Artificer

Artificer Req. 10 DEX mod or 10 INT mod
  1. Master Crafter: Passive
  Roll a d20 and add your INT or DEX modifier. If the total is over 17 you activate the aspect of a melee range item. You can identify the aspects of items on sight. Choose a specialty (golems, cannons, bags, etc.) You have +5 to crafting related checks for your specialty.
  2. Tinker: Passive (S)
  Combine two items changing their aspects and effect into a new one. You can spend feat points to learn aspects. You can identify trinkets’ effects automatically.
  3. Artificer's Reversing Switch: EOT Action (S)
  Swap a melee range item's armor and magic resistance values, changing its physical properties and potentially it's aspect.
  4. Trinket Pouch: At Will Action
  You can turn bags into trinket pouches. Trinket pouches hold double their normal amount but can only hold trinkets.
  5. Trinket Overdrive: Encounter Shift (S)
  Activate a much more powerful version of a trinket's effect, but this consumes the trinket.
  6. Good Trinkets Are Hard to Find: Daily^5 Action (S)
  Replicate a trinket or overwrite an item's aspect with an aspect you know.
  7. These Will Prove Very Useful: Passive
  When you loot an item that rolls dice to determine quantity max out the amount you get. Loot checks you make round up.
  8. Like This, Like That: Daily^15 Attack (S)
  Turn a spell you know or see cast into a trinket with a related or similar effect. This must be done before the encounter you see the spell cast in ends.
  9. Tricks up a Sleeve: Daily Action (S)
  Restore a consumable magic item to its original condition or spend a feat point to engrave a consumables magic item’s effect as a daily. This must be written on yourself or a piece of armor.
 
  Optional tier 2 subclass (not req. for Paragons): See Disruptor.

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