LordErebus12
2012-09-11, 08:42 PM
Changes are in Bold Green
Artificer
http://i.imgur.com/PaSSd.jpg
"So you want a new weapon... well then, step into my shop! Oh, and watch out for that potion shelf..."
*crashing bottles and explosion*
"... Nevermind... should have moved that further from the door, adventurers and their gear keep getting caught on it..."
*MEND MEND MEND*
"No problem... now how can I help you?"
~~Almo the Awesome, Owner and Proprietor of Magical Mysteries~~
Role: A portable arsenal of magical items, brilliant communicator for the party, master of both tactics and traps. Artificers are skilled killed with both arcane and divine creations as well as any alchemical pursuits that tickle their fancy. This all rolled up behind the possible "face" of the party, an Artificer is a perfect example of a character who is prepared for any situation, no matter how daunting or pressured the party may be.
Alignment: Any.
Hit Die: d8.
Class Skills
The Artificer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
{table=head]{colsp=10}Table: Artificer Class
Level| BAB | Fort| Reflex |Will| Special| 1st| 2nd| 3rd| 4th
1st |+0 |+0 |+2 |+2 |Basic Magic, Weird Science Inventions|1|-|-|-
2nd |+1 |+0 |+3 |+3 |Item Creation, Scribe Scroll|1|-|-|-
3rd |+2 |+1 |+3 |+3 |Brew Potion, Expedient Crafter|2|-|-|-
4th |+3 |+1 |+4 |+4 |Bonus Feat, Craft Wondrous Item|2|-|-|-
5th |+3 |+1 |+4 |+4 |Craft Magical Arms and Armor, Special Techniques|3|1|-|-
6th |+4 |+2 |+5 |+5 |Elbow Grease +2|3|1|-|-
7th |+5 |+2 |+5 |+5 |Craft Wand, Salvage|4|2|-|-
8th |+6 |+2 |+6 |+6 |Armored Caster, Bonus Feat|4|2|-|-
9th |+6 |+3 |+6 |+6 |Craft Rod, Resourceful Crafter|5|3|1|-
10th |+7 |+3 |+7 |+7 |Elbow Grease +4, Jack of all Trades|5|3|1|-
11th |+8 |+3 |+7 |+7 |Metamagic Science|6|4|2|-
12th |+9 |+4 |+8 |+8 |Bonus Feat, Craft Staff|6|4|2|-
13th |+9 |+4 |+8 |+8 |Elbow Grease +6|6|5|3|1
14th |+10 |+4 |+9 |+9 |Forge Ring|6|5|3|1
15th |+11 |+5 |+9 |+9 |Improved Jack of all Trades|6|6|4|2
16th |+12 |+5 |+10 |+10 |Bonus Feat, Improved Metamagic Science|6|6|4|2
17th |+12 |+5 |+10 |+10 |Improved Armored Caster|6|6|5|3
18th |+13 |+6 |+11 |+11 |Experienced Crafter|6|6|5|4
19th |+14 |+6 |+11 |+11 |Thrifty Crafter|6|6|6|5
20th |+15 |+6 |+12 |+12 |Bonus Feat, Master of all Trades|6|6|6|6
[/table]
Class Features
All of the following are class features of the Artificer.
Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).
1st - Basic Magic : The Artificer gains access to every cantrip and orison. The artificer chooses three plus the Artificer's Intelligence modifier to prepare from memory each day. The Artificer becomes capable of casting those chosen cantrips/orisons at will. Beyond this, the Artificer is not a spell caster, and must use magical items or Inventions to unitize higher magics.
1st - Weird Science Inventions: An artificer is not a typical spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer has access to both arcane and divine spell lists, but only up to 4th level.
At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include one additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th, etc.) they may include one additional spell on a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
Weird science devices must be invented well in advance; they cannot be created on the fly. The time to create such devices is equal to 4 hours per spell level used, consuming 100 gp per spell level in materials during creation. As such, an artificer usually has a small collection of regularly-carried devices. Weird science devices are both temporary and unreliable.
