The Artificer Artificers are a curious lot - not to shy away from the destructive forces of magic or be humbled by the miraculous powers of the divine, these industrious inventors tinker away at their craft, improving upon their gadgets and devices until they reach the pinnacle of mechanical perfection. Whether repairing broken down machinery in some dilapidated junkyard or studying engineering at a respectable collegiate, the Artificer is in his element when his hands are busy building things up and tearing things down. Role: The Artificer is an inventor. His actions speaks through his creations and represents the sum total of himself. He can address any situation with his gadgets, dispense chaos upon the battlefield with his inventions and can become ever more versatile with his upgrades. Hit Die: d8 Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (Arcana, Engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha). Skill Points per Level: 4 + Int modifier Proficiencies: Artificers are proficient with simple weapons only. They are also proficient with light armor but not with shields. The Artificer Level BAB Fort Reflex Will Special 0th 1st 2nd 3rd 4th 5th 6th 1st +0 2 2 0 Gadgets, Scientific Pursuit, Applied Engineering, Invention 3 1 — — — — — 2nd +1 3 3 0 Upgrade 4 2 — — — — — 3rd +2 3 3 1 Arcane Science, Jury Rig 1/Day 4 3 — — — — — 4th +3 4 4 1 Upgrade 5 3 1 — — — — 5th +3 4 4 1 Quick Fix, Dismantle 5 4 2 — — — — 6th +4 5 5 2 Upgrade 5 4 3 — — — — 7th +5 5 5 2 Jury Rig 2/Day 5 4 3 1 — — — 8th +6/+1 6 6 2 Upgrade 5 4 4 2 — — — 9th +6/+1 6 6 3 Improved Quick Fix, Improved Dismantle 5 5 4 3 — — — 10th +7/+2 7 7 3 Upgrade 5 5 4 3 1 — — 11th +8/+3 7 7 3 Jury Rig 3/Day 5 5 4 4 2 — — 12th +9/+4 8 8 4 Upgrade 5 5 5 4 3 — — 13th +9/+4 8 8 4 User-Friendly 5 5 5 4 3 1 — 14th +10/+5 9 9 4 Upgrade 5 5 5 4 4 2 — 15th +11/+6/+1 9 9 5 Jury Rig 4/Day 5 5 5 5 4 3 — 16th +12/+7/+2 10 10 5 Upgrade 5 5 5 5 4 3 1 17th +12/+7/+2 10 10 5 Reconfigure 5 5 5 5 4 4 2 18th +13/+8/+3 11 11 6 Upgrade 5 5 5 5 5 4 3 19th +14/+9/+4 11 11 6 Jury Rig 5/Day 5 5 5 5 5 5 4 20th +15/+10/+5 12 12 6 Mechanical Marvel 5 5 5 5 5 5 5

Class Features An Artificer gains the following class features Gadgets (Su) Much like alchemists and their extracts, an Artificer can design a Gadget that replicates the effects of arcane spells. In many ways, a gadget behaves like spell activation items such as scrolls and wands, and can be dispelled by effects like dispel magic using the Artificer’s level as his effective caster level. When an Artificer creates a gadget, he infuses a tiny fraction of his own magical power to fuel these unique technomagical devices. Once a gadget is created, it remains powered-up for one day before becoming inert, so an Artificer must prepare his gadgets every day. An Artificer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on the Table: Artificer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. Making a set of gadgets takes about an hour of work — most Artificers prepare their gadgets at the start of the day or just before going on an adventure, but it’s not uncommon for an Artificer to keep some (or even all) of his daily slots open so that he can prepare in the field as needed. An Artificer normally cannot pass out his gadgets for allies to use, as the gadgets’ unique and complicated design is something only the original creator can utilize properly. Any creature attempting to use an Artificer’s gadget automatically fails, resulting in a mishap that causes the gadget to explode, dealing 1d6 slashing and piercing damage per the gadgets’ spell level in a 10 ft. area. Creating gadgets consumes raw materials, but the cost of these materials is insignificant — comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the construction of that particular gadget. An Artificer can prepare a gadget of any spell he knows. To learn or create his gadget, an Artificer must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against an Artificer’s gadget is 10 + the spell level + the Artificer’s Intelligence modifier. Much like a Wizard with his Spellbook, or an Alchemist with his Formula Book, An Artificer stores the schematics of his gadgets inside his Blueprints, and must prepare his gadgets per day by referring to these blueprints. An Artificer begins play with two 1st-level gadgets of his choice, plus a number of additional gadgets equal to his Intelligence modifier. At each new Artificer level, he adds one new gadget of any level to his Blueprints that he can create. An Artificer can also add gadgets to his blueprints just like a wizard adds spells to his spellbook, using the same costs and time requirements. An Artificer can add a new gadget to his blueprints from analyzing spellbooks provided those spells are normally found in the Artificer’s spell list. Bauble Artificers can prepare a number of baubles, or 0-level gadgets, each day. These gadgets are cast like any other spell, but they are not expended when cast and may be used again. Scientific Pursuit (Ex) The Artificer gains a competence bonus to Knowledge: Engineering checks equal to half his class level. (rounded down) Applied Engineering (Ex) The Artificer uses his Knowledge: Engineering check in place of one Craft skill of his choice, or in place of his Perception check to locate hidden doors or secret compartments. Arcane Science (Su) An Artificer’s scientific knowledge allows him to invent any sufficiently advanced contraptions indistinguishable from magic. At 3rd level, the Artificer treats his class level as his effective caster level for the purpose of meeting the prerequisites of item creation feats. Jury Rig (Ex) At 3rd level, the Artificer can quickly assemble a temporary upgrade for his current inventions once per day as a full round action, with an additional use at 7th level and every 4 levels thereafter. A jury-rigged upgrade lasts for a number of rounds equal to his class level before it powers down or collapses into disuse. If the selected upgrade has a limited number of uses per day, its jury-rigged variant can only be used once per day.

Inventions & Upgrades (Su) Beginning at 1st level, the Artificer designs an Invention as the centerpiece to his versatile repertoire of talents. An invention is a product of the Artificer's ingenuity, granting the intellectual inventor new abilities, attacks or defenses as a class feature. At 2nd level and every 2 class levels after, the Artificer can further improve his Inventions by modifying them through an Upgrade, granting the Artificer new features for his current Invention. An Artificer can forgo his upgrade at 10th level to gain a second Invention instead. The saving throw DC for any of the Artificer's inventions or its upgrades is equal to 10 + half the Artificer's level + his Intelligence modifier. If an Artificer's Invention is damaged, it is restored to full hit points the next time the Artificer prepares his gadgets. If it is lost or destroyed, the Artificer can design a new one using construction materials worth 200gp per class level. This process takes 8 hours of uninterrupted work to complete. Exosuit The Artificer invents a mechanical suit of medium armor tailored for his personal use. The Exosuit is identical to that of a set of masterwork breastplate and the Artificer is always considered proficient in its use. The Exosuit can be improved upon by applying magic armor enhancements. An Exosuit occupies the chest slot and cannot share the same slot with other wondrous items. Available Upgrades Armor Plating - The Exosuit gains a +1 enhancement bonus to its AC. He can take this upgrade again at every 4 class levels to gain an additional +1 enhancement bonus to his exosuit.

Ergonomics - The Artificer can don or remove his Exosuit as a standard action, regardless of its armor type. In addition, he can also sleep in his Exosuit without becoming fatigued, if he was not already able to do so.

Hardening - (requires 4th level) The Exosuit gains DR 1/-. He can take this upgrade again at 8th level and every 4 class levels to gain an additional 1 point of damage reduction.

