Difference between revisions of "Artificer"
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'''Salvage:''' Given an hour's time, an artificer may break down artificed and magical items into salvage worth half the market value of the items. Salvage can be assembled into magically crafted artifice items, supplying the material cost. |
'''Salvage:''' Given an hour's time, an artificer may break down artificed and magical items into salvage worth half the market value of the items. Salvage can be assembled into magically crafted artifice items, supplying the material cost. |
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− | '''Jury-rig:''' More importantly, up to 100 gp per class level of salvage may be 'jury-rigged' per day; the artificer can craft an artificed item as a full round action. |
+ | '''Jury-rig:''' More importantly, up to 100 gp per class level of salvage may be 'jury-rigged' per day; the artificer can craft an artificed item as a full round action, though the price is market price rather than the normal 1/2 market material cost for crafting. |
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− | : An artificer that jury-rigs more than 1000 gp in a given day cannot jury-rig the following day, due to dissonance build-up in her tools. (This bumps up against the longer-term 'crafting magic items takes 1 day per 1000 gp) |
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'''Bonus feat:''' An artificer may select one of the following as a bonus feat: Any metamagic, any item creation, arcane strike, combat casting, magical aptitude, spell focus, greater spell focus, spell mastery, spell penetration, greater spell penetration. The artificer must meet all prerequisites for the feat she selects. |
'''Bonus feat:''' An artificer may select one of the following as a bonus feat: Any metamagic, any item creation, arcane strike, combat casting, magical aptitude, spell focus, greater spell focus, spell mastery, spell penetration, greater spell penetration. The artificer must meet all prerequisites for the feat she selects. |
Revision as of 16:37, 14 August 2010
On the world of Gaea, magical energy is common place to the point that it has replaced electricity and other more mundane sources of power, as a means for a power source to fuel technology development and the rise of industry. As a result of this a new breed of dabbler in the field of magical development and crafting has risen up. The Artificer forges bridges between the worlds of magic and machines. They have the skills to build virtually any contraption imaginable and the know how to utilize the theories of magitech to power to give these creations. The synthesis of the two forms of machines and magic has been given many different names over the years but the most common one is simply known as Artifice. Artificers understand magic on a different level from most other spellcasters and thus they do not cast spells like wizards and clerics do. Instead their inventive devices serve as the ways and means for them to access the world of magic. Thus they have an amazing facility with magic items and constructs and in many ways they are the ones who keep the advanced levels of civilization that many nations enjoy, running. Their on the fly contraptions can be very potent and extremely powerful but run the risk of malfunctioning and exploding in their faces. For many Artificers, such a risk is simply part of the drive that keeps them in pursuit of perfection.
Most Artificers start off as simple mechanics and industrial technicians working in one of the major industrialized nation and city states in the known world. In time, their mechanical aptitude becomes more evident along with a slow gravitation towards study of arcane principles. At this point, mentors or a handful of Artificers in a small pocket union almost exclusively trains many. Some end up joining larger organizations such as The Engineering Enclave or The Society of Novus Mechanus. Their art requires a great deal of discipline as well as a powerful spark of creativity. Willingness to learn, shop work and exploration are necessary. Many of the higher secrets and discoveries of their trade are sacrosanct and closely guarded by them. Above all they are known for their ingenuity and their powerful inventions. The most successful Artificers make a decent living distributing their wondrous wares or allying with a kingdom and making their mark either on the battlefield or in the machine labs where they continue to produce items of the imagination. Opportunities are near limitless for those who are bright enough and imaginative enough.
Adventurers
Artificers tend to be found on adventures often, typically as they attempt to 'field test' their newest gadgets and devices. They seek deposits of rare minerals and mana crystals to use in their creations. They search for hidden arcane secrets and the mysteries of the long lost Civilization of Machines and Sorcery. They face danger to acquire money to buy or make magic items.
Characteristics
Perhaps the ultimate magical dabbler wrapped up into the package of a daring explorer. Artificers can use just about any spell from wands or scrolls, mimic pure arcane spells through the use of their personalized contraptions, repair damaged constructs, temporarily empower ordinary items with magical power and discern the function of nearly any unique piece of equipment. Their own progression through the ranks of magic is incredibly slow compared to purer casters. But they compensate for this by their ability to craft works of wonder that can emulate the effects of divine and arcane magic together, often at once. An Artificer can build a device that can unleash a barrage of arcane fire while at the same time shielding his comrades from danger. The downside is that the more complex the device and the more mana it attempts to consume, the more it runs a risk of malfunctioning and even outright exploding in the hands of the user.
