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By Monte Cook

The Nagris Artificer attuned to magic items of all sorts-just about any magic
item is more powerful in their hands than in the hands of
In ages long past, great craftsmen wrought objects of others. Making and using items replaces normal
unsurpassed finery and power. Among these skilled spellcasting for Nagris artificers in many respects.
artisans were the Nagris, a consortium of powerful Powerful individuals can craft items with such a wide
spellcasters that crafted all manner of magic items, from range of powers that they are actually more versatile than
simple potions to mighty artifacts. For the most part, the traditional spellcasters in some cases. As the Nagris said,
Nagris are long gone, but many of their secrets remain- "it isn't what you know, it's what you have."
enough so that a few still teach their ancient lore and all- After their initial training, Nagris artificers rarely remain
but-lost secrets. together-they are more likely to work alone or with other
Nagris artificers are usually wizards, although sorcerers non-artificer allies. They can often be found among other
and clerics also frequently join their ranks. It is possible, spellcasters, in guilds or other organizations, taking the
but extremely rare, for other classes to learn the ancient position of chief craftsman or somesuch. They make
skills of the Nagris. interesting adventurers and mercenaries, due to their
The Nagris do not simply make magic items. They train ability to create a specific item for a specific need. All
their artificers to squeeze more potency out of each and they need is a little time to prepare (and some gold and
every item that they use. Nagris artificers become personal power-experience points-to spare).

The Nagris Artificer


Attack Fort Ref Will
Lvl Bonus Save Save Save Special
1 +0 +0 +0 +2 Eschew spell requirements
2 +1 +0 +0 +3 Increase caster level +1
3 +2 +1 +1 +3 Item attack +1d6, Increase Range
4 +3 +1 +1 +4 Eschew special requirements
5 +3 +1 +1 +4 Increase caster level +2, Safe Utilization
6 +4 +2 +2 +5 Item attack +2d6, Increase Duration
7 +5 +2 +2 +5 Eschew class requirements
8 +6 +2 +2 +6 Increase caster level +3, Crafty Utilization
9 +6 +3 +3 +6 Item attack +3d6
10 +7 +3 +3 +7 Eschew level requirements
Requirements: To qualify to become a Nagris artificer, a a human Nagris artificer with no ranks in profession
character must fulfill all the following criteria. (engineering) could make an oath bow or an apparatus of
Qualish if he meets the spell prerequisites, even though he is
™ Craft (any) Ranks: 8
not an elf nor has the right skill. This is an extraordinary
™ Knowledge (arcana) Ranks: 10
ability.
™ Skill Focus (Knowledge [arcana]) feat and three item Safe Utilization: A 5th level Nagris artificer never draws
creation feats
attacks of opportunity from the direct use of one of the items
™ The Nagris artificer must undergo five months of
he has made. Thus, if he drinks one of his own potions, casts
intensive training.
a spell from a scroll he scribed, runs through a threatened area
Hit Die: d4 using boots of striding and springing he crafted or fires an
arrow from a magic bow he made, he provokes no attacks.
Class Skills Incidental use, such as moving through a threatened area while
wearing a ring of schools, draw attacks normally. The DM is
Skill Points at Each Level: 4 + Int mod the final arbiter of what constitutes direct use. The item must
The Nagris artificer's class skills (and the key ability for each be one that the artificer made, and this ability only works for
skill) are Alchemy (Int), Appraise (Int), Concentration (Con), him. This is an extraordinary ability.