Hazard Suit - The Exosuit grants a degree of protection from extreme environments as though under the constant effects of Endure Elements.

Insulated Suit - (requires 4th level) The Exosuit can absorb and dampen energy damage, protecting its wearer from harm. The Artificer gains energy resistance 10 against one energy type of his choice (acid, cold, electricity, or fire) He can take this upgrade again at 8th level and every 4 class levels to gain resistance against another energy type.

Jetpack - (requires 6th level) The Artificer installs boosters on his armor, allowing him to fly, as per the spell, for a number of minutes equal to his Artificer level per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Mechanical Limb - The Artificer installs a mechanical arm (left or right) on his exosuit. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not grant any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the Artificer’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the Artificer’s original arms. An Artificer can take this upgrade up to two times.

Planar Suit - (requires 12th level, Hazard Suit) The Artificer's exosuit grants him protection from the hazards of extraplanar travel as though under the constant effects of Planar Adaptation.

Robust Design - The Exosuit becomes tougher and bulkier, it is treated as heavy armor identical to masterwork Full Plate. He cannot select the Sleeker design upgrade if he chooses this upgrade. He can take this upgrade again at every 6 class levels to gain an additional +2 enhancement bonus to his Strength score.

Sleeker Design - The Exosuit becomes leaner and lighter, it is treated as light armor identical to masterwork Studded Leather. He cannot select the Robust design upgrade if he chooses this upgrade. He can take this upgrade again at every 6 class levels to gain an additional +2 enhancement bonus to his Dexterity score.

Scuba-Gear - (requires 6th level) The Artificer modifies his suit with a rebreather, allowing him to breathe and move underwater with ease. The Artificer gains a 30 ft. swim speed and can breathe underwater for a number of minutes per day equal to his Artificer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Stabilizer - The Exosuit can maintain its own equilibrium, granting the Artificer a +4 bonus to CMD against the grapple, trip, pin, overrun, bullrush and reposition combat maneuvers. He can take this upgrade again at every 6 class levels to gain an additional +4 bonus to his CMD.

Spiked Armor - The Exosuit is covered in sharp stakes, as if equipped with Armor Spikes. the Artificer is proficient with these armor spikes even if he does not possess proficiency with martial weapons. He can take this upgrade again at every 4 class levels to gain a +1 enhancement bonus to his armor spikes.

Nanotechnology The Artificer introduces nanomachines into his circulatory system, permanently gaining the Android’s Nanite Surge racial ability. He can activate his Nanite Surge for a number of times up to half his class level + his Intelligence modifier per day (minimum 1). If the Artificer already possesses the nanite surge ability from another source, he gains an additional use per day. If the Artificer already has the Nanite Bloodline (or gains one later), he instead allows his Artificer levels to stack with the levels of the class that grants access to the Nanite Bloodline Powers similar from his list of Nanotechnology Upgrades. Available Upgrades Adrenal Boost - The Artificer gains Endurance as a bonus feat. He can activate a single use of his Nanite Surge as a standard action to instantly recover from the fatigued and exhausted condition.

Adhesive Nanites - The Nanites cling strongly to any surface, granting the Artificer a climb speed equal to his base movement speed.

Automated Synapses - (requires 4th level) the Artificer gains the rogue’s Evasion class feature. He can take this upgrade again at 8th level to gain Improved Evasion instead.

Boosted Metabolism - The Artificer gains poison resistance +4. He can activate a single use of his Nanite Surge as a standard action to cast Neutralize Poison on himself using his Artificer level as his effective caster level.

Camouflage - (requires 6th level) The Artificer can activate a single use of his Nanite Surge to cast Invisibility on himself for a number of rounds per day equal to his Artificer level.

Immune Response - The Artificer gains disease resistance +4. He can activate a single use of his Nanite Surge as a standard action to cast Remove Disease on himself using his Artificer level as his effective caster level.

Nanite Anatomy - (requires 6th level) The Artificer’s body slowly becomes replaced by efficient and pliant nanomachines, allowing him to move through narrow and even small passages as though under the constant effects of Squeeze. At 12th level, he can activate a single use of his Nanite Surge to cast Fluid Form on himself using his Artificer level as his effective caster level.

Nanite Resistance - (requires 12th level) The Artificer can activate a single use of his Nanite Surge as a standard action to gain Spell Resistance 12 + half his class level for a number of rounds per day equal to his Artificer level. He can activate or deactivate this upgrade as a standard action. These rounds need not be consecutive. While activated, the Artificer cannot be a willing target of any spell even those cast by allies, requiring a successful caster level check to overcome the spell resistance.

Nanite Skin - The Artificer’s skin takes on a metallic luster, gaining a +2 natural armor bonus to his AC. He can select this upgrade again at 6th level and every 6 class levels to increase his natural armor by an additional +2.

Nanite Strike - The Artificer gains the Nanite Strike Bloodline Power from the Sorcerer's Nanite Bloodline. The Artificer uses his class level as his effective sorcerer level for determining the abilities of his Nanite Strike. He must activate a single use of his Nanite Surge when using this ability.

Nanite Swarm - (requires 6th level) The Artificer can activate a single use of his Nanite Surge as a standard action to cast Vomit Swarm using his Artificer level as his effective caster level.

Reshape - The Artificer can program his nanites to alter his physical features. He can activate a single use of his Nanite Surge as a standard action to cast Alter Self on himself using his Artificer level as his effective caster level.

Resize - The Artificer can program his nanites to alter his physical stature. He can activate a single use of his Nanite Surge as a standard action to cast Enlarge Person or Reduce Person on himself using his Artificer level as his effective caster level.

Self-Repair - The Artificer can activate a single use of his Nanite Surge as a standard action to recover 1d8 hitpoints for every two Artificer levels.

Hyperspace The Artificer fashions an invention which allows him to subtly manipulate his own personal time and space. This device is stored within his belt's satchel which acts as a Minor Bag of Holding. A Hyperspace Satchel occupies the belt slot and cannot share the same slot with other wondrous items. Available Upgrades Accelerate - The Artificer gains a 5 ft. enhancement bonus to his base move speed. He can take this upgrade again at 4th level and every 4 class levels to gain an additonal 5 ft. enhancement bonus to his base move speed.

Hyperspeed - (requires 6th level) The Artificer speeds up his own subjective time, granting the effects of Haste for a number of rounds per day equal to his Artificer level. He can activate or deactivate this effect as a standard action. These rounds need not be consecutive.

Fold Space - (requires 6th level) The Artificer can travel through folded space to cover vast distances in a single step, allowing him to move up to 10 ft. per Artificer level to any location he can see. This counts as a move action and does not provoke attacks of opportunity. He can use this ability a number of times equal to 3 + his intelligence modifier per day.

Greater Dimension - (requires 4th level) The Artificer improves the carrying capacity of his satchel as though it were a Bag of Holding I. He can take this upgrade again at 8th level and every 4 class levels to improve the satchel equivalent to a bag of holding of greater capacity. (From a Bag of Holding II at 8th level, to a maximum of a Bag of Holding IV at 16th level)

Precognition - The Artificer gains a +4 insight bonus to initiative checks. He can take this upgrade again at 4th level and every 4 class levels to gain an additional +2 bonus to his initiative.

Quick-Draw Holster - The Artificer can retrieve the precise item he requires from his satchel as a swift action.

Rewind Time - Once per day as an immediate action, the Artificer can reroll any one d20 roll that he just made during his turn. He must take the result of the reroll, even if it’s worse than the original roll. He can take this upgrade again at 6th level and every 6 class levels to gain an additional use per day.

