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Milo v3
2015-08-17, 06:42 AM
The Artisan
The world responds to art, it is why the performers known as bards can perform arcane wonders, but drama and music are not the only form of art. Artisans are craftsmen so skilled that arcane power flows from their touch to shape the world as they desire. They can forge weapons of unsurpassed power, build cities in days, and reshape battlefields in seconds.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5
6

1st
+0
+2
+0
+2
Artificer's expertise, cantrips, masterful reconstruction, reconstruction
1
-
-
-
-
-


2nd
+1
+3
+0
+3
Object reading, refinement
2
-
-
-
-
-


3rd
+2
+3
+1
+3
Master's expertise, unrivalled tools
3
-
-
-
-
-


4th
+3
+4
+1
+4
Arcane labour, spellwright
3
1
-
-
-
-


5th
+3
+4
+1
+4
Bonus feat, psychometric proficiency
4
2
-
-
-
-


6th
+4
+5
+2
+5
unlocked crafting, workplace health and safety
4
3
-
-
-
-


7th
+5
+5
+2
+5
Fast forging, medium armour
4
3
1
-
-
-


8th
+6/+1
+6
+2
+6
Improved arcane labour, improved spellwright
4
4
2
-
-
-


9th
+6/+1
+6
+3
+6
Miniaturization, sabotage
5
4
3
-
-
-


10th
+7/+2
+7
+3
+7
Bonus feat, heavy lifter
5
4
3
1
-
-


11th
+8/+3
+7
+3
+7
Fast infusion
5
4
4
2
-
-


12th
+9/+4
+8
+4
+8
Anatomical reconstruction, architect
5
5
4
3
-
-


13th
+9/+4
+8
+4
+8
Heavy armour
5
5
4
3
1
-


14th
+10/+5
+9
+4
+9
Improved fast forging
5
5
4
4
2
-


15th
+11/+6/+1
+9
+5
+9
Bonus feat
5
5
5
4
3
-


16th
+12/+7/+2
+10
+5
+10
Grand architect, greater spellwright
5
5
5
4
3
1


17th
+12/+7/+2
+10
+5
+10
Improved fast infusion
5
5
5
4
4
2


18th
+13/+8/+3
+11
+6
+11
Improved miniaturization
5
5
5
5
4
3


19th
+14/+9/+4
+11
+6
+11
Masterpiece
5
5
5
5
5
4


20th
+15/+10/+5
+12
+6
+12
Bonus feat, perfect spellwright, true architect
5
5
5
5
5
5



Class Skills
The artisan's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the Artisan.

Weapon and Armour Proficiency: An artisan is proficient with all simple weapons, plus any weapon they have personally crafted. Artisans are also proficient with light armour, and shields (except tower shields). An artisan can cast artisan spells while wearing light armour and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an artisan wearing medium or heavy armour incurs a chance of arcane spell failure. A multiclass artisan still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An artisan casts arcane spells drawn from the artisan spell list. He can cast any spell he knows without preparing it ahead of time. Every artisan spell has a somatic component. To learn or cast a spell, an artisan must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an artisan's spell is 10 + the spell level + the artisan's Intelligence modifier.

Like other spellcasters, an artisan can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

The artisan's selection of spells is extremely limited. An artisan begins play knowing four 0-level spells and two 1st-level spells of the artisan's choice. At each new artisan level, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells an artisan knows is not affected by his Intelligence score. The numbers on the table below are fixed.)

Upon reaching 5th level, and at every third artisan level after that (8th, 11th, and so on), an artisan can choose to learn a new spell in place of one he already knows. In effect, the artisan “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level artisan spell the artisan can cast. An artisan may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

