s servants. This may not be 
  used in conjunction with the artifex’s prayer of the 
  champion.
  
  14
  14
  ARTIFEX base class
  15
  15
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  Growing Your Faith
  An artifex is essentially raising a new god. Doing so 
  means it will potentially (and probably) attract other 
  followers. Faith grows in strange ways but the most 
  common is by the faithful interacting with other 
  people. If your artifex or their followers help people, 
  subjugate them, offer them power, save them, or do 
  even simply speak with them there is always a chance 
  that someone will begin to see the value in your 
  little god. There is no mechanical requirement for an 
  artifex to gain more followers; they may elevate their 
  god by themselves if they have to, but many hands 
  make light work.
  A faith generally starts locally or with a circle of 
  related (socially or by blood) people. In the artifex’s 
  case this may be some or all of their party, related 
  NPCs, etc. As they progress they will become a small 
  regional religion, often competing for worshipers 
  with the dominant faiths (or pantheon worship) in 
  the region. Smaller faiths are often ignored until 
  they start competing for resources (followers, money, 
  political power, etc) with the dominant faiths. Once 
  that happens the smaller faith is often repressed 
  or discriminated against unless it can somehow be 
  shown to be “in the fold” of the larger religion (the 
  little god may end up as an avatar of a greater god, 
  just part of a larger pantheon, etc). This either ends 
  in religious conflict or a quasi-absorption into the 
  mythos of the dominant religion or pantheon.
  That stage of conflict/absorption will often play 
  out several times as they rise towards the top of a 
  pantheon, supplanting or joining other deities as they 
  go, until they reach the status of a “major deity”. The 
  little god may have to change as they go to “better 
  fit” into the greater mythology of a setting; shifting 
  domains a little or altering some of their aspects 
  when the supplant lesser deities.
  Example: Alote and Madam Ciel
  For an example of this we might take a look at Alote 
  Camille, a gnomish artifex who is trying to elevate a 
  local deity of the sunrise, “Madam Ciel”, to a higher 
  station in the pantheon. When Alote begins she has 
  been saved from death by Madam Ciel when the first 
  rays of sunlight pass across her face and Alote thanks 
  them for welcoming her to the afterlife. Alote begins 
  to worship Madam Ciel, who came to her in a dream 
  after saving her, and becomes an artifex. They end up 
  joining an adventuring party and Alote eventually 
  convinces their party’s fighter to dedicate themselves 
  to Madam Ciel after Alote saves them with a healing 
  spell. Her efforts and rituals (sacrificing magic items, 
  sponsoring a local charity drive for a hospital, helping 
  a minister get elected, etc) eventually attract a few 
  more followers in the town of Ville du Sud. While, at 
  first, they are tolerated and their worship at sunrise 
  goes unnoticed, the local lord catches wind of them 
  and begins to suppress the religion. You see, the local 
  lord, a paladin of Solie by the name of Marc Vandame, 
  sees Madam Ciel as something of a mockery of his 
  solar deity. As Solie worship is the state religion in 
  the region all worship of Madam Ciel is repressed 
  and those who are caught burning offerings of wine 
  to her in the early hours are jailed. Alote eventually 
  comes before Lord Vandame and pleads her case, 
  eventually convincing him on theological ground 
  (a Knowledge (Religion) check) that Madam Ciel is 
  an aspect of the solar god Solie. This ushers in a new 
  era of acceptance and Solie’s theology suddenly starts 
  making a few references to “Solie’s Wife, Madam 
  Ciel”. Through hard work and many adventurers 
  Madam Ciel’s power eventually grows to eclipse even 
  Solei’s magnificence and she becomes the new solar 
  deity in the pantheon and Solie is relegated to a few 
  references as “Madam Ciel’s husband, Solie”.
  Religion
  A religion typically has 3 core components: the 
  faithful, its theology, and its assets. “The faithful” 
  are the people who worship a deity and consists of 
  laypeople (non-religious followers) and the clergy. 
