Psionic artificers are similar to Artificers, but they craft psionic items instead of psionic items. A Psionic Artificer is treated as a standard artificer for purposes of meeting feat or prestige class prerequisites. A character cannot have levels in both artificer and psionic artificer.
Hit die: d6
Starting gold: 5d4 x 10gp
Skill points: 4 + Int
Skills: Appraise, Concentration, Craft, Disable Device, Knowledge (architecture and engineering), Knowledge (psionics), Knowledge (the planes), Open Lock, Profession, Psicraft, Search, and Use Psionic Device
Weapon and Armor Proficiency: Psionic artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Power Points / Day: As Psychic Warrior. Specifically 0, 1, 3, 5, 7, 11, 15, 19, 23, 27, 35, 43, 51, 59, 67, 79, 91, 103, 115, 127.
Infusions: a psionic artificer is not a manifester, but he does have the ability to imbue items with psionic infusions. Psionic infusions are drawn from the same artificer infusion list (see Chapter 5: Magic). They function just like powers and follow all the rules for powers. For example, a psionic infusion can be dispelled, it will not function in an antipsionic area, and a psionic artificer must make a Concentration check if injured while imbuing an item with a psionic infusion.
A psionic artificer can imbue an item with any infusion from the list without preparing the psionic infusion ahead of time. Unlike a psion or psychic warrior, he does not select a subset of the available psionic infusions as his known psionic infusions; he has access to every psionic infusion on the list that is of a level he can use.
It is possible for a psionic artificer to learn psionic infusions that are not on the normal artificer infusion list. These might include ancient psionic infusions he finds in the ruins of Xen'drik or secret psionic infusions known only to the members of certain guilds or organizations. When he encounters such a psionic infusion, a psionic artificer can attempt to learn it by making a Psicraft check (DC 20 + power level). If this check succeeds, he adds the psionic infusion to his list. If not, he can try again when he gains another rank in Psicraft, assuming he still has access to the new psionic infusion.
To imbue an item with a psionic infusion, a psionic artificer must have an Intelligence score equal to at least 10 + the psionic infusion level (Int 11 for 1st-level psionic infusions, Int 12 for 2nd-level psionic infusions, and so forth). The save DC is Intelligence-based.
Like manifestors, a psionic artificer's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the accompanying table. In addition, he receives extra power points per day if he has a sufficiently high Intelligence score (see Table 2—1: Ability Modifiers and Bonus Spells, page 18 of the Expanded Psionic's Handbook).
A psionic artificer's psionic infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with animal affinity. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue animal affinity directly on a construct or a character with the living construct subtype, and psionic infusions such as psionic repair light damage and iron construct function only when imbued on such characters.
Many psionic infusions have long casting times, often 1 minute or more. a psionic artificer can spend 1 action point to imbue any infusion in 1 round (like a power that takes 1 round to manifest).
Like a manifester, a psionic artificer can apply metapsionic feats he knows to his psionic infusions. Like a psion, a psionic artificer can apply a metapsionic feat to a psionic infusion spontaneously, but doing this requires extra time. A psionic artificer can craft alchemical items as though he were a manifester.
A psionic artificer cannot automatically use a power trigger or power completion item if the equivalent power appears on his infusion list. For example, a psionic artificer must still employ the Use Psionic Device skill to use a wand of light, even though light appears on his infusion list.
Each day, a psionic artificer must focus his mind on his psionic infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the psionic artificer readies his mind to hold his daily allotment of power points. Without such a period of time to refresh himself, the character does not regain the power points he used up the day before. Any power points used within the last 8 hours count against the artificer's daily limit.
Craft Reserve:: A psionic artificer receives a pool of points he can spend instead of experience points when crafting a psionic item. Each time the psionic artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A psionic artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Artificer Knowledge: A psionic artificer can make a special artificer knowledge check with a bonus equal to his psionic artificer level + his Int modifier to detect whether a specific item has a psionic aura.
