Artificers dabble in technology to create fantastic devices. Their weapons, armor, and tools require frequent maintenance and repair, but produce nonmagical effects that rival some arcane spells. Most artificers are skilled artisans and craftsmen, usually rogues, bards, or wizards. A few rangers and clerics of Lunskor explore this field, but it is very rare for other classes to become artificers because of the breadth and depth of skills needed. Artificers enjoy trading information and share a healthy competition for invention and attention. Sometimes they work together in teams, while others prefer isolation and private study. Some artificers who retire from active invention study magic or become advisors on large engineering projects such as bridges and castles.During the 6th Age of Migdalia, a group of artificers calling themselves the Clockwork Consortium attempted to seize control of Migdalia, plunging the continent into turmoil and war. Though the enterprising gnomes were eventually stopped and nearly all of their inventions destroyed, rumors persist of “hidden caches” of gnomish technology scattered across the land. Many artificers devote their entire lives towards discovering one of these caches, dreaming of unearthing ancient schematics and lost diagrams. Many seek these secrets in the name of knowledge itself, though a small minority, known as the Gearhearts, seek these stockpiles of weapons and technology in an attempt to resurrect the Clockwork Consortium.
The gnomes are not the only creatures in Migdalia with a penchant for tinkering, however. Rumors speak of wickedly clever goblins beneath Migdalia’s surface who are able to cobble terrible weapons together from pitted metal plates and corroded wires. Many gnomes scoff openly at these stories, though those few who have spent time within the Underdark know better.
Hit Dice: d6
Requirements
In order to qualify to become an Artificer, a character must meet the following criteria.
Race: Gnome or Goblin.Skills: Craft (alchemy) 3 ranks, Craft (armorsmithing, blacksmithing, gemcutting, locksmithing, machine, metalworking, or weaponmaking) 8 ranks, Craft (any other two from the previous list) 4 ranks, Disable Device 2 ranks, Knowledge (architecture and engineering) 4 ranks, Profession (apothecary, engineer, or siege engineer) 3 ranks.
Feats: Skill Focus (any of the above Craft skills).
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 (architecture and engineering) (Int), Listen (Wis), Profession (Wis), Search (Int), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Innovations Known Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 1 +0 +0 +2 +2 Craft Artifact Device 4 2 - - - 2 +1 +0 +3 +3 Dismantle 5 2 - - - 3 +2 +1 +3 +3 Salvage 5 3 1 - - 4 +3 +1 +4 +4 Clockworks 6 3 2 - - 5 +3 +1 +4 +4 Repair 6 4 2 1 - 6 +4 +2 +5 +5 Invention 7 4 3 2 - 7 +5 +2 +5 +5 Artifice 7 5 3 2 1 8 +6 +2 +6 +6 Explosive Obsession 8 5 4 3 2 9 +6 +3 +6 +6 Upgrade 8 5 4 3 2 10 +7 +3 +7 +7 Mechanization 9 5 5 4 3
Class Features
All of the following are class features of the Artificer prestige class.
Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, light armor, medium armor, and shields.
Craft Artifice Device (Ex): An artificer has the ability to craft nonmagical devices that duplicate the effects of certain spells. Rather than using magic to accomplish this, he uses his knowledge of pistons, gears, levers, lenses, and other simple mechanical inventions and scientific theories. As a result, artifice devices usually appear unwieldy and complex, with many attachments, wires, and hoses. By default, all artifice devices use two item spaces: any one space plus either the “belt” or “cloak” space. It is possible to build devices that take up only one space, but they cost twice as much. Artifice devices use the same space limitations as magical items (bracer, helmet, cloak, and so forth), so a character cannot wear a device on the same space as she wears a magical item.An artificer can only craft artificer devices that duplicate the effects of the innovations he knows (see below). All artificer devices have charges, representing fuel and other substances necessary to provide the effect. After a certain number of uses, the device ceases to function until the artificer expends more time and money to refuel or repair it. Refueling or rebuilding a device costs half as much as it would cost to make it from scratch.
Making artifice devices requires time and dedication, taking 1 day for each 1,000 gp in the artifice device’s base price. However, unlike crafting a magic item, the artificer does not expend XP as part of this process. He merely spends the appropriate time and gold to create the device, using the table below to determine the base price of the device.
Effect Base Price Standard Device Innovation Level* x Effective artificer level** x 20gp per charge (max 50) Uses only one space Multiply entire cost by 2 Multiple Innovations Multiply sum cost of all innovations of device by 2 * A 0-level innovation is half the value of a 1st level device power for determining price.
** An artificer can create a device with an effective artificer level lower than his own, as long as it is the minimum artificer level necessary to learn that innovation.
