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Class:Artificer

From DDO Compendium


Combining magic with weapon technology and skill, artificers can attack their enemies in multiple ways, summon pets for support, and can also spot and disable traps.

Solo Ability: Good.

Important stats:

Intelligence is the most important stat for artificers. High intelligence makes an artificer's spells more difficult for enemies to resist and gives him or her more spell points.

Constitution is important for artificers who want to increase their hit points. Some artificers may focus more on melee weapons, and for them strength is important.

Notable abilities: Inscribe Spell, Unleash Iron Defender.

Artificers use a mix of arcane magic and technology to augment items and blast foes. Wielding rapid-fire crossbows and magical 'rune arms', they have a fighting style unlike any other class.

Having less spell points than wizards and sorcerers, artificers must rely on their weapons more in battle. To achieve this, they learn how to use multiple types of crossbow and special rune arms, magic items that can charge up and shoot enemies with elemental bolts of energy.

They also have pets to aid them in battle that advance and grow with them and can be fitted with special equipment to improve their abilities.

Hit Die:D6
Base Skill Points Each Level:4
Caster Type:Arcane
Spell Casting:Intelligence determines how powerful a spell a Artificer[v] can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s):Mastermaker, Arcane Marksman[v], Runic Champion, Arcane Marksman[v], Mastermaker, Runic Champion
True Reincarnation Feat(s):Past Life: Artificer
1 +0 0 0 2
2 +1 0 0 3
3 +2 1 1 3
4 +3 1 1 4
5 +3 1 1 4
6 +4 2 2 5
7 +5 2 2 5
8 +6 / +1 2 2 6
9 +6 / +1 3 3 6
10 +7 / +2 3 3 7
11 +8 / +3 3 3 7
12 +9 / +4 4 4 8
13 +9 / +4 4 4 8
14 +10 / +5 4 4 9
15 +11 / +6 / +1 5 5 9
16 +12 / +7 / +2 5 5 10
17 +12 / +7 / +2 5 5 10
18 +13 / +8 / +3 6 6 11
19 +14 / +9 / +4 6 6 11
20 +15 / +10 / +5 6 6 12

Concentration Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount.
Disable Device Allows you to attempt to disarm traps.
Haggle Allows you to negotiate better prices with vendors when both buying and selling.\n\nDetails: While shop starting prices vary, you get approximately a 0.5% price change in your favor per each point of haggle you have.
Open Lock Allows you to attempt to open locked doors, chests, and other objects.
Repair Allows you to use a repair kit to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon for warforged characters. Only affects warforged.\n\nDetails: To boost allied warforged healing from resting, the character with the repair skill must be close to the resting characters (within a few meters). The amount of extra healing granted after a rest is equal to your repair skill + 10.
Search When activated, allows you to attempt to find the exact location of hidden doors, traps, and other objects. Some traps are so well hidden they can only be found by rogues (traps with a Search Difficulty Check (DC) above 20).
Spot Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues.
Use Magic Device Allows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.

Base Spell Points
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5075100125150180210245280320
11121314151617181920
360405450500550605660720780845

You receive an additional 80 spell points for having the Magical Training feat

Spell Point Calculator
Artificer[v] Level:     Intelligence:   
Total Spell Points:

