Difference between revisions of "Artificer"
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Contraptions may be used only by the Artificer who has attuned them. |
Contraptions may be used only by the Artificer who has attuned them. |
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'''Danger Sense:''' An Artificer can, at first level, use her Disable Device, Open Locks, and Search skills to find and bypass magical traps as a rogue does. In addition, beginning at fourth level, the Artificer gains a +1 bonus to both her AC versus traps, and her saving throw to avoid a trap. If the trap is purely mechanical, this bonus is doubled. The bonus increases by 1 every four levels thereafter (+2 at 8th level, +3 at 12th level, etc.). |
'''Danger Sense:''' An Artificer can, at first level, use her Disable Device, Open Locks, and Search skills to find and bypass magical traps as a rogue does. In addition, beginning at fourth level, the Artificer gains a +1 bonus to both her AC versus traps, and her saving throw to avoid a trap. If the trap is purely mechanical, this bonus is doubled. The bonus increases by 1 every four levels thereafter (+2 at 8th level, +3 at 12th level, etc.). |
Revision as of 03:16, 30 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.
Role: Artificers tend to emphasize their Intelligence first and foremost, as that governs the power and potential of their inventions, as well as the skills that they possess. A high Constitution helps when a catastrophic failure occurs, so they survive to test again.
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: d6
- 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.
- Weapon and armor proficiency: Artificers are proficient with all-simple weapons and with light and medium armor and with shields (except tower shields).
Artificer | |||||
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +2 | Synthesis, Artifice Creation, Craft Reserve, Disable Trap |
2 | +1 | +0 | +0 | +3 | |
3 | +2 | +1 | +1 | +3 | Craft Wondrous Item |
4 | +3 | +1 | +1 | +4 | Danger Sense +1 |
5 | +3 | +1 | +1 | +4 | Craft Magic Arms and Armor |
6 | +4 | +2 | +2 | +5 | |
7 | +5 | +2 | +2 | +5 | Craft Construct |
8 | +6/+1 | +2 | +2 | +6 | Danger Sense +2 |
9 | +6/+1 | +3 | +3 | +6 | |
10 | +7/+2 | +3 | +3 | +7 | |
11 | +8/+3 | +3 | +3 | +7 | Bonus Feat |
12 | +9/+4 | +4 | +4 | +8 | Danger Sense +3 |
13 | +9/+4 | +4 | +4 | +8 | |
14 | +10/+5 | +4 | +4 | +9 | |
15 | +11/+6/+1 | +5 | +5 | +9 | Bonus Feat |
16 | +12/+7/+2 | +5 | +5 | +10 | Danger Sense +4 |
17 | +12/+7/+2 | +5 | +5 | +10 | |
18 | +13/+8/+3 | +6 | +6 | +11 | |
19 | +14/+9/+4 | +6 | +6 | +11 | Bonus Feat |
20 | +15/+10/+5 | +6 | +6 | +12 | Danger Sense +5 |
Contraptions and Spellcasting
Contraption activations per day | |||||||
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | 4 | ||||||
2 | 5 | 2 | |||||
3 | 5 | 3 | |||||
4 | 5 | 4 | 3 | ||||
5 | 5 | 5 | 3 | ||||
6 | 5 | 5 | 4 | ||||
7 | 5 | 5 | 4 | 2 | |||
8 | 5 | 5 | 5 | 3 | |||
9 | 5 | 5 | 5 | 4 | |||
10 | 5 | 5 | 5 | 4 | 2 | ||
11 | 5 | 5 | 5 | 4 | 3 | ||
12 | 5 | 5 | 5 | 5 | 4 | ||
13 | 5 | 5 | 5 | 5 | 4 | 2 | |
14 | 6 | 5 | 5 | 5 | 5 | 3 | |
15 | 6 | 6 | 5 | 5 | 5 | 4 | |
16 | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17 | 6 | 6 | 6 | 6 | 5 | 5 | 3 |
18 | 6 | 6 | 6 | 6 | 6 | 5 | 4 |
19 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Contraption built simultaneously | |||||||
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | 4 | ||||||
2 | 5 | 1 | |||||
3 | 6 | 2 | |||||
4 | 6 | 2 | 1 | ||||
5 | 6 | 3 | 2 | ||||
6 | 6 | 3 | 2 | ||||
7 | 6 | 3 | 3 | 1 | |||
8 | 6 | 3 | 3 | 2 | |||
9 | 6 | 3 | 3 | 2 | |||
10 | 6 | 3 | 3 | 3 | 1 | ||
11 | 6 | 3 | 3 | 3 | 2 | ||
12 | 6 | 3 | 3 | 3 | 2 | ||
13 | 6 | 3 | 3 | 3 | 3 | 1 | |
14 | 6 | 3 | 3 | 3 | 3 | 2 | |
15 | 6 | 3 | 3 | 3 | 3 | 2 | |
16 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
17 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
18 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
19 | 6 | 4 | 4 | 4 | 3 | 3 | 3 |
20 | 6 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Abilities
Synthesis: Artificers are not spellcasters but they have the ability to combine the principles of various forms of spell casting with mechanical creations and the special ore known as Magicite to create magical effects. The act of doing this is known as Synthesis and it enables them to produce spell like effects, temporarily imbue items with magical enhancements, and create items of technomagical invention and wonder. Individual acts of Synthesis result in any number of personalized gadgetry and inventions known as Contraptions. Artificer Contraptions draw from the Wizard and Sorcerer spell list.
