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glitterboypilot

PostPosted: Sun Oct 17, 2010 10:43 pm
Mastur Sage
Soooo, how much would it cost me to get a spell cast on me permanently via the permanency spell.

Buying it from a sorc w/ gold I mean.

Because I'm only using about 500 of my 10k gold.


what spell?  
PostPosted: Sun Oct 17, 2010 10:46 pm
glitterboypilot
Mastur Sage
Soooo, how much would it cost me to get a spell cast on me permanently via the permanency spell.

Buying it from a sorc w/ gold I mean.

Because I'm only using about 500 of my 10k gold.


what spell?


Enlarge person / creature seeing as I am a monstrous humanoid.  

PupSage

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Tsubaki Mizuru

Dangerous Sex Symbol

PostPosted: Sun Oct 17, 2010 11:11 pm
perminantly? I'd say about 15k+ :l  
PostPosted: Sun Oct 17, 2010 11:16 pm
According to the book it would be...
50xthe minimal caster level(9 in this case)
450 that seems way cheap for what it does....


nevermind Dm has spoken before I posted

Though, I am left to ponder... If he is a wilder person, what does he have money for?  

glitterboypilot


glitterboypilot

PostPosted: Sun Oct 17, 2010 11:25 pm
Don't mind me I am just being bored at the moment as I try to think of stuff....Although

Powerful Charge[General, Fighter]
(Eb p57,MM3 p207,Mini p27)
Medium-size or larger
Base Attack Bonus +1
If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them.

Size Bonus Damage
Medium +1d8
Large +2d6
Huge +3d6
Gargantuan +4d6
Colossal +6d6


Greater Powerful
Charge
[General, Fighter]
(Eb p54)
(Mini p27)
Medium-size or larger
Base Attack Bonus +4
Powerful Charge
As Powerful Charge, but treat yourself as one size category larger.  
PostPosted: Sun Oct 17, 2010 11:37 pm
Sry Glitter, no homebrewed stuff :l It makes things to complicated for me ^^'''  

Tsubaki Mizuru

Dangerous Sex Symbol


glitterboypilot

PostPosted: Sun Oct 17, 2010 11:42 pm
Tsubaki Mizuru
Sry Glitter, no homebrewed stuff :l It makes things to complicated for me ^^'''


I know I was just being bored, I didn't want you to look at it. I clicked send to fast My bad
I am currently looking at a scout, but what about the Powerful charge it isn't homebrewed.  
PostPosted: Sun Oct 17, 2010 11:58 pm
sounds like a good feat for a scout to me.  

Tsubaki Mizuru

Dangerous Sex Symbol


Rock_DS

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PostPosted: Mon Oct 18, 2010 2:46 am
Quote:
Base attack bonus : Medium

Good saves : Fort and will

Bas saves : Reflex

Skill points : 4 + Int mod

Skills : Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

Weapon and Armour proficency : A spirit shaman is profi cient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields. These are the weapons commonly used by the tribal societies in which spirit shamans are found.

Spells: A spirit shaman casts divine spells from the druid spell list. She can cast any spell she has retrieved,much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.
To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Diffi culty Class for a saving throw against a spirit shaman’s spell is 10 + the spell level + the spirit shaman’s Charisma modifi er.

Like other spellcasters, a spirit shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–5: The Spirit Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifi ers and Bonus Spells, page 8 of the Player’s Handbook).

Like a sorcerer, a spirit shaman knows only a small number of spells. However, each day a spirit shaman may change the spells she knows. When a spirit shaman meditates to regain her daily allotment of spells (see below), she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specifi c druid spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level spirit shaman can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. She can cast 0-level spells fi ve times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell fi ve times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to fi ve uses of any of her 0-level spells.

If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an empowered fl ame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered fl ame strike if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fl y, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.

Each spirit shaman must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day.

Spirit Guide: All spirit shamans have a spirit guide, a personifi cation of the spirit world. In some sense a spirit shaman and her guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. She is the only one who can perceive or interact with her guide. It exists only inside her own mind and soul.

