I have a question, where does it say "Disjunction" or "Dispel Magic" spells effect the planes created by the "Create Demiplane" spells? I thought the only spells it could effect are spells effecting an object or effecting an area. Last I checked the "Create Demiplane" spells apply to neither category.
I know this has been done a quite a few times, but I thought I would post my take on the Artificer because I kind of like how its turning out. So everyone knows, this is NOT my original idea. 99% of this borrowed ... *cough* *cough* stolen *cough* ... from other sources on these forums. I would like to give credit where its due, but I kind of forgot what I took from where. So, if you think it was taken from yours, it probably was. Artificer:
Artificer
Alignment: Any.
The Artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int),Knowledge (planes) (Int), Linguistics(Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Table: Artificer
Weapon and Armor Proficiency:
The Basics (Sp):
Trapfinding:
Item Lore:
Artifice (Ex):
Rune Arm (Su):
Motes of Mana (Su):
Reserves:
Distill Mana (Su):
Breakthroughs:
Bonus Feat:
Efficiency:
Major Breakthrough:
Breakthrough:
Infuse Scroll: The Artificer can quickdraw scrolls. While using a scroll, he may expend a number of motes of value equal to the scroll creation costs to prevent the magic writing from being consumed. Saving the scroll is an immediate action.
Example: A second level scroll with a caster level of 3 costs 150gp. The Artificer must spend 3 motes (75gp), while casting from the scroll, to salvage it in this way. Quaif Potion: The Artificer can quickdraw potions. The Artificer is able to gain the benefits of a potion without it being consumed. While drinking a potion, the Artificer can choose hold it in his mouth and expend a number of motes of value equal to the potions creation costs. In doing this they imbue themselves with the potions properties without expending the potion. Then the unexpended potion may be spit back into its container. The Artificer must posses the Brew Potion feat to select this breakthrough. Wonderous Item Mastery: The Artificer relaxes the slotting requirements of one wonderous item. This allows for layering of robes, multiple necklaces, mismatched boots and the like. This breakthrough can be taken multiple times, each time allowing an additional item. The Artificer must posses the Craft Wonderous Item feat to select this breakthrough. Abate Curse: The Artificer can spend a mote and make a use magic device check, against 10 + caster level of a cursed item, to discard a cursed item. If the check is failed, the Artificer must wait until they gain a rank in use magic device before they can try again. An Artificer may spend a mote and attempt a check against 20 + caster level of a cursed item to take a cursed item from another, for himself. If the check fails, the Artificer must wait till they gain a rank in use magic device before trying again. If the Artificer wishes to use a cursed item, he must attempt a use magic device check against 10 + caster level to trick the cursed item into believing he is meeting its conditions for use. Escaping the item’s drawback requires a use magic device check against 20 + caster level. The Artificer must understand the item’s drawback and conditions to escape them in this way. To use distill mana on a cursed item, the Artificer must make the appropriate checks to use the item, and then spend the mote and
Recharge Wand: The Artificer may quickdraw wands. He may also recharge wands with motes. This requires a full-round action and as many as ½ class level charges may be recharged at a time. The cost per charge is equal to the crafting cost per charge and is paid in motes. The Artificer must posses the Craft Wand feat before selecting this breakthrough. Arms and Armor Mastery: The Artificer may quickdraw enchanted weapons and don enchanted armor in half as much time as normal. As a full round action, he may enhance a wielded weapon, armor, or shield by up to +1 per 2 class levels. These enhancements may be used for enhancement bonuses (maximum +5) or special abilities. Count enhancements without plus equivalents as: under 2000gp(+1), 2001-4000gp(+2), 4001-9000gp(+3), 9001-16000(+4), 16001-25000gp(+5), 25001-36000gp(+6), 36001-49000gp(+7), 49001-64000gp(+8), 64001-81000gp(+9). The cost is 1 mote per +1. These enhancements are temporary and last only for 1 minute. The maximum enhancement available through this ability is the lesser of 1/2 class levels or the total enhancement of +10 for the item. The Artificer must posses the Craft Arms & Armor feat before selecting this breakthrough. Construct Mastery: The Artificer may repair and destroy constructs with great ease and efficacy. As a standard action, the Artificer may heal or damage a creature of the construct type. This is a supernatural ability dealing or healing 1d6 damage per 2 Artificer levels. Range: touch; No saving throw is applicable. The Artificer can do this 3 + int times per day. The Artificer may attempt to calm berserk constructs that he has created. This requires a use magic device check against DC 20, plus the higher of the constructs caster level or hit dice. This is a standard action, costing 1 use of his Construct Mastery. Constructs attempt a will save to avoid this effect. The Artificer adds +5 to use magic device and craft rolls involving constructs. The Artificer must posses the Craft Construct feat before selecting this breakthrough. Dominate Construct: The Artificer may attempt a use magic device check against 20, plus the higher of the construct’s caster level or hit dice, to have a construct treat him as if her were it’s creator for 1 + INT rounds. This is a standard action. Sentient constructs may attempt