WIZARD - ENCHANTER Artificer Kit Description: Artificers are masters of embedding magic within physical items, binding magical energy into a solid, tangible, controllable form. In effect, the artificer is a wizard who creates temporary magical items and increases his or her spell power by binding magical spells within trigger objects, ready for use at his or her desire and freeing up memory space for other spells. Artificers love to research and to study and to experiment, working out the methods of binding new enchantments within crafted items. Artificers are also tinkerers and experimenters with all manner of mechanical things, particularly combining magical energy and processes with mechanical applications. Requirements: An Artificer must be bright, disciplined, and have excellent manual skill with tools and hands; thus, they must have at least 14 Dexterity, 12 Intelligence, and 10 Wisdom. Artificers share the same race and alignment restrictions as standard Enchanters. Weapon Proficiencies: As a standard Enchanter, but an Artificer can also become proficient throwing hammer. Special Benefits: Artificers are skilled users of magic and talented craftsmen. They gain a +1 bonus to the proficiency score their Engineering proficiency at 1st level. At every odd-numbered level thereafter, they can add an additional +1 bonus to any one Preferred Proficiency that they know. Because of their skill at craftsmanship in many fields, they begin with more money than is usual for wizards, beginning play with 2d8 x 10 g.p. Familiar Construction: As part of their education, all Artificers learn how to manufacture small clockwork devices which mimic the functions of a wizard's familiar, as the find familiar spell, save that no spell is required to construct one. The creature must be the size and approximate form of one of the types of familiars described in the Player's Handbook (or a similar creature approved by the DM). The machine moves and behaves exactly like a living familiar of the type it resembles (save that it never needs to eat or sleep, though it must be deactivated for at least 8 hours per day in order to recharge its energies), even conferring sensory powers (and a bonus to avoid surprise) upon their maker. Unlike a standard familiar, however, if it is damaged or destroyed the Artificer suffers no ill effects and can manufacture another one whenever desired. A dispel magic will cause a mechanical familiar to cease functioning for one round per level of the caster but will not harm it in any way. Construction of a mechanical familiar requires one month of labor and at least 500 g.p. in materials, followed by a successful 'learn spells' roll with a bonus equal to the Artificer's level. If the roll fails, the familiar has been improperly constructed and is nonfunctional, but 10-60% of the value of its components can be reused in the construction of a new familiar of the same type. Note that an Artificer can only have one mechanical familiar at a time; if a second one is built, its predecessor will become permanently inert. It is, however, possible to build one or more familiars almost to completion in anticipation of the possible destruction of the original, though final attunement and adjustments requires at least one day of work in the lab (or one week if attempted outside of a lab). Because of the unique attunement involved in Familiar Construction, it is not possible for an Artificer to create one for someone else, though Artificers can and do build and repair mechanical devices (including toys) for sale to others. [At the DM's option, Artificers may be allowed to make 'improvements' to their mechanical familiars, following the rules for Clockwork Mages or for the improvement of gen familiars by Sha'irs described in the Complete Sha'ir's Handbook.] Quasimagical Creation: As a standard Enchanter, but this ability is gained at 7th level. In addition, an Artificer engaging in Quasimagical Creation is able to add his or her level as a bonus to any 'learn spells' rolls required to successfully research or complete Quasimagical Creation. An Artificer can also learn double the normal number of Quasimagical Creation processes. He or she also gains a +10% bonus when creating permanent magical items with enchant an item, rather than the normal +5% bonus for Enchanters. Unlike other Enchanters, Artificers also have the ability to create temporary magical items usable by others. An Artificer need not research an entirely separate process for this, but when actually constructing an item for another creature, that creature must be present during the entire construction or re- enchantment process. If the intended user is not present throughout the entire process, the item has only half the normal chance of working. Spell Storage: As a standard Enchanter, but this ability is gained at 3rd level and an Artificer can store a number of spell levels equal to his or her level (rather than half his or her level, as usual for an Enchanter). In addition, the 'technomagical' devices can be manufactured with more common and mundane materials than are usually required for Spell Storage; thus, using this ability costs only half the normal amount for an Artificer. These devices can be used by any creature, as long as the manner of their use has been explained by the Artificer who made them (or another character who is familiar with their use). Technomagical Expertise: Artificers are highly knowledgeable about all sorts of magical and mechanical devices. They gain the Thief Abilities of Open Locks and Find/Remove Traps (including the ability to set traps), beginning at base levels (modified for race, ability scores, etc.) with no discretionary points and increasing by 5 per level. Artificers also have a 20% chance, +5% per level after 1st, to identify the general purpose and function of any magical item simply by examining it for one full turn. An Artificer can use this ability to identify mundane mechanical devices as well, but with double the normal chance of success. If the identification roll fails, the Artificer cannot attempt to examine that device again until he or she gains a level. This ability is similar in some ways to a Loremaster Bard's ability to identify magical items, but Artificers are interested more in the magical construction and enchantments inherent in a magical item and do gain no insight into its background, lore, or historical significance. As a final note, Artificers are very familiar with all forms of magical constructs and how best to attack them. As a result, Artificers gain a +2 bonus on rolls to hit golems, magical and mechanical constructs, animated objects and creatures (including animated skeletons and zombies, but not other types of undead). If he or she is actively attempting to destroy a manufactured item of some sort, an Artificer can also apply a -2 penalty to its item saving throw. This does not apply to item saving throws that occur indirectly (e.g., simply being caught within a fireball cast at a nearby creature does not incur this penalty; it applies only to deliberate attempts to destroy an item). Special Hindrances: Artificers are very single-minded in pursuit of their chosen specialty, and they are not as well-rounded as other Enchanters. As a result, they do not learn the skill of Enchantment Enhancement that other Enchanters possess. Similarly, while they are skilled at careful analysis of magical and technological devices, they lack the generalized Magic Sense that other Enchanters possess. Artificers can never research spells other than spells of Artifice. Finally, an Artificer's focus on magical construction and embedding processes results in a reduced ability to understand and retain spells of other types, suffering a -15% penalty to learn non-Artifice spells. In addition, the maximum number of spells an Artificer may learn of each level is halved (rounding up, to a maximum of 10 of his or her Intelligence is high enough to normally allow knowledge of all spells). This limitation, however, does not apply to Artifice spells. Example: An Artificer with 16 Intelligence could normally learn 11 spells of each level, but with this limitation can learn only six spells of each level; however, Artifice spells are exempt from this limit, so this Artificer could learn up to five Artifice spells (up to the normal maximum of 11) over and above the six spells normally allowed for an Artificer. In addition to the above, Artificers are even more dependent upon their laboratories and require even more specialized equipment than a typical Enchanter. Thus, the cost of creating and maintaining an Artificer's lab is not based on his or her highest spell level, as an Enchanter's lab is, but rather upon his or her experience level. The effects of using an insufficient lab match those faced by an Enchanter. An Artificer's lab can be used by an Enchanter and vice versa, but a lab of a different type should be treated as only half its true value, as much of the equipment contained therein is useless for someone of a different kit. Bonus Proficiencies: Clockwork Creation, Engineering Preferred Proficiencies: Ancient History, Arcanology, Armorer, Artistic Ability, Blacksmithing, Bookbinding, Calligraphy, Carpentry, Gem Cutting, Glassblowing, Leatherworking, Lens Crafting, Magecraft, Metallurgy, Metalworking, Numeracy, Numerology, Papermaking, Research, Seamstress/Tailor, Spellcraft, Supernumerate, Teaching, Time Sense, Weaponsmithing ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >