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Ardwright

In spellfire-lit forges and great libraries one might find an ardwright, honing his craft. Utilizing
ancient methods and iconic schema, the ardwright instills his own energy into weapons, armor,
and devices of legend. Away from his workshop, the ardwright lends his power to the weapons
of his allies, dispels ancient and deadly glyphs, and bends magical instruments to his will. When
his allies come upon a ward surging with deadly necrotic energy, it is the ardwright they turn to
safely harness the accursed device and unravel the threads of its magic into the void. Returning
to his workshop, the ardwright puts down his bounty and takes up his quill. With a loyal
homunculus by his side, he records his observations and devises new schema. For him, each
answered question only sharpens his curiosity about the primal forces at work in the world.
Role: Ardwrights are a great utility and support class.
Intinctions can provide extra offensive capability to the
party's front line, or protect the party's more vulnerable
members. Ardwrights make the most of recovered treasure,
turning inappropriate but valuable weapons and armor into
tailored equipment for party members. Their proficiency
with Use Magic Device ensures that no scroll or wand is
beyond use. The ardwright's skills and powers make them
second to none at disarming traps and unlocking vaults,
especially when magic is involved. Few ardwrights become
front-line combatants, but when prepared they can be
extremely deadly due to their extensive arsenal of items
and situational enhancements.
Alignment: any
Hit Die: d8

Class Skills:
Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge
(dungeoneering), Knowledge (engineering) (Int), Knowledge (planes) (Int), Linguistics (Int),
Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skill Ranks Per Level: 6 + Int modifier.

Level
1st

BAB
+0

Fort Ref Will


+0 +0 +2

Special Abilities
Peerless Craftsman, Cantrips, Trapfinding, Lesser Armor
Intinction, Personal Armor Intinction

2nd +1

+0 +0 +3 Guidance Intinction, Spell Storing Intinction

3rd

+2

+1 +1 +3 Distill Radical, Unravel Dweomer, Lesser Weapon Intinction

4th

+3

+1 +1 +4 Trade Secret, Ability Intinction

5th

+3

+1 +1 +4 Plural Intinction 1/day

6th

+4

+2 +2 +5 Augmented Use (spell trigger)

7th

+5

+2 +2 +5 Armor Intinction

8th

+6/+1

+2 +2 +6 Trade Secret

9th

+6/+1

+3 +3 +6 Extra Charge Intinction

10th +7/+2

+3 +3 +7 Weapon Intinction, Plural Intinction 2/day

11th +8/+3

+3 +3 +7 Augmented Use (spell completion)

12th +9/+4

+4 +4 +8 Trade Secret

13th +9/+4

+4 +4 +8

14th +10/+5

+4 +4 +9 Greater Armor Intinction

15th +11/+6/+1 +5 +5 +9 Plural Intinction 3/day


16th +12/+7/+2 +5 +5 +10 Trade Secret
17th +12/+7/+2 +5 +5 +10 Greater Weapon Intinction
18th +13/+8/+3 +6 +6 +11 Skill Mastery
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Mass Intinction, Trade Secret

Class Features
Weapon and Armor Proficiency: Ardwrights are proficient with all simple weapons, plus the
light hammer, warhammer, short sword, hand crossbow, and light repeating crossbow.
Ardwrights are also proficient with light armor and with shields (but not tower shields). An
ardwright can cast spells while wearing light armor and shield without suffering spell failure. If
he wears medium or heavy armor and attempts to cast arcane spells, he suffers arcane spell
failure as normal. (Note that the ardwright should denote the source of the spells, as arcane
spell failure applies only to arcane spells, not divine spells.)
Intinctions (Su): An ardwright has the ability to craft temporary item enchantments called
Intinctions, which are fueled by the ardwright's life energy and shaped by his skill in spellcraft.
Intinctions take 1 round to apply and require a spellcraft check, DC 15 + the level at which the
Intinction becomes available to the ardwright (eg. +1 for Lesser Armor Intinction, +3 for Lesser
Weapon Intinction, etc.). An ardwright that is not stressed or threatened can take 10 on the