Materia Magica Prestige Classes


Craft (Int), Decipher Script (Int), Disable Device (Int), Increase Duration: The duration of any magic item that the
Forgery (Int), Knowledge (arcana) (Int), Open Lock (Dex), Nagris artificer uses doubles when he desires it. This is an
Profession (Int), Search (Int), Scry (Int), Spellcraft (Int) and extraordinary ability.
Use Magical Device (Int). Eschew Class Requirements: The 7th level Nagris artificer
can create any magic item whose prerequisites include spells of
Class Features 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
Weapon and Armor Proficiency: Nagris artificers are artificer could make a wand of fireball. This is an
proficient with all simple and martial weapons, and with all extraordinary ability.
armor and shields. Crafty Utilization: When using an item that he made himself,
Eschew Spell Requirements: The Nagris artificer can create command, use, and spell-completion items require a move
any magic item whose prerequisites include spells on his spell equivalent action to use rather than a standard action. Thus,
list and are of a level that he could cast them, even if he does activating a ring of invisibility, drinking a potion, casting a
not know the specific spell. For example, an 8th level sorcerer spell from a scroll or using a wand can all be combined with a
with a level of Nagris artificer could create any magic item standard action or a move equivalent action in a single round.
with sorcerer spells of 4th level or lower as its prerequisites, The main exception for this is weapons, which require normal
whether he knew the spells in question or not. Non-spell attack or full attack actions to use. This is an extraordinary
prerequisites, such as race or skill ranks, must be met normally. ability.
Increase Caster Level: The magic items created by a 2nd Eschew Level Requirements: The 10th level Nagris artificer
level Nagris artificer are treated as always being one level can create any magic item whose prerequisites include any spell
higher for purposes of caster level. For example, if 10th level of any 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 The Wildwood Crafter
wand at his full level (10th), it's still an 11th level wand. This is
an extraordinary ability. The wildwood crafters are hearty, quiet folk, who learn the lore
Item Attack: Once per round, the 3rd level Nagris artificer of the land and learn to use it. Their devotion and skill to this
adds +1d6 damage whenever he uses a magical item to attack. lore allow them to create magic items that harness the power
This is true whether he is using a wand of fireballs or a +1 of living creatures. They can take the fangs of a rattlesnake
rapier. It is not true of items that do not normally inflict and create a poisonous dagger, or the hide of a displacer beast
damage, such as a bag of holding or a wand of hold person. to make a displacement cloak.
At 6th level, a Nagris artificer adds +2d6 damage, and at 9th All wildwood crafters have at least a few levels of druid or
level, +3d6. This is a supernatural ability. ranger, but many also have barbarian or cleric levels as well. A
Increase Range: The range of any magic item that the 3rd few multiclassed characters, with levels of druid or ranger and
level Nagris artificer uses increases by 50% when he desires it. sorcerer, also become wildwood crafters.
This is an extraordinary ability. NPC Wildwood crafters are loners, living apart from civilized
Eschew Special Requirements: The 4th level Nagris society to be closer to nature. They come to town only to
artificer can create any magic item whose prerequisites include purchase the needed (and often expensive) supplies required in
non-item creation feats, skills, race or any other miscellaneous their craft. Often, however, they belong to a very loose
(non-spell) prerequisite as if he met those prerequisites. Thus, organization of wildwood crafters, rangers and druids.
The Wildwood Crafter
Attack Fort Ref Will
Lvl Bonus Save Save Save Special Spells
1 +0 +2 +0 +2 Draw on nature's power (natural) –
2 +1 +3 +0 +3 Bonus feat, wood lore –
3 +2 +3 +1 +3 Draw on nature's power (extraordinary) –
4 +3 +4 +1 +4 Dampen natural power +1 level of existing class
5 +3 +4 +1 +4 Bonus feat –
6 +4 +5 +2 +5 Draw on nature's power (spell-like) –
7 +5 +5 +2 +5 Stone lore +1 level of existing class
8 +6 +6 +2 +6 Bonus feat –
9 +6 +6 +3 +6 Draw on nature's power (supernatural) –
10 +7 +7 +3 +7 Permanent item +1 level of existing class

Requirements: To qualify to become a wildwood crafter, a progression such as attack bonus and save bonus. If he next
character must fulfill all the following criteria. gains a level of druid, making him an 10th-level druid/4th-
level wildwood crafter, he gains spells as if he had risen to
™ Knowledge (nature) ranks: 10