An artisan need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Spells Known


Level
0
1st
2nd
3rd
4th
5th
6th

1st
4
2
-
-
-
-
-


2nd
5
3
-
-
-
-
-


3rd
6
4
-
-
-
-
-


4th
6
4
2
-
-
-
-


5th
6
4
3
-
-
-
-


6th
6
4
4
-
-
-
-


7th
6
5
4
2
-
-
-


8th
6
5
4
3
-
-
-


9th
6
5
4
4
-
-
-


10th
6
5
5
4
2
-
-


11th
6
6
5
4
3
-
-


12th
6
6
5
4
4
-
-


13th
6
6
5
5
4
2
-


14th
6
6
6
5
4
3
-


15th
6
6
6
5
4
4
-


16th
6
6
6
5
5
4
2


17th
6
6
6
6
5
4
3


18th
6
6
6
6
5
4
4


19th
6
6
6
6
5
5
4


20th
6
6
6
6
6
5
5



Artificer's Expertise (Ex): Artisan are masters of artifice, gaining an bonus to crafting checks equal to half his class level (minimum 1). This bonus also applies to spellcraft checks made to create magic items.

Cantrips: Artisan's learn a number of cantrips, or 0-level spells, as noted on the “Spells Known” table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Reconstruction (Su): An artisan is trained to use the Craft skill to create magical effects on the objects around him. He can use this ability for a number of rounds per day equal to 4 + his Intelligence modifier. At each level after 1st an artisan can use reconstruction for 2 additional rounds per day. Each round, the artisan can produce any one of the types of reconstructions that he has mastered, as indicated by his level.

Starting a reconstruction is a standard action, but it can be maintained each round as a free action. Changing a reconstruction from one effect to another requires the artisan to stop the previous performance and start a new one as a standard action. A reconstruction cannot be disrupted, but it ends immediately if the artisan is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An artisan cannot have more than one reconstruction in effect at one time.

At 7th level, an artisan can start a reconstruction as a move action instead of a standard action. At 13th level, an artisan can start a reconstruction as a swift action.

Masterful Reconstruction (Su): A 1st level artisan can temporarily reconstruct their allies weapon and armour to be better crafted in general. The weapons and armour currently being used by allies within 30 ft. gain a +1 enchantment bonus to it's attack and damage rolls or armour class, that stacks with it's current enhancement bonus. At fifth level, and every six levels thereafter the bonuses granted through this reconstruction increase by +1.

Unrivalled Tools (Su): A 3rd level artisan can temporarily reconstruct tools to make them more effective. When an ally within 60 ft. uses a non-magical item that bestows a circumstance bonus to a skill, the bonus granted by the item is increased by half the artisan's class level.

Workplace Health and Safety (Su): A 6th level artisan can warp and clear the environment so his allies can travel without issue. All allies within 120 ft. can travel through difficult terrain as if it wasn't difficult terrain.

Sabotage (Su): A 9th level artisan can reconstruct the equipment of foes, making them more fragile. Sunder attempts made against objects currently being used by foes within 60 ft. gain a bonus equal to the artisan's class level.

Anatomical Reconstruction (Su) At 12th level artisan can use his knowledge of structure to alter his allies flesh and bone. Allies within 30 ft. gain hardness equal to half the artisan's class level and while affected by this reconstruction, any fatigued and sickened conditions they possess are suppressed.

Object Reading (Su): At 2nd level, an artisan learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the artisan learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the artisan's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the artisan learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the artisan's class level, the artisan learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see occult adventures), but doesn't require a skill check and can be used at will.

Refinement (Su): Upon reaching second level, the artisan gains a pool of supernatural focus they can invest into an object they are crafting to refine it. The artisan possesses a pool of refinement equal to half their class level + their intelligence modifier. When crafting an item, the artisan can expend one or more points from this pool to grant that item benefits. In addition to an items specific benefits for having refinement, they also can sacrifice refinement to resist destruction. If an item with refinement would gain the broken condition, it is restored to full hit points and loses one refinement.

Whenever refinement is lost or expended from an object, it returns the the artisan's pool of refinement. If an item with refinement would be destroyed, it is restored to full hit points and loses two refinement. If the artisan who created an object dies, it automatically loses a point refinement every week.

Masterwork Armour/Shield: For every point of refinement masterwork armour or a masterwork shield possesses it gains a +1 bonus to it's armour bonus, shield bonus or maximum dexterity, +5 bonus to hardness, reduce it's armour check penalty by 1, or reduce it's arcane spell failure by 5%. What bonuses and reductions apply from the refinement must be selected as part of the armour or shield's creation. In addition, a creature wearing the armour or wielding the shield can double the item's armour or shield bonus to armour class for 1 minute as an immediate action, after which time the armour or shield loses a point of refinement.

