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  1. 1. All homunculi are essentially extensions of their creators, Resembling a stunted, misshapen dwarf barely over a foot tall, the creaturesharing the same alignment and basic nature. They are hobbles slowly away from the item it was working on.telepathically linked to their creators. A homunculusknows what its creator knows and can convey to its creator A dedicated wright is a homunculus created to carry outeverything it sees and hears, out to a distance of 1,500 feet. the process of item creation on behalf of its master. UnlikeA homunculus never travels beyond this distance willingly, most homunculi, a dedicated wright does not go out on MONSTERSthough it can be moved forcibly. missions or accompany its master on adventures. Instead, it stays home working while its master adventures.COMBATAn attack that destroys a homunculus deals 2d10 points of Combatdamage to its master. If the master is slain, the homun- A dedicated wright shies away from combat. If threatened,culus also dies, and its body disintegrates. it tries to hide someplace too confi ning for its attackers Construct Traits: A homunculus has immunity to to follow.poison, sleep effects, paralysis, stunning, disease, death Item Creation (Su): A dedicated wright can performeffects, necromancy effects, mind-affecting spells and the daily tasks related to item creation on behalf of itsabilities (charms, compulsions, phantasms, patterns, and master. The master must meet (or emulate) all the pre-morale effects), and any effect that requires a Fortitude save requisites to create the desired item normally, and paysunless it also works on objects or is harmless. It is not sub- the gold and XP cost himself. The only cost a dedicatedject to extra damage from critical hits, nonlethal damage, wright can help with is time. The master spends 1 hourability damage, ability drain, fatigue, exhaustion, or energy initiating the process, channeling spell prerequisites intodrain. It cannot heal damage, but it can be repaired. It has the dedicated wright, and paying the XP cost to make thedarkvision out to 60 feet and low-light vision. item. He may then leave, allowing the wright to carry the process through to completion.CONSTRUCTIONEach kind of homunculus has a body constructed from dif- Constructionferent sorts of materials. Each individual description indi- A dedicated wright is molded from clay, glazed with acates the materials, cost, and Craft skill and DC required mixture of arcane unguents and the creator’s blood, andto make the body. The creature’s master may assemble the fi red in a kiln. The materials cost 100 gp. Creating thebody or hire someone else to do the job. body requires a DC 14 Craft (pottery) check. After the body is made, it is animated through an A dedicated wright with more than 1 Hit Die can beextended magical ritual that requires a specially prepared created, but each additional Hit Die adds 2,000 gp to thelaboratory or workroom, similar to an alchemist’s labo- cost to create.ratory and costing 500 gp to establish. If the creator is Craft Construct, arcane eye, fabricate; Price — (never sold);personally constructing the creature’s body, the building Cost 2,100 gp + 160 XP.and ritual can be performed together. EXPEDITIOUS MESSENGERDEDICATED WRIGHT Diminutive ConstructTiny Construct Hit Dice: 1/2 d10 (2 hp)Hit Dice: 1d10 (5 hp) Initiative: +3Initiative: +0 Speed: 20 ft. (4 squares), fly 100 ft. (perfect)Speed: 10 ft. (2 squares) Armor Class: 17 (+4 size, +3 Dex), touch 17, f lat-Armor Class: 12 (+2 size), touch 12, flat-footed 12 footed 14Base Attack/Grapple: +0/–7 Base Attack/Grapple: +0/–17Attack: Hammer +3 melee (1d3+1) Attack: Sting +7 melee (1d2)Full Attack: Hammer +3 melee (1d3+1) Full Attack: Sting +7 melee (1d2)Space/Reach: 2-1/2 ft./0 ft. Space/Reach: 1 ft./0 ft.Special Attacks: — Special Attacks: —Special Qualities: Construct traits, darkvision 60 ft., item Special Qualities: Construct traits, darkvision 60 ft., creation, low-light vision low-light vision, messageSaves: Fort +0, Ref +0, Will +0 Saves: Fort +0, Ref +5, Will +0Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7 Abilities: Str 1, Dex 17, Con —, Int 8, Wis 12, Cha 7Skills: Craft (any) +7, Craft (any) +4 Skills: Escape Artist +7Feats: Skill Focus (Craft) Feats: Lightning ReflexesEnvironment: Any Environment: AnyOrganization: Solitary Organization: SolitaryChallenge Rating: 1/2 Challenge Rating: 1/3Treasure: None Treasure: NoneAlignment: Any (same as creator) Alignment: Any (same as creator)Advancement: 2–3 HD (Small) Advancement: 2–3 HD (Tiny)Level Adjustment: — Level Adjustment: — 285
