The Artificer

In these mystical and dangerous times, magic has always provided an answer for problems that no other solution could overcome. There are, however, problems that had answers long before magic. These solutions relied on skill, cleverness, and courage in order to overcome obstacles that most people gladly avoided. The majority of noteworthy individuals of these times choose one path or the other, either relying on their extraordinary instincts and training, or becoming a practitioner of powerful arcane might. A trailblazer also exists amongst these adventurers. The Artificer sees the world as a place where magical energy can flourish and bring life to the mundane, but never discounts the need for a straightforward answer to pressing issues. Through imbuing the natural order of things with his innate magic the Artificer creates a world where he defines the norm.

Adventures: The Artificer, like many adventurers, is often lured out into the world searching
for lost treasures and ancient artifacts, but the Artificer’s goal has never been to collect riches. Instead, the Artificer seeks to learn from the master craftsmen of the past, and hopes to surpass their abilities with his own. A hidden artifact may hold the key to a new powerful item or enchantment that changes the world permanently. Often these goals send Artificers deep into dangerous places, where their want to create sometimes forces them to fight for their lives.

Characteristics: The Artificer if often the most prepared member of any adventuring party
as he insists on always having the right tool for the job. What he cannot do himself is always compensated for by some magical item that he has collected, created, or modified, whether in or out of combat. It is not often that one finds a Artificer without one or more magical guardians aiding him in his endeavors.

Alignment: While Artificers have been known to span the spectrum of moral values, it would
be a mistake to say that there are not some well-traveled paths. Many Artificers are dedicated to finding and creating the most powerful wondrous items ever seen, and it is this pursuit of power that often leads the Artificer down a path of ruthless greed. It is not uncommon for a Artificer to gain what he wants from a party and then vanish with the prized piece of the dragon’s hoard. There are, however, many Artificers that believe that world is a place where magic and artifacts should be used in an effort to combat evil. Since cut-throat enemies do not play by any set of rules, the Artificer often uses his superior equipment and constructs to give the side of good an edge. Some, but not many, take a path in the middle, more interested in the knowledge of magic items than their power, but Artificers do not often linger in the way of neutrality.

HD: D8

Craft Rod. Hand of the Maker (-2) Arcane Augmentation (Medium). Weapon and Armor Proficiency: A Artificer is proficient with all simple weapons. Master Craftsman 44000 The Artificer's class skills are Appraise (Int). Permanency Mending. Sense Motive (Wis). and Use Magic Device (Cha). Scribe Scroll Arcane Augmentation (Minor). Brew Potion Hand of the Maker (-3) Master Craftsman. Knowledge (Arcana) (Int). Craft (Int). Master Craftsman Craft Wand Hand of the Maker(-1) Forge Ring Ingenious (3 CP) Arcane Augmentation (Major). Knowledge (Dungeoneering) (Int).Skills: 2 + Intelligence Modifier Level 1 BAB 0 Fortitude 2 Reflex 0 Will 2 Class Features Trapfinding. Disable Device (Dex). Sleight of Hand (Dex). Craft Wondrous Item Ingenious (1 CP) Craft Magic Arms and Armor Lingering Enchantment (+1). . Crafting Reserve. Knowledge (Engineering) (Int). Perception (Wis). Craft Construct Ingenious (2 CP). Linguistics (Int). Hand of the Maker (0) Craft Staff Ingenious (4 CP) Craft Reserve 50 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3 3 4 5 6 6 7 8 9 9 10 11 3 3 4 4 5 5 6 6 7 7 8 8 9 9 0 1 1 1 2 2 2 3 3 3 4 4 4 5 3 3 4 4 5 5 6 6 7 7 8 8 9 9 100 200 500 750 1000 1500 2000 3000 4000 6000 8000 11000 14000 18000 16 17 18 19 20 12 12 13 14 15 10 10 11 11 12 5 5 6 6 6 10 10 11 11 12 22000 27000 32000 38000 Golem Body. Profession (Wis). Master Craftsman Lingering Enchantment (+2). Animate Objects. He is also proficient with light armor and medium armor.