spellcraft check to imbue an item, but in doing so causes the action to take 1 minute to perform
(this is an exception to the standard rules regarding taking 10). An ardwright has a pool of
points that are spent to power Intinctions called Anima. Once the Anima are spent, the
ardwright must rest for 8 hours before his Anima are renewed regaining a number of Anima
equal to 1/2 their level (min 1) + their Intelligence bonus. Spells, Intinctions, or other effects
that only temporarily increase Intelligence do not grant additional Anima unless the duration of
such effects is greater than 24 hours and the ardwright concludes his rest prior to the end of
the effect (in such cases, the additional Anima are lost at the conclusion of the effect).
Intinctions can "stack" with other item enchantments but not with the bonuses of the same
type. Thus a +1 flaming longsword cannot be imbued with a flaming property to cause twice the
fire damage, but could be granted the icy property to cause additional cold damage. If the
Intinction and the item's enchantment are the same, then only the more powerful one
manifests (such as a +1 longsword being imbued with a +3 enhancement bonus for the
duration of the Intinction, the weapon would behave as a +3 weapon, and would revert to a +1
weapon once the Intinction wore off). In most cases, an item can only take 1 Intinction at a
time, however, armors and weapons can hold an enhancement bonus Intinction as well as an
enhancement equivalent property Intinction. All calculations of level-dependent durations
refer to the creators ardwright class level. (Note that, as all Intinctions are Supernatural
abilities, the effects cannot be dispelled or disjoined, but are subject to Anti-magic effects.)
Lesser Armor Intinction: The ardwright can imbue an item to replicate any armor property
costing 5000gp or a +1 market price for 10 minutes per level. Alternatively the ardwright can
imbue an item to grant an Armor Enhancement bonus equal to the maximum bonus that he
could craft with the Craft Arms and Armor feat (starting at +1, +1 at 6th level and every 3
additional levels beyond 6th) for 1 hour per level. This costs 1 Anima.
Personal Weapon Intinction: The ardwright can imbue his own weapon to replicate any +1
market price property other than Bane, for 10 minutes per level. Alternatively the ardwright
can imbue his own weapon to grant a +1 enhancement bonus to his weapon for 1 hour per
level. Alternatively, the Intinction can used to enchant up to 50 ammunition. If the weapon
leaves the ardwrights possession, the Intinction remains active but will not function until the
weapon is wielded by the ardwright again. This costs 1 Anima.
Guidance Intinction: At 2nd level the ardwright can imbue any item to grant either a
circumstantial bonus to a particular skill, or a resistance bonus to particular saving throw for 10
minute per level. Skill bonuses granted start at a +2, +1 at 4th level and every 2 levels after.
Resistance bonuses granted start at a +1, +1 at 4th level and every 4 levels after. This Intinction
costs 1 Anima.
Spell Storing Intinction: At 2nd level the ardwright can imbue an item to acts as a one-time use
spell completion item with a spell from his schema record (see below). The ardwright must use
an amount of silver ink costing 12.5gp x spell level x caster level. The spell still requires the
appropriate Use Magic Device roll to activate, and is used like a scroll. This Intinction takes a

minimum of 1 minute to craft, and lasts for 1 hour per level. It costs 1 Anima per spell level of
the spell stored.
Lesser Weapon Intinction: At 3rd level The ardwright can imbue a weapon similarly to that
resulting from his Personal Weapon Intinction. This Intinction grants either a weapon property
costing 5000gp or a +1 market price or an enhancement bonus of an amount that the ardwright
could craft with the Craft Arms and Armor feat (starting at +1, +1 at 6th level and every 3
additional levels beyond 6th). Alternatively, the Intinction can used to enchant up to 50
ammunition. This Intinction costs 1 Anima.
Ability Intinction: At 4th level the ardwright can imbue an item to grant an enhancement bonus
to an attribute for 10 minutes per level. The enhancement bonus granted is +2, +2 per 4 levels
above 4th. This Intinction costs 2 Anima.
Armor Intinction: At 7th level the ardwright can imbue an item to replicate any armor property
costing 35000gp or less, or at most a +3 market price, for 10 minutes per level. Alternatively the
ardwright can imbue an item to grant a Deflection bonus equal to the maximum Armor
Enhancement bonus he can craft for 1 hour per level (see Lesser Armor Intinction). This
Intinction costs 2 Anima.
Extra Charge Intinction: At 9th level the ardwright can imbue a spell trigger item that uses
charges with additional charges, essentially re-charging the item. At the beginning of the
Intinction, the ardwright must first make a Use Magic Device roll, DC 20 + the item's caster
level, to properly access the spell trigger item and allow the Intinction to take the form of its
charges. Spell trigger items whose spells have a costly material component, such as stoneskin,
must have an appropriate amount of that material component to fuel the charges to be
imbued. This Intinction costs a number of Anima equal to the charges imbued into the item.
Weapon Intinction: At 10th level the ardwright can imbue an item to replicate up to any +3
market price or 70,000 gp property on a weapon, for 10 minutes per level. This Intinction costs
2 Anima.
Greater Armor Intinction: At 14th level the ardwright can imbue an item to replicate any armor
property costing 100,000gp or a +5 market price for 10 minutes per level. This Intinction costs 3
Anima.
Greater Weapon Intinction: At 17th level the ardwright can imbue an item to replicate up to
any +5 market price or 200,000 gp property on a weapon, for 10 minutes per level. This
Intinction costs 3 Anima.
Trapfinding: An ardwright's study of devices, both magic and mundane, aids him in dealing with
traps. He adds 1/2 his level to any perception checks to locate traps and Disable Device checks
made on traps (minimum +1). An ardwright can interact with magical traps just as a rogue can.

