Tool-box's page

23 posts. Alias of Helikon.

Full Name





Artificer 2










Becoming God


Common, Draconic, Dwarfen, elven, Gnome, Halfling

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Strength 12
Dexterity 14
Constitution 16
Intelligence 18
Wisdom 12
Charisma 9

About Tool-box


Name: Toolbox
Race: Warforged
Job: Artificer 2
Age: 10
Alignment: LN
Personality: Serious, can be moody
Likes: Dolphins, Storms and rain
Dislikes: Poaching
Favorite foods: Sushi,
Hobbies: Swimming through coral reefs
Physical Description: Blue skinned with emerald eyes and turquoise hair
Deity: Becoming God
Languages: Common, Draconic, Dwarfen, elven, Gnome, Halfling


Hit Points: 19 / 19
Init: +2
Morningstar +2 (1d8+1 /20/x2)
Light X-bow,R. +3 (1d8/19-20/x2/ 70ft)
Slam +2 (1d4+1 /20/x2)
Melee: 2 = 1(base) + 1(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 2 = 0(base) + 0(STR);
CMD: 14 = 10 + 1(base) + 1(STR) + 2(DEX);

AC: 20 = 10 + 5 (Armour) + 1(Shield) +2(Dex) +2 Nat;
Touch: 12 = 10 + 2(Dex);
Flat: 18 = 10 + 5(Armour) + 1(Shield) + 2 Nat;
Fort: 3 = 0(base) + 2(CON);
Ref: 2 = 0(base) + 2(DEX) ;
Will: 4 = 3(base) + 1(WIS);

Class Features, Racial Traits:

Class Features:
Ability Score Racial Traits:
+2 Constitution, +2 Intelligence, -2 Charisma
Medium Size
Humanoid (Living Construct Subtype)
Base Speed: 30'.
Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Construction Metabolism:
Warforged have the following alterations to a normal humanoid's natural processes
Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Warforged do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance naturally over time.
Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Natural Plating:
Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.

Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

Weapon and Armor Proficiency:
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.

An artificer casts infusions, which are like spells but are neither arcane nor divine. Like spells, artificers have a limited number of infusions per day, based on their level. Similar to other spellcasters, artificers get additional infusions per day based on their Intelligence attribute and regain their infusions per day after a normal 8 hours of rest and 15 minutes of concentration. Like sorcerers and bards, artificers can cast any infusion he knows without preparing them ahead of time, classifying him as a spontaneous spellcaster. However, given how limited his selection is, he automatically knows all infusions on the infusion list of any level he is capable of casting. Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, he can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level. However, this is specifically not intended for artificers to reverse engineer normal spells to become infusions.
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.

An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Artificer's Knowledge:
Unlike normal spellcasters, artificers count as both casters and manifesters for the purposes of creating magical and psionic items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers. They still need the necessary item creation feats, but the artificer can continue the item creation process with only a working knowledge of each spell or power needed. When an artificer puts their first rank into Knowledge: Arcana, they are considered to have a working knowledge of all 0th arcane spells from any arcane spell list. The same is also true for Knowledge: Religion and 0th divine spells from any divine spell list and Knowledge: Psionics and 0th level psionic powers from any power list. For each additional two ranks placed into a given skill, the working knowledge of the associated spell or power list increases by one level, to a maximum of 9th level spells or powers at 19 ranks.
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.

Artisan Bonus:
An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.

Bonus Feats:
As an artificer progresses in level, he gains the following feats as bonus feats. He does not need to qualify for the specified feats listed, but does for any bonus feat he gets to choose. Artificers gain Brew Potion and Scribe Scroll at 1st level, Craft Wondrous Item and Craft Wand at 3rd level, Craft Magic Arms and Armor at 5th level, Forge Ring at 7th level, Craft Rod at 9th level and Craft Staff at 11th level.
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.

An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. This pool refreshes when an artificer regains his infusions for the day. While points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not involve an attack roll to cast it with close range instead. This increase in range for touch based infusions does not stack with with any other source that alters the range of an infusion.

An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Rugged Craftsman:
At 2nd level, when an artificer is crafting magical items while adventuring on in a dangerous environment, he gains the full benefit of 4 hours per day, rather than the normal 2 hours of work for 4 hours of effort. The amount of gold piece value achieved per hour is still based on the normal 8 hours per day and divided normally. The artificer can also create multiple magical items in single day, provided that the total gold piece value is still within his gold piece limit per day for enchanting.

Starting at 2nd level, the artificer can spend a point of his ingenuity pool to disrupt the magical energies that power magical and psionic items. At 5th level and every three levels thereafter, this ability improves.

Feats, Traits,Skills:

Point Blank Shot
Precise Shot
Scribe Scroll
Brew Potion
Extra Ingenuity
Pragmatic Activator: Use int instead of Cha for UMD
Principled: -2Bluff +2to Charm, Compulsion & Emotion
Artificer 6 +INT = 10 * 2 = 20
ACP = -2 //Armour Check Penalty
Acrobatics: 0 = 0 + DEX Mod + - ACP;
Appraise: 8 = 1 + INT Mod + 3;
Bluff: -3 = 0 + CHA Mod + 0-2;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft:(ArmorSm.) 11 = 2 + INT Mod + 3 +2 MWT;
Diplomacy: -1 = 0 + CHA Mod + 0;
Disable Device: 7 = 2 + DEX Mod + 3 +2 MWT -ACP;
Disguise: -1 = 0 + CHA Mod + 0;
Escape Artist: 0 = 0 + DEX Mod + - ACP;
*Handle Animal: -1 = 0 + CHA Mod + 0;
*Heal: 1 = 0 + WIS Mod + 0;
Intimidate: -1 = 0 + CHA Mod + 0;
Know(Arcane): 9 = 2 + INT Mod + 2;
Know(Dung): 4 = 0 + INT Mod + 0;
Know(Engin): 9 = 2 + INT Mod + 2;
Know(Geo): 4 = 0 + INT Mod + 0;
Know(Hist): 4 = 0 + INT Mod + 0;
Know(Local): 4 = 0 + INT Mod + 0;
*Know(Nature): 4 = 0 + INT Mod + 0;
Know(Noble): 4 = 0 + INT Mod + 0;
Know(Planes): 8 = 1 + INT Mod + 3;
Know(Religion): 8 = 1 + INT Mod + 3;
Linguistics: 8 = 1 + INT Mod + 3;
*Perception: 6 = 2 + WIS Mod + 3;
Prof.(Engraver) 6 = 1 + WIS Mod + 3;
Ride: 0 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 1 = 0 + WIS Mod +0 + 2;
Sleight of Hand: 0 = 0 + DEX Mod + - ACP;
*SpellCraft: 9 = 2 + INT Mod + 2;
Stealth: 1 = 0 + DEX Mod + 0;
*Survival: 1 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 9 = 2 + INT Mod + 2;


DC = 10 + Int+ Level
Orisons: Unlimited use
Level-1: 1 + 1(Wis)
Spells Memorized:
Detect Magic, Light, Mending, Read Magic, Resistance
Level-1: (3Slots)(3+1BL)
Magic Vestment, Magic Weapon, Repair light Damage