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Artificers are the practical technicians of the magical world.


Unlike wizards or sorcerers who pursue more theoretical
research, or clerics and druids who are tied to the mandates of
their deities or churches, artificers take the practice of magic
and tailor it to the needs of the situation. From maintaining
complex enchantments along lightning rail lines or on board an
elemental airship, to customizing the combat enchantments
from a strike team deep behind enemy lines, artificers take the
magic that is already at hand and applies in a more efficient
manner, essentially getting more spell for the silver.

Prestige Classes
Feats

Role: An artificer takes on the role of a magical item expert,

Skills

providing much of the flexibility as a wizard, the critical eye of a

Traits & Drawbacks

rogue and combining access to magical effects that the rest of

Equipment & Services

the party would not normally have access to. The artificer is

Magical Items

often looked to provide solutions for situations where either

Magic

brute strength is not enough or the available spells are not

Rules

appropriate to the task at hand. While they are not incredibly

Bestiary

suited for front-line combat, given the proper time to prepare,

Removed Material

an artificer's infusions can easily turn the rest of the party into a

Downloads

tailor-made fighting force against their chosen foe.

The Epic Campaign


The Story So Far...
PCs
NPCs
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The Opposition
Credits & Links
Community Use / OGL

Source: ECB, pg. 29


Alignment: Any
Hit Dice: d8
Starting Wealth: 5d4 x10 gp (average 125 gp). In addition,
each character begins play with an outfit worth 10 gp or less.

Class Skills

d20 Pathfinder SRD


Pathfinder Forums

Class Skills: Appraise (Int), Craft (Int), Disable Device


(Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge
(engineering) (Int), Knowledge (planes) (Int), Knowledge
(religion), Knowledge (psionics), Linguistics (Int), Perception
(Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device
(Chr).
Skill Ranks per Level: 4 + Int modifier.

Table: The Artificer


Infusions per day
Level Base Fort Ref Will Special

1st 2nd 3rd 4th 5th 6th

Attack Save Save Save


Bonus
1st

+0

+0

+0

+2

Infusions,

Craft Magic Arms 4

Cantrips, Artificer
Knowledge,
Artisan
Bonus, Brew
Potion,
Ingenuity, Scribe
Scroll,
Trapfinding
2nd

+1

+0

+0

+3

Bonus
Feat, Rugged
Craftsman,
Unravel
(suppression)

3rd

+2

+1

+1

+3

Craft Wondrous
Item, Craft Wand,
Item
Augmentation
(charge storing)

4th

+3

+1

+1

+4

Craft
Homunculus

5th

+3

+1

+1

+4

and Armor,
Retain
Essence, Unravel
(greater
suppression)
6th

+4

+2

+2

+5

Bonus Feat, Item 4


Augmentation
(spell trigger)

7th

+5

+2

+2

+5

Forge Ring

8th

+6 / +1 +2

+2

+6

Unravel (dispel) 4

9th

+6 / +1 +3

+3

+6

Craft Rod, Item

Augmentation
(saving throws)
10th +7 / +2 +3

+3

+7

Bonus Feat

11th +8 / +3 +3

+3

+7

Craft Staff,

Unravel (greater
dispel)
12th +9 / +4 +4

+4

+8

Item
Augmentation

(spell completion)
13th +9 / +4 +4

+4

+8

Skill Mastery

14th +10 /

+4

+9

Bonus Feat,

+4

+5

Unravel (area
dispel)

15th +11 /

+5

+5

+6 / +1

+9

Item
Augmentation
(redesign)

16th +12 /

+5

+5

+10 -

+5

+5

+10 Unravel

+11 Bonus Feat, Item 5

+7 / +2
17th +12 /
+7 / +2
18th +13 /

(disjunction)
+6

+6

+8 / +3

Augmentation
(duplication)

