[[],[],[],[],[],[],[],[{"id":6744,"name":"Artificer","type":"base","hit_die":"1d6","alignment":"Any","full_text":"
Type:<\/b> base
Hit Die:<\/b> 1d6<\/p>
Requirements<\/h3>
To quilify for this class, a character must fulfill all the folowing criteria<\/p>
Alignment:<\/b> Any Choose two from Arcane, History, Insight, Investigation, Medicine Arti\ufb01cer knowledge, artisan bonus, disable trap,item creation, Scribe Scroll<\/p><\/td> CLASS FEATURES <\/strong><\/p> All of the following are class features of the arti\ufb01cer. <\/em><\/p> Weapon and Armor Pro\ufb01ciency:<\/strong> Arti\ufb01cers are pro\ufb01cient with all simple weapons, with light and medium armor, and with shields (except tower shields).<\/p> Infusions:<\/strong> An arti\ufb01cer is not a spellcaster<\/strong><\/em>, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the arti\ufb01cer infusion list (see below). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an arti\ufb01cer must make a Concentration check if injured while imbuing an item with an infusion. An arti\ufb01cer 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 arti\ufb01cer to learn infusions that are not on the normal arti\ufb01cer infusion list. These might include ancient infusions he \ufb01nds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an arti\ufb01 cer can attempt to learn it by making a Arcana check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again after a long rest, assuming he still has access to the new infusion. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws. Like spellcasters, an arti\ufb01cer can use only 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 suf\ufb01ciently high Intelligence score.<\/strong> An arti\ufb01cer’s infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The 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 characters.<\/p> Many infusions have long casting times, often 1 minute or more. An arti\ufb01cer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 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 arti\ufb01 cer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an arti\ufb01 cer must still employ the Arcana skill to use a wand of light, even though light appears on his infusion list. Each day, an arti\ufb01cer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the arti\ufb01 cer 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 arti\ufb01 cer’s daily limit.<\/p> Craft Reserve:<\/strong> An arti\ufb01cer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the arti\ufb01 cer 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 arti\ufb01 cer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.<\/p> Arti\ufb01cer Knowledge:<\/strong> An arti\ufb01cer can make a special arti\ufb01cer knowledge check with a bonus equal to his arti\ufb01cer level + his Int modi\ufb01er to detect whether a speci\ufb01c item has a magical aura. The arti\ufb01cer 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 speci\ufb01c powers of the item. An arti\ufb01cer 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 arti\ufb01cer can learn no more about that object.<\/p> Artisan Bonus:<\/strong> An arti\ufb01cer gains a +2 bonus on Arcana checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an arti\ufb01 cer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.<\/p> Disable Trap:<\/strong> 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 arti\ufb01cer can use the Invertigation 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 Invertigation check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.<\/p> Item Creation (Ex):<\/strong> An arti\ufb01cer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The arti\ufb01cer must make a successful Arcana check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Arcana check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The arti\ufb01cer 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. 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 \ufb01nal check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, an artificer’s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the arti\ufb01 cer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the arti\ufb01 cer’s actual level (if it is higher). Thus, a 3rd-level arti\ufb01cer can make a scroll of \ufb01reball, since the minimum caster level for \ufb01 reball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak \ufb01 reball that deals only 3d6 points of damage. An arti\ufb01 cer can also make Arcana 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 potion, wand, or scroll. An arti\ufb01cer’s infusions do not meet spell prerequisites for creating magic items. For example, an arti\ufb01 cer must still employ the Arcana skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.<\/p> Bonus Feat:<\/strong> An arti\ufb01cer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion 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. In addition, an arti\ufb01cer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the arti\ufb01cer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery<\/p> Retain Essence (Su):<\/strong> At 5th level, an arti\ufb01cer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The arti\ufb01cer 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 arti\ufb01cer adds the XP it took to create the item to his craft reserve. These points are lost if the arti\ufb01cer does not use them before gaining his next level. For example, an arti\ufb01 cer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 ÷ 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.<\/p> Metamagic Spell Trigger (Su):<\/strong> At 6th level, an arti\ufb01cer 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. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no bene\ufb01 t when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.