Class: Artificer

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The Artificer
  Spell Access
Level BAB Fort Ref Will Special Mana Die Ruling Common Inferior
1 +0 +0 +0 +2 Artisan Bonus, Ingenuity, Scribe Scroll, Trapfinding d2 Initiate ---- ----
2 +1 +0 +0 +3 Brew Potion, Rugged Craftsman, Unravel (Suppression) d2 Initiate ---- ----
3 +2 +1 +1 +3 Craft Wondrous Item, Item Augmentation (Charge Storing) d2 Apprentice ---- ----
4 +3 +1 +1 +4 Craft Wand d2 Apprentice ---- ----
5 +3 +1 +1 +4 Craft Magic Arms and Armor, Retain Essence, Unravel (Greater Suppression) d2 Apprentice ---- ----
6 +4 +2 +2 +5 Craft Construct, Item Augmentation (Spell Trigger) d3 Apprentice ---- ----
7 +5 +2 +2 +5 Forge Ring d3 Apprentice Initiate ----
8 +6/+1 +2 +2 +6 Craft Sceptre, Unravel (Dispel) d3 Journeyman Initiate ----
9 +6/+1 +3 +3 +6 Craft Rod, Item Augmentation (Saving Throws) d3 Journeyman Initiate ----
10 +7/+2 +3 +3 +7 Artificer Talent d3 Journeyman Apprentice ----
11 +8/+3 +3 +3 +7   d4 Journeyman Apprentice ----
12 +9/+4 +4 +4 +8 Artificer Talent d4 Journeyman Apprentice ----
13 +9/+4 +4 +4 +8   d4 Journeyman Apprentice ----
14 +10/+5 +4 +4 +9 Artificer Talent d4 Journeyman Apprentice ----
15 +11/+6/+1 +5 +5 +9   d4 Journeyman Apprentice Initiate
16 +12/+7/+2 +5 +5 +10 Artificer Talent d6 Journeyman Apprentice Initiate
17 +12/+7/+2 +5 +5 +10   d6 Journeyman Apprentice Initiate
18 +13/+8/+3 +6 +6 +11 Artificer Talent d6 Adept Apprentice Initiate
19 +14/+9/+4 +6 +6 +11   d6 Adept Journeyman Initiate
20 +15/+10/+5 +6 +6 +12 Artificer Talent d6 Adept Journeyman Initiate

 

Artificer

Jameson, iconic artificer
"I've got just the thing..."

While mages and spellblades use the force of Magic in a direct, immediate sense, artificers focus on producing items of power. The path of the artificer is an ancient tradition in Trinity, but has seen more than its fair share of tragedy: among the ancient Arkeyans, the trade arose in tandem with that civilization's research into Technology, and the attempts at combining the two led to that people's downfall. Eons later, the Ronkans would fall prey to the same trap.

Modern artificers are usually well-versed in the history of their trade, and are often very specific about what it is they do; while some would expect that they would get along well with technologists and greasemonkeys, in fact the opposite is true, with artificers drawing a very clear distinction between themselves and their Technological counterparts. To further that end, many artificers hold much more strongly to the common aesthetics of Magic than mages or spellblades, ensuring that those who handle them know their Magical origin.

Ironically, many artificers in modern Trinity find work on arcane spacecraft, tending to them and the arcane energies that power them in much the same way that greasemonkeys tend to Technological craft. The similarities are not lost on most artificers, and some of these space-faring artificers find themselves in friendly - and sometimes not-so-friendly - rivalries with greasemonkeys.

Game Rule Information

Force Alignment: Magic.

Force Resistances: PR 5 + level, TR 5 + level.

Abilities: Intelligence is of significant importance to an artificer. However, Charisma is also important, as a high Charisma allows them to manipulate magic items.

Hit Die: d8.

Class Skills: The artificer's class skills (and the key ability for each) are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (The Planes) (Int), Linguistics (Int), Profession (Wis), Search (Per), Spellcraft (Int), Spot (Per), and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Moderate.

Starting Gold: 5d4 x 10gp.

Favored By: Espers.

Class Features

All of the following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). Artificers are also proficient with siege weapons.

Artisan Bonus: An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum of +1.

Bonus Feats: As an artificer progresses in level, he gains the following feats as bonus feats, without needing to meet their prerequisites.

  • 1st: Scribe Scroll
  • 2nd: Brew Potion
  • 3rd: Craft Wondrous Item
  • 4th: Craft Wand
  • 5th: Craft Magic Arms and Armor
  • 6th: Craft Construct
  • 7th: Forge Ring
  • 8th: Craft Sceptre
  • 9th: Craft Rod

Ingenuity: An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. This pool refreshes when an artificer regains his MP. Ingenuity is spent on a variety of artificer class features.

An artificer can spend a point of ingenuity when casting a spell with a range of Touch that does not require an attack roll. If he does, that spell can be cast as though it had a range of Close (25 feet + 5 feet/2 caster levels).

Trapfinding: An artificer gains a bonus to Search skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm Magic traps, but not Technological traps.

Rugged Craftsman: At second level, the artificer has gained the resilience and fortitude necessary to perform his work while in dangerous environments. An artificer gains the full benefits of time spent crafting items while in dangerous situations, rather than halving the effectiveness of his time spent.

The artificer has also become more efficient with his time, allowing him to craft items faster than others. An artificer can produce magic items at a rate of 1000 gp per caster level per day, rather than the hard limit of 1000 gp per day. An artificer can create multiple items in a single day, provided the total value of all the items is less than his max value.

Unravel: At second level, the artificer's proficiency in creating items has allowed him to understand how to disrupt the magics in items. He gains an Unravel ability at second, fifth, and eighth levels.

  • Suppression (Ma): You can spend one point of ingenuity and spend a full-round action that provokes attacks of opportunity. If you do, you can attempt to suppress the effects of an unattended Magic item, or an item that is the target of a Magic effect. If you succeed at a caster level check against DC 11 + the caster level of the item or effect on the item; if you succeed, the effect is suppressed for a number of rounds equal to your Intelligence modifier. Traps suppressed in this way can be bypassed safely while suppressed. As a free action, you can spend a point of ingenuity to end the suppression.
  • Greater Suppression: Using your suppression ability requires only a standard action, and the effect lasts for a number of minutes equal to your Intelligence modifier, rather than rounds. You can use your suppression ability on attended Magic items, which requires you to succeed on a melee touch attack.
  • Dispel (Sp): You can spend one point of ingenuity to produce a dispel magic effect, as per the spell.

Item Augmentation: At third level, the artificer can improve the function of existing magic items, or make temporary magic items. He gains an Item Augmentation ability at third, sixth, and ninth levels.

  • Charge Storing (Ma): At 3rd level, the artificer can spend a number of ingenuity points to temporarily create a wand with a single charge. The artificer must have a mundane object to put the charge into. This temporary wand lasts for one minute; when crafted, the wand uses the artificer's caster level and Intelligence modifier to determine the effects of the spell. Unlike normal wands, this temporary wand can hold a spell of any grade, rather than being limited as normal wands. The desired effect cannot have a material component worth more than 1 gp. The number of ingenuity points required is 1 for an initiate spell; 2 for an apprentice spell; 5 for a journeyman spell; 8 for an adept spell; and 12 for a master spell. Using this ability is a full-round action; it becomes a standard at 6th, a move action at 9th, and a swift action at 12th. Only the artificer can use this temporary wand, but doing so does not require a Use Magic Device check.

Design Notes

Obviously inspired by the original Artificer from Eberron. Modifications made to match Magic use in Trinity; also bunch of things taken from here.