Alignment
If an Artificer tends towards any alignment then it is neutral. They are more interested in their work than its moral implications. Some seek to create magic items for the common good and others seek to explore the tremendous destructive power that their craft holds.
Religion
Many Artificers revere Reos the Crafter and god of the Forge, Invention and Industry. Many others revere Ceinara the goddess of inspiration, artwork and passionate creativity. Others are too preoccupied with mastering magic to worry about the gods and still others worship based on their cultural heritage and personal goals. As a generally pantheistic society, it is not unheard of for an Artificer to revere multiple gods as need be.
Background
Like wizards, artificers tend to learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. Other Artificers are viewed either as comrades or potential rivals. Rivalry may take a friendly form with one Artificer trying to outdo each other in their creations and accomplishments or it could turn deadly with artificers sending construct assassins after each other. Generally, as the creators of artifice, Artificers are afforded much respect in many of the lands of the known world. They provide the various kingdoms with the industrial power and the military technology of the current era and they perform many diverse roles throughout society. An Artificer can be found working as a field repairman to an engineer on an Airship.
The leading association of Artificers is wrapped up in the Engineering Enclave, which is based out of Clockwork Point in Khazad Duin and has a number of chapter houses in various lands that are acclimated well to technology. These are not the only organizations that exist and there are several smaller ones that can be found here and there throughout The Great Continent. In Charn, Artificers are quickly absorbed into the massive war machine of invention that the empire relies on to spearhead their expansionist efforts.
Races
Without a doubt, humans excel as Artificers and by far they are the most prevalent members of this class. Dwarves follow along with goblins with a natural knack for mechanical things. Goblins are more interested in commerce and making money then they are true invention and sometimes they may find it difficult to find training. Gnomes also work well as Artificers but Gnome inventors tend to also pursue the path of the Master Craftsman so as to focus on their fascinations with gunsmithing and clockwork devices. Elves are rarely found as Artificers due to their attachment to traditional magic and the aesthetics of it.
Other Classes
They tend to get along well with most non-magic using classes, particularly fighters. Monks are taken aback quite often by the devotion of artificers to their machines, while barbarians tend to mistrust anything so artificial. Druids and rangers share the barbarian's distrust to a certain degree, while the other casting classes, (cleric, sorcerers and wizards) regard artificers as either healthy competitors or utter disdain depending upon the cultural backdrop involved.
Role
In a typical adventuring party, Artificers bring unparalleled flexibility in terms of magic items, and the availability of spells. While wizards, sorcerers and clerics can wield far more powerful and potent spells, The Artificer can combine spell effects in unique contraptions in a unique fashion of spell stacking. This flexibility grants them great maneuvering room in party roles in comparison to their more traditional counterparts. They can fight reasonably well as well though they are often disinclined to engage in frontline combat.
Statistics
- Class Skills: Appraise, Craft, Disable Device, Escape Artist, Fly, Knowledge (arcana), Knowledge (engineering), Knowledge (technology), Knowledge (dungeoneering), Perception, Linguistics, Spellcraft, Use Magic Device, Profession
- Hit Dice: d8
- Skill Points: 6+Int Modifier per level
- Weapon and Armor Proficiency: Artificers are proficient in light armor, shields (but not tower shields), simple weapons, pistol, and revolver.
