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By Monte Cook

The Nagris Artificer


In ages long past, great craftsmen wrought objects of
unsurpassed finery and power. Among these skilled
artisans were the Nagris, a consortium of powerful
spellcasters that crafted all manner of magic items, from
simple potions to mighty artifacts. For the most part, the
Nagris are long gone, but many of their secrets remainenough so that a few still teach their ancient lore and allbut-lost secrets.
Nagris artificers are usually wizards, although sorcerers
and clerics also frequently join their ranks. It is possible,
but extremely rare, for other classes to learn the ancient
skills of the Nagris.
The Nagris do not simply make magic items. They train
their artificers to squeeze more potency out of each and
every item that they use. Nagris artificers become

attuned to magic items of all sorts-just about any magic


item is more powerful in their hands than in the hands of
others. Making and using items replaces normal
spellcasting for Nagris artificers in many respects.
Powerful individuals can craft items with such a wide
range of powers that they are actually more versatile than
traditional spellcasters in some cases. As the Nagris said,
"it isn't what you know, it's what you have."
After their initial training, Nagris artificers rarely remain
together-they are more likely to work alone or with other
non-artificer allies. They can often be found among other
spellcasters, in guilds or other organizations, taking the
position of chief craftsman or somesuch. They make
interesting adventurers and mercenaries, due to their
ability to create a specific item for a specific need. All
they need is a little time to prepare (and some gold and
personal power-experience points-to spare).

The Nagris Artificer


Lvl
1
2
3
4
5
6
7
8
9
10

Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Eschew spell requirements
Increase caster level +1
Item attack +1d6, Increase Range
Eschew special requirements
Increase caster level +2, Safe Utilization
Item attack +2d6, Increase Duration
Eschew class requirements
Increase caster level +3, Crafty Utilization
Item attack +3d6
Eschew level requirements

Requirements: To qualify to become 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 Nagris artificer must undergo five months of
intensive training.
Hit Die: d4

Class Skills

Class Features
Weapon and Armor Proficiency: Nagris artificers are
proficient with all simple and martial weapons, and with all
armor and shields.
Eschew Spell Requirements: The Nagris artificer 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 prerequisites,
whether he knew the spells in question or not. Non-spell
prerequisites, such as race or skill ranks, must be met normally.
Increase Caster Level: The magic items 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 his full level (10th), it's still an 11th level 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 whether 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 damage, and at 9th
level, +3d6. This is a supernatural ability.
Increase Range: The range of any magic item that the 3rd
level Nagris artificer uses increases by 50% when he desires it.
This is an extraordinary ability.
Eschew Special Requirements: The 4th level Nagris
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,

The Wildwood Crafter


The wildwood crafters are hearty, quiet folk, who learn the 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 wildwood crafters have at least a few levels 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.

Materia Magica Prestige Classes

Skill Points at Each Level: 4 + Int mod


The Nagris artificer's class skills (and the key ability 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).

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
wearing a ring of schools, draw attacks normally. 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 item 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 item 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 exception for this is weapons, which require 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 Crafter


Lvl
1
2
3
4
5
6
7
8
9
10

Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+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 qualify to become a wildwood crafter, 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 wildwood crafter must spend a month alone in the
wilderness with no contact with any member of a
civilized race.

Hit Die: d8

Class Skills
Skill Points at Each Level: 4 + Int mod
The wildwood crafter's class skills (and the key ability for each
skill) are Alchemy (Int), Animal Empathy (Cha), Appraise
(Int), Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge
(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 Armor Proficiency: Wildwood crafters are
proficient with all simple weapons, and with light armor and
all shields.
Spells: When a wildwood crafter gains 4th, 7th and 10th 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

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 wildwood crafter 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
wildwood crafter. If the ability is continuous 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 wildwood crafter must know the appropriate item
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 abilities
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 wildwood 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 wildwood 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 wildwood 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 crafter

Materia Magica Prestige Classes

Spells

+1 level of existing class

+1 level of existing class

+1 level of existing class

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.

A Dark Nebulae Product


Copyright 2002 Dark Nebulae Incorporated
All rights reserved
Dark Nebulae and Shadow Council Archives: Materia Magica are trademarks owned by Dark Nebulae Incorporated.
'D20 System' and the D20 System logo are Trademarks owned by Wizards of the Coast and are used with permission.
Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with
Permission."
This is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental.
This product is protected under the copyright laws of the United States of America. You are given permission from the publisher to
download and use for non-commercial purposes.

Materia Magica Prestige Classes

gains a bonus item creation feat of his choice.


Wood Lore: Any item that the 2nd level wildwood crafter
fashions out of wood has double the normal hardness and
hit points. This is an extraordinary ability.
Dampen Natural Power: As a standard action, the 4th level
wildwood crafter can attempt to suppress all magical abilities
in any item made (at least in part) of wood, stone or bone.
The item in question must be within 50 feet of the wildwood
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
wildwood crafter can attempt this once per class level per
day.
Stone Lore: Any item that the 7th level wildwood crafter
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

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