By Monte Cook
In ages long long past, great craftsmen craftsmen wrought objects of unsurpassed finery and and power. power. Among these skilled skilled artisa art isans ns were were the the Nagris Nagris,, a consor consortiu tium m of po powe werfu rfull spellcasters that crafted crafted all manner manner of of magic items, from simple potions potions to mighty mighty artifacts. artifacts. For the most part, part, the Nagriss are long gone, Nagri gone, but many many of thei theirr secrets secrets remainremainenough so that a few still teach their ancient lore and allbut-lost secrets. Nagris artificers are usually wizards, wizards, although sorcerers sorcerers and clerics also frequently frequently join their ranks. It is possible, but extremely rare, rare, for other classes to learn the ancient ancient skillss of the Nagri skill Nagris. s. The Nag Nagris ris do not simp simply ly make magi magicc item items. s. They trai n their artificers artificers to squeeze more potency out of each and every item that that they use. Nagris artificers artificers become become The Nagris Artificer Attack Attac k Fort Ref L vl B onus S a ve S ave
1 2 3 4 5 6 7 8 9 10
+0 +1 +2 +3 +3 +4 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Will S a ve +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
attuned to magic magic items of all sorts-just about about any magic magic item is more powerful in their hands than in the hands of others. other s. Makin Makingg and using items replac replaces es normal normal spellcasting for Nagris artificers in many respects. Powerful individuals can craft items with such a wide range of powers that that they are actually actually more versatile versatile than traditional spellcasters spellcasters in some cases. cases. As the Nagris said, "it isn't what you know, know, it's what you have." have." Afterr t heir init ial trai ning Afte ning,, Nag Nagris ris art artific ificers ers rare rarely ly rema remain in together-they are more likely to work alone or with other non-artificer allies. allies. They can often be found among other other spellcast spel lcasters ers,, in guilds or other organizat organizations ions,, taki taking ng the positi pos ition on of ch chief ief cra crafts ftsman man or som somesu esuch ch.. The Theyy mak makee interesting adventure adventurers rs and mercenarie mercenaries, s, due to their ability to create create a specific item for a specific specific need. need. All they need is a little time to prepare (and some gold and personal power-experience points-to spare).
Spe c ial Es chew sp el l r equi r em ent s I n c r e a s e c a s t e r l e ve l + 1 It e m at t a ck +1 d 6, In cr eas e Ran g e Es chew sp eci al r equi re men t s I n c r e a s e c a s t e r l e ve l + 2 , S a f e U t i l i z a t i o n It e m at t a ck +2 d 6, In cr eas e D ura t io n Es chew cl as s r equi r em ent s I n c r e a s e c a s t e r l e ve l + 3 , C r a f t y U t i l i z a t i o n It e m at t a ck +3 d 6 E s c h e w l e ve l r e q u i r e m e n t s
Requirements: To quali fy to becom e a Nagris artificer, a character must fulfill all the following criteria.
Craft (any) Ranks: 8
Knowledge (arcana) Ranks: 10
Skill Focus (Knowledge [arcana]) feat and three item creation feats
The
Nagr is arti ficer must under go five mont hs of intensive training.
Hit Die: d4
Class Skills Skill Points at Each Level: 4 + Int mod The Nagris artificer's class skil ls (and the key abil ity for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (arcana) (Int), Open Lock (Dex), Profession (Int), Search (Int), Scry (Int), Spellcraft (Int) and Use Magical Device (Int).
