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the party would not normally have access to. The artificer is
Magical Items
Magic
Rules
Bestiary
Removed Material
an artificer's infusions can easily turn the rest of the party into a
Downloads
Class Skills
+0
+0
+0
+2
Infusions,
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
7th
+5
+2
+2
+5
Forge Ring
8th
+6 / +1 +2
+2
+6
Unravel (dispel) 4
9th
+6 / +1 +3
+3
+6
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
+7 / +2
17th +12 /
+7 / +2
18th +13 /
(disjunction)
+6
+6
+8 / +3
Augmentation
(duplication)
19th +14 /
+6
+6
+6
+6
+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
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
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.
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