The artificer is a new class that specializes in magic items and constructs rather than spellcasting, allowing them to repair damaged constructs, craft magic items, and empower ordinary items with temporary magical abilities, making them well-suited to maintaining Eberron's blend of magic and technology.
1. All homunculi are essentially extensions of their creators, Resembling a stunted, misshapen dwarf barely over a foot tall, the creature
sharing the same alignment and basic nature. They are hobbles slowly away from the item it was working on.
telepathically linked to their creators. A homunculus
knows what its creator knows and can convey to its creator A dedicated wright is a homunculus created to carry out
everything it sees and hears, out to a distance of 1,500 feet. the process of item creation on behalf of its master. Unlike
A homunculus never travels beyond this distance willingly, most homunculi, a dedicated wright does not go out on
MONSTERS
though it can be moved forcibly. missions or accompany its master on adventures. Instead,
it stays home working while its master adventures.
COMBAT
An attack that destroys a homunculus deals 2d10 points of Combat
damage 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 perform
effects, necromancy effects, mind-affecting spells and the daily tasks related to item creation on behalf of its
abilities (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 pays
unless it also works on objects or is harmless. It is not sub- the gold and XP cost himself. The only cost a dedicated
ject to extra damage from critical hits, nonlethal damage, wright can help with is time. The master spends 1 hour
ability damage, ability drain, fatigue, exhaustion, or energy initiating the process, channeling spell prerequisites into
drain. It cannot heal damage, but it can be repaired. It has the dedicated wright, and paying the XP cost to make the
darkvision out to 60 feet and low-light vision. item. He may then leave, allowing the wright to carry the
process through to completion.
CONSTRUCTION
Each kind of homunculus has a body constructed from dif- Construction
ferent sorts of materials. Each individual description indi- A dedicated wright is molded from clay, glazed with a
cates the materials, cost, and Craft skill and DC required mixture of arcane unguents and the creator’s blood, and
to make the body. The creature’s master may assemble the fi red in a kiln. The materials cost 100 gp. Creating the
body 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 be
extended magical ritual that requires a specially prepared created, but each additional Hit Die adds 2,000 gp to the
laboratory 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 MESSENGER
DEDICATED WRIGHT Diminutive Construct
Tiny Construct Hit Dice: 1/2 d10 (2 hp)
Hit Dice: 1d10 (5 hp) Initiative: +3
Initiative: +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 14
Base Attack/Grapple: +0/–7 Base Attack/Grapple: +0/–17
Attack: 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, message
Saves: Fort +0, Ref +0, Will +0 Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7 Abilities: Str 1, Dex 17, Con —, Int 8, Wis 12, Cha 7
Skills: Craft (any) +7, Craft (any) +4 Skills: Escape Artist +7
Feats: Skill Focus (Craft) Feats: Lightning Reflexes
Environment: Any Environment: Any
Organization: Solitary Organization: Solitary
Challenge Rating: 1/2 Challenge Rating: 1/3
Treasure: None Treasure: None
Alignment: 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. 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. IRON DEFENDER Horrid ape
Small Construct
Hit Dice: 2d10+10 (21 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13,
flat-footed 15
Base Attack/Grapple: +1/–1
Attack: 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 vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 14, Dex 15, Con —, Int 8, Wis 11, Cha 7
Skills: Listen +2, Move Silently +3, Spot +2
Feats: Weapon Focus (bite)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: 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 FV
bars. 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 Ape
An iron defender is a homunculus designed to fight for Large Animal
its 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 18
a pint of the creator’s blood. The materials cost 75 gp. Base Attack/Grapple: +3/+13
Creating 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, scent
1,250 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 +6
HORRID ANIMAL of druids, created the
The Gatekeepers, a militant sect
Feats: Alertness, Improved Natural Attack (bite) B,
Improved Natural Attack (claw)B, Toughness
first horrid animals to defend Khorvaire against incur- Environment: Warm forests
sions 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: 4
new animal species that breed true. Treasure: None
Horrid animals are dire animals that have been Alignment: Usually neutral evil
reshaped 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. CHAPTER TWO
CHARACTER CLASSES
CHARACTER
CLASSES
T 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. In
addition, this chapter presents one new class, the artificer.
In addition to detailing the new artificer class, this
chapter 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), alter
than 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, and
druids 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 infusions
in 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 spells
some of the new feats (see Chapter 3) and prestige on other classes’ spell lists. Their
classes (see Chapter 4) that are particularly appropriate magic is neither arcane nor
for characters of that class. These guidelines contribute divine, and they are not bound
toward defi ning the fl avor of the character classes in an by that classification: Their
EBERRON campaign. trade is magic in its most
abstract (they might say
purest) form.
AEberron, magic is almost technology. Spellcasters spe-
In
RTIFICER
cialize in certain forms of that technology, while artificers
tinker with its fundamental workings. Artificers under-
stand magic on a different level from spellcasters, and do
not cast spells as wizards and clerics do. They have an amaz-
ing facility with magic items and constructs, and in many
ways, they keep the magical world of Eberron running. Artificer
Adventures: Artificers adventure for a variety of
reasons. They seek deposits of rare minerals and dragon-
shards to use in their creations. They search for hidden
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
CHARACTER PORTRAITS
Throughout this chapter you’ll find brief written por-
traits of characters across Khorvaire who represent each
character class. They simultaneously illustrate the role
such characters play in the world and highlight the flavor
of the setting.