1Ablative ArmorWards an ally against physical damage. Once this infusion has prevented a total of 5 points per caster level (max 50) it is discharged.
1Conjure BoltsConjures a stack of 100 +1 bolts for use with a crossbow. These bolts dissolve into nothingness after logout.
1Curative Admixture: Cure Light WoundsInfuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is affected by Artificer Knowledge: Potions.
1Enchant ArmorIncreases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.
1Enchant WeaponsIncreases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.
1GreaseCovers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.
1Inflict Light DamageTransmutes the structure of a construct enemy to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 5.\n\nD&D Dice: Damages constructs for 1d6+2 hp plus 1d4 additional per caster level (max 5d4).
1Master's TouchEnchants the items currently equipped in the target's left and right hands to grant their wielder proficiency if the items are simple or martial weapons or shields. This enchantment lasts until the target rests.
1Repair Light DamageTransmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5).
1Resist EnergyGives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
1ResistanceGrants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th)
1Shield of FaithCreates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
1Static ShockAn electrical discharge strikes one target for 4 to 6 plus 4 to 6 per two caster levels electrical damage (max 24 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.\n\nD&D Dice: Deals 1d3+3 electric damage plus 1d3+3 electric damage per two caster levels (max 6d3+18).
2Bear's EnduranceAn ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
2Bull's StrengthThe affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
2Byeshk WeaponsYour target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.
2Cat's GraceAn ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
2Curative Admixture: Cure Moderate WoundsInfuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Elemental ProdDeals4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60).
2Elemental WeaponsYour target's currently equipped weapons gain Hit Effect: 1 to 6 elemental damage of your choice. An item can have only one temporary item enchantment at a time.
2Fire TrapCreates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 4 to 6 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level.
2Flame ArrowCreates 50 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1 to 6 points of fire damage on a successful hit.
2Fox's CunningAn ally gains wit, giving a +4 enhancement bonus to Intelligence.
2Inflict Moderate DamageTransmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.\n\nD&D Dice: Damages constructs for 2d6+4 hp plus 1d4 additional per caster level (max 10d4).
2Lightning SphereLaunches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.\n\nD&D Dice: Electrical orb deals 5d4+20 electricity damage per two caster levels.
2Lucky CapeYour target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Personal Augmentation: Insightful StrikesEnchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for attack rolls if it is higher than the standard ability for the weapon, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Damage, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.
2Protection from EnergyGrants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
2Reinforce ConstructReinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.
2Repair Moderate DamageTransmutes the structure of a living construct ally to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 10.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 10).
2Toughen ConstructToughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.
3Adamantine WeaponsYour target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.
3Blast RodA blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 electricity damage per caster levels (max 5d4+20).
3Curative Admixture: Cure Serious WoundsInfuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions.
3Curative Admixture: Remove DiseaseInfuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.
3Flame TurretConjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.
3Inflict Light Damage, MassTransmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.\n\nD&D Dice: Damages constructs for 1d6+2 hp plus 1d4 additional per caster level (max 25d4).
3Inflict Serious DamageTransmutes the structure of a construct enemy to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 15.\n\nD&D Dice: Damages constructs for 3d6+6 hp plus 1d4 additional per caster level (max 15d4).
3Personal Augmentation: Insightful DamageEnchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for damage rolls, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Strikes, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.
3Positive Energy InfusionYou enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.
3Repair Light Damage, MassTransmutes the structure of living construct allies to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 25.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 25).
3Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).
3Shield of Faith, MassCasts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
3StoneskinWards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.
4Armor of SpeedYour target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.
4Cold Iron WeaponsYour target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.
4Curative Admixture: Remove PoisonInfuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization.
4Inflict Critical DamageTransmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.\n\nD&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 20d4).
4Inflict Moderate Damage, MassTransmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.\n\nD&D Dice: Damages constructs for 2d6+4 hp plus 1d4 additional per caster level (max 30d4).
4Lesser Globe of InvulnerabilityAn immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
4Lightning MotesYou create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 4 to 6 electric damage per caster level (up to a max of 40 to 60 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks.\n\nD&D Dice: Deals 1d6 per caster level electric damage.
4Protection from ElementsGrants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
4Repair Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
4Repair Moderate Damage, MassTransmutes the structure of living construct allies to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 30.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 30).
4Thundering ArmorYour target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% chance to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.
5Bear's Endurance, MassCasts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
5Bull's Strength, MassCasts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
5Cat's Grace, MassCasts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.
5Curative Admixture: Remove CurseInfuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse.
5Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.
5Fox's Cunning, MassCasts Fox's Cunning on multiple targets, giving each of them a +4 enhancement bonus to Intelligence.
5Inflict Serious Damage, MassTransmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.\n\nD&D Dice: Damages constructs for 3d6+6 hp plus 1d4 additional per caster level (max 35d4).
5Owl's Wisdom, MassCasts Owl's Wisdom on multiple targets, giving each of them a +4 enhancement bonus to Wisdom.
5Planar WeaponsYour target's currently equipped weapons gain the ability to bypass alignment based damage reduction. An item can have only one temporary item enchantment at a time.
5Prismatic StrikeA brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The first deals 4 to 6 sonic damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. The second deals 4 to 6 force damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. The third deals 4 to 6 fire damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and reduces the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage. This spell has double range.
5Radiant ForcefieldYour target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.
5Repair Serious Damage, MassTransmutes the structure of living construct allies to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 35.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 35).
5Silver WeaponsYour target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.
5Tenser's TransformationCauses the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
6Blade BarrierCreates a circular wall of blades. Any enemy passing through the blade barrier takes 1 to 6 points of damage per caster level (max 90). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d6 damage per caster level to enemies passing through the barrier (max 15d6).
6Deadly WeaponsYour target's currently equipped weapons deal +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This affects the base dice associated with a weapon any time they are rolled.) An item can have only one temporary item enchantment at a time.
6DeconstructGreatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the debuff portion. \n\nD&D Dice: Damages constructs for 10 hp per caster level (max 150).
6Globe of InvulnerabilityAn immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
6Inflict Critical Damage, MassTransmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.\n\nD&D Dice: Damages constructs for 4d6+8 hp plus 1d4 additional per caster level (max 40d4).
6Protection from Elements, MassGrants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
6ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).
6Repair Critical Damage, MassTransmutes the structure of living construct allies to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 40.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 40).
6Tactical DetonationCauses an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.\n\nD&D Dice: Deals 1d3+3 fire damage and 1d2+2 force damage per caster level.