  2. 2. MONSTERS Expeditious messenger RL Iron defender Furtive filcher Dedicated wright Looking like a cross between between a tiny dragon and a winged Attack: Bite +1 melee (1d4–1) lemur, this bizarre creature is only about 9 inches from its black nose Full Attack: Bite +1 melee (1d4–1) to its barbed tail. Its neck is short and its head is round, while its Space/Reach: 2-1/2 ft./0 ft. body and tail are long and sinuous. Downy fur covers its body, and Special Attacks: — its wings are feathered. Special Qualities: Construct traits, darkvision 60 ft., low-light vision An expeditious messenger, as its name suggests, is Saves: Fort +0, Ref +4, Will +0 designed to quickly carry messages from its creator. It is Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7 a speedy flier and, unlike other homunculi, is capable of Skills: Hide +18, Move Silently +10, Sleight of Hand +8 speech. It speaks and understands the same languages as Feats: Stealthy its creator. Environment: Any Organization: Solitary Combat Challenge Rating: 1/2 An expeditious messenger attempts to avoid any obstacle Treasure: None to delivering its message. Alignment: Any (same as creator) Message (Su): An expeditious messenger’s master can Advancement: 2–3 HD (Tiny) converse with a creature up to 1 mile away through the Level Adjustment: — homunculus. This homunculus is willing to stray farther from its master than most others of its kind, and its tele- This tiny creature seems like nothing more than a wisp of shadow in a pathic link to its master enables a two-way conversation of vaguely humanoid form, about eighteen inches tall. It moves with incred- indefinite duration. ible quickness. Construction A furtive fi lcher, as its name implies, is intended to steal An expeditious messenger is formed from soft clay, bits of small items. Its size and innate stealth make it well suited hair, scales, and feathers, and a pint of the creator’s blood. even for climbing up an opponent’s legs to filch a wand The materials cost 50 gp. Creating the body requires a from his belt, for example. DC 16 Craft (sculpting) check. An expeditious messenger with more than 1 Hit Die Construction can be created, but each additional Hit Die adds 2,000 gp A furtive fi lcher is shaped from clay, ashes, a pint of the to the cost to create. creator’s blood, and raw shadowstuff from the Plane of Craft Construct, arcane eye, sending; Price — (never sold); Shadow. The materials cost 50 gp. Creating the body Cost 1,650 gp + 126 XP. requires a DC 12 Craft (sculpting) or a DC 12 Craft (pot- tery) check. FURTIVE FILCHER A furtive fi lcher with more than 1 Hit Die can be Tiny Construct created, but each additional Hit Die adds 2,000 gp to the Hit Dice: 1d10 (5 hp) cost to create. Initiative: +4 Craft Construct, arcane eye, shadow conjuration; Price Speed: 50 ft. (10 squares) — (never sold); Cost 1,550 gp + 118 XP. Armor Class: 16 (+2 size, +4 Dex), touch 16, f lat- footed 12 Base Attack/Grapple: +0/–9 286
  3. 3. IRON DEFENDER Horrid apeSmall ConstructHit Dice: 2d10+10 (21 hp)Initiative: +2Speed: 50 ft. (10 squares)Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15Base Attack/Grapple: +1/–1Attack: Bite +5 melee (1d6+3)Full Attack: Bite +5 melee (1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Construct traits, darkvision 60 ft., low-light visionSaves: Fort +0, Ref +2, Will +0Abilities: Str 14, Dex 15, Con —, Int 8, Wis 11, Cha 7Skills: Listen +2, Move Silently +3, Spot +2Feats: Weapon Focus (bite)Environment: AnyOrganization: SolitaryChallenge Rating: 1Treasure: NoneAlignment: Any (same as creator)Advancement: 3–6 HD (Small)Level Adjustment: —The creature resembles a dog, but its body is formed from iron plates and SAMPLE HORRID ANIMAL FVbars. It stands about two feet high at the shoulder. Its mouth is lined with The following example uses a dire ape as the base creature.serrated blades of steel. Horrid ApeAn iron defender is a homunculus designed to fight for Large Animalits creator. It has no special abilities beyond its combat Hit Dice: 5d8+23 (45 hp)prowess. Initiative: +2 Speed: 30 ft. (6 squares), climb 15 ft.Construction Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11,An iron defender is forged from iron and enlivened with flat-footed 18a pint of the creator’s blood. The materials cost 75 gp. Base Attack/Grapple: +3/+13Creating the body requires a DC 14 Craft (metalwork- Attack: Claw +8 melee (1d8+6 plus 1d6 acid)ing) check. Full Attack: 2 claws +8 melee (1d8+6 plus 1d6 acid) and An iron defender with more than 2 Hit Dice can be bite +3 melee (2d6+3)created, but each additional Hit Die adds 2,000 gp to the Space/Reach: 10 ft./10 ft.cost to create. Special Attacks: Acidic attack, rend 2d8+9 Craft Construct, arcane eye, keen edge, mirror image, mending, Special Qualities: Ill-tempered, immunity to acid,caster must be at least 4th level; Price — (never sold); Cost improved natural healing, low-light vision, scent1,250 gp + 93 XP. Saves: Fort +8, Ref +6, Will +5 Abilities: Str 22, Dex 15, Con 18, Int 2, Wis 12, Cha 7 Skills: Climb +14, Listen +5, Move Silently +4, Spot +6HORRID ANIMAL of druids, created theThe Gatekeepers, a militant sect Feats: Alertness, Improved Natural Attack (bite) B, Improved Natural Attack (claw)B, Toughnessfirst horrid animals to defend Khorvaire against incur- Environment: Warm forestssions from the nightmare plane of Xoriat. The druids took Organization: Solitary or company (5–8)various dire animals and magically altered them to create Challenge Rating: 4new animal species that breed true. Treasure: None Horrid animals are dire animals that have been Alignment: Usually neutral evilreshaped and bred for battle. Although Gatekeepers con- Advancement: 6–15 HD (Large)tinue to use horrid animals as companions and sentinels, Level Adjustment: —wild horrid animals are common in the western wilder-ness of Khorvaire, primarily in the Shadow Marches, the A feral ape with crimson scales and razor-sharp claws roars menacingly.Eldeen Reaches, the Demon Wastes, and Droaam. Bony spikes protrude from its shoulders, and sharp barbs line its tail. Its fangs are overly large, and a single horn juts from its fierce brow. 287