19th +14 /

+6

+6

+11 Efficient Crafting 5

+6

+6

+12 Great Weaving

+9 / +4
20th +15 /

+10 /
+5

Class Features
All of the following are class features of the artificer.
Weapon and Armor Proficiency: Artificers
are proficient with all simple weapons, all crossbows, with light
and medium armor, and with shields (except tower shields). If
the campaign allows for firearms or siege weapons, artificers
also also proficient in these weapons as well.
Infusions: An artificer casts infusions, which are like spells
but are neither arcane nor divine. Like spells, artificers have a
limited number of infusions per day, based on their level.
Similar to other spellcasters, artificers get additional infusions
per day based on their Intelligence attribute and regain their
infusions per day after a normal 8 hours of rest and 15 minutes
of concentration. Like sorcerers and bards, artificers can cast
any infusion he knows without preparing them ahead of time,
classifying him as a spontaneous spellcaster. However, given
how limited his selection is, he automatically knows all infusions
on the infusion list of any level he is capable of casting. Should
an artificer encounter some rare or ancient infusion that does
not appear on the normal infusion list, he can learn it by
studying it for 8 hours and making a Spellcraft check with a DC
equal to 20 + the infusion level. However, this is specifically not
intended for artificers to reverse engineer normal spells to

become infusions.
Infusions, like spells, are subject to concentration checks,
using the same DCs as normal spellcaster and using his
Intelligence modifier to the concentration check. Likewise,
infusions have components (verbal, somatic and material)
which must be met when casting an infusion. However, the
somatic components are simple enough that artificers do not
suffer spell chance failure from light or medium armor or from
any shield, except tower shields. While rare, infusions that have
saving throws have their DC equal to 10 + the infusion level +
the artificer's Intelligence modifier. Infusions can be modified by
metamagic feats spontaneously with the same alteration to the
casting time as sorcerers. Like spells, infusions are identified
using Spellcraft checks with same DCs.
Where infusions differ from spells is that no infusion qualifies
for spells when making magical items or activating items, even
if they are functionally similar when cast. For example, even
though Light appears as both a spell and an infusion, the
artificer does not have Light for the purposes of making magical
items or activating a wand of Light.
Cantrips: An artificer automatically knows all 0-level
infusions that appear on the infusion list, but unlike normal
infusions, they do not require spell slots and can all be used
repeatedly. In all other aspects, they act as normal infusions.
Artificer's Knowledge: Unlike normal spellcasters, artificers
count as both casters and manifesters for the purposes of
creating magical and psionic items. Likewise, they can create
spell trigger, spell completion, power trigger and power
completion items without having the ability to cast the
necessary spells or manifest the necessary powers. They still
need the necessary item creation feats, but the artificer can
continue the item creation process with only a working
knowledge of each spell or power needed. When an artificer
puts their first rank into Knowledge: Arcana, they are
considered to have a working knowledge of all 0th arcane
spells from any arcane spell list. The same is also true for
Knowledge: Religion and 0th divine spells from any divine spell
list and Knowledge: Psionics and 0th level psionic powers from
any power list. For each additional two ranks placed into a
given skill, the working knowledge of the associated spell or
power list increases by one level, to a maximum of 9th level
spells or powers at 19 ranks.
When determining the spell or power level of a spell or power
that appears on multiple lists, search the spells and powers list
that have the full 9 levels of spells or powers first (i.e. sorcerer /
wizard, cleric / oracle, druid, witch and psion / wilder). If the

desired effect is on one or more of those lists, the artificer has


the choice of which list to take it from, notating the spell or
power level and, in the case of spells, whether it is arcane or
divine. If, and only if, the desired effect is not located on any of
those lists, check the spells and powers lists that only have 6
levels of spells or powers (i.e. bard, summoner, inquisitor
psychic warrior, etc). If the desired effect is on one or more of
those lists, the artificer has the same choice. If, and only if, the
desired effect is not located on any of those lists, check the
spells and powers lists that only have 4 levels of spells or
powers (i.e. paladin, ranger, etc). If the desired effect is one or
more of those lists, the artificer has the same choice. If, and
only if, the desired effect is not on any of the above lists
examined, then the artificer is free to duplicate from whatever
spell or power list remaining. The choice of exactly which list
the spell or power is taken from will determine the spell or
power level mimicked and, in the case of spells, whether or not
the effect is arcane or divine.
If an artificer needs a spell or power that he does not have a
working knowledge of, he can still duplicate it with a successful
Use Magic Device check with a DC equal to 20 + twice the spell
or power level. Other item creation requirements can also be
substituted as well, with the exception of the caster or
manifester level. The artificer makes another Use Magic Device
check, with the same DC as what is needed to emulate the
needed class features, ability scores, race or alignments. Only
one check per requirement is allowed.
All other aspects of item creation remain following the same
rules for item creation (feats required, time, cost, etc). The
artificer uses his caster level as either the caster level or
manifester level for comparing to the item's requirements. After
all Use Magic Device checks have been made, the normal
Spellcraft check to actually create the magical or psionic item
still needs to be made to see if the item is successfully
created. If a spell or power is required for the item creation (like
that for scrolls, wands, dorjes, etc) and it is not successfully
emulated, the entire item creation process (time and
construction cost) is wasted.
Thus, attempting to create a Minotaur Belt (a Wondrous Item
with a CL of 4, requiring Bull's Strength and Feather Step) has
a normal Spellcraft or Craft DC: 19 for someone that did not
met either spell prerequisites. However, an artificer that does
not have a working knowledge of either spell can make two
UMD checks (first for Bull's Strength at a DC of 24, second for
Feather Step at a DC of 22) to lower the final Spellcraft or Craft
DC to just 9.
Artisan Bonus: An artificer gains a bonus to all Use Magic

