Artisan

This is a world friendly revision of the Drop Dead Studios Artisan

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## Class

**Alignment:** Any

**Hit Die:** D8

### **Class Skills**

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)

**Skill Ranks per Level:** 8 + Int modifier.

### **Table: The Artisan**

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Level----Bab----------Fort Save----------Ref Save----------Will Save----------Special

1. --- +0 --------------- +0 ----------------- +0 ----------------- +2 --------------- Master Craftsman, Magical Affinity, Enhancement Pool, Crafter's Art, Creation Feat
2. --- +1 --------------- +0 ----------------- +0 ----------------- +3 --------------- Creation Feat, Eye for Magic
3. --- +2 --------------- +1 ----------------- +1 ----------------- +3 --------------- Magical Traps, Craftsman Technique
4. --- +3 --------------- +1 ----------------- +1 ----------------- +4 --------------- Homunculus, Artisan's Skill
5. --- +3 --------------- +1 ----------------- +1 ----------------- +4 --------------- Creation Feat, Animate Object
6. --- +4 --------------- +2 ----------------- +2 ----------------- +5 --------------- Craftsman Technique
7. --- +5 --------------- +2 ----------------- +2 ----------------- +5 --------------- Hidden Cache
8. --- +6/+1 ----------- +2 ----------------- +2 ----------------- +6 --------------- Creation Feat, Staff Mastery
9. --- +6/+1 ----------- +3 ----------------- +3 ----------------- +6 --------------- Craftsman Technique
10. --- +7/+2 ----------- +3 ----------------- +3 ----------------- +7 --------------- Transference
11. --- +8/+3 ----------- +3 ----------------- +3 ----------------- +7 --------------- Creation Feat
12. --- +9/+4 ----------- +4 ----------------- +4 ----------------- +8 --------------- Craftsman Technique
13. --- +9/+4 ----------- +4 ----------------- +4 ----------------- +8 --------------- Item Summoning
14. --- +10/+5 --------- +4 ----------------- +4 ----------------- +9 --------------- Creation Feat
15. --- +11/+6/+1 ----- +5 ----------------- +5 ----------------- +9 --------------- Craftsman Technique
16. --- +12/+7/+2 ----- +5 ----------------- +5 ----------------- +10 ------------- Instant Summons
17. --- +12/+7/+2 ----- +5 ----------------- +5 ----------------- +10 ------------- Creation Feat
18. --- +13/+8/+3 ----- +6 ----------------- +6 ----------------- +11 ------------- Craftsman Technique
19. --- +14/+9/+4 ----- +6 ----------------- +6 ----------------- +11 ------------- Magnum Opus
20. --- +15/+10/+5 --- +6 ----------------- +6 ----------------- +12 ------------- Creation Feat, Supreme Technique

### Class Features

#### **Weapon and Armor Proficiency**

An artisan is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

#### **Master Craftsman (Ex)**

An artisan gains the Master Craftsman feat at 1st level. While they only gains the +2 bonus to one craft or profession skill, an artisan may use their ranks in any relevant craft or profession skill as their caster level when crafting magic items or qualifying for item creation feats. An artisan may also qualify for and select any item creation feat, not just Craft Weapons and Armor and Craft Wondrous Item.

An Artisan may create potions, spell completion items, magic device traps, or spell trigger items, even if they does not have access to the prerequisite spells. To do this, the artisan’s class level must equal or exceed the spell’s minimum caster level (Min 1 for Cantrips/Orisens). If the artisan possesses levels in a spellcasting class in the same track, these levels stack for this purpose in regard to spells on that class’s spell list. An artisan adds 3x the spell's level (Min 1 for Cantrips/Orisens) to the DC to create the item for every prerequisite spell they does not have access to. This is not reduced by having Master Craftsman and 5 lvl's in a casting class.

[You will be expected to post your crafting formula when crafting an item while ignoring spells.]

#### **Magical Affinity (Ex)**

An artisan adds their class level as a competence bonus to any craft or profession check made to produce a magic item. They also adds half their artisan level as a competence bonus to their Use Magic Device skill (minimum 1.)

#### **Enhancement Pool (Su)**

At 1st level, an artisan gains the ability to enhance their own and their allies’ equipment, via their enhancement pool. This pool is equal to half their artisan level plus their intelligence modifier, and refreshes once per day after 8 hours of rest.

At 1st level, an artisan can expend 1 point from their enhancement pool as a swift action to grant any weapon, shield or suit of armor within 30 ft a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the item gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the item, stacking with existing enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following properties:

For weapons: flaming, flaming burst, keen, shock, shocking burst, speed, defending, distance, returning, seeking, wounding or vorpal.

For armor: *fortification* (light, medium, heavy), *trapwarding, invulnerability*, ghost touch, or *spell resistance* (13, 15, 17, 19).