1 Artificer Construct Mastery Artificers can spontaneously cast any single target Repair Damage or Inflict Damage spells they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed.
1 Artificer Knowledge: Scrolls You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 4, 7, 10, and 13, and is capped by your Intelligence bonus.
1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Exotic Weapon Proficiency You do not suffer an attack penalty for exotic weapons.

Type(s): Proficiency: Repeating Heavy Crossbow, Proficiency: Great Crossbow, Proficiency: Repeating Light Crossbow

1 Heroic Durability Increases your maximum hit points by 20.
1 Inscribe Artificer Scroll You are able to inscribe artificer spells from scrolls into your spellbook. This action will destroy the scroll.
1 Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.\n\nWizards and sorcerers should avoid wearing armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
1 Magical Training Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
1 Medium Armor Proficiency You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor.\n\nWizards, sorcerers, and bards should avoid wearing medium and heavier armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
1 Rapid Reload You reload a crossbow faster than normal.
1 Shield Proficiency (General) You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Trapfinding A rogue can detect and disable difficult traps.
2 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
2 Artificer Knowledge: Potions You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using potions, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 5, 8, 11, and 14, and is capped by your Intelligence bonus.
2 Artificer Rune Arm Use You are able to equip and use magical relics called Rune Arms. This feat will set the Rune Arm to automatically begin charging whenever it can, slowing your movement while charging the relic. While you have a Rune Arm charging, tapping the Rune Arm key (default: Alt) will fire the Rune Arm. You can freely perform most other actions while charging a Rune Arm.
2 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
2 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
2 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
3 Artificer Knowledge: Wands You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wands, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 6, 9, 12, and 15, and is capped by your Intelligence bonus.
4 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
4 Artificer Knowledge: Scrolls You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 4, 7, 10, and 13, and is capped by your Intelligence bonus.
4 Trapmaking You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
5 Artificer Knowledge: Arms and Armor You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using arms and armor, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 8, 11, 14, and 17, and is capped by your Intelligence bonus.
5 Artificer Knowledge: Potions You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using potions, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 5, 8, 11, and 14, and is capped by your Intelligence bonus.
5 Retain Essence When you use a rod, staff, or wand, you have a (Artificer Level + Intelligence Modifier)% chance not to expend a charge.
6 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
6 Artificer Knowledge: Wands You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wands, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 6, 9, 12, and 15, and is capped by your Intelligence bonus.
7 Artificer Knowledge: Scrolls You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 4, 7, 10, and 13, and is capped by your Intelligence bonus.
7 Artificer Knowledge: Wondrous Items You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wondrous items, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 10, 13, 16, and 19, and is capped by your Intelligence bonus.
8 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
8 Artificer Knowledge: Arms and Armor You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using arms and armor, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 8, 11, 14, and 17, and is capped by your Intelligence bonus.
8 Artificer Knowledge: Potions You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using potions, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 5, 8, 11, and 14, and is capped by your Intelligence bonus.
9 Artificer Knowledge: Wands You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wands, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 6, 9, 12, and 15, and is capped by your Intelligence bonus.
10 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
10 Artificer Knowledge: Scrolls You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 4, 7, 10, and 13, and is capped by your Intelligence bonus.
10 Artificer Knowledge: Wondrous Items You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wondrous items, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 10, 13, 16, and 19, and is capped by your Intelligence bonus.
11 Artificer Knowledge: Arms and Armor You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using arms and armor, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 8, 11, 14, and 17, and is capped by your Intelligence bonus.
