Arlindil

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Gloves of Life Siphoning
Aura moderate necromancy; CL 6th, 12th, 18th
Slot Hands; Price (I)21,550 gp, (II)43,100 gp, (III)64,670 gp;
Weight -
Description
The wearer of these gloves can three times per day make a touch attack, typically with their right hand. Upon making this touch attack it drains the target a number of hit points [(I)3d6, (II)6d6, (III)9d6]. You can't gain more than the target's current hit points plus the subject's Constitution score (which is enough to kill the target). This damage is then stored within the gloves. The wearer then has three rounds to touch another subject with their left hand, this provides healing (a willing subject does not require an attack roll) equal to the amount stored within the gloves from the previously drained target. The subject cannot gain more hit points then its maximum. If the wearer does not distribute this healing within three rounds the wearer takes the stored hit points as damage to himself. The gloves can never be used to heal the wearer.
Construction Requirements
Craft Wondrous Item, Vampiric touch; Cost (I)10,775 gp, (II)21,550 gp, (III)32,335 gp


Where do I go to vote? I keep failing all forms of perception to find where to start voting.


1. I went with charisma specifically to be different than the Alchemist, also every magic tradition has some tie to Charisma, therefore; to me it made sense to link all of there abilities to Charisma. I like the magic missiles (again wanted a little difference from the alchemist) though it would be very easy to change it to another type of attack. Both of these could be easily adjusted with a class variant.

2. Item Creation. My artificer's Item Creation ability completely bypasses the increased spellcraft dc's as you emulate each requirement through your Use magic device skill to make the item, thereby having all the prerequisites. I thought it was clear the way I wrote it. If you have any suggestions to make it clearer please let me know.

3. I will play around with some new names.

4. I specifically kept those abilities in an item to focus the fact that their abilities really come from items. Though again easy variant fix to detach them from the goggles.

5. I did this to strategically make the need for dice roles less. The skill mastery only applies to when making items ONLY WITH their craft pool. I was trying to eliminate the need/desire for every artificers first magic item being a +10 Use Magic Device or Spellcraft "goggles". The items made from the craft pool are things that the artificer has been "tinkering" with for a long time, so taking 20 made sense to eliminate dice roles and make the players real life time to make an item a bit easier.

Thank you very much for reading, I will see about making some variant options to the class as well as renaming the "Knowledge" I specifically avoided "discovery", May go with "Trade Secret"


Rhuun's Artificer

Ok so here it is, I was so going about trying to get this up the wrong way. Thank you for the clarification Drejk.


I give up, I have uploaded my artificer into my google docs but I can't get a link to work in this forum.


As directed by Will McCardell I am posting my Artificer. From here on out it should go by the name Rhuun's Artificer. Now if only I could find the place to upload it?

Do I just need to copy and paste it here. I am not seeing a link. I am unfamiliar with these forums.