Eberron Campaign Setting variant, p. Weapon and Armor Proficiency : Artificers are proficient with all simple weapons, with light and medium armor, and with shields except tower shields. Infusions : An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list see Chapter 5: Magic. They function just like spells and follow all the rules for spells.
|Published (Last):||25 August 2014|
|PDF File Size:||13.38 Mb|
|ePub File Size:||3.68 Mb|
|Price:||Free* [*Free Regsitration Required]|
Edit this Page All pages with an unattributed image. The artificer has magic running through his veins due to draconic heritage; much like the sorcerer the artificer is in a position of potentially great magic combined with extraordinary crafting abilities.
Unlike the sorcerer, the artificer forsakes learning to use spells and instead learns to channel raw arcane magic through his veins into a permanent permeable form through magic items. With his enhanced skills he also receives a supernaturally high level of ability with all the skills that he pursues that deal with his crafting expertise; and can make mundane and magical items of varying qualities with ease.
Another key difference between sorcerers and artificers is that artificers also are able to shape divine magic by establishing a connection to the magic's deity , but his abilities are wholly innate without requiring the service of the god. Artificers are also able to break down and reclaim components from previously created magical items through a process called rending , and they commonly use this ability to fuel their own creations and projects. Artificers are not like other individuals that are found throughout worlds; they do not gain exceptional martial prowess naturally like the fighter , they do not receive a multitude of different skills like the rogue and while they are able to mimic the spell requirements for magical item creation they are unable to cast any spells at all.
Instead of the abilities others receive, an artificer is greatly defined by what he makes over the course of his life. His abilities are defined by the items that come into his possession, so unlike other classes he is not forced into any one position or role. With the significant reductions in what the artificer's crafting extolls it becomes easier for them to pick which specialties to fulfill.
In addition, this allows the artificer to more easily change what he does later in life as long as he is willing to spend the time and resources to arm himself appropriately. Artificers learn their craft in the manner of wizards and sorcerers, that is, through years of study.
Their saves are not amongst the worst due to their experience with avoiding accidents from their dabblings with magic, and their skills are partly limited seeing how most of artificer's great abilities are gained through magical devices they fashion that increase their capabilities. An artificer can craft items at reduced expense which, with some effort, modify their abilities to make them similar in power to whatever pursuit they choose or has chosen them. The key for any artificer is to decide what path they wish to be skilled at or decide which paths they can augment by shifting their foci early in their career, and to create items that suit these pursuits as economically as possible.
Abilities: The most important attribute for every artificer is Intelligence for their spell requirements. In order to use Mimic Spell the artificer must meet the attribute level requirement to make the item i. Other attributes are dependent on the artificers chosen path and goals, as an artificer wanting to be a melee combatant would do poorly if he possessed only 8 Strength.
Races: Dwarves and gnomes are the most common artificers, as they both have a deeply ingrained love for working with items.
Dwarves enjoy turning metals like steel into works of art and gnomes excel at jewel crafting: pouring care and love into their work. Humans also make proficient artificers though they are usually motivated by monetary gain or the prospects of power instead of true love for crafting items. Any race is physically capable of becoming an artificer; however races which do not answer the call of the forge tend to have significantly less artificers on average.
NPC artificers will normally travel between major cities or set up in a major city to support their profession. Alignment: Any alignment is acceptable for artificers, though most will gravitate towards law and neutrality. Craftsmen work is highly ordered, and follows a natural law in order to execute a product that is of the highest quality. Artificers generally do not care how their creations are used, instead caring that their works are the pinnacle of their ability and crafted with devoted attention.
Starting Age : Moderate as fighter. Weapon and Armor Proficiency: Artificers are proficient with all simple weapons , all hammers except racial weapons like the gnome hooked hammer , light armor , and medium armor but not with shields. Artificer Power Ex : The artificer is a master craftsman and upon 1st level he learns to improve his crafting ability as he gains experience. By learning new techniques, creating new alloys and increasing the efficiency of his forge the artificer gains one of the three following powers to improve his ability to make objects, as indicated on Table: The Artificer.
This power only reduces the cost of an object, in the case of magical creations the full experience cost still needs to be expended minus any adjustments by the Experience Reduction power. It also does not reduce the required time to create the item, that instead falls under the Quicken Manufacture power.
This power only reduces the experience expenditure, it does not reduce the overall price in any way. Quicken Manufacture: The artificer may choose this power to increases the daily rate at which he crafts magical items by a factor i. Normally you create items at the rate of gp per day. This ability can be taken several times, and stacks with itself. Each time it is chosen, add another real factor i.
As this is a extraordinary ability, it stacks with other crafting bonuses, such as the Fast Item Creation feat. Forge Master Ex : Artificers are the undisputed masters of the forge.
Crafting Skills that he has no skill ranks in do not gain the forge master bonus. Mimic Spell Su : At 1st level an artificer can substitute raw power for knowledge when crafting or using magical items.
The artificer is able to produce the required spell effect for any spell that he qualifies for. The artificer's class level counts as his effective caster level for this ability but it does not give him the ability to use spells in any capacity except in the creation and usage of items.
The artificer is still required to meet all other prerequisites of the spell e. The maximum spell level the artificer is allowed to use during crafting is the same as a sorcerer i. Further because of their innate ability with all magical forms and items, whenever the artificer is required to roll a Use Magic Device check he may choose to multiply the result x3 once a day before making the roll.
