About NalverrenMax HP: 52
SAVES
COMBAT STATS
Not calculated / Conditional Modifiers:
BAB +3
RACIAL ABILITIES:
Favored Class: +1 skill point, +2.5 to Ingenuity Pool
CLASS ABILITIES:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers also also proficient in these weapons as well. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Infusions, like spells, are subject to concentration checks, using the same DCs as normal spellcaster and using his Intelligence modifier to the concentration check. Likewise, infusions have components (verbal, somatic and material) which must be met when casting an infusion. However, the somatic components are simple enough that artificers do not suffer spell chance failure from light or medium armor or from any shield, except tower shields. While rare, infusions that have saving throws have their DC equal to 10 + the infusion level + the artificer's Intelligence modifier. Infusions can be modified by metamagic feats spontaneously with the same alteration to the casting time as sorcerers. Like spells, infusions are identified using Spellcraft checks with same DCs. Where infusions differ from spells is that no infusion qualifies for spells when making magical items or activating items, even if they are functionally similar when cast. For example, even though Light appears as both a spell and an infusion, the artificer does not have Light for the purposes of making magical items or activating a wand of Light. When determining the spell or power level of a spell or power that appears on multiple lists, search the spells and powers list that have the full 9 levels of spells or powers first (i.e. sorcerer / wizard, cleric / oracle, druid, witch and psion / wilder). If the desired effect is on one or more of those lists, the artificer has the choice of which list to take it from, notating the spell or power level and, in the case of spells, whether it is arcane or divine. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 6 levels of spells or powers (i.e. bard, summoner, inquisitor psychic warrior, etc). If the desired effect is on one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 4 levels of spells or powers (i.e. paladin, ranger, etc). If the desired effect is one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is not on any of the above lists examined, then the artificer is free to duplicate from whatever spell or power list remaining. The choice of exactly which list the spell or power is taken from will determine the spell or power level mimicked and, in the case of spells, whether or not the effect is arcane or divine. If an artificer needs a spell or power that he does not have a working knowledge of, he can still duplicate it with a successful Use Magic Device check with a DC equal to 20 + twice the spell or power level. Other item creation requirements can also be substituted as well, with the exception of the caster or manifester level. The artificer makes another Use Magic Device check, with the same DC as what is needed to emulate the needed class features, ability scores, race or alignments. Only one check per requirement is allowed. All other aspects of item creation remain following the same rules for item creation (feats required, time, cost, etc). The artificer uses his caster level as either the caster level or manifester level for comparing to the item's requirements. After all Use Magic Device checks have been made, the normal Spellcraft check to actually create the magical or psionic item still needs to be made to see if the item is successfully created. If a spell or power is required for the item creation (like that for scrolls, wands, dorjes, etc) and it is not successfully emulated, the entire item creation process (time and construction cost) is wasted. Thus, attempting to create a Minotaur Belt (a Wondrous Item with a CL of 4, requiring Bull's Strength and Feather Step) has a normal Spellcraft or Craft DC: 19 for someone that did not met either spell prerequisites. However, an artificer that does not have a working knowledge of either spell can make two UMD checks (first for Bull's Strength at a DC of 24, second for Feather Step at a DC of 22) to lower the final Spellcraft or Craft DC to just 9. In addition to these specific feats, at 2nd level and every 4 levels thereafter, artificers gain an additional bonus feat chosen from the following list: any metamagic feat, any item creation feat not already listed (like Craft Construct), Attune Magic Weapon, Extra Ingenuity, Extra Rings, Exceptional Artisan, Extraordinary Artisan, and Wand Mastery. +X Favored Class (see Race) +2 Feat - - Suppression (Su): By spending one point of ingenuity and a full-round action that provokes, the artificer can attempt to suppress an unattended magical or psionic item or an unattended object that is the subject of a magical or psionic effect for a number of rounds equal to his Intelligence modifier. Doing so requires the artificer to touch the item and succeed in a caster level check against a DC equal to 11 + the caster or manifester level of the item or the effect on the item. Using this ability on magical or psionic traps causes the trap to be bypassed for as long as it is suppressed. This ability can used to suppress a cursed item, although removing a suppressed cursed item does not always remove the effects of the curse. If the artificer knows the item is cursed before he attempts to suppress it, he is not subject the effects of the cursed item.
