Racial Features: Darkvision 60'
+2 Dex, +2 Con (factored into stats)
+4 Racial bonus to Move Silently
Class Features: Weapon Proficiency (Simple)
Armor Proficiency (Light/Medium)
Shield Proficiency
Artificer Knowledge: Make Level + Int check against DC 15 to determine if item is enchanted
Artisan Bonus: +2 to Use Psionic Device skill to activate item for which creation feat is possessed
Disable Trap: Find and Disable traps like rogue
Item Creation: Create Items for which Power is not known. DC 20 + power level Use Psionic Device
Imprint Stone: Create Power Stone (Psionic Scroll)
Scribe Tattoo: Create Psionic Tattoo (Functionally, Psionic potion, not tradeable)
1st Level
Armor Enhancement, Lesser: Armor or shield gains special ability with +1 bonus market price modifier.
Energy Alteration: Item using one kind of energy uses another instead.
Enhancement Alteration: Magic shield's enhancement bonus applies to shield bash attacks, or magic weapon's enhancement bonus applies to Two-
Weapon Defense.
Identify: Determines properties of magic item.
Inflict Light Damage: Deals 1d8 + 1/level damage (maximum +5) to a construct.
Light: Object shines like a torch.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6 + 1 damage.
Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus.
Repair Light Damage: "Cures" 1d8 + 1/level damage (max +5) to a construct.
Resistance Item: Item bestows +1 or better resistance bonus on saving throws.
Shield of Faith: Aura grants +2 or higher deflection
bonus.
Skill Enhancement: Item bestows circumstance bonus on skill checks.
Power Storing Item: Store one spell in an item.
Weapon Augmentation , Personal: Your weapon gains special ability with +1 bonus market price modifier.
2nd Level
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market price modifier.
Bear's Endurance: Subject gains + 4 to Constitution for 1 min./level.
Bull's Strength: Subject gains + 4 to Strength for 1 min./level.
Cat's Grace: Subject gains +4 to Dexterity for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Eagle's Splendor: Subject gains +4 to Charisma for 1 min. /level.
Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Damage: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Owl's Wisdom: Subject gains +4 to Wisdom for 1 min./level.
Repair Moderate Damage: "Cures" 2d8 + I/level damage (maximum +10) to a construct.
Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.
Weapon Augmentation, Lesser: Weapon gains special ability with +1 bonus market price modifier.
Description:
Pale-skinned, with dark grey fur and hair and pale-blue eyes, Rethal manages to resemble the grey wolves of his mountain home. He's dressed in practical travelling clothes, covered by a breastplate that appears to have been carved from a crystal of some description. A heavy mace matching the armor is attached to his belt. The clanmarks of the Kech Volaar are visible on his clothes and person.
Background:
Spoiler:
Lacking the talent to be a warrior, Rethal cannot claim great standing amongst most Dhakaani - a man fights. The rest is women's work.
Fortunately, among the Kech Volaar, those traditions aren't quite as rigid, owing to the clan's history as craftsmen and lorekeepers, and Rethal was quickly apprenticed to one of the clan's sages. Rethal was taught how to imbue items with unusual abilities; however, with his particular skill leaning towards the powers of the mind, rather than manipulating magical forces, his master soon saw that the young hobgoblin would have to learn on his own, past the very basics. The fortress leadership agreed. As a result, Rethal is now a journeyman Artificer, well before he should be, and travelling the world both in search of Dhakaani artifacts for his tribe, and for opportunities to learn more about his own craft.