Artificer | Devices | |||||||||||
Level | BAB | Fort | Refl | Will | Special | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | +0 | +0 | +2 | +2 | Magitech theory, Devices, Artifice Style | 3 | 1 | |||||
2 | +1 | +0 | +3 | +3 | Salvage, Jury-rig | 4 | 2 | |||||
3 | +2 | +1 | +3 | +3 | Bonus feat | 4 | 3 | |||||
4 | +3 | +1 | +4 | +4 | Component juggler | 4 | 3 | 1 | ||||
5 | +3 | +1 | +4 | +4 | Trapfinding | 4 | 4 | 2 | ||||
6 | +4 | +2 | +5 | +5 | Bonus feat | 5 | 4 | 3 | ||||
7 | +5 | +2 | +5 | +5 | 5 | 4 | 3 | 1 | ||||
8 | +6/+1 | +2 | +6 | +6 | 5 | 4 | 4 | 2 | ||||
9 | +6/+1 | +3 | +6 | +6 | Bonus Feat | 5 | 5 | 4 | 3 | |||
10 | +7/+2 | +3 | +7 | +7 | 5 | 5 | 4 | 3 | 1 | |||
11 | +8/+3 | +3 | +7 | +7 | 5 | 5 | 4 | 4 | 2 | |||
12 | +9/+4 | +4 | +8 | +8 | Bonus Feat | 5 | 5 | 5 | 4 | 3 | ||
13 | +9/+4 | +4 | +8 | +8 | 5 | 5 | 5 | 4 | 3 | 1 | ||
14 | +10/+5 | +4 | +9 | +9 | 5 | 5 | 5 | 4 | 4 | 2 | ||
15 | +11/+6/+1 | +5 | +9 | +9 | Bonus Feat | 5 | 5 | 5 | 5 | 4 | 3 | |
16 | +12/+7/+2 | +5 | +10 | +10 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | |
17 | +12/+7/+2 | +5 | +10 | +10 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | |
18 | +13/+8/+3 | +6 | +11 | +11 | Bonus feat | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
19 | +14/+9/+4 | +6 | +11 | +11 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | |
20 | +15/+10/+5 | +6 | +12 | +12 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Class Abilities
Magitech Theory: The core of the talent of an artificer is a deep understanding of magical principles, and what technological processes can be used to interact with magic to create effects. An artificer comprehends spells and magic just as well as a sorcerer or wizard, where she differs is how she goes about creating magic. An analogy would be the difference between a novelist and an orator: both understand language, and each other, but have very different skills in crafting language.
- An artificer can operate scrolls and wands, as she understands the magical relationships within them. Similarly, a wizard or a sorcerer can activate artificer analogs (prototypes and gadgets); the assemblage of components may be strange, but the magical symbols and operators are familiar.
- An artificer is considered an arcane caster for the purposes of all feats and magic items, though some may not be useful (like Silent Spell).
Devices: An artificer shapes magic through the creation of devices. A device consists of a core component and secondary component(s). A core component is a specialized piece of artifice that can manipulate magic in a characteristic way; each core component is tied to a school of magic, and the artificer must wield the core component to operate a device within that school.
- A core component is usually some light item, like an oversized wand, or a gauntlet, or a clockwork orb. It weighs 2 pounds, costs 25 gp to make, and has 5 hp (though it may be made of adamantine, if desired, for 750 gp). Core components may be disarmed or sundered.
- Secondary components are small crystals, cogs, levers, or other items that is usable a limited number of times before becoming unusable for about a day. Each morning the artificer goes through the secondary components, assembling the devices she wishes to use. Some secondary components may be charged, others are harmonized, while some may have some form of 'static' removed to become operational once more.
- The number of devices usable per day is listed in the chart above.
- Activating a device requires one hand (holding the core component). There is no arcane spell failure for operating the device. Verbal components are waived. Material components are added as expensive one-use secondary components.
- Artificers must study their portfolio to successfully assemble a device, daily. This portfolio functions much like a wizard's spellbook, and the artificer may add to it as a wizard adds to a spellbook. If an artificer attempts to learn a magical spell, rather than a schematic from another artificer, the time required increases by 50% (but the cost is the same). An artificer also gains 2 new schematics each time she gains a level, which she may use to learn schematics at any level she knows.
- The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.
- Cantrips can be activated using any core component; it's not necessary to use a core component of the correct school.
Artifice Style: There are several distinct bodies of lore governing artifice, and each shapes the development and training of an artificer. At first level, the artificer selects which form of science she has learned: Alchemy, Clockwork, Engineering, Mechanics, Steamtech, or Tinker. (See Sciences below)
Salvage: Given an hour's time, an artificer may break down artificed and magical items into salvage worth half the market value of the items. Salvage can be assembled into magically crafted artifice items, supplying the material cost.
Jury-rig: More importantly, up to 100 gp per class level of salvage may be 'jury-rigged' per day; the artificer can craft an artificed item as a full round action, though the price is market price rather than the normal 1/2 market material cost for crafting.
