In worlds where magic item creation is rare and costly, it is usually in the hands of a select group of individuals that can enchant items. Usually called Artificers or Crafters and are found in places where mana or magic occurs, usually due to conduits to other worlds.
These individuals study ancient manuscripts and gather with like minded souls to study these arts. They form circles or guilds to share their practices with a select group. However, even if they do not welcome an individual, they usually do not become enemies, as comrades often share secrets even if unofficially.
This was always intended to be a non-player character class (NPC), as it helps explains why items are rare but can be found. The time cost of construction is so high, it is highly unlikely that players should have these abilities.
Artificer
Requirements: Any three creation feats (Brew Potion, Scribe Scroll, Create Holy Water, Create Holy Sand, Create Talisman); Ability to cast 2nd level or higher spells; Membership to a artificer guild.
Hit Dice: d3
Class Skills: The artificer’s class skills are: Appraise, Craft, Diplomacy, Disable Device, Knowledge (any), Perception, Profession, Sense Motive, Spellcraft, and Use Magic Device.
Skill Points at Each Additional Level: 5 + Int modifier. Feats: 1 / two levels
Weapon and Armor Proficiency: No extra armor or weapon proficiency. They retain those they previously had in their old class.
Spells: An artificer is not bound by any spell-list, as they increase in level they can learn three spells per level from either the cleric, druid or wizard spell-lists. To learn or cast a spell, an artificer must have an Intelligence score equal to at least 15 + the spell level. The Difficulty Class for a saving throw against an artificer’s spell is 10 + the spell level + the artificer’s Intelligence modifier.
Crafting Time: For every 500 gp an item is valued, it takes 1 week in a proper construction area (usually a lab or forge) to craft an item. The crafters gain depending upon the value of the construction sites facilities, their tools, their assistants, and some other factors will enable the DM to calculate time and costs.
Abilities by Artificer Level.
Co-op: At 1st level, the artificer gains the ability to create magic items cooperatively with another caster. The cooperative partner can provide the spell needed to forge the item; they must be present throughout the entire item creation process.
Craft Wondrous Item: At 2nd level, the artificer gains Craft Wondrous Item Feat
Work Anthril or Trel: At 3rd level the artificer can work Anthril or Trel as if it were steel, needing no special tools or forge to do so
Craft Magic Arms & Armor: At 4th level, the artificer gains Craft Magic Arms and Armor Feat
Craft Construct: At 5th level, the artificer gains Craft Flesh Golem Feat
Work Crystal or Ebal: At 6th level the artificer can work Crystal or Ebal as if it were steel, needing no special tools or forge to do so
Craft Wand: At 7th level, the artificer gains Craft Wand Feat
Craft Rod: At 8th level, the artificer gains Craft Rod Feat
Craft Construct II: At 9th level, the artificer gains Craft Clay Golem Feat
Forge Ring: At 10th level, the artificer gains Forge Ring Feat
Work Verchine or Mithril: At 11th level the artificer can work Mithril as if it were steel, needing no special tools or forge to do so.
Craft Construct III: At 12th level, the artificer gains Craft Stone Golem Feat
Craft Staff: At 13th level, the artificer gains Craft Staff Feat.
Work Adamantine: At 14th level the artificer can work adamantine as if it were steel, needing no special tools or forge to do so.
Craft Construct IV: At 15th level, the artificer gains Craft Iron Golem Feat
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