Device checks equal to one half his artificer level, round down,
to a minimum +1.
Bonus Feats: As an artificer progresses in level, he gains
the following feats as bonus feats. He does not need to qualify
for the specified feats listed, but does for any bonus feat he
gets to choose. Artificers gain Brew Potion and Scribe Scroll at
1st level, Craft Wondrous Item and Craft Wand at 3rd level,
Craft Magic Arms and Armor at 5th level, Forge Ring at 7th
level, Craft Rod at 9th level and Craft Staff at 11th level.
In addition to these specific feats, at 2nd level and every 4
levels thereafter, artificers gain an additional bonus feat chosen
from the following list: any metamagic feat, any item creation
feat not already listed (like Craft Construct), Attune Magic
Weapon, Extra Ingenuity, Extra Rings, Exceptional Artisan,
Extraordinary Artisan, and Wand Mastery.
Ingenuity: An artificer has a pool of ingenuity points equal to
his artificer level plus his Intelligence modifier. This pool
refreshes when an artificer regains his infusions for the day.
While points from an artificer's ingenuity pool can be spent on
other class features, the artificer can also spend a point from
his ingenuity pool as part of casting an infusion that has a
range of touch and does not involve an attack roll to cast it with
close range instead. This increase in range for touch based
infusions does not stack with with any other source that alters
the range of an infusion.
Trapfinding: An artificer gains a bonus to Perception skill
checks made to locate traps and to Disable Device checks
equal to one half his artificer level, round down, to a minimum
+1. An artificer can use Disable Device to disarm magic traps
and this feature is in all other ways identical to the rogue's
trapfinding ability.
Rugged Craftsman: At 2nd level, when an artificer is
crafting magical items while adventuring on in a dangerous
environment, he gains the full benefit of 4 hours per day, rather
than the normal 2 hours of work for 4 hours of effort. The
amount of gold piece value achieved per hour is still based on
the normal 8 hours per day and divided normally. The artificer
can also create multiple magical items in single day, provided
that the total gold piece value is still within his gold piece limit
per day for enchanting.
Unravel: Starting at 2nd level, the artificer can spend a point
of his ingenuity pool to disrupt the magical energies that power
magical and psionic items. At 5th level and every three levels

thereafter, this ability improves.


Suppression (Su): By spending one point of ingenuity and a
full-round action that provokes, the artificer can attempt to
suppress an unattended magical or psionic item or an
unattended object that is the subject of a magical or psionic
effect for a number of rounds equal to his Intelligence modifier.
Doing so requires the artificer to touch the item and succeed in
a caster level check against a DC equal to 11 + the caster or
manifester level of the item or the effect on the item. Using this
ability on magical or psionic traps causes the trap to be
bypassed for as long as it is suppressed. This ability can used
to suppress a cursed item, although removing a suppressed
cursed item does not always remove the effects of the curse. If
the artificer knows the item is cursed before he attempts to
suppress it, he is not subject the effects of the cursed item.
If necessary, the artificer can spend another point of
ingenuity as a free action to immediately end the suppression.
Greater Suppression (Su): At 5th level, the artificer can use
his unravel (suppression) ability has a standard action and, if
successful, the effect lasts for minutes equal to his Intelligence
modifier. Ending the suppression still requires a free action, but
does not count a point of ingenuity. He can also use this ability
on attended magical items if successful with a melee touch
attack that provokes.
Dispel (Sp): At 8th level, the artificer can spend one point of
ingenuity to cast Dispel Magic as a spell-like ability.
Greater Dispel (Sp): At 11th level, the artificer can spend one
point of ingenuity to cast Greater Dispel Magic as a spell-like
ability.
Area Dispel (Sp): At 14th level, the artificer can spend one
point of ingenuity to cast Greater Dispel Magic as a spell-like
ability, except that the area dispel option does effect magical
and psionic items in the area of effect, using a single caster
level check and applying to all such items.
Disjunction (Sp): At 17th level, the artificer can spend one
point of ingenuity to cast Mage's Disjunction as a spell-like
ability.