<\/p> Metamagic Spell Completion (Su):<\/strong> At 11th level, an arti\ufb01cer 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 Arcana check is equal to 20 + (3 × the modi\ufb01 ed level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 × 7), or 41. An arti\ufb01cer can use this ability a number of times per day equal to 3 + his Int modi\ufb01er. Skill Mastery: At 13th level, an artificer can take 10 when making a Insight or Arcana check, <\/p> ARTIFICER INFUSION LIST<\/strong><\/p> 1st Level<\/strong><\/p> Armor Enhancement, Lesser*<\/strong>: Armor or shield gains special ability with +1 bonus market price modifier.<\/p> Energy Alteration*:<\/strong> Item using one kind of energy uses another instead. Enhancement Alteration*: Magic shield’s enhancement bonus applies to shield bash attacks, or magic weapon’s enhancement bonus applies to Two Weapon Defense.<\/p> Identify:<\/strong> Determines properties of magic item. In\ufb02 ict Light Damage*: Deals 1d8 + 1\/level damage (maximum +5) to a construct.<\/p> Light:<\/strong> Object shines like a torch.<\/p> Magic Stone:<\/strong> Three stones gain +1 on attack rolls, deal 1d6+1 damage. Magic Vestment: Armor or shield gains +1 or better enhancement bonus.<\/p> Magic Weapon:<\/strong> Weapon gains +1 enhancement bonus.<\/p> Repair Light Damage*<\/strong>: “Cures” 1d8 + 1\/level damage (max +5) to a construct. Resistance Item*: Item bestows +1 or better resistance bonus on saving throws.<\/p> Shield of Faith:<\/strong> Aura grants +2 or higher deflection bonus.<\/p> Skill Enhancement*:<\/strong> Item bestows circumstance bonus on skill checks.<\/p> Spell Storing Item*<\/strong>: Store one spell in an item.<\/p> Weapon Augmentation, Personal*<\/strong>: Your weapon gains special ability with +1 bonus market price modifier.<\/p> 2nd Level<\/strong><\/p> Align Weapon:<\/strong> Weapon becomes good, evil, lawful, or chaotic.<\/p> Armor Enhancement<\/strong>*: Armor or shield gains special ability with up to +3 bonus market price modi\ufb01er.<\/p> Bear’s Endurance:<\/strong> Subject gains +4 to Constitution for 1 min.\/level. Bull’s Strength: Subject gains +4 to Strength for 1 min.\/level.<\/p> Cat’s Grace:<\/strong> Subject gains +4 to Dexterity for 1 min.\/ level.<\/p> Chill Metal:<\/strong> Cold metal damages those who touch it.<\/p> Eagle’s Splendor:<\/strong> Subject gains +4 to Charisma for 1 min.\/level.<\/p> Fox’s Cunning:<\/strong> Subject gains +4 to Intelligence for 1 min.\/level.<\/p> Heat Metal:<\/strong> Make metal so hot it damages those who touch it.<\/p> In\ufb02ict Moderate Damage*<\/strong>: Deals 2d8 + 1\/level damage (maximum +10) to a construct.<\/p> Owl’s Wisdom:<\/strong> Subject gains +4 to Wisdom for 1 min.\/level.<\/p> Repair Moderate Damage*<\/strong>: “Cures” 2d8 + 1\/level damage (maximum +10) to a construct.<\/p> Toughen Construct*<\/strong>: Grants construct +2 (or higher) enhancement to natural armor.<\/p> Weapon Augmentation, Lesser*<\/strong>: Weapon gains special ability with +1 bonus market price modi\ufb01 er.<\/p> 3rd Level<\/strong><\/p> Armor Enhancement, Greater*<\/strong>: Armor or shield gains special ability with up to +5 bonus market price modi\ufb01er.<\/p> Construct Energy Ward*:<\/strong> Construct gains resistance 10 to speci\ufb01 ed energy type.<\/p> In\ufb02 ict Serious Damage*<\/strong>: Deals 3d8 + 1\/level damage (maximum +15) to a construct.<\/p> Magic Weapon, Greater:<\/strong> Weapon gains +2 or better enhancement bonus.<\/p> Metamagic Item*<\/strong>: Imbue spell trigger item with metamagic feat.<\/p> Power Surge*<\/strong>: Charged spell trigger item gains temporary charges.<\/p> Repair Serious Damage*<\/strong>: “Cures” 3d8 + 1\/level damage (maximum +15) to a construct.<\/p> Stone Construct*:<\/strong> Construct gains DR 10\/ adamantine.<\/p> Suppress Requirement*<\/strong>: Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.<\/p> 4th Level<\/strong><\/p> Construct Energy Ward, Greater*<\/strong>: Construct gains immunity to speci\ufb01 ed energy type. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.<\/p> In\ufb02ict Critical Damage*<\/strong>: Deals 4d8 + 1\/level damage (maximum +20) to a construct.<\/p> Item Alteration*:<\/strong> Item that provides a certain type of bonus provides a different type of bonus to the same value or roll.<\/p> Iron Construct*<\/strong>: Construct gains DR 15\/adamantine and takes half damage from acid and \ufb01re.<\/p> Minor Creation:<\/strong> Creates one cloth or wood object. Repair Critical Damage*: “Cures” 4d8+1\/level damage (maximum +20) to a construct.<\/p> Rusting Grasp:<\/strong> Your touch corrodes iron and alloys.<\/p> Shield of Faith<\/strong>, Legion’s*<\/strong>: Allies gain +3 or higher AC bonus.<\/p> Weapon Augmentation*<\/strong>: Weapon gains special ability with up to +3 bonus market price modi\ufb01er.<\/p> 5th Level<\/strong><\/p> Disrupting Weapon:<\/strong> Melee weapon destroys undead.<\/p> Fabricate:<\/strong> Transforms raw materials into finished items.<\/p> Major Creation:<\/strong> As minor creation, plus stone and metal.<\/p> Wall of Force:<\/strong> Wall is immune to damage.<\/p> Wall of Stone:<\/strong> Creates a stone wall that can be shaped.<\/p> 6th Level<\/strong><\/p> Blade Barrier:<\/strong> Wall of blades deals 1d6\/level damage.<\/p> Disable Construct*<\/strong>: Deals 10\/level damage to target construct.<\/p> Globe of Invulnerability<\/strong>: As lesser globe of invulnerability, plus 4th-level spell effects.<\/p> Hardening*:<\/strong> Item’s hardness increases by 1 per 2 levels.<\/p> Move Earth:<\/strong> Digs trenches and builds hills.<\/p> Total Repair*<\/strong>: Repair 10 points\/level of damage to a construct.<\/p> Wall of Iron:<\/strong> 30 hp\/four levels; can topple onto foes.<\/p> Weapon Augmentation, Greater*:<\/strong> Weapon gains special ability with up to +5 bonus market price modifier.