Class Features Weapon and Ar mor Profi cie ncy : Nagris artificers are proficient with all simple and martial weapons, and with all armor and shields. Eschew Spell Requirements: The Nagris art ifice r can create any magic item whose prerequisites include spells on his spell list and are of a level that he could cast them, even if he does not know the specific spell. For example, an 8th level sorcerer with a level of Nagris artificer could create any magic item with sorcerer spells of 4th level or lower as its prerequis ites, whet her he knew the spells in quest ion or not. Non-spell prerequisites, such as race or skill ranks, must be met normally. Increase Caster Level: The magic item s created by a 2nd level Nagris artificer are treated as always being one level higher for purposes of caster level. For example, if 10th level Nagris artificer decides to make a wand of fireballs at the minimum level (5th) to keep the costs down, it is still treated as a 6th level item (priced as a 5th). If he decides to make the wand at hi s full leve l (10 th), it's stil l an 1 1th l evel wand. This is an extraordinary ability. Item Attack: Once per round, the 3rd level Nagris artificer adds +1d6 damage whenever he uses a magical item to attack. This is true whet her he is using a wand of fireballs or a +1 rapier. It is not true of items that do not normally inflict damage, such as a bag of holding or a wand of hold person. At 6th level , a Nagris artificer adds +2d6 dama ge, and at 9th level, +3d6. This is a supernatural ability. Increase Range: The rang e of any magic item that the 3rd level Nagris artificer uses increases by 50% when he desires it. This is an extraordinary abili ty. Eschew Special Requirements: The 4th lev el Nagr is artificer can create any magic item whose prerequisites include non-item creation feats, skills, race or any other miscellaneous (non-spell) prerequisite as if he met those prerequisites. Thus,
a human Nagris artificer with no ranks in profession (engineering) could make an oath bow or an apparatus of Qualish if he meets the spell prerequisites, even though he is not an elf nor has the right skill. This is an extraordinary ability. Safe Utilization: A 5th level Nagris artificer never draws attacks of opportunity from the direct use of one of the items he has made. Thus, if he drinks one of his own potions, casts a spell from a scroll he scribed, runs through a threatened area using boots of striding and springing he crafted or fires an arrow from a magic bow he made, he provokes no attacks. Incidental use, such as moving through a threatened area while weari ng a ring of schools, draw atta cks nor mall y. The DM is the final arbiter of what constitutes direct use. The item must be one that the artificer made, and this ability only works for him. This is an extraordinary ability. Increase Duration: The duration of any magic i tem that the Nagris artificer uses doubles when he desires it. This is an extraordinary ability. Eschew Class Requirements: The 7th level Nagris artificer can create any magic item whose prerequisites include spells of a level that he could cast them, even if they are not on his spell list. For example, a 7th level cleric with 7 levels of Nagris artificer could make a wand of fireball. This is an extraordinary ability. Crafty Utilization: When using an it em that he made himself, command, use, and spell-completion items require a move equivalent action to use rather than a standard action. Thus, activating a ring of invisibility, drinking a potion, casting a spell from a scroll or using a wand can all be combined with a standard action or a move equivalent action in a single round. The main except ion for this is weapons, which requi re normal attack or full attack actions to use. This is an extraordinary ability. Eschew Level Requirements: The 10th level Nagris artificer can create any magic item whose prerequisites include any spell of any level.
The wildwood cra fters are hearty, quiet folk, who learn t he lore of the land and learn to use it. Their devotion and skill to this lore allow them to create magic items that harness the power of living creatures. They can take the fangs of a rattlesnake and create a poisonous dagger, or the hide of a displacer beast to make a displacement cloak. All wild wood crafters have at leas t a few level s of druid or ranger, but many also have barbarian or cleric levels as well. A few multiclassed characters, with levels of druid or ranger and sorcerer, also become wildwood crafters. NPC Wildwood crafters are loners, living apart from civilized society to be closer to nature. They come to town only to purchase the needed (and often expensive) supplies required in their craft. Often, however, they belong to a very loose organization of wildwood crafters, rangers and druids.
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The Wildwood Crafter Attack Fort Ref Will Lvl Bonus Save Save Save
1 2 3 4 5 6 7 8 9 10
+0 +1 +2 +3 +3 +4 +5 +6 +6 +7
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Special Draw on nature's power (natural) Bonus feat, wood lore Draw on nature's power (extraordinary) Dampen natural power Bonus feat Draw on nature's power (spell-like) Stone lore Bonus feat Draw on nature's power (supernatural) Permanent item
Requirements: To quali fy to becom e a wild wood craft er, a character must fulfill all the following criteria.
Knowledge (nature) ranks: 10
Wilderness
Lore Ranks : 6
Craft (any) Ranks: 4 Animal Empathy Ranks : 2
One item creation feat
The
wild wood craft er must spend a month alone in the wild erne ss with no contact with an y me mber of a civilized race.
Hit Die: d8
Class Skills Skill Points at Each Level: 4 + Int mod The wildwood crafter's cl ass skill s (and the key ability for ea ch skill) are Alchemy (Int), Animal Empathy (Cha), Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Handle Anim al (Cha), Heal ( Wis), Hide (Dex), Jump (Str) , Knowl edge (arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex) Ride (Dex), Scry (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).