JZ
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 the
CHARACTER 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. (Int), Disable Device (Int), Knowledge (arcana) (Int), Many infusions have long casting times, often 1
Knowledge (architecture and engineering) (Int), minute or more. An artificer can spend 1 action point to
Knowledge (the planes) (Int), Open Lock (Dex), Pro- imbue any infusion in 1 round (like a spell that takes 1
CHARACTER CLASSES
fession (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 an
modifier. infusion spontaneously, but doing this requires extra
time. An artificer can craft alchemical items as though
CLASS 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 his
ficient with all simple weapons, with light and medium infusion list. For example, an artificer must still employ
armor, 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 his
sions. Infusions are neither arcane nor divine; they are infusions. He needs 8 hours of rest, after which he spends
drawn 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 up
must make a Concentration check if injured while imbu- the day before. Any infusions used within the last 8 hours
ing 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 points
from the list without preparing the infusion ahead of time. he can spend instead of experience points when crafting
Unlike a sorcerer or bard, he does not select a subset of the a magic item. Each time the artificer gains a new level, he
available 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 to
are not on the normal artificer infusion list. These might supplement the XP cost of the item he is making, taking
include ancient infusions he finds in the ruins of Xen’drik a portion of the cost from his craft reserve and a portion
or 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 special
infusion, 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 specific
ceeds, 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 1
he 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 the
must 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. A
2nd-level infusions, and so forth). Infusions never allow particular item can only be examined in this fashion one
saving 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 Use
base daily infusion allotment is given on the accompany- Magic Device checks to activate an item of a kind for which
ing table. In addition, he receives extra infusions per day he has the prerequisite item creation feat. For example, an
if he has a sufficiently high Intelligence score (see Table artificer who has the Craft Wand feat gains a +2 bonus on
1–1: 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 Class
item or a construct (including warforged). He can not, higher than 20. Finding a nonmagical trap has a DC
for example, simply imbue an ally with bull’s strength. He of at least 20, or higher if it is well hidden. Finding a
must instead imbue that ability into an item his ally is magic trap has a DC of 25 + the level of the spell used
wearing. 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 disarm
bull’s strength directly on a construct or a character with the magic traps. Usually the DC is 25 + the level of the spell
living 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 more
such characters. with a Disable Device check can study a trap, figure
31
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. 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 akin
rule that a character may not take 10 on a Use Magic to “soul” that the dwarf discovered in an ancient Xen’drik
CHARACTER CLASSES
Device 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 have
options 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 ancient
endary 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 of
play 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, and
GNOME ARTIFICER many have risked injury and death in attempts to pass its
defenses. The legend says that Thondred not only survived
STARTING 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 in
2 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 advanced
Skill 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-orc
Disable Device 4 Int — barbarians emerge from the Shadow Marches and
Open Lock 4 Dex — Demon Wastes. Halfling barbarians ride the Talenta
Search 4 Int — Plains. Human, half-elf, and shifter barbarians fill the
Spellcraft 4 Int — Eldeen Reaches, though isolated groups of elf, dwarf,
Spot 2 Wis — and even gnome barbarians live there as well. Darguun
Use 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 live
rations, bedroll, sack, and flint and steel. Scroll of detect on the northern shore of Argonnessen and the nearby
magic, 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 to
THONDRED 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 book
the 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, weretouched
magic that he had caged within it. master.
With the warforged named Azm at his side and a belt CORRASH THE BARBARIAN
pouch full of magic items, Thondred explores the ruins The huge bugbear enforcer leaned close, and Corrash struggled not to gag
of 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, but
nith during the Last War, using his skills and talents they were strong and tight around his chest and arms. The bugbear drew
in the warforged production enclave. He lost his job a wicked dagger from his belt. “You should never have interfered with the
when the Treaty of Thronehold outlawed the creation Bandit Lord’s business,” the bugbear said, making a narrow cut across
of new warforged. Corrash’s forehead.
Once the shock cleared and Thondred came to terms “And you should have thought to account for my companion
with his dismissal from the house, he met up with a beast,” Corrash smiled, ignoring the blood dripping down his face.
33
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. Persistent harrier
CREATURES
Arbalester
TG
Packmate
Construction Combat
A 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 of
PERSISTENT HARRIER the Player’s Handbook.
Small Construct
Hit Dice: 2d10+10 (21 hp) Construction
Initiative: +3 A persistent harrier is crafted from leather, metal, clay, and
Speed: 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 be
Attack: Spike +3 melee (1d6+1) created, but each additional Hit Die adds 2,000 gp to the
Full 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 vision
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 12, Dex 16, Con —, Int 11, Wis 10, Cha 7
Symbionts
As many of Khorvaire’s wisest have long suspected, daelkyr
Skills: Jump +14, Tumble +12 magic is the original source of the symbiont creatures that
Feats: Acrobatic now writhe and wriggle their way across (and under) Eber-
Environment: Any ron. The following symbionts add to those introduced in
Organization: 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 symbiont
Alignment: Any (same as creator) gains a number of benefits. It acts on its host’s turn each
Advancement: 4–6 HD (Small) round, regardless of its own initiative modifier. It is not
Level 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 host
looking spikes toward its foes. creature’s body, opponents can attack the symbiont itself
instead of its host creature. Doing this works the same way
Barely 2 feet tall, a persistent harrier is designed to be in as attacking an object: The symbiont gains the benefit of
the middle of combat, distracting opponents or setting up the host’s Dexterity modifier to AC instead of its own, and
fl 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