The psionic artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has psionic qualities, but does not reveal the specific powers of the item.
A psionic artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the psionic artificer can learn no more about that object.
Artisan Bonus: A psionic artificer gains a +2 bonus on Use Psionic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.
Disable Trap: A psionic artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonpsionic trap has a DC of at least 20, or higher if it is well hidden. Finding a psionic trap has a DC of 25 + the level of the power used to create the trap.
A psionic artificer can use the "Disable Device"skills/disable-device/ skill to disarm psionic traps. Usually the DC is 25 + the level of the power used to create the trap.
A psionic artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex): A psionic artificer can create a psionic item even if he does not have access to the powers that are prerequisites for the item. The artificer must make a successful Use Psionic Device check (DC 20 + manifestor level) to emulate each power normally required to create the item. Thus, to make a 1st-level dorje of crystal shard, an artificer would need a Use Psionic Device check result of 21 or higher. To create a Eyes of the Power Leech (manifester level 7th), he would need a check result of 27 or higher to emulate the power leech prerequisite.
The psionic artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective manifester level equals his psionic artificer level +2. If the item duplicates a power effect, however, it uses the psionic artificer's actual level as its manifestor level. Costs are always determined using the item's minimum manifestor level or the psionic artificer's actual level (if it is higher). Thus, a 3rd-level psionic artificer can make a dorje of energy ball, since the minimum manifester level for energy ball is 5th. He pays the normal cost for making such a dorje with a manifestor level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak energy ball that deals only 3d6 points of damage.
An artificer can also make Use Psionic Device checks to emulate nonpower requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the manifester level prerequisite, including the minimum level to cast a power he stores in a psionic tattoo, power stone, or dorjes.
An artificer's psionic infusions do not meet power prerequisites for creating psionic items. For example, an artificer must still employ the Use Psionic Device skill to emulate a power to create a dorje, even if that power appears on his infusion list.
Bonus Feat: A psionic artificer gains every psionic item creation feat as a bonus feat at or near the level at which it becomes available to manifesters: He gets Imprint Stone as a bonus feat at 1st level, Scribe Tatoo at 2nd level, Craft Universal Item at 3rd level, Craft Psionic Arms and Armor at 5th level, Craft Dorje at 6th level, Craft Cognizance Crystal at 9th level, Craft Psicrown at 12th level, and Craft Psionic Construct at 14th level.
In addition, a psionic artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the psionic artificer must choose a metapsionic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Dorje Mastery.
Craft Homunculus (Ex): At 4th level, a psionic artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the power requirements as normal for making a psionic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). A psionic artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
If a psionic artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
A psionic artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
Retain Essence (Su): At 5th level, a psionic artificer gains the ability to salvage the XP from a psionic item and use those points to create another psionic item. The psionic artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the psionic artificer adds the XP it took to create the item to his craft reserve. These points are lost if the psionic artificer does not use them before gaining his next level.
Metapsionic Power Trigger (Su): At 6th level, a psionic artificer gains the ability to apply a metapsionic feat he knows to a power trigger device, such as a dorje. Using this ability expends additional charges from the item equal to 1 + 1/2 the number of additional power points normally required to employ the metapsionic power.
A psionic artificer cannot use this ability when using a power trigger device that does not have charges.
Metapsionic Power Completion (Su): At 11th level, a psionic artificer gains the ability to apply a metapsionic feat he knows to a power completion device, such as a power stone. He must succeed on a Use Psionic Device check with a DC equal to 20 + twice the total number of power points required to manifest the metapsionic power normally. For example, applying the Empower Power feat to a power stone of ego whip has a DC of 20 + (2 × 5), or 40. A psionic artificer can use this ability a number of times per day equal to 3 + his Int modifier.
Skill Mastery: At 13th level, a psionic artificer can take 10 when making Psicraft or Use Psionic Device checks, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character cannot take 10 on a Use Psionic Device check.0 on a Use Psionic Device check.