If this check succeeds. but he does have the ability to imbue items with magical infusions. for example. Like spellcasters. an artificer can apply a metamagic feat to an infusion spontaneously. Infusions never allow saving throws. An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. it will not function in an antimagic area. Like a spellcaster. Each day. Any infusions used within the last 8 hours count against the artificer’s daily limit. an artificer must still employ the Use Magic Device skill to use a wand of light. but doing this requires extra time. (See Eberron Campaign Setting for Infusion List and Infusions per Day. an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions. the artificer readies his mind to hold his daily allotment of infusions. an artificer can apply item creation feats and metamagic feats to his infusions. he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1– 1: Ability Modifiers and Bonus Spells. If not.) . the character does not regain the infusion slots he used up the day before. An artificer can craft alchemical items as though he were a spellcaster. assuming he still has access to the new infusion. and so forth). even though light appears on his infusion list. His base daily infusion allotment is given on the accompanying table. He must instead imbue that ability into an item his ally is wearing. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. An artificer’s infusions can only be imbued into an item or a construct (including warforged). and infusions such as repair light damage and iron construct function only when imbued on such characters. It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. after which he spends 15 minutes concentrating. he has access to every infusion on the list that is of a level he can use. he can try again when he gains another rank in Spellcraft. When he encounters such an infusion. he adds the infusion to his list. page 8 of the Player’s Handbook). For example. imbue bull’s strength directly on a construct or a character with the living construct subtype. and an artificer must make a Concentration check if injured while imbuing an item with an infusion. they are drawn from the artificer infusion list (see Link). an artificer can use only a certain number of infusions of a particular level per day. Infusions are neither arcane nor divine.Infusions: An artificer is not a spellcaster. simply imbue an ally with bull’s strength. They function just like spells and follow all the rules for spells. often 1 minute or more. he does not select a subset of the available infusions as his known infusions. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast). however. an artificer must focus his mind on his infusions. He needs 8 hours of rest. an infusion can be dispelled. These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. During this period. Many infusions have long casting times. Without such a period of time to refresh himself. He can not. The item then functions as a belt of giant strength for the duration of the infusion. Like a sorcerer. To imbue an item with an infusion. Unlike a sorcerer or bard. He can. In addition. Int 12 for 2nd-level infusions. an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). For example.

this ability primary allows an artificer to craft magic items even though he or she may not meet the spell prerequisites of an item. instead add twice the spell's modified level. then add +2 to the UMD check DC for each step of difference between your size category and that of the target race. Since infusions do not count as spells. If you are emulating a creature of a different size. If the class feature must be of a certain . a particular race. the Artificer may cast Animate Objects 1/day as a Spell-like Ability with his caster level equal to his class level. and every four levels thereafter. The base DC for this check is 10. Additional modifiers are applied to this skill check DC as noted below. Animate Objects (SLA): The Artificer has an affinity for making mundane objects magical. even if they simulate the effects of spells. Note that this modifier applies to each attempt to emulate a feature. For example. At 1st level. such as a human artificer emulating a dragon. and had to emulate a Chaotic Evil alignment (while actually being Neutral Good). do not add to the UMD check DC. such as a human artificer emulating dwarven blood. ● Emulate a class feature: Add to the UMD check DC the minimum class level required to achieve the class feature in question. If the item lists a spell treated with a specific metamagic feat. with a +2 modifier for each prerequisite the character must emulate beyond the first. even though each attempt is made with a separate Use Magic Device check. a higher ability score. A rogue can use Disable Device to disarm magic traps.Trapfinding: A Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). it also allows the artificer to emulate other kinds of prerequisites: Specific class features. for example. +2 each for emulating an alignment and a race. for this purpose. If. If you are attempting to emulate a race of a completely different type. If the Artificer uses this ability while another instance of it is already in effect. However. The Artificer may only have one Animate Objects spell-like ability active at one time. add +5 to the UMD check DC. ● Emulate a race: If you are attempting to emulate a race of the same type. instead. the previous effect ends immediately. The artificer cannot emulate access to feats or specific skill ranks. but he may animate other objects by casting Animate Objects as a spell. a 4th level spell raises the DC by +8. To emulate a prerequisite. Item Creation: An artificer can create a magic item even without meeting all of its prerequisite. then the base DC for this Use Magic Device check becomes 14. The Artificer gains one additional use per day of this ability beginning at 4th level. ● Emulate a spell: Add twice the level of the spell to the UMD check DC. note that. the base DC of this skill check would only be 10 (and then modified as noted below). if the artificer needed to only emulate access to the fireball spell. ● Emulate an Ability Score: Add the difference between the target ability score and your actual score to the UMD check DC. the character also needed to emulate Elf as his or her race. each spell listed as a prerequisite must be emulated separately. the Artificer must attempt a Use Magic Device check. Each prerequisite must be emulated separately. or even a particular alignment.