Schema Record: An ardwright keeps a special spellbook called a schema record, in which he
records magical notations and spells he has had the chance to study. Using his schema record,
an ardwright can emulate the prerequisite spells that other spellcasters use in crafting,
including for the crafting of spell completion and spell trigger items. However, an ardwright can
only emulate spells in this way if he is familiar with them. An ardwright can copy any spell,
arcane or divine, into his Schema Record, as long as it has a spell level no greater than 1/2 the
character's ardwright level, rounding up. The ardwright starts with all of the 0-level cantrips
from the ardwright list, as well as three 1st level spells from any of the ardwright, bard, cleric,
druid, or sorcerer/wizard spell lists in his schema record, plus a number of additional spells
equal to his intelligence modifier. As the ardwright gains experience, he researches spells from
the ardwright spell list, adding them to his record. Any time the ardwright gains a level after 1st,
he can select 2 spells from the ardwright spell list, of a level that he can cast, and add them to
his schema record for free. The ardwright may also add other spells as above at the same cost
that a Wizard adds spells to his spellbook (see the Core Rules); such copying must be done from
a scroll or other magical writing (such as from a Wizards Spellbook).
When crafting a magic item, the ardwright must employ his Use Magic Device skill to emulate
the spells he wants to include in the crafting. The ardwright need only emulate the spell once in
order to count it towards satisfying the creation prerequisites for the item. The DC to emulate a
spell for crafting is 20+the desired caster level of the spell. If the check fails, the ardwright can
still craft the item, but that spell requirement is not met, which increases the spellcraft DC for
crafting the item by 5. In the case of Spell Trigger and Spell Completion items, the ardwright
cannot craft the item unless the Use Magic Device roll succeeds. If the Use Magic Device roll
fails by 4 or less, none of the material components are ruined, and the ardwright can try again
having lost only the initial 8 hours of work. If the roll fails by 5 or more, then 1/2 the materials
are ruined in the failed attempt. If the roll fumbles a scroll mishap occurs.
Spells: While making a study of spell effects and magic, there are some spells that the ardwright
has a keen insight for, and can learn to cast. These spells often have item targets or modify
items and spell dweomers. The ardwright can either prepare these spells as a wizard or a cleric
would, or cast an ardwright spell directly from his Schema Record by advancing the casting time
of the spell one category (anything less than a full-round casting time moves to a full-round,
full-round casts move to 1 minute castings, 1 minute castings move to 10 minutes, 10 minute
castings take an hour); regardless, he must have a copy of the spell in his schema record in
order to use a particular spell in this fashion. To cast these spells the ardwright must have an
Intelligence score at least 10+the spell level. The Difficulty Class for a saving throw against an
ardwright's spell is 10+the spell level+the ardwright's Intelligence modifier. Like other
spellcasters, the ardwright can only cast a limited number of spells per day, as listed on the
ardwright spells per day table. He receives bonus spells per day based on his intelligence score.
Ardwrights are as reliant on their schema records as wizards are on their spellbooks. An
ardwright who loses his schema record cannot prepare any spells except for read magic. All
ardwright spells (listed below) are neither arcane nor divine spells, and not subject to arcane
spell failure. Should the ardwright copy a divine spell into his schema record, he memorizes
and casts that spell as a divine spell (thus avoiding arcane spell failure chances). Similarly, if the

