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ARTIFICER

The artificer is a master at creating magic items, including magic weapons and armor. Although not a true
spellcaster, she can create items with magical abilities. As a craftsman, the artificer is given extensive training with
the items she creates, to better understand their use, lending this class a wide variety of weapon and armor skills
other true spellcasters lack.

The Artificer Characters


Minimum Scores: Str 6, Int 12, Con 13
Hit Die Type: d6 (max 10)
Alignment: Any
Experience Bonus: None
Armor/Shield Permitted: Any
Weapons Permitted: Any
Weapon Proficiencies: 2+ 1 every 4 levels
Penalty to hit for non-proficiency: -2
Weapon Specialization: NA
Non-Weapon Proficiencies: 4 + 1 every 4 levels
Non-Weapon Proficiency Groups: Academic, Craft, Sorcerous

Artificer Level Advancement


Base Experience Hit Dice
Level Points (d6) Level Titles Notes
1st 0 1 Artisan Artificer Blueprints
2nd 1,500 2 Artisan (2nd level) Maker's Affinity
3rd 3,000 3 Artizan Identify Magic
4th 6,300 4 Artizan (4 Level)
th
Eldritch Craft
5th 13,000 5 Daedalus Enhancement +1
6th 26,000 6 Daedalus (6th Level)
7th 65,000 7 Artist
8th 110,000 8 Artist (8th Level)
9th 300,000 9 Craftsman Eldritch Power
10th 600,000 10 Craftsman (10 Level)
th
Enhancement +2; Lord Smith
11th 900,000 10+2* Craftsman (11 Level)
th

12th 1,200,000 10+4* Artificer


13th 1,500,000 10+6* Artificer (13th Level)
14th 1,800,000 10+8* High Artificer
15th 2,100,000 10+10* High Artificer Knight Enhancement +3
16th 2,400,000 10+12* High Artificer General
17th 2,700,000 10+14* High Artificer Director General
18th 3,000,000 10+16* High Artificer Potentate
19th 3,300,000 10+18* High Artificer Potentate (19th Level)
20th 3,600,000 10+20* High Artificer Potentate (20th Level) Enhancement +4
*Constitution based adjustments no longer apply
Each level beyond 20th requires 300,000 additional experience points and gains 2 hp

Artificer Class Abilities


Bonus Proficiencies: Artificers can the following bonus proficiencies Armorer, Bowyer/Fletcher, Blacksmithing
and Weaponsmithing
Artificer Blueprints: The artificer learns spells as a Magic-User with one important exception: she does not gain
the ability to cast these spells, except during the creation of magic items. The artificer gains no spellcasting, she does
learn how to incorporate abilities into her magical creations however.

Advanced Abilities
Maker's Affinity: When wielding a weapon of her own creation, the artificer gains a+ 1 bonus to all attack rolls.
Identify Magic: At 3rd level the artificer gains a 25% to successfully identify any magic item she spends at least 30
minutes handling and studying. This chance increases by 5% per level to a maximum identify chance of75% at 13th
level.
Eldritch Craft and Eldritch Power: These abilities work like the Magic-User abilities of the same name except
that creating a magic item is always 25% faster and requires 25% less components than it does for a Magic-User.
Eldritch Craft: artificers of 4th or higher level may create magical potions, scribe arcane scrolls (of spells that he or
she already knows) and recharge magical rods, staves and wands. This process should be overseen by the GM, who
must take care to ensure that it is not too easy! A long list of ingredients will always be required, some of which
should be expensive, and others of which should be a challenge to acquire.
Eldritch Power: artificers of 9th level or higher may attempt to create other magical items by means of the enchant
an item spell. However, this is even more difficult than creating a potion or scroll, and the various components
required should be of a rarity and value appropriate to the magic item under consideration. Even then, success will
not be guaranteed.
Enhancement: The artificer can temporarily channel his magical power into a weapon or armor, granting it the
bonus listed on the class table for I round per level. This ability can be used on an item that is already magical but
the bonuses do not stack. So, for example, if Enhancement + I was used a + 1 sword, then there would be no effect.
However, Enhancement + 2 could be used on a + I sword and increase its magical bonus to +2 for the duration of the
ability.
Lord Smith: At 10th level the artificer will be offered working space within the castle of a high-ranking noble. In
return for a monthly stipend (negotiated between the artificer and lord) the artificer will be expected to create
weapons and armor for the lord and his men. Accepting such a position also attracts 1-6 1st level artificers and one
4th level senior assistant to serve the artificer.