Whenever the artificer crafts a magic item or construct. the Artificer may apply Permanency to one use of his Animate Objects class ability. Animated Objects made permanent in this way do not interfere with other uses of the Animate Objects class ability. The Infusion sacrificed does not have to be from the specialized school. The Artificer must select 2 schools of magic in which he specializes at 4th level. Emulate an alignment: If you are attempting to emulate an alignment that is opposed to your own on one component (lawful versus chaotic. Craft Magic Arms and Armor at 7th level. and no mention is made of a particular class to emulate. CG versus LE. At 1st level. instead of just Trap Sense bonus in general). add +15 to the UMD DC. however only one instance of this ability can be made permanent at a time. Craft Wondrous Item at 5th level. Each one of these points is the equivalent of a single gold piece. If the Animated Object that has been made permanent is destroyed. Mending: An Artificer is very practiced in the art of repairs. true neutral is opposed to all other alignments).. with Scribe Scroll. or good versus evil). If an . Craft Rod at 15th level. If the class feature is from a class that you could not have levels in because of some restriction (such as alignment or race). the Artificer may sacrifice one of his infusions in order to imbue a weapon with a special quality. Permanency: One of the Artificer’s creations remains by his side long after it’s magic should have faded. Forge Ring at 13th level. He may use Mending as a Standard action instead of it’s normal casting time. the Artificer must wait 24 hours before he can create another permanent Animated Object. At 1st level. If the class feature is available to different classes at different levels. and their diligent study of this craft unlocks a variety of secrets and useful shortcuts. Bonus Feats: Beginning at 2nd level. the artificer gains a pool of 50 special points known as his craft reserve. then add the highest modifier to the UMD check DC available (as determined by the GM). then add +5 to the UMD check DC. Craft Wand at 11th level.● improved rating (such as Trap Sense Bonus +3. add +5 to the UMD check DC. Craft Construct at 9th level. If you are attempting to emulate an alignment that is completely opposed to your own (LG versus CE. These Augmentations last for a number of rounds equal to 3 + the Artificer’s Intelligence modifier. A weapon may only benefit from one Arcane Augmentation at a time. the artificer begins a slow advance of bonus feats that help him to perfect his craft. When the Artificer sacrifices an Infusion. An artificer with a large enough reserve may pay for the item entirely using only points from the craft reserve. He gains Brew Potion at 3rd level. Crafting Reserve: Artificers are masters of the enchanted item. he may create an effect from on of his specialized schools. and Craft Staff at 17th level. The power of these qualities depends on the level of infusion sacrificed to activate the ability. Arcane Augmentation: As a Standard action. or he may choose to supplement an actual purchase. make sure to add the right minimum class level to the DC. he may use points from his craft reserve to pay for the cost of that item.

