Class- Artificer in Aertrea | World Anvil
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Class- Artificer

Artificer With the exodus of Gnomes from Aertrea, the Artificer was an all but forgotten profession. Only recent interest in the art in the Jeweled Cities (in particular Opal) has brought the Artificer back into the notice of most people. There are certainly a few others spread about the world, mostly Dwarven and High Elven individuals. There are some few dedicated artificers in Arcadia, who work not only on constructs but strange mechanical device to assist in task both everyday and extraordinary.   HD: d6, Class Skills: (6+INT): appraise, concentration, craft, disable device, arcana, architecture and engineering, planes, open lock, profession, search, spellcraft, use magic device.
Lv BA Ft Rf Wi Class Feature XP Reserve 1st 2nd 3rd 4th 5th 6th
1 0 0 0 2 Artificer Knowledge, Trap Finding, item creation, scribe scroll 20 2
2 1 0 0 3 Brew Potion 40 3
3 2 1 1 3 Craft Wondrous item 60 3 1
4 3 1 1 4 Bonus feat 80 3 2
5 3 1 1 4 Craft magic arms and armor, retain essence 100 3 3 1
6 4 2 2 5 Metamagic spell trigger 150 3 3 2
7 5 2 2 5 Craft wand 200 3 3 2
8 6 2 2 6 Bonus Feat 250 3 3 3 1
9 6 3 3 6 Craft Rod 300 3 3 3 2
10 7 3 3 7 400 3 3 3 2
11 8 3 3 7 Metamagic spell completion 500 3 3 3 2 1
12 9 4 4 8 Craft staff, bonus feat 700 3 3 3 2 2
13 9 4 4 8 Skill mastery 900 3 3 3 3 2 -
14 10 4 4 9 Forge Ring 1200 4 3 3 3 3 1
15 11 5 5 9 1500 4 4 3 3 3 2
16 12 5 5 10 Bonus Feat 2000 4 4 4 3 3 2
17 12 5 5 10 2500 4 4 4 4 3 3
18 13 6 6 11 3000 4 4 4 4 4 3
19 14 6 6 11 4000 4 4 4 4 4 4
20 15 6 6 12 Bonus feat 5000 4 4 4 4 4 4
 
  • Weapons and Armor: simple weapons, light and medium armor, shields except tower.
  • Infusions: neither divine nor arcana, infusions target items, mechanically like spells. Knows all infusions on list and can use them at any time up to the number per level above. Based on INT. Can only target item or construct (including warforged). Many infusions have long casting times. The casting time of an infusion can be reduced to 1 round 1/day per INT or with the use of an action point. Artificers can apply metamagic feats to infusions. They must focus his mind for 15 minutes after 8 hours of rest to regain his daily allotment of infusions.
  • Craft Reserve: these points can be spent instead of XP when crafting items, they do not carry over and are replaced at each level.
  • Artificer Knowledge: DC 15 (level + INT) to determine if an item has a magical aura.
  • Trap Finding: you may find traps with search DC’s greater than 20.
  • Item creation: gain bonus feats. Can create items even without spell requirements by making a DC 20 + Caster level use magic device check. If fails may try again the next day. Infusions do not meet requirements for spells.
  • Bonus Feat: any metamagic feat, item creation feat, or skill feat.
  • Retain Essence: requires one day with a magic item that you have the item creation feat for, after which its destroyed and you gain XP to your craft reserve (must be used before next level) = the xp it took to create the item.
  • Metamagic Spell Trigger: if you have the item creation feat for a spell trigger item you can apply a metamagic feat you know to it by expanding extra charges = the extra levels the feat usually adds to a spell.
  • Metamagic Spell Completion: if you have the item creation feat for a spell completion item (usually scroll) you can apply a metamagic feat you know to it with a use magic device check = 20 + (3x modified level of the spell).
  • Skill Mastery: applies to spellcraft and use magic device.

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