  4. 4. CHAPTER TWO CHARACTER CLASSES CHARACTER CLASSEST he standard D&D classes are all found in Eberron. You can select from any of the eleven classes found in the Player’s Handbook: barbar- ian, bard, cleric, druid, fighter, monk, pala- din, ranger, rogue, sorcerer, and wizard. Inaddition, this chapter presents one new class, the artificer. In addition to detailing the new artificer class, thischapter provides alterations—primarily new options rather 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 wand or scroll, empower ordinary items with tempo- rary magical power, repair damaged constructs (including warforged), alterthan universal changes—for each of the classes included in the function of existing magic items,the Player’s Handbook. From variant animal companions for and craft magic items, constructs, anddruids and rangers to customizable bardic music, these dragonshard items. They have a lim-options make each class slightly different from those used ited list of their own spell-like infusionsin the generic D&D world. that they can apply to objects, and they Each class description in this chapter mentions can also work with any of the spellssome of the new feats (see Chapter 3) and prestige on other classes’ spell lists. Theirclasses (see Chapter 4) that are particularly appropriate magic is neither arcane norfor characters of that class. These guidelines contribute divine, and they are not boundtoward defi ning the fl avor of the character classes in an by that classification: TheirEBERRON campaign. trade is magic in its most abstract (they might say purest) form.AEberron, magic is almost technology. Spellcasters spe-In RTIFICERcialize in certain forms of that technology, while artificerstinker with its fundamental workings. Artificers under-stand magic on a different level from spellcasters, and donot cast spells as wizards and clerics do. They have an amaz-ing facility with magic items and constructs, and in manyways, they keep the magical world of Eberron running. Artificer Adventures: Artificers adventure for a variety ofreasons. They seek deposits of rare minerals and dragon-shards to use in their creations. They search for hiddenarcane secrets related to making magic items or constructs.They face danger to acquire money to buy or make magicitems. Like any other adventurers, they might also be CHARACTER PORTRAITSThroughout this chapter you’ll find brief written por-traits of characters across Khorvaire who represent eachcharacter class. They simultaneously illustrate the rolesuch characters play in the world and highlight the flavorof the setting. JZ
  5. 5. Alignment: If artificers have a tendency toward any Other Classes: Artificers work best when providing alignment, it is neutral. They are more interested in their magical support to members of other classes. Though work than in its moral implications. Some artificers create they are quite versatile, their talents lie in enhancing theCHARACTER CLASSES magic items for the common good, while others seek to items—weapons, armor, wands, and other gear—used by all create items of tremendous destructive power. the members of an adventuring party. They think of every Religion: Many artificers revere the deity Onatar, party member as components of a machine, encouraging Lord of Fire and Forge. Others are too preoccupied with better teamwork within a group and sometimes providing mastering magic—including divine magic—to worry about strategy and tactics afforded by their unique mind-set. the gods who may or may not be the source of magic. Role: In a typical adventuring party, artificers have a Background: Like wizards, artificers learn their craft range of roles revolving around magic items. They bring through long years of hard study. They share a sense of an unparalleled flexibility to both using and creating such camaraderie with others who have endured similar train- items. In a party that doesn’t include a druid, for example, ing. They view other artificers as either colleagues or rivals. an artificer can use (or scribe) a scroll of barkskin or wield Rivalry may take a friendly form as the artificers try to a staff of the woodlands. Though they can fight reasonably outdo each other in their creations and accomplishments, well, few artificers are inclined to engage in front-rank or it could turn deadly, with artificers sending construct melee combat. assassins after each other. Races: Humans excel as artificers, having no natu- GAME RULE INFORMATION ral attachment to the aesthetics of magic as elves do, and Artificers have the following game statistics. no knack for a particular expression of magic as gnomes Abilities: Charisma is the most important ability for an have. Their analytical minds make them well suited to the artificer, because several of his infusions rely on his ability to artificer’s task of reducing magic to its component pieces make Use Magic Device checks. Intelligence is also impor- and reassembling it in a new form. tant because it determines the effectiveness of his infusions, Despite their Charisma penalty, warforged also make but it plays a lesser role than for most spellcasters. A high fine artificers, having a particular affinity for the creation Dexterity improves the artificer’s defensive ability. of other constructs. Dwarves and gnomes, with their skill Alignment: Any. in the crafting of mundane items, show equal skill in the Hit Die: d6. magical craft of the artificer. Halflings, elves, half-elves, half-orcs, kalashtar, shifters, and