For shields: *arrow catching, arrow deflection, reflecting, blinding*, or *bashing*.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the item already has, but duplicates do not stack. If the item is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the enhancement pool point is spent and cannot be changed until the next time the artisan enhances the item.

#### **Crafter's Art (Ex)**

At 1st level, an artisan chooses a crafter’s art, representing their area of focus and expertise in their pursuit of enchanting. This focus could be working with a specific material like cloth or stone, or a type of object like weapons or mechanics. Not only can an artisan create enchantments faster when working within this specialty, but their expertise in blending material and magic grants him a number of advantages, both magical and mundane.

Whenever an artisan enchants an item that falls inside their crafter’s art, they may choose to double the cost of the raw materials in order to enchant the item in half the time. This stacks with every other method for decreasing the crafting time of a magic item.

##### Cloth

Whenever you enchant robes, capes, clothing, bags, or other objects made of fabric, you craft such items 25% faster than normal.

* Deflection Armor (Su): As long as you are wearing padded armor, cloth armor, or no armor at all, you gain a deflection bonus to your armor class equal to half your class level (minimum: 1).
* Force Aura (Su): At 9th level, you may spend 1 enhancement point as a standard action to extend the benefits of your deflection armor to every ally within 30 ft, giving them a deflection bonus to their armor class equal to half your class level for 1 minute.
* Natural Augmentation (Ex): At 17th level, when using the effect of Enhancement Pool you may spend enhancement points to add enhancement bonuses and armor properties to any source of armor bonus, whether it be force armor, bracers of armor, or even no armor at all.

##### Mechanics

Whenever you enchant traps, clocks, locks, clockwork and mechanical constructs, or any other mechanical object, you craft such items 25% faster than normal.

* Trap spotter (Ex): You gain the Trapspotter rogue talent.
* Ranger Traps (Ex or Su): At 9th level, choose 3 ranger traps. You may create these traps, both the extraordinary and supernatural versions, a number of times per day equal to half your artisan level + your Wisdom modifier, and treat your artisan levels as ranger levels when determining variables, such as damage or DCs. If you possess ranger levels, these levels stack. You may choose another trap to learn at 12th level, a 5th trap at 15th level, and a 6th trap at 18th level.
* Perfect Construction (Ex): At 17th level, all constructs you own or create of the clockwork or robot subtype gain a bonus to their total hp equal to your class level.

##### Metal

Whenever you enchant objects comprised of metal (metal armors, swords, crowbars, etc.) you craft such items 25% faster than normal.

* Spikes (Su): While you are wearing metal armor, you may grow spikes as a swift action by spending 1 enhancement point. These spikes last for 1 round, and may be used as armor spikes if you are proficient. In addition, any creature that injures you with a natural or unarmed attack must make a Reflex save against a DC equal to 10 + half your artisan level + your intelligence modifier or take half your artisan level in damage (minimum 1.) Likewise, any creature who swallows you or grapples you takes half your artisan level (minimum 1) in damage. These spikes do not stack with the barbed vest.
* Mimic Material (Su): At 9th level, you may spend 1 enhancement point as a swift action to allow one weapon within 30 ft to bypass damage reduction as if it were comprised of a special material you select (cold iron, silver, adamantine, etc.) for 1 minute. A weapon may only mimic one special material at a time. If you possess the improved enhancement or greater enhancement craftsman techniques, you may use that technique in conjunction with this ability.
* Snake Metal (Su): At 17th level, when wielding metal weapons or weapons with metal heads, you may spend 1 enhancement point as a swift action to increase the range of your weapons by 5 feet for 1 round.

##### Weapons

Whenever you enchant a melee or ranged weapon, you craft such items 25% faster than normal.

* Weapon User (Ex): Choose 2 martial weapons or 1 exotic weapon. You gain proficiency with those weapons.
* Mass Enhancement (Su): At 9th level, you may spend 1 enhancement point as a swift action to enhance the weapons of every ally within 30 ft. This is exactly the same as enhancing a weapon with your enhancement pool, except it only lasts for 1 round. This enhancement may be maintained each round as a free action, but 1 enhancement point is spent for each round mass enhancement is maintained. The enhanced weapons may each have different enhancements, and need not stay within 30 ft once enhanced. If you have Improved Enhancement this ability functions for 2 rounds instead of 1, and if you have Greater Enhancement this ability functions for 3 rounds instead of 1.
* Weapon Veteran (Ex): At 17th level, you may use any weapon as if you were proficient with that weapon. You also gain Weapon Training +2, as the fighter class feature, with 1 weapon group. Choose a second weapon group at 19th level.

##### Armor

Whenever you enchant armor or shields, you craft such items 25% faster than normal.