Skip Time - Once per day as an immediate action, the Artificer can reduce the duration of one nonpermanent spell, spell-like ability or condition affecting him by one for every 4 Artificer levels. Activating this upgrade does not require the Artificer to reroll against these effects. He can take this upgrade again at 6th level and every 6 class levels to gain an additional use per day.

Temporal Flicker - The Artificer flickers between time and space, gaining concealment as the Blur spell for a number of rounds per day equal to his Artificer level. He can activate or deactivate this effect as a standard action. These rounds need not be consecutive. He can take this upgrade again at 12th level to gain concealment as the Blink spell.

Timeless Toiler - (requires 10th level) The Artificer is under the constant effects of the Lesser Age Resistance spell. He can take this upgrade again at 14th level to gain Age Resistance and again at 18th level to gain Greater Age Resistance.

Uncanny Dodge - (requires 6th level) The Artificer can see momentary glimpses of the future, allowing him to react to danger before his senses would normally allow him to do so. An Artificer cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if immobilized. The Artificer can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. He can take this upgrade again at 10th level to gain Improved Uncanny Dodge.

Ballistics The Artificer focuses his interests into firearm construction and customization. He gains Exotic Weapon Proficiency with one type of firearm and a battered firearm of his choice, as well as the Gunsmithing feat as a bonus feat. Available Upgrades Bayonet Holster - The Artificer affixes a bayonet to one type of firearm. The bayonet is treated as a masterwork dagger appropriately sized to the wielder, and can be enchanted separately from the firearm. This upgrade can only be taken once per firearm.

Expanded Bore - (requires 8th level) The Artificer alters the barrel size of one type of firearm, increasing its damage by one size category larger, but increasing its misfire chance by 2. This upgrade can only be taken once per firearm.

Flared Muzzle - (requires 4th level) The Artificer can adjust the muzzle of one type of firearm, granting it the scatter quality of 15ft. but increasing its misfire chance by 2 when the scatter option is used. The scatter range cannot be improved with other magic weapon enhancements or upgrades. This upgrade can only be taken once per firearm.

Improved Rifling - The Artificer improves the overall durability of one type of firearm, reducing its misfire chance by 1 (minimum 1). He can take this upgrade more than once.

Increased Capacity - The Artificer increases the ammo capacity of one type of firearm by 2 but the time required reloading the firearm is increased by one step (from free action, to move action, to standard action, to full round action). This upgrade cannot be taken for firearms which already requires a full round action to reload.

Launcher - (requires 4th level) The Artificer can modify his firearm's barrel to propel a vial of alchemical material (such as alchemist fire or stun vial) or a dose of poison rather than standard ammunition to a range of 60 ft. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. He cannot select the Hook-shot upgrade if he chooses this upgrade. This upgrade can only be taken once per firearm.

Hook-Shot - (requires 4th level) The Artificer can modify his firearm's barrel to propel a grappling hook rather than standard ammunition to a range of 60 ft. The grappling hook anchors into anything on a successful ranged attack. A Strength check or Disable Device check can remove it, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check vs the upgrade's DC. He cannot select the Launcher upgrade if he chooses this upgrade. This upgrade can only be taken once per firearm.

Lengthened Barrel - The Artificer increases the maximum range increment of one type of firearm by 10 ft. He can take this upgrade again at 6th level and every 6 levels after to increase the range increment by an additional 10 ft. (to a maximum of 30 ft.)

Targetting System - (requires 8th level) The Artificer selects one type of firearm and adds his dexterity modifier to damage rolls with the chosen firearm. He can take this upgrade more than once, choosing a new firearm instead.

Pressurized Chamber - The Artificer's firearm is equipped with an oxidizing chamber, allowing it to fire even when wet or submerged underwater, or prevent it from exploding due to extreme heat or exposure to fire. In addition, spells such as Damp Powder or Violent Misfire do not affect a firearm equipped with this upgrade. This upgrade can only be taken once per firearm.

Reinforced Feed - The Artificer strengthens the structural integrity of one type of firearm, preventing it from exploding due to further misfires. This upgrade can only be taken once per firearm.

Skeletonized Frame - The Artificer reduces the heft and stock of a one-handed firearm, treating it as a light weapon for the purpose of two-weapon fighting, but its weapon damage is treated as one size category smaller.

Speed Loader - (requires 8th level) Through mechanical ingenuity, the Artificer reduces the time required to reload one type of firearm by one step (from a full round action, to standard action, to move action, to free action).

Supressor - The Artificer modifies his firearm with a device to muzzle the sound and flash of igniting gunpowder, reducing the penalty to stealth checks by half, but reducing its maximum range increment by 10 ft. This upgrade can only be taken once per firearm.

Threaded Barrel - Improves the threat range of one type of firearm by 1. This benefit does not stack with other effects that further expands the threat range of a weapon. This upgrade can only be taken once per firearm.

Robotics The Artificer invents a tiny clockwork critter that serves as his aide. This functions as the Familiar option of the wizard’s arcane bond class feature, with the Artificer’s effective wizard level equal to his class level. If an Artificer would gain a familiar through another class, those levels stack for determining the familiar’s abilities. An Artificer’s familiar can take any shape he wishes, but it's statistics and abilities are identical to a clockwork spy with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. A clockwork critter shares the same class features as a regular familiar, but with certain differences. It can still take familiar archetypes as normal. At 1st level and at 3rd level, an Artificer can use Share Spells and Deliver Touch Spells with his Gadgets instead. At 7th level, a familiar cannot speak with animals of its kind, but can communicate with constructs of the clockwork subtype. Available Upgrades Construct Assembly - (Requires 6th level) An Artificer learns how to craft constructs by way of mechanical research rather than arcane magic. He gains Craft Construct as a bonus feat without needing to meet its requirements. The DC to create the construct still increases for any necessary spells that the Artificer does not have access to. However, he can use his gadgets in place of spells as spell prerequisites.

Infared Scanner - The Artificer replaces his familiar’s eyes with a light receptor, granting it 60 ft. Darkvision. While adjacent or sharing the same space, the Artificer also gains this upgrade's effects. He can take this upgrade again at 12th level, granting it 60 ft. See in Darkness.

Defender - The Artificer fortifies his familiar, granting it a +2 bonus to its natural armor. While adjacent or sharing the same space, the Artificer gains it’s familiar's natural armor bonus as a deflection bonus to AC if any. He can select this upgrade again at 6th level and every 6 class levels to increase his familiar's natural armor by an additional +2.

Jammer - The Artificer’s study of robotics allows his Gadgets to affect constructs as though they were not immune to mind-affecting effects.

Radar - (requires: 8th level) The Artificer installs a special radar unit on his familiar, granting it 30 ft. Blindsense. While adjacent or sharing the same space, the Artificer also gains this upgrade's effects. He can take this upgrade again at 16th level, granting it 30ft. Blindsight.

Radio - The Artificer can speak and listen through his familiar within close range. (25 ft. + 5 ft./2 levels) He can take this upgrade at every 6 class levels after to increase its range to a higher range category from medium range (100 ft. + 10 ft./level) to long range. (400 ft. + 40 ft./level)

Magic Scanner - The Artificer replaces his familiar’s eyes with a unique visual receptor, allowing it to detect magical auras as though under the constant effects of the Detect Magic spell. While adjacent or sharing the same space, the Artificer also gains this upgrade's effects.

