The artificer is a playable character class in the Dungeons & Dragons (D&D) fantasy role-playing game. This fictional class of characters first appeared in the In Eberron, magic is almost technology. Spellcasters specialize in ceertain forms of that technology, while artificers tinker with its fundamental workings. Artificers. pretty soon i may be joining in a long running epic level campaign, and i was considering trying out the artificer class. the idea of a.
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The artificer from the Eberron Campaign Setting represents an approach to magic that’s a little different from spellcasting as presented in the Player’s Handbook.
To an artificer, magic is neither arcane nor divine but a force to be captured and infused into items. At the core, an artificer is a master of gadgets. That’s just the beginning, however.
Your artificer can be a cool-headed problem solver, an ascetic philosopher, a cunning explorer, a magical dilettante, or a combat magician. It all depends on what kind of character you want to play and what sort of magical gadgetry you collect and use. An artificer can use almost any magic item and often can modify a magic item on the spot or create a temporary item as needed. An artificer has a few other tricks as well. Here’s an overview of the artificer’s powers.
There are a few drawbacks to being an artificer, and it pays to consider them when thinking about an artificer character. An artificer isn’t the easiest character to play, especially when you’re accustomed to more traditional characters.
Artificer (3.5e Prestige Class)
Great artificers have a few things in common, and you can use the same tricks to make your artificer memorable:. Your infusions are your most potent class abilities, but using them well requires careful timing as noted earlier.
To cast infusions at the right time, you must remain aware of what your party is doing. Try to anticipate what might happen next. Get artoficer party in the habit of laying plans before any important undertaking.
Even if your group can’t come up with an effective plan, you can use the time to artifider a few infusions. Don’t be fooled by your ability to cast infusions pretty much whenever you like. As we have already seen, you must time your infusion casting carefully. Because your infusions primarily serve to magically enhance items you or another character uses, it pays to plan ahead.
Try to become familiar with all the gear your party carries and decide ahead of time which of your allies can benefit the most from the infusions you have available.
You need not follow your plan to the letter each time you go adventuring, but having a plan will help you get the most from your infusions. It also will help convince your party to hold themselves to a pace that allows atificer put your infusions into play. Your class abilities give you an unmatched ability to create magic items.
To take advantage of that ability, you must take time away from adventuring at least once in a while.
Some items such as potions and scrolls that hold low-level spells don’t require much time or equipment to make, and you can construct them when your party rests or embarks on a journey aboard a conveyance such as a House Lyrandar Airship –see pages in the Eberron Campaign Setting. When you’re tackling a more powerful item with a creation time of more than a few days, you’ll probably need a supply of weighty materials and a few tools, or at least a heat source see Chapter 7 in the Dungeon Master’s Guide.
You’ll also need a safe and secure place to create the item an enemy breaking into your workshop while you’re crafting will really ruin your artificeer. You might find a friendly NPC to provide you with facilities, artidicer perhaps you and your allies can chip in and purchase a dwelling or pay rent for a suitable space.
When considering time off to make items, don’t forget your ability to create and improve a homunculus. Even a basic homunculus with a mere hit die is a handy servant, spy, and in a pinch fighting ally. Because a homunculus is a construct, it can benefit from infusions such as repair damagetoughen construct, or stone construct.
Creating a homunculus isn’t without its dangers. If your homunculus is destroyed, you take 2d10 points of damage.
If aftificer use your homunculus judiciously, however, it needn’t be a threat to your survival. If you build up your Use Magic Device skill, you can employ almost any kind of magic item.
Try to build a collection that allows you to deal with as many different situations as possible. At the minimum, you’ll need a few items that can deal damage to foes, preferably in several different ways just in case a foe turns out to be resistant or immune to your favorite attack. Some items that improve your defenses or provide abilities that aren’t combat oriented are a good idea as well.
You can have a big impact on play by using your infusions to work through others, so be prepared to lend your support where it’s needed. The Party’s Front Line: Your party’s armored types particularly artificeg and paladins can benefit from enhancements to their weapons and armor from your infusions. These characters also carry the fight to the enemy and serve to keep dangerous foes away from vulnerable party members — such as you.
It pays to keep these characters happy. If you have a collection of items that produce damaging effects especially area effectsbe careful how you aim them. You don’t want to damage your allies with friendly fire.
Artificer (e Class) – D&D Wiki
If any of your fighting allies are constructs artifiicer as warforged characters from the Eberron Campaign Settingthey will look to you to repair the damage they suffer. Don’t be stingy with your repair damage infusions. Mobile and stealthy characters such as rangers, rogues, and monks can give you an idea of what lies ahead, and that’s invaluable for deciding when to cast your infusions.