They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (round down, minimum 1). Going beyond this state of reliability causes the user to make Use Magical Device checks or the device breaks. The device may be used by anyone with access to the spells within the invention -- but if used by someone other than that, it requires a Use Magic Device roll at DC 25 to activate.
A failed roll indicates that the device fails to activate for that user, and a roll of 15 or lower means that the device breaks down for good. If the device is used more times than is safely allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 25 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once and consuming more "reliable" charges per use) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 24 + the number of effects used, and goes up for each additional usage by the number of effects used.
These devices are cheaper to create than most magical devices but become non-functional and non-magical after 1d4+1 days after creation, the magical stored within fading in strength until it slowly vanishes, unless a permanency spell is cast once for each spell effect within the invention. With that long creation time, their unreliability, and difficulty for non-artificers to use; its penalties help keep these devices in better check.
2nd - Bonus Feats: An artificer gains every item creation feat as a bonus feat. He gets Scribe Scroll as a bonus feat at 2nd level, Brew Potion at 3rd level, Craft Wondrous Item at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th, 8th, 12th, 16th and 20th level. For each of these bonus feats, the artificer must choose a metamagic feat.
2nd - Item Creation: An artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item. This ability does not stack with the Master Craftsman feat.
3rd - Expedient Crafter: The Artificer is treated as requiring only half the time to create non-magical items, while magical items require only three-fourths the time. This ability does not reduce the creation time on Weird Science Inventions.
5th - Special Techniques (Ex): The Artificer can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.
• Serrated weapon: Weapon only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon or Armor. This modifier reduces the weight of the item by 10%.
At 17th level, these modifiers can be used as well. Applying one of these effects increases the value of the item by 900 gp instead of 300 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Flaming Runes: Weapon only. The weapon is treated as having the Flaming effect. The flaming effect deals an additional 1d4 fire damage on a successful hit, Runes along the weapon flashing with fire. This stacks with any other source of magical fire, as such from the Flaming magical weapon quality.
• Fortified armor: Armor only. The armor is treated as having the Light Fortification effect, stacking with any other Fortification (including another light).
• Finely made: Weapon or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.
• Frost Runes: Weapon only. The weapon is treated as having the Frost effect. The frost effect deals an additional 1d4 cold damage on a successful hit, Runes along the weapon flash, causing the weapon to get lightly frosted. This stacks with any other source of magical cold, as such from the Frost magical weapon quality.
• Shocking Runes: Weapon only. The weapon is treated as having the Shocking effect. The shocking effect deals an additional 1d4 electricity damage on a successful hit, Runes along the weapon discharging static electricity. This stacks with any other source of magical electricity, as such from the Shocking magical weapon quality.
6th - Elbow Grease: The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 10th level, and +6 at 13th level.
7th - Salvage: An artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.
8th - Armored Caster: The Artificer gains both proficiency and the ability to wear medium armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with medium armor, the armor check penalty lessens by one with all medium armor worn.
9th - Resourceful Crafter: The Artificer is treated as having all the necessary supplies at hand, requiring one-tenth to be expended in the creation of items than normal. The Artificer is treated as having the Eschew Materials feat for the purposes of cheap spell components.
10th - Jack of All Trades: The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained. At 15th level, all skills are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks when ranks are trained.
11th - Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
16th - Improved Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).
17th - Improved Armored Caster: The Artificer gains both proficiency and the ability to wear heavy armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with heavy armor, the armor check penalty lessens by one. Also, Artificers wearing medium armor have their armor check penalty lessens by two.
18th - Experienced Crafter: The Artificer can now create magical items that only expend half the experience that is normally required. For magical item creation, any experience costs are halved. Spells like wish, which requires experience to cast, are not decreased by this ability.
19th - Thrifty Crafter: The Artificer can now create magical items at 90% of the normal creation cost. This reduces only the monetary cost of crafting.
20th - Master Of All Trades (Ex): the Artificer's Jack of All Trades ability reaches its zenith: The artificer is a Master at every skill, and may now use any skill checks that the artificer has at least one rank in by taking 10, even if someone cannot do so normally.
