
EltonJ |

Okay, since my Eberron: Shadows of Sharn idea was rejected but there is some interest still in it, I thought we'd start fresh. Unlike my other Eberron campaign that will end with the published campaign, this one is on going. We'll go until the PCs have built strongholds for themselves or become men of great Renown.
Setting: Aundair, specifically Arcanix.
Year: 998 YK.
What You'll Need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. I know those applying would have this book, but I linked to the PDF in case we get some new people that don't have it.
* One copy of the Eberron Campaign Setting (3e). This is core to the campaign. I linked where you can buy it from Drivethru. To make things easy on clerics, we will be using the domain suggestions from this book. If you are a cleric and want to talk about using subdomains linked to some of the Churches (and to customize your cleric), we can talk about it.
* One copy of the Pathfinder Roleplaying Game: Advanced Player's Guide. Also linked to Paizo's website. Some base classes in the APG work well with some Dragonmarked Houses. Like an Alchemist can be a part of House Cannith.
Optional Books
* Ultimate Psionics. Yes, I like psionics! The world of Eberron was built with the XPH in mind, so we can use Ultimate Psionics by Dreamscarred Press. However, this is not a psionics centric campaign. It's a magic one, so playing a Kalashtar is possible from the main Eberron book. If you want to play a psionic character with a psionic class, please note that the following Classes are allowed from Ultimate Psionics: Psion, Psychic Warrior, Soulknife, and Wilder.
* Races of Eberron. This provides some helpful options for you if you choose to play an Eberron specific race (like a Warforged). Note, some Warforged feats work better as racial traits according to the ARG. We can talk about it if you want to play a Warforged.
* Faiths of Eberron. This optional book is mainly for clerics and other divine casters. It describes each of the churches of Eberron in detail. It also has a revised domain list, using domains listed in the Spell Compendium. This book is purely optional and we don't have to use it for making clerics, oracles, or other divine casters.
* Dragonmarked. This provides some options for Dragonmarked player characters. Like new spells and feats.
Character Creation
Abilities. Since Eberron is a campaign setting based off of Pulp sources (from the 1920s and 1930s) you have 25 points to make your character.
Races. The following races are allowed: Core Rules: Humans, gnomes, dwarves, elves, half-elves, half-orcs, and halflings. Eberron: Warforged, Shifters, Kalashtar, and Changelings.
Classes. Core Rulebook: All, APG: All, UC: None (there is no gunpowder in Eberron), UM: All, ACG: All (note the Investigator class replaces the Master Inquisitor PrC in the Eberron Campaign Setting), Path Unchained: All, UI: DM discretion; UW: DM descretion. In other words, you talk to me about it. Eberron: Artificer (note, the Artificer class is overpowered in the Eberron Campaign Setting as written).
Archetypes. you can only have 1 archetype.
Traits. You may choose two traits, try to make them fit your background.
Feats. We will not be using the Feat Tax rules.
Skills. Yes, we will be using Background skills.
Magic System. Vancian, as everyone seems to have trouble getting Advanced d20 Magic. And Paizo's rule against providing PDF downloads is one I follow.
Alignment. Please note that the evil alignments (except possibly Lawful Evil) can create problems with party cohesion. And yes, I want to play all the bad guys. So, try to choose good and neutral alignments.
Well, that should cover the basics. Any questions?

EltonJ |

So, a halfling virtous bravo Paladin with Talenta origion and feats, riding a dinosaur and wielding the classical Talenta weapons, boomerang, sharrash and tangat, could that be a thing?
Also could those weapons somehow be used with DEX?
I can check. Lets see: a sharrash and tangat are double weapons, meaning they are used with two hands. So, they wouldn't be a weapon to be used with dexterity. However, a talenta (war) boomerang can be used as a dexterity weapon.

Hayato Ken |

Hayato Ken wrote:I can check. Lets see: a sharrash and tangat are double weapons, meaning they are used with two hands. So, they wouldn't be a weapon to be used with dexterity. However, a talenta (war) boomerang can be used as a dexterity weapon.So, a halfling virtous bravo Paladin with Talenta origion and feats, riding a dinosaur and wielding the classical Talenta weapons, boomerang, sharrash and tangat, could that be a thing?
Also could those weapons somehow be used with DEX?
Any chance of houseruling that like an estoc or elven spear?
Otherwise it would break the virtous bravo concept and halfings working off STR is a bit special in my eyes.But i can also take a look how i could make that dinosaur riding halfling knight.