  The clergy are the trained and dedicated members 
  of a faith that organize, educate, and lead the 
  organization. A religion may not have a “formal” 
  clergy; they may have popular speakers, charismatic 
  individuals, local politicians, or even storytellers/
  bards that recount sacred tales and prayers but all 
  religions have some form of clergy. A “cleric” tends to 
  be a follower who is granted power by at least a minor 
  deity, if not a lesser one, so an artifex’s little god 
  might start attracting clerics somewhere between 5th 
  and 10th level (though they may actually be the NPC 
  class “adept”). The kind of clerics (or other divine 
  classes) a little god attracts tend to be about half the 
  level of their artifex at a maximum.
  A religion’s theology is its ideals, beliefs, and sacred 
  texts; what it “is” in a religious sense. An artifex 
  will often pen the first scriptures or recount the 
  first stories of their deity while others may expand 
  on it or contribute to the wider collection of ideas 
  surrounding the little god. Remember that in a 
  fantasy game deities are definitely real and, on some 
  level, take direct and noticeable action in day-to-day 
  life. While you might have atheists in the real world 
  it’s pretty hard to refute the existence of a storm god 
  when it hurls a lightning bolt at you. In a fantasy 
  world sacred texts tend towards moral parables for 
  education, actual divine rites or spells that produce 
  tangible results, rituals and methods of worship 
  that their deity prefers (burn sacrifices, flagellation, 
  quiet meditation, flower wreaths, singing, etc), and a 
  history of saints or other influential followers of the 
  faith.
  The final aspect is the religion’s “assets”. These are 
  things owned by the religion and may be tangible 
  things like churches, shrines, money, statues, holy 
  sites, artifacts, etc but it also covers intangible things 
  like reputation, good will, influence, good will, 
  political allies, and even most abstract things like 
  “a place in a specific pantheon” or “angels that serve 
  the little god”. The assets of a religion are managed 
  by the faithful, often by the clergy, and are supposed 
  to be used for the advancement of the faith and the 
  faithful. As with all systems there may be some level 
  of misuse or corruption but ultimately the use of the 
  religion’s assets are managed towards such ends.
  An artifex at a high level may actually have assets 
  available to their religion that they do not possess 
  themselves; if they start a religion the administration 
  of temples or shrines may not be something they 
  concern themselves with (particularly if they are 
  adventurers). That doesn’t mean they can’t tap into 
  these assets to achieve things but a GM shouldn’t 
  simply hand over the coffers of their faith to the 
  player so that they can buy a +4 cloak of resistance; 
  instead perhaps their faith’s connection to a local lord 
  causes them to grant the artifex an audience (rather 
  than the party having to sneak their way into the 
  court) or a shrine of the artifex’s little god offering the 
  party a place to rest and eat (even sheltering the party 
  when they are wanted fugitives at great risk to their 
  own lives).
  Game mastery
  
  16
  16
  ARTIFEX base class
  17
  17
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  The following are a small selection of flavorful 
  patrons that can be used as witch patrons, lesser 
  deities, little gods, or even invoker/warlock patrons.
  Agent C
  Among all the patrons one might have, Agent C is 
  simultaneously the most well-known and the most 
  misunderstood. They are an enigmatic, secretive 
  figure who appears as an inconspicuously dressed 
  humanoid and barters for information. Those who 
  impress them are invited to join their organization 
  and, in this fashion, are bound to Agent C. Agent C 
  seems to be some kind of cosmic information broker, 
  spy, investigator, or regulator who never states their 
  intention or to what ends they are working. Their 
  services, however, are heavily advertised if one knows 
  where to look. They offer their skills, agents, and 
  services to powerful wizards, kings, gods, and even 
  occasional heroes looking for a leg up, for the right 
  price. Agent C’s prices are famously poetic: they once 
  offered to reveal a king’s infidelity if the queen slept 
  with one of their clients (who happened to be the 
  noble the king had also slept with). Agent C runs a 
  tight-knit spy organization comprised of those who 
  pact with them. All their “agents” are bound to do 
  mysterious, often morally compromising, jobs and 
  divulge compromising and sensitive information in 
  exchange for Agent C’s powerful gifts. These gifts 
  often take the shape of mundane items that produce 
  supernatural effects when triggered by their agent.
  kSPECIFICS
  General Alignment: N
  Suggested Domains: Artifice, Knowledge, 
  Travel, Trickery.
