Epic Artificer (3.5e Epic Prestige Class)

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Epic Artificer[edit]

“The staff of a renown wizard, the armor of a famous knight, the unstoppable golem of the master artificer- all of these items were made legendary through the mastery and perfect work of their craft master ”
—Urza, Lord High Artificer

The Epic Artificer is the pinnacle of magical item creation. His understanding of magic and how items can be created using magic is so complete that he can create items faster, cheaper, and at less personal expense than any other spellcaster. He is also very adept at identifying magical items, and can even increase the power of the things that he creates.

Becoming a Epic Artificer[edit]

Entry Requirements
Alignment: Any
Skills: Any Craft 23 ranks
Spellcasting: Able to cast 6th-level infusion
Feats: Extraordinary Artisan, Exceptional Artisan, Legendary Artisan
Table: Epic Artificer
Hit Die: d6
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Infusions per Day
Craft Reserve 7th 8th 9th 10th
1st +0 +0 +0 +2 Epic Restored Reserve, Epic Retain Essence 10,000 1
2nd +1 +0 +0 +3 Warforged Body DR 10/+1 Spell immunity (1st), Bonus feat 15,000 2
3rd +2 +1 +1 +3 Materials Knowledge, Great Architect 20,000 3 1
4th +3 +1 +1 +4 Warforged Body DR 20/+3 Spell immunity (3rd), Bonus feat 25,000 3 2
5th +3 +1 +1 +4 Crafting Efficiency, Construct Mastery 30,000 4 3 1
6th +4 +2 +2 +5 Warforged Body DR 30/+5 Spell immunity (6th), Bonus feat 35,000 4 3 2
7th +5 +2 +2 +5 Practiced Crafter, Great Helper, Machine Geas 40,000 4 4 3 1
8th +6 +2 +2 +6 Warforged Body DR 40/+7 Spell immunity (9th), Bonus feat 45,000 4 4 4 2
9th +6 +3 +3 +6 Crafting Insight, Construct Mastery 40,000 4 4 4 3
10th +7 +3 +3 +7 Mithral Warforged Transformation, Walking Forge 45,000 4 4 4 4

Class Skills (8 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Profession (Wis), Spellcraft (Int).

Class Features[edit]

Epic Restored Reserve (Ex): An Epic Artificer recovers the pool of points to spend instead of experience points when crafting a magic item each day. These points can be used instead of the total cost of experience divided by each day required for the crafting time.

Epic Retain Essence (Ex): Starting 1st level, an Epic Artificer gains the ability to salvage the magic properties and GP cost from a magic item and use those properties to create another magic item without spending the GP cost again, you can use the same properties you retained or spend the essence to reforge a different item with new properties. An Epic Artificer cannot reduce GP costs with Materials Knowledge to reforge a creation with Epic Retain Essence and the XP point cost with Crafting Efficiency. But if his can reduce the creation time with your helpers and the Practiced Crafter class feature. The XP points, magic properties and GP cost added for retaining essence are not lost when his level up and are retained until the epic artificer decides to spend it.

Bonus Feat: An Epic Artificer gains a bonus feat at 2nd level and every two levels thereafter (4th, 6th, and 8th) For each of these bonus feats, the Epic Artificer must choose a metamagic feat or a creation feat.

Warforged Body (Ex): Beginning at 2nd level, the Epic Artificer is immune to all effects of all 1st-level spells and gains damage reduction equal to 10 that can be overcome by weapons +1. As it advances in level it becomes immune to higher-level spells and increace his damage reduction, increases to 3th-lvl spells and DR 20/+3 at 4th level, to 6th-lvl spells and DR 30/+5 at 6th level and to 9th-lvl spells and DR 40/+7 at 8th level. Like spell resistance, the Epic Artifice may suppress this ability as a imediate action in order to accept its own spells or spells from allies.

Great Architect (Ex): When you reach 3th level, The Epic Artificer can manage other artisans to assist you in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +4 circumstance bonus on any Craft or Spellcraft checks related to making an item, for each helper, increases the gp value of items by 20% that can be crafted as wages of labour and the crafting time and cost is reduced by 10%. You cannot have more than 8 helpers per crafting project.

Materials Knowledge (Ex): Through experience and insight the 3rd level Epic Artificer has gained an understanding of what materials work best for crafting magical items. He has also learned how to use the materials more efficiently thus granting him a 50% reduction to the GP total crafting cost (construction materials and derivatives total final cost). You may apply this feat multiple times if it has been chosen previously.

Construct Mastery (Ex): At 5th level, the Epic Artificer can increase the power of any constructs by 2 Hit Dice higher than the construct normal limit, increases in effectiveness, to an 4 Hit Dice at 9th level. In addition, you attract inteligent items and constructs as a followers and a cohort as if you had taken the Leadership feat. If you choose to attract an inteligent item or construct cohort rather than a living cohort, you can attract an inteligent item or construct cohort with a maximum effective character level equal to two less than your ECL. See page 106 of the Dungeon Master's Guide for more information on the Leadership feat.