Artificer Saving Throw Table

Level Rod, Staff, Wand Breath Weapons Death, Paralysis, Poison Petrification, Polymorph Spells
1-4 14 16 13 12 15
5-8 12 15 12 11 13
9-12 10 14 11 10 11
13-16 8 13 10 9 9
17-20 6 12 9 8 7
21 4 11 8 7 5

Artificers To-Hit Table


level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
13-15 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
16-18 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
19+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1

FORGEMASTER
Forgemasters are not mere Artificers; they are not just trained in black magic, but also in the arts of alchemy and
spiritual metaphysics, being able to craft massive weapons and arsenals from mere prime and raw materials of
nearly any sort, as well as creating magical living beings with the forbidden knowledge they possess.

Forgemasters summon extra-planar entities (elementals and demons) and attempt to dominate and control them.
They can also bind entities into physical objects (or to physical areas), essentially turning those objects into reusable
magical items (or hazardous/useful areas). All created beings hold strict and utter loyalty to their respective
Forgemaster and grow in power through battle and destruction.

The Forgemaster Character


Minimum Scores: Str 9, Int 12, Con 13
Hit Die Type: d6
Alignment: Forgemasters cannot be Lawful.
Experience Bonus: 16 or higher in both intelligence and charisma adds 10%
Armor/Shield Permitted: Leather or studded leather only, any demon armor, no shields
Weapons Permitted: Club, dagger, dart, oil, sling, single-handed swords (except bastard
Swords) fae blades and short bows
Weapon Proficiencies: 2 + 1 every 4 levels
Penalty to hit for non-proficiency: -4
Weapon Specialization: N/A
Non-Weapon Proficiencies: 4 + 1 every 4 levels
Non-Weapon Proficiency Groups: Academic, Craft, Sorcerous

Experience
Required Level HD (d6) Level Titles Elemental Types Demon Types Other Abilities
0 1 1 Student Forgemaster 1*
2,501 2 2 Junior Forgemaster 1 Binding
5,001 3 3 Minor Forgemaster 2*
10,001 4 4 Associate Forgemaster 2 1*
20,001 5 5 Trainee Forgemaster 3† 1
40,001 6 6 Cadet Forgemaster 3 2*
100,001 7 7 Cadet Forgemaster (7th Level) 4‡ 2 Contact Elemental Lord
200,001 8 8 Cadet Forgemaster (8th Level) 4 3†
400,001 9 9 Forgemaster 4 4†
700,001 10 10 Cosmo Forgemaster 4 5†
1,000,001 11 10+1 Meteor Forgemaster 4 6‡ Contact Patron Lord
1,300,001 12 10+2 Asteroid Forgemaster 4 6
1,600,001 13 10+3 Comet Forgemaster 4 6
1,900,001 14 10+4 Star Forgemaster 4 6
2,200,001 15 10+5 Star Forgemaster (20th Level) 4 6

* Randomly determine the new summonable elemental/demon type.


† Choose the new summonable elemental/demon type.
‡ The character can now summon the last remaining elemental/demon type.

To qualify for the forgemaster class, a character must have a minimum intelligence of 12, strength of 9 and a
constitution of 13. Before beginning play, a forgemaster may raise his intelligence by up to 3 points (to a maximum
of 18), through draining rituals and demonic pacts enacted by his instructor. For each point added to intelligence,
roll 1d6 to determine which other characteristic is worsened by the ritual (1-2 strength; 3 dexterity, 4-5 constitution,
6 charisma) and subtract 1d4 points from that ability. No characteristic can drop below 3. A forgemaster with 16 or
higher in both intelligence and charisma adds 10% to earned experience.

