TEXT: BASE CLASSES 
   
   
   
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  ARTIFICER (BASE) 
   
  Artificers are modern-day mages. The time of theoretical and 
  ephemeral magic is gone: here come the technomagical revolution 
  and the standardization of power items! Even if their 
  understanding of magic is more limited than that of traditional 
  Mages, Artificers know how to use their knowledge to modify in 
  depth and durably all that surrounds them. 
  Depending on your campaign, an Artificer could be... 
   A warrior-mage using his spells to boost his martial skills. 
   A rich merchant specialized in magical goods. 
   A mercenary selling his magical abilities to the highest bidder. 
   A regular soldier from a nation with a powerful magical 
  background. 
   A legendary smith wielding magical arts as well as his mallet. 
   
  Party Role: Wildcard/Backer. Because of the large spectrum 
  of magic and non-magic items you may use, you can fit mostly any 
  role amongst the party. Indeed, you’re at your best with allies by 
  your side, who will take advantage of your many talents. 
  CLASS FEATURES 
  Requirements: Sorcery campaign quality 
  Favored Attributes: Intelligence, Charisma, 
  Wisdom 
  Caster: Each Level in this class 
  increases your Casting Level by 1. 
  Class Skills: Crafting, Disguise, 
  Haggle, 
  Impress, 
  Investigation, 
  Medicine, 
  Notice, 
  Prestidigitation, 
  Resolve, and Search 
  Skill Points: 6 + Int mod per Level 
  Vitality: 9 + Con mod per Level 
  Starting Proficiencies: 4 
  CORE ABILITY 
  Craft Reserve: You always have 
  time and money for your favorite hobby. 
  You benefit from a ‘craft reserve’ 
  equivalent to your Intelligence modifier × 
  your Class Level × 5 silver at the 
  beginning of each adventure. This reserve can only be 
  invested into crafting. It can also be converted in 
  Reputation at the ratio of 1 point of Reputation for 25 
  silver (rounded down). This Reputation can only be 
  invested into magic items crafting. 
  CLASS ABILITIES 
  Path of Creation: At Level 1, you may 
  purchase ranks in the Spellcasting skill, 
  learn Artifice, Conversion, and Warding 
  spells, and cast Level 0 spells you know. 
  Also, when you fail a Spellcasting check to cast a spell of 
  these disciplines, no spell points are spent on the attempt. 
  If you already possess this ability from another class, you 
  instead gain an additional Spellcasting feat. 
  Genius Tinker: No mechanism can resist you. At Level 2, 
  when you fail a Crafting check that may be re-tried, you may 
  spend 1 half action to give the target piece a whack in frustration. 
  As long as the check DC is equal to or less than your Class Level + 
  20, the whack reverses the failure. If several grades of success are 
  possible, you achieve only the lowest possible positive result.  
  You may use this ability a number of times per session equal to 
  your starting action dice. You may use this ability even if your  
  initial results in an error, but you must declare its use before action 
  dice are spent to activate a critical failure. 
  If you gain the genius tinker ability from two or more classes, 
  add together your levels in all classes granting you this ability 
  before you add 20 to determine the DC against which you 
  automatically succeed. 
  At Level 11, you may apply this ability to Prestidigitation 
  checks. 
  At Level 19, you may apply this ability to Investigation checks. 
  Bonus Feat: Practice makes perfect. You know that well 
  enough. At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain an 
  additional Gear or Skill feat. 
  Circle of Power: At Levels 4, 8, 12, 16, and 20, the maximum 
  level of spells you may cast increases by 1 (e.g. from Level 0 
  spells you know to Level 1 or lower spells you know), to a 
  maximum of Level 9. 
  Artificer’s Touch: Your mastery extends to various technical 
  and magical fields. At Levels 6, 9, 12, 15, and 18, you may choose 
  1 of the following abilities. Each of these abilities may be 
  chosen only once. 
   
  Artisan Bonus: When you use a magic 
  item you’ve built yourself, the Caster Level of 
  the item rises by 2. 
   
  Arcane Experiment: When you scribe 
  a scroll, you’re no longer limited to spells you 
  know. You may scribe any spell that you have 
  access to at the time of scribing (By 
  referencing a spell book, verbally from another 
  mage, etc.). 
   
  Arcane Library: You learn 1 Essence 
  and 1 Charm of your choice and you randomly 
  roll 1 more of each. 
   
  Artificer Knowledge: You get a +4 
  bonus to Identification checks and Knowledge 
  checks concerning objects (magical or not). 
   
  Elbow Grease: You gain a +4 bonus 
  with Repair checks. (Note this bonus also applies 
  to Crafting checks made to fix a construct using 
  the Medicine rules.) 
   
  Homunculus: You gain the Animal 
  Partner feat. This animal partner must take the 
  construct Type, and Your Gear feats count as 
  Terrain feats when determining your 
  companion’s XP value. 
  