Masterwork Weapon: For every point of refinement masterwork weapon possesses it gains a +1 bonus towards attack rolls, counts as 1 size larger for the purpose of how much damage it deals, or a +5 bonus to that weapon's hardness. What bonuses apply from the refinement must be selected as part of the weapon's creation. In addition, a creature wielding the weapon can double the weapon's enhancement bonus to attack rolls for 1 minute as an immediate action, after which time the weapon loses a point of refinement.

Poison: When poison forces someone to make an initial saving throw against it, any refinement poisons it possesses are automatically expended, increasing all of the poisons DC's by +5 per refinement expended.

Skill Kits: For every point of refinement in a non-magical item that bestows a circumstance bonus towards a specific type of skill check, it's bonus is doubled. If the skill kit has a limited amount of uses, whenever it would run out of uses, it instead loses a point of refinement and regains all of it's uses. An individual using a skill kit can spend a free action to double the item's bonus for it's current skill check, but once that skill check is resolved the skill kit loses one refinement.

Vehicle: For every point of refinement in a vehicle, increase it's maximum speed or acceleration by +50%, or increase it's hardness by +5. A creature driving the vehicle can double the vehicles current maximum speed for 24 hours as a free action, after which time the vehicle loses one point of refinement.

Other Items: For every point of refinement in a crafted object not covered above, it's hardness and Break DC increases by +5.

Master's Expertise (Ex): When a third level artisan crafts a masterwork item, they can choose to not increase the item's craft DC.

Arcane Labour (Su): At 4th level, the artisan becomes able to work as if he were a hundred hard working labourers. As a full-round action, the artisan can expend an artisan spell slot to gain a number of points of labour (see the downtime system in Ultimate Campaign) depending on that spell's level. These points of labour must be spent within 24 hours and do not count towards the settlements limit on how many goods, labour, or influence can be spent each day.



Level
Labour


0
0


1st
2


2nd
4


3rd
10


4th
20


5th
32


6th
48



Spellwright (Su): When a 4th level artisan attempts to craft a magic item for which they lack one or more spell prerequisites, you can count as if you had cast the require spell by expending 2 spell slots of equal or higher level as a free action, for each spell prerequisite that you do not possess.

Bonus Feats: At 5th level and every five levels thereafter, the artisan gains a bonus feat. This feat must be an item creation feat, skill focus for a crafting skill, cooperative crafting, leadership improved sunder, or a feat that has improved sunder as a prerequisite. You must meet the prerequisites of a feat in order to select it in this way, except for improved sunder. In addition artisan's counts as possessing the power attack feat for the purposes of meeting the prerequisites of any feat that has improved sunder as a prerequisite.

Psychometric Proficiency (Su): When a 5th level artisan uses his read object ability on a weapon he does not possess proficiency with, he gains proficiency with that weapon for 1 hour.

Unlocked Crafting: Upon reaching 6th level, artisan's gains the benefits of the Signature Skill (Craft) feat, except that it applies for all craft skills you possess at least 5 ranks in rather than only applying to one.

Fast Forging (Ex): A seventh level artisan can craft objects much faster than other artificers. When you determine your crafting progress, the result of your check is how much work you complete each day in silver pieces. If you possess 15 ranks in the associated craft skill, thus causing the 15 rank skill unlock (craft) to apply, the result of your check is how much work you complete each hour in silver pieces instead.

Medium Armour (Ex): At 7th level, an artisan gains proficiency with medium armour. An artisan can cast artisan spells while wearing medium armour that he crafted without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an artisan wearing heavy armour or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Arcane Labour (Su): At 8th level, the artisan can create whole buildings with just his own power. As a full-round action, the artisan can expend an artisan spell slot to gain a number of points of goods, influence or magic (see the downtime system in Ultimate Campaign) depending on that spell's level. These points of good, labour, or magic must be spent within 24 hours, can only be spent to construct buildings, and do not count towards the settlements limit on how many goods, labour, or influence can be spent each day.