Item Augmentation: Starting at 3rd level, the artificer can

spend some of his ingenuity pool to temporarily enchant or


augment existing enchantments. At 6th level and every three
levels there after, this ability improves.
Charge Storing (Su): At 3rd level, the artificer can spend a
number of ingenuity points to temporarily create a wand or
dorje with a single charge. The artificer must have a mundane
object to put the charge into and the artificer must have a
working knowledge of the desired effect, as per his Artificer's
Knowledge class ability. The artificer cannot use a Use Magic
Device check to duplicate the desired effect as he would use
during a normal enchantment process.
The wand or dorje can only hold a single charge and the
charge only lasts for one minute. However, unlike normal
wands and dorjes, the wand or dorje uses the artificer's caster
level and Intelligence modifier, at the time of the enchantment,
to any saving throw DCs. Likewise, the effect is not limited to
4th level or less. If the desired effect has a material component
worth more than 1 gp, however, the material component must
be consumed normally during the enchantment.
The number of ingenuity points necessary is equal to the
spell or power level, to a minimum of 1. The desired effect
cannot be placed into the temporary wand with any metamagic
or metapsionic feat (although see Spell Trigger below) and, in
the case of psionic powers, cannot be augmented. This ability
always provokes.
Using this ability starts of as a full-round action. At 6th level,
it becomes a standard action. At 9th level, it becomes a move
action and at 12th level, it becomes a swift action. Only the
artificer can use the charge, using the same rules as using a
wand or dorje, but he does not need to make a Use Magic
Device check to activate it.
Spell Trigger (Su): At 6th level, an artificer can apply any one
metamagic or metapsionic feat he knows to a spell or power
cast from a spell or power trigger item that could not normally
be augmented in this way, such as a wand or dorje. To do this,
the artificer must spend a number of ingenuity points equal to 1
plus the spell level adjustment from the metamagic feat, or 1
plus 1/2 the power point cost for a metapsionic feat (round up),
to a minimum of 2 points. The maximum number of ingenuity
points that can be spent using this ability is equal to one half
the number of ranks the artificer has in Use Magic Device,
rounded down. Using this ability is part of activating the spell or
power trigger item.

Saving Throws (Su): At 9th, whenever an artificer is using a


magical or psionic item that creates one or more effects that
requires a saving throw, he can spend one point of ingenuity
per effect (not per affected target) to replace the normal saving
throw DC of the magical item with a DC equal to 10 + 1/2 the
artificer's level + the artificer's Intelligence Modifier. This ability
cannot be used on spell or power trigger items (wands, staves,
dorjes, psicrowns, etc) or on spell or power completion items
(scrolls, power stones, etc), nor can it be used in constructs.
Using this ability is part of activating or releasing the magical
or psionic item. If the augmented effect(s) does not get
triggered immediately, like in the case of an Alluring Golden
Apple, or the effect is sustained for a period of time, the
increase to the save DC lasts for 24 hours.
Spell Completion (Su): At 12th, the artificer can apply any
one metamagic or metapsionic feat he knows to a spell or
power cast from a spell or power completion item, such as a
scroll or power stone. To do this, the artificer spend a number of
ingenuity points equal the spell level modifier of the metamagic
feat or 1/2 the power point cost of the metapsionic feat (round
up). The maximum number of ingenuity points that can be
spent using this ability is equal to one half the number of ranks
the artificer has in Use Magic Device, rounded down. Using this
ability is part of the same action as using the spell or power
completion item.
Redesign (Su): At 15th level, an artificer can spend one point
of ingenuity to temporarily redesign a magical item. The artificer
must have all of the item creation feats necessary to create the
original magical item and the desired item is limited in the
following ways:
The new item's total gold piece value cannot exceed the
current gold piece value of the original item (modified
appropriately for reduced charges, etc).
The new item cannot involve any item creation feats that the
original item did not use.
The caster level of new item cannot exceed the caster level
of the original item.
If the original item took a body slot, the desired item must
use the same body slot or be slotless (costing appropriately
more).
If the new item would normally have charges or uses (either
finite or per day), the new item only has a number of charges or
uses equal to the artificer's Intelligence modifier.