Be ready to deal with what they uncover. Scouts excel at finding trouble and often need support or rescue in a hurry, so pay attention to what they’re doing. If you have a homunculus, sending it along with the party’s artoficer is a great way to keep tabs on what they’re doing.
A wizard, sorcerer, or bard in your group probably has a wider array of effects available for attacking foes and handling utilitarian tasks such as transport than you have. Don’t accept a subordinate status to these characters, however. Learn what spells these characters have available and look for ways to put them to use in coordination with your infusions. Also keep in mind that you probably have more hit points and a better attack bonus and Armor Class than most of these characters.
The Unofficial Artificer Handbook
Be ready to intervene when foes threaten your group’s arcane spellcasters with physical attacks. A cleric or druid in your group often will use spells to work through ratificer. It’s even more important to coordinate your infusions with a divine spellcaster than it is with an arcane spellcaster.
One approach that works well is to take responsibility for defensive magic yourself.
This frees the divine spellcaster to concentrate on offensive and utilitarian spells. As an artificer, you’re all about your gear, so it pays to select it carefully. Here are the basics:. Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden rabbits and deer are not Skip’s friends or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Artificer Assets An artificer can use almost any magic item and often can modify a magic item on the spot or create a temporary item as needed.
Artificers don’t cast spells. Instead, they wield infusions, which imbue magical power into items both mundane and magical. Though an infusion isn’t a spell, it works just like a spell in game terms. There’s a limit to the number of infusions you can use each day, but you can use any infusion from the artificer class list your level permitting without preparing it ahead of time.
Better yet, you can learn new infusions that aren’t on the normal artificer class list just by studying the infusion and making a Spellcraft check albeit a fairly difficult one. This allows you personalize your infusion list somewhat. Artificers gain four skill points per level — a respectable total. In addition, artificers usually have high Intelligence scores because Intelligence governs their ability to use infusionsand a high Intelligence score boosts the number of skill points you have available.
An artificer uses the best progression for Will saves see Table in the Player’s Handbook. This helps the artificer resist most effects that attack or fool his mind or assault his spirit, such as charms, compulsions, illusions, fear, and even inflict wounds spells.
The artificer is proficient only with simple weaponry. Simple weapons aren’t the most deadly available, but having access to the whole category gives you plenty of options should your magic fail you.
The artificer is proficient with light and medium armor and shields but not tower shields. Medium armor provides good protection though not the bestbut it’s far better than what many spell wielders especially arcane casters generally can use. A shield always is handy for a few extra points of Armor Class. If you decide to enter combat, you can do pretty well.
Though not a spellcaster, an artificer has several abilities that allow him to create magic items of various kinds. An artificer can employ the Use Magic Device skill to emulate spell prerequisites an item might have and nonspell prerequisites, too. An artificer gains the Scribe Scroll feat at 1st level and gains other item creation feats as he gains artificer levels: At each artificer level, the character gains a small pool of points he can spend instead of experience points when making magic items this class feature is called the craft reserve.
Starting at 5th level, an artificer also can scavenge the experience points others have spent creating magic items and use them to create items of his own. An artificer can use the Search skill to locate traps with Search DCs higher than 20 and can use the Disable Device skill to disarm magical traps.
In addition to the item creation feats he gains, an artificer gains a bonus feat at 4th level and every four levels thereafter. These bonus feats aftificer be chosen from the list in the artificer class description. At 4th level, an artificer can create a homunculus. The artificer doesn’t need the Craft Construct feat, but the artificer does have to emulate the spell prerequisites for crafting a homunculus with the Use Magic Device skill and must pay for the cost of construction as noted in the artificer class description.
Whenever the artificer has the time and money, he can upgrade an existing homunculus, so long as he can pay for the upgrade and the 3.5 total hit dice don’t exceed the artificer’s hit dice Starting at 6th level, an artificer can apply a metamagic feat he knows to 3. spell effect from a spell trigger item he activates. Doing so drains extra charges from the item equal to the level increase that the metamagic feat normally imposes.
If the spell trigger item does not have charges, this power does not work. The artificer also must have the artifjcer creation feat corresponding to the item he is artoficer for example, craft wand to apply a metamagic feat to a spell effect from a wand.
Beginning at 13th level, an artificer always can take 10 when making a Spellcraft or Use Magic Device check. Artificer Weaknesses There are a few drawbacks to being an artificer, and it pays to consider them when thinking about an artificer character.