  Suggested Witch Themes: Conspiracies, 
  Deception, Trickery.
  The Bride
  All who seek a taste of the power of this great and 
  terrible entity must agree to wed her. The members of 
  this clergy are suitors of an aloof and capricious god, 
  who seals their pact by placing unremovable rings 
  upon their fingers. Theirs is a dark romance with a 
  forbidden mistress who takes and takes but extends 
  hardly any true affection in return. The Bride offers 
  sweet and mysterious powers to her spouses, but 
  allows them no love other than her own. She often 
  appears as a woman dressed in a bridal dress with an 
  opaque veil, but she tempts all those who seek her 
  power by assuming the appearance of what they most 
  desire.
  kSPECIFICS
  General Alignment: LN
  Suggested Domains: Charm, Domain, Law, 
  Protection.
  Suggested Witch Themes: Ancestors, 
  Devotion, Enchantment.
  Gran
  The being known as “Gran” is older than the stars, 
  the sky, and perhaps even time itself. It is in a state 
  of perpetual senility, gently misremembering and 
  losing their train of thought as they go. Gran spends 
  eons sleeping and when they are awake, as they are 
  now, they regularly doze. Gran has their “beloved” - a 
  cadre of beings that the entity both lavishes with 
  affection and relies on for its day-to-day needs. It 
  regards all of its beloved as a grandparent might 
  treat grandchildren; it showers them with affection, 
  wisdom, treats, and gifts. Those bound to Gran will 
  regularly awaken to find an extra trail ration in their 
  pack, or a sweet in their pocket, but will also have to 
  endure a long-winded shaggy dog story about that 
  time that elf took the cup to the market and they... 
  zzzz.
  kSPECIFICS
  General Alignment: NG
  Suggested Domains: Community, Death, 
  Good, Repose.
  Suggested Witch Themes: Ancestors, Mercy, 
  Recovery, Rot, Wisdom.
  The Mad Doctor
  The chaotic machinations of The Mad Doctor are 
  fell and many, for he is an unknowable storm of 
  contradictions and frenetic obsessions that rise just as 
  quickly as they fall. At his core he is a cosmic surgeon 
  who loves nothing more than to slice, cut, and 
  experiment on test subjects. Perhaps bound by some 
  larger law, he requires the consent of those on whom 
  he operates. Those that pact with the Mad Doctor 
  are spliced, modified, cloned, re-grown, turned 
  inside out, and worse. In exchange for the torture of 
  being one of his eternal test subjects, those that pact 
  with him reap the benefits of his genius - biological 
  upgrades, forbidden magical augments, and illegal 
  weapons of mass biological distruction.
  kSPECIFICS
  General Alignment: CE
  Suggested Domains: Artifice, Healing, 
  Madness.
  Suggested Witch Themes: Healing, Insanity, 
  Transformation.
  The Nothing
  “The Nothing” is a plane that is devoid of all matter 
  or energy; an incalculably large realm existing just 
  out of phase with the Astral Plane. Where the Astral 
  Plane possesses occasional spots of stolen or lost 
  pieces of physical realities, The Nothing is devoid 
  of all matter. In fact, The Nothing is reportedly 
  devoid of time and unwitting creatures that travel 
  there risk becoming trapped in stasis, succumbing 
  to the entropic absence of the plane. Creatures that 
  remain within the plane for extended periods find 
  that they have been partially “forgotten” by reality 
  at large; friends and family don’t remember them, 
  their past actions are attributed to others, and people 
  generally forget all about them shortly after they stop 
  talking to one another. Creatures that succumb to 
  dissolution within The Nothing often don’t pass on 
  to the afterlife; they remain trapped within the plane, 
  beyond the reach of all but the most powerful deific 
  magic.