ardwright copies an arcane spell, he memorizes and casts it as an arcane spell with normal spell
failure chances. Any spell not on the ardwright list is recorded as a spell of the level indicated
by its source (ex: Break Enchantment is available as a Bard, Cleric, Paladin, and Sorcerer/Wizard
spell at varying spell level: bard 4, cleric 5, paladin 4, sorcerer/wizard 5 if the ardwright copied
the bard or paladin version of the spell into his schema record, he would memorize and cast it
as a 4th level spell instead of a 5th level spell if it were copied from a clerical, sorcerous or
wizardly source). Thus, the ardwright should be careful to denote the source of his spells,
especially in cases where he has records of a spell from multiple sources. While the ardwright
cannot memorize and cast spells above 6th level, he may elect to copy them into his schema
record anyway, for the purposes of easier crafting.

Lvl
1st

Spells Per Day


C 1st 2nd 3rd 4th 5th 6th
3

2nd 4

3rd 4

4th 4

5th 4

6th 4

7th 4

8th 4

9th 4

10th 4

11th 4

12th 4

13th 4

14th 4

15th 4

16th 4

17th 4

18th 4

19th 4

20th 4

Ardwright Spell List


0-level Cantrips
Arcane Mark
Detect Magic Light
Mage Hand
Mending
Open/Close
Read Magic

1st Level Spells


Alarm
Animate Rope
Detect Secret Doors
Erase
Floating Disk
Grease
Hold Portal
Identify
Magic Aura
Magic Mouth
Magic Stone
Obscure Object
Unseen Servant

2nd Level Spells


Align Weapon
Arcane Lock
Find Traps
Knock
Locate Object
Make Whole
Misdirection
Phantom Trap
Pyrotechnics
Rope Trick
Silence
Shatter
Warp Wood
Wood Shape
3rd Level Spells
Arcane Sight
Continual Flame
Dispel Magic
Explosive Runes
Glyph of Warding
Illusory Script
Meld into Stone
Secret Page
Sepia Snake Sigil
Shrink Item
Stone Shape

4th Level Spells


Arcane Eye
Fire Trap
Minor Creation
Rusting Gras
Secure Shelter
5th Level Spells
Greater Dispel Magic
Fabricate
Major Creation
Passwall
Permanency
Prying Eyes
Secret Chest
Symbol of Pain
Symbol of Sleep
Wall of Stone
6th Level Spells
Analyze Dweomer
Animate Objects
Move Earth
Repel Wood
Symbol of Fear
Symbol of Persuasion
Wall of Iron

Peerless Craftsman (Ex): As the ardwright advances, he can (and does) research the knowledge
needed to craft different magic items. An ardwright automatically gains access to the item
creation feats for which he meets the prerequisites as follows. These include Scribe Scroll at 1st

level, Brew Potion and Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor, Craft
Wand, and Craft Construct at 5th level, Forge Ring at 7th level, Craft Rod at 9th level, Etch Schema
at 10th level, and Craft Staff at 11th level. All other item crafting feats are not gained
automatically and the ardwright must learn them by spending a feat as normal.
Distill Radical (Su): At 3rd level the ardwright learns how to distill the dweomer of a magic item
into a small component called a radical. Radicals often take the form of gems, or sometimes a
piece of the original item involved. The ardwright must spend an hour with item to be distilled,
and make a spellcraft check of the same DC as if he were crafting the item in question, including
modifiers for whether the ardwright has the spell prerequisites in his schema record (although
he need not make the Use magic Device checks to emulate spell requirements). He must also
have the prerequisite crafting feat for the item in question, and access to a work space suitable
for creating such an item (Radical Distillation on the road takes 2 hours). If the spellcraft
check is successful, the item is destroyed and the ardwright is left with a radical. The magic
energy of the dweomer is stored in the radical and can be used in the crafting of a new item to
reduce the cost in materials. The gp value of a radical is 1/2 the market price of the item it
came from. Items with multiple enchantments provide 1 radical for each separate
enchantment, with a value for the specific enchantment it carries only. If creating an item with
an identical enchantment, the radical's total gp value can be applied to the item's materials
cost. If the new item is being crafted with a similar enchantment, then a portion of the gp value
may be applied as allowed by the GM.
Unravel Dweomer (Su): This same process can be used to destroy a magic item, including
cursed items. The ardwright follows the same procedure but instead of distilling the dweomer
into a radical, the ardwright lets the magic energies unravel into the void. A fumble in this case
can have disastrous effects as the magic either unravels too fast, or explosively snaps back into
place. If the ardwright is attempting unravel a cursed item and fails, he is treated as having used
the item.
Trade Secret (Ex): At 4th level the ardwright learns a trade secret from his research or work with
items. This discovery comes in the form of a special bonus feat. The ardwright makes another
discovery at 8th, 12th, 16th, and 20th level. The feats an ardwright can take as a Trade Secret
include Skill Focus, Magical Aptitude, any metamagic feat, or any crafting feat not included in
the ardwright's Peerless Crafting list.
Plural Intinction (Su): At 5th level an ardwright learns to split an Intinction as swift action, once
per day, allowing it to be imbued in 2 items. Both items need to be within 5 feet of the
ardwright. The ardwright crafts the Intinction as normal, using the normal investment of time
and Anima for the Intinction (the Anima cost is *not* doubled). Both resultant Intinctions have
standard durations, as indicated by their descriptions. The number of times per day an

