| Kierato |
Any advice would be helpful.
Artificer
HD: d8
BAB: 3/4
Saves: Poor Fort, Poor Ref, Good Will
Class Skills: Appraise (Int), Craft (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points per level: 4+Int Mod
Level---Special
1--------Minor Creation, Construct
2--------Discovery
3--------Repair
4--------Discovery
5--------Master Craftsman
6--------Discovery
7--------Major Creation
8--------Discovery
9--------Major Repair
10------Discovery, Master Craftsman
11------Fabricate
12------Discovery
13------True Repair
14------Discovery
15------Master Craftsman
16------Discovery
17------Rapid Repair
18------Discovery
19------Discovery
20------Final Discovery
Minor Creation(Sp): You can use Minor creation a number of times per day equal to 3 + you Int mod. This ability provides the bodies for your Constructs (see below), but that use does not go against your number of uses per day.
Construct(Su): Constructs are small or tiny Animated Objects. You can create 1 construct per day per class level (but see below). When you rest and regain your uses per day abilities each morning any constructs still remaining vanish, and you are free to create new ones. It takes one hour to regain the use of your abilities and to craft your construct(s).When crafting your constructs, you may forgo crafting one or more constructs to grant other constructs additional CP. For each Construct that you forgo in this manner gives you 2 additional CP that can be divided up among the remaining constructs as you see fit. No construct can have more CP than your class levels. You may also combine 2 or more constructs to create a larger construct ( a larger animated object base) as follows: 2=medium, 4=large, 8=huge, and 16=gargantuan.
At first your constructs can only be made out of wood or other plant matter. When you gain Major Creation, you may make them out of anything allowed by major creation, but you must spend the CP to get the benefits (see Animated Objects).
The Following restrictions exist on the existing Construction Point abilities. Some discoveries may also give you additional things to spend CP on.
You may apply additional attack one time, plus one time per four class levels per construct.
You may apply faster one time, plus one time per four class levels per construct.
Discovery: Discoveries are new tricks you learn in pursuit of your trade. They are difficult to
generalize about, as the can pertain to you, your constructs or something else. Below is a list of discoveries:
Additional HD: This is a Construct Point ability that costs 1 CP. The Construct gains an additional hit die, along with all the implied benefits (BAB, Saves, etc). You may apply additional HD one time per two class levels per construct.
Sentience: This is a Construct Point ability that costs 2 CP. The Construct gains an Int score of 7, a Wis score of 10, and a Cha score of 10. It can speak one language that you know. Possessing an Int score grants it feats and skills appropriate to its HD, and it is always loyal to you. You may apply Sentience once per construct.
Self Repair:This is a Construct Point ability that costs 1 CP. The Construct gains Fast Healing 1 per time you buy it. You may apply self repair one time per five class levels per construct. Requires: level 10
Disabling Touch(Sp): You may deal an amount of damage equal to 1d6 + your ranks in disable device to a creature with a construct type with a touch attack That automatically bypasses hardness and DR. You can use this ability 3 + your Int mod times per day.
Enchanting Touch(Sp): Your Lesser Enchanting Touch functions as Greater Magic Weapon instead of magic weapon. Requirements: Lesser Enchanting touch, class level 6+
Enchanting touch, Greater(Sp): You may choose to have your Enchanting touch spell like ability functions as Versatile Weapon instead of greater magic weapon. Requirements: Enchanting Touch, Class level 8+
Enchanting Touch, Lesser(Sp): You can use Magic Weapon as a spell like ability using your class level as your caster level a number of times per day equal to your Int mod. You can use this ability on your Constructs natural weapons.
Item Creation Feat: You gain an item creation feat as a bonus feat. You must meet the prerequisites as normal, typically though your master craftsman class feature. Requirements: level 5+
More to follow...
Repair(Sp): You can use Mending as a spell like ability at will. You can use this once per day per construct to restore 5 HP.
Master Craftsman: You gain master craftsman as a bonus feat at 5th level even if you do not meet the prerequisites. You gain Master Craftsman again at 10 and 15 levels, allowing you to choose a different craft or profession skill each time.
Major Creation(Sp): Your minor creation spell like ability duplicates the effects of major creation starting at 7th level.
Major Repair(Sp): You can use make whole a number of times per day equal to your Int Mod, using your class level as your caster level.
Fabricate(Sp): You can use fabricate 3 times per day, using your class level as your caster level.
True Repair(Sp): When you use Repair or Major Repair to heal one your constructs, you add your class level to the HP healed.
Rapid Repair(Sp): you may use your Major Repair ability as a standard action (normally, make whole has a casting time of 10 min.).
Final Discovery: I haven't come up with any of these yet...