Servomotors - The Artificer redesigns his familiar's frames and joints, improving its base movement speed by 10 ft. If the familiar has a natural swim, fly, burrow or climb speed, the upgrades applies to those movement as well. He can take this upgrade again at 6th level and every 6 levels after to increase the movement speed by an additional 10 ft. (to a maximum of 30 ft.)

Synthetics - The Artificer disguises his familiar to appear similiar to a living creature. The familiar gains a +20 bonus to disguise checks to assume the appearance of the creature it is based from. If the familiar is based off a non-living or plant-like creature, it instead gains a +20 bonus to disguise checks when remaining stationary.

Tool Kit - The familiar’s chassis becomes a portable toolkit, allowing it to perform complex tasks such as disabling traps and picking locks using the Artificers’ skill ranks in place of its own. While adjacent or sharing the same space, the Artificer is treated as always having a masterwork set of tools.

Locomotors - The familiar can transform its limbs to gain a natural climb, swim, fly or burrow speed equal to its base movement speed as a standard action.

Translator - The Artificer’s familiar learns 4 bonus languages and can translate written and spoken languages for the Artificer. He can take this upgrade more than once, adding another 4 new bonus languages to his familiar.

Energy Gauntlet The Artificer invents a mechanical, imposing gauntlet that serves as an augmentation for his gadgetries as well as his combat prowess. This functions as the Bonded Object option of the wizard’s arcane bond class feature, with the Artificer’s effective wizard level equal to his class level. The Energy Gauntlet has the same base statistics as a masterwork spiked gauntlet and the Artificer is always proficient in its use and can improve upon it by applying magic weapon enhancements. An Energy Gauntlet occupies the hand slot and cannot share the same slot with other wondrous items. Available Upgrades: Amplifier - The Artificer gains a bonus to his melee and ranged touch attacks equal to the enhancement bonus of the Gauntlet, if any.

Battery - The Artificer can store a single-target gadget of up to 3rd level in his Gauntlet as a standard action, gaining the Spell Storing weapon ability. Anytime the gauntlet deals damage to a creature, the Artificer can immediately cast the stored spell on that creature as a free action. He can take this upgrade again at 8th level to store a single-target gadget in his Gauntlet as a move action, and again at 16th level to store a single-target gadget in his Gauntlet as a swift action.

Conductor - (requires 6th level) The Energy Gauntlet gains the Shocking weapon ability. He cannot select the Inductor upgrade if he chooses this upgrade. He can take this upgrade again at every 6 levels after to deal an additional 1d6 electricity damage.

Converter - The Energy Gauntlet shifts into different weapon designs, allowing the Artificer to change his gauntlet's weapon damage type into either piercing, slashing or bludgeoning as a swift action. In addition, the Artificer is always treated as carrying a masterwork set of tools.

Focuser - The Artificer gains a bonus to his concentration checks equal to the enhancement bonus of the Gauntlet, if any.

Generator - The Energy Gauntlet gains a +1 enhancement bonus. He can take this upgrade again at every 4 class levels to gain an additional +1 enhancement bonus to his Energy Gauntlet.

Inductor - The Energy Gauntlet can unleash an electric ray as a standard action, targeting any foe within 60 ft. as a ranged touch attack that deals 1d6 points of electricity damage + 1 for every 2 levels in Artificer. He cannot select the Conductor upgrade if he chooses this upgrade. He can take this upgrade again at every 6 levels after to deal an additional 1d6 electricity damage.

Resistor - The Artificer's energy gauntlet grants a shield bonus to his AC equal to 2 + his gauntlet's enhancement bonus, if any. This shield is a force effect and grants the shield bonus to AC against incorporeal creatures.

Projector - The Artificer can generate a force projection of his gauntlet, allowing the Artificer to make melee touch attacks as if he had an additional 5 foot of reach. This does not otherwise increase his threatened area. He can take this upgrade again at 8th level and every 8 levels after to gain an additional 5 foot of reach.

Resonator - (requires 8th level, Amplifier) The Artificer gains a bonus to caster level checks to overcome the spell resistance of creatures equal to the enhancement bonus of the Gauntlet, if any.

Quick Fix (Ex) At 5th level, whenever an Artificer uses a Gadget to repair broken or damaged mundane objects, structures or equipment (such as Mending or Make Whole) He adds half his class level to the amount of hitpoints restored to the object. At 9th level, he can use this ability to restore broken or damaged magical items and constructs. Dismantle (Ex) The Artificer’s knowledge of engineering is not solely focused on creating things, but also at tearing them down. At 5th level, whenever an Artificer deals damage to mundane objects, structures or equipment, he adds half his class level as bonus damage before calculating for the object's hardness or damage reduction. At 9th level, he can use this ability against magical items and constructs. User-Friendly (Ex) At 13th level, whenever an Artificer creates a gadget, he can design it for other people’s ergonomic use. The Artificer can only create user-friendly gadgets up to half his highest spell level known and continues to occupy one of the Artificer’s daily gadget slots. A User-Friendly gadget can be activated by a non-Artificer the same way they would use spell activation items with a successful Use Magic Device check. A critical failure causes a gadget mishap to occur. (refer to the Gadgets class feature) Reconfigure (Ex) At 17th level, the Artificer can remodel his current gadgetry into a new set of gadgets to cover for any unforeseen incidents during his adventure. As a full-round action, he can expend one gadget and split them into two gadgets according to the level of the original gadget -1. (If the Artificer reconfigures a 5th level gadget, he can trade it for two 2nd-level gadgets, or one 1st-level and 3rd-level gadget, etc.) Mechanical Marvel (Ex) At 20th level, the Artificer’s technological ingenuity automatically grants a unique upgrade to his current inventions, representing the culmination of the Artificer's scientific endeavors. (Exosuit) Life-Support System - The Artificer’s armor now functions like a second skin, negating any additional damage from critical hits, sneak attack and precision damage. Furthermore, whenever the Artificer would be dropped below negative hitpoints, he is stabilized at 0 hitpoints instead.

(Nanotechnology) Nanite Body - The Artificer’s body is now part machine. He gains the construct’s immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. At will, the Artificer can break down his body into a flying swarm of nanites, as if affected by gaseous form.

(Hypertime) Pocket Workshop - The Artificer creates an isolated workshop within his pocket dimension. This is treated as the Create Demiplane spell, but the Artificer can travel to and from this demiplane at-will as a full round action. Because it was created from his own pocket dimension, this demiplane remains permanent but its area cannot be further expanded upon.

(Ballistics) Smart Gun - The Artificer gains proficiency with all types of firearms. He can use his intelligence modifier in place of his dexterity for attack and damage rolls with firearms.

(Robotics) Man/Machine Interface - The Artificer synchronizes his mind with his familiar. This allows the Artificer access to his familiar’s processing system, permanently increasing his own intelligence score by 4 as long as his familiar is alive.

(Energy Gauntlet) Energy Efficiency - The Artificer's gadgets gain a bonus to its effective spell level equal to the enhancement bonus of the Gauntlet, if any.