EltonJ |

EltonJ wrote:Hayato Ken wrote:I can check. Lets see: a sharrash and tangat are double weapons, meaning they are used with two hands. So, they wouldn't be a weapon to be used with dexterity. However, a talenta (war) boomerang can be used as a dexterity weapon.So, a halfling virtous bravo Paladin with Talenta origion and feats, riding a dinosaur and wielding the classical Talenta weapons, boomerang, sharrash and tangat, could that be a thing?
Also could those weapons somehow be used with DEX?Any chance of houseruling that like an estoc or elven spear?
Otherwise it would break the virtous bravo concept and halfings working off STR is a bit special in my eyes.
But i can also take a look how i could make that dinosaur riding halfling knight.
Okay. Hmm . . . I'll have to look at the estoc or elven spear.
EDIT: I think the Sharrash can work like an estoc, sure. The tangat is like a war pick, so it won't work like an estoc would.

EltonJ |

Isn't the sharrash something like a scythe and the Tangat more like a mini Naginata?
It's just a conecpt idea, so i can come up with something different.
Is this adventure good for a mounted character and mounted combat anyways?
I can make it good for a mounted character and mounted combat. :) I usually customize adventures around the adventurers.

EltonJ |

Isn't the sharrash something like a scythe and the Tangat more like a mini Naginata?
It's just a conecpt idea, so i can come up with something different.
Is this adventure good for a mounted character and mounted combat anyways?
The Tangat is something like a scimitar (see page 119 of the Eberron Campaign Setting). Oh, I have them mixed up! The tangat works like an estoc, and the talenta Sharrash is more like a pick. Sorry about mixing them up.

Hayato Ken |

Hayato Ken wrote:The Tangat is something like a scimitar (see page 119 of the Eberron Campaign Setting). Oh, I have them mixed up! The tangat works like an estoc, and the talenta Sharrash is more like a pick. Sorry about mixing them up.Isn't the sharrash something like a scythe and the Tangat more like a mini Naginata?
It's just a conecpt idea, so i can come up with something different.
Is this adventure good for a mounted character and mounted combat anyways?
No problem, i wasn't exactly sure either^^
But the important question, does a mounted character make sense in your campaign?
Probably the mount is gonna be or stay medium, so might be possible to do indoors.

EltonJ |

No problem, i wasn't exactly sure either^^
But the important question, does a mounted character make sense in your campaign?
Probably the mount is gonna be or stay medium, so might be possible to do indoors.
As I said before, I try to tailor the campaign around the player characters. So if you are doing a mounted character, then there will be opportunities for you to be mounted. :)

EltonJ |

I'm interested, but I need to read about Eberron. so this will take a bit.
Take all the time you need.
Warforged Artificer would be interesting. Was a Combat medic and tinker during the war. Old and a bit rattled. Thinking about modeling him after GI Robot.
I'll have to look that up, but it sounds alright.

Hayato Ken |

Hayato Ken wrote:As I said before, I try to tailor the campaign around the player characters. So if you are doing a mounted character, then there will be opportunities for you to be mounted. :)No problem, i wasn't exactly sure either^^
But the important question, does a mounted character make sense in your campaign?
Probably the mount is gonna be or stay medium, so might be possible to do indoors.
Wow, that's very generous of you, thanks!
I'm working on the character concept and will see how the mechanics go best.And nice to see there are some other players!
Someone in for cooperative group building?

EltonJ |

EltonJ wrote:As I said before, I try to tailor the campaign around the player characters. So if you are doing a mounted character, then there will be opportunities for you to be mounted. :)Wow, that's very generous of you, thanks!
I'm working on the character concept and will see how the mechanics go best.And nice to see there are some other players!
Someone in for cooperative group building?
I'm waiting on another to propose a concept. But yeah, if this was the official campaign (which I'm running for another group), then certain concepts won't work. Since this campaign is open ended, I can tailor the campaign to the players.

Hayato Ken |

Hayato Ken wrote:I'm waiting on another to propose a concept. But yeah, if this was the official campaign (which I'm running for another group), then certain concepts won't work. Since this campaign is open ended, I can tailor the campaign to the players.EltonJ wrote:As I said before, I try to tailor the campaign around the player characters. So if you are doing a mounted character, then there will be opportunities for you to be mounted. :)Wow, that's very generous of you, thanks!
I'm working on the character concept and will see how the mechanics go best.And nice to see there are some other players!
Someone in for cooperative group building?
Nice!
I love my characters versatile, so shouldn't be a big problem anyways.
Hayato Ken |

Hayato Ken wrote:Someone in for cooperative group building?Let's hear the plan, Stan.
Just regular band building^^
So far we got 3 people it seems.
Critzible with Warforged Artificier
CucumberTree with Half-Orc Battle Wilder
Hayato Ken with Halfling whatever kind of knight
I'm checking out different paths for my vision at the moment, kind of a wanna be halfling knight.
-Paladin - Virtous Bravo
-Cavalier
-Samurai - Warrior Poet Order of the Songbird
-Ranger
Just being a knight as a main stick isn't much flesh to the bone, so he should have some more tricks up his sleeve and bring some utility.
Guess i would rule the Cavalier out there, has the least options.
Paladin is pretty straight forward.
Samurai with that archetype and order is interesting, more skills and would need feats for the mount, but could be really well reflavored a bit to fit a halfling from Talenta i think.
Ranger is very classical as well.
It's a question of a bit of healing or more skills.

Hayato Ken |

Well, here's a mockup:
Ser Jeren d'Jorasco, the Sunstep Knight
Race: Halfling
Class: Paladin (Virtuous Bravo archetype)
Deity: Dol Arrah
Dragonmarked House: House Jorasco (Least Dragonmark of Healing)
Origin: Talenta Plains, later trained in Aundair
Mount: Clawfoot raptor named Brightfang
Backstory:
Born beneath the golden skies of the Talenta Plains, Jeren d’Jorasco was never like the other halflings of his clan. While his kin focused on healing, herbs, and tribal customs, young Jeren was enchanted by the stories of Dol Arrah—the Shining Champion, the goddess of sunlight and valor. While others saw war as something to be endured, he saw it as a stage for courage, justice, and sacrifice.
Jeren came from a respected healing family within House Jorasco, and the least dragonmark of healing bloomed on his hand at the age of ten. While this marked him as valuable to his house, he felt his calling led elsewhere—not to a clinic or mercenary healing contract, but to the battlefield, where light was needed most.
When he came of age, Jeren left the plains and traveled to Aundair, seeking structured training in both swordplay and divine philosophy. It was there, in the shining temples and martial halls of Fairhaven, that he pledged himself fully to Dol Arrah. He refused to don the clanging metal of typical knights, instead perfecting an agile fighting style built on speed, precision, and dazzling footwork—the path of a Virtuous Bravo. His ability to heal with both divine touch and dragonmark only deepened his legend.
Despite his urban training, Jeren never forgot his roots. He returned to the Talenta plains upon completing his oaths, and there he forged a bond with a spirited clawfoot raptor he named Brightfang—a creature as fierce and swift as his ideals. The two are inseparable, their combat a blend of holy fire and primal speed. Brightfang wears barding etched with sunbursts and Aundairian filigree, a fusion of tribe and temple.
Though smaller than most knights, Ser Jeren’s radiant aura makes him seem ten feet tall. He serves now as a wandering champion of Dol Arrah, a light among shadows, and a beacon of justice. He believes that to fight for the good is noble—but to do so with style, compassion, and honor is divine.
Personality Traits
Ideal: “Honor is not a code—it’s a choice you make every day.”
Bond: “Brightfang is more than a steed. We ride as one spirit.”
Flaw: Sometimes underestimates how dangerous others can be—he believes too strongly in redemption.
Appearance
Eyes: Amber-gold, bright and alert
Hair: Sandy brown, swept back and often tied with a red sash
Clothing: Polished chain shirt, accented with sun motifs and tribal beadwork
Mark: A faintly glowing dragonmark of healing on his left palm
Steed: Brightfang
Species: Clawfoot Raptor
Appearance: Sleek scales of deep green with golden stripes along the spine; intelligent amber eyes
Personality: Loyal, fiercely protective, with a tendency to purr when praised
Armor: Light leather barding adorned with Talenta featherwork and Dol Arrah’s sunburst
Halfling Paladin
Male halfling (Talenta Plains) paladin (virtuous bravo) 1
LG Small humanoid (halfling)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3; +2 vs. fear, +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee halfling sling staff +2 (1d6/×3) or
. . talenta tangat +6 (1d8/18-20)
Ranged talenta boomerang +6 (1d3) or
. . sling +6 (1d3)
Special Attacks smite evil 1/day (+4 attack, +0 AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—cure light wounds
Paladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 14 (12 vs. dirty trick)
Feats Fey Foundling[ISWG], Least Dragonmark
Traits envoy of healing, frontier healer, reactionary
Skills Diplomacy +8, Handle Animal +10, Heal +9, Knowledge (nobility) +4, Perception +6, Ride +10, Sense Motive +4; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ bravo's finesse, naive, warslinger[APG]
Combat Gear healer's kit; Other Gear chain shirt, halfling sling staff, sling, sling bullets (60), talenta boomerang, talenta tangat, bit and bridle, canteen[UE], feed (per day) (2), masterwork backpack[APG], silk rope (50 ft.), tabard[UE], wooden holy symbol of Dol Arrah, clawfoot, blanket, military saddle, riding saddle, saddlebags, wandermeal, 50 gp, 3 sp
--------------------
Special Abilities
--------------------
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fey Foundling Magical healing works better on you
Least Dragonmark (Mark of Healing) You have a least dragonmark.
Naive -2 to AC vs. improvised weapons.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +0 deflection bonus to AC when used.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
This is kind of awesome, so many possible paths to follow.
But also so feat intensive somehow.
Dragonmark feats, combat feats for melee and/or ranged, mounted combat feats, Eberron feats, ... soo many^^

Hayato Ken |

Hayato Ken wrote:Well, we wanted more character customization when Wizards did the surveys for 3rd edition. And boy, did we get it!Well, here's a mockup:
** spoiler omitted **...
Hahaha yes indeed.
But with some classes it's mainly the options for it, less the opportunities.That's one aspect PF2 does very well in my eyes.

