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.
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.
Comments