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View Full Version : D&D 3.x Class Artificer (Eberron Variant) Revised



Hachristo
2021-03-13, 06:04 AM
Artificer
"Nothing is impossible. What you want is simply expensive."

Introduction
This is my first post on this site; I've been using it sparingly over the last year for help as a DM and a player alike, and only a short while ago did I decide to stop lurking and actually make an account. As far as this post goes, I recently found this class on DND tools, and I thought the concept was great and unique from any other class I had seen. Looking further into the class, I saw a lot of people complaining about it being broken and overpowered, and after reading their reasoning I couldn't help but agree. The main issue is that the Eberron Artificer can make any magic item in the game, bypassing the requirement of needing the spell prerequisite with a Use Magic Device check. This is obviously necessary for the point of the class (making magic items), but it opens up a whole can of worms which allows the Artificer to effectively prepare and cast ANY SPELL ON ANY SPELL LIST by making first making a scroll and then using it later. While it takes times and money to make scrolls, in a site based adventure, these things are usually less of a concern, and thus the Artificer becomes, in my opinion, very, very strong. I made this revision to limit the Artificer somewhat, forcing him to choose from one spell list when crafting scrolls, wands, and potions (Artisanal Focuses). I also made a few other adjustments, such as retain essence only giving back 50% of the XP it took to create the item, metamagic spell trigger and spell completion only working on magic items that have spell prerequisites within the Artificer's artisanal focus, and many of the recommended bonus feats for Artificer being made into class features instead. The Artificer's power really depends on the kind of adventure you're playing, specifically whether or not you have the time and the gold to start really breaking things. Even with the nerfs I've made, in the right setting this Artificer would still be one of the best classes, as it still has access to a full spell list through scrolls as well as all of it's other perks. If you find it too limiting, allow yourself to take 2 Artisanal Focuses, that should give more flexibility.

To help understand what has been changed, I've color coded all of my revisions from the Eberron Artificer. New features are in green. Removed features are in red. For values that I have altered (such as Base Attack Bonus), the old value is in red and the new value is in green, with both values separated by a |.

Alignment
Any

Hit Die
d6

Class Skills
The Artificer's class skills (and the key ability for each skill) are Appraise (INT), Concentration (CON), Craft (INT), Disable Device (INT), Knowledge (Arcana) (INT), Knowledge (Architecture and Engineering) (INT), Knowledge (The Planes) (INT), Open Lock (DEX), Profession (WIS), Search (INT), Spellcraft (INT), Use Magic Device (CHA)

Artisanal Focus and Class Skills

Bardic Focus
An Artificer with a Bardic focus adds Bluff (CHA), Decipher Script (INT), Diplomacy (CHA), Disguise (CHA), Gather Information (CHA), Knowledge (all skills, taken individually) (INT), Perform (CHA), Sense Motive (WIS), and Speak Language (NONE) to their class skills list.

Clerical Focus
An Artificer with a Clerical focus adds Diplomacy (CHA), Heal (WIS), Knowledge (History) (INT), and Knowledge (Religion) (INT) to their class skills list.

Druidic Focus
An Artificer with a Druidic focus adds Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Knowledge (Nature) (INT), Spot (WIS), and Survival (WIS) to their class skills list.

Wizardly Focus
An Artificer with a Wizardly focus adds Decipher Script (INT) and Knowledge (all skills, taken individually) (INT) to their class skills list.

Skill Points at First Level
(4 + INT modifier) X 4

Skill Points at Each Additional Level
4 + INT modifier

Table: The Artificer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Craft Reserve
Infusions per day









1st
2nd
3rd
4th
5th
6th


1st
+0
+0
+0
+2
Artisanal Focus, Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll
20
2
-
-
-
-
-


2nd
+1
+0
+0
+3
Brew Potion
40
3
-
-
-
-
-


3rd
+1 | +2
+1
+1
+3
Craft Wondrous Item
60
3
1
-
-
-
-


4th
+2 | +3
+1
+1
+4
Craft Homunculus, Exceptional Artisan | Bonus Feat
80
3
2
-
-
-
-


5th
+2 | +3
+1
+1
+4
Craft Magic Arms and Armor, Retain Essence
100
3
3
1
-
-
-


6th
+3 | +4
+2
+2
+5
Craft Wand
150
3
3
2
-
-
-


7th
+3 | +5
+2
+2
+5
Metamagic Spell Trigger
200
3
3
2
-
-
-


8th
+4 | +6/+1
+2
+2
+6
Extraordinary Artisan | Bonus Feat
250
3
3
3
1
-
-


9th
+4 | +6/+1
+3
+3
+6
Craft Rod
300
3
3
3
2
-
-


10th
+5 | +7/+2
+3
+3
+7
Legendary Artisan
400
3
3
3
2
-
-


11th
+5 | +8/+3
+3
+3
+7
Metamagic Spell Completion
500
3
3
3
2
1
-


12th
+6/+1 | +9/+4
+4
+4
+8
Craft Staff, Craft Construct | Bonus Feat
700
3
3
3
2
2
-