changelings do not have Class Skills strong traditions in this class and often choose different The artificer’s class skills (and the key ability for each magical pathways. skill) are Appraise (Int), Concentration (Con), Craft THE ARTIFICER Base Fort Ref Will Craft —Infusions per Day— Level Attack Bonus Save Save Save Special Reserve 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Artificer knowledge, artisan 20 2 — — — — — bonus, disable trap, item creation, Scribe Scroll 2nd +1 +0 +0 +3 Brew Potion 40 3 — — — — — 3rd +2 +1 +1 +3 Craft Wondrous Item 60 3 1 — — — — 4th +3 +1 +1 +4 Craft homunculus, bonus feat 80 3 2 — — — — 5th +3 +1 +1 +4 Craft Magic Arms and Armor, 100 3 3 1 — — — retain essence 6th +4 +2 +2 +5 Metamagic spell trigger 150 3 3 2 — — — 7th +5 +2 +2 +5 Craft Wand 200 3 3 2 — — — 8th +6/+1 +2 +2 +6 Bonus feat 250 3 3 3 1 — — 9th +6/+1 +3 +3 +6 Craft Rod 300 3 3 3 2 — — 10th +7/+2 +3 +3 +7 — 400 3 3 3 2 — — 11th +8/+3 +3 +3 +7 Metamagic spell completion 500 3 3 3 2 1 — 12th +9/+4 +4 +4 +8 Craft Staff, bonus feat 700 3 3 3 2 2 — 13th +9/+4 +4 +4 +8 Skill mastery 900 3 3 3 3 2 — 14th +10/+5 +4 +4 +9 Forge Ring 1,200 4 3 3 3 3 1 15th +11/+6/+1 +5 +5 +9 — 1,500 4 4 3 3 3 2 16th +12/+7/+2 +5 +5 +10 Bonus feat 2,000 4 4 4 3 3 2 17th +12/+7/+2 +5 +5 +10 — 2,500 4 4 4 4 3 3 18th +13/+8/+3 +6 +6 +11 — 3,000 4 4 4 4 4 3 19th +14/+9/+4 +6 +6 +11 — 4,000 4 4 4 4 4 4 20th +15/+10/+5 +6 +6 +12 Bonus feat 5,000 4 4 4 4 4 4 30
  6. 6. (Int), Disable Device (Int), Knowledge (arcana) (Int), Many infusions have long casting times, often 1Knowledge (architecture and engineering) (Int), minute or more. An artificer can spend 1 action point toKnowledge (the planes) (Int), Open Lock (Dex), Pro- imbue any infusion in 1 round (like a spell that takes 1 CHARACTER CLASSESfession (Wis), Search (Int), Spellcraft (Int), and Use round to cast).Magic Device (Cha). Like a spellcaster, an artificer can apply item cre- Skill Points at 1st Level: (4 + Int modifier) × 4. ation feats and metamagic feats to his infusions. Like a Skill Points at Each Additional Level: 4 + Int sorcerer, an artificer can apply a metamagic feat to anmodifier. infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as thoughCLASS FEATURES he were a spellcaster.All of the following are class features of the artificer. An artificer cannot automatically use a spell trigger or Weapon and Armor Proficiency: Artificers are pro- spell completion item if the equivalent spell appears on hisficient with all simple weapons, with light and medium infusion list. For example, an artificer must still employarmor, and with shields (except tower shields). the Use Magic Device skill to use a wand of light, even though Infusions: An artificer is not a spellcaster, but he light appears on his infusion list.does have the ability to imbue items with magical infu- Each day, an artificer must focus his mind on hissions. Infusions are neither arcane nor divine; they are infusions. He needs 8 hours of rest, after which he spendsdrawn from the artificer infusion list (see Chapter 5: 15 minutes concentrating. During this period, the artifi-Magic). They function just like spells and follow all the cer readies his mind to hold his daily allotment of infu-rules for spells. For example, an infusion can be dispelled, sions. Without such a period of time to refresh himself,it will not function in an antimagic area, and an artificer the character does not regain the infusion slots he used upmust make a Concentration check if injured while imbu- the day before. Any infusions used within the last 8 hoursing an item with an infusion. count against the artificer’s daily limit. An artificer can imbue an item with any infusion Craft Reserve: An artificer receives a pool of pointsfrom the list without preparing the infusion ahead of time. he can spend instead of experience points when craftingUnlike a sorcerer or bard, he does not select a subset of the a magic item. Each time the artificer gains a new level, heavailable infusions as his known infusions; he has access receives a new craft reserve; leftover points from the pre-to every infusion on the list that is of a level he can use. vious level do not carry over. If the points are not spent, It is possible for an artificer to learn infusions that they are lost. An artificer can also use his craft reserve toare not on the normal artificer infusion list. These might supplement the XP cost of the item he is making, takinginclude ancient infusions he finds in the ruins of Xen’drik a portion of the cost from his craft reserve and a portionor secret infusions known only to the members of certain from his own XP.guilds or organizations. When he encounters such an Artificer Knowledge: An artificer can make a specialinfusion, an artificer can attempt to learn it by making artificer knowledge check with a bonus equal to his arti-a Spellcraft check (DC 20 + spell level). If this check suc- ficer level + his Int modifier to detect whether a specificceeds, he adds the infusion to his list. If not, he can try item has a magical aura.again when he gains another rank in Spellcraft, assuming The artificer must hold and examine the object for 1he still has access to the new infusion. minute. A successful check against DC 15 determines that To imbue an item with an infusion, an artificer the object has magical qualities, but does not reveal themust have an Intelligence score equal to at least 