a will save vs 10 + half of the Artificer’s class level + charisma modifier to avoid this effect. Use of this ability costs 1 mote. Make Whole: The Artificer can use make whole, for the cost of 1 mote. The caster level for this effect is his class level. The Artificer must be of 8th level before selecting this breakthrough. Ring Mastery: The Artificer can wear and gain the benefits of one additional ring. This breakthrough may be taken more then once, its effects stack. The Artificer must posses the Forge Ring feat before taking this breakthrough. Metamagic Trigger: when activating a spell trigger item, the Artificer can attempt to infuse its effects with a metamagic feat he posses. This makes activating the item a full-round action (unless quicken is selected). Metamagic effects cost 1 mote per spell level increase and increase the use magic device check by 5 per spell level increase. The maximum spell level that can be achieved through this ability is ½ of the Artificer’s class level (round up). Only one metamagic feat may be applied at a time. Rod Mastery: The Artificer counts as wielding a rod so long as the rod is on his person. He may use the abilities of this rod without holding it in his hands. If a rod requires a melee attack, it must still be used to attack. This breakthrough may be taken multiple times, each time allowing an additional rod to be used in this way. The Artificer must posses the Craft Rod feat before taking this breakthrough. Fabricate: The Artificer can use the spell, fabricate, for the cost of 1 mote. The caster level for this effect is his class level. The Artificer must be of 12th level before taking this breakthrough. Staff Mastery: The Artificer can quickdraw staffs. Additionally, the Artificer uses his class level as the staff’s caster level. He may recharge one staff per day, for one charge per 4 class levels, as if he were a spell caster with a maximum available spell slot of ½ his caster level. The Artificer must posses the Craft Staff feat before taking this breakthrough. Metamagic Completion: when activating a spell completion item, the Artificer can attempt to infuse its effects with metamagic feat he posses. This makes activating the item a full-round action (unless quicken is selected). Metamagic effects cost 1 mote per spell level increase and increase the use magic device check by 5 per spell level increase. The maximum spell level that can be achieved through this ability is ½ of the Artificer’s class level (round up). Only one metamagic feat may be applied at a time. Skill Mastery: The Artificer may take 10 on Artificer class skills, even if stressed or threatened. This ability allows an Artificer to take 10 on Use Magic Device checks, even though that is not normally allowed. The Artificer must be of 15th level before selecting this breakthrough. Minor Creation: The Artificer can use the spell, minor creation, for the cost of 1 mote. The caster level for this effect is his class level. If the Artificer spends motes equal to the cost of the minor creation, the minor creation’s duration changes to instantaneous. The Artificer must be of 16th level before selecting this breakthrough. Push Item: when wearing or using an item, the caster level of the item is increased by one for each 5 points that the Artificer excedes the activation roll. Assume blind activation for items that do not require use. The Artificer must be of 17th level before selecting this breakthrough. Craft Homunculus (Ex): An Artificer can create a homunculus (any 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 costs. An Artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
Concussive Blast*: When ever the Artificer launches a blast he can choose compose the blast of sonic energies instead of raw magical force. A Concussive blast inflicts 1d4 sonic damage on a successful ranged touch attack instead of 1d4 force. In addition, creatures hit by the blast are deafened for 1 minute unless the succeed on a Fortitude save (DC 10 + 1/2 Class Level + INT). This effect replaces the default damage & knock down effects of the rune arm when used. Frost Blast*: When ever the Artificer launches a blast he can choose compose the blast of cold energies instead of raw magical force. A Frost blast inflicts 1d6 cold damage on a successful ranged touch attack instead of 1d4 force. In addition, creatures hit by the blast are staggered on there next turn unless the succeed on a Fortitude save (DC 10 + 1/2 Class Level + INT). This effect replaces the default damage & knock down effects of the rune arm when used. Shock Blast*: When ever the Artificer launches a blast he can choose compose the blast of electrical energies instead of raw magical force. A Shock blast inflicts 1d6 electrical damage on a successful ranged touch attack instead of 1d4 force. In addition, creatures hit by the blast are dazzled for 1d4 rounds unless the succeed on a Fortitude save (DC 10 + 1/2 Class Level + INT). This effect replaces the default damage & knock down effects of the rune arm when used. Fire Blast*: When ever the Artificer launches a blast he can choose compose the blast of fire energies instead of raw magical force. A Fire blast inflicts 1d6 fire damage on a successful ranged touch attack instead of 1d4 force. In addition, creatures hit by the blast take 1d6 fire damage the following round unless the succeed on a Reflex save (DC 10 + 1/2 Class Level + INT). This effect replaces the default damage & knock down effects of the rune arm when used. Shaped Blast: An Artificer can learn to refocus the blast into a burst instead. When you take this breakthrough, the Artificer selects cone burst or a sphere burst. The Artificer concentrates the blast, sacrificing potential damage to create the burst.
