Danse Macabre

Nefzen's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists.


RSS


taichara wrote:
I'm in the same boat (pending); having preordered on 11 Sept. I haven't received any email other than the initial order email.

Same here, I have been eagerly awaiting this book. Hopefully more information comes out soon.


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.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (140 gp average)
Class Skills

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).
Skill Ranks per Level: 4 + Int modifier.

Table: Artificer
Level BAB Fort Ref Will Special
01 +0 +0 +0 +2 The Basics, Trapfinding, Item Lore, Artifice, Scribe Scroll, Rune Arm, Motes of Mana
02 +1 +0 +0 +3 Distill Mana, Breakthrough
03 +2 +1 +1 +3 Bonus Feat
04 +3 +1 +1 +4 Efficiency, Breakthrough
05 +3 +1 +1 +4 Bonus Feat
06 +4 +2 +2 +5 Breakthrough
07 +5 +2 +2 +5 Bonus Feat
08 +6/+1 +2 +2 +6 Efficiency, Breakthrough
09 +6/+1 +3 +3 +6 Bonus Feat
10 +7/+2 +3 +3 +7 Breakthrough
11 +8/+3 +3 +3 +7 Bonus Feat
12 +9/+4 +4 +4 +8 Efficiency, Breakthrough
13 +9/+4 +4 +4 +8 Bonus Feat
14 +10/+5 +4 +4 +9 Breakthrough
15 +11/+6/+1 +5 +5 +9 Bonus Feat
16 +12/+7/+2 +5 +5 +10 Efficiency, Breakthrough
17 +12/+7/+2 +5 +5 +10 Bonus Feat
18 +13/+8/+3 +6 +6 +11 Breakthrough
19 +14/+9/+4 +6 +6 +11 Bonus Feat
20 +15/+10/+5 +6 +6 +12 Absolute Efficiency, Major Breakthrough

Weapon and Armor Proficiency:
Artificers are proficient with all simple weapons, plus the light hammer, war hammer, hand crossbow, light repeating crossbow and heavy repeating crossbow. Artificers are also proficient with light armor, medium armor, and with shields (but not tower shields).

The Basics (Sp):
Artificer gains the following spell like abilities that he can use at will: Mend, Read Magic, Light and Detect Magic. These spell like abilities use the Artificer`s class levels for their caster level.

Trapfinding:
An Artificer's study of devices, both magic and mundane, aid him in dealing with traps. He adds ½ his class level to any perception checks to locate traps and Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magical traps.

Item Lore:
An Artificer adds ½ of his class level (minimum +1) to use magic device checks for the purpose of activating magic items. The Artificer also adds this bonus to spellcraft rolls to examine the properties of a magic item, and knowledge rolls related to magic items.

Artifice (Ex):
An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 3 rather than 5 for each prerequisite he is missing. Additionally the Artificer can create create potions, spell-trigger and spell-completion magic items without meeting their spell prerequisites, unlike spell casters. This modified DC also applies to accelerated crafting, but only when using Use Magic Device.
For purposes of meeting item prerequisites, an Artificer`s effective caster level equals his Artificer level +2. If the item duplicates a spell, however, it uses the Artificer`s actual level as its caster level.
An Artificer can also make Use Magic Device checks to emulate non-spell requirements, including class, 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 powers granted by The Basics class feature do not meet spell prerequisites for creating magic items. Magic items created by an Artificer are considered neither arcane nor divine.

Rune Arm (Su):
In the Artificer`s learning of raw magical energies and the creation of magical items, one of his first creations is a magical guantlet called the Rune Arm. It services as a training aid at first then becomes a potent tool in the Artificer`s box of options. An Artificer can channel raw magical blasts through the Rune Arm a number of times per day equal to his class level + his INT Modifier. Channeling a blast takes a standard action that provokes an attack of opportunity. Blasts have a range increment of 40 feet. The Rune Arm is considered a weapon and can be selected for feats like Weapon Focus and Point-Blank Shot. The Rune Arm's blasts inflicts 1d4 damage force damage + INT modifier on a successful ranged touch attack. In addition, creatures hit by the blast are knocked prone unless the succeed on a Reflex save (DC 10 + 1/2 Class Level + INT). The damage of an Artificer`s blasts increases by an additional 1d4 die at 3rd level and again for every 3rd Artificer level there after (this bonus is not multiplied by critical hits or feats like Vital Strike.)
Rune Arms are personal objects attuned to their owners and fueled by their personal essence as such; Rune Arms do not function in other character`s hands, including other Artificers.

Motes of Mana (Su):
An Artificer understands the basic unit of artifice. He learns to store and utilize this unit, the mote of mana, in his works. His body naturally creates more of these motes each class level, and he can use them to craft more efficiently and utilize his Artificer abilities. In addition, the Artificer can craft motes. The process costs 12.5gp per mote created, takes one day, and can yield a maximum of 10 motes per Artificer level.
When making a magic item, the Artificer may use his motes. For each mote spent, reduce the market price of the item by 25 gp. The Artificer may pay up to half of an item’s market cost in motes. The reduced market price is then divided by the daily gp value to determine how long the item takes to make, and divided by 2 to determine the remaining gold piece cost as normal.
Example:
A level 3 Artificer with 80 motes would like to make a level 2, scroll of scorching ray. He chooses caster level 3 for this scroll, so its market cost is (2*3*25 = 150)gp. The Artificer may pay half of the item's market cost, 75gp, in motes. This costs 3 motes and leaves the Artificer with a 75gp Caster Level 3 scroll of scorching ray. This will cost 37.5gp and take less than one day. To actually craft the item, the Artificer must roll a use magic device check against (5+3+3 = 11)DC. Broken down, this is 5 for the base DC, +3 for the caster level of the scroll, & +3 for the missing spell component scorching ray.