* Defense Training (Ex): You gain proficiency with heavy armor and tower shields.
* Defensive Aura (Su): At 9th level, you can emit a 30-foot aura of defense a number of rounds per day equal to your artisan level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your artisan level + your Intelligence modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
* Armor Training (Ex): At 17th level, you may move in any type of armor without a detriment to your speed. In addition, increase the armor bonus you gain from your worn armor by 2.

##### Leather

Whenever you enchant objects made of leather (leather bags, boots, studded leather armor, whips, animal harnesses, etc.), you craft such items 25% faster than normal.

* Harness Expert (Ex): You gain Acrobatics, Climb, Handle Animal, and Ride as class skills. You also gain proficiency with whips.
* Animal Friend (Sp): At 9th level, You gain the ability to cast *summon nature’s ally V* as a spell-like ability by spending 2 enhancement points, using your class level as your caster level. This improves to *summon nature’s ally VI* at 11th level, *summon nature’s ally VII* at 13th level, *summon nature’s ally VIII* at 15th level, and *summon nature’s ally IX* at 17th level.
* Enhanced Leather (Su): As long as you are wearing leather or hide armor (leather armor, studded leather, hide shirt, hide armor, etc.) your armor gains the properties of adamantine (Hardness 20, 40 hp, DR/1- for light armor, DR/2- for medium armor,) your armor’s maximum Dexterity bonus increases by 2, and you gain a +2 bonus to your Dexterity.

##### Stone

When enchanting stone statues, stone buildings, stone weapons, or other stone objects, you craft such items 25% faster than normal.

* Stone-like (Su): You gain DR 1/adamantine. Your damage reduction increases by 1 at 5th level and every 5 levels after, to a maximum of DR 5/adamantine at 20th level.
* Living Golem (Su): At 9th level, you may spend 1 enhancement point as a standard action to encase yourself or an ally within 30 ft in living stone. The ally may still move, see, breath and otherwise act normally, but now has an added layer of protection that takes any physical damage directed at it. The stone has a hardness of 8 and 30 hp, and must be breached before damage may be done to the person inside. After 1 minute or after the stone’s hp is reduced to 0, the stone crumbles and falls off the affected creature.
* Stone Mastery (Su): At 17th level, you may spend 2 enhancement points to use stone tell as a spell-like ability, or 1 enhancement point to use stone shape as a spell-like ability, using your class level as your caster level. Whenever you use your living golem ability, increase the stone’s hp by +15.

##### Wood

When enchanting objects comprised of wood (staves, clubs, bows, Wands, wagons, etc.), you craft such items 25% faster than normal.

* Shillelagh (Sp): You may spend 1 enhancement point as a standard action to enhance a staff or cudgel, as if using the shillelagh spell, for 1 minute.
* Wall of Wood (Su): At 9th level, you may spend 1 enhancement point as a standard action to have one of three things happen, to a distance of 100 ft +10 ft per class level:

1. You may create a number of 5-foot squares of underbrush equal to your artisan level. These squares must be connected, count as harsh terrain, and provide cover to those inside the underbrush, or adjacent to and being attacked through the underbrush.

2. You may create a wall of closely-packed trees, filling a number of 5-foot squares equal to half your artisan level. These trees are 5-feet tall, have a hardness of 5, 30 hp per 5-foot square, and a break DC of 23. The wall segments must be connected. If a segment is reduced to 0 hp, that segment is considered breached.

3. You may grow a number of trees equal to 1/4th your class level. These trees are 20 ft tall and each fill a 5-foot square. They have a hardness of 5, an hp of 150, and a break DC of 32. These trees provide total cover from attacks coming directly through the tree, and provide cover from attacks that must pass through the tree’s square. You may not grow these trees in a space with a ceiling lower than 15 feet. If the trees cannot reach their full height, they grow as tall as they can and stop. The trees cannot be used to break a hard ceiling.

* Woodworker (Su): At 17th level, you may spend 1 enhancement point to use woodshape, or 2 points to use ironwood, as a spell-like ability using your artisan level as your caster level. You may use ironwood in conjunction with wall of wood or woodshape by spending 3 enhancement points as a full-round action. When augmenting wall of wood in this way, multiply the trees’ hit points by 3, increase the hardness to 10, and add +8 to the break DC.

##### Jewelry

When enchanting rings, amulets, or other forms of jewelry, you craft such items 25% faster than normal.

