Artificer (4e Class)

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Scales.png This page is of questionable balance. Reason: You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.

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I am a fake class!
—Mikael, Human Artificer
Class Traits
Role: Striker. Your survival relies on your skill with the blades of war, and your ability to improve them. You use a staff or quarterstaff to attack with.
Power Source: Martial and Arcane.
Key Abilities: Strength, Intelligence, and Constitution
Armor Proficiencies: Hide, chain, scale
Weapon Proficiencies: Simple melee, military melee, military ranged
Implements: Staffs
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 11 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Arcana.  From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Insight, Heal, History, Endurance, Perception, Dungeoneering, Streetwise
Build Options: Martial Artificer, Arcane Artificer
Class Features: Alchemy, Artificer Skill, Enchanter, Bladed Combat

Artificers are like fighters mixed with wizards, of a sort. They usually wield a staff or quarterstaff, or some bladed weapon. They also utilize whatever amazingly advanced weaponry they have invented, such as thopters, automatons, or firearms. They can craft their own weapons at forges in towns and, using residuum, can enchant them as well. Besides that, they can use their staffs to draw magic runes which can be used for attack and defense, or over a vial, and/or bottle, of ingredients to create potions and poisons. Artificers generally work in breweries or arcane forges to create potions and weapons of great power. They can have high endurance and strength from working forges, or sometimes bluff and streetwise from working with customers in stores. They use religion and the arcane to gain new powers, and as a result sometimes have powers of healing.

Artificer Overview

Characteristics: Spells and close combat are your forte but you are also fairly skilled in ranged weaponry as well.
Religion: Most artificers worship either Moradin or Corellon, but the more sinister ones can worship Zehir or even Asmodeus.
Races: While any race could become an Artificer, Humans, Dwarves, and Dragonborn are the most likely.

Creating an Artificer[edit]

While martial artificers tend to stick to close combat, along with smithing and enchanting, arcane artificers are centered more on alchemy and casting rune spells from afar.

Martial Artificer[edit]
Suggested Feat: Blade Opportunist (Human Feat: Durable)
Suggested Skills: Athletics, Endurance, Bluff, Streetwise
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:
Arcane Artificer[edit]
Suggested Feat: Ritual Caster (Human Feat: Quick Draw)
Suggested Skills: Heal, Insight, Perception, Endurance
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:

Artificer Class Features[edit]

All Artificers share these class features.

Alchemy: You get the Brew Potion ritual.

Enchanter: You get the Enchant Item and Disenchant Item rituals at level 1.

Bladed Combat: You get the feat Blade Opportunist.

Engineer's eye: You get +10 on perception or insight checks involving technology.

Artificer Skill: Enchantments and potions you create can be up to 2 levels above your own, however this costs 100 gp of residuum per extra level.


A list can be found Artificer Powers (4e Power List).

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