Reserves:
An Artificer’s body contains motes, which may be used to create and empower items. An Artificer’s maximum number of stored motes is determined by level. Motes gained in excess of the maximum are lost. Additionally, the Artificer naturally generates motes at each character level as indicated.
Level Motes Gained Maximum Motes
1 10 10
2 30 40
3 80 120
4 120 240
5 180 420
6 220 640
7 300 940
8 380 1320
9 520 1840
10 640 2480
11 800 3280
12 1040 4320
13 1280 5600
14 1800 7400
15 2200 8600
16 3000 11600
17 3800 15400
18 4800 20200
19 6200 26400
20 7800 34200

Distill Mana (Su):
At 2th level, an Artificer gains the ability to salvage the mystic essence from a magic item and distill that essence into motes of mana. The Artificer must spend 8 hours with the item, and he must also have the appropriate item creation feat for the item he is distilling. The 8 hours need not be consecutive but must be in 1 hour blocks. After 8 hours, the Artificer must make a Use Magic Device check of the same DC as if he were crafting the item in question. The Artificer must be meet the item’s crafting prerequisites as per his artifice ability. If the check fails the item explodes, dealing 1d6 damage per 2 caster levels to a 5 foot radius per 2 caster levels, No save.
If successful, the Artificer gains 1 mote per 25gp of the item’s market price. This process destroys the value of the item related to the enchantment, leaving only the masterwork item which the enchantment was affixed to. Intelligent items & Artifacts may not be distilled.
[‘Use per’ items and ‘rechargeable’ items yield a percentage of their total value reflective of their remaining capacity].
Example:
An Artificer wants to salvage a wand of lightning bolts that has 20 charges. Originally created (like all wands) with 50 charges, it had a market value of 11250gp when initially made, or approximately 225 gp (11250 divided by 50) per charge. The Artificer is able to recover the gp value from the remaining charges. He gains the value of (225 x 20) 4500gp in motes, or 180 motes.

Breakthroughs:
At 2nd level, and every then again every 2 levels after (up to level 18th) the Artificer makes outstanding Breakthroughs. Unless otherwise noted, an Artificer can only take each Breakthrough once. Some Breakthroughs have prerequisite that must be met before they can be taken, like other breakthroughs. Breakthroughs that modify the Rune Arm blast marked with an asterisk (*) can only be applied to the blasts once and only one such breakthrough can be used with a blast at a time. The DC of any saving through called out by a Breakthrough is 10 + 1/2 class level + Intelligent Modifier.

Bonus Feat:
At 3rd level and every odd level there after, an Artificer gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. The Artificer must still meet all prerequisites for a bonus feat, including caster level minimums. For caster level purposes the Artificers levels count as caster levels. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Efficiency:
Once a Artificer is of 4th level, and every 4 level there after, the Artificer becomes more efficient in crafting & the creation of magic items. At 4th level, motes may compose 60% of an magic item’s market price. In addition, the Artificer increases the monitary value of mundane & magical items that can be created in a day by +50%. He is also freed from the limits of magical items per day, though he is still limited by the total gp value that can be created in a day. This increases to 70% & +100% per day at 8th level; 80% & +150% at 12th level; then 90% & +200% at 16th level. Finally, at level 20 becomes a pinical of efficientcy in creating magic items. Motes may compose 100% of an magic item's market price with a +400% increase in daily value for both mundane & magical items.

Major Breakthrough:
Some flavor text for Capstone level breakthroughs.

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
roll appropriately to discard the item at the end of the distillation process. If the discard roll fails, the item survives and the Artificer’s efforts are wasted.

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.
If an Artificer gives his homunculus more than 6 Hit Dice, it can becomes a Small creature and advances as described in the Bestiary. The homunculus also gains 10 extra hit points if it becomes 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. An Artificer must be 6th level before taking this breakthrough.

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.
If the Artificer choses cones he may sacrifice 2d4 to create a 15 foot cone or 4d4 to create a 30 foot cone. If the Artificer chose sphere he can sacrifice 1d4 to create a 5 foot sphere, 2d4 to create a 10 foot sphere or 4d4 to create a 20 foot sphere.
Creatures caught in the burst can make a Reflex save for half damage. An Artificer can select this breakthrough again, selecting the other burst option. An Artificer must be at least 6th level to select this breakthrough.

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.
- Adamantine Body: The flesh of your body has been entirely replaced or has been grafted with adamantine. You gain a +5 bonus to your damage reduction and natural armor class. Your maximum Dexterity bonus to your AC is +1, you take a -5 penalty on all skill checks that armor check penalties apply to and you have a 35% chance of spell failure.
- Construct Resilience: You are immune to nonlethal damage; however you lose the ability to benefit from regeneration or fast healing, even if you would gain those qualities through magic or a template.
- Iron Fortification: When a critical hit or sneak attack is scored on you there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Living Crystal Inlay: You gain a SR 10 + Character Level.
- Silver Mithral Tracery: Alchemical silver tracery covers the steel plate that is grafted to your skin. For the purpose of overcoming damage reduction, your natural weapons and grapple checks made to deal damage are treated as silvered weapons. In addition you gain a +2 bonus to Dex.