Artificer


By: Tom Dale

The artificer is a spellcaster (divine or arcane) that is deeply intrigued by the inner workings of magical items. This curiosity leads him to examine the workings of magical items in all aspects, from creation to usage.

 Requirements:


Base ATT Bonus: +3
HitDice: D4
Alignment: Any
Class: Any
Race: Any
Feats: Brew Potion, Scribe Scroll, Spell Focus (any), one other Item Creation Feat
Special: To qualify to become an Artificer, a character must fulfill all the following criteria: Alchemy: 2 ranks Knowledge (arcana): 2 ranks Spellcraft: 4 ranks A potential Artificer must have created at least as many magical items (scrolls, potions, weapons, etc.) as they have character levels prior to taking this prestige class


 Class Skill:


The Artificer’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Scry (Int), Spellcraft (Int)

Skill points at each level: 2 + Intelligence modifier

Weapons and Armor Proficiency: Artificers gain no proficiency in any weapon or armor.


Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spell
Other
Notes
1
+0
+0
+0
+2
  
  
  
  
2
+1
+0
+0
+3
  
  
  
  
3
+1
+1
+1
+3
  
  
  
  
4
+2
+1
+1
+4
  
  
  
  
5
+2
+1
+1
+4
 Control item 
  
  
  
6
+3
+2
+2
+5
  
  
  
  
7
+3
+2
+2
+5
  
  
  
  
8
+4
+2
+2
+6
  
  
  
  
9
+4
+3
+3
+6
  
  
  
  
10
+5
+3
+3
+7
  
  
  
  


 Class Features:

All of the following are class features of the Artificer prestige class.

Spells per Day: An artificer continues training in magic as well as his field of magical item research. Thus, when a new artificer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the artificer class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, and so on). This essentially means that he adds the level of artificer to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. For example, if Dielzen, a 7th-level cleric, gains a level in artificer, he gains new spells as if he had risen to 8th level in cleric, but uses the other artificer aspects of level progression such as attack bonus and save bonus. If he next gains a level of cleric, making him an 8th-level cleric/1st-level artificer, he gains and casts spells as if he had risen to a 9th-level cleric. If the character had more then one spellcasting class before he became an artificer, he must decide to which class he adds each level of artificer for purposes of determining spells per day.

Item Creation Feats: Similar to the method for determining spells per day, an artificer adds his level to that of his prior spellcasting class. This choice is the same one that is used for determining spells per day. Using the previous example, Dielzen could take the Craft Rod Feat as an 8th-level cleric/1st-level artificer. In the case of a character who has more then one spellcasting class prior to becoming an artificer, apply the same level towards the availability of Item Creation Feats.

Item Creation Bonuses: When an artificer prepares to make a magical item, scroll, potion, etc., they gain several bonuses. The time required to make an item is halved, to a minimum of 1 day. The XP costs for making an item are halved, to a minimum of 1 XP. When making a magical item with intelligence, they can choose an alignment other then their own, but it must be no more then one step removed from their own alignment. Thus, a Lawful Neutral artificer could make an intelligent item that has an alignment of either Lawful Good, Lawful Neutral, Neutral, Chaotic Neutral, or Lawful Evil. When attempting to create a magical construct (e.g., Golem) the costs and XP are halved, as well. If the item is created using a masterwork item that the artificer has created personally (through use of the Craft skill), the time required is further halved (effectively 1/4 of the original required time) to a minimum of 1 day, due to his innate familiarity with the item.

Control Item: At 5th level, an artificer has a chance to control the outcome of an item that has random multiple effects (bag of tricks, rod of wonder). The artificer has a 4% chance per artificer level, to a maximum of 40%, of being able to pick the effect. On a roll of 95-00, the effect most opposed to the desired one is created.