10 + the specific powers of the item.infusion level (Int 11 for 1st-level infusions, Int 12 for An artificer cannot take 10 or take 20 on this check. A2nd-level infusions, and so forth). Infusions never allow particular item can only be examined in this fashion onesaving throws. time; if the check fails, the artificer can learn no more Like spellcasters, an artificer can use only a certain about that object.number of infusions of a particular level per day. His Artisan Bonus: An artificer gains a +2 bonus on Usebase daily infusion allotment is given on the accompany- Magic Device checks to activate an item of a kind for whiching table. In addition, he receives extra infusions per day he has the prerequisite item creation feat. For example, anif he has a sufficiently high Intelligence score (see Table artificer who has the Craft Wand feat gains a +2 bonus on1–1: Ability Modifiers and Bonus Spells, page 8 of the checks to use a spell from a wand.Player’s Handbook). Disable Trap: An artificer can use the Search An artificer’s infusions can only be imbued into an skill to locate traps when the task has a Difficulty Classitem or a construct (including warforged). He can not, higher than 20. Finding a nonmagical trap has a DCfor example, simply imbue an ally with bull’s strength. He of at least 20, or higher if it is well hidden. Finding amust instead imbue that ability into an item his ally is magic trap has a DC of 25 + the level of the spell usedwearing. The item then functions as a belt of giant strength to create the trap.for the duration of the infusion. He can, however, imbue An artificer can use the Disable Device skill to disarmbull’s strength directly on a construct or a character with the magic traps. Usually the DC is 25 + the level of the spellliving construct subtype, and infusions such as repair light used to create the trap.damage and iron construct function only when imbued on An artificer who beats a trap’s DC by 10 or moresuch characters. with a Disable Device check can study a trap, figure 31
  7. 7. out how it works, and bypass it (with his party) without Craft Homunculus (Ex): At 4th level, an artificer disarming it. can create a homunculus as if he had the Craft Construct Item Creation (Ex): An artificer can create a magic feat. He must emulate the spell requirements (arcane eye,CHARACTER CLASSES item even if he does not have access to the spells that are mending, and mirror image) as normal for making a magic item, prerequisites for the item. The artificer must make a suc- and he must pay all the usual gold and XP costs (though he cessful Use Magic Device check (DC 20 + caster level) to can spend points from his craft reserve). An artificer can emulate each spell normally required to create the item. also upgrade an existing homunculus that he owns, adding Thus, to make a 1st-level wand of magic missile, an artificer 1 Hit Die at a cost of 2,000 gp and 160 XP. would need a Use Magic Device check result of 21 or If an artificer gives his homunculus more than 6 higher. To create a bottle of air (caster level 7th), he would Hit Dice, it becomes a Small creature and advances as need a check result of 27 or higher to emulate the water described in the Monster Manual (+4 Str, –2 Dex, damage breathing prerequisite. increases to 1d6). The homunculus also gains 10 extra hit The artificer must make a successful check for each points for being a Small construct. prerequisite for each item he makes. If he fails a check, An artificer’s homunculus can have as many Hit he can try again each day until the item is complete (see Dice as its master’s Hit Dice minus 2. No matter how Creating Magic Items, page 282 of the Dungeon Master’s Guide). many Hit Dice it has, a homunculus never grows larger If he comes to the end of the crafting time and he has still than Small. not successfully emulated one of the powers, he can make Retain Essence (Su): At 5th level, an artificer gains one final check—his last-ditch effort, even if he has already the ability to salvage the XP from a magic item and use made a check that day. If that check also fails, then the cre- those points to create another magic item. The artificer ation process fails and the time, money, and XP expended must spend a day with the item, and he must also have the to craft the item are lost. appropriate item creation feat for the item he is salvaging. For purposes of meeting item prerequisites, an After one day, the item is destroyed and the artificer adds artificer’s effective caster level equals his artificer level the XP it took to create the item to his craft reserve. These +2. If the item duplicates a spell effect, however, it uses points are lost if the artificer does not use them before the artificer’s actual level as its caster level. Costs are always gaining his next level. determined using the item’s minimum caster level or the For example, an artificer wants to retain the essence artificer’s actual level (if it is higher). Thus, a 3rd-level of a wand of summon monster IV that has 20 charges. Origi- artificer can make a scroll of fireball, since the minimum nally created (like all wands) with 50 charges, it required caster level for fireball is 5th. He pays the normal cost for 840 XP when initially made, or 16.8 XP (840 ÷ 50) per making such a scroll with a caster level of 5th: 5 × 3 × 12.5 charge. The artificer is able to recover the XP from the = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster remaining charges. He puts 336 XP (16.8 × 20) into his level is only 3rd, and it produces a weak fireball that deals craft reserve. only 3d6 points of damage. Metamagic Spell Trigger (Su): At 6th level, an arti- An artificer can also make Use Magic Device checks ficer gains the ability to apply a metamagic feat he knows to emulate nonspell requirements, including alignment to a spell trigger item (generally a wand). He must have and race, using the normal DCs for the skill. He cannot the appropriate item creation feat for the spell trigger item emulate skill or feat requirements, however, including he is using. Using this ability expends additional charges item creation feat prerequisites. He must meet the caster from the item equal to the number of effective spell levels level prerequisite, including the minimum level to cast a the metamagic feat would add to a spell. spell he stores in a potion, wand, or scroll. For example, an artificer can quicken a spell cast An artificer’s infusions do not meet spell prerequi- from a wand by spending 5 charges (4 additional charges), sites for creating magic items. For example, an artificer empower the spell by spending 3 charges, or trigger it must still employ the Use Magic Device skill to emulate the silently by spending 2 charges. The Still Spell feat confers light spell to create a wand of light, even though light appears no benefit when applied to a spell trigger item. on his infusion list. An artificer cannot use this ability when using a Bonus Feat: An artificer gains every item creation spell trigger item that does not have charges, such as feat as a bonus feat at or near the level at which it becomes prayer beads. available to spellcasters. He gets Scribe Scroll as a bonus Metamagic Spell Completion (Su): At 11th level, feat at 1st level, Brew Potion at 2nd level, Craft Wondrous an artificer gains the ability to apply a metamagic feat he Item at 3rd level, Craft Magic Arms and Armor at 5th knows to a spell completion item (generally a scroll). He level, Craft Wand at 7th level, Craft Rod at 9th level, Craft must have the appropriate item creation feat for the spell Staff at 12th level, and Forge Ring at 14th level. completion item he is using. The DC for the Use Magic In addition, an artificer gains a bonus feat at 4th level Device check is equal to 20 + (3 × the modified level of the and every four levels thereafter (8th, 12th, 16th, and 20th). spell). For example, applying the Empower Spell feat to For each of these bonus feats, the artificer must choose a a scroll of cone of cold, creating a 7th-level effect, has a DC metamagic feat or a feat from the following list: Attune of 20 + (3 × 7), or 41. An artificer can use this ability a Magic Weapon, Craft Construct (see the Monster Manual, number of times per day equal to 3 + his Int modifier. page 303), Exceptional Artisan, Extra Rings, Extraordi- Skill Mastery: At 13th level, an artificer can take nary Artisan, Legendary Artisan, Wand Mastery. 10 when making a Spellcraft or Use Magic Device check, 32
  8. 8. even if stress and distractions would normally prevent displaced warforged seeking a life after the war. Thon-him from doing so. This ability circumvents the normal dred called him “Azm,” a word meaning something akinrule that a character may not take 10 on a Use Magic to “soul” that the dwarf discovered in an ancient Xen’drik CHARACTER CLASSESDevice check. text. Later, the pair joined forces with an elf ranger Artificer Options: A number of the additional and a shifter rogue, and now the four companions haveoptions in this book make good choices for an artificer. become known as adventurers of renown throughout the Feats: Attune Magic Weapon, Bind Elemental, Excep- southern coast.tional Artisan, Extra Rings, Extraordinary Artisan, Leg- Thondred, an expert at disabling traps and ancientendary Artisan, Wand Mastery. magic devices, purportedly defeated the Chamber of a Artificer Starting Gold: A 1st-level artificer begins Thousand Perils. This entry to an extensive network ofplay with 5d4 × 10 gp (average 125 gp). ruins hidden deep within the Xen’drik jungles has long been a deadly challenge to explorers and adventurers, andGNOME ARTIFICER many have risked injury and death in attempts to pass its defenses. The legend says that Thondred not only survivedSTARTING PACKAGE his visit to the Chamber—he made his way through it to Armor: Studded leather (+3 AC, speed 20 ft., 10 lb.). reach the ruins beyond. Weapons: Morningstar (1d6, crit ×2, 3 lb., bludgeon- The dwarf artificer carries a wide array of potions,ing and piercing). wands, and scrolls for every occasion. As impressive as Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., his arcane mastery is, he may be even better versed in2 lb., piercing). history and secret knowledge relating to the mysteries Dagger (1d3, crit 19–20/×2, range inc. 10 ft., 1/2 lb., of Xen’drik.piercing). Skill Selection: Pick a number of skills equal to 4 +Int modifier. BARBARIANcivilization that dominates Khor- Despite the advancedSkill Ranks Ability Armor Check Penalty vaire, barbarians live in several places both on that con-Concentration 4 Con — tinent and in nearby lands. Human, orc, and half-orcDisable Device 4 Int — barbarians emerge from the Shadow Marches andOpen Lock 4 Dex — Demon Wastes. Halfling barbarians ride the TalentaSearch 4 Int — Plains. Human, half-elf, and shifter barbarians fill