Hit Die: d8
Class Skills
Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge: Arcana (Int), Knowledge: Engineering (Int), Knowledge: Planes (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Disable Device (Cha).
Class Features
Weapon and Armor Proficiency: Simple weapons, light and medium armor, and shields (except tower shields).
Infusions: Artificers are more skilled craftsmen than spellcaster. They wield magical tools and specialized knowledge to temporarily imbue items with magical powers - these powers are called infusions. To learn and use an infusion an artificer must have an Intelligence score equal to 10 + the infusion level. Save DCs are 10 + the infusion level + the artificer's Int bonus. An artificer begins play with knowledge of all infusions on their list. An artificer may conduct research equivalent to a wizard attempting to create a unique spell to add a spell to their infusion list. Artificers can use only a limited number of infusions each day per Table 1-1 (as per Bard spell progression) and gain a number of bonus infusions per day if they have a high Intelligence score.
An artificer must prepare infusions ahead of time, like a wizard or cleric, and spends 1 hour gathering tools and assembling components in order to replenish their daily allotment of infusions. 0th level infusions are prepared the same as higher level infusions but are useable at-will. In infusion is neither divine nor arcane magic. However, the action of infusing an item functions like the casting of a spell. Infusons also follow all rules for spells. An infusion can only be placed upon a construct or masterwork item. Infusions are temporary and may be placed upon already enchanted items but similar powers do not stack.
An artificer can apply any metamagic feat they know to their infusions and increases the level of the infusion just like a spell.
Craft Reserve: The artificer knows techniques to reduce the cost of potions, spell completion, and spell trigger magic items they create. This pool of craft reserve may be used to offset item creation costs for these types of magic items and their bonded artifact. Each time the artificer gains a new level they receive a new pool of craft reserve. Any leftover from the previous level is lost.
Craftsman Training: At 1st level and multiple levels thereafter, the artificer gains a +2 bonus to any one craft skill of their choice. Each time this ability is gained it applies to a different craft skill.
Disable Traps: Like a rogue, an artificer can use Disable Device to disarm magical traps. They can also study and bypass traps if they beat the trap DC by 10 or more.
Dweomercraft (Ex): An artificer's caster level is equal to their artificer level and may create magic items, even if they do not have the ability to cast spells. The artificer must first master the spell schematic by copying it into their schema book through the study of a scroll or a magic item (as the same cost as a wizard scribes spells). The artificer may additionally emulate other crafting requirements per the Use Magic Device skill, each requiring its own successful skill check.
Spells an artificer has mastered satisfies the requirements for having that spell on the caster's spell list when using spell completion and spell trigger items. At 1st level, an artificer begins with 3 + Int modifier free spell schematics and gain 2 additional mastered spell schematics each level at no cost. Spell schematics may be mastered from any spell list.
Scribe Scroll: At 1st level, an artificer gains the scribe scroll feat.
Trade Secret: At 2nd, 4th, and every 4 levels thereafter, the artificer may select a bonus feat. An artificer need not meet the level requirements but must still possess any feat prerequisites to take these feats and may be selected from the following: any metamagic feat, Exceptional Artisan, Extraordinary Artisan.
At 2nd level, the following feats are added to the list: Brew Potion, Craft Wand.
At 4th level add: Attune Magic Weapon, Craft Magic Arms & Armor, Craft Wondrous Item, Rapid Infusion.
At 8th level add: Craft Rod, Forge Ring, Improved Homunculous, Wand Mastery.
At 12th level add: Craft Construct, Craft Staff, Extra Rings.
Artisan Expertise: At 2nd level, an artificer gains a +2 bonus on Use Magic Device skill checks for any item that they also know the item creation feat for.
Bonded Artifact (Ex): At 3rd level, an artificer bonds with a specially created artifact - a homunculous created as if the artificer possessed the Craft Construct feat or a bonded magic item (per arcane bond except infusions may be cast without it at no penalty). The artificer must emulate the spell requirements as if crafting a magic item and must pay the standard costs but does not expend any tume doing so. An artificer may alos use their craft reserve to offset this cost.
An artificer can at any time upgrade their existing bonded artifact at normal cost but without expending any time. If they own a homunculous, the cost is 2000 gp per 1 Hit Die. If the artificer adds more than 6 Hit Die in this way, it becomes a Small creature (but never grows larger than Small) and advances as such. An artificer's homunculous can have as many Hit Dice as its master's Hit Dice -2.
Retain Essence (Su): At 5th level, an artificer can breakdown a magic item to its most vital components to be used in the creation of other items. The artificer can only do this with items they possess the appropriate item creation feat and must spend a full day studying the item and carefully disassembling it. At the end of the day, the item is destroyed and the artificr is left with a single magical component equal to half the original item's value.
A magical component can only be used to create one new item - any excess value left after the creation of the new item is lost. Multiple components may be used together and in conjunction with an artificer's craft reserve to craft a new item.
Metamagic Spell Trigger (Su): At 7th level, an artificer can apply any metamagic feat they know to a spell trigger item using a mastered spell schematic. This uses a number of extra charges on the spell trigger item equal to half the spell level increased (rounded up). The increased spell level of the affected item cannot exceed the artificer's highest infusion level they have access too.
Etch Schema: At 9th level, the artificer gains the knowledge to create minor schema as a bonus feat per the Magic of Eberron sourcebook and bypasses the normal level requirement.
Metamagic Spell Completion (Su): At 11th level, an artificer can apply any metamagic feat they know to a spell completion item using a mastered spell schematic. This requires a successful Use Magic Device check against a DC equal to 20 + (spell level x 2). The increased spell level of the affected item cannot exceed the artificer's highest infusion level they have access to.
Skill Mastery: At 13th and 17th level, an artificer may select two skills to take 10 on from the following list, even when they normally would not be able to do so: Craft (Any), Disable Device, Perception, Profession (Any), Spellcraft, Use Magic Device.
Metamagic Mastery (Su): At 14th level, an artificer may choose to use any metamagic feat they know. This can be done a number of times per day equal to their Cha bonus. Additionally, an artificer may now increase the spell level of magic items and infusions with metamagic feats up to a total spell level equal to half the Artificer's level, up to a maximum of 9th at 18th level.
Master of Artifice: At the height of their ability, the artificer has combined their mastery to imbue massive powers into a single unique item, creating an artifact. The powers and creation process for this artifact will be determined by the GM and will require extraordinary resources, time, and questing. The artifact becomes the sole possession of the artificer until death and hence will be their mortal legacy.
Infusion List
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