There are places within the world of Scarn where magic is almost technology. Spellcasters specialize in certain forms of that technology, evoking it through their ancestry, through study, through the Living Earth Herself, or even through the Will of the Gods. Artificers, however, tinker with the fundamental workings of magic. They understand it on a different level from other Spellcasters, and do not cast spells as wizards, clerics, or even druids do. They have an amazing facility with magic items and constructs, and, in many ways, their research and studies have helped to heal the scars of the world, left behind by the Divine War. Adventures: Artificers adventure for a variety of reasons. They seek deposits of rare minerals and/or shards of ancient magics to use in their creations. They search for hidden or lost arcane secrets related to making magic items or constructs. They face danger to acquire money to buy or make magic items. Like any other adventurers, they might also be motivated by a desire to fight evil or gain power, or by any of a host of similar reasons. Characteristics: Artificers are, perhaps, the ultimate magical dabblers. They can use just about any spell from a and or scroll, empower ordinary items with temporary magical power, repair damaged constructs (including living constructs), alter the function of existing magic items, and craft magical items, constructs, and the like. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other class’s spell lists. Their magic is neither arcane, divine, or agrarian, and they are not bound by that classification: Their trade is magic in its most abstract form. Alignment: If artificers tend toward any alignment, it is neutral. They are more interested in their work than in its moral implications. Some artificers create magic items for the common good, while others seek to create items of tremendous destructive power. Religion: Many artificers revere the deity Trelu, master of Form and Design. Others are too preoccupied with mastering magic to worry overly much about the divinities, instead paying tribute when necessary, and taking no one deity into their hearts. Background: Like wizards, artificers learn their craft through years of hard study. They share a sense of camaraderie with others who have endured similar training. They view other artificers as either colleagues or rivals. Rivalry may take the form of friendly competition, as the artificers try to out-do each other in their creations and accomplishments, or it could turn deadly, with artificers sending construct assassins against each other. Races: Humans excel as artificers, having no natural attachment to the aesthetics of magic as the Elves do, and no knack for a particular expression of magic as Dwarves have. Their analytical minds make them well-suited to the artificer’s task of reducing Scarn’s magics to their component pieces and reassembling them in their new form. Dwarves, with their skill at crafting and rune-casting, show equal facility with the magical craft of the Artificer. Other Divine Races do not have strong leanings for this path, and most often choose other forms of magical expression. Other Classes: Artificers work best when providing magical support to members of other classes. Though they are quite versatile, their talents lie in enhancing the items – weapons, armour, wands, and other equipment – used by all the members of an adventuring party. They think of every party member as components of a machine, encouraging better teamwork within a group, and sometimes providing strategy and tactics afforded by their unique mind-set. Role: In a typical adventuring party, artificers have a range of roles revolving around magic items. They bring an unparalleled flexibility to both using and creating such items. In a party that doesn’t include a druid, for example, an Artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands. Though they can fight reasonably well, few artificers are inclined to engage in front-rank melee combat.

Game Rule Information Artificers have the following game statistics. Abilities: Charisma is the most important ability for an artificer, because several of his infusions rely on his ability to make Use Magic Device checks. Intelligence is also important, as it determines the effectiveness of his infusions, but it plays a lesser role than for most spellcasters. A high dexterity improves the artificer’s defensive ability. Alignment: Any Hit Die: d6

Class Skills: The artificer’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).

Level | BAB | Fort | Ref | Will | Special | Craft Reserve | 1st | 2nd | 3rd | 4th | 5th | 6th 1 | +0 | 0 | 0 | 2 | Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll | 20 | 2 | – | – | – | – | - 2 | +1 | 0 | 0 | 3 | Brew Potion | 40 | 3 | – | – | – | – | -

Skill Points: 4 + Int Modifier

Class Features All of the following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except Tower Shields). Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (q.v.). They function just as spells, and follow all the rules for same. (ie – an infusion can be dispelled, and ceases to function in an anti-magic field) An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. It is possible for an artificer to learn infusions that are not on the infusion list. These might include ancient infusions he finds in the ruins of an Athassi city, or secret infusions known only to members of the Order of the Black Thorn. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft Check (DC 20 + spell level). If this check is successful, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. Infusions never allow saving throws. Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the above table. In addition, he receives additional infusions if he is of sufficient Intelligence (See table 1-1 in the Core Rulebook I). An artificer’s infusions can only be imbued into an item or a construct. He cannot, for example, simply imbue an ally with bull’s strength. He must, instead, imbue that ability into a worn item. He can, however, imbue directly onto a construct, or a character with the living construct subtype, such as a Hollow Knight. Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing so requires extra time. An artificer can craft alchemical items as though he were a spellcaster. An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion 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 infusions list. Each day, an artificer must focus his mind on his infusions. He needs 8 hours rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer’s daily limit. Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve, leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP. Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for one minute. A successful check against DC 15 determines that the object has magical qualities. But does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion once; if the check fails, the artificer can learn no more about that object. Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. Disable trap: An artificer can use the Search skill to locate traps hen the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher, if its well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually, the DC is 25 + the level of the spell used to create the trap. An artificer who beats the trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it. Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisite for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Crafting Magical Items, p.282 of Core Rulebook II). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he cam make one final check – his last-ditch effort, even if he has already made a check for that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For the purposes of meeting item prerequisites, an artificer’s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the artificer’s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5×3 x 12.5 = 187 gp and 5 sp, plus 15 xp. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage. An artificer can also make a Use Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat requirements. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An artificer’s infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell or create a wand of light, even though light appears on his infusion list. Bonus feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gains Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter. For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery. Craft Homunculus (Ex): At 4th level, an artificer can create a Homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing Homunculus that he owns, adding 1 HD at a cost of 200 gp and 160 xp. If an artificer gives his Homunculus more than 6 Hit Die, it becomes a small creature and advances as described in the Core Rulebook III (+4 Str, -2 Dex, damage increases to 1d6). The Homunculus also gains 10 extra hit points for being a Small construct. An artificer’s Homunculus can have as many Hit Die as his master’s total less two. No matter how many Hid Dice it has, a Homunculus never grows larger than small. Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magical item. The artificer must spend a day with the item, and he must also have the appropriate item creation for the item he is salvaging. After one day, the item is destroyed, and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level. For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP per charge. The artificer is able to recover the XP form the remaining charges. He puts 336 XP into his craft reserve. Metamagic Spell Trigger (Su): At 5th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell from the item equal to the number of effective spell levels the metamagic feat would add to the spell. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending three charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads. Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally, a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 x the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 20 + (3×7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier. Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.


The Scarred Lands Torger Torger