theSpellcraft 4 Int — Eldeen Reaches, though isolated groups of elf, dwarf,Spot 2 Wis — and even gnome barbarians live there as well. DarguunUse Magic Device 4 Cha — harbors some bugbear barbarians, and Droaam is home to barbarians of other monstrous species. Some of the Feat: Magical Affinity. wilder warforged that roam the Mournland take up the Bonus Feat: Scribe Scroll. barbarian class as well. Gear: Backpack with waterskin, one day’s trail Beyond Khorvaire, tribes of human barbarians liverations, bedroll, sack, and flint and steel. Scroll of detect on the northern shore of Argonnessen and the nearbymagic, scroll of sleep. Case containing 10 crossbow bolts. island of Seren, serving the dragons they revere. Finally, Gold: 1d4 gp. stories abound of children stranded in Xen’drik and raised by wild beasts or savage humanoids, giving rise toTHONDRED THE ARTIFICER another source for barbarian characters.The stone portal ahead slid closed, cutting off the sliver of light that marked Barbarian Options: The new rules in this bookthe only visible means of escape. For the exhausted heroes, their resources include some interesting options for barbarians.almost completely depleted, it seemed that this was finally the end of the Feats: Dragon Rage, Dragon Totem, Extend Rage,journey. Luckily, Thondred thought, an artificer always has a contingency Raging Luck.plan. The dwarf pulled a wand from a holder on his hip and unleashed the Prestige Classes: Warforged juggernaut, weretouchedmagic that he had caged within it. master.With the warforged named Azm at his side and a belt CORRASH THE BARBARIANpouch full of magic items, Thondred explores the ruins The huge bugbear enforcer leaned close, and Corrash struggled not to gagof Xen’drik and braves the challenges of the continent of at the monster’s fetid breath. “Where are your threats now, tiny one?”secrets. A 6th-level dwarf artificer, Thondred was born the bugbear sneered. “Where are your boasts and war cries?”and raised in Sharn, where he worked for House Can- The halfling barbarian tested the ropes binding him to the pillar, butnith during the Last War, using his skills and talents they were strong and tight around his chest and arms. The bugbear drewin the warforged production enclave. He lost his job a wicked dagger from his belt. “You should never have interfered with thewhen the Treaty of Thronehold outlawed the creation Bandit Lord’s business,” the bugbear said, making a narrow cut acrossof new warforged. Corrash’s forehead. Once the shock cleared and Thondred came to terms “And you should have thought to account for my companionwith his dismissal from the house, he met up with a beast,” Corrash smiled, ignoring the blood dripping down his face. 33
  9. 9. extended magical ritual that requires a specially prepared An arbalester with more than 1 Hit Die can be cre- laboratory or workroom, similar to an alchemist’s laboratory ated, but each additional Hit Die adds 2,000 gp to the cost and costing 500 gp to establish. If the creator is personally to create. constructing the creature’s body, the building and ritual can Craft Construct, arcane eye, mending; Price — (never sold); be performed together. Cost 1,250 gp + 93 XP.CREATURES ARBALESTER PACKMATE Tiny Construct Small Construct Hit Dice: 1d10 (5 hp) Hit Dice: 2d10+13 (24 hp) Initiative: +4 Initiative: +0 Speed: 10 ft. (2 squares) Speed: 30 ft. (6 squares) AC: 16 (+2 size, +4 Dex), touch 16, fl at-footed 12 AC: 15 (+1 size, +4 natural), touch 11, fl at-footed 15 Base Attack/Grapple: +0/–9 Base Attack/Grapple: +1/+0 Attack: Bite +1 melee (1d4–1) or masterwork light crossbow Attack: Slam +5 melee (1d3+3) +7 ranged (1d8/19–20) Full Attack: Slam +5 melee (1d3+3) Full Attack: Bite +1 melee (1d4–1) or masterwork light Space/Reach: 5 ft./5 ft. crossbow +7 ranged (1d8/19–20) Special Attacks: Throw fl ask Space/Reach: 2–1/2 ft./0 ft. Special Qualities: Construct traits, darkvision 60 ft., feed Special Attacks: Receive enhancement potion, hold item, low-light vision, ready item Special Qualities: Construct traits, darkvision 60 ft., Saves: Fort +0, Ref +0, Will +1 low-light vision Abilities: Str 16, Dex 11, Con —, Int 8, Wis 12, Cha 7 Saves: Fort +0, Ref +4, Will +0 Skills: Climb +6, Swim +5 Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7 Feats: Toughness Skills: Balance +8, Listen +4, Spot +4 Environment: Any Feats: Point Blank Shot Organization: Solitary Environment: Any Challenge Rating: 1 Organization: Solitary Treasure: None Challenge Rating: 1/2 Alignment: Any (same as creator) Treasure: None Advancement: 3–6 HD (Small) Alignment: Any (same as creator) Level Adjustment: — Advancement: 2–3 HD (Tiny) Level Adjustment: — A chest that moments ago was resting upon the floor suddenly stands on legs of its own. As it opens a lid on its top, an arm folds out from the side of the chest What at first appeared to be a carving of arms and a face on the stock of a and begins sifting through the contents of its internal compartments. crossbow suddenly springs to life, the arms moving to reload the crossbow while the face looks for another target. A packmate homunculus is designed to carry items for its master. It resembles a wood and metal chest with many com- An arbalester is a homunculus created to assist with ranged partments. Four legs support it from below while two arms, attacks. Built around the stock of a light crossbow, the tipped with pincerlike claws, stow and store