Materia Magica Prestige Classes


11th-level druid.
™ Wilderness Lore Ranks: 6
If a character had more than one spellcasting class before he
™ Craft (any) Ranks: 4 became a wildwood crafter, he must decide to which class he
™ Animal Empathy Ranks: 2 adds the level of wildwood crafter for purposes of
™ One item creation feat determining spells per day when he adds the new level.
™ The wildwood crafter must spend a month alone in the Draw on Nature's Power: A wildwood crafter can craft
wilderness with no contact with any member of a abilities into an item based on the abilities of another
civilized race. creature, as long as some portion of that creature (bones, hair,
Hit Die: d8 teeth, etc.) are incorporated into the item. The creature
cannot be undead, an outsider, a construct or an elemental.
Class Skills Each crafted device can be used once per level of the
wildwood crafter. If the ability is continuous for the creature,
Skill Points at Each Level: 4 + Int mod the duration of one use of the item is one hour per level of
The wildwood crafter's class skills (and the key ability for each the wildwood crafter. The cost involved in the creation
skill) are Alchemy (Int), Animal Empathy (Cha), Appraise process is the CR of the creature squared, multiplied by 500
(Int), Climb (Str), Concentration (Con), Craft (Int), Handle gp (minimum 500 gp) per ability. There is no experience cost.
Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge The wildwood crafter must know the appropriate item
(arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move creation feat to make the item. The time required is one day
Silently (Dex) times the square of the CR of the creature who's ability is
Ride (Dex), Scry (Int), Spellcraft (Int), Spot (Wis), Swim (Str), being used. If triple this amount of time is taken, the gold
Use Rope (Dex) and Wilderness Lore (Wis). piece price can be reduced by half. This is a supernatural
ability.
Class Features A 1st level wildwood crafter can draw upon the natural abilities
of the creature, such as the ability of a fish to breathe water, a
Weapon and Armor Proficiency: Wildwood crafters are bird's flying movement rate, a lamia's natural armor bonus, a
proficient with all simple weapons, and with light armor and giant's strength bonus, or a manticore's bonus to spot checks.
all shields. Damage, attack bonuses, number of attacks, or saving throw
Spells: When a wildwood crafter gains 4th, 7th and 10th level, bonuses cannot be drawn upon as powers to imbue into items.
the character gains new spells per day as if he had also gained At 3rd level, a wildwood crafter can imbue an item with a
a level in whatever spellcasting class he belonged to before he creature's extraordinary ability. All aspects of the ability are as
added the prestige class. He does not, however, gain any other if the creature were using it (same duration, DC, etc.)
benefit a character of that class would have gained (improved At 6th level, a wildwood crafter can imbue an item with a
chance of controlling or rebuking undead, metamagic or item creature's spell-like ability. All aspects of the ability are as if
creation feats, and so on). This essentially means that he adds the creature were using it (same duration, DC, caster level,
a level to the level of whatever other spellcasting class the etc.)
character has, then determines spells per day (and caster level) At 9th level, a wildwood crafter can imbue an item with a
accordingly. For example, if Jurgen, a 9th-level druid, gains creature's supernatural ability. All aspects of the ability are as
four levels in wildwood crafter, he gains new spells as if she if the creature were using it (same duration, DC, caster level,
had risen to 10th level in druid, and casts them at 10th level, etc.)
but uses the other wildwood crafter aspects of level Bonus Feat: At 2nd, 5th and 8th level, a wildwood crafter
gains a bonus item creation feat of his choice. using Draw on Nature's Power a permanent item.
Wood Lore: Any item that the 2nd level wildwood crafter
fashions out of wood has double the normal hardness and Game Master Notes
hit points. This is an extraordinary ability.
Dampen Natural Power: As a standard action, the 4th level Wildwood crafter items: The items created by a wildwood
wildwood crafter can attempt to suppress all magical abilities crafter use an entirely different pricing scheme than standard
in any item made (at least in part) of wood, stone or bone. magic items. In some cases, items made by the wildwood crafter
The item in question must be within 50 feet of the wildwood are cheaper than those made through traditional means. Often
crafter and the he must make a level check (d20 + wildwood they are more expensive. In all cases, however, they do not
crafter levels) versus a DC of 11 + the caster level of the require the devotion of the crafter's personal power (experience
item. If successful, the item has no magical abilities for one points). They use the creature's inherent power instead. They
round for each of the wildwood crafter's level. The also require the use of some portion of the creature in question,
wildwood crafter can attempt this once per class level per requiring adventuring/hunting to obtain these ingredients (they
day. cannot be purchased or stolen or the magic will not work).
Stone Lore: Any item that the 7th level wildwood crafter In any event, if by some chance a creature's ability results in an

Materia Magica Prestige Classes


fashions out of stone has double the normal hardness and unbalancing item, the DM should feel free to disallow the item.
hit points. This is an extraordinary ability. Requiring a player with a wildwood crafter character to get the
Permanent Item: For double the gold piece cost, the 10th DM's approval before making an item should be a common
level wildwood crafter can make any item that he creates practice.

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