Artifice devices are large and bulky. Multiply the level of the innovation (with 0-level innovations counting as ½ level) by 1 cubic foot and 5 pounds to get the total volume and weight of the device (add together the weights and volumes of devices with multiple innovations). Artifice devices are large enough to be considered separate objects for the purposes of the strike an object action. A device has 5 hit points per cubic foot of volume and hardness 10. A device can be made out of special materials (such as adamantine or mithral) to increase its hardness or hit points; treat each cubic foot of the device as a longsword for the purpose of determining the modifier to the initial base price (the special materials do not affect the rebuilding or refueling price).
Innovations (Ex): While mages wield arcane power and clerics manipulate divine energy, the artificer uses mundane tools and strange reagents coupled with scientific laws and theories to produce impressive results. Like a neophyte wizard with a small selection of spells, the artificer starts with a few innovations which he has mastered. As he gains levels, the artificer learns new innovations automatically as shown on the table above. The artificer can also purchase information and schematics from other artificers or find them in books of crafting, with the prices and values of such objects equal to a scroll of the equivalent spell level.To learn an innovation or create an item using an innovation, the artificer must have an Intelligence score of a least 10 + the innovation’s level. The difficulty class for saving throws is 10 + the level of the innovation + the artificer’s Intelligence modifier.
Activating a device is a standard action that does not provoke attacks of opportunity. Most innovations rely upon completely nonmagical methods. Devices that use no magical items in their creation function normally in an antimagic field and cannot be counterspelled or disrupted. Artifice devices overlap (do not stack with) magical effects of the spell they duplicate.
Dismantle (Ex): At 2nd level, the artificer gains the Skill Focus (Disable Device) feat as a bonus feat. In addition, the artificer is now able to score critical hits against creatures of the “Construct” type.
Salvage (Ex): An artificer of at least 3rd level can dismantle a device , clockwork, warforged, or upgrade (whether built by him or another artificer) and use its pieces as parts for another device. This supplies the artificer with assorted parts and metal of a value equal to half the base price of the item being dismantled (the price of a dismantled device is based upon its remaining charges at the time of dismantling). Materials salvaged through the use of this ability weigh roughly one pound for each 50 gp salvaged in this manner (the materials salvaged in this manner will never weigh more than the original object salvaged).The artificer is also able to salvage scrap metal for usable parts, with each pound of scrap metal (discarded pots and pans, strangely shaped bits of worked metal, loose bolts, etc.) equaling 5 gp worth of materials. Regardless of the source, the artificer may apply these salvaged materials towards the final price of any artificer device, clockwork, or constructed warforged, or he may use them as materials for use with his repair or upgrade abilities. (see below).
Clockworks (Ex): As part of his work and research into scientific law and physics, a 4th level artificer learns to design and build small, mechanical creatures that guard him against attack and aid him in his work. An artificer may build and maintain any number of clockworks whose total Hit Dice does not exceed twice his class level. He may apply the Clockwork template below to any creature of the “Animal” or "Vermin" type to gain the base statistics of a Clockwork modeled upon that type of creature.A clockwork costs 100 gp per Hit Die in materials to build and requires a successful Knowledge (architecture and engineering) check, as well a successful Craft (armorsmithing, blacksmithing, gemcutting, locksmithing, machine, metalworking, or weaponmaking) check, both at a DC equal to 10 + the clockwork’s Hit Dice. Success grants the clockwork a limited form of sentience, while failure ruins the materials and forces the artificer to begin anew. Creating a clockwork requires one day of work for every 1,000 gp, or fraction thereof, of its final price.
The intelligence of a clockwork is limited; an artificer must can teach his clockworks one trick for each class level he possesses. All clockworks know a few basic commands, at no cost, which allow them to behave normally. They know how to obey an attack command from the artificer, and always come when called by their creator. The artificer may teach his clockworks any trick listed under the handle animal skill, though he does not need to make any check to do so; the clockwork learns the trick automatically.
Repair (Ex): An artificer is an expert at repairing constructs. With a standard action and at least 10 gp in materials, an artificer of at least 5th level is able heal a creature of the “Construct” type for 1d4 hit points.
Invention (Ex): Beginning at 6th level, an artificer can make a device that has an innovation he doesn’t know. These inventions cost twice the normal amount and are unreliable. Every time an artificer uses an invention ability, he must make an artificer level check (DC = innovation’s minimum artificer level +1) to activate the device successfully. Any other creature trying to activate the invention has a -5 penalty on this check. Failure indicates a mishap (see below). If a mishap occurs, the charge for that attempted use is expended, regardless of the mishap’s outcome.The innovation used in an invention need not be on the innovation list, though the artificer must still provide at least some reasoning behind the device’s function. Such innovations must still duplicate spells chosen from the wizard/sorcerer spell list, though no spell so selected may exceed 4th level. Innovations chosen from outside the artificer’s innovation list use their minimum caster level +6 to determine the DC for the artificer level check mentioned above.