Artificer
http://i.imgur.com/PaSSd.jpg
"So you want a new weapon... well then, step into my shop! Oh, and watch out for that potion shelf..."
*crashing bottles and explosion*
"... Nevermind... should have moved that further from the door, adventurers and their gear keep getting caught on it..."
*MEND MEND MEND*
"No problem... now how can I help you?"
~~Almo the Awesome, Owner and Proprietor of Magical Mysteries~~
Role: A portable arsenal of magical items, brilliant communicator for the party, master of both tactics and traps. Artificers are skilled killed with both arcane and divine creations as well as any alchemical pursuits that tickle their fancy. This all rolled up behind the possible "face" of the party, an Artificer is a perfect example of a character who is prepared for any situation, no matter how daunting or pressured the party may be.
Alignment: Any.
Hit Die: d8.
Class Skills
The Artificer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
{table=head]{colsp=10}Table: Artificer Class
Level| BAB | Fort| Reflex |Will| Special| 1st| 2nd| 3rd| 4th
1st |+0 |+0 |+2 |+2 |Basic Magic, Weird Science Inventions|1|-|-|-
2nd |+1 |+0 |+3 |+3 |Item Creation, Scribe Scroll|1|-|-|-
3rd |+2 |+1 |+3 |+3 |Brew Potion, Expedient Crafter|2|-|-|-
4th |+3 |+1 |+4 |+4 |Bonus Feat, Craft Wondrous Item|2|-|-|-
5th |+3 |+1 |+4 |+4 |Craft Magical Arms and Armor, Special Techniques|3|1|-|-
6th |+4 |+2 |+5 |+5 |Elbow Grease +2|3|1|-|-
7th |+5 |+2 |+5 |+5 |Craft Wand, Salvage|4|2|-|-
8th |+6 |+2 |+6 |+6 |Armored Caster, Bonus Feat|4|2|-|-
9th |+6 |+3 |+6 |+6 |Craft Rod, Resourceful Crafter|5|3|1|-
10th |+7 |+3 |+7 |+7 |Elbow Grease +4, Jack of all Trades|5|3|1|-
11th |+8 |+3 |+7 |+7 |Metamagic Science|6|4|2|-
12th |+9 |+4 |+8 |+8 |Bonus Feat, Craft Staff|6|4|2|-
13th |+9 |+4 |+8 |+8 |Elbow Grease +6|6|5|3|1
14th |+10 |+4 |+9 |+9 |Forge Ring|6|5|3|1
15th |+11 |+5 |+9 |+9 |Improved Jack of all Trades|6|6|4|2
16th |+12 |+5 |+10 |+10 |Bonus Feat, Improved Metamagic Science|6|6|4|2
17th |+12 |+5 |+10 |+10 |Improved Armored Caster|6|6|5|3
18th |+13 |+6 |+11 |+11 |Experienced Crafter|6|6|5|4
19th |+14 |+6 |+11 |+11 |Thrifty Crafter|6|6|6|5
20th |+15 |+6 |+12 |+12 |Bonus Feat, Master of all Trades|6|6|6|6
[/table]
Class Features
All of the following are class features of the Artificer.
Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).
1st - Basic Magic : The Artificer gains access to every cantrip and orison. The artificer chooses three plus the Artificer's Intelligence modifier to prepare from memory each day. The Artificer becomes capable of casting those chosen cantrips/orisons at will. Beyond this, the Artificer is not a spell caster, and must use magical items or Inventions to unitize higher magics.
1st - Weird Science Inventions: An artificer is not a typical spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer has access to both arcane and divine spell lists, but only up to 4th level.
At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include one additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th, etc.) they may include one additional spell on a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
Weird science devices must be invented well in advance; they cannot be created on the fly. The time to create such devices is equal to 4 hours per spell level used, consuming 100 gp per spell level in materials during creation. As such, an artificer usually has a small collection of regularly-carried devices. Weird science devices are both temporary and unreliable.
