Artificer


 * Things written in here might be completly wrong and are subject to change!

Class Summary
Hit dice: d6

Class Skills

 * Skill points at 1st level: (4 + Intelligence modifier) x4


 * Skill points at each additional level: 4 + Intelligence modifier




 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
 * [[Image:Skill_disabledevice.png‎|25px]]
 * Disable Device (Int)
 * [[Image:Skill_repair.png‎|25px]]
 * Repair (Int)
 * [[Image:Skill_search.png‎|25px]]
 * Search (Int)
 * }
 * [[Image:Skill_search.png‎|25px]]
 * Search (Int)
 * }
 * }

Weapon and Armor Proficiencies:



 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons
 * [[Image:Feat_armorproficiency_light.png‎|25px]]
 * Light armor (non-metal)
 * }
 * }
 * }

Weapon of choice seems to be ranged

Paths
unknown

Arcane Replenishment
Your study of magic items has given you the ability to manipulate the power contained within such objects. You can restore energy drained from a magic item. During a short rest, you can recharge an item’s daily power. You can recharge an item that has a level less than or equal to your level + your Intelligence modifier. You can use arcane replenishment once per day, plus you gain one additional use for each milestone you reach. An item can be recharged by arcane replenishment only once per day.


 * Could see this as an enhancement clicky that would allow them to target an item, and then use the clicky from the action-bar to charge it.

Components
Your weapons, implements, and other gear are inscribed with runes and mystic patterns. You carry esoteric reagents and materials, along with tiny crafted objects that you use to create your artifices (see below). Eventually, you also pack a large number of magic items. If you don’t have what you need, you can transmute mundane materials into components. After an extended rest, you craft, imbue, or prepare the objects and compounds you need to use your powers for the day.


 * Sounds a awful lot like the recently released crafting system, maybe a artificer could do this on the go. And use it like spell components.

Healing Infusion
The artificer’s Healing Infusion class feature works like a power. The Healing Infusion class feature encompasses multiple powers. An artificer can access powers from this class feature twice per encounter. At 16th level, you can access powers from this class feature three times per encounter.

Healing Infusion: Restorative Formula Artificer Class Feature ''You breathe arcane energy into a special mixture of restorative compounds. You then blow that mixture into the air, focusing it on someone in need.'' Encounter (Special) ✦ Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to: Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round.
 * 2d6 at 6th level
 * 3d6 at 11th level
 * 4d6 at 16th level
 * 5d6 at 21st level
 * 6d6 at 26th level