Bonus feat: An artificer may select one of the following as a bonus feat: Any metamagic, any item creation, arcane strike, combat casting, magical aptitude, spell focus, greater spell focus, spell mastery, spell penetration, greater spell penetration. The artificer must meet all prerequisites for the feat she selects.
- Scribe Scroll is called, by artificers, Assemble Prototype. It functions (and is listed) the same, however.
- Artificers may make exotic alchemical substances as Potions. While not brewed, exactly, it is otherwise the same.
Component Juggler: Normally, it takes a move action to put a core component away and another move action to draw a core component out. With two hands free, an artificer can use a core component, draw out a second core component, use the second core component on the next round and then put away one of the core components at the end of the second round. Starting at 4th level, however, an artificer can draw or sheathe core components as a free action.
Trapfinding: Starting at 5th level, an artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks. A gadgeteer may use Disable Device to disarm magic traps.
Sciences
Clockwork Science (AKA Gnomish Science)
Clockwork science involves magical effects generated by cogs, gears, and mechanical engines. Clockworkers consider their science to be linked to the oldest, most basic forms of magitech: simple pinwheels with magic runes.
Additional spells: Clockwork artificers add snare and animate objects to their class spell list (but must still learn the schematic).
Clockwork Lore
- Precision Instruments: A clockworker may craft a divination core component with special additional effects for an extra 25 gp of cost. This adds an extremely accurate timepiece, ranging lenses, a spyglass (4x), and an accurate compass. If the clockworker has Profession (sailor) or similar, she may add epherimide levers, giving her the ability to navigate with great accuracy.
- The information presented requires either clockwork science familiarity or a Language skill check (DC 15) to understand.
- Call of Reos: When the clockwork artificer prepares a spell of the summoning subschool, she may elect to have the summoned creatures apply the clockwork template. A clockwork summoning selects from monsters one level lower than normal, so a clockwork summon monster III spell would call forth a single giant spider or similar.
- Clockwork Servant: A clockwork artificer has a familiar, much like a wizard’s familiar, but with the qualities of a living construct (similar to a war golem, though full of gears). The clockworker can learn Improved Familiar.
- Clockwork Mastery: At level 20, the clockworker may have up to two contingency effects prepared at once (instead of the normal single contingency at a time). The clockworker may extend (double duration) or enlarge (increase range) any device at no cost (but not both). The clockwork artificer need not have the metamagic in question to apply this effect.
Steampowered Science (AKA Steamtech, Dwarven Science)
The dwarves have long used magic and industry interchangeably, though in the modern age they’ve incorporated techniques from other races. Given their predilection for forges and large-scale machines, they excel at the application of steam engines and related magitech.
Additional spells: Steamtechs add glyph of warding and greater glyph of warding to their class spell list (though must still learn the schematic).
Steampower Lore
- Forge in Hand (Sp): Dwarven artificers can adjust the steamtech power within a core component to illuminate (as the light cantrip), or to put out a fair amount of heat (endure elements vs. cold environments only), or both. It takes a standard action to toggle either or both of these qualities, and it does not interfere with the component’s normal function.
- Industrial Enhancement: Part of the teachings of dwarven artifice is the ability to create large-scale steamworks to power incredible devices. A steamtech may fashion increasingly large secondary components to reduce the metamagic cost of a device; this is normally done for things like wards or permanent spells. Metamagic cost cannot be reduced to less than 1 and the spell’s effective level without discounts can’t be higher than 9.
Metamagic reduction Weight of Secondary Components
-1 100 pounds
-2 1000 pounds
-3 10 tons
- Industrial Product: Steamtech familiarity with corrosives and heat gives them useful techniques to modify standard schematics. The steamtech can prepare devices that deal acid, cold, electricity, fire, or sonic damage and substitute the type for acid or fire.
- Steampower Mastery: At 20th level, once per day, the steamtech may reduce metamagic cost by 4 for a single device that functions as a ward or deals acid or fire damage. The effective level of the metamagiced spell, ignoring all discounts (Sudden, rods, etc.) cannot be higher than 9, however, and this cannot apply to permanent spells.
Engineering Science (AKA Standard Artifice, neo-Kulthian)
The practice most common to humans, Engineering artifice draws heavily on lore passed down from the age of Kulthus, though it is improper to dwell on this lineage.
