(adapted from the Eberron Campaign Setting)
Alignment: Any.
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.
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 +1⁄3 base Reflex save bonus per class level.
- Base Reflex Save Bonus: Poor. An artificer gains +1⁄3 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Craft
|
Infusions per Day
| |||||||
Level | Special | Reserve | 1st | 2nd | 3rd | 4th | 5th | 6th |
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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