Class Summary
Prime Requisite: INT and WIL Requirements: Con 9 Hit Dice: 1d8 Maximum Level: 11
Reforged Artificer
Advanced Reforged class — see Classes for the full list.
This page is still in progress.
While the Dragon House of Cannith claims to have invented the entire practice of artifice, some say the descendants of their inventions have overtaken them in this pursuit. Within reforged society, the artificer is akin to the human priests, following in the traditions of their revered Father of the Forged by concocting infusions and building unique automatons.
Reforged Artificer Level Progression / Artificer Infusion Progression
Experience Level Level Title Hit Dice 1 2 3 4 5 6 0 1 Apprentice 1d8 1 - - - - - 2,700 2 Journeyman 2d8 3 - - - - - 5,400 3 Magewright 3d8 3 1 - - - - 10,800 4 Initiate 4d8 3 3 - - - - 21,600 5 Architect 5d8 3 3 1 - - - 42,200 6 Forgewright 6d8 3 3 3 - - - 85,000 7 Exemplar 7d8 4 3 3 1 - - 170,000 8 Ascendant 8d8 4 4 3 3 - - 320,000 9 Artificer 9d8 4 4 4 3 1 - 470,000 10 Artificer, 10th level 9d8 + 1* 4 4 4 4 3 - 620,000 11 Artificer, 11th level 9d8 + 2* 5 4 4 4 3 1
Reforged Artificer Saving Throws
Level Paralysis Death Blast Implement Spells 1-3 13+ 13+ 15+ 11+ 12+ 4-6 12+ 12+ 14+ 10+ 11+ 7-9 11+ 11+ 13+ 9+ 10+ 10-11 10+ 10+ 12+ 8+ 9+
Reforged Artificer Attack Bonus
Level Attack Bonus 1-2 +0 3-4 +1 5-6 +2 7-8 +3 9-10 +4 11 +5
Combat Characteristics
As many of their infusions are meant to be applied in battle, artificers have combat training on par with that of a cleric or thief.
Combat Proficiencies: Artificers are proficient with all hammers, maces, and flails, as well as the crossbow, arbalest, and hand axe. They are proficient with medium, light, and very light armor. They are trained to fight with a weapon in two hands, and to fight with a weapon and shield, but not to fight with two weapons.
Combat Progression: Artificers advance in attack throws as clerics and in saving throws as mages. They do not gain any bonus to damage as they advance in level. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Artifice: The artificer knows how to concoct and apply artificial infusions. The artificer can have a number of infusions in his repertoire as shown on the table above, modified by his INT bonus. Concocting infusions requires access to implements of artifice as well as special capsules and components depending on the level of the infusion to be concocted. See Artifice for complete details.
Conduit Component: Each reforged artificer begins play with a conduit of artifice grown into his form, which he uses to aid him in concocting infusion, providing a +1 bonus to concoction throws for infusions of one particular type. The character may choose from death & necromancy; detection; elemental air; elemental earth; elemental fire; elemental water; enchantment & illusion; healing; movement; protection; summoning; and transmogrification. The conduit may be improved by taking the Personal Conduit proficiency; each time the proficiency is selected, the personal conduit can increase its bonus by +1 for one type of infusion.
The conduit component can be destroyed with a sunder special maneuver. If the character’s personal conduit is ever destroyed, the character may form a new one, at the normal price for creating a conduit of artifice, less 5,000gp plus an additional 5,000gp per rank in the Personal Conduit proficiency, with the equivalent reductions in time, special components, and workshop requirements. Any magic research throws to reform the conduit component are always successful.
Craftsmanship: All reforged artificers are trained in a craft. The character begins play with one rank of any Craft proficiency.
Magical Engineering: The reforged artificer has an innate knack for magical items of all kinds. The character gains a +1 bonus on magic research throws and increases his research rate by 5%. He can recognize conventional and usual magical items or special components by examining them for one turn (10 minutes) with a proficiency throw of 11+. He can extract special components from constructs. He cannot, however, recognize unusual or unique magical items, discern command words, distinguish trapped or cursed items from safe ones, or assess the specific bonus or number of charges remaining in an item. This class power is effectively the proficiency of the same name and can be improved by taking additional ranks.
Sensing Power: The character can detect spellcasters within 30’ and estimate their level of power relative to his own. He can tell when arcane or eldritch magic has been used within the last 24 hours within the same vicinity and identify the spell signature of the effect. The character cannot necessarily sense whether an item is magic unless it has been used in the last 24 hours. Sensing power requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes). This is effectively the Sensing Power proficiency selected as a class power.
Additional Class Powers
Minor Magical Research (5th): The artificer can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.
Major Magical Research (9th): The artificer can create more powerful magic items such as weapons, rings, and staffs. Additionally, the reforged artificer is able to create magical constructs at this time.
Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the artificer can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the artificer already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the artificer on an adventure, the apprentices must be paid wages as henchmen.) If the artificer builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for sanctums are detailed in Campaigns.
Supreme Magical Research (11th): The artificer can learn and perform ritual infusions of great power (7th, 8th, and 9th level).