Class Features Weapon and Arm or Proficien cy: Wild wood crafters are proficient with all simple weapons, and with light armor and all shields. Spells: When a wild wood crafter gains 4th, 7th and 10t h level , the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds a level to the level of whatever other spellcasting class the character has, then determines spells per day (and caster level) accordingly. For example, if Jurgen, a 9th-level druid, gains four levels in wildwood crafter, he gains new spells as if she had risen to 10th level in druid, and casts them at 10th level, but uses the other wildwood crafter aspects of level
Spells – – – +1 level of existing class – – +1 level of existing class – – +1 level of existing class
progression such as attack bonus and save bonus. If he next gains a level of druid, making him an 10th-level druid/4thlevel wildwood crafter, he gains spells as if he had risen to 11th-level druid. If a character had more than one spellcasting class before he became a wildwood crafter, he must decide to which class he adds the level of wildwood crafter for purposes of determining spells per day when he adds the new level. Draw on Nature's Power: A wild wood craft er can craft abilities into an item based on the abilities of another creature, as long as some portion of that creature (bones, hair, teeth, etc.) are incorporated into the item. The creature cannot be undead, an outsider, a construct or an elemental. Each crafted device can be used once per level of the wild wood crafter. If the ability is conti nuous for the creature, the duration of one use of the item is one hour per level of the wildwood crafter. The cost involved in the creation process is the CR of the creature squared, multiplied by 500 gp (minimum 500 gp) per ability. There is no experience cost. The wil dwoo d cra fter must know the appropria te ite m creation feat to make the item. The time required is one day times the square of the CR of the creature who's ability is being used. If triple this amount of time is taken, the gold piece price can be reduced by half. This is a supernatural ability. A 1st level wildwood crafter can draw upon the natural abil ities of the creature, such as the ability of a fish to breathe water, a bird's flying movement rate, a lamia's natural armor bonus, a giant's strength bonus, or a manticore's bonus to spot checks. Damage, attack bonuses, number of attacks, or saving throw bonuses cannot be drawn upon as powers to imbue into items. At 3rd level, a wild wood crafter can imbue an item with a creature's extraordinary ability. All aspects of the ability are as if the creature were using it (same duration, DC, etc.) At 6th level, a wild wood crafter can imbue an item with a creature's spell-like ability. All aspects of the ability are as if the creature were using it (same duration, DC, caster level, etc.) At 9th level, a wild wood crafter can imbue an item with a creature's supernatural ability. All aspects of the ability are as if the creature were using it (same duration, DC, caster level, etc.) Bonus Feat: At 2nd, 5th and 8th level, a wildwood craft er
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gains a bonus item creation feat of his choice. Wood Lor e: Any ite m tha t the 2nd level wildwood cra fte r fashions out of wood has double the normal hardness and hit points. This is an extraordinary ability. Dampen Natural Power: As a sta nda rd act ion , the 4th level wil dwood c raf ter can attem pt to s upp res s al l magi cal abi lit ies in any item made (at least in part) of wood, stone or bone. The ite m in quest ion mus t be withi n 50 feet of the wi ldwood crafter and the he must make a level check (d20 + wildwood crafter levels) versus a DC of 11 + the caster level of the item. If successful, the item has no magical abilities for one round for each of the wildwood crafter's level. The wil dwood cra fte r can att emp t thi s once per cla ss level per day. Stone Lore: Any item tha t the 7th lev el wil dwood cra fte r fashions out of stone has double the normal hardness and hit points. This is an extraordinary ability. Permanent Item: For double the gold piece cost, the 10th level wildwood crafter can make any item that he creates
using Draw on Nature's Power a permanent item.
Game Master Notes Wildwood crafter items: The items created by a wildwood crafter use an entirely different pricing scheme than standard magic items. In some cases, items made by the wildwood crafter are cheaper than those made through traditional means. Often they are more expensive. In all cases, however, they do not require the devotion of the crafter's personal power (experience points). They use the creature's inherent power instead. They also require the use of some portion of the creature in question, requiring adventuring/hunting to obtain these ingredients (they cannot be purchased or stolen or the magic will not work). In any event, if by some chance a creature's ability results in an unbalancing item, the DM should feel free to disallow the item. Requiring a player with a wildwood crafter character to get the DM's approval before making an item should be a common practice.
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