Artificer Archetypes Scrapper Archetype One man’s trash is a Scrapper’s treasure. Anything these industrious dumpster divers can get their hands on becomes a sturdy tool or weapon just waiting to be used to its fullest potential. Scavenger (Ex) A Scrapper uses his Knowledge: Engineering check in place of his Perception check to locate traps and to Disable Device checks to disarm traps or open locks. This modifies the Applied Engineering class feature. Scrapper’s Sneak Attack (Ex) This modifies the Applied Engineering class feature. At 3rd level, the Scrapper gains Sneak Attack as the rogue class feature. At 7th level and every 4 levels thereafter, his sneak attack increases by an additional 1d6 damage. This replaces the Jury Rig class feature. Scrapper’s Talents This replaces the Jury Rig class feature. A Scrapper can select a rogue talent in place of an upgrade for his inventions. Talented Improviser (Ex) At 5th level, a Scrapper makes the most out of anything he can get his hands on, gaining Catch Off-Guard and Throw Anything as a bonus feat. He takes no penalties for using an improvised tool associated with a skill he is trained in. At 9th level, a Scrapper treats all improvised tools or weapons that he uses as though they were masterwork quality. This replaces the Quick Fix and Dismantle class features. Tinker Archetype This replaces the Quick Fix and Dismantle class features. Unsatisfied with just a single mechanical masterpiece, for a Tinker, the pursuit of their technological superiority is measured by the sheer quantity of inventions he can unleash upon his foes on the battlefield. Diminished Gadgets A Tinker prepares one fewer gadget of each level than normal. If this reduces the number to 0, he can still cast spells of that level only if his intelligence score allows bonus spells of that level. Arcane Tinkering (Ex) A Tinker uses his Knowledge: Engineering in place of his Spellcraft and Use Magic Device check to identify and activate wondrous items. This replaces the Applied Engineering class feature. Additional Inventions (Su) This replaces the Applied Engineering class feature. A Tinker gains an additional Invention at 5th level and every every 5 class levels after. He does not gain a Mechanical Marvel for any of his current Inventions at 20th level. This replaces the Quick Fix and Mechanical Marvel class feature. Additional Rigging (Ex) This replaces the Quick Fix and Mechanical Marvel class feature. A Tinker gains an additional use of his Jury Rig class feature per day at 5th level and every 4 levels thereafter. This replaces the Dismantle, User-Friendly and Reconfigure class features. This replaces the Dismantle, User-Friendly and Reconfigure class features.

Warsmith Archetype Sent to the forefront of war as sappers, siege engineers and trenchers - the Warsmith supports his allies with both steel and cunning, from the fires of their forges and into the frenzy of the fray. Militia Training (Ex) A Warsmith gains proficiency with martial weapons and shields but not tower shields. This replaces the Artificer's standard proficiencies. Fortification (Ex) This replaces the Artificer's standard proficiencies. Mundane objects, structures and equipment crafted by a Warsmith gain a bonus to its damage reduction and hardness equal to half his class level. At 9th level, this applies to the damage reduction and hardness of magic items and constructs. This replaces the Dismantle class feature. Master at Arms (Ex) This replaces the Dismantle class feature. At 2nd level and every 4 levels after, a Warsmith gains a bonus combat feat. He must meet the prerequisites for these feats as normal. Beginning at 10th level, the Warsmith treats half his Artificer level as his Fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. This replaces the Upgrades gained at 2nd, 6th, 10th, 14th and 18th level. Gadgeteer Archetype This replaces the Upgrades gained at 2nd, 6th, 10th, 14th and 18th level. Armed with their technologically advanced arsenal, the Gadgeteer is a pioneering crackshot, forgoing most of his other inventions in favor of his trusty sidearm. Gadget Gun (Ex) A Gadgeteer begins play with a battered firearm of his choice which serves as his Bonded Object as though he were a wizard with the Arcane Bond class feature. He is treated as having taken both the Ballistics and Energy Gauntlet Inventions at 1st level, and any upgrades to his two inventions are granted to the Gadget Gun instead. A Gadgeteer can not select an additional invention at 10th level. This modifies the Inventions and Upgrades class feature. Gadgeteer Charge (Su) This modifies the Inventions and Upgrades class feature. At 3rd level, a Gadgeteer treats his gadgets as though they were ammunition for his gadget gun. By doing so, he can cast any ranged touch attack, cone, line, or ray spells through his gadget gun as part of a ranged attack. When he casts a gadget through the gadget gun, the firearm’s enhancement bonus (if any) grants a bonus to the gadget’s attack rolls or to the gadget’s saving throw DCs. Yet there are dangers inherent to this method. If any of the attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the gadget gun gains the broken condition. If it already has the broken condition, the gun explodes with a blast of force resulting in a mishap. (See Gadgets) This replaces the Arcane Science class feature. Gadgeteer Overcharge (Su) This replaces the Arcane Science class feature. At 3rd level, a Gadgeteer can forcefully overcharge his gadget gun to raise the output of his gadgets at the cost of his firearm’s durability. As a standard action, a Gadgeteer can Overcharge his firearm, increasing the effective spell level of all gadgets fired through his Gadget Gun by 1, but the firearm also gains an increased misfire chance by the same amount. Spells, abilities and weapon enchantments to the firearm cannot reduce this misfire chance but clears itself after 10 minutes of firearm maintenance. At 7th level and every 4 levels after, the Gadgeteer can further increase the Gadget Gun's Overcharge output by 1. This replaces the Jury Rig and Mechanical Marvel class features. This replaces the Jury Rig and Mechanical Marvel class features.

Futurist Archetype Leading researchers of time-worn technology, the Futurist harnesses the secrets of stolen and lost alien artifacts, advancing the very apogee of scientific progress by their very hands. Technic Researcher (Ex) A Futurist uses his Knowledge: Engineering in place of all checks required to craft, repair, disable and identify technological items. This replaces the Applied Engineering class feature. Technologist (Ex) This replaces the Applied Engineering class feature. A Futurist gains Technologist as a bonus feat. This replaces the Jury Rig class feature gained at 3rd level. Futurecraft (Ex) This replaces the Jury Rig class feature gained at 3rd level. At 3rd level, a Futurist gains Craft Technological Item as a bonus feat. This replaces the Arcane Science class feature. Glitch-Proof (Su) This replaces the Arcane Science class feature. At 7th level, through constant maintenance, a Futurist can keep a single piece of still-functioning timeworn technology in good working order. Maintaining a timeworn technological item takes 8 hours, after which the item no longer has a chance of glitching when used by the Futurist and can be recharged normally by the Futurist but no one else. Keeping the item working requires 1 hour of maintenance each day, (this can overlap with the time needed to prepare his gadgets) or the item reverts to a normal piece of timeworn technology and must be reconditioned again. At 11th level and every 4 levels thereafter, a Futurist can keep an additional item in good working order, without increasing his daily maintenance time. This replaces the Jury Rig class feature at subsequent levels. Technician (Su) This replaces the Jury Rig class feature at subsequent levels. At 17th level as a full round action, a Futurist can expend a prepared gagdet slot to power a technological device he touches. Each gadget level expended in this way grants the device 1 charge. Any charges unused at the end of the day are lost, and any charges used by the device that round that aren’t provided by the Futurist must come from the device’s own power reserves. He can use this ability to power timeworn technology. He can’t power devices that don’t use charges. This replaces the Reconfigure class feature. Demolisher Archetype This replaces the Reconfigure class feature. There exists Artificers whose purpose is not driven by their need for creation, but destruction. Demolishers satiate their scientific curiosity by tearing things apart piece by piece in order to understand how they work. Bombs (Ex) A Demolisher gains the Alchemist's Bombs class feature using his class level as his effective levels in Alchemist, as well as the Throw Anything feat. Much like an alchemist, a Demolisher adds his Intelligence modifier to damage done with splash weapons, including to the splash damage if any. Whenever a Demolisher gains an upgrade, he may select an Alchemist Discovery that modifies his bombs. This replaces the Invention gained at 1st level. Sunder Specialist (Ex) This replaces the Invention gained at 1st level. At 5th level, a Demolisher gains Improved Sunder as a bonus feat. At 9th level, a Demolisher gains Greater Sunder as a bonus feat. This replaces the Quick Fix class feature. This replaces the Quick Fix class feature.