Improved Homunculus (Ex): As per Magic of Eberron, pg. 49. Categorizer (Ex): Artificers meticulously keep track of their magical and mundane items, always knowing where every item on their person is located at any given time. An Artificer never provokes attacks of opportunity when retrieving stored items and any Artificer who takes the Quick Draw feat may use the benefits of Quick Draw with alchemical items, potions, scrolls, and wands. Meleezation Augment: The aftificer may use his Rune Arm blasts as melee touch attacks that don't provoke attacks of opportunity. Quick Shot: The Artificer may use his Rune Arm blasts as part of his intuitive attacks. Elbow Grease: The Artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level. Ego Mastery: The Artificer may roll a use magic device check in place of his will save when contesting egos with an intelligent item. The Artificer can also distill intelligent items if he can defeat them in a battle of egos. The Artificer must be of 7th level before selecting this breakthrough. Alchemical Synergy: While crafting you can combine two alchemical items into one item that simultaneously delivers all effects of both items. For example, a "fire-tangle bomb" delivers the effects of alchemical fire and a tanglefoot bag. The cost equals the sum of the individual item costs x 150%. The Artificer adds +5 to craft Alchemy rolls. Scroll Mastery: Your mastery of scrolls allows you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a scroll, and you can use your caster level when useing a scroll if it’s higher than the caster level of the scroll. Extraordinary Artisan: When determining the gold piece cost in raw materials you need to craft any mundane item, reduce the market price by 25%. Trap Spotter: Whenever an Artificer comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check is made in secret by the GM. Imbue Guidance: An Artificer can imbue an item with a temporary enchantment that grants a bonus to a particular skill or saving throw for 1 minute per level as a full round action. Skill bonuses grant a +2 circumstance bonus that increases by an additional +1 at 6th level and every 4 levels after. Resistance bonuses grant a +1 that increases by an additional +1 at 6th level and every 4 levels after. This enchantment costs 1 mote. Major Breakthrough: Immortality:You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age and stop aging permanently. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.
Philosopher’s Stone: The Artificer learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work Awakened Intellect: The Artificer’s constant exposure to strange magics has expanded his mind. His Intelligence score permanently increases by 2 points. Fast Study: The Artificer gains an additional 4 breakthroughs he qualifies for. Soul Binding: Once after taking this, the Artificer can add intelligence to a magic item by imbuing the item with the soul of a sentient living creature. The creature must be slain (its heart drained of blood) as the final step of an item's creation process. Three rounds after death, the creature's spirit transfers to the item, awakening it to sentience. The item has the creature's personality, alignment, and residual memories but starts off neutral and obedient to the Artificer. The Artificer selects the item's intelligent abilities as normal and offsets that cost by 2,000 gp per Hit Die of the creature, to a maximum benefit of 2,000 gp x the Artificer's level. An Artificer can sacrifice himself to transfer his own soul into an item. Soul binding is usually an evil act unless the creature has agreed or requested this. This item is a true Artifact and gains all benefits as such. Construct: You have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type. In addition, choose one of the abilities listed below, you gain the benefits described.
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