CucumberTree |
CucumberTree wrote:Still reading brotherNeed some advice? Any questions? Any way to help? :D
I played Psions before so i know the psionic system at least a bit.
It's not the character. It's the setting that I'm reading...for instance
House Jorasco's dragonmark, Is one of the many things that I'm learning

namo |

1/ Starting level isn't mentioned, so I assume it's 1.
2/ Eberron changelings are very different from PF changelings; we'd stick to the former? Do you have a source for PFified Eberron races? (PF races are overall stronger than 3.5E races)
I'm aware of this one but I haven't used it in practice, so I can't comment on its balance:
https://sites.google.com/site/eberronpathfinder/conversion-info/races/
3/ What would the expected posting rate be?
4/ Do you any starting plot in mind, or would it be built with the players? Would it lean towards exploration, investigation, intrigue, combat, ...?

EltonJ |

1/ Starting level isn't mentioned, so I assume it's 1.
A1. Yes, it's level 1.
2/ Eberron changelings are very different from PF changelings; we'd stick to the former? Do you have a source for PFified Eberron races? (PF races are overall stronger than 3.5E races)
I'm aware of this one but I haven't used it in practice, so I can't comment on its balance:
https://sites.google.com/site/eberronpathfinder/conversion-info/races/
A2. Yes, that one web address is right. And of course we are staying with the former. Eberron type Changelings, yes.
3/ What would the expected posting rate be?
A3. At least once a weekday, and once on weekends.
4/ Do you any starting plot in mind, or would it be built with the players? Would it lean towards exploration, investigation, intrigue, combat, ...?
A4. I'm tailoring this one with the players' help.

namo |

Musing out loud: would you be open to a Changeling gaining an Aberrant dragonmark?
I know full well that it's not supposed to happen, but this aberration could be a major plot point (at least for my PC), with some people - him or her included - seeking to understand how it came to be, and others aiming to eliminate him or her if it came to be known.
Keith Baker used to throw out campaign ideas in that spirit, I recall (I followed his blog for a time, a long time ago now).
I'm not sure I'd take this direction, but I thought I'd see what you think.

EltonJ |

Musing out loud: would you be open to a Changeling gaining an Aberrant dragonmark?
I know full well that it's not supposed to happen, but this aberration could be a major plot point (at least for my PC), with some people - him or her included - seeking to understand how it came to be, and others aiming to eliminate him or her if it came to be known.
Keith Baker used to throw out campaign ideas in that spirit, I recall (I followed his blog for a time, a long time ago now).I'm not sure I'd take this direction, but I thought I'd see what you think.
No. I'm not open to that, yet.

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Doctor Sixteen aka Doc
Neutral Warforged Artificer 1st
Hgt:6 Wgt: Hair:0 Eye: Gold
Str:12,Dex:13, Con:16 Int:16 Wis 10 Cha 11
HP:9
Initative:+2 Speed:30ft
Fort +3
Reflex +1
Will +2
BAB +0
Melee +1
Ranged +1
CMB +2
CMD 12
AC:17 |10+5+1+2|
Armor
Heavy Wooden Shield
Weapons
Melee
Slam +1
Morning Star +1
Dagger +1
Ranged
Dagger +1
Light Crossbow +1
Traits
Feats:Mithral Body, Scribe Scroll*
Skills
Appraise +7
Disable Device +5
Know(Arcana) +7
Know(Engineering) +7
Perception +4
Profession(Scribe) +4
Spell Craft +7
Use Magic Device +6
Artificer:
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.
An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.
Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).
Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.
An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.
Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.
An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.
Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Magic items created by an artificer are considered neither arcane nor divine.
Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
Note: An artificer is not limited to the the basic homunculus described in the Monster Manual. He can use this ability to construct other types of homunculi (such as the ones found on pages 284—287 of the Eberron Campaign Setting). The same rules apply.
Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.
Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.
Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Artificer Options: A number of the additional options in this book make good choices for an artificer. Feats: Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a warforged has the following features.
A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A warforged possesses the following traits.
Unlike other constructs, a warforged has a Constitution score.
Unlike other constructs, a warforged does not have low-light vision or darkvision.
Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A warforged cannot heal lethal damage naturally.
Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
As a living construct, a warforged can be raised or resurrected.
A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
+2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
Warforged base land speed is 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Automatic Languages: Common. Bonus Languages: None.
Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.