Must believe in or be made of magic<\/strong><\/p>Class Skills<\/h3>
Proficiencies:<\/b> Arti\ufb01cers are pro\ufb01cient with all simple weapons, with light and medium armor, and with shields (except tower shields).<\/p>lvl<\/td> Proficiency<\/td> Special<\/td> Craft Reserve<\/td> 1st<\/td> 2nd<\/td> 3rd<\/td> 4th<\/td> 5th<\/td> 6th<\/td><\/tr> 1<\/td> +2<\/td> 20<\/td> 2<\/td> -<\/td> -<\/td> -<\/td> -<\/td> -<\/td><\/tr> 2<\/td> +2<\/td> Brew Potion<\/td> 40<\/td> 3<\/td> -<\/td> -<\/td> -<\/td> -<\/td> <\/td><\/tr> 3<\/td> +2<\/td> Craft Wondrous Item <\/td> 60<\/td> 3<\/td> 1<\/td> -<\/td> -<\/td> -<\/td> <\/td><\/tr> 4<\/td> +2<\/td> Ablity Score Increse, Craft homunculus<\/td> 80<\/td> 3<\/td> 2<\/td> -<\/td> -<\/td> -<\/td> <\/td><\/tr> 5<\/td> +3<\/td> Craft Magic Arms and Armor, retain essence <\/td> 100<\/td> 3<\/td> 3<\/td> 1<\/td> -<\/td> -<\/td> -<\/td><\/tr> 6<\/td> +3<\/td> Metamagic spell trigger <\/td> 150<\/td> 3<\/td> 3<\/td> 2<\/td> -<\/td> -<\/td> -<\/td><\/tr> 7<\/td> +3<\/td> Craft Wand <\/td> 200<\/td> 3<\/td> 3<\/td> 2<\/td> -<\/td> -<\/td> -<\/td><\/tr> 8<\/td> +3<\/td> Ablity Score Increse<\/td> 250<\/td> 3<\/td> 3<\/td> 3<\/td> 1<\/td> -<\/td> -<\/td><\/tr> 9<\/td> +4<\/td> Craft Rod <\/td> 300<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> -<\/td> -<\/td><\/tr> 10<\/td> +4<\/td> <\/td> 400<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> -<\/td> -<\/td><\/tr> 11<\/td> +4<\/td> Metamagic spell completion <\/td> 500<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> 1<\/td> -<\/td><\/tr> 12<\/td> +4<\/td> Ablity Score Increse, Craft Staff, <\/td> 700<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> 2<\/td> -<\/td><\/tr> 13<\/td> +5<\/td> <\/td> 900<\/td> 3<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> -<\/td><\/tr> 14<\/td> +5<\/td> Forge Ring <\/td> 1200<\/td> 4<\/td> 3<\/td> 3<\/td> 3<\/td> 3<\/td> 1<\/td><\/tr> 15<\/td> +5<\/td> <\/td> 1500<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td><\/tr> 16<\/td> +5<\/td> Ablity Score Increse<\/td> 2000<\/td> 4<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 2<\/td><\/tr> 17<\/td> +6<\/td> <\/td> 2500<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td><\/tr> 18<\/td> +6<\/td> <\/td> 3000<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 3<\/td><\/tr> 19<\/td> +6<\/td> Ablity Score Increse<\/td> 4000<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td><\/tr> 20<\/td> +6<\/td> <\/td> 5000<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td> 4<\/td><\/tr><\/tbody><\/table>
<\/p>
Craft Homunculus (Ex):<\/strong> At 4th level, an arti\ufb01 cer 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 gold and XP costs (though he can spend points from his craft reserve). An arti\ufb01cer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. If an arti\ufb01 cer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, –2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct. An artificer’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.<\/p>
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 Arcana check.<\/p>
Reference: ECS, DMG<\/b><\/p>","reference":"Usergen","class_skills":"Choose two from Arcane, History, Insight, Investigation, Medicine","proficiencies":" Arti\ufb01cers are pro\ufb01cient with all simple weapons, with light and medium armor, and with shields (except tower shields). "}],[],[],[]]