To attune and activate a contraption that mimics a spell, the artificer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an artificer’s contraption is 10 + the spell level + the artificer’s Intelligence modifier.
An artificer must prepare contraptions in advance by attuning them, which requires rest and spending 1 hour with appropriate tools and materials. An artificer can only attune a limited number of contraptions at one time. No one else can use a contraption once it is attuned to a given artificer. No skill roll is required to construct a contraption. The maximum number of contraptions that may be attuned simultaneously is given on the 'Contraptions built simultaneously' table.
The number of times per day contraptions can be activated (or 'cast'), is given on the 'Contraption activations per day' table. The activations per day may be spread across various contraptions that have been attuned, or one contraption may be activated and reactivated multiple times. This process is fundamentally similar to a Sorcerer who is able to make changes to his 'Spells Known' list daily, with differences as outlined below.
Activating a contraption requires one free hand. Somatic and Verbal components of the spell being mimicked are ignored. Material components are replaced by alchemical agents costing an equal amount. Another character can identify the spell being mimicked by a contraption with a Knowledge (technology) roll with a DC of 15 + the level of the contraption. A contraption has a hardness of 2 and 5 hitpoints.
Artificers may take metamagic feats as well, representing specialized focuses and adjustments made to their items and contraptions.
Because contraptions normally have no Somatic component, they also do not suffer from Arcane Spell Failure.
Contraptions may be used only by the Artificer who has attuned them.
Danger Sense: An Artificer can, at first level, use her Disable Device, Open Locks, and Search skills to find and bypass magical traps as a rogue does. In addition, beginning at fourth level, the Artificer gains a +1 bonus to both her AC versus traps, and her saving throw to avoid a trap. If the trap is purely mechanical, this bonus is doubled. The bonus increases by 1 every four levels thereafter (+2 at 8th level, +3 at 12th level, etc.).
Disable Trap: An Artificer can use Disable Device, Open Lock, and Search to notice and bypass magic traps as well as normal traps, exactly as a rogue does.
Artifice Creation (Ex): An Artificer can create a form of magical items through a process known as Artifice. Artifice based items function much like standard magical items except that they have a semi-technomagical base. Often magical items created from Artifice are much bulkier and much more unwieldy looking as they involve strange devices and materials known as magicite, Arcane Engines, and Mana Plates.
Unlike contraptions, items created by Artifice are permanent and may be used by anyone.
Through the use of Artifice an Artificer is capable of creating magical items even if he does not have access to the spells that form the prerequisites for those items.
An Artificer must make a successful Use Magic Device (DC 20 + caster level) to emulate each spell normally required to create an item. For these purposes, they do not count as ‘spell requisites’ because contraptions, though they function like arcane spells, are simply objects that mimic arcane effects and not actual spells themselves. For example, to craft a 1st level wand 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 7th) an artificer would need a check of 27 or higher to emulate the water breathing pre-requisite.
The Artificer must make a successful check for each prerequisite for each item he makes. Each check represents the creation of a technological component that serves as an aspect of the device, hence why Artifice crafted items tend to be far more bulkier then the more aesthetically pleasing pure arcane devices. If he fails a check he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's 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 already has made a check for that day. If that check also fails, then the creation process fails and the time, money and XP expended are lost.
For the purpose of meeting item prerequisites, an artificers effective caster level equals his artificer level +2. An artificer need not make a roll to meet a caster-level only prerequisite.
If the item duplicates a spell effect, however, it uses the artificers actual level as the caster level. Costs are determined using the the higher of item's set caster level or the item's minimum level. Thus a 3rd level artificer can make a wand of fireball, since the minimum caster level of fireball is 5th. He pays the normal cost for making such a wand with a caster level of 5th: 5 x 3 x 375 = 5,625 gp, plus 450 XP. But the wand's actual caster level is only 3rd and it produces a weak fireball that deals 3d6 points of damage.
An Artificer can also make a Use Magic Device check to emulate nonspell requirements such as alignment and race, using the normal DC for the skill. He cannot emulate skill or feat requirements however. (Ie: They still need the appropriate item creation feats.) He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand or scroll. Finally, as mentioned before, individual contraptions do not meet spell prerequisites for creating items of artifice. An Artificer still must use the Use Magic Device skill to emulate the light spell, even though he may have a contraption built that can produce light and has access to the light spell.
Bonus Feats: An Artificer gains every item creation feat as a bonus feat at or near the level that it becomes available to traditional spell casters. He gets Craft Wondrous Item at 3rd Level, Craft Magic Arms and Armor at 5th level, Craft Construct at 7th level. In addition, he gets a bonus feat at 11th level and every four levels thereafter (11th, 15th and 19th) These feats must be chosen from the following list: Any Item Creation Feat, Artifice Focus, Callused Hands, Mechanical Aptitude, Monkeywrencher, and Warrior Machinist.