13th
+6/+1 | +9/+4
+4
+4
+8
Skill Mastery
900
3
3
3
3
2
-


14th
+7/+2 | +10/+5
+4
+4
+9
Forge Ring
1,200
4
3
3
3
3
1


15th
+7/+2 | +11/+6/+1
+5
+5
+9

1,500
4
4
3
3
3
2


16th
+8/+3 | +12/+7/+2
+5
+5
+10
Extra Rings | Bonus Feat
2,000
4
4
4
3
3
2


17th
+8/+3 | +12/+7/+2
+5
+5
+10

2,500
4
4
4
4
3
3


18th
+9/+4 | +13/+8/+3
+6
+6
+11

3,000
4
4
4
4
4
3


19th
+9/+4 | +14/+9/+4
+6
+6
+11

4,000
4
4
4
4
4
4


20th
+10/+5 | +15/+10/+5
+6
+6
+12
Craft Portal | Bonus Feat
5,000
4
4
4
4
4
4



Class Features
All of the following are class features of the Artificer

Weapon and Armor Proficiency
Artificers are proficient with simple weapons, light armor and medium armor, and shields (excluding tower shields)

Artisanal Focus
An Artificer must to focus in a certain subtype of magic. These subtypes include any full caster class (Bard, Cleric, Druid, Sorcerer/Wizard). An Artificer cannot focus in a limited caster class such as Paladin or Ranger. This focus is chosen at first level, and cannot be changed once chosen. This focus is used to determine the types of scrolls, wands, and potions the Artificer can create. For example, a Druidic Artificer can only scribe scrolls of spells that appear on the Druid spell list. See Item Creation below for more information.

Infusions
An Artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the Artificer infusion list (see list). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an Artificer must make a Concentration check if injured while imbuing an item with an infusion.

An Artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.

To imbue an item with an infusion, an Artificer must have an Intelligence score equal to at least 10 + the infusion level (INT 11 for 1st-level infusions, INT 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.

Like spellcasters, an Artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

An Artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, an Artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an Artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An Artificer can craft alchemical items as though he were a spellcaster.

An Artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an Artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.

Each day, an Artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the Artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the Artificer's daily limit.

An Artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the Artificer uses the arcane material component or arcane focus.

Infusion List: http://therafimrpg.wikidot.com/artificer-infusions

Craft Reserve
An Artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the Artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An Artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Artificer Knowledge
An Artificer can make a special Artificer knowledge check with a bonus equal to his Artificer level + his INT modifier to detect whether a specific item has a magical aura. The Artificer must hold and examine the object for 1 minute.

A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An Artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Artificer can learn no more about that object.

Artisan Bonus
An Artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an Artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. This bonus increases to a +4 if all the spell prerequisites for crafting the item fall within the spell list of the Artificers Artisanal Focus.

Disable Trap
An Artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

An Artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An Artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Item Creation
An Artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make 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), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

A special restriction is placed on the creation of scrolls, wands, and potions; Artificers may only use this Use Magic Device check to emulate the spell prerequisite within their chosen artisanal focus. A Bardic Artificer can only scribe spells onto scrolls that appear on the bard spell list, a Clerical Artificer can only craft wands with spells that appear on the cleric spell list, a Wizardly Artificer can only brew potions of spells that appear on the Wizard/Sorcerer spell list, etc.

The Artificer must make a successful check for each prerequisite for each item he makes. 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 has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an Artificer's effective caster level equals his Artificer level + 2. If the item duplicates a spell effect, however, it uses the Artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the Artificer's actual level (if it is higher). Thus, a 3rd-level Wizardly Artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An Artificer can also make Use Magic Device checks to emulate non spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

An Artificer's infusions do not meet spell prerequisites for creating magic items. For example, an Artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Magic items created by an Artificer are considered neither arcane nor divine.

Bonus Feats
An Artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th 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 level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus
At 4th level, an Artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An Artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP (This cost is not altered by Exceptional Artisan, Extraordinary Artisan, or Legendary Artisan).

If an Artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 STR, —2 DEX, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.

An Artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Exceptional Artisan
At 4th level, when determining the time you need to craft any item, reduce the base time by 25%.

