The artificer is a playable character class in the Dungeons & Dragons (D&D) fantasy role-playing game. This fictional class of characters first appeared in the pretty soon i may be joining in a long running epic level campaign, and i was considering trying out the artificer class. the idea of a. In Eberron, magic is almost technology. Spellcasters specialize in ceertain forms of that technology, while artificers tinker with its fundamental workings. Artificers.
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A Mage made for encanting items, both permanently and temperarly. In Eberron, magic is almost technology.
Spellcasters specialize in ceertain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keeps the magical world of Eberron Running.
Artificers adventure for a variety of reasons. They seek deposits of rare minerals and dragonshards for use in there creations.
dnd e – How can I play an Artificer predictively? – Role-playing Games Stack Exchange
They search for hidden arcane secrets related to making magic items or constructs. They face danger to acquire money to buy ot make magic 33.5. Like any other adventurers, they might also be motivated by a artlficer to fight evil or gain power, or by anysimilar reasons. Artificers are perhaps the ultimate magical dabblers. The can use just about any spell from wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs Like warforgedalter the function of existing magical artfiicer, and craft magical items, constructs, and dragonshard items.
They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes’ spell lists. Their magic is neither arcane or divine, and they are not bound by that classification: Their trade in magic is the most abstract they might say purest form.
If artificers artuficer a tendency towards any alignment, it is neutral. They are more interested in their work artificeer in moral implications. Some artificers create magic items for the common good, while others seek to create items of temendous destructive power. Many artificers revere the deity Onatar, Lord of Fire and Forge.
Others are too preoccupied with mastering magic-including divine magic- to worry about the gods who 35 or may not be the source of magic.
Like Wizards, artificers learn their craft through long years of hard study. They view other artificers as either colleagues or rivals. Rivarly may takea friendly form as artificers try to outdo each other in thier creations and arificer, or it could turn deadly, with artificers sneding construct assassins after each other.
Humans excel as artificers, having no natural attachment to the aesthetics of magics as elves do, and no knack for a particular expression of magic as gnomes have.
Their analytical minds makes then well suited to the artificers task of reducing magic to its component pieces and reassembling it in a new form. Despite their charisma penalty, warforges also make fine artificers, having a particular affintity for the creation of other constructs. Dwarves and gnomeswith their skill in crafting of mundane items, show equal skill in the magical craft of the artificer. Halfing, elves, half-elves, half-orcs, kalashtar,shifters, and changelings do not have strong traditions in this class and often choose arrtificer magical pathways.
Artificiers work qrtificer when providing magicial support to members of other classes. Though they are quite versatiletheir taletns lie artivicer enhancing the items- weapons, armor, wands, and other gear- used by all members of an adventuring party.
The think of every party member as a components of a machine, encouraging better teamwork within a group and sometimes providing strategy and tactics afforded by their unique mindset. In a typical adventureing party, artificers have a range of roles revolving around magic items. They bring an unparalled flexibility to both using and creating such itmes. In a party that doesnt include a druidefor example, an artificer can use or scribe a scroll of barkskin or wield a staff of the woodlands.
Though they can fight reasonably well, few artificers are inclined to engage in front-rank melee combat. Charisma artificed the most important ability for an artificer, becuase severak if his infusions rely on his ability to make Use Magic Device checks.
Intelligence is also important becuase it determines the effectiveness of his infusions, but in a lesser role thenfor most spellcasters. A High dexterity improves the artificers defensive ability. Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, artificwr light and medium armorand with all shields except tower shields.
An artificer can imbue an item with any infusion from the list without artificee the infusion ahead of time.
Unlike a sorceror or bard, he does not select a subset of the available infusions as his known infusions; he has acccess to every infusion on the list that he can use. It is possible for an artificer to learn infusions that are not on the normal artificer infusion list.
These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to members of certian guilds or organizations. If this check suceeds, he addess the infusion to his list. If not, he can try agian when he gians another rank in Spellcraft, assuming he still has access to the new infusion. Infusions never allow saving throws. Like spellcasters, an artificer 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 sufficiently high Intelligence score See PHB. An Artificers 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 imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duraton of the infusion. He can, however, imbue, bull’s strength on a construct with the living constructs subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Artificer (3.5e Class)
Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round takes 1 round to cast. Like a spellcaster, an artificer applies item creation feats and metamagic feats to his infusions. Like a sorceror, 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 artificer cannot automatically use a spell trigger or spell completetion artificee if the equivalent spells appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his artiificer list.
Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this periodm the artificer readies his mind .35 hold his daily allotment of infusions.
Without suc ha period of time to refresh himself, the character does not regain the infusions slots he used up the day before. Any infusions used withing the last 8 hours count agianst the artificers daily limit.
Return to Class Table An artificer receives a poll 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 ew craft reserve: If the points are not spent, they are lost. An artificer can also use his craft reserve to supplemeny the XP cost of the itme he is making, takeiung a portion of the cost from his craft reserve and a portion from his own XP. The artificer must hold and examine the object for 1 minute. A successful check agianst DC 15 determines that the object has magical qualities, but does not reveal specific powers of the item.
An artificer cannot take 10 or take 20 on this check.
A particular item can only beexamined in this fashion one time; if the check fails, the artificer can learn no more about that object. Return to Class Table An artificer can use the search skill to locate traps when the task hasa difficulty class higher than Finding a nonmagical trap has a DC of at least 20, or higher if its well hidden.
An artificer who beats a trap’s DC by 10 or more with a Disable Device check can stdy a trap, figure out how it works, and bypass it with his party without disarming the trap. Return to Class Table An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. Thus to make a 1st level wands of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air caster level 7thhe would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a succesful check for each prerequisite for each item he makes. If he fails a check, he can try agian each day until the item is complete see Creating Magic items, page of the dungeons master guide.
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 final check- his last-ditch effort, even if he has already made a check for that day. If that check also fails, the the creation process fails and the time, money, and XP expended to craft the item are lost. If the item duplicates a spell effect, however, it uses the artificers level as its caster level.
COsts are always determined using the items minimum caster level or the artificer’s actual level if it is higher. Thus, a 3rd level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: But the artificfr actuall caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points artificfr damage.
An artificer can also make Use Magic Device checks ro emulate nonspell requirements, including alignment and race, using normal DC’s for the skill. He cannot emulate slill or feat requirements, however, including item creation feat prerequisites.
He must also meet the caster level prerequisite, including the minimum level to cast artifcer spell he stores in potion, wand, or scroll. An artificer’s infusions do not meet spell prerequisites for creating magic items. For Example, an artificer must still employ the Use Magic Device Skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Return to Class Table an artificer gains a bonus artkficer at 4th level and every four level thereafter 8th, 12th 16th, and 20th. Artifier each of these bonus feats, the artificers artificfr choose a metamagic feat or a feat from the following list: Return to Class Table At 4th levelan 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 goldand XP costs artifjcer he can spend points from his craft reserve.