Racial Traits
Maintenance: Unlike the warforged of old, a reforged must periodically ingest small amounts of stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged enter a meditative state rather than sleeping and can keep watch while meditating without penalty. Reforged with spellcasting ability must still meditate for 8 hours each day in order to recover spells. They are immune to the slumbering condition.
Tireless: The reforged have stamina born from their machine-like nature. They need not rest 1 turn in 6, as most characters do, and may force-march one day plus a number of days equal to their CON bonus before accruing penalties.
Reforged Body: The unusual nature of a reforged body makes them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks unless they are specifically effective against constructs or the forged.
Unarmed Fighting: The natural strength and toughness of the reforged grants them the ability to strike unarmed for 1d4 lethal damage without penalty, even against characters wearing metal armor.
Armored Body: Some reforged, such as the runeforged soldier, have an armored body which improves their base AC from 10 to 11. This stacks with all other bonuses to AC, including the character’s rune of fortification.
Class Proficiencies
Proficiency Progression: At 1st level, artificers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 6th level. They select an additional general proficiency at 5th and 9th level.
Reforged Artificer Proficiency List: Alchemy, Arcane Dabbling, Art, Battle Magic, Collegiate Wizardry, Combat Trickery (disarm, knock down, sunder), Contemplation, Counterspelling, Dungeonbashing Expertise, Craft, Elementalism, Endurance, Engineering, Expanded Repertoire, Experimenting, Fighting Style Specialization, Instinctive Subroutines, Knowledge, Linguistic Analyzer, Loremastery, Magical Engineering, Mastery of Matter and Motion, Personal Conduit, Pinpoint Beacon, Precise Shooting, Running, Transmogrification, Unflappable Casting, Weapon Focus
Reforged Artificer Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Wretch Instinctive Subroutines
Streetwise
GamblingTorn and ragged tunic and pants, tattered wool cloak, leather belt, high boots, hand axe, experimentation notebook with dead end and spring shoes, padded armor, small sack, 1 week’s iron rations, waterskin, tinderbox, 4 tallow candles (enc. 3 5/6 stone) 5 – 6 Outcast Alchemist Arcane Dabbling
Bargaining
Collegiate WizardrySlightly singed tunic and pants, embossed leather belt, low boots, mace, experimentation notebook with wall of heat and alchemical torch, implements of artifice, backpack, artifice capsule (1st), artifice components (5gp), 1 week’s iron rations, waterskin, 4sp (enc. 3 2/6 stone) 7 – 8 Veteran Battle Magic
Manual of Arms
Military StrategyGrey tunic and pants, leather belt, high boots, flail, experimentation notebook with counterspelling salve and blinding blast, implements of artifice, padded armor, backpack, artifice capsule (1st), artifice components (5gp), 1 week’s iron rations, waterskin, tinderbox, 6 torches, mess kit (enc. 5 4/6 stone) 9 – 10 Traveler Mastery of Matter and Motion
Seafaring
NavigationTraveler’s tunic and pants, dusty sash, high boots, hand axe, experimentation notebook with raft of ice and swift boots, implements of artifice, scale armor, large sack, artifice capsule (1st), artifice components (5gp), 1 week’s iron rations, waterskin, 6gp (enc. 6 2/6 stone) 11 – 12 Crack Shot Pinpoint Beacon
Survival
TrackingGreen tunic and pants, brown leather cloak, leather belt, high boots, morning star, crossbow, case with 20 bolts, experimentation notebook with cast stone and bane-blade, implements of artifice, padded armor, backpack, artifice capsule (1st), artifice components (5gp), 1 week’s iron rations, waterskin, tinderbox, 6 torches, 4gp (enc. 6 4/6 stone) 13 – 14 Scholar Loremastery
Collegiate Wizardry
Knowledge (history)Blue scholar’s robe, leather cloak, leather belt, high boots, warhammer, hand axe, experimentation notebook with orb of magic-revealing and silksteel shirt, implements of artifice, small crystal ball (10gp), backpack, 3 artifice capsules (1st), artifice components (15gp), 2 weeks’ iron rations, waterskin, tinderbox, lantern, 2 pints common oil, 2 pints military oil, quill and ink (enc. 6 5/6 stone) 15 – 16 Polymath Expanded Repertoire
Naturalism
LanguageBlue scholar’s robe, leather cloak, embossed leather sash, high boots, flail, crossbow, case with 20 bolts, experimentation notebook with knockout gas, honed blade, and one infusion of player’s choice, implements of artifice, leather armor, backpack, artifice capsule (1st), artifice components (5gp), waterskin 2 weeks’ iron rations, tinderbox, lantern, 2 pints common oil, quill and ink, 6gp, 4sp (enc. 8 4/6 stone) 17 – 18 Elder Unflappable Casting
Riding
RomancePristine tunic and pants, fine gold sash, high boots, mace, experimentation notebook with alluring amulet and silent sandals, implements of artifice, leather armor, backpack, artifice capsule (1st), artifice components (5gp), waterskin, 2 weeks’ iron rations, tinderbox, lantern, 2 pints common oil, quill and ink, medium riding horse, riding saddle and tack, saddlebag, 4sp (enc. 9 1/6 stone) Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus infusion. The bonus proficiency and bonus infusion that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second infusion. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional infusions your character knows.
The Polymath can select one 1st level infusion for his expanded repertoire.