Artifice (Ex): An artificer of at least 7th level is has gained enough knowledge of the workings of clockworks and the laws of physics to create warforged. The artificer is only able to maintain a set number of warforged at any given time, however, as shown in the table below. The first warforged created by the artificer is typically a prototype, and is almost always more powerful than typical warforged. The process of creating a warforged, whether the artificer’s prototype or a standard construct, requires one week of construction on the part of the artificer, as well as 500 gp worth of materials for each Hit Dice the warforged is to possess.The artificer may not maintain more warforged than his Artifice Score allows; doing so causes older warforged to immediately malfunction and cease working. Though the artificer is able to create warforged of levels lower than listed in the table to below (to save himself some money, for instance), he is unable to create more powerful warforged. Weaker warforged essentially occupy the “slot” of a higher level warforged, though such warforged may later be upgraded to their full level (requiring a full week of work and 500 gp worth of materials for each Hit Dice the warforged is to gain). Warforged created through this ability are unfailingly loyal to the artificer, and will not hesitate to fulfil self-destructive orders.
Number of Warforged by Level Artifice Score Prototype Level 1 2 3 4 5 7 or lower 5th - - - - - 8 5th - - - - - 9 6th - - - - - 10 7th 5 - - - - 11 7th 6 - - - - 12 8th 8 - - - - 13 9th 10 1 - - - 14 10th 15 1 - - - 15 10th 20 2 1 - - 16 11th 25 2 1 - - 17 12th 30 3 1 1 - 18 12th 35 3 1 1 - 19 13th 40 4 2 1 1 20 14th 50 5 3 2 1 * Artifice Score: An artificer’s base Artifice Score equals his class level plus any Intelligence modifier he possesses. Outside factors can affect a character’s Artifice score, as detailed below.
* Prototype Level: The artificer can create a prototype of up to this level. Regardless of an artificer’s Artifice Score, he can only create a prototype who is two or more levels lower than his total character level.
* Number of Warforged by Level: The artificer can maintain up to the indicated number of warforged of each level.
The Artificer... Modifier Has a familiar, special mount, or animal companion. -2 Has a workshop. +2 Has access to Clockwork Consortium diagrams. +2 Has access to a warforged built by another artificer. +1
Explosive Obsession (Ex): An artificer of 8th level or above has become so familiar with goblin powder and other alchemical explosives that he is able to manufacture small bombs and smoke bombs. The artificer’s bombs function as Renaissance Explosive Weapons (pg. 145 of the Dungeon Master’s Guide), except that they deal 2d8 points of damage, have a blast radius of 15 feet, and require 50 gp worth of materials and 2 hours to create. Smoke bombs created by the artificer function as normal, though they require only 25 gp worth of materials and 1 hour to manufacture.
Upgrade (Ex): By 9th level, the artificer has become a mechanical savant. As such, he is able to upgrade constructs he has created, enabling them to perform diverse and specialized tasks. Each upgrade requires 1,000 gp worth of materials, and installing the upgrade takes one day of work. Each construct may only have one upgrade at a given time, though the artificer may remove the upgrade without harming the construct (requiring one day of work, which destroys the upgrade. The upgrade may still be salvaged for parts, as per the artificer’s salvage ability).Only mechanical constructs can be upgraded by this ability; golems and other animated objects gain no benefit from being upgraded. The artificer may choose from any of the following upgrades:
Amphibious Upgrade: By adding crude flippers to the construct’s hull and incorporating webbing to its feet, paws, and other limbs, the artificer can make his construct suitable for underwater use. This upgrade grants the construct a Swim speed equal to its base land speed, as well as Swim ranks equal to the artificer’s class level at time of upgrade. In addition, the construct gains a watertight “pocket” within its chassis, enabling the artificer to store items within the construct safely. Alternatively, a creature at least two sizes smaller than the construct can ride comfortably within the “pocket”, though breathing may still be a problem.Combat Upgrade: The artificer improves the construct’s reflexes and weaponry, making it a more formidable fighter. It reacts more quickly to attackers and deals more damage with its attacks. This upgrade grants a construct a +2 bonus to initiative and a +2 bonus to its damage rolls. In addition, it gains any single feat of the artificer’s choice, provided the construct meets the requirements for the feat. The chosen feat must be found on the fighter’s bonus feat list, and must be offensive in nature.
Defense Upgrade: This upgrade adds additional armored plates to the construct’s chassis and reinforces its interior. The artificer adds additional struts, supports, and armored casing for its joints and sensors. The construct increases its natural armor bonus by +5, and gains one additional hit point per Hit Die.
Flight Upgrade: A radical change to the construct’s form and function, this upgrade grants the construct a set of crude, rudimentary wings. The construct may fly with these wings, though it is far from agile in the air. This upgrade grants the construct a flight speed equal to twice its base land speed, with clumsy maneuverability.