Engineers tend to brute-force their devices, making heavy use of mana crystals, rather than the fine intricate workings of a clockwork device or the elegant cams and energy conversions of a steamtech.
Additional spells: Engineers add death knell and animate objects to their class spell list (though must still learn the schematic). Note that using death knell is a high crime, and is a relic of the black tech of Kulthus.
Engineering Lore
- Empowered Esoterics: Engineers can create powerful effects out of the most basic schematics. Any metamagic applied to a cantrip is discounted one spell level; if the metamagic would normally be +1 spell level, such as Extend or Enlarge spell, the resulting improved cantrip is still usable at-will.
- Advanced Technology: Engineers may add schematics to their portfolio that they are normally unable to cast, limited to Artificer level/2, rounded down. Such schematics must be added through transcription, not the two schematics learned per level.
A known schematic can be used to create prototypes (scrolls) and other magic items.
- Mana Overcharge: Engineers may overcharge mana crystals used in a device, creating a more powerful effect but rendering the device less stable. The engineer may increase caster level for the purposes of spell calculation (range, damage, area) by up to +4 (but no more than artificer level).
- Saves and caster level checks for spell penetration receive a penalty equal to this overcharge bonus. If a spell has a save but ignores spell resistance, or vice versa, the penalty is doubled. Spells with neither saves nor spell resistance cannot be overcharged in this manner.
- Engineering Mastery: Once per day, an engineer may prepare a single device of 7th-9th level, provided she knows the schematic.
Mechanical Science (AKA goblin science)
Goblins have a long fascination with traps and other devices. Their artifice is a blend of borrowed dwarven and gnomish techniques, combined in a unique manner. Their focus reflects history as trap-setters and ambushers.
Additional spells: Mechanics add snare and greater glyph of warding to their class spell list (though must still learn the schematic).
Mechanical Lore
- Multitool: Mechanics rely on a variety of adjustable tools to do a wide variety of work. A mechanic is considered to have basic tools for anything requiring small-scale work, like thief tools, tools for jewelcrafting or trap-building, and so on (unless, of course, the mechanic has been stripped of all equipment). Starting at level 8, the tools count as Masterwork.
- The Great Work: Mechanics are obsessed with creating a singular, perfect work of engineering. Each has a Work, the equivalent of a wizard’s bonded object. Additionally, this object fulfills the function of all core components.
- A mechanic who loses her Work may attempt to activate devices with other core components, but she must make a concentration check or fail (losing the cast per day). DC equals the device’s spell level + 20.
- Otherwise use the rules for a bonded object.
- Quick on the Drop: Mechanics are well-trained in using devices under pressure. A mechanic who is able to act on a surprise round and activates a device may also take an additional move action.
- Normally a surprise round only permits a standard or move action.
- Mechanical Mastery: At 20th level, once per day, a mechanic may Empower or Maximize a device on the fly, even if she lacks the feat, and without increasing spell level.
Tinker Science (AKA scoundrel science, hodgepodge)
This form of artifice doesn’t have an established school, but rather has formed to suit adventurers, wanderers, tomb-robbers, and other malcontents. The focus of tinkers is on immediate application of technology, and as such it draws on bits and pieces of the techniques of the other forms of artifice.
Additional spells: Tinkers add freedom of movement and find the path to their class spell list (though must still learn the schematic).
Tinker Lore
- A Bit of This and That: Tinkers have a wide array of gadgets and tools at their disposal, for whatever strange situations they may find themselves in. Tinkers can jury-rig conventional, non-weapon items (such as grappling hook, shovel, and so on). Any item normally worth less than 1 gp costs a full gold piece to jury-rig in this manner. The tinker can’t make consumables (paper, ink) or alchemical items. The tinker need not have skill in making the item in question.
- Normally, jury-rig only applies to magically crafted items.
- Hack: Once an hour, a tinker can change one of her devices as she activates it. She may change it to any schematic of the same school of equal or lower level. If cast time is standard or less, cast time increases to full round.
- Wayfarer: Tinkers are dedicated explorers, though also appreciate the virtues of quick escapes. They have a +4 bonus to caster level for divinations and travel spells.
- Tinker Mastery: At 20th level, once a day, the tinker can spontaneously cast any known schematic. If metamagic is applied, cast time of less than a full round is increased to a full round.