A epic Artificer attracts constructs and mechanic creatures that happen to exist within a 200-mile radius. It may have up to twice its levels in Hit Dice of followers. These creatures remain in the service of the epic artificer until released. These creatures are in addition to any constructs the epic artificer might be able to command as a class ability.

Crafting Efficiency (Ex): At the 5th level, the Epic Artificer reduces the XP cost for crafting items by 50%. You may apply this feat multiple times if it has been chosen previously.

Practiced Crafter (Ex): At level 7th the Epic Artificer has produced such a quantity of magical items that he gains a 50% reduction to the amount of time it takes to create a magical item. You may apply this feat multiple times if it has been chosen previously.

Great Helper (Ex): Starting 7th level, the Epic Artificer can add crafting tools and creation feats he knows to his constructs and homonculus to serve as crafting helpers that he can manage as a Grand Architect without increasing the additional cost per helper, he must still respect the maximum helpers allowed by the Great Architect class feature.

Machine Geas (Ex): When you reach 7th level, You can attempt to remove control of a construct from its master with an opposed Spell caster roll, if successful you take control permanently. The construct obeys you and loses all orders and commands previously implanted in it. You can implant new commands in it if you wish in the same action. This ability can be used as a swift action and you must have visual contact with the construct even with magical means.

The constructs you comand remain under your control indefinitely. No matter how many times you use Machine Geas, however, you can control only 4 HD worth of construct creatures per caster level. If you exceed this number, all the newly comand constructs fall under your control, and any excess constructs from previous castings become uncontrolled. You choose which constructs are released. Construct cohorts you control through the Construct Mastery do not count toward this limit.

Crafting Insight (Ex): As the Epic Artificer gains a better understanding of how magical items function and the energies used to create them, he gains the ability to increase the energy efficiency of the items. For every 15 skill modifier points he has in both Spellcraft and, Knowledge (arcana) or Knowledge (religion), the character can increases the set numeric effects of magical items by 50%. For example a new wand of Magic Missile normally has 50 charges; and Boots of Teleportation normally have 3 uses per day. With the Crafting Insight ability the Epic Artificer can increase the amount of charges to 75 for the wand and 6 uses for the boots. This ability is not gained at a specific level, since the skill modifier number can fluctuate at any time.

Walking Forge (Ex): At level 10th, the Epic Artificer implements in his warforged body all tools to craft, repair or imbue his infusions as if he were in a forge.

Mithral Warforged Transformation (Ex): When a Epic Artificer attains 10th level, he completes his transformation and becomes a Warforged. Her type changes to living construct subtype and huge size, and he gains all the traits of the Warforged (see page 20 of the Eberron Campaign Setting) like a mithral golem (see page 193 of the Epic Level Handbook).

Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a warforged has the following features.
—A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A warforged possesses the following traits.
• Unlike other constructs, a warforged has a Constitution score.
• Unlike other constructs, a warforged does not have low-light vision or darkvision.
• Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, ability drain and energy drain.
• A warforged cannot heal damage naturally.
• Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, and death effects or some necromancy effects.
• As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
• The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Refl ex half; save DC 14 + caster’s ability modifi er). A warforged takes the same damage from a rust monster’s touch (Refl ex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
• A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• As a living construct, a warforged can be raised or resurrected.
• A warforged does not need to eat, sleep, or breathe, but he can still benefi t from the effects of consumable spells and magic items such as heroes’ feast and potions.
• Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
• +24 Strenght, +12 Dexterity, +8 Constitution, +12 Inteligence, : Epic mitral warforged are resilient and powerful, but their diffi culty in relating to other creatures makes them seem aloof or even hostile.
• Racial Hit Dice: A epic mithral warforged gets with eleven levels of construct, which provide 11d12 Hit Dice, a base attack bonus of +11, and base saving throw bonuses of Fort +7, Ref +7, and Will +7.
• Racial Feats: A epic mithral warforged construct levels give it four feats.
• A epic mithral warforged has power resistance equal to his Hit Dice +10.
• A epic mithral warforged gain Damage Reduction 50/+7 and spell immunity (9th).
• Epic mithral warforged base land speed is 40 feet and 240 feet flying perfect.
• A epic mithral warforged has a natural weapon in the form of a slam attack that deals 4d10 points of damage.
Composite Plating: The plating used to build a epic mithral warforged provides a +12 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be and can also enchant her limbs just as weapon can be.. The character must be present for the entire time it takes to enchant him. Composite plating dont provides a warforged with a arcane spell failure chance because it is a Mithral Living Construct like a Mithral Golem (see page 193 of the Epic Level Handbook).
Alacrity (Su): Once per round, the epic mithral warforged may take an extra standard action (either before or after its other actions in the round).
Moderate Fortifi cation (Ex): When a critical hit or sneak attack is scored on a epic mithral warforged, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.





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