Leg Upgrade: By increasing the size and strength of a construct’s primary or hind legs, the artificer grants it the ability to move with greater speed and jump long distances. This upgrade increases the construct’s base land speed by +10 feet. In addition, the construct gains Jump ranks equal to the artificer’s class level at time of upgrade, as well as the Leap of the Clouds ability.
Mauler Upgrade: This fearsome upgrade package transforms a mechanical animal into a vicious, dangerous fighter. The construct’s mouth is replaced with jagged steel fangs, and the range of motion of its limbs and paws is increased. With these modification, the construct can tear through several weak foes. The construct’s natural bite, claw, and gore attacks all increase their damage dice by one step, and the Construct gains the Power Attack, Cleave, and Great Cleave feats.
Scout Upgrade: By making an investment in redesigning a construct’s joints and hull, the artificer can grant it an increased chance to stay out of sight and creep up on its enemies. This upgrade grants the construct ranks in Hide and Move Silently equal to the artificer’s class level at time of upgrade, as well as a small recording device, allowing the construct to record up to ten minutes worth of audio. The recording is imperfect, however, and overwrites itself if the construct records new audio. The construct must typically be told when to begin and end recording, and may do either by itself, but is unable to replay recorded audio without the artificer.
Subterranean Upgrade: This combination of upgrades is intended to enhance a construct’s ability to operate underground. In gains improved senses and foot and hand claws that enable it to climb and deal more damage in combat. The construct gains blindsense to a range of 30 feet, Climb ranks equal to the artificer’s class level at time of upgrade, as well as a variable number of Spot and Listen ranks, the combined total of which cannot equal more than the artificer’s class level at time of upgrade. The construct’s unarmed or natural attacks with its limbs deal an additional point of damage.
Tactician Upgrade: The artificer modifies the construct’s weapons, claws, and fangs, adding sharp hooks that allow it grab and tug at an enemy. This upgrade grants the construct the Improved Trip feat. In addition, the construct may attempt to trip as a free action any creature it hits with a natural weapon. The construct is assumed to be wearing spiked armor during any grapples it participates in.
Tracker Upgrade: This upgrade modifies a construct’s sensory array, allowing it to track creatures by their scent. The construct gains the Scent ability, the Track feat, and Survival ranks equal to the Artificer’s class level at time of upgrade.
Mechanization (Ex): At 10th level, the artificer has is skilled enough to enhance his own body with his mechanical creations, becoming a creature of both flesh and metal. Should he so chose, the artificer may apply the Half-Machine template to himself, and may choose up to five special attacks from the special attack list of that template.
Artificer Innovation List O-Level InnovationsAcid Splash, Detect Poison, Electric Jolt, Flare, Horizikaul’s Cough, Know Direction, Launch Bolt, Light, Mage Hand, Ray of Frost
1st-level Innovations
Alarm, Burning Hands, Corrosive Grasp, Detect Undead, Corrosive Grasp, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Horizikaul’s Boom, Ice Dagger, Jump, Kaupaer’s Skittish Nerves, Launch Item, Low-Light Vision, Obscuring Mist, Shocking Grasp
2nd-level Innovations
Aganazzar’s Scorcher, Battering Ram, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Daylight, Flame Dagger, Fog Cloud, Glitterdust, Melf’s Acid Arrow, Scorching Ray, See Invisibility, Shatter, Speed Swim, Spider Climb.
3rd-level Innovations
Burrow, Flame Arrow, Flashburst, Fly, Gust of Wind, Haste, Lightning Bolt, Mestil’s Acid Breath, Shatterfloor, Sleet Storm, Stinking Cloud, Tremorsense, Water Breathing
4th-level Innovations
Dimension Door, Ice Storm, Poison, Quench, Rusting Grasp, Shout, Solid Fog, Wall of Fire, Wall of Ice
Artificer Invention MishapsA device malfunctions when a mishap occurs, usually in a reversed or harmfully manner. The DM determines what sort of mishap occurs, with the malfunction causing 1d6 points of damage per innovation level as a default. The following random table is provided to expedite mishaps during combat.
1d100 Effect 01-19 If the innovation is a ranged effect, it strikes the user or an ally instead of the intended target, or a random target nearby if the user was the intended target 20-39 If the innovation is a ranged effect, it takes effect at some random location within range 40-59 Device damages the user 60-69 Device damages the user, and loses 1d10 additional charges 70-79 Device damages the user, and ceases to function until the artificer has rebuilt the device, costing 1/10 the normal base price 80-89 Device activates 1d4 rounds later than intended, selecting a random target if a ranged effect. Device ceases to function during this interval 90-100 Device activates 1d4 hours later than intended, selecting a random target if a ranged effect. Device ceases to function during this interval
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