items. arbalester can fi re and reload the crossbow using the normal The compartments on the packmate are difficult to rules for crossbow attacks. The arbalester includes a quiver open. Treat each as if protected by an arcane lock spell cast by capable of carrying 20 bolts. Bolts stored in the quiver do a 3rd-level caster. not count against the creature’s carrying capacity. Once A packmate can carry up to 76 pounds as a light load, 153 built, the crossbow and arbalester cannot be separated pounds as a medium load, or 230 pounds as a heavy load. without destroying the homunculus. Combat Combat A packmate homunculus’s place in combat is at the side of An arbalester is somewhat effective at providing ranged its master, where it can retrieve items or pick up anything support, shooting targets designated by its master. An dropped on the ground. arbalester is automatically proficient with the crossbow that Throw Flask (Ex): A packmate can be directed to has been built into its body. make ranged attacks with vials of acid, holy water, or similar Receive Enhancement (Ex): The crossbow built splash weapons. It can throw any such item it carries. into an arbalester can be magically enhanced as if it were Feed Potion (Ex): A packmate is dexterous enough a normal masterwork weapon. The costs for enhancing the to retrieve a potion from one of its storage compartments, weapon with enhancement bonuses and other special quali- uncork it, and administer it to a fallen creature. A pack- ties are independent of those associated with constructing mate is typically given instructions to use a cure potion on or advancing the homunculus. its master if he falls. Ready Item (Ex): The telepathic connection between Construction a packmate and its master allows the packmate to anticipate An arbalester is carved from green wood, threads of silver what item its master might call for next. If the homunculus and gold, a pint of the creator’s blood, and a masterwork and its master are adjacent, then the master can retrieve light crossbow. The materials cost 350 gp. Creating the an item from the packmate as a swift action that does not body requires a DC 14 Craft (sculpting) or a DC 14 Craft provoke attacks of opportunity. (carpentry) check. 152
  10. 10. Persistent harrier CREATURES Arbalester TG PackmateConstruction CombatA packmate is crafted from wood, metal, and a pint of the A persistent harrier will move around into flanking position,creator’s blood. The materials cost 50 gp. Creating the body taking a 5-foot step or using the Tumble skill where appropri-requires a DC 14 Craft (sculpting) check. ate. If it does not attack, it can be directed to use the aid another A packmate with more than 2 Hit Dice can be created, but action to provide an Armor Class or attack roll boost.each additional Hit Die adds 2,000 gp to the cost to create. Sneak Attack (Ex): A persistent harrier deals an Craft Construct, arcane lock, arcane eye, mending; Price extra 1d6 points of damage when it is fl anking an oppo-— (never sold); Cost 1,260 gp + 93 XP. nent or at any time when the target would be denied its Dexterity bonus. See the rogue class feature, page 50 ofPERSISTENT HARRIER the Player’s Handbook.Small ConstructHit Dice: 2d10+10 (21 hp) ConstructionInitiative: +3 A persistent harrier is crafted from leather, metal, clay, andSpeed: 40 ft. (8 squares) a pint of the creator’s blood. The materials cost 50 gp. Cre-AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 ating the body requires a DC 14 Craft (sculpting) check.Base Attack/Grapple: +1/–2 A persistent harrier with more than 1 Hit Die can beAttack: Spike +3 melee (1d6+1) created, but each additional Hit Die adds 2,000 gp to theFull Attack: Spike +3 melee (1d6+1) cost to create.Space/Reach: 5 ft./5 ft. Craft Construct, arcane eye, mending; Price — (never sold);Special Attacks: Sneak attack +1d6 Cost 1,250 gp + 93 XP.Special Qualities: Construct traits, darkvision 60 ft., low-light visionSaves: Fort +0, Ref +3, Will +0Abilities: Str 12, Dex 16, Con —, Int 11, Wis 10, Cha 7 Symbionts As many of Khorvaire’s wisest have long suspected, daelkyrSkills: Jump +14, Tumble +12 magic is the original source of the symbiont creatures thatFeats: Acrobatic now writhe and wriggle their way across (and under) Eber-Environment: Any ron. The following symbionts add to those introduced inOrganization: Solitary the EBERRON Campaign Setting, See page 298 of the EBERRON Cam-Challenge Rating: 1 paign Setting for more information on symbionts.Treasure: None Symbiont Traits: When joined with a host, a symbiontAlignment: Any (same as creator) gains a number of benefits. It acts on its host’s turn eachAdvancement: 4–6 HD (Small) round, regardless of its own initiative modifier. It is notLevel Adjustment: — fl at-footed unless its host is, and it is aware of any danger its host is aware of.A small, wiry figure darts between the legs of combatants, poking dangerous- If a symbiont is grafted onto a visible part of the hostlooking spikes toward its foes. creature’s body, opponents can attack the symbiont itself instead of its host creature. Doing this works the same wayBarely 2 feet tall, a persistent harrier is designed to be in as attacking an object: The symbiont gains the benefit ofthe middle of combat, distracting opponents or setting up the host’s Dexterity modifier to AC instead of its own, andfl anking opportunities. gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. 153