11 Artificer Knowledge: Potions You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using potions, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 5, 8, 11, and 14, and is capped by your Intelligence bonus.
12 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
12 Artificer Knowledge: Wands You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wands, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 6, 9, 12, and 15, and is capped by your Intelligence bonus.
13 Artificer Knowledge: Wondrous Items You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wondrous items, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 10, 13, 16, and 19, and is capped by your Intelligence bonus.
13 Artificer Skill Mastery You gain +1 to all skills. This feat stacks with Rogue Skill Mastery.
14 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
14 Artificer Knowledge: Arms and Armor You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using arms and armor, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 8, 11, 14, and 17, and is capped by your Intelligence bonus.
14 Artificer Knowledge: Potions You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using potions, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 5, 8, 11, and 14, and is capped by your Intelligence bonus.
15 Artificer Knowledge: Wands You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wands, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 6, 9, 12, and 15, and is capped by your Intelligence bonus.
16 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
16 Artificer Knowledge: Wondrous Items You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wondrous items, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 10, 13, 16, and 19, and is capped by your Intelligence bonus.
17 Artificer Knowledge: Arms and Armor You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using arms and armor, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 8, 11, 14, and 17, and is capped by your Intelligence bonus.
18 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.
19 Artificer Knowledge: Wondrous Items You have an instictive understanding of magic items due to your extensive study of them. You gain a +2 bonus to Use Magic Device checks when using wondrous items, and their Caster Level is increased by one. This Caster Level bonus increases by one at levels 10, 13, 16, and 19, and is capped by your Intelligence bonus.
20 Artificer Craft Mastery Artificers are the most skilled crafters in Eberron. Each copy of this feat grants a +1 bonus to crafting level in all crafting schools.

Artificer[v]s may select one additional feat at levels 4, 8, 12, 16, and 20 from the list below.
Adamantine BodyAdamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus.
Augment SummoningYour summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Construct EssenceYou are on the path to becoming a self-forged, augmenting yourself by replacing some of your weak flesh. You gain 50% healing from Repair spells, but you are now vulnerable to rust attacks and take 50% damage from them. In addition, you suffer a -25% penalty to positive energy healing. You are still considered your original race (at this time).
Empower Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Enlarge SpellWhile this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
Eschew MaterialsWhile this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Greater Dragonmark of MakingActivate this ability to harness the bloodline of House Cannith to cast Reconstruct once per rest. Also allows you to use your Least and Lesser Marks of Making an extra time per rest, and increases your Feat bonus to crafting skills to +10.
Heighten SpellRequires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost.
Improved Critical: Ranged WeaponsDoubles the base critical hit threat range of any ranged weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved FortificationImproves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as cure light wounds.
Improved Precise ShotYour missile attacks may pass through friends and foes to strike your target. Foes between you and your target might be hit.
Least Dragonmark of MakingThe bloodline of House Cannith bestows on you a +2 bonus to your Repair skill and +3 Feat bonus to all crafting skills. Activate this ability to cast Repair Light Damage three times per rest.
Lesser Dragonmark of MakingActivate this ability to harness the bloodline of House Cannith to cast Repair Serious Damage two times per rest. Also allows you to use your Least Mark of Making an extra time per rest, and increases your Feat bonus to crafting skills to +6.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Mithral BodyMithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.
Mithral FluidityThe maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1.
Point Blank ShotYou gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)
Precise ShotYour missile attacks may pass through other characters and monsters to strike their target.
Quicken SpellWhile this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Rapid ShotYou can fire ranged attacks faster and reload faster when using a ranged weapon.
Shot on the RunYou suffer no penalty to your attack roll when moving and shooting.
Skill FocusGrants a +3 bonus to all skill checks for a specific skill.
Weapon Focus: Ranged WeaponsProvides a +1 bonus to attack rolls when using a ranged weapon.