In addition, whenever an artificer uses an item successfully with Use Magic Device, he does not need to attempt the check ever again with that particular item. However, if a new item of the same type comes into his possession he is still required to attune himself to it prior to being able to use it from then on.
However the artificer can only permanently attune one item per 2 artificer levels to himself, and this attunement ratio always rounds down i. Rending Ex : A 1st level artificer is capable of breaking down any existing magical item into an experience crystal, which is a small quarter foot sized crystal cube that gives off a very faint light.
These crystals weigh one pound and contains the essence experience of the item that is rendered down for parts. If the crystal leaves the artificer's possession, it becomes nothing more than a glass shard.
An artificer may choose to use any of the crystals in his possession in any way, and their bonuses' stack together when he is crafting.
After tapping a crystal for its stored spell component costs they dissipate and their magic leaves the crystals. Scribe Scroll : At 1st level, an artificer gains Scribe Scroll as a bonus feat. An artificer need not have any of the prerequisites normally required for Scribe Scroll. Detect Magic Sp : At 2nd level the artificer is able to sense magic due to his innate working with it. He can cast detect magic at will as a two-round action.
Brew Potion : At 3rd level, an artificer gains Brew Potion as a bonus feat. An artificer need not have any of the prerequisites normally required for Brew Potion.
Craft on the Move Ex : Upon reaching 3rd level, an artificer is able to continue working on journeys as long as he has the appropriate equipment. The artificer can purchase and outfit a wagon for 5, gold pieces that will allow one to continue his work on the road, though nothing beyond the artificers personal belongings can be stored in the base wagon without getting in the way. Since this is a specialty wagon, its construction takes one month after it is paid for until it is complete.
An artificer may only have one wagon at a time that enables him to Craft on the Move. Wagon Options: Once the wagon is purchased and fully equipped an individual artificer can purchase certain improvements over the course of his career for it. The costs of the wagon's improvements are expensive since they include everything that is modified. For example, if you add more weight to an overburdened cart you will split the wheels unless they are reinforced.
Secret Panel: A wagon with a secret panel allows an artificer to store up to two cubic feet or lbs of items that require a DC 25 Search check to be found.
The secret panel costs 5, gold pieces to be installed into the cart with a DC of For every two additional points the artificer decides to increase the DC the price rises by another 3, gold pieces. The DC cannot be changed after the panel is installed, unless it is removed which costs 2, gold pieces.
A single wagon can possess no more than two secret panel compartments. If the artificer no longer uses a wagon with a secret panel with Craft on the Move, then the apartment becomes nothing more than ordinary extra storage space for the wagon. Materials Bin: A wagon with a materials bin grants an artificer access to a large locked area where he can store raw materials used in crafting.
The materials bin costs 2, gold pieces to put into his cart and is large enough to accommodate four cubic feet of material and up to lbs. A material bin can be increased to double the normal size 8 cubic feet and lbs for an additional 5, gold. If the artificer puts a lock on the bin it is created through normal lock procedures.
If the artificer no longer uses a wagon with a materials bin with Craft on the Move, then the apartment becomes nothing more than ordinary extra storage space for the wagon. An artificer need not have any of the prerequisites normally required for Craft Wondrous Item.
Energy Expansion Su : Upon reaching 4th level, an artificer temporarily increases his effective caster level when crafting by 1. Every 4 levels thereafter the artificer gains an additional effective caster level when crafting 2 at 8th, 3 at 12th, 4 at 16th, and 5 at 20th level.
The bonus an artificer gets to his effective caster level, however, does not effect the level of spells that he can use. Identify Sp : At 4th level the artificer is able to determine an item's magical properties due to his expertise in crafting. He can cast Identify 5 times a day as the spell, except that he does not need to have any of its material components.
An artificer need not have any of the prerequisites normally required for Craft Magic Arms and Armor. Craft Wand : At 5th level, an artificer gains Craft Wand as a bonus feat.
An artificer need not have any of the prerequisites normally required for Craft Wand. Craft Rod : At 9th level, an artificer gains Craft Rod as a bonus feat. An artificer need not have any of the prerequisites normally required for Craft Rod. Fabricate Sp : Upon reaching 9th level the artificer is able to materialize crafting materials due to his heightened arcane senses.
He can cast fabricate at will with Target: None and determine the end crafting product. Craft Construct : At 10th level, an artificer gains Craft Construct as a bonus feat.
An artificer need not have any of the prerequisites normally required for Craft Construct. Spell Resistance Ex : Upon reaching 10th level, an artificer becomes very resistant to magical energies due to his interactions with magic. Craft Master Ex : At 12th level the artificer has reached an extent of his abilities. Any unsuccessful roll for the artificer regarding a Craft Skill enables him to recover half of the item's magic item creation costs.
Craft Staff : At 12th level, an artificer gains Craft Staff as a bonus feat. An artificer need not have any of the prerequisites normally required for Craft Staff.
Forge Ring : At 12th level, an artificer gains Forge Ring as a bonus feat.
Artificer (3.5e Prestige Class)
Search this site. Recent Updates. Site Suggestions. To-Do List.
Artificer (3.5e Class)
The class first appeared in the 3. The artificer is a unique base class that reflects many of the core themes of Eberron. Artificers represent many of the high-magic elements of Eberron as a campaign setting. The artificer's abilities act primarily on items and constructs. The artificer uses Intelligence-based Infusions instead of typical magics and psionics.