Artillerist Archetype Combat engineers tasked with building, manning and firing siege engines of any kind, the Artillerist serves as the workhorse of any battlefield. Masters of ballistics, they deliver death and destruction to any opposing armies from afar. Siege Expertise (Ex) The Artillerist uses his ranks in Knowledge: Engineering in place of his Base Attack Bonus when making attacks with direct-fire siege engines. This replaces the Applied Engineering class feature. Siege Craft (Su) This replaces the Applied Engineering class feature. The Artillerist must select the Ballistics Invention at first level, gaining Siege Engineer as a bonus feat in place of Exotic Weapon Proficiency with Firearms. An Artillerist begins his career with a special device that allows him to remotely control a single siege engine within 30 ft. of line of sight as a standard action. He can utilize this ability to aim and fire a siege engine remotely, though it still requires a crew to move, assemble or reload the siege engine. At 10th level, he can reload, aim, and fire the siege engine purely by the power of his device, and no longer needs a crew to control the siege engine. It still takes the normal required amount of time and actions to control a siege engine in this manner. This modifies the Inventions class feature and replaces the Upgrade gained at 10th level. Siege Commander (Ex) This modifies the Inventions class feature and replaces the Upgrade gained at 10th level. At 5th level, the Artillerist gains Siege Commander as a bonus feat. At 9th level, the Artillerist gains Master Siege Engineer as a bonus feat. This replaces the Quick Fix class feature. Siege Upgrades (Ex) This replaces the Quick Fix class feature. The Artillier gains a new list of upgrades for modifying his Siege Engine. Arcane Ammunition - The Artillerist can sacrifice a prepared gadget to serve as ammunition for his siege engine, using the same number of actions required to load the siege engine. The siege engine gains an additional 1d6 damager per level of the gadget sacrificed. If the gadget has the fire, cold, electricity, acid or force descriptor, he can convert half the weapon damage of his Siege Engine to that energy type instead.

Artillery Loader - The Artillerist reduces the number of full round actions (or move actions with the Master Siege Engineer feat) required to reload a siege engine by 1. (minimum 1) He can take this upgrade again at every 4 class levels after.

Automated Assembly - (requires 12th level) The Artillerist can assemble and disassemble his siege engine without requiring a crew.

Calculated Ballistics - The Artillerist reduces the number of full round actions (or move actions with the Master Siege Engineer feat) required to aim a siege engine by 1. (minimum 1) He can take this upgrade again at every 4 class levels after.

Fortify Siege Engine - The Artillerist improves the overall durability of his Siege Engine, reducing its misfire chance by 1 (minimum 1). He can take this upgrade more than once.

Improved Ballistics - The Artificer's Siege Engine gains a +1 enhancement bonus to attack and targetting rolls. He can take this upgrade again at every 4 class levels after.

Mobile Support - The Artillerist improves the speed of a siege engine by 10 ft. He can take this upgrade again at every 4 class levels after.

Siege Salvo - (requires 16th level, Arcane Ammunition) The Artillerist can sacrifice a prepared gadget to serve as ammunition for his siege engine using the same number of actions required to load the siege engine. The siege engine can fire a continuous number of attacks before needing to be reloaded up to the level of the gadget sacrificed. (i.e. a 4th level gadget sacrificed allows the siege engine to fire four shots before needing to be reloaded) This does not allow the Artillerist to declare a full attack with siege engines as they still require to be aimed in-between shots.

Signal Amplifier - The Artillerist improves the maximum range he can remotely control his siege engine by 60 ft.

Wodender Archetype Not all Artificers devote their crafts around man-made metals. The Wodender is capable of incredible creations simply from shaping wood and stone materials found throughout nature. Nature Lore A Wodender loses Knowledge: Arcana as a class skill and instead gains Knowledge: Nature as a class skill. He uses his Wisdom score instead of his Intelligence score for all Artificer class abilities. This alters the Artificer's class skills and his key ability score. Naturecraft This alters the Artificer's class skills and his key ability score. A Wodender can learn Druid spells of 6th level and lower and add them to his Blueprints. If a spell appears on both the Druid spell list and the Artificer spell list, the Wodender uses the lower of the two spell levels listed for the spell. He is prohibited from crafting weapons, armor or objects made primarily from metal, unless they were replaced with natural materials such as leather, wood or stone. A Wodender can craft wooden weapons or armor that has been altered by the ironwood spell so that it functions as though it were steel. Natural Science (Ex) A Wodender gains a competence bonus to Knowledge: Nature checks equal to half his class level. This replaces the Scientific Pursuit class feature. Naturalist (Ex) This replaces the Scientific Pursuit class feature. A Wodender uses his Knowledge: Nature check in place of one Craft skill of his choice, or in place of his Survival when attempting to survive in the wilderness. This replaces the Applied Engineering class feature. Touch of Nature (Sp) This replaces the Applied Engineering class feature. At 5th level, a Wodender can cast Wood Shape for a number of times equal to 3 + his Intelligence modifier per day. At 9th level, a Wodender can cast can cast Stone Shape for a number of times equal to 3 + his Intelligence modifier per day. In addition, a Wodender does not suffer the penalties from making complex designs with moving parts out of wood or stone, so long as he has the appropriate item creation feats. This replaces the Quick Fix and Dismantle class feature. Atelier Archetype This replaces the Quick Fix and Dismantle class feature. Dedicated craftsmen and artisans, Ateliers devote themselves to mastering multiple disciplines in order to hone and perfect their craft. To an erudite craftsmaster such as the Atelier, the pursuit of knowledge should not be limited by its scope or interest. Diminished Gadgets An Atelier prepares one fewer gadget of each level than normal. If this reduces the number to 0, he can still cast spells of that level only if his intelligence score allows bonus spells of that level. Multidisciplined (Ex) An Atelier adds half his class level (minimum 1) to all Knowledge skill checks and may make any Knowledge skill checks untrained. This replaces the Scientific Pursuit class feature. Artisanal Engineering (Ex) This replaces the Scientific Pursuit class feature. An Atelier uses his Knowledge: Engineering check in place all crafting checks. This replaces the Applied Engineering class feature. Bonus Feats (Ex) This replaces the Applied Engineering class feature. At 4th level and every 4 levels after, an Atelier gains a bonus item creation feat. He must meet the prerequisites for these feats as normal. This replaces the Upgrades gained at 4th, 8th, 12th and 16th This replaces the Upgrades gained at 4th, 8th, 12th and 16th