1 Action Boost: Endless Fusillade
You may activate this ability to enchant your crossbow to instantly reload itself for six seconds.
Cost: 0 action points
1 Artificer Crossbow Damage I
You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, and a +1 bonus to damage rolls when using a repeating crossbow.
Cost: 2 action points
Grants: Artificer Heavy Crossbow Damage I, Artificer Great Crossbow Damage I, Artificer Light Crossbow Damage I, Artificer Repeating Light Crossbow Damage I, Artificer Repeating Heavy Crossbow Damage I
1 Artificer Damage Boost I
Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds.
Cost: 1 action point
1 Artificer Energy of Creation I
Grants a 20 point increase to spell points.
Cost: 1 action point
1 Artificer Energy Resistance Boost I
Activate this ability to receive energy resistance 8 for 20 seconds.
Cost: 1 action point
1 Artificer Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Cost: 1 action point
1 Artificer Skill Boost I
Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
Cost: 1 action point
2 Artificer Improved Rune Arm Use I
You have increased your skill in retaining magical charge with rune arms. When moving, your charge decays 25% slower.
Cost: 1 action point
Spent: 3 action points
2 Artificer Intelligence I
Grants a +1 increase to your Intelligence score.
Cost: 2 action points
Spent: 2 action points
2 Artificer Wand and Scroll Mastery I
Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
3 Artificer Uncaring Master I
Your Iron Defender is expendable in your eyes - you can always rebuild it later. You no longer take damage or lose spell points when it dies.
Cost: 2 action points
Spent: 6 action points
3 Artificer Wand Heightening I
You add +1 to the DC of the spells from your offensive wands.
Cost: 1 action point
Spent: 7 action points
3 Artificer Wrack Construct I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 1d6 extra damage to constructs and living constructs.
Cost: 1 action point
Spent: 7 action points
Requires All of: Improved Disable Device I
Grants: Wrack Construct I (Ranged)
3 Improved Use Magic Device I
Grants a +1 bonus to your Use Magic Device skill.
Cost: 1 action point
Spent: 7 action points
4 Artificer Crossbow Attack I
You gain an additional +1 bonus to attack rolls when using a crossbow.
Cost: 2 action points
Spent: 10 action points
Grants: Artificer Repeating Light Crossbow Attack I, Artificer Light Crossbow Attack I, Artificer Great Crossbow Attack I, Artificer Heavy Crossbow Attack I, Artificer Repeating Heavy Crossbow Attack I
4 Artificer Damage Boost II
Activate this ability to receive a +15% Action Boost Action Boost bonus to weapon damage for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Artificer Damage Boost I
4 Artificer Energy Resistance Boost II
Activate this ability to receive energy resistance 10 for 20 seconds.
Cost: 2 action points
Spent: 10 action points
4 Artificer Rune Arm Overcharge I
The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier two.
Cost: 2 action points
Spent: 10 action points
4 Artificer Skill Boost II
Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Artificer Skill Boost I
5 Artificer Energy of Creation II
Grants an additional 20 spell points, bringing your total increase to 40 points.
Cost: 2 action points
Spent: 14 action points
5 Artificer Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Cost: 2 action points
Spent: 14 action points
Requires All of: Artificer Item Defense I
5 Artificer Wand and Scroll Mastery II
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 2 action points
Spent: 14 action points
6 Artificer Battle Engineer I
A workshop is not for you - you prefer to provide logistical and technological support on the front lines. You gain 10 hit points, reduce arcane spell failure from armor by 10%, and have +2 to both confirm critical hits and critical damage (before multipliers). Any weapon you wield in your main hand gains +2 to its enhancement bonus (which stacks with the Enchant Weapon spell), and you gain the ability to enchant your crossbow to instantly reload itself, allowing you to lay down incredible amounts of fire for a short period of time.
Cost: 4 action points
Spent: 16 action points
Grants: Action Boost: Endless Fusillade
6 Artificer Improved Rune Arm Use II
You have optimized the magical venting of your rune arms. After firing, your cooldown is 20% faster.
Cost: 2 action points
Spent: 18 action points
6 Artificer Intelligence II
Grants an additional +1 to your Intelligence score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Artificer Intelligence I
7 Artificer Crossbow Damage II