- - Greater Suppression (Su): At 5th level, the artificer can use his unravel (suppression) ability has a standard action and, if successful, the effect lasts for minutes equal to his Intelligence modifier. Ending the suppression still requires a free action, but does not count a point of ingenuity. He can also use this ability on attended magical items if successful with a melee touch attack that provokes. - - Charge Storing (Su): At 3rd level, the artificer can spend a number of ingenuity points to temporarily create a wand or dorje with a single charge. The artificer must have a mundane object to put the charge into and the artificer must have a working knowledge of the desired effect, as per his Artificer's Knowledge class ability. The artificer cannot use a Use Magic Device check to duplicate the desired effect as he would use during a normal enchantment process.
This collection of reagents weighs one quarter of the original item and can be used by anyone that has the necessary item creation feats from the original magical or psionic item. These reagents never include talismanic components, like dragonshards or any part that is unique to a specific magical item. For example, if an artificer with the Craft Wondrous Item feat recovers a Handy Haversack that he needs to convert, he spends 8 hours with the item to break down the item and recovers 1,000 gp worth reagents (the construction cost to make the item in the first place). Those reagents can then be used toward the cost of making any magical item, provided that whomever is making the item has the Craft Wondrous Item feat in addition whatever feats needed for the new item. Attempting to salvage a cursed magical item can be done, but if the item is not identified as cursed before being salvaged, the artificer must make a Will save with a DC of 10 + the item's caster level or suffer a drawback (as per Corebook, pg. 538) and the cursed item is remains intact. If the cursed item is a specific cursed item, failing the initial Will save also means the artificer is wielding or wearing the cursed item, replacing whatever he might have been wielding or wearing at the time. Magical items with Hit Dice can be salvaged using this class feature, but the item must be controlled by the artificer for the entire 8 hours, otherwise the item will automatically attack the artificer. Also, if the item is less than full hit points, the amount salvaged is less than it would normally be. If the item's hit points are less than full but more than its Hit Dice, the artificer can salvage 2/3 of the construction cost to make the magical item, rounded down. If the item has equal or less hit points than Hit Dice, but has at least 1 hit point, it can be salvaged for 1/2 of the construction cost to make the magical item. A magical item that is destroyed (either by conditions or 0 hit points) cannot be salvaged. Likewise, if destroying the item would be dangerous, like an Elemental Bound item, the artificer must deal with that situation at a randomly determined time during that process. Any combat that arises from a salvage attempt assumes that the artificer starts the first round of combat prone, but not surprised. Artifacts (both major and minor), as well as magical items that do not have gold piece value, like living constructs, cannot be salvaged. MYTHIC GENIUS:
- Insightful Calculus (Ex): You use your Intelligence modifier when making Disable Device, Perception, Profession, Sense Motive, and Use Magic Device skill checks, as well as Diplomacy checks to gather information, and you may attempt skill checks in these skills even if untrained. If you gain a competence or insight bonus to one of those skills, that bonus is increased by 1. - Craft Mythic Wand FEATS:
PLUS: Brew Potion, Scribe Scroll, Craft Wondrous Item, Craft Wand, Craft Arms and Armor SKILLS:
(8+4 INT+1 Race+1 FC)*1= 14
(4+4 INT+1 Race)*5= 45
Craft Skill and DCs Alchemical Items INFUSIONS:
Artificer Infusion List Oth: Detect Magic, Light, Mending, Read Magic, Resistance
EQUIPMENT:
0 gp MWK light crossbow)
Shortbow
Ring of Protection +1 2 doses of flesh-eating acid
HISTORY and APPEARANCE:
Appearance: Nalverren is a male human with not-quite-mid-length hair kept out of his eyes with a headband. He wears a backpack over his studded leather armor, as well as a satchel that can be readily accessed, and carries a shortbow. He also commonly carries a cane. History: Nalverren was born the son of a Brelish soldier who was later promoted into the King's Shields. Growing up in Wroat, Nalverren was raised to love Breland first and foremost. Receiving an excellent education, but lacking in skill at arms, Nalverren had hoped to join the King's Wands, in order to bring his family more prestige and serve his beloved country. Then one day, a recruiter of a different sort approached him... Since completing his training, Nalverren has become fairly widely-traveled, working his way into ruins and fortresses-long-forgotten to find things of magical nature that could be used to defend the Crown, should hostilities erupt once more. Our beloved hero finds himself on a trip downriver in Q'barra, ostensibly to pick up some dragonshards for a Tharask agent. In truth, he is to slip away from the expedition and into any lizardfolk ruins he can find, before returning to The Citadel with any findings.
CAMPAIGN NOTES:
PLAYER NOTES:
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