ardwright can craft a plural Intinction increases to twice per day at 10th level, and 3 times per
day at 15th level.
Augmented Use (Su): At 6th level the ardwright learns how to augment the spells cast from a
spell trigger item (such as a wand or staff). Once per day, he may apply any metamagic feat he
knows to a spell trigger item he is using, as a swift action. He must have the appropriate Item
creation feat for the item to be augmented, and the effective level of the spell cast from the
device cannot exceed 1/2 the ardwright's class level. Shaping the spell costs a number of extra
charges equal to the metamagic feat's spell level modifier. An ardwright can use this ability one
additional time per day for every two levels gained after 6th. At 11th level, in addition to being
able to augment the spells cast from spell trigger items, the ardwright learns to augment the
spells cast from spell completion items (such as scrolls). This application of the ability requires
the expenditure of a number of daily uses equal to the metamagic feats spell level modifier.
Skill Mastery: At 18th level an ardwright is so familiar with the skills of his trade that he can take
10 when making an Appraise, Disable Device, Spellcraft, or Use Magic Device check even if
stressed or threatened. This ability allows an ardwright to take 10 on Use Magic Device checks,
even though that is not normally allowed.
Mass Intinction (Su): At 20th level an ardwright learns to craft a plural Intinction that effects
items on allies within 30 feet. Crafting a mass Intinction requires a swift action, in addition to
the normal Intinction time, and is usable once per day. If there is no item on a particular ally
that can accept the Mass Intinction (such as if there is an unarmed combatant among a mass
Intinction of weapons) then that person does not benefit from the Intinction.
Crafting a Homunculus: Ardwrights often craft homunculi to aid them them in their pursuits. At 5th level the
ardwright gains the craft construct feat and may craft himself a homunculus as long as he has the tools and
materials. If he does not have access to the proper spells in his schema book, including Arcane Eye, Mending,
and Mirror image, he suffers a +5 modifier to DC, per missing spell, as normal for making a magic item. He
must have access to an alchemy lab worth 500g and pay the usual cost for materials. He can also upgrade the
homunculus, granting it +1 hit die, by making a new spellcraft check and using ritual materials worth 2000g. If
spellcraft check would result in a cursed item, the ardwright suffers a mishap, most commonly resulting in
suffering 2d10 damage as the homunculus gains true sentience. Such a creature still has its mental link to the
creator, but cannot be compelled to do the ardwright's bidding. It may hate the ardwright and can seek to do
its creator harm, but not necessarily at that moment. A homunculus that gains 7 or more hit dice advances in
size to a small creature. No matter how many more hit dice it gains it never advances any larger. A homunculus
can never have more hit dice than its master minus 2.
Using Radicals: A radical's value when used towards crafting different magic items was left intentionally vague
in order to give more leeway to the dungeon master in determining the proliferation of magic items in their
game. As a baseline, however, an item with the same spell requirements generally gets the radical's full value,
an item with a spell requirement of the same school and subschool or descriptor should get around 50% value,
and one with a spell that has merely the same school, subschool, or descriptor should get around 25% or
lower. Weapon/armor enhancement bonus radicals generally provide their full value towards higher
enhancement bonuses. DM's of course have the final word and there are a multitude of possible mitigating
circumstances, from incompatible ingredients to subtle cracks in the dweomer, etc.

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