* Jeweler’s Eye (Ex): You gain a competence bonus equal to your artisan level to any check made with your Appraise skill and you gain the Appraise skill's skill unlocks appropriate for your class level at levels 5,10,15,and 20.
* Enhanced Rings (Ex): At 9th level, you may put spells into any ring, as if the ring were a ring of spell-storing. You may place a number of spell levels into a ring equal to 1/3 your artisan level. Placing a spell in a ring requires the Forge Ring feat, and costs 12.5 gp x the spell’s level x the spell’s caster level, requiring 1 day of work for every 1000 gp (This functions as Magic Item Creation and is subject to such modifiers), with a minimum of 1 hour of work required. Once a spell has been placed in a ring, that spell may be used by anyone who wears that ring, as if the ring were a ring of spell-storing. If the ring already is a ring of spell-storing, these spell levels stack and all may be filled with spells in this fashion.
* Ring Lord (Ex): You gain 2 extra ring slots, allowing you to wear and gain the benefits from four magic rings instead of two.

##### Arcana

When creating Magic Tattoos, Runes, Schema, Scrolls, Wands, or Staves, you craft such items 25% faster than normal.

* Empower Healing (Ex): Whenever you use a Spell Tattoo, Schema, Scroll, Wand, or Staff to cast a spell that heals damage, you heal an extra amount of damage equal to your class level (minimum 1.)
* Empower Damage (Ex): At 9th level, whenever you activate a Spell Tattoo, Schema, Scroll, Wand, or Staff to cast a spell that deals damage, you deal an extra amount of damage equal to half your class level (minimum 1) on spells with multiple targets, and extra damage equal to your class level on spells with only a single target.
* Metamagic Item (Ex): At 17th level, you may choose 1 Metamagic feat. Whenever you activate a Spell Tattoo, Schema, Scroll, Wand, or Staff, you may apply the effects of this Metamagic feat to the activated spell by spending a number of enhancement points equal to the Metamagic feat’s level increase. You may choose a second metamagic feat at 19th level.

##### Consumables

Whenever you create Scrolls, Potions, or items with only a single use, you craft such items 25% faster than normal.

* Powerful Potions (Ex): You gain the Enhance Potion alchemist discovery, treating your artisan levels as alchemist levels for this purpose. Additionally you may draw a Potion, or Scroll from your person as if drawing a weapon with Quick Draw.
* Improved Potions (Ex): At 9th level, you may create improved potions. Improved potions may mimic the effects of spells of up to 6th level. Alternately, an improved potion may mimic the effects of two spells of 3rd level or lower at once. To create a potion that mimics two spells, determine the cost of creating the two effects individually, as if creating two potions. Multiply the effect with the lower base cost by 1.5 and add the costs together to determine the cost of creating the potion. Improved potions are powerful, but also very unstable, and cannot be affected by the Extend Potion, Eternal Potion, or Dilution alchemist discoveries.
* Potions Master (Ex): At 17th level, you gain the Extend Potion, Eternal Potion, and Dilution alchemist discoveries.

#### **Creation Feat**

At 1st, 2nd, 5th, 8th, 11th, 14th, 17th and 20th level, an artisan gains a bonus Item Creation Feat. These feats must be chosen from the following list and the Artisan must meet all prerequisites other than caster Level: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Poppet, Grisly Ornament, and Inscribe Rune.

At 5th level, add Craft Construct, Craft Ooze, Craft Magic Arms and Armor, Craft Schema, Craft Shadow Piercing, Craft Wand, Cultivate Magical Plants, Grow Plant Creature, Infuse Poison, Inscribe Magical Tattoo, and Monstrous Crafter to the list.

At 8th level, add Forge Ring and Craft Rod.

At 11th level, add Craft Staff.

In place of gaining one of the above item creation feats as a bonus feat, an artisan may choose to improve their efficiency with one item creation feat they already possesses. To do this, choose one item creation feat the artisan already has. When using that feat to create a magic item, decrease the cost of the required raw materials by 5%. The Artisan may select this multiple times, each time they do they select another Item Creation Feat to apply the discount.

#### **Eye for Magic (Ex)**

At 2nd level the Artisan may use Appraise to determine the properties of a magical item, as if using the Spellcraft skill in conjunction with a detect magic spell. The DC for this check is 20 + the item’s caster level, or 15 + the item’s caster level if used in conjunction with a detect magic spell.

#### **Magical Traps (Ex)**

At 3rd level, an artisan may locate and disable magical traps, as if they had the trapfinding rogue class feature.

#### **Craftsman Technique**

As an artisan gains understanding and skill, they learns a number of special techniques that expand their capabilities. At 3rd level, an artisan gains a Craftsman Technique. They gains an additional Craftsman Technique for every 3 levels after 3rd. Unless otherwise noted, an artisan cannot take the same technique more than once.

*Aligned Blade (Su)*: (Prerequisite: artisan level 12) Add the anarchic, axiomatic, holy, unholy, corrosive, corrosive burst, flaming, flaming burst, frost, icy burst, shock, shocking burst, merciful, furious, and menacing special abilities to the list of Enhancement Pool's available options. An artisan may only add the ability that matches the alignment of the weapon’s wielder.