If there is any condition that would cause the new item to


become non-magical, like a single use wondrous item, the
original item is no longer enchanted.
Using this ability requires a standard action that provokes
and the artificer must be touching the item. The redesign lasts
for a number of minutes equal to the artificer's Intelligence
modifier, at which point, it reverts back to its original state (if
able given how the temporary item was used).
Duplication (Su): At 18th level, an artificer can spend one
point of ingenuity to temporarily duplicate all of the properties of
one enchanted item onto another item, non-magical or
otherwise. If the item that is being altered is already enchanted,
all of the target item's current properties are suppressed for the
duration of this ability. Likewise, the item that is being altered
must be same type (weapon, armor, wondrous item, etc) and
use the same body slot, if applicable, as the item being
duplicated. For this purpose, wands and dorjes as the same
type. Staves and psicrowns are not considered the same as
psicrowns take up the head slot while staves do not.
Any property that would not normally function on the altered
item (like duplicating the Keen quality onto a mace) does not
function, but is still present in case the altered item can
somehow make use of it later. If the original item has charges
or uses (either finite or per day), the duplicated has a number of
charges or uses equal to the original, to a maximum of the
artificer's Intelligence modifier.
Using this ability requires a standard action that provokes
and the artificer must be touching both items. The duplication
lasts for a number of minutes equal to the artificer's Intelligence
modifier, at which point, it reverts back to its original state. An
enchanted item can only have one duplicate at a time and a
duplicated item cannot be used to duplicate another item. The
original item cannot be a spell or power completion item, like a
scroll or power stone, or a construct.

Craft Homunculus: At 4th level, an artificer is considered to


have the Craft Construct feat, but only for constructs that are of
Small size or smaller and have a maximum Hit Die equal to his
artificer level minus 2. Any attempt to create a construct larger
than Small size or with more HD then his artificer level minus 2
still requires the normal Craft Construct feat. All other aspects
of the construct creation process remain the same (time,
money, skill checks, etc).

Retain Essence: At 5th level, an artificer gains the ability to


salvage the gold piece value from an enchanted item for the
sole purpose to create a new enchanted item or further enchant
an existing magical or psionic item. In this sense, 'magical' and
'psionic' are interchangeable. The artificer must spend 8
consecutive hours with the item and he must also have all of
the necessary item creation feats to create the item he is
salvaging. After the 8 hours, the item, including the mundane
item the enchanted was original placed on, is destroyed and
the artificer now has a collection of reagents with a gold piece
value of the construction cost of the enchanted item, which is
usually one half the base price of the magical item. See the
specific magical item for any unusual requirements in its
creation.
This collection of reagents weighs one quarter of the original
item and can be used by anyone that has the necessary item
creation feats from the original magical or psionic item. These
reagents never include talismanic components, like
dragonshards or any part that is unique to a specific magical
item.
For example, if an artificer with the Craft Wondrous Item feat
recovers a Handy Haversack that he needs to convert, he
spends 8 hours with the item to break down the item and
recovers 1,000 gp worth reagents (the construction cost to
make the item in the first place). Those reagents can then be
used toward the cost of making any magical item, provided that
whomever is making the item has the Craft Wondrous Item feat
in addition whatever feats needed for the new item.
Attempting to salvage a cursed magical item can be done,
but if the item is not identified as cursed before being salvaged,
the artificer must make a Will save with a DC of 10 + the item's
caster level or suffer a drawback (as per Corebook, pg. 538)
and the cursed item is remains intact. If the cursed item is a
specific cursed item, failing the initial Will save also means the
artificer is wielding or wearing the cursed item, replacing
whatever he might have been wielding or wearing at the time.
Magical items with Hit Dice can be salvaged using this class
feature, but the item must be controlled by the artificer for the
entire 8 hours, otherwise the item will automatically attack the
artificer. Also, if the item is less than full hit points, the amount
salvaged is less than it would normally be. If the item's hit
points are less than full but more than its Hit Dice, the artificer
can salvage 2/3 of the construction cost to make the magical
item, rounded down. If the item has equal or less hit points than
Hit Dice, but has at least 1 hit point, it can be salvaged for 1/2
of the construction cost to make the magical item. A magical

