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Monday, November 28, 2011

D20 3.root(-36): Classes: Artificer

One of the standard stock characters in fantasy is the master smith. The Forger of the Sword of the Ages, and such. One less-common possibility is that the master smith, for whatever reason, joins the adventure and takes up a role other than the Creator of Plot Devices. But what can a Master Smith do while on the adventure?
One answer is that the Master Smith might be able to make lesser devices on the fly. Another is that the Master Smith might be able to use technical knowledge to interfere with devices used by the Forces of Evil.

Artificer

Level
Fort
Ref
Will
Pow
Ins
Ana
Special
1
0
0
0
0
0
0
Proficiencies, spellcasting
2
0
0
0
0
0
0
Comprehend items
3
0
0
0
0
0
0
Extra spell list
4
0
0
1
0
1
1
Master crafter +1
5
1
1
1
1
1
1
Runeless enchantment 1
6
1
1
1
1
1
1
Extra spell list
7
1
1
2
1
2
2
Rapid enchantment 1/day
8
1
1
2
1
2
2
Master crafter +2
9
2
2
2
2
2
2
Extra spell list
10
2
2
3
2
3
3
Runeless enchantment 2
11
2
2
3
2
3
3
Rapid enchantment 2/day
12
2
2
3
2
3
3
Extra spell list, master crafter +3
13
3
3
4
3
4
4
Item suppression (touch)
14
3
3
4
3
4
4
Item suppression (ranged)
15
3
3
4
3
4
4
Extra spell list, runeless enchantment 3, rapid enchantment 3/day
16
3
3
5
3
5
5
Master crafter +4
17
3
3
5
3
5
5
Item suppression (area)
18
3
3
5
3
5
5
Extra spell list
19
3
3
6
3
6
6
Rapid enchantment 4/day
20
3
3
6
3
6
6
Master crafter +5, runeless enchantment 4
Class Skills: Attack (heavy), Craft (all), Defend (resist), Device, Knowledge (arcana, science)
Skill Points per Level: 3+Int modifier
Investment Points per Level: 3+Wis modifier
Hit Die: d4

Class Features

Proficiencies: You are proficient with one type of weapon and one type of armor.
Spellcasting: You are able to cast spells. You select two of the spell lists associated with your artificer class skills, and your saving throws are Intelligence-based. You learn two spells each level.
Master Crafter (Ex): You add one-fourth your level to all Craft checks.
Extra Spell List: Every three levels, choose a spell list. If you already had that spell list, you gain a cumulative +1 competence bonus when casting spells from it. If you did not, you now have that spell list.
Comprehend Items (Su): At second level, you may spend six continuous ticks scrutinizing a magic item. If you do, you may make a Perception check (DC 15+2 x total rune anchors) to learn the property tied to one of its rune anchors.
Runeless Enchantment (Su): You may enchant items without using rune anchors. When you enchant an item, you treat it as though it had an extra number of rune anchors equal to one-fifth your level.
Rapid Enchantment (Su): At seventh level, you may place temporary enchantments on magic items. You may grant a weapon a quality by casting every spell involved in granting that quality. This lasts until one of the needed spells lapses. You may do this once per day at seventh level, and an additional time per day for every four levels thereafter.
Item Suppression (Su): At thirteenth level, you may suppress magic items. If you touch a magic item, you may make a Device check (DC 20 + 3 x total rune anchors). The item loses all magical properties. To maintain this effect, you spend three ticks each round.
At fourteenth level, you may use ranged attacks to do this.
At seventeenth level, you may do this to all magic items within a number of feet equal to your level.

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