*Apprentice Wizard (Ex)*: The artisan may take 10 on their use magic device skill when activating a Schema, Wand, staff or Scroll, or when deciphering a Scroll. They may take 10 even if circumstances around him would normally prohibit him from taking 10 on a skill. They also gains a +2 bonus to their Use Magic Device checks when activating or deciphering a Scroll.

*Arcana Mastery (Su)*: Whenever the artisan uses a Rod, Schema, Scroll, or Wand, they calculates the DC for any spell it contains using their Intelligence modifier instead of the minimum modifier needed to cast a spell of that level. At level 9 When you activate a Rod, Schema, Scroll, or Wand, you may use your artisan level as the item’s caster level, if it is higher. You may apply any relevant feats that alter a spell contained in a item, as if the Wand were a staff.

*Call Item (Su)*: As a standard action, the artisan may call an item to their hand from within their line of sight at a distance of 100 feet + 10 feet per character level. This item must have been in the artisan’s possession for at least 1 day before they may use this ability, and they loses the ability to call an item if it has been out of their possession for more than 1 day. Items in the artisan’s hidden cache count as being in their possession.

If the item is in the possession of an unwilling creature, that creature may make a Reflex save (DC 10 + half artisan level + Int modifier) to prevent the object from being taken. An object in a creature’s hand is impossible to take unless the creature is willing to let it go.

*Clockwork Engineering (Ex)*: (Prerequisite: artisan level 9, Craft (clockwork) 9 ranks.) You may use your Craft (clockwork) skill and artisan class feature to create clockwork constructs, such as clockwork golems, soldiers, spies, servants, leviathans, or goliaths. You do not need the Craft Construct feat. You may also perform repairs and basic modifications on your clockwork constructs.

Along with the specific clockwork constructs above, any construct may be created with the clockwork subtype by adding the following properties:

* *Winding*: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.
* *Vulnerable to Electricity*: Clockwork constructs take 150% as much damage as is normal from electricity attacks.
* *Swift Reactions*: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
* *Difficult to Create*: Increase the time and gp cost required to create a clockwork construct by 50% over normal.

*Craft Training (Ex)*: Choose one craft or profession skill. You gain ranks in this skill, equal to your character level. Every time you gain a level, you gain a rank in this skill. If you already possess ranks in the chosen craft or profession, you only gain enough ranks in the skill to bring your total ranks equal to your character level.

This technique may be selected multiple times. Its effects do not stack. Choose a new craft or profession skill each time you gain this technique.

*Duelist Weapon (Su)*: (Prerequisite: Weapon Finesse) When the artisan wields a weapon that may be used with the weapon finesse feat, that weapon is treated as if it had the dueling special ability. If removed from the artisan’s hands, the weapon loses this enhancement.

*Enduring Enhancement (Su)*: (Prerequisite: artisan level 6) Whenever the artisan enhances a piece of equipment using their enhancement pool, they may spend 1 additional point from their enhancement pool to increase the duration to 1 minute per artisan level.

*Expert Enchanting (Ex)*: Whenever the artisan uses their master craftsman class feature to create a magic item or construct, the enchantment takes 50% less time to complete.

*Improved Enhancement (Ex)*: (Prerequisite: artisan level 9) Whenever the artisan uses their enhancement pool to enhance a weapon, shield or suit of armor, they may spend 1 additional enhancement point to enhance a second item as well. The second item does not have to be of the same type nor receive the same enhancements. If the artisan is using a craftsman’s technique to alter the list of available enhancements such as Enduring Blade or Elemental Blade, these effects are available to all appropriate items being enhanced.

*Greater Enhancement (Ex)*: (Prerequisite: artisan level 12, improved enhancement) When using the Improved Enhancement Technique, the artisan may spend 1 additional point from their enhancement pool to enhance one more item, bringing the total number of items enhanced up to 3.

*Improved Homunculus (Ex)*: (Prerequisite: Homunculus class feature) The artisan’s homunculus familiar gains an extra 2 hp per its master’s character level, and may become either one size category smaller or one size category larger (player’s choice,) with all the attendant changes. When crafting a new homunculus familiar, the homunculus gains the same bonus hp and may be crafted at its usual size, one size category smaller, or one size category larger, as the artisan desires.

See the Monster Advancement rules to determine the exact changes brought about by this change in size.

*Item Creation (Ex)*: The artisan gains one item creation feat that they meets the prerequisites for and does not already possess.

A artisan may select this technique multiple times. Its effects do not stack. Each time, select a new item creation feat.

*Major Creation (Su)*: (Prerequisite: minor creation, artisan level 9) When using the minor creation craftsman technique, you may choose to have it function as major creation instead of minor creation. Doing so consumes 3 points from your enhancement pool instead of 2.

