Artificer Innovations

The artificer may select from the following innovations.

Advanced Trapsmith (Ex): The artificer can learn one of the following advanced traps in place of a ranger trap: arrow trap (6th), bear traps (12) (6th), collapsing bridge trap (10th), javelin trap (8th), punji stake trap (6th), rigged rope bridge (8th), spiked snare traps (6th), spring-loaded panel (8th). The artificer must meet the level requirements of the trap he chooses (in parentheses). For a detailed description of these traps see Traps in the Gamemastery Guide. An artificer must be at least 6th level and have the trapsmith innovation.

Careful Disarm (Ex): Whenever an artificer attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds his trapfinding bonus to avoid the trap. An artificer must be at least 6th level before selecting this innovation.

Cunning Trigger (Ex): The artificer with this innovation can use a swift action to set off any trap within 30 feet that he constructed. An artificer must have the trapsmith innovation before selecting this innovation.

Devices Expert (Ex): The artificer’s knowledge of machines and gadgetry allows him to more easily activate magical devices. He gains a +5 competence bonus on all Use Magical Device checks. If the device has gears, moving parts, or is mechanical in nature, this bonus increases to +10. An artificer must be at least 6th level before selecting innovation.

Expanded Capacity: The artificer has learned to increase the capacity of a firearm by one (generally by adding another barrel, depending on the weapon's design). He also increases its weight by 50%. Because of the complexity of increasing its capacity, the weapon is more prone to misfire, and its misfire value increases by 1 (this is in addition to any misfire increase if the firearm is made with the Gunsmithing feat). The artificer must have the gunsmith innovation before selecting this innovation.

Expanded Chamber: The artificer has learned to increase the chamber for black powder of a firearm so that it is much larger than normal. This allows the wielder to use 2 doses of powder with each shot. This grants the firearm a +1 circumstance bonus on damage rolls. However, when the firearm misfires, it causes a flashburn. This is the same as the firearm exploding (dealing damage from a corner of the wielder’s square), except the firearm is not automatically destroyed. If a broken firearm misfires, it is destroyed as normal. The artificer must have the gunsmith innovation before selecting this innovation.

Explosives Expert (Ex): The artificer learns to use explosives and similar devices to great effect. Whenever the artificer uses a bomb or item that deals damage in a radius, he adds +2 to the DC for any Reflex saves made against the effect. In addition he adds his Intelligence modifier as a competence bonus to any damage dealt by the effect. An artificer must be at least 8th level before selecting this innovation.

Eye for Danger (Ex): An artificer is accustomed to the sudden and often explosive hazards of operating mechanical dev