Major: Army of Blades: Summon a number of melee weapons that float nearby equal to the spell you sacrificed. matching your weapon’s damage type (if your weapon has two damage types. Weapons created have an Armor Class equal 10 + their enhancement bonus + your Intelligence modifier. attacking foes well outside of your reach. This effect is cumulative up to the level of infusion sacrificed. For each infusion level sacrificed you gain a +1 insight bonus to your AC. You gain DR/Bludgeoning. but if this augmentation is active when you make a sunder attempt. you can choose to target the item you are sundering. These weapons occupy a 5ft. Medium: Dancing Weapon: A melee weapon you wield gains the ability to travel at great speeds. Medium: Protective Weapon: Your weapon lends itself to your defenses. You may make melee attacks against creatures up to 5 ft away from you per level of infusion sacrificed. automatically targeting an adjacent enemy. They all attack using the same rolls and bonuses that you make on your turn. At 8th level. Abjuration: Minor: Parrying Weapon: Your weapon becomes better suited to protect you from attacks. . Piercing. Reduce any miss chance you opponent may possess by 10% for each infusion level sacrificed when using this weapon. If a weapon is adjacent to more than one enemy then you designate the target of the attacks. Each successful attack on your opponent causes him to have a 10% miss chance on any attack he makes. allowing him to create Arcane Augmentations from those schools. of the Artificer. pick one) equal to 2x the level of the spell sacrificed. even if it is concealed. or else they are destroyed. They have the same Hit Points and Hardness as the weapon you possess. or Slashing. Weapons created have saves equal to their Enhancement bonus + your Intelligence modifier. area and count as allies for flanking. Divination: Minor: Guided Hand: Your weapon finds it’s target. You gain a +1 to your caster level on each Dispel Magic attempt for each level of infusion sacrificed. You can move all of the created weapons as a move action. the first is immediately ended. Major: Dispel Magic: Your weapon become the bane of other magic users. These weapons must remain within 30 ft. They have the same properties as the melee weapon you wield at the time you summon them. and every 4 levels thereafter.Arcane Augmentation is applied to a weapon while another is still active. the Artificer may specialize in another school of magic. This normally affects the creature you are striking. You can choose one successful attack each turn to activate a targeted Dispel Magic effect. Conjuration: Minor: Shadow Blade: Your attacks cause a black cloud to form around the eyes of your opponent.

If the highest result is a 20 or a 1 then these rolls may be used in place of another d20. or acid) for each level of infusion sacrificed.Medium: Fated Efforts: Your endeavors are aided my magical guidance. This penalty is cumulative up to 2x the level of infusion sacrificed. Major: Befuddling Blow: Your strikes confound your opponent’s mind. Medium: Arching Evocation: Your mastery of the elements improves. Weapon deals +1d6 energy damage (fire. The original attack must have hit the 2nd target’s AC to affect it. Once per turn you may use this result in place of any d20 roll. except that you may now arc to a number of creatures up to the infusion level sacrificed. Illusory Weapons can be positioned up to 30 ft. Illusory weapons must remain in the square they are originally created to occupy. Illusion: Minor: Illusory Weapons: You created illusory copies of the melee weapon that you wield. except that the energy damage from a successful attack can arc to a target up to 5 feet away per level of infusion sacrificed. Evocation: Minor: Elemental Strike: Your weapon becomes infused with the power of the elements. electricity. Enchantment: Minor: Frightening Strike: Your blows strike fear into the heart of your opponents. he incurs a 5% chance to take no actions on his next turn. This chance is cumulative up to 5% x the level of infusion sacrificed. The wielder gains a +1 morale bonus to Strength and Constitution for each level of infusion sacrificed. but they do not count as automatic failure/success or a critical threat. he takes a -2 on attack rolls against you. Medium: Bolstered Strength: Weapon surges with power and strength. Roll 1d20 for every spell level sacrificed and record the highest result. but you must make this choice before you make the roll. Each time you successfully attack an opponent. . Major: Arcane Guidance: Gain an untyped bonus on all d20 rolls equal to the infusion level sacrificed. The Artificer may created one illusory weapon created for each infusion level sacrificed. flank opponents. Major: Elemental Fury: You have mastered the ability to channel the fury of the elements. cold. This augmentation functions as Arching Evocation. Each time you successfully attack an opponent. This augmentation function as Elemental Strike.