Forgemasters use the cleric saving throw matrix and the thief attack matrix. They use the same armor and weapons
as thieves, and gain weapon proficiencies as thieves. Forgemasters may also wear any demon armor (a demon of
suffering bound into the form of armor) that they control. Determine a forgemaster's starting age as if they were a
cleric
Forgemaster Saving Throw Table
Level Rod, Staff, Wand Breath Weapons Death, Paralysis, Poison Petrification, Polymorph Spells
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-15 9 11 5 8 10
16-18 8 10 4 7 9
19+ 6 8 2 5 7

Forgemaster To Hit Table


Roll required to hit armor class
Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-4 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
5-8 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
9-12 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
13-16 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
17-20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
21+ 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

BONUS PROFICIENCIES
Forgemasters gain the following bonus proficiencies: Artistic Ability, Ceremonial Magic and Blacksmithing and
must pick one of these: Armorer, Bowyer/Fletcher or Weaponsmithing.

ELEMENTAL SUMMONING
A first level forgemaster can summon a single type of minor elemental, randomly determined from the four
elemental types: Air, Earth, Fire and Water. The stats and capabilities of minor elementals are covered later. As the
forgemaster gains levels, he learns how to summon more of the elemental types.

Elemental summoning requires 1 turn, for a short ceremony/ritual, along with a small amount of the relevant
element. These summoned elementals are weaker than standard AD&D elementals, and serve for no more than 1
turn, following a single order given by the forgemaster. The elemental must follow the order given, although a
reaction check can help determine how much collateral damage the elemental causes while carrying out the order.

BINDING ELEMENTALS
A second level forgemaster may bind a summoned elemental into a physical object, for repeated use later.
Immediately after summoning an elemental, the forgemaster orders it to join with a binding object (usually
something the forgemaster can carry or wear), and the entity makes a saving throw vs. spells.

If the elemental’s saving throw fails, it is now bound to the device, and under the control of the forgemaster. The
forgemaster may call it forth from the binding object to do his bidding as often as he desires, up to a total number of
turns of service per day equal to his level. The forgemaster must possess the binding object to demand service from
a bound elemental.

If the elemental’s saving throw succeeds, the binding does not work, and the summoned elemental returns to the
dimension from which it came. Furthermore, all of the character's bound demons (but not elementals) become
emboldened, and get to make saving throws vs. spells to break their binding; any demons who break free act as if
they had been released, which can have dangerous consequences (see Binding Demons for details).

A master may release a bound elemental from service by ordering it to return to its home dimension.

Maximum # of bound entities: A character may have no more bound elementals plus demons (total) at one time
than the maximum number of henchmen his charisma would allow. The totals of henchmen and bound entities are
separate; henchmen do not reduce the number of bound entities he may control, nor vice-versa.
If the elemental’s saving throw fails, it is now bound to the device, and under the control of the sorcerer. The
sorcerer may call it forth from the binding object to do his bidding as often as he desires, up to a total number of
turns of service per day equal to his level. The sorcerer must possess the binding object to demand service from a
bound elemental.

If the elemental’s saving throw succeeds, the binding does not work, and the summoned elemental returns to the
dimension from which it came. Furthermore, all of the character's bound demons (but not elementals) become
emboldened, and get to make saving throws vs. spells to break their binding; any demons who break free act as if
they had been released, which can have dangerous consequences (see Binding Demons for details).

A master may release a bound elemental from service by ordering it to return to its home dimension.

Maximum # of bound entities: A character may have no more bound elementals plus demons (total) at one time
than the maximum number of henchmen his charisma would allow. The totals of henchmen and bound entities
are separate; henchmen do not reduce the number of bound entities he may control, nor vice-versa.

INTELLIGENCE TABLE: ADJUSTMENTS FOR DEMON SUMMONING

Intelligence Chance of Demon Demon Shaping Points Modifier


Score Summoning Failure
12 30% –3
13 20% –2
14 10% –1
15-16 0% 0
17 0% +1
18 0% +2
19 0% +3
20 0% +4
Note: These modifiers only apply when summoning demons, not elementals.

