Artificer
Created by dferahgo

"The testaments to my talent will outlive my foes."

Creation of magic is the ultimate achievement, a desire shared by mortals and gods alike. The Artificer is a spellcaster who specializes in the enduring power of spellcraft. A low-level Artificer might be a smith who strives to immortalize his talents in magical items; at mid-level, a golem-maker or the acclaimed jeweler of the local Wizard's Guild; at the highest levels, a master Artificer might be a potent and influential beneficiary or a mad, manipulative craftsman who uses his abilities to evil ends.

Artificers (Art) often ally themselves with guilds for the protection they offer, and donate or sell their magical items to causes they see as righteous. It is not uncommon for Artificers to go adventuring, strapped down with effects they fashioned themselves and accompanied by constructs. NPC Artificers often hire characters to track down rare or unique components or find lost plans to ancient artifacts.

Hit Die: d4

Requirements:
To qualify to become an Artificer, a character must fulfill all of the following criteria:
Skills: Craft: 10 ranks
Feats: Skill Focus (Craft), Craft Wondrous Item, Craft Magical Arms and Armor, Any other item creation feat.
Spells: Ability to cast arcane spells 4th level or higher.
Special: The character must have a laboratory or workshop, or access to one via a guild, a church, etc.

Class Skills
The artificer's class skills (and the key ability of each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Craft (construct), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 2+Int modifier

Level BAB Fort Ref Will Special                    Spells per Day     
---------------------------------------------------------------------------
  1   +0  +0   +0   +2  Craft (construct);         +1 Level of Arcane Class
                        Creative Drive (Su);
                        Homemade Weapon Proficiency
  2   +1  +0   +0   +3  Still Spell;               +1 Level of Arcane Class
                        Greater Mending
  3   +2  +1   +1   +3  Homemade Armor Proficiency +1 Level of Arcane Class
  4   +3  +1   +1   +4  Skill Focus (Craft         +1 Level of Arcane Class
                        (construct)); Soulbond                        
  5   +3  +1   +1   +4                             +1 Level of Arcane Class
  6   +4  +2   +2   +5  Identify; Read Magic;      +1 Level of Arcane Class
                        Improvise Essence
  7   +5  +2   +2   +5  Intimacy                   +1 Level of Arcane Class
  8   +6  +2   +2   +6  Expert Touch               +1 Level of Arcane Class
  9   +6  +3   +3   +6  Imbue                      +1 Level of Arcane Class
  10  +7  +3   +3   +7  Master Artificer           +1 Level of Arcane Class

Class Features: All of the following are class features for the Artificer prestige class:

Weapon and Armor Proficiency: Artificers gain no additional proficiency in weapons or armor.

Craft (construct): The Artificer has exclusive access to the Craft (construct) skill. This skill can be used to bypass any necessary Craft skill needed to create a construct that the Artificer doesn't have. For example, Craft (leatherworking) would normally allow a character to create a flesh golem, but not an iron golem. The Artificer doesn't have this problem: he can use Craft (construct) to forge any type of constructs. This ability may also be used to repair constructs that have been destroyed, though another casting of the spells that animated them originally must be supplied again during the process, and at least half the raw materials must be used again.

Creative Drive (Su): Beginning at first level, the Artificer focuses on the mystic process of imbuing an item with his own essence and how to use less for a greater effect, decreasing the amount of XP used to make an item by 5% per Artificer level.

Homemade Weapon Proficiency (Ex): At first level, the Artificer gains the innate ability to fight using any weapon he has crafted by use of the Craft Magical Arms and Armor feat. When using a weapon he has created, the character fights as if he had proficiency in that specific kind of weapon. The weapon must be martial or simple, and may be ranged (though the ammunition must be self-made, as well).

Still Spell: At second level, the Artificer gains the metamagic feat Still Spell as a bonus feat. This reflects the Artificer's interest in using armor and casting spells without having to gesture - possibly while holding tools of his trade.

Greater Mending (Ex): In his studies, the Artificer has unlocked the secrets of repairing broken magical items. When using an item creation feat to repair a broken magical item, the Artificer uses up only one-fourth the XP and time needed to create it in the first place. (Half the raw materials must still be provided, since this ability doesn't affect the extent to which the item is damaged.) This ability is gained at second level.

Homemade Armor Proficiency (Ex): At third level, the Artificer gains the innate ability to fight using any armor he has created by use of the Craft Magical Arms and Armor feat. When using armor he has created, the character moves and fights as if he had proficiency with that specific kind of armor. The armor must be light or medium, and all attributes of it, such as spell failure and armor check penalty, still apply.

Skill Focus (Craft (construct)): At fourth level, the Artificer gains the feat Skill Focus (Craft (construct)), effectively adding +2 to his Craft (construct) checks.

Soulbond (Su): At fourth level, the Artificer begins to express a sense of connection with his personally made items that augments the powers of his magic. For every non-disposable (i.e. scrolls, potions, wands or staves with less than full charges) magical item the Artificer has on him that he created himself, that character adds +1 to any spellcaster checks (to a maximum of +5). The Artificer also gains this bonus when using an item he has created to Sunder another magical item (made by him or not).

Identify (Sp): At sixth level, the Artificer can cast the spell Identify once per day as a spell-like ability without any material components.

Read Magic (sp): At sixth level, the Artificer is under the continuous effect of a Read Magic spell.

Improvise Essence: At sixth level, the Artificer gains the ability to use spell scrolls that he does not meet the requirements for. The Artificer must succeed at a Use Magic Device check (DC 15) and can only be using the scroll to fulfill a creation requirement, such as using a Resurrection scroll for a Staff of Life. The scroll must be deciphered beforehand (which is rarely a problem at this level, due to the Read Magic ability). Failure indicates that the scroll cannot be utilized that day; a roll of a 1 causes a scroll mishap (see page 203 in the DMG).

Intimacy (Ex): At seventh level, the Artificer gains +1 to attacks and damage with weapons he created, and all armor penalties when using armor he created is reduced by 1. These effects stack with the effects of masterwork items.

Expert Touch (Ex): At eighth level, the Artificer's effective caster level when creating any magic item is effectively increased by 1.

Imbue (Su): At ninth level, the Artificer can share spell effects he has cast on himself with items and constructs he has created. Damage resistance, spell resistance, magic bonuses to ability scores, and magical statuses like fly or invisibility can all be shared. The effect only works as long as the Artificer is within 100 feet, and can only work on 5 magical items (or one construct) at a time.

Master Artificer: At 10th level, the Artificer gains a number of special abilities. 
Improved Craft Focus: At 10th level, the miscellaneous bonus granted by the Skill Focus (Craft) feat increases from +2 to +4.
Bonus Item Creation Feat: At 10th level, the Artificer gains an extra Item Creation feat for free.
True Craftsman (Ex): At 10th level, the time required to create any item for an Artificer is reduced to 1/4 the normal time needed.
Divinate Object (Sp): At 10th level, the Artificer may cast Scrying on any item or construct he created as a spell-like ability once per day. (The item or construct counts as being familiar.) The divination allows the caster to see the location of the item or construct, whether or not another creature is in possession of the object, and if so, who or what.

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