You gain a 10% miss chance for each level of infusion sacrificed. Medium:Penetrating Weapon: Weapon bypasses 3 points of DR for each spell level sacrificed. the Artificer reduces the cost of making Magic Items by 5% and reduces the cost of building constructs by 10%. growing and shrinking in size. At 4th level. the Artificer reduces the non-proficiency penalty by 1. Increase Weapon damage by 1 size category per spell level sacrificed. Whenever an enemy makes a successful melee attack against you. they have a 10% x (spell level sacrificed) chance of becoming panicked for 1 round.The Artificer reduces this penalty by 1 at 8th level and every four levels thereafter. The Artificer also reduces the time it takes to craft any object by . these bonuses increase by 5% and 10% respectively. Each successful attack you make deals 2 points of Bleed damage to the target. This penalty is cumulative up to the level of spell sacrificed for each ability score. At 10th level. At 5th level. With each successful attack you may apply -1 a penalty to an opponent’s ability score of your choice. Add +1 Weapon Enhancements to a weapon per each spell level sacrificed. but the weapon must have at least a +1 bonus before there can be applied. Necromancy: Minor: Reduce Resistance: Targets hit by your attacks take a cumulative -1 penalty on saves for each successful attack. This penalty is cummulative up to spell level sacrificed. blocking incoming attacks.Medium: Figments of Concealment: Your weapon appears to float around you. Master Craftsman: The Artificer is an expert at conserving time and materials while crafting. Transmutation: Minor: Weighted Weapon: Your weapon shifts and distorts constantly. This ability only works for weapons that have been created or permanently modified by the Artificer. These bonuses can replicate weapon Special Abilities. Major: Weakening Weapon: Your weapon drains the life force out of your opponents. Medium: Wounding Strike: Your weapon opens grievous wounds on your opponent. Major: Channeled Enhancement: Your weapon become imbued with magical energy. This damage is cumulative up to 2x spell level sacrificed. Hand of the Maker: The Artificer makes weapons with his own limitations in mind. and every 5 levels thereafter. Major: Terrifying Visage: Your appearance become hideous and unbearable. when wielding a weapon that the Artificer has made or modified that he is not proficient with.

the Artificer learns to infuse his own body with the magic of powerful constructs known as Golems. This bonus increases by 1 at 10th level and every 4 levels thereafter. At 6th level. This ability can be used for a number of round per day equal to the Artificer’s class level. If the ability is ended while the Artificer is currently under the effect of the Slow spell due to Immunity to Magic. Any constructs that the Artificer creates using the Craft Construct feat also have 1 bonus Construction Point at no additional cost. This bonus increases to +2 at 16th level.10% at 5th level. This bonus ends immediately when the weapon leaves the Artificer’s hand. At 10th level. Ingenious: The Artificer has found ways to improve any animated objects that he creates. the Slow effect is ended. These rounds do not need to be consecutive. this bonus increases by 10%. As a Standard Action the Artificer gains DR 15/ Adamantine and Immunity to Magic. Lingering Enchantment: The Magical energies that flow through the body of the Artificer linger long after he crafts an item. any weapon wielded by the Artificer has it’s enchantment bonus increased by +1. This cannot be used to add a special ability to the weapon. any constructs created using Animate Objects have 1 bonus Construction Point. The Immunity to Magic functions as the Flesh Golem’s Immunity to Magic. At 8th level. and every 5 levels thereafter. and the ability may be ended as a free action. . Golem Body: At 20th level.