Mechanist Studying the intricate process of creating golems, a Mechanist seeks to create his own Automaton, combining Arcane knowledge with Advanced science. Automaton Ally (Ex) At 1st level, a mechanist gains a clockwork construct companion called an Automaton, aiding him as a reliable partner and bodyguard. An Automaton generally resembles a medium-sized humanoid creature when created and possesses a basic degree of intelligence, following the orders of its creator to the best of its understanding. The Mechanist is treated as having taken both the Exosuit and Robotics Inventions at 1st level, and any upgrades to his two inventions are granted to the Automaton instead.. A Mechanist can not select an additional invention at 10th level. This replaces the Inventions and Upgrades class feature and the Mechanical Marvel class feature. Construct Experimenter (Su) This replaces the Inventions and Upgrades class feature and the Mechanical Marvel class feature. At 13th level, a Mechanist can use his gadgets on his Automaton even if the gadget does not normally affect constructs. This replaces the User-Friendly class feature. Automaton Base Statistics: This replaces the User-Friendly class feature. An Automaton has the construct subtype incuding the abilities, immunities, resistances and vulnerabilities granted by that creature type. Hit Die: D10. The Automaton does not have a Constitution score, but it gains bonus hit points based on its size. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). Skills: An Automaton gains a number of skill ranks equal to 2 + its Intelligence modifier per HD. Class Skills: The following skills are class skills for an Automaton: Climb (Dex), Craft (Int), Fly (Dex), Knowledge (all) (Int), Perception (Wis), Stealth (Dex). Feats: An Automaton can select any feats it qualifies for. Str/Dex Bonus: Add this modifier to the Automaton’s Strength and Dexterity. Weapon and Armor Proficiency: The Automaton is not proficient with weapons or armor (except the one gained from the Exosuit invention and upgrade). Upon creation, a Mechanist can program his Automaton to be proficient with a number of simple or martial weapons up to the Mechanist’s intelligence modifier. Ability Score Increase: The Automaton adds 1 to one of its ability scores at 5th level and every 5 levels thereafter. Speech: At 5th level, the Automaton gains the ability to speak any languages its master knows. Spell Resistance: At 9th level, the Automaton gains spell resistance equal to 11 + the mechanist’s class level. Automaton Starting Statistic Ability Scores: Str 14, Dex 14, Con —, Int 10, Wis 10, Cha 5 Size: Medium Speed: 20 ft. An Automaton’s base movement speed is never modified by armor or encumbrance. Attack: 2 Slam (1d6) AC: +6 (Masterwork Breastplate Armor)

The Automaton Level HD BAB Saves Skills Feats Str/Dex Bonus Special 1st 1 +1 0 2 1 +0 Low-Light Vision 2nd 2 +2 0 4 1 +0 Upgrade 3rd 3 +3 1 6 2 +1 — 4th 3 +3 1 6 2 +1 Upgrade 5th 4 +4 1 8 2 +1 Ability Score Increase, Speech 6th 5 +5 1 10 3 +2 Upgrade 7th 6 +6 2 12 3 +2 — 8th 6 +6 2 12 3 +2 Upgrade 9th 7 +7 2 14 4 +3 Spell Resistance 10th 8 +8 2 16 4 +3 Ability Score Increase, Upgrade 11th 9 +9 3 18 5 +3 — 12th 9 +9 3 18 5 +4 Upgrade 13th 10 +10 3 20 5 +4 — 14th 11 +11 3 22 6 +4 Upgrade 15th 12 +12 4 24 6 +5 Ability Score Increase 16th 12 +12 4 24 6 +5 Upgrade 17th 13 +13 4 26 7 +5 — 18th 14 +14 4 28 7 +6 Upgrade 19th 15 +15 5 30 8 +6 — 20th 15 +15 5 30 8 +6 Ability Score Increase, Upgrade