*Mechanical Genius (Ex)*: The artisan is not only an expert at creating magical items, but mundane ones as well. The artisan gains a bonus equal to their class level whenever they make a craft check to create a non-magical item, even if that check is made untrained.

*Metamagic Rod Mastery (Su)*: (Prerequisites: Craft Rod, Craft Wand, artisan level 9.) When wielding a Wand in one hand and a metamagic rod in the other, you may use the metamagic rod on spells fired from the Wand. At Artisan level 15 if the Artisan has Craft Staff they may use a metamagic rod in conjuncture with staves the wield

*Minor Creation (Su)*: (Prerequisite: artisan level 6) The artisan has tapped into the power of creation itself and may expend 2 points from their enhancement pool to use minor creation as a spell-like ability, using their artisan level as their caster level.

*Reaching Enhancement (Ex)*: Extend the distance at which you can enhance a piece of equipment with your enhancement pool from 30 ft. to 300 ft.

*Rod Combatant (Ex)*: Whenever using a rod that functions as a weapon, you are considered proficient with that weapon and gain a +1 bonus to your weapon attack rolls.

*Scroll Artistry (Ex)*: Reduce your arcane spell failure chance by 15% when using Schema, or Scrolls. You may select this craftsman technique multiple times. The effects stack.

*Staff Empowerment (Su)*: (Prerequisites: artisan level 12) When activating a Staff (or a Schema, Scroll, or Wand if you possess the Arcana Mastery technique) you may spend one enhancement point as a free action to increase the activated spell’s caster level and DC by 2.

*Striving Blade (Su)*: (Prerequisite: artisan level 9) Add the Animated, Dancing, impact (melee and ranged), distance, speed, throwing, brilliant energy and *ghost touch* special abilities to the list of Enhancement Pool's available options.

*Transformative Weapon (Su)*: Any weapon in the artisan’s hands is treated as if it had the transformative special ability. If removed from the artisan’s hands, the weapon reverts to its original form.

*Technological Savant (Ex)*: (Prerequisite: artisan level 9, Craft (mechanics) 9 ranks.) You may use your craft (mechanics) skill and master craftsman class feature to create constructs of the robot subtype, even if you do not have the Craft Construct feat. You may also perform repairs and basic modifications on your robot constructs.

Any construct may be created with the robot subtype by adding the following properties:

* *Intelligent*: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
* *Vulnerable to Critical Hits*: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round.
* *Vulnerable to Electricity*: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
* *Difficult to Create*: Increase the time and gp cost required to create a robot by 50% over normal for a construct.

At the GM’s discretion and in accordance with the setting, constructs with the robot subtype may take many forms. While generally these are constructs created without magic, robots of a specific setting could be steam-powered creations, computerized metal men, or simply an intelligent version of the usual, magically-created construct.

*Telekinesis (Su)*: (Prerequisites: Call Item, artisan 6th level) The artisan may affect all of their surroundings with their will by spending one enhancement point. This functions as the Telekinesis spell, using their artisan level as their caster level, except it only lasts for a number of rounds equal to their intelligence modifier. If performing a violent thrust, they may only select a number of objects equal to their intelligence modifier.

*Trap Expert (Ex)*: Choose either the cunning trigger, quick trapsmith, or frugal trapsmith rogue talents. You gain this rogue talent, treating your artisan levels as rogue levels for the purposes of that rogue talent. You may select this technique multiple times. Each time you select this technique, you gain a different rogue talent. The effects of the rogue talents do not stack with themselves.

*World Forger (Su)*: (Prerequisite: artisan level 9, minor creation) The artisan may touch raw materials and transform them into a finished product. This functions as polymorph any object using the artisan’s class level as their caster level, except it has a range of touch, always has a duration of permanent, and only turns raw materials, (iron, stone, clay, timber, etc) into a finished product of the same material. This ability may turn steel blocks into weapons, lumber into a structure, etc, and requires a successful craft check in order to create the desired item, object, or structure. (For the purposes of Downtime this ability is treated as Fabricate, and can only produce items of a value equal to what they could create via Mundane Item Creation per day.)

This ability only works on raw, unfinished materials, that are at least loosely connected. Thus, while one could use this ability on a single tree or a pile of lumber, it could not affect a grove of trees, nor alter an already-created structure. If attempting to trap someone inside a creation or drop someone down a 10 ft radius hole, that person may make a reflex saving throw against a DC equal to 10 + half the artisan’s level + their Intelligence modifier to escape before the creation is finished.