Level
Labour


0
0


1st
0


2nd
1


3rd
4


4th
8


5th
12


6th
16



Improved Spellwright (Su): When a 8th level artisan attempts to craft a magic item for which they lack one or more spell prerequisites, you can count as if you had cast the require spell by expending 3 spell slots that are one level lower than the required spell as a free action, for each spell prerequisite that you do not possess.

Miniaturization (Ex): At ninth level, artisan's much better at fitting multiple enchantments into a singular vessel. When adding additional abilities to an item, if the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by only 25%.

Heavy Lifter (Su): Upon attaining their tenth level, an artisan gains the ability to convert their magical potential into strength. Once per hour as a full-round action, the artisan can expend up to their class level in labour gained through the arcane labour ability, gaining a bonus to strength for the purposes of carry capacity equal to the number of labour expended. This lasts for one hour.

Fast Infusion (Ex): At 11th level, artisans become able to craft magic items at a faster rate. Creating an item requires 4 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 4 hours. Potions and scrolls are an exception to this rule; they can take as little as 1 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 4 hours to create, just like any other magic item. This process can be accelerated to 2 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

Architect (Su): At 12th level artisan's become very skilled in the construction of settlements. Once per Kingdom Turn, when the artisan would make an improvement edict to construct a new building or terrain improvement, the BP cost is reduced by the artisan's intelligence bonus (minimum 2).

Heavy Armour (Ex): At 13th level, an artisan gains proficiency with heavy armour. An artisan can cast artisan spells while wearing heavy armour that he crafted without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an artisan using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Fast Forging (Su): At fourteenth level artisan can craft objects much faster than other artificers. When you determine your crafting progress, the result of your check is how much work you complete each day in gold pieces. If you possess 15 ranks in the associated craft skill, thus causing the 15 rank skill unlock (craft) to apply, the result of your check is how much work you complete each hour in gold pieces instead.

Grand Architect (Su): At 16th level, artisans can use their architect ability a number of times per Kingdom Turn equal to their intelligence bonus (minimum 1), and if it would render a building or terrain improvement complete without further expenditure of BP it does not count towards the limit of new buildings or terrain improvements your kingdom can make in it's turn.

Improved Spellwright (Su): When a 16th level character attempts to craft a magic item for which they lack one or more spell prerequisites, you can count as if you had cast the require spell by expending 4 spell slots that are two levels lower than the required spell as a free action, for each spell prerequisite that you do not possess.

Improved Fast Infusion (Ex): At 17th level, artisans become able to craft magic items at a faster rate. Creating an item requires 4 hours of work per 2,000 gp in the item's base price (or fraction thereof), with a minimum of at least 4 hours. Potions and scrolls are an exception to this rule; they can take as little as 1 hour to create (if their base price is 500 gp or less). Scrolls and potions whose base price is more than 500 gp, but less than 2,000 gp, take 4 hours to create, just like any other magic item. This process can be accelerated to 2 hours of work per 2,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

Improved Miniaturization (Ex): At eighteenth level, artisan's even better at fitting multiple enchantments into a singular vessel. When adding additional abilities to an item, if the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by only 10%.

Masterpiece (Su): As part of the crafting process, a 19th level artisan's can designate the item he is crafting as a masterpiece if he currently doesn't have one or if the item currently being crafted has a higher creation cost than the current masterpiece. As a move-action the artisan can move points of refinement from an object he crafted into the masterpiece, as long as he is within 30 ft. of the item that is "donating" refinement.

Perfect Spellwright (Su): When a 20th level artisan spends 15 minutes of concentration to regain their spells slots, he may select one 9th level spell of his choice. The artisan can cast that spell until the next time he is fully rested, but only for the purposes of meeting item creation spell prerequisites.