Retain Essence
At 5th level, an Artificer gains the ability to salvage the XP from a magic item and use those points 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, and if the magic item is a scroll, wand, or potion, the Artificer must be of the appropriate Artisanal Focus to craft the item. After one day, the item is destroyed and the Artificer adds 50% | 100% of the XP it took to create the item to his craft reserve. These points are lost if the Artificer does not use them before gaining his next level.

For example, a Wizardly Artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 / 50) per charge. The Artificer is able to recover the XP from the remaining charges. He puts 168 XP (16.8 X 20 X 0.5) into his craft reserve.

Metamagic Spell Trigger
At 7th level, an Artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat and Artisanal Focus 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.

For example, an Artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

An Artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Extraordinary Artisan
At 8th level, when determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.

Legendary Artisan
At 10th level, when determining your XP cost for creating any magic item, reduce the base cost by 25%.

Metamagic Spell Completion
At 11th level, an Artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat and Artisanal Focus for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An Artificer can use this ability a number of times per day equal to 3 + his INT modifier.

Craft Construct
At 12th level, an Artificer can create all constructs as if he had as if he had the Craft Construct feat. He must emulate the spell requirements as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve).

Skill Mastery
At 13th level, an Artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Extra Rings
At 16th level, an Artificer can wear up to 4 magic rings, 2 on each hand, and all function normally.

Craft Portal
At 20th level, an Artificer's knowledge in magical crafting becomes so intuitive and extraordinary that they become consciously aware of the webs of magic binding the planes together, and can construct devices that take advantage of this network. An Artificer may craft a 2 way portal from any one location to another, regardless of physical or planar boundaries. A portal is crafted on one end; the Artificer decides where the exit* portal will be without actually having to go there physically, although the exit* portal can only be in a place that the Artificer has seen before. If the portal only transports a distance within a plane, the portal costs 7,500 GP and 400 XP for each physical distance of 100 miles between the 2 portals. If the portal transports between planes, the portal has a flat cost of 52,500 GP and 2,800 XP, regardless of the location of the exit* portal within the destination plane. The shape and design of the portal is designed by the Artificer upon creation, although the height of the portal must be between 3 and 10 feet, and the width must be between 2 and 8 feet. The Extraordinary Artisan and Legendary Artisan class features are already applied to the GP and XP costs as normal for crafting a magic item (25% reduction on GP and XP costs). Calculate the number of days to craft based on the already presented GP cost, do not apply the Exceptional Artisan class feature over the already reduced price (as usual, 1 day per 1,000 GP). An Artificer also may use their Craft Reserve when paying the XP cost.

Transport through these portals is instantaneous, there is no time delay between entering one end and exiting at the other. The traveler can be half way through a portal, but this is potentially dangerous if one or both ends of the portal are destroyed. A portal can be destroyed on one end, but if the other end remains then the portal can be repaired for half the original cost on the end still intact. If both ends are destroyed, the portal must be rebuilt at full cost. The only way to destroy a portal is with magic, as it has DR ∞/magic. A portal has 100 hp. If a portal end is destroyed while a traveler is transporting through it, the traveler is shunted back to the other side, taking 1d6 damage damage per 100 miles the portal transports, or 10d6 damage if the portal transports to another plane. If both ends of the portal are destroyed within the same round, a traveler part way through a portal is ripped in two, in which case the traveler has a 75% chance of dying instantly. If the traveler does not die instantly, roll a die with as many sides as the traveler has limbs; the result of this die determines how many limbs the traveler loses. Each lost limb results in an additional loss of 25 HP. If the traveler loses 50 HP or more, they risk system shock as normal (DC 15 Fortitude Save or Death).

Upon creating the portals, the Artificer is the master of their function, and thus can specify any key necessary to transport through the portal. The key can be any physical object that the Artificer possesses, or nothing at all. The Artificer can specify whether or not practically identical objects function as keys, such as needing only to posses a similar silver pocket watch or the exact silver pocket watch used as the key. An Artificer can change the key at any time; the Artificer simply needs to be within 10 feet of either portal end and concentrate for 1 minute.

*exit portal refers to the end of the portal that appears at the spot the Artificer specifies when crafting the other end of the portal; once the portal is finished both ends function identically, and you may enter and exit each end of the portal as normal for a 2 way portal.

Thanks for Reading!
I'd love some feedback from this community; I've seen a lot of people here who are a lot more knowledgeable on D&D than me, and I'd love to hear any recommendations y'all may have. Peace

Albanymusicfund
2021-03-18, 11:07 AM
Very well done! I know you said you were working on this, but it turned out better than I could have even imagined!