Artificer Spell List Cantrips Acid Splash

Arcane Mark

Daze

Drench

Detect Magic

Detect Poison

Flare

Jolt

Light

Mage Hand

Mending

Message

Open/Close

Prestidigitation

Ray of Frost

Read Magic

Spark 1st Level Abjuration Alarm

Endure Elements

Hold Portal

Incendiary Runes

Invsibility Alarm

Shield

Shock Shield

Stunning Barrier Conjuration Abundant Ammunition

Adhesive Spittle

Air Bubble

Corrosive Touch

Expeditious Construction

Glue Seal

Grease

Guardian Armor

Mudball

Obscuring Mist

Snowball

Web Bolt Divination Detect Metal

Detect Radiation

Detect Secret Doors

Identify

Technomancy Enchantment Hypnotism

Sleep Evocation Burning Hands

Ear-Piercing Scream

Flare Burst

Floating Disk

Hydraulic Push

Magic Missile

Shocking Grasp

Snowball

Touch of Combustion Illusion Clarion Call

Darting Duplicate

Disguise Self

Shadow Weapon

Silent Image

Vanish

Ventriloquism Necromancy Cause Fear

Chill Touch

Decompose Corpse

Ray of Sickening Transmutation Alchemical Tinkering

Animate Rope

Ant Haul

Body Capacitance

Break

Burning Disarm

Crafter’s Fortune

Damp Powder

Dancing Lantern

Enlarge Person

Erase

Expeditious Construction

Expeditious Excavation

Fabricate Bullets

Fabricate Disguise

Feather Fall

Gravity Bow

Handy Grapnel

Jury-Rig

Lighten Object

Longshot

Magic Weapon

Mirror Polish

Recharge Innate Magic

Reduce Person

Refine Improvised Weapon

Reinforce Armaments

Resounding Clang

Snapdragon Fireworks

Vocal Alteration

Weaken Powder

2nd Level Abjuration Arcane Lock

Book Ward

Bullet Shield

Bullet Ward

Endure Elements, Communal

Gird Ally

Protection from Arrows

Resist Energy

Warding Weapon Conjuration Acid Arrow

Arrow Eruption

Callback

Cloud of Seasickness

Create Pit

Dust of Twilight

Fiery Shuriken

Fog Cloud

Glitterdust

Instant Weapon

Mud Buddy

Reloading Hands

Returning Weapon

Shackle

Stone Discus

Web

Web Shelter Divination Detect Thoughts

Determine Depth

Find Traps

See Invisibility

Share Language

Trapfinder’s Focus Enchantment Arcane Disruption

Daze Monster

Delay Pain

Hidden Presence

Hideous Laughter

Tactical Acumen Evocation Aggressive Thundercloud

Burning Arc

Burst of Radiance

Continual Flame

Defensive Shock

Elemental Touch

Fiery Runes

Flaming Sphere

Flickering Lights

Force Sword

Flame Blade

Frigid Touch

Frost Fall

Gust of Wind

Gusting Sphere

Ice Slick

Molten Orb

Pilfering Hand

Ricochet Shot

Scorching Ray

Shatter

Sonic Scream Illusion Blur

Disguise Other

Hidden Blades

Invisibility

Magic Mouth

Minor Image

Mirror Image

Shifted Steps

Symbol of Mirroring

Twilight Haze Necromancy Companion Life Link

Defoliate

Scare

Sentry Skull

Steal Voice

Stricken Heart

Touch of Bloodletting

Unshakable Chill Transmutation Aboleth’s Lung

Air Step

Ant Haul, Communal

Boiling Blood

Codespeak

Darkvision

Destabilize Powder

Full Pouch

Glide

Greensight

Kinetic Reverberation

Knock

Levitate

Magic Siege Engine

Make Whole

Masterwork Transformation

Pyrotechnics

Recoil Fire

Reinforce Armaments, Communal

Silk To Steel

Snow Shape

Spider Climb

Stabilize Powder

Staggering Fall

Steal Breath

Steal Size

Telekinetic Assembly

Telekinetic Volley

Thunder Fire

Time Shudder

Twisted Space

Whispering Wind

Winged Sword

3rd Level Abjuration Ablative Sphere

Dispel Magic

Explosive Runes

Nondetection

Protection from Arrows, Communal

Protection from Energy

Resist Energy, Communal

Selective Alarm

Shield Companion

Stunning Barrier, Greater Conjuration Ablative Barrier

Aqueous Orb

Ash Storm

Force Anchor

Ice Spears

Iron Stake

Minor Creation

Nauseating Trail

Pellet Blast

Returning Weapon, Communal

Sepia Snake Sigil

Silver Darts

Sleet Storm

Spiked Pit

Stinking Cloud

Swarm of Fangs Divination Arcane Sight

Blood Biography

Clairaudience/Clairvoyance

Discern Value

Find Fault

Insect Scouts

Pierce Disguise

See Beyond

Seek Thoughts

Share Language, Communal

Tongues

Voluminous Vocabulary Enchantment Deep Slumber

Hold Person

Suggestion Evocation Air Geyser

Battering Blast

Daylight

Diamond Spray

Distracting Cacophony

Fireball

Firestream

Force Punch

Heatstroke

Hydraulic Torrent

Lightning Bolt

Motes of Dusk And Dawn

Pain Strike

Sheet Lightning

Spotlight

Tiny Hut

Trial of Fire and Acid

Twilight Knife

Vengeful Comets

Wind Wall Illusion Adjustable Disguise

Displacement

Fearsome Duplicate

Invisibility Sphere

Isolate

Major Image

Wall of Nausea Necromancy Animate Dead, Lesser

Eldritch Fever

Gentle Repose

Howling Agony

Ray of Exhaustion

Sands of Time

Symbol of Exsanguination Transmutation Air Breathing

Armor Lock

Blast Barrier

Blink

Blood Scent

Blot

Burrow

Control Vermin

Countless Eyes

Darkvision, Communal

Deft Digits

Disable Construct

Earth Tremor

Fire Trail

Flame Arrow

Flash Fire

Fly

Gaseous Form

Haste

Heart of the Metal

Hollow Blades

Hostile Levitation

Improve Trap

Keen Edge

Lead Blades

Magic Weapon, Greater

Make Whole, Greater

Raging Rubble

Secret Page

Shifting Sand

Shrink Item

Slow

Spellsword

Spider Climb, Communal

Versatile Weapon

Water Breathing

4th Level Abjuration Conjuration Foil

Curse of Magic Negation

Dimensional Anchor

Dream Shield

Fire Trap

Globe of Invulnerability, Lesser

Homeward Bound

Medusa’s Bane

Nondetection, Communal

Protection from Energy, Communal

Remove Curse

Soothe Construct

Stoneskin

Suppress Primal Magic

Tough Crowd

True Form

Unbreakable Construct

Ward Shield Conjuration Acid Pit

Anywhere But Here

Black Tentacles

Conjure Deadfall

Create Armaments

Dimension Door

Major Creation

Phantom Chariot

Secure Shelter

Solid Fog

Touch of Slime

Trade Items Divination Arcane Eye

Detect Scrying

Insect Spies

Meticulous Match

Named Bullet

Scrying

Share Senses

Symbol of Revelation

Tongues, Communal

Vicarious View

Watchful Animal Enchantment Apparent Master

Confusion

Daze, Mass

Geas, Lesser

Symbol of Laughter Evocation Aggressive Thundercloud, Greater

Ball Lightning

Controlled Fireball

Creeping Ice

Detonate

Dragon’s Breath

Fire Shield

Flaming Sphere, Greater

Hurricane Blast

Ice Storm

Pyrotechnic Eruption

Resilient Sphere

River of Wind

Shout

Telekinetic Charge

Vitriolic Mist

Volcanic Storm

Wall of Fire

Wall of Ice Illusion Complex Hallucination

Dreadscape

Hallucinatory Terrain

Horrific Doubles

Illusory Wall

Instant Fake

Invisibility, Greater

Phantasmal Asphyxiation

Phantasmal Killer

Shocking Image

Simulacrum, Lesser Necromancy Animate Dead

Bloatbomb

Bloody Arrows

Contagion

Fear

Flesh Puppet

Skeleton Crew Transmutaion Absorbing Inhalation

Adjustable Polymorph

Claim Identity

Cloud Shape

Conversing Wind

Create Holds

Darkvision, Greater

Earth Glide

Enlarge Person, Mass

Eyes of the Void

Fabricate

Firefall

Magic Siege Engine, Greater

Malfunction

Miasmatic Form

Mirror Transport

Obsidian Flow

Rags to Riches

Rapid Repair

Reduce Person, Mass

Revenant Armor

Ride the Waves

Stone Shape

Symbol of Slowing

Tail Current

Tailwind

Temporary Graft

Warp Metal

5th Level Abjuration Banishing Blade

Break Enchantment

Calm Air

Covetous Aura

Dismissal

Life Bubble

Mage’s Private Sanctum

Peacebond, Greater

Stoneskin, Communal

Wreath of Blades Conjuration Acidic Spray

Callback, Greater

Cloudkill

Companion Transposition

Corrosive Consumption

Damnation Stride

Flash Forward

Geyser

Hostile Juxtaposition

Hungry Pit

Roaming Pit

Straitjacket

Teleport

Unseen Crew

Wall of Stone

Wall of Iron Divination Glimpse of Truth

Locate Gate

Mask From Divination

Prying Eyes

Symbol of Scrying

Telepathic Bond

Trace Teleport Enchantment Constricting Coils

Dominate Person

Hold Monster

Mind Fog

Sleepwalking Suggestion

Symbol of Sleep

Touch of Slumber Evocation Augmenting Wall

Cone of Cold

Fire Snake

Icy Prison

Interposing Hand

Lightning Arc

Pain Strike, Mass

Runic Overload

Sending

Sonic Thrust

Wall of Force

Wall of Light

Wall of Sound Illusion Impossible Angles

Mirage Arcana

Nightmare

Persistent Image

Symbol of Striking Necromancy Absorb Toxicity

Blood Boil

Flesh Puppet Horde

Ghoul Army

Plague Carrier

Possess Object

Repair Undead, Mass

Suffocation

Symbol of Pain

Torpid Reanimation

Waves of Fatigue Transmutaion Animate Object

Caustic Blood

Dissolution

Echolocation

Elude Time

Energy Siege Shot

Fickle Winds

Flexile Curse

Hungry Earth

Lighten Object, Mass

Overland Flight

Passwall

Planar Adaptation

Rune of Ruin

Sabotage Construct

Slough

Telekinesis

Transmute Mud to Rock

Transmute Rock to Mud

Transplant Visage

Treasure Stitching

Vile Dog Transformation

6th Level Abjuration Antimagic Field

Dispel Magic, Greater

Dust Ward

Guards and Wards

Magnetic Field

Repulsion

Symbol of Sealing

Teleport Trap Conjuration Acid Fog

Caustic Eruption

Chains of Light

Instant Summons

Getaway

Ice Crystal Teleport

Rampart

Treacherous Teleport Divination Analyze Dweomer

Named Bullet, Greater

Scrying, Greater

Telepathy

True Seeing Enchantment Cloak of Dreams

Geas/Quest

Phobia

Symbol of Distraction Evocation Chains of Fire

Chain Lightning

Cold Ice Strike

Contagious Flame

Contingency

Decapitate

Delayed Blast Fireball

Defending Sword

Elemental Assessor

Forceful Hand

Freezing Sphere

Leashed Shackles

Mage’s Decree

Path of the Winds

Sirocco

Spellblight Jinx Illusion Mislead

Permanent Image

Programmed Image

Transfer Familiar

Veil Necromancy Banshee Blast

Circle of Death

Contagion, Greater

Create Undead

Eyebite

Flesh Wall

Symbol of Fear

Undeath to Death Transmutaion Arcane Cannon

Artificer's Curse

Break, Greater

Claim Identity, Greater

Control Construct

Control Water

Dimensional Blade

Disintegrate

Emblem of Greed

Enemy Hammer

Energy Siege Shot, Greater

Flesh to Stone

Hardening

Impart Mind

Magic Army

Move Earth

Reverse Gravity

Sonic Form

Stone to Flesh

Tar Pool

Transformation

Submerge Ship