#### **Homunculus (Ex)**

At 4th level, an artisan gains a basic homunculus as a familiar. They do not need the Craft Construct feat, nor the prerequisite craft or profession skill, to create this homunculus. To replace a lost or killed Homunculus they simply need to obtain the constructed body and perform the usual ritual (8 hours, 200 gp per artisan level) for gaining a familiar, plus the usual cost for animating a homunculus, (1000 gp). If the artisan possesses levels in another class that grants a familiar he may choose not to take a homunculus as their familiar, if the another class augments how a familiar behaves or functions consult staff about how that classes ability could be applied to the Homunculus (Example: the effects of Witch's Familiar may be applied to a Homunculus), but an artisan will find certain class abilities only function with a Homunculus. The Homunculus otherwise functions as the Wizard's Familiar with a Wizard level equal to the Artisan's level. The Homunculus Familiar may have Familiar Archetypes other than the Animal Exemplar, Egotist, Figment, Occult Messenger(unless the character also has Witch or Occult class levels), Parasite, Sage, and Tumor Archetype. As it is your Familiar it does not count against your number/CR of constructs you may bring with you on sessions.

The artisan may make basic modifications (except adding Hit Dice) to their homunculus familiar, as well as perform repairs, but they may not perform weapon modifications unless they possesses Craft Weapons and Armor, nor can they make complex modifications or add Hit Dice (Up to a maximum of the Artisan's Level) without the Craft Construct feat. A Homunculus uses either its HP or a Familiar's HP, whichever is higher.

#### **Artisan's Skill (Ex)**

At 4rd level an Artisan crafts mundane items at extraordinary speeds, when crafting mundane items the Artisan only needs 20% of the item's cost in materials and doubles their daily crafting maximum.

#### **Animate Object (Ex)**

At 5th level, an artisan may use their master craftsman class feature to craft animated objects as if they possessed the Craft Construct item creation feat. An animated object’s caster level equals its Hit Dice, and as usual, the artisan modifies the crafting DC for each prerequisite spell they do not possess (animate object and permanency.) they do not, they however need to meet these spell’s minimum caster level in order to create such animated objects.

The artisan may upgrade an animated object they are constructing or already own. They may increase it's Hit Dice and maximum Construction Points by 1 for a cost of 1000gp x the total HD per Upgrade. Multiple upgrades may be performed at 1 time and Construction Point abilities may be chosen at the end of the upgrade or left unused for future upgrades. No animated object can possess more Hit Dice than the artisan has ranks in their prerequisite Craft or Profession skill. The artisan may make basic modifications and repairs to their animated objects, but they cannot perform weapon modifications unless they possess Craft Weapons and Armor, nor can they make complex modifications without the Craft Construct feat. A construct does not grow in size as it gains Hit Dice. Speak with staff to determine an upgraded Animated Object's CR for the purposes of bringing them into sessions as constructs.

Note that while the artisan may create and augment animated objects without the Craft Construct feat, they must take the Craft Construct feat before they may improve their efficiency through their bonus creation feats.

#### **Hidden Cache (Su)**

At 7th level, an artisan may create a cache in the astral plane for their equipment. This functions similarly to the secret chest spell, using the artisan’s class level as their caster level, except the chest never runs the risk of disappearing, and the artisan may reforge the chest replica if it is lost or destroyed to regain access to the cache. Only one replica may exist at a time, and forging a new one causes the previous replica to lose its power. Living creatures cannot be stored in an artisan’s hidden cache; the cache refuses to return to the Astral plane if this is attempted.

#### **Staff Mastery (Ex)**

At 8th level, an artisan may use their artisan level as their caster level when activating a staff. They may also expend points from their enhancement pool in place of charges when activating an item that uses charges. For every 2 points they expends from their enhancement pool, they consumes one less charge.

In addition, once per day, the artisan may spend 4 enhancement points to restore one charge to a staff. You cannot restore more than one charge, nor restore charges to more than one staff, per day.

#### **Transference (Su)**

At 10th level, an artisan gains the ability to take the enchantment on one item and transfer it to another item of the same type (melee weapon to melee weapon, armor to armor, shield to shield, etc.) If the second item already possesses enchantments, those enchantments can transferred to the first item. To transfer enchantments, the artisan must have both magic items and the appropriate item creation feat for that type of item. Transferring enchantments takes 8 hours of focused work. Note that some enchantments will not function if transferred to certain items (such as a duelist enchantment transferred to a halberd.) Constructs may not have their enchantments transferred, but enchantments on a construct’s armor or weapons may be transferred as normal. Intelligent items that are unwilling to be transferred make a will save against a DC of 10 + ½ the artisan’s class level + their Charisma modifier. If the item succeeds at this check, then the artisan may not try transference again on that item, unless the item relents. Artifacts can never be transferred. The item's modified by Transference cannot cost more total gp after than the items' former cost (Example: taking a +1 from a +1 weapon and adding it to a +4 weapon to make a +5 weapon and a nonmagical weapon). Attempting to use Transference on Artifacts requires permission for the Scales of Balance.