item that is destroyed (either by conditions or 0 hit points)


cannot be salvaged. Likewise, if destroying the item would be
dangerous, like an Elemental Bound item, the artificer must
deal with that situation at a randomly determined time during
that process. Any combat that arises from a salvage attempt
assumes that the artificer starts the first round of combat prone,
but not surprised.
Artifacts (both major and minor), as well as magical items
that do not have gold piece value, like living constructs, cannot
be salvaged.
Skill Mastery: At 13th level, an artificer can take 10 when
making Spellcraft or Use Magic Device checks, 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.
Efficient Crafting: At 19th level, the rate at which the
artificer crafts magical and psionic items increases by a factor
of 10. Thus, an artificer that normally crafts at a rate of 1,000 gp
per day now crafts at a rate 10,000 gp per day. Any increases
to the the default rate also increase by the same factor of 10,
so if the artificer normally created wondrous items at 1,300 gp
per day, he now creates it at a rate of 13,000 gp per day.
Grand Weaving: At 20th level, the artificer can use his
ingenuity pool for the following effects.
Instant Enchantment: Assuming the artificer has necessary
raw materials and mundane items, he can spend ingenuity
points to instantly create an enchanted item. The resources,
rules and necessary checks to make the item are still the same,
but the total time required is a single standard action that
provokes. The artificer must spend one ingenuity point per
10,000 gp of the intended item's price. If the intended item is
physically larger that the artificer, then it assembles itself
adjacent to the artificer as if grew in place. Otherwise, the
artificer is wielding (but not wearing), the finished item.
Mass Disjunction: The artificer can his Unravel (disjunction)
ability to target all magical items worn or wielded by a single
target with a separate Mage's Disjunction by spending a point
of ingenuity per item, resolving separately. The artificer cannot
target items he cannot see or is otherwise not aware of.
Otherwise, this functions exactly like the Unravel (disjunction)
ability.
Mass Duplication: The artificer can his Item Augmentation
(duplication) ability to copy the properties of a single magical
item he is touching onto any appropriate item within 60',

spending one point of ingenuity per item that is being copied.


Anyone wielding a targeted item to be copied can resist with a
successful Will save with a DC equal to 10 + 1/2 the artificer's
level + the artificer's Intelligence modifier. With the exception of
the original item having multiple copies, this functions exactly
like the Item Augmentation (duplication) ability.

Favored Class
Instead of receiving an additional hit point or skill rank
whenever they gain a level in a Favored Class, some races
have the option of choosing from a number of other bonuses,
depending upon their Favored Classes. The following options
are available to the listed race who have artificers as their
Favored Class, and unless otherwise stated, the bonus applies
each time you select the listed Favored Class reward.
Core Races:
Dwarves: Select one item creation feat known by
the artificer. Whenever he crafts an item using
that feat, the amount of progress he makes in an
8-hour period increases by 200 gp. This does not
reduce the cost of the item; it just increases the
rate at which the item is crafted. Determine this
rate before applying any percentage discounts to
the time needed.
Elves: Add a total bonus of 1 foot of any one
existing movement rate to any construct(s) you
create or alter. This does not have any
appreciable benefit until multiples of five are met
(a movement rate of 34 is the same as 30). You
can change which movement rate you apply this
bonus to any time you alter the construct in a way
that requires item crafting rules.
Gnomes: Add +1/2 to Knowledge (arcana) and
any checks made to control, regain control or
otherwise command Elemental Bound magical
items.
Half-elves: Add a total bonus of 1 foot of any one
existing movement rate to any construct(s) you
create or alter. This does not have any
appreciable benefit until multiples of five are met
(a movement rate of 34 is the same as 30). You
can change which movement rate you apply this
bonus to any time you alter the construct in a way
that requires item crafting rules.

Human: Add +1/2 to your ingenuity pool.