True Architect (Su): Once per year, a 20th level artisan can expending all of his uses of architect in a kingdom turn as part of making an improvement edict to construct a new building or terrain improvement. This reduces the BP cost of that building or terrain improvement to 0 and ties the location to the artisan's soul. The area becomes mildly-aligned to whatever your alignment is (as the planar trait). Also if the artisan dies, he reappears in the building 2d10 days after death under the effects of the resurrection spell. Finally, the artisan is constantly aware of what occurs within the building, even if he is on another plane or asleep, counting as if he was standing in every square of empty space within it's boundaries for the purposes of perception.

If the building formed through this ability is destroyed or he uses this ability again, the benefits no longer apply to the the last building it was used to form and bound to.

Spell List
Cantrips
Arcane mark, dancing lights, detect magic, detect poison, mage hand, mending, prestidigitation, read magic, sift, spark, telekinetic projectile.

1st
Abundant ammunition, adhesive spittle, alarm, alchemical tinkering, alter musical instrument, animate rope, ant haul, beguiling gift, body capacitance, bombers eye, borrow skill, break, charge object, corrosive touch, crafter's curse, crafter's fortune, damp powder, dancing lantern, decrepit disguise, detect secret doors, disguise weapon, erase, expeditious excavation, fabricate bullets, gravity bow, glueseal, grease, hold portal, icicle dagger, identify, invisibility alarm, jury-rig, longshot, mage armour, magic aura, magic mouth, magic stone, magic weapon, mirror polish, mount, object reading, obscure object, peacebond, quintessence, recharge innate magic, refine improvised weapon, reinforce armaments, restore corpse, sculpt corpse, see alignment, sentry skull, shadow weapon, shield, snapdragon fireworks, sow though, stone fist, stone shield, stumble gap, sunder breaker, sundering shards, theft ward, timely inspiration, true strike, unerring weapon, unseen servant, urban grace, vocal alteration, weaken powder.

2nd
Accelerate poison, alchemical allocation, apport object, arcane lock, arrow eruption, aversion, bestow weapon proficiency, binding earth, blood armour, buoyancy, bullet shield, bullet ward, communal ant haul, communal mount, communal reinforce armaments, continual flame, create pit, create treasure map, demand offering, destabilize powder, discovery torch, enter image, fiery shuriken, fire trap, glitterdust, groundswell, invisibility, kinetic reverberation, knock, lesser object possession, levitate, locate object, magic siege engine, make whole, masterwork transformation, mirror hideaway, misdirection, molten orb, node of blasting, phantom trap, pilfering hand, pyrotechnics, recoil fire, reloading hands, returning weapon, ricochet shot, sculpt simulacrum, shatter, silence, silent table, silk to steel, soften earth and stone, spider climb, stone discus, telekinetic assembly, thunder fire, touch injection, transmute potion to poison, versatile weapon, warding weapon, warp wood, whip of spiders, wood shape.

3rd
Absorb toxicity, absorbing touch, amplify elixir, analyse aura, arcane sight, aura alteration, aura sight, burrow, campfire wall, chain of perdition, climbing beanstalk, communal returning weapon, communal spider climb, disable construct, dispel magic, erase impressions, explosive runes, flame arrows, flash fire, greater magic weapon, heart of the metal, illusory script, improve trap, invisibility sphere, keen edge, nondetection, pellet blast, phantom driver, phantom steed, pierce disguise, remove curse, secret page, see invisibility, sepia snake sigil, sessile spirit, shifting sand, shrink item, silver darts, spiked pit, spike growth, stone shape, thaumaturgic circle, tiny hut, toxic gift, twilight knife.

4th
Acid pit, arcane eye, calcific touch, communal nondetection, communal phantom steed, contingent scroll, control water, create food and water, creeping ice, earth glide, fabricate, fire shield, geyser, greater invisibility, greater magic siege engine, grove of respite, illusory wall, lesser simulacrum, malfunction, meld into stone, minor creation, minor phantom object, named bullet, object possession, parchment swarm, phantom chariot, obsidian flow, rusting grasp, secure shelter, sculpt sound, shadow conjuration, shadowy haven, slowing mud, spike stones, spirit-bound blade, telekinetic charge, treasure stitching, wall of ice.