You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, bringing the total bonus to +4, and an additional +1 bonus to damage rolls when using a repeating crossbow, bringing the total bonus to +2.
Cost: 2 action points
Spent: 22 action points
Grants: Artificer Repeating Heavy Crossbow Damage II, Artificer Repeating Light Crossbow Damage II, Artificer Heavy Crossbow Damage II, Artificer Great Crossbow Damage II, Artificer Light Crossbow Damage II
7 Artificer Damage Boost III
Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Artificer Damage Boost II
7 Artificer Energy Resistance Boost III
Activate this ability to receive energy resistance 12 for 20 seconds.
Cost: 3 action points
Spent: 21 action points
7 Artificer Skill Boost III
Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Artificer Skill Boost II
7 Artificer Wand Heightening II
You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
7 Artificer Wrack Construct II
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 3d6 extra damage to constructs and living constructs.
Cost: 2 action points
Spent: 22 action points
Grants: Wrack Construct II (Ranged)
7 Improved Use Magic Device II
Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 23 action points
8 Artificer Wand and Scroll Mastery III
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
Cost: 3 action points
Spent: 25 action points
9 Artificer Energy of Creation III
Grants an additional 20 spell points, bringing your total increase to 60 points.
Cost: 3 action points
Spent: 29 action points
9 Artificer Item Defense III
You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
Cost: 3 action points
Spent: 29 action points
Requires All of: Artificer Item Defense II
10 Artificer Crossbow Attack II
You gain an additional +1 bonus to attack rolls when using a crossbow, bringing the total bonus to +2.
Cost: 4 action points
Spent: 32 action points
Grants: Artificer Heavy Crossbow Attack II, Artificer Great Crossbow Attack II, Artificer Light Crossbow Attack II, Artificer Repeating Light Crossbow Attack II, Artificer Repeating Heavy Crossbow Attack II
10 Artificer Damage Boost IV
Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds.
Cost: 4 action points
Spent: 32 action points
10 Artificer Energy Resistance Boost IV
Activate this ability to receive energy resistance 15 for 20 seconds.
Cost: 4 action points
Spent: 32 action points
10 Artificer Improved Rune Arm Use III
You have further increased your skill in retaining magical charge with rune arms. When moving, your charge decays 50% slower. (This replaces the benefit gained from Improved Rune Arm Use I.)
Cost: 3 action points
Spent: 33 action points
10 Artificer Intelligence III
Grants an additional +1 to your Intelligence score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Artificer Intelligence II
10 Artificer Skill Boost IV
Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Artificer Skill Boost III
11 Artificer Extra Action Boost I
You can use each of your action boosts 1 additional time per rest.
Cost: 2 action points
Spent: 38 action points
11 Artificer Wand and Scroll Mastery IV
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
Cost: 4 action points
Spent: 36 action points
11 Artificer Wand Heightening III
You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
11 Artificer Wrack Construct III
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs.
Cost: 3 action points
Spent: 37 action points
Grants: Wrack Construct III (Ranged)
11 Improved Use Magic Device III
Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 39 action points
13 Artificer Energy of Creation IV
Grants an additional 20 spell points, bringing your total increase to 80 points.
Cost: 4 action points
Spent: 44 action points
13 Artificer Item Defense IV
You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs.
Cost: 4 action points
Spent: 44 action points
14 Artificer Extra Action Boost II
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 4 action points
Spent: 48 action points
14 Artificer Improved Rune Arm Use IV
You have made significant improvements to the efficiency of your rune arms. Your rune arms build charge 33% faster.
Cost: 4 action points
Spent: 48 action points
15 Improved Use Magic Device IV
Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 55 action points
16 Artificer Rune Arm Overcharge II
The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier three.
Cost: 4 action points
Spent: 56 action points
20 Artificer Arcane Empowerment
The patterns of the most complex magical formulae are like children's drawings to you. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
Cost: 2 action points
Spent: 74 action points

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