Other Races:
Goblins: Add +1/2 to Disable Device and to
Perception checks concerning traps.
Hobgoblins: Add +1/6 hit point per Hit Dice to any
construct(s) you create. This does not apply to
altering constructs unless you have increased
their Hit Dice by at least 1.
Warforged: Add +1/4 to the caster level of any
infusion cast that only targets yourself.
A Note About Artificer Infusions: The list of artificer
infusions is intentionally very short, compared to other
spontaneous casters. This is to compensate for the fact that
artificers are spontaneous casters that automatically know all
of the infusions on this list that they are capable of casting.
Thus, it is important that this list does not get expanded without
very careful consideration as to how having that new infusion
available immediately to all artificers of the appropriate level
would impact the game.
Also, despite the similarities with regular spells, the infusions
on this list do not qualify for spells or powers needed to create
magical items. That is why the artificer has the class ability to
mimic those requirements with their Use Magic Device skill.
Lastly, when casting an infusion that would normally target a
person or creature, the artificer instead targets an appropriate
piece of clothing that they are wearing. Thus, when
casting Bull's Strength, the artificer is not casting on the
barbarian directly, but instead on the belt he is wearing. If that
belt goes missing, the infusion follows the belt, not the original
wearer. Likewise, if the barbarian is not wearing a belt, he
cannot be targeted by the artificer's infusion, even though the
wizard's spell of the same name works fine.
A Note About Artificers and Prestige Classes: As
mentioned above, artificers are not arcane spellcasters.
Granted, many of their infusions might seem like spells, but
they are intrinsically different from spells, much in the same
way that an alchemist's extracts are similar to, but not exactly
the same as spells. As such, artificers USUALLY do not satisfy
any prerequisites for prestige classes. In the prestige classes
detailed on this site, many of them list having the ability to cast
infusions as a way of satisfying that prerequisite. Other
prestige classes, however, might not have that option detailed.
As such, it is the GM's responsibility to determine which
prestige classes that an artificer might qualify for. As a guiding
rule, divine prestige classes will never qualify, with rare
exception of those centered around a divine craftsman. Arcane

casting prestige classes that focus on magical item use or


manipulation are likely good choices, but those that
concentrate on more direct applications are not. Psionic
prestige classes will not likely qualify because artificers do not
actually have a psionic point reserve (see below).
If an artificer does take a prestige class, his effective caster
level, infusions known and infusions per day would increase
just like any other spellcaster with the same prestige class.
A Note About Artificers & Psionics: In the previous d20
v3.5 version of the artificer, there was a psionic variant which
was necessary to make psionic items. However, in the current
rule set, the same feats are used for both magical and psionic
item equivalents. If you are using psionics in your campaign I
would recommend the following.
While these rules does not give artificers a psionic power
point reserve as other psionic classes get, it does mean that
any infusions and class abilities that deal with spells, spell-like
abilities, magical items, spell-trigger items and spell-completion
items are equally effective with psionic powers, psi-like
abilities, universal items, power-trigger and power-completion
items. This also means that for the artificer, his caster level is
equal to his manifester level for the purpose of such items.
When an artificer gains a metamagic feat, he also gains the
equivalent metapsionic feat. But unless the aritificer also has
an actual power point reserve and the ability to manifest
psionic powers, these metapsionic feats are only for the
purposes of making, using or altering psionic items with his
infusions, not the infusions themselves. Regardless, artificers
can obtain, maintain and expend a psionic focus in the same
way that psions do, although this is only to activate or augment
psionic items. Any metamagic feat that does not have a
metapsionic feat equivalent, or visa verse, does not get
duplicated in this way.

An Important Note about Artificers beyond 1st level: As


the primary role of artificers is to make, alter and use magical
items to their utmost effectiveness, it is easy to assume that
artificers being introduced into the game after 1st level would
have made all of their own magical items, thus getting a heavy
discount on the cost of those items versus their appropriate
wealth by level. This is true for both PCs and NPCs. However,
it is important to remember that during the course of their
adventures, artificers are also more likely to use up and burn
through disposable magical items (scrolls, potions and wands)
at a far faster rate than the standard spellcasting classes.
Thus, when introducing an artificer beyond 1st level, GMs
should consider reducing the artificer's initial wealth by level by

25% to 33% of the normal amount, representing the amount of


resources already used up during those adventures. Of
course, this isn't always true and GMs and players are
welcome to experiment with a full wealth by level, but this can
cause a disproportionate amount of magical items in the
campaign. Be careful.

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