  (BASE CLASS) 
   
   
   
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  Table X.X: Artificer 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  SP 
  Abilities 
  1 
  +0 
  +0 
  +0 
  +2 
  +1 
  +0 
  +1 
  +1 
  1 
  Craft reserve, path of creation 
  2 
  +1 
  +0 
  +0 
  +3 
  +1 
  +0 
  +2 
  +2 
  2 
  Genius tinker (Crafting) 
  3 
  +2 
  +1 
  +1 
  +3 
  +2 
  +1 
  +2 
  +3 
  3 
  Bonus feat 
  4 
  +3 
  +1 
  +1 
  +4 
  +2 
  +1 
  +2 
  +3 
  4 
  Circle of power 
  5 
  +3 
  +1 
  +1 
  +4 
  +3 
  +1 
  +3 
  +4 
  5 
  Bonus feat 
  6 
  +4 
  +2 
  +2 
  +5 
  +4 
  +2 
  +3 
  +5 
  6 
  Artificer’s touch 
  7 
  +5 
  +2 
  +2 
  +5 
  +4 
  +2 
  +4 
  +6 
  7 
  Bonus feat 
  8 
  +6 
  +2 
  +2 
  +6 
  +5 
  +2 
  +4 
  +6 
  8 
  Circle of power 
  9 
  +6 
  +3 
  +3 
  +6 
  +5 
  +3 
  +4 
  +7 
  9 
  Artificer’s touch, bonus feat 
  10 
  +7 
  +3 
  +3 
  +7 
  +6 
  +3 
  +5 
  +8 
  10 
  Attune magic item I 
  11 
  +8 
  +3 
  +3 
  +7 
  +7 
  +3 
  +5 
  +9 
  11 
  Genius tinker (Prestidigitation), bonus feat 
  12 
  +9 
  +4 
  +4 
  +8 
  +7 
  +4 
  +6 
  +9 
  12 
  Artificer’s touch, circle of power 
  13 
  +9 
  +4 
  +4 
  +8 
  +8 
  +4 
  +6 
  +10 
  13 
  Bonus feat 
  14 
  +10 
  +4 
  +4 
  +9 
  +8 
  +4 
  +6 
  +11 
  14 
  Manipulate the form... 
  15 
  +11 
  +5 
  +5 
  +9 
  +9 
  +5 
  +7 
  +12 
  15 
  Artificer’s touch, bonus feat 
  16 
  +12 
  +5 
  +5 
  +10 
  +10 
  +5 
  +7 
  +12 
  16 
  Circle of power 
  17 
  +12 
  +5 
  +5 
  +10 
  +10 
  +5 
  +8 
  +13 
  17 
  Bonus feat 
  18 
  +13 
  +6 
  +6 
  +11 
  +11 
  +6 
  +8 
  +14 
  18 
  Artificer’s touch 
  19 
  +14 
  +6 
  +6 
  +11 
  +11 
  +6 
  +8 
  +15 
  19 
  Genius tinker (Investigation), Bonus feat 
  20 
  +15 
  +6 
  +6 
  +12 
  +12 
  +6 
  +9 
  +15 
  20 
  Attune magic item II , circle of power 
   
   
   Goldsmith: When you craft an item with the masterwork or 
  the superior materials upgrades, treat this upgrade as costing 
  half of its normal cost. (+200% for masterwork and +25% for 
  superior materials). 
   Improvised Toolbox: Choose 1 kit (see page 159, Fantasy 
  Craft). You’re always considered to have this kit when 
  making an associated skill check. 
   Know and Knowhow: Choose one: Crafting, Disguise, 
  Haggle, 
  Impress, 
  Intimidation, 
  Medicine, 
  Notice, 
  Prestidigitation, Resolve, or Search. Taking 10 with this skill 
  doesn’t take twice as long and taking 20 takes only 10 times 
  as long. 
   Museum of the Strange: You collect all sorts of magical 
  artifacts. Your maximum Prizes increase by 2. 
   
  Attune Magic Item I: Not only are you gifted, but you’re also 
  fast as lightning. At Level 10, when you create a magic item, you 
  produce twice the value that the amount of Reputation used would 
  normally grant and you can reduce crafting time by one step (years 
  to months, months to weeks, weeks to days, days to hours, and 
  hours to minutes).  
  Attune Magic Item II: At Level 20, you produce three times 
  the value that the amount of Reputation used would normally grant 
  and can reduction crafting time by one more step (for a total of 
  two). 
  Manipulate the Form: Your perfect mastery of magic makes 
  substances obey your every wish. At Level 14, once per scene with 
  a full action, you can modify the very structure of an immobile 
  item you touch whose Size is no greater than Gargantuan. You can 
  shapechange it into any other non-magical item of the same size 
  category or up to one category smaller. If the original item was 
  magic, it retains all its properties if they are compatible with its 
  new form. The item returns to its normal state at the end of the 
  scene. 
   
   
   
  NEW CROSS-TRAINING ABILITIES 
  The following class abilities are available to any 
  class with the cross-training class ability. 
   Path of Creation; Genius Tinker (Crafting); 
  Bonus Feat 
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Artificer base class 
  are available to NPCs using the class ability NPC quality (see 
  Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Arcane Library 
  2 
  Artificer Knowledge 
  2 
  Artisan Bonus 
  3 
  Attune Magic Item 
  3 per grade 
  Elbow Grease 
  1 
  Genius Tinker 
  2 per grade 
  Improvised Toolbox 
  1 
  Manipulate the Form 
  10 
   
  Class design by Aegis & Ozcorn 
  Art by artistmeli-douhhp of deviantART. 
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/02 - Base - Artificer (ver 2.0).pdf