DEMON SUMMONING
At fourth level, a forgemaster can summon one randomly determined demon type: Destruction, Suffering, Creation,
Insanity, Ideas, Shifting. The types and their capabilities are described later. As the forgemaster gains levels, he
learns to summon additional demon types.

The summoning ritual requires 1d6 hours, plus one additional hour per Demon Shaping Point the forgemaster uses
to influence the demon's form and capabilities. (In the game world, the extra time during the ritual is actually spent
looking among the infinite dimensions for a suitable demon.) The ritual must also include a sacrifice (often a living
creature), and the details of the sacrifice can influence the demon's reaction roll (DM's discretion).
Summoning Failure: If the forgemaster's intelligence is 14 or less, there is a chance the summoning fails (see the
table). Half of all failures (1-3 on d6) result in an angry demon that attempts to kill, possess, or otherwise wreak
havoc on the forgemaster to the best of its ability, for no more than a turn, after which the demon returns to its
dimension. Otherwise, the failure was simply an inability to find a suitable subject.

Demon Shaping and Statistics: Demon capabilities are rolled randomly, but a forgemaster can influence the
random details by allocating Demon Shaping Points (DSPs) for various purposes. A forgemaster can use use a total
number of DSPs equal to his level, plus a modifier based on his intelligence (see the table). For example, an eighth
level forgemaster with a 17 intelligence can use up to 9 DSPs to influence a demon's capabilities. In order to keep
the summoning ritual shorter, a forgemaster may use fewer than the maximum DSPs he is allowed. See the Demon
Statistics and Capabilities section for more info on spending DSPs.

Reaction Roll: After locating the desired demon, make a reaction roll (modified by the forgemaster's charisma as
usual) to determine the summoned demon's disposition. An unfavorable reaction indicates that the demon may
betray its forgemaster or subvert instructions given to it. Because they are capricious, ill- tempered and often
destructive, the reaction roll for a demon always includes a negative modifier based on some of the demon's
statistics (see the Demon Statistics and Capabilities section). Furthermore, Neutral Forgemasters (with respect to the
Law-Chaos alignment axis) suffer an additional –10% reaction penalty.

Duration of Service: Unless bound, the demon serves only long enough to fulfill the one task agreed upon by the
demon and the forgemaster. The reaction roll certainly affects what the demon will agree to. More powerful demons
generally require more in exchange for their service, or only agree to a very short period of servitude (such as one
turn, or one brief use of its powers). The duration can be indeterminate, if the demon agrees to, for example, track
and slay a particular person who is always on the move.

Quicker Demon Summoning: It is possible to summon a demon without a full ritual, but this reduces the
forgemaster's ability to find an ideal demon. The shorter ritual reduces the summoning time to just 1d6 turns plus
one turn per DSP allocated. But the forgemaster may only allocate half the normal amount of DSPs (rounded down),
and only toward a single purpose. Demons summoned in this way may not be bound; the ritual is too short to invoke
the binding magic.

BINDING DEMONS
Binding a summoned demon works similarly to binding a summoned elemental: The forgemaster orders it to be
bound to (in some cases, formed into) a physical object marked with at least one Chaos symbol, or an obviously
Chaotic appearance. The demon makes a saving throw vs. spells to resist.

If the demon's save fails, the forgemaster can henceforth command it to act in any way appropriate for the demon
type, with no daily time limit; the forgemaster must possess the binding object in order to issue commands. If a
bound demon's reaction roll was unfavorable, it must still obey the order, but it will look for loopholes, try to
subvert the order, or otherwise cause misery for the forgemaster.

If the demon's save succeeds, it can (and eventually does) return to its dimension. However, demons of destruction
and insanity will attack the forgemaster for a turn before leaving (even if they had a favorable reaction roll). Other
types of demons with harmful, troublesome or disruptive powers that had unfavorable reactions will use those
powers against the forgemaster for a similar amount of time before leaving; for example, a large, bat-like demon of
shifting could try to grab and fly off with the forgemaster for several rounds, and then drop him from a great height.
Precautions, like various protective circles, can mitigate some attempted attacks. Furthermore, all of the character's
other bound demons (but not elementals) become emboldened, and get to make saving throws vs. spells to break
their binding; any demons who break free act as if they had been released, which can have dangerous
consequences…
Bound demons can be released from service and ordered to return to their home dimension, but a released demon
with an unfavorable reaction will attack the forgemaster before leaving, if it can.