5th
Acidic spray, analyze Dweomer, animate objects, awaken construct, corrosive consumption, energy siege shot, entrap haunt, greater dispel magic, greater object possession, hungry pit, icy prison, lesser planar binding, mage's private sanctum, major creation, major phantom object, passwall, permanency, possess object, prying eyes, rapid repair, secret chest, sending, soothe construct, telekinesis, teleport object, transmute mud to rock, transmute rock to mud, unbreakable construct, wall of force, wall of stone, wall of thorns, whip of centipedes, wind blades, wreath of blades.

6th
Anti-magic field, arcane cannon, blazing rainbow, disintegrate, energy hammer, envious urge, flesh to stone, force cage, greater energy siege shot, greater named bullet, guards and wards, heroes feast, ice crystal teleport, instant summons, ironwood, legend lore, mage's magnificent mansion, mage's sword, magnifying chime, mass binding earth, move earth, mislead, phase door, planar binding, rampart, repel wood, simulacrum, stone tell, stone to flesh, sympathetic vibration, statue, tar pool, teleport, true seeing, wall of iron, whip of ants.


New Feats
Skilled Artificer (Item Creation)
You have learnt many handy shortcuts and cost-saving techniques to crafting magic items.
Prerequisites: Any item creation feat.
Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 10%.

Greater Artificer (Item Creation)
Prerequisites: Skilled artificer.
Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%. This reduction stacks with skilled artificer.
Special: This feat can be taken up to two times, the reduction stacks to be a 20% reduction.

Unchained Artisan
Alternate Crafting Rules
Crafting Skill Unlock
5 Ranks: When determining your progress, double the base progress per day.
15 Ranks: When you determine your progress, multiply the base progress per day by 10 (this replaces rather than stacks with the 5 rank benefit).

Downtime Crafting
Crafting with the downtime system works as normal Alternate Crafting rules, except that you can expend goods to pay for the raw material costs and can expend labour to add a +2 bonus to the craft check per point of labour spent.

Master's Expertise (Ex): When a third level artisan crafts a masterwork item or uses a special material in the production of an item (or both), they can choose to not increase the item's complexity.

Fast Forging (Ex): A seventh level artisan can craft objects much faster than other artificers. When you determine your crafting progress, multiply the base progress per day by 5. If you possess 5 ranks in the associated craft skill, thus causing the 5 rank skill unlock (craft) to apply, multiply the base progress per day by 10 instead. If you possess 15 ranks in the associated craft skill, thus causing the 5 rank skill unlock (craft) to apply, multiply the base progress per day by 25 instead.

Improved Fast Forging (Su): At fourteenth level artisan can craft objects much faster than other artificers. When you determine your crafting progress, multiply the base progress per day by 50. If you possess 5 ranks in the associated craft skill, thus causing the 5 rank skill unlock (craft) to apply, multiply the base progress per day by 100 instead. If you possess 15 ranks in the associated craft skill, thus causing the 5 rank skill unlock (craft) to apply, multiply the base progress per day by 250 instead.

Dynamic Item Creation
Artificer's Expertise (Ex): Artisan are masters of artifice, gaining an bonus to crafting checks equal to half his class level (minimum 1). This bonus also applies to skill checks as part of a dynamic item creation challenge.

Fast Infusion (Ex): At 11th level, artisans become able to craft magic items at a faster rate. If you critically succeed at the prepare the vessel challenge and set the item’s creation time to 1 day per 4,000 gp of the item’s market price. If you succeed at the prepare the vessel challenge and set the item’s creation time to 1 day per 2,000 gp of the item’s market price. If you fail at the prepare the vessel challenge and set the item’s creation time to 1 day per 1,000 gp of the item’s market price.

Improved Fast Infusion (Ex): At 17th level, artisans become able to craft magic items at a faster rate. If you critically succeed at the prepare the vessel challenge and set the item’s creation time to 1 day per 8,000 gp of the item’s market price. If you succeed at the prepare the vessel challenge and set the item’s creation time to 1 day per 4,000 gp of the item’s market price. If you fail at the prepare the vessel challenge and set the item’s creation time to 1 day per 2,000 gp of the item’s market price.