  Curiously, enterprising spellcasters have found ways 
  to siphon off pieces of The Nothing, harnessing 
  it to fuel their magic. Not a patron in a traditional 
  sense, The Nothing offers no guidance and has no 
  messengers. Instead, followers cast small offerings 
  into the void that is The Nothing and meditate on the 
  concepts of absence, nonbeing, and emptiness. When 
  The Nothing is called for aid, it is used only for the 
  removal of problems since The Nothing can only take 
  things away.
  kSPECIFICS
  General Alignment: N
  Suggested Domains: Darkness, Destruction, 
  Magic, Void.
  Suggested Witch Themes: Dimensions, 
  Entropy, Shadow.
  The Storyteller
  There exists an enigmatic fairy king known only as 
  “The Storyteller”. Although this being has the power 
  of a minor deity, as a fey lord the Storyteller prefers 
  to watch the world’s story unfold without interfering. 
  While they don’t answer the prayers of clerics, writers 
  will sometimes spill a bit of ink on the ground as 
  a salute to them. So captivated by a good story is 
  the Storyteller that they will dispatch their agents, 
  sometimes on both sides of a conflict or adventure, to 
  make the story even more dramatic. However, being 
  of a chaotic good alignment, they are a sucker for 
  happy endings and love to watch truth triumph over 
  evil.
  Patrons
  
  18
  18
  ARTIFEX base class
  19
  19
  ARTIFEX base class
  LITTLE RED GOBLIN GAMES
  ARTIFEX BASE CLASS
  The Storyteller is a shy, polite, bashful faerie who 
  normally takes the form of an old male pixie or 
  halfling with a long white beard and a tall, patched 
  cap. They seem to be almost cognizant in the meta 
  sense of all information, and they work to guide 
  it into the form of stories fit for reading by later 
  generations. Very few have ever conversed with or 
  even seen this being. Often the actions of heroes 
  and adventurers are guided by The Storyteller; they 
  are relatively unaware of any tampering in their 
  existence beyond the powers the king grants them.
  kSPECIFICS
  General Alignment: CG
  Suggested Domains: Glory, Knowledge, Luck, 
  Travel.
  Suggested Witch Themes: Fate, Portents, 
  Revenge.
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  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termi-
  nation of this License.
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable.
  15. COPYRIGHT NOTICE
  • 
  Open Game License v 1.0a, © 2000, Wizards of the Coast, 
  Inc..
  • 
  System Reference Document, © 2000, Wizards of the Coast, 
  Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  • 
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn.
  • 
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  • 
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  • 
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  • 
  • 
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, 
  Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitch-
  cock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Ste-
  phens, and Russ Taylor.
  • 
  The Book of Experimental Might, © 2008, Monte J. Cook; 
  All rights reserved.
  • 
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
  thors: Scott Greene, with Clark Peterson, Erica Balsley, Kev-
  in Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  • 
  Marid from the Tome of Horrors III, © 2005, Necromancer 
  Games, Inc.; Author: Scott Greene.
  • 
  Pathfinder RPG Advanced Player’s Guide. © 2010, Paizo Pub-
  lishing, LLC; Author: Jason Bulmahn.
  • 
  Alternate Paths: Skills © 2016, Little Red Goblin Games 
  LLC; Authors;  Scott Gladstein, Ian Sisson
  • 
  Gonzo 2 © 2016, Little Red Goblin Games LLC; Authors;  
  Scott Gladstein, Dayton Johnson, Ian Sisson, Christos Gurd, 
  Sasha Hall, Mark Nordheim.
  • 
  The Invoker © 2014, Little Red Goblin Games LLC; Authors;  
  Maverik Bishop , Caleb Aylsworth
  • 
  Artifex Base Class © 2020, Little Red Goblin Games LLC; 
  Authors;  Scott Gladstein and Ian Sisson.
  PRODUCT IDENTITY
  Little Red Goblin Games LLC company names and logo; back-
  grounds as well as all trade dress and graphic design elements 
  are all reserved as product identity. The patrons presented in 
  this section as well as “Little Gods” are also reserved as product 
  identity. The illustrations are owned by their respective creators 
  and are used with permission.
  OPEN CONTENT
  All content not reserved above as product identity (including 
  mechanics and proper names) book are Open Game Content.
  Paizo.com
  Paizo.com
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Little Red Goblin/LRGG - Artifex.pdf