In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||1||2||3||4||5||6|
|1st||+ 0||+ 0||+ 0||+ 2||Artificer Knowledge, Artisan Bonus, Item Creation, Scribe Scroll||2||–||–||–||–||–|
|2nd||+ 1||+ 0||+ 0||+ 3||Innovation||3||–||–||–||–||–|
|3rd||+ 2||+ 1||+ 1||+ 3||Craft Wondrous Item||3||1||–||–||–||–|
|4th||+ 3||+ 1||+ 1||+ 4||Personal Creation, Innovation||3||2||–||–||–||–|
|5th||+ 3||+ 1||+ 1||+ 4||Craft Wand||3||3||1||–||–||–|
|6th||+ 4||+ 2||+ 2||+ 5||Innovation||3||3||2||–||–||–|
|7th||+ 5||+ 2||+ 2||+ 5||Craft Magic Arms and Armor||3||3||2||–||–||–|
|8th||+ 6/ + 1||+ 2||+ 2||+ 6||Attune Magic Weapon, Innovation||3||3||3||1||–||–|
|9th||+ 6/ + 1||+ 3||+ 3||+ 6||Forge Ring||3||3||3||2||–||–|
|10th||+ 7/ + 2||+ 3||+ 3||+ 7||Innovation||3||3||3||2||–||–|
|11th||+ 8/ + 3||+ 3||+ 3||+ 7||Craft Rod||3||3||3||2||1||–|
|12th||+ 9/ + 4||+ 4||+ 4||+ 8||Innovation||3||3||3||2||2||–|
|13th||+ 9/ + 4||+ 4||+ 4||+ 8||Craft Staff||3||3||3||3||2||–|
|14th||+ 10/ + 5||+ 4||+ 4||+ 9||Innovation||4||3||3||3||3||1|
|15th||+ 11/ + 6/ + 1||+5||+ 5||+ 9||Scroll Mastery||4||4||3||3||3||2|
|16th||+ 12/ + 7/ + 2||+ 5||+ 5||+ 10||Innovation||4||4||4||3||3||2|
|17th||+ 12/ + 7/ + 2||+ 5||+ 5||+ 10||Wand Mastery||4||4||4||4||3||3|
|18th||+ 13/ + 8/ + 3||+ 6||+ 6||+ 11||Innovation||4||4||4||4||4||3|
|19th||+ 14/ + 9/ + 4||+ 6||+ 6||+ 11||Staff Mastery||4||4||4||4||4||4|
|20th||+ 15/ + 10/ + 5||+ 6||+ 6||+ 12||Innovation, True Craftsman||4||4||4||4||4||4|
Hit Dice: d8
Class Skills: Appraise (Int), Craft (Int), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 4 + Intelligence modifier.
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons and with light armor.
Starting Gold: 4d6x10 gold (average 140 gp).
Patterns: An artificer imbues items or constructs (including living constructs) with arcane patterns drawn from the artificer pattern list. He can imbue any pattern he knows into an item without preparing it ahead of time, assuming he has not yet used up his allotment of patterns per day for the spell’s level.
To learn or cast a pattern, an artificer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an artificer’s pattern is 10 + the spell level + the artificer’s Charisma modifier.
An artificer can cast only a certain number of patterns of each pattern level each day. His base daily pattern allotment is given above. In addition, he receives bonus patterns per day if he has a high Charisma score.
An artificer’s selection of patterns is extremely limited. An artificer begins play knowing four 0-level patterns and two 1st-level patterns of the artificer’s choice. At each new artificer level, he gains one or more new patterns as indicated on here. (Unlike patterns per day, the number of patterns a artificer knows is not affected by his Charisma score. The numbers are fixed.)
Upon reaching 5th level, and at every third artificer level thereafter (8th, 11th, and so on), an artificer can choose to learn a new pattern in place of one he already knows. In effect, the artificer “loses” the old pattern in exchange for the new one. The new pattern’s level must be the same as that of the pattern being exchanged, and it must be at least one level lower than the highest-level artificer pattern he can imbue into an item. A artificer may swap out only a single pattern at any given level and must choose whether or not to swap the spell at the same time that he gains new patterns known for the level.
An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his pattern list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his pattern list.
A number of the additional options make good choices for an artificer.
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