Maximum # of bound entities: See the Binding Elementals section.

CONTACT ELEMENTAL LORD


At seventh level, the forgemaster may contact the extremely powerful nobles among the elemental planes. This takes
1 turn, with a ritual similar to that for summoning an elemental.

An elementals lord is not actually summoned to do the forgemaster's bidding, but it can instead be asked to invoke
extreme effects corresponding to its element (e.g., cause an earthquake or tidal wave); or to send a larger type of
elemental (those described in the Monster Manual) to serve the forgemaster for a short time; or to send a minor
elemental for a longer duration of service than usual. Contact with an elemental lord is always a negotiation
situation, and the elemental lords dislike Forgemasters who use or bind elementals of the opposing element. Before
satisfying any request, the elemental lord may require a prerequisite deed, an item in exchange, or a period of the
forgemaster's servitude afterward, commensurate with the request. Of course, it may also refuse the request entirely.
Of all possible requests a forgemaster might make, the elemental lords are most agreeable to countering opposition
elemental forces (i.e., air vs. earth, and fire vs. water). But even in these cases, an elemental lord typically only
sends enough power to counter the foe, and no more.

The forgemaster may also use this ability to contact other supernormal or extra- planar entities of equivalent power
that he makes a pact with.
CONTACT PATRON LORD
At eleventh level, the forgemaster may call upon a particular Lord of Chaos or other powerful extra-planar patron.
This is similar to contacting an elemental lord, but it takes less effort (the forgemaster need only make a poetic plea
over the course of a round), and the entity is both more powerful and more capricious. Response is not guaranteed;
the DM determines the chance of success on a case-by-case basis, depending on the relationship between the
forgemaster and his patron, as well as the nature of the forgemaster's current plight. (Level as a percentage is a good
baseline.)

Patrons usually generate effects that indulge their own whims, paying little attention to the forgemaster's well-being,
or any specific request the forgemaster makes. Wise Forgemasters contact their patron only in times of desperation.

GAINING CONTROL OF A BOUND CREATURE


If the master of a bound elemental/demon allows it (or if the master is dead), somebody else can attempt to become
the new master of the bound creature, by touching the binding object and concentrating for a round. (A momentary
touch is only sufficient to sense that the object enslaves a summoned entity.) Gaining control is handled similarly to
binding; the entity gets a saving throw vs. spells to resist the attempt to control it, and (for demons at least) it's
usually important to make a reaction roll. For demon reaction rolls, apply an extra –10% for Neutral characters and –
20% for Lawful characters.

If the entity's save fails, the new master has gained control, and may issue orders just as the previous master could.
If the entity's save succeeds, treat it as if the original binding failed, with all the appropriate consequences described
earlier, including (for demons) the possibility of attacking the would-be master. However, bound demons may
choose not to leave, and instead stay bound to the original binding object, awaiting another potential master (and the
chance to sow more chaos). If the demon stays, any further attempts by that same individual to control the demon
fail automatically, with all the usual consequences.

"RESISTANT TO NON-MAGIC DAMAGE"


The elementals and some of the demons described herein have the "resistant to non-magic damage" special defense.
Magic damage affects them normally, but non-magic damage only inflicts 1/10th the normal amount, rounded down.
For example, 24 points of normal damage dealt to an earth elemental would only reduce its hp by 2.

Creatures and weapons that deal magic damage will state so explicitly.

When using standard AD&D creatures in this sort of campaign, if a creature has the "+1 or better weapon to hit" or a
stronger ability, replace it with "resistant to non-magic damage." Also, these creatures are considered to inflict
magic damage with their attacks. Do not use the normal AD&D rule of high monster hit dice granting the ability to
hit as if they had a magic weapon

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