Mad artificers are the bane of Varisia. They are crazy inventors with extremly short attention
span and their inventions often go horribly wrong. The mad artificers are Xelor's most
common guild members and their dangerous experiments have often caused troubles
for the guild.
Prerequisits:
Alignment: Any chaotic
Skills: Spellcraft 10, Craft(any) 10, Knowledge(arcana) 8
Feats: Brew potion, three create magical item feats
Special: Must be a member of Xelor guild.
Abilities:
1 Bomb +1d6, Artificial helper, discovery
2 Trade secrets, Infuse weapon or armor +1
3 Bomb +2d6, lesser artifice, discovery
4 Infuse weapon or armor +2, Discovery
5 Bomb +3d6, Improved scribe scrolls
6 Infuse weapon or armor +3, Discovery
7 Bomb +4d6, improved artifice
8 Infuse weapon or armor +4, Discovery
9 Bomb +5d6, false forger
10 Greater artifice, Discovery
Hit die: d8
Skills per level: 4+inteligence modifier
Spell progression or extracts per day(depends on the base class):
1 +1 existing spellcasting class or +1 alchemist class
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4 +1 existing spellcasting class or +1 alchemist class
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7 +1 existing spellcasting class or +1 alchemist class
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10 +1 existing spellcasting class or +1 alchemist class
BombThis abiity functions exactly as alchemist's bomb.
DiscoveryThis ability functions exactly as alchemist's discovery.
Artificial helperA mad artificer of 1st level gains homunuculus as a pet or a familiar.
Trade secretsAt 2nd level, a mad artificer can replace any special spell component or arcane fous item
with another item of equal value.
Infuse weapon or armor +1At 2nd level, a mad artificer can enchant any masterworked or magical weapon or armor with an echantment
of +1 bonus. He can chose only one ecnahntment to infuse a weapon or armor with. However, infusion does not
increase the weapon or armor overall ecnhantment. For example, if an artificer enchants a +3 weapon with a
+3 enchantment, the overall enchantment of that weapon is still +3, not +6. The infusion lasts a number of rounds
equal to mad artificer's class level. A mad artificer can use this ability 3+inteligence modifier times per day as a
standard action. Every two levels beyond 2nd, increase the enchantment level by +1.
Lesser artifice At 3rd level, a mad artificer pays only 3/4 gold while creating a magical item.
Improved Scribe ScrollAt 5th level, a mad artificer can create any spell scroll of any level. However, he can not cast any spells from the scroll
he had created and must still pay the full price of the scroll. Other spell casting clases can casts spells from artificer's
scrolls, but they can not copy them into their spellbooks or learn them any other way. The caster level of the spell for the
scroll created this way is equal to mad artificer's level.
Improved artificeAt 7th level, a mad artificer pays only 2/4 gold while creating a magical item.
False forgerAt 9th level, a mad artificer can, as a full round action, forge a ring of any kind without paying the price in gold. However, a
ring forged this way only lasts a number of rounds equal to mad artificer's class level. When the duration expiers, the ring
is gone as well as all benefits it had granted. The ring is clearly a forgery and it can not be sold.
A mad artificer can use this ability 3+inteligence modifier times per day.
Greater artificeAt 10th level, a mad artificer pays only 1/4 gold while creating a magical item.