Monday, May 27, 2019

Campaign Design - Base Classes: Artificer

Artificer
(adapted from the Eberron Campaign Setting)

To the dwarves, magic and technology are often interchangeable. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of the dwarves running.

Abilities: Charisma is the most important ability for an artificer because several of his infusions relay on his ability to make Use Magic Device checks. Intelligence is also important because it determines the effectiveness of his infusions, but it plays a lesser role than for most spellcasters. A high Dexterity improves the artificer's defensive ability.

Race: Dwarf.
Alignment: Any.

Hit Die: d6.
Luck Die: d6.

Class Skills
  • Skill List: The artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually)(Int), Disable Device (Int), Knowledge: Arcana (Int), Knowledge: Architecture and Engineering (Int), Knowledge: the Planes (Int), Open Lock (Dex), Profession: Any (all skills taken individually)(Wis), Search, Spellcraft (Int), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the artificer:
  • Base Attack Bonus: Average. An artificer gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An artificer gains +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Poor. An artificer gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An artificer gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Artificers are proficient with all simple weapons. Artificers are proficient 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. They function just like spells and follow all the rules for spells. An infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

    An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions: He has access to every infusion on the list that is of a level he can use.

    It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). if this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new information.

    To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Infusions never allow saving throws. Like spellcasters, an artificer can only use a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score.

    An artificer's infusions can only be imbued into an item or a construct. He cannot simply imbue an ally with bull's strength, he must instead imbue that ability into an item his ally is wearing. That item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such creatures.

    Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 Luck Point to imbue any infusion in 1 round (like a spell that takes 1 full round to cast).

    Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

    An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.

    Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.

  • Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve: Leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the experience point cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own experience points.

  • Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Intelligence modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time: If the check fails, the artificer can learn no more about that object.

  • Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.

  • Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

    An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

    An artificer who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it (with his party) without disarming it.

  • Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item.

    The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check for that day. If that check also fails, then the creations process fails and the time, money, and experience points expended to craft the item are lost.

    For purposes of meeting item prerequisites, an artificer's caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual class level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher).

    An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a culinary ashe, glyph egg, gris-gris bag, potion, object rune, wand, or scroll.

    An artificer's infusions do not meet spell prerequisites for creating magic items.

  • Bonus Feat: An artificer gains most item creation feats as automatic bonus feats at or near the level at which it becomes available to spellcasters. He gets Create Gris-Gis Bag or Etch Object Rune, or Scribe Scroll as a bonus feat at 1st level, Brew Potion or Culinary Ashe at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, craft Staff at 12th level, and Forge Ring at 14th level. The artificer does not have to meet the prerequisites for any of these automatic bonus feats when he acquires them.

    In addition, an artificer gains a selectable bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Craft Glyph Egg, Craft Greater Glyph Egg, Create Portal, Discreet Poisoner, Economical Charge, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Focus Mastery, Inscribe Magic tattoo, Legendary Artisan, Manufacture Magic Poison, Wand Mastery, or Weave Ward. In addition, an artificer may use their bonus feat to select an item creation feat he bypassed when he made a selection for one of his automatic bonus feats.

    The artificer must meet the prerequisites for any of the selectable bonus feats he selects. An artificer may treat their class level as their caster level for the purpose of feat selection.

  • Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual shilling and experience point costs (though he can spend points from his craft reserve). A artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 shillings and 160 experience points.

    If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Strength, -2 Dexterity, damage increases to 1d6). The homunculus gains 10 extra hit points for being a Small construct. An artificer's homunculus can have as many Hit Dice as its masters Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

  • Retain Essence (Su): At 5th level, an artificer gains the ability to salvage experience points from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the experience points it took to create the item into his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

  • Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. An artificer cannot use this ability when using a spell trigger item that does not have charges, such a prayer beads.

  • Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 x the modified level of the spell). An artificer can use this ability a number of times per day equal to 3 + his Intelligence modifier

  • Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Artificer
Craft
Infusions per Day
LevelSpecialReserve1st2nd3rd4th5th6th
1st
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Create Gris-Gris Bag or Etch Object Rune or Scribe Scroll
20
2
-
-
-
-
-
2nd
Brew Potion or Culinary Ashe
40
3
-
-
-
-
-
3rd
Craft Wondrous Item
60
3
1
-
-
-
-
4th
Craft Homunculus, Bonus Feat
80
3
2
-
-
-
-
5th
Craft Magic Arms and Armor, Retain Essence
100
3
3
1
-
-
-
6th
Metamagic Spell Trigger
150
3
3
2
-
-
-
7th
Craft Wand
200
3
3
2
-
-
-
8th
Bonus Feat
250
3
3
3
1
-
-
9th
Craft Rod
300
3
3
3
2
-
-
10th
-
400
3
3
3
2
-
-
11th
Metamagic Spell Completion
500
3
3
3
2
1
-
12th
Craft Staff, Bonus Feat
700
3
3
3
2
2
-
13th
Skill Mastery
900
3
3
3
3
2
-
14th
Forge Ring
1,200
4
3
3
3
3
1
15th
-
1,500
4
4
3
3
3
2
16th
Bonus Feat
2,000
4
4
4
3
3
2
17th
-
2,500
4
4
4
4
3
3
18th
-
3,000
4
4
4
4
4
3
19th
-
4,000
4
4
4
4
4
4
20th
Bonus Feat
5,000
4
4
4
4
4
4

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