Courses / AR / Artifice 4: Masterwork Project

Artifice 4: Masterwork Project

Code:
AR 401
Prerequisites:
Level:
4
Study DC:
12

Artifice 4: Masterwork Project

Students of this class will complete the advanced learning curriculum, and are expected to create an artifact that demonstrates their mastery of that material on their own time, which will be reviewed by a panel of judges to determine their eligibility to become an accredited apprentice artificer at the course’s end.

Artifice Mastery

Skill

Bonus to pass and extra effort on tests of Artifice.

This bonus to tests of skill is a mastery bonus.
If you have more than one mastery bonus which applies to the same roll, use the best one.

Tags: Skill, Mastery

Reliable (Artifice)

Passive

Instead of rolling, you may take 10 on any test of Artifice that you do not have disadvantage on.

Armor / Weapon Smith

Passive

Choose to focus your studies on either armor or weapons.
When you are crafting the chosen type of item, you may treat it as if it were one grade lower, and may craft it up to SSSS (quad S) grade.

Tags: Skill, Grade, Craft

“Use your imagination.”


Upgrades
Name Effort Requires Description
Skill 1 5 +1 to Artifice
Skill 2 5 Skill 1 +2 to Artifice
Skill 3 5 Skill 2 +3 to Artifice
Effort 1 5 Effort +1 for Artifice
Reliable 10 Skill 3 You can use Reliable (Artifice)
Smith 5 You have the Armor / Weapon Smith ability.
Extra Credit
Master Smith
Effort: 10
Requires: Mastery
You may take a -10 penalty on a test of Artifice to gain +5 effort if you pass. Declare before rolling.
Tempered Magic
Effort: 10
Requires: Mastery
As an action, you may minor spellburn 1 to attempt a DC 28 test of Artifice to extend the duration of a magical buff.
This makes buffs which normally last for one encounter last until their caster rests, and buffs that normally end upon the target or caster resting end upon them long resting.
Buffs which last a number of rounds last for one more round.
Tinker
Effort: 30
Requires: Mastery
You may minor spellburn 1 to temporarily replace an enchantment on your or an ally’s weapon or armor with another of equal or lesser grade and effort cost,
as an action.
This change reverts at the encounter’s end.
Fast Bind
Effort: 8
Requires: Mastery
You may bind to a magic item as a fast action.
Normally, this process takes an hour.
You may also unbind from a magical item that is bound to you to free up a binding slot as part of that action.
You must rest before you can do this again.