Artifice Domain

The domain of artifice is one of craftsmanship and pride in one’s work. As a cleric of the artifice domain, you are likely a smith, potter, or other craftsperson. You work with your hands and encourage others to do the same.

**Divine Skill:** Knowledge (engineering)

**Domain Spells:** 1st-crafter’s fortune 2nd-warding weapon 3rd-keen edge 4th-minor creation 5th-fabricate 6th-major creation 7th-mage’s magnificent mansion 8th polymorph any object 9th-wish

### **Crafter’s Eye (Ex)**

A skilled eye for detail replaces any need for magic in identifying magic items. You can use Craft in place of Spellcraft to identify magic items. By spending 1 point of faith you can do so at a glance, taking a swift action rather than 3 rounds to identify a magic item.

### **Master of the Craft (Ex)**

At 4th level you gain Master Craftsman as a bonus feat. You can craft any magic item even if you do not have the feat required to do so, although you must meet that feat’s prerequisites. If you do not have the feat to craft the item, the cost of crafting the item is increased by 50% (to 75% of the item’s normal market price).

### **Sharpen (Su)**

At 8th level you can spend 1 point of faith as a standard action to make a quick, temporary improvement on a weapon or suit of armor. This increases the enhancement bonus of that weapon, armor, or shield by +1 for 1 minute. This bonus can increase an enhancement bonus above +5 or +10.

## **Doctrine of Creation**

You honor your faith by creating things, simple and plain. The process of crafting drives and motivates you, pushing you on to produce more.

You gain the following abilities.

### **Rapid Crafter (Ex)**

You can craft with speed like no other. When crafting items, you require only 4 hours of work per 1,000 gp of the item’s base price, or 2 hours per 1,000 gp if you increase the DC by 5.

### **Efficient Crafter (Ex):**

At 16th level, you’ve found countless tricks and techniques that let you cut costs without cutting quality. When crafting magic items, reduce the cost by 50% (to 25% of the item’s normal market price) if you have the appropriate feat. If you do not have the requisite item creation feats, you no longer increase the cost of crafting.

## **Doctrine of Improvement**

Quantity is never as important as quality. The true master craftsman constantly strives to improve on their craft, and will take every opportunity to study, learn from and improve on the craftsmanship of others.

You gain the following abilities.

### **Improved Sharpen (Su)**

The enhancement bonus from sharpen increases to +2. In addition, this bonus can be used to add any weapon, shield, or armor special ability

the item does not already have.

### **Reforge (Su)**

At 16th level, the enhancement bonus from sharpen increases to +3. In addition, when you use sharpen on a weapon or suit of armor, you can reallocate its existing enhancement bonus and special abilities so long as the item’s total effective enhancement bonus is not changed. For instance, the cleric could change the bane ability on a +4 evil outsider bane longsword to ghost touch but could not change the weapon to a +4 flaming burst longsword. This effect lasts for the duration of sharpen, although you may spend 1 hour outside of combat to permanently reallocate an item’s enhancement bonus and special abilities.