#### **Item Summoning (Su)**

At 13th level, an artisan no longer needs to summon his cache in order to store and retrieve items stored there. The artisan may send an item to their cache, summon an item from their cache, or switch an item with one from their cache as a full-round action that provokes an attack of opportunity. The item or items in question must have been in the craftsman’s possession for at least 24 hours before using this ability. If the artisan summons armor or another item that can be worn, they may choose to summon it directly onto their body if they so chooses. While the artisan does not need to open their cache to exchange items, they must still have the small chest replica on their person to summon an item in this way.

#### **Instant Summons (Su)**

At 16th level, the time it takes an artisan to use item summoning is reduced to a move action, and no longer provokes an attack of opportunity.

#### **Magnum Opus (Ex)**

At 19th level, the Artisan has spent their life crafting and perfecting their greatest creation so much so that they mastered the art of creating a type of magic item. The Artisan gains a magic item of their choice and design worth up to 300,000gp, this follows Magic Item Creation Rules in the wiki and otherwise follows pathfinder's Magic Item Creation rules, the item is considered to have been made by them for all purposes and related effects. The Artisan must have had the Item Creation Feats to create the item, if multiple feats were listed prerequisites pick one for the effects of Magnum Opus. The Artisan may now craft Magic Items of that kind with amazing efficiency, increasing their base crafting speed for that type of item by 2000gp per day and decreasing the cost to craft that type of item by 10%.

#### **Supreme Technique (Su)**

At 20th level, an artisan uncovers a supreme technique. They gains one technique from the list below. This technique represents the culmination of a an artisan’s study, and their mastery over their discipline. The secrets of these techniques cannot be taught; they must be discovered for one’s self.

Master Enchanter: The artisan has perfected the art of creating magical items. Whenever the artisan crafts a magic item, they do so 50% faster, and the cost of the required raw materials is decreased by 5%.

Master Creator: (Prerequisite: major creation or world forger) Using the Minor Creation, Major Creation, or World Forger craftsman techniques only cost 1 enhancement point. In addition, the artisan may create or forge twice as much material as usual with these abilities.

Personal Enchantment: The artisan’s study of enchantments has enabled him to enhance their own body. their Strength, Dexterity and Constitution increase by 4.

Staff Lord: As a full-round action, the artisan may make two uses of a Wand or staff. The second use may be from the same Wand or staff, or from a second they is wielding.

Container: The artisan gains the effects of a ring of spell storing, but they store the spells in their own body, and doesn’t need a Scroll or caster to imbue the spell into their body. Once per day after a long rest, they choose up to 6 spell levels worth of spells to store inside their body. They may activate any spell stored in him that day as a standard action (more if the spell has a longer casting time,) but they may also choose to activate a spell as a free action when they strike or is struck in combat. If they choose to activate a spell when struck, they must be included as a target of the spell. If they activate a spell upon successfully striking an enemy in combat, the enemy struck must be included as a target of the spell.

### Favored Class Bonuses

Human / Gnome / Halfling / Changeling: Gain 1/6 of a Craftsman Technique.

Elf / Goblin: +1/4 bonus on checks for Eye for Magic and Magical Traps.

Half-Elf / Human: Gain 1/5 of an Item Creation Feat.

Dwarf / Android / Oread: Increase the hp of any construct you own or create by +1.

Gnome / Kobold: Increase the Construction Points of any Construct you create by 1/5.

Orc / Duergar: Add 1 to your CMB and CMD for disarm and sunder maneuvers and effects.

## Feats

### Extra Craftsman Technique

Prerequisite: Craftsman Technique class feature.

Benefit: You gain one additional craftsman technique. You must meet all the prerequisites of this technique.

You may gain Extra Craftsman Technique multiple times.

### Extra Enhancement Pool

Prerequisite: Enhancement Pool class feature.

Benefit: Your enhancement pool increases by 2.

You may gain this feat multiple times. Its effects stack.

### Extra Crafter's Art

Prerequisite: Crafter's Art class feature.

Benefit: You gain the level 1 ability/effect of another of the options from Artisan's Crafter's Arts feature. You use your class level to determine the effects of this feature.

You may gain Extra Crafter's Art multiple times.

### Improved Crafter's Art

Prerequisite: Crafter's Art class feature, Extra Crafter's Art with the selected option, Level 9.

Benefit: You gain the level 9 ability/effect of the selected Crafter's Art. You use your class level to determine the effects of this feature.

You may gain Improved Crafter's Art multiple times.

### Greater Crafter's Art

Prerequisite: Crafter's Art class feature, Improved Crafter's Art with the selected option, Level 17.

Benefit: You gain the level 17 ability/effect of the selected Crafter's Art. You use your class level to determine the effects of this feature.

You may gain Extra Crafter's Art multiple times.