They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (round down, minimum 1). Going beyond this state of reliability causes the user to make Use Magical Device checks or the device breaks. The device may be used by anyone with access to the spells within the invention -- but if used by someone other than that, it requires a Use Magic Device roll at DC 25 to activate.
A failed roll indicates that the device fails to activate for that user, and a roll of 15 or lower means that the device breaks down for good. If the device is used more times than is safely allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 25 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once and consuming more "reliable" charges per use) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 24 + the number of effects used, and goes up for each additional usage by the number of effects used.
These devices are cheaper to create than most magical devices but become non-functional and non-magical after 1d4+1 days after creation, the magical stored within fading in strength until it slowly vanishes, unless a permanency spell is cast once for each spell effect within the invention. With that long creation time, their unreliability, and difficulty for non-artificers to use; its penalties help keep these devices in better check.
2nd - Bonus Feats: An artificer gains every item creation feat as a bonus feat. He gets Scribe Scroll as a bonus feat at 2nd level, Brew Potion at 3rd level, Craft Wondrous Item at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th, 8th, 12th, 16th and 20th level. For each of these bonus feats, the artificer must choose a metamagic feat.
2nd - Item Creation: An artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item. This ability does not stack with the Master Craftsman feat.
3rd - Expedient Crafter: The Artificer is treated as requiring only half the time to create non-magical items, while magical items require only three-fourths the time. This ability does not reduce the creation time on Weird Science Inventions.
5th - Special Techniques (Ex): The Artificer can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.
• Serrated weapon: Weapon only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon or Armor. This modifier reduces the weight of the item by 10%.
At 17th level, these modifiers can be used as well. Applying one of these effects increases the value of the item by 900 gp instead of 300 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Flaming Runes: Weapon only. The weapon is treated as having the Flaming effect. The flaming effect deals an additional 1d4 fire damage on a successful hit, Runes along the weapon flashing with fire. This stacks with any other source of magical fire, as such from the Flaming magical weapon quality.
• Fortified armor: Armor only. The armor is treated as having the Light Fortification effect, stacking with any other Fortification (including another light).
• Finely made: Weapon or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.
• Frost Runes: Weapon only. The weapon is treated as having the Frost effect. The frost effect deals an additional 1d4 cold damage on a successful hit, Runes along the weapon flash, causing the weapon to get lightly frosted. This stacks with any other source of magical cold, as such from the Frost magical weapon quality.
• Shocking Runes: Weapon only. The weapon is treated as having the Shocking effect. The shocking effect deals an additional 1d4 electricity damage on a successful hit, Runes along the weapon discharging static electricity. This stacks with any other source of magical electricity, as such from the Shocking magical weapon quality.
6th - Elbow Grease: The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 10th level, and +6 at 13th level.
7th - Salvage: An artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.
8th - Armored Caster: The Artificer gains both proficiency and the ability to wear medium armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with medium armor, the armor check penalty lessens by one with all medium armor worn.
9th - Resourceful Crafter: The Artificer is treated as having all the necessary supplies at hand, requiring one-tenth to be expended in the creation of items than normal. The Artificer is treated as having the Eschew Materials feat for the purposes of cheap spell components.
10th - Jack of All Trades: The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained. At 15th level, all skills are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks when ranks are trained.
11th - Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
16th - Improved Metamagic Science: An artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).
17th - Improved Armored Caster: The Artificer gains both proficiency and the ability to wear heavy armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with heavy armor, the armor check penalty lessens by one. Also, Artificers wearing medium armor have their armor check penalty lessens by two.
18th - Experienced Crafter: The Artificer can now create magical items that only expend half the experience that is normally required. For magical item creation, any experience costs are halved. Spells like wish, which requires experience to cast, are not decreased by this ability.
19th - Thrifty Crafter: The Artificer can now create magical items at 90% of the normal creation cost. This reduces only the monetary cost of crafting.
20th - Master Of All Trades (Ex): the Artificer's Jack of All Trades ability reaches its zenith: The artificer is a Master at every skill, and may now use any skill checks that the artificer has at least one rank in by taking 10, even if someone cannot do so normally.