The spirit shaman’s spirit guide confers greater awareness of her surroundings, and grants her the Alertness feat. The spirit guide grants additional abilities at 5th and 10th level (see Follow the Guide and Guide Magic, below).

Spirit Guide Characteristics
Badger Orderliness, tenacity
Bear Strength, endurance
Buffalo Abundance, good fortune
Cougar Balance, leadership
Coyote Humor, trickiness
Crane Balance, majesty
Crow Intelligence, resourcefulness
Eagle Perception, illumination
Elk Pride, power, majesty
Fox Cleverness, discretion
Hawk Awareness, truth
Lizard Elusiveness
Otter Joy, laughter
Owl Wisdom, night
Rabbit Conquering fear, safety
Raccoon Curiosity
Scorpion Defense, self-protection
Snake Power, life force, potency
Spider Interconnectedness, industry
Turtle Love, protection
Vulture Vigilance, death
Wolf Loyalty, interdependence

The exact form of the spirit guide is chosen by the spirit shaman at 1st level, usually for the qualities it represents, as shown above. The exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages.

Wild Empathy (Ex): Guided by her insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the Player’s Handbook). The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifi er to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, infl uencing an animal in this way takes 1 minute (as with infl uencing people, use of this ability might take more or less time). A spirit shaman cannot use this ability to influence a magical beast.

Chastise Spirits (Su): Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see the What is a Spirit? sidebar).

Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level + Cha modifi er) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance—the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Detect Spirits (Sp): The spirit shaman’s spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Blessing of the Spirits (Sp): Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Follow the Guide (Su): At 5th level and higher, a spirit shaman’s spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Ghost Warrior (Su): Beginning at 6th level, a spirit shaman confers the ghost touch special ability (see Magic Weapon Special Ability Descriptions, page 223 of the Dungeon Master’s Guide) to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (not her touch AC) against any touch attack delivered by an incorporeal creature.

Warding of the Spirits (Sp): Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.

Spirit Form (Su): At 9th level and higher, a spirit shaman learns how to temporarily transform herself into a spirit. Once per day, as a standard action, she can make herself incorporeal for up to 1 minute.

While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armor or natural armor bonus to AC, but gains a defl ection bonus equal to her Charisma modifi er (minimum +1).

She has no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but she gains the ability to make a melee touch attack (add the spirit shaman’s Dexterity modifi er to her attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.

At 15th level and higher, a spirit shaman can use her spirit form twice per day. At 20th level, she can use this ability three times per day.

Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign her spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman’s normal Concentration modifi er. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.

Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round of the victim’s death. This ability functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stabilized).

Exorcism (Su): Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifi er, if any), against a DC of 10 + the possessing creature’s HD + its Charisma modifi er (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Weaken Spirits (Su): At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses its immunity to nonmagical attack, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.

To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the spirit shaman foregoes, the affected spirits are weakened for 1 round. For example, a 16th-level spirit shaman chastising two dread wraiths deals 16d6 points of damage to each dread wraith, but she could choose to deal 7d6 points of damage to each wraith and weaken them for 3 rounds. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).

Spirit Journey (Sp): A spirit shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport herself. She need not use the ability in a shadowy area, and she travels through the Plane of Spirits, not the Plane of Shadows. A spirit shaman can use this ability once per day.

Favored of the Spirits (Sp): At 19th level, a spirit shaman learns how to perform a special rite that guards her from death. Performing the rite requires 8 hours, and the spirit shaman must bargain away part of her life force, expending 1,000 experience points. The rite’s effect lasts until it is dismissed or discharged.

While under the protection of this rite, a spirit shaman instantly receives the benefi t of a heal spell (caster level equal to her spirit shaman level) if she is reduced to 0 hit points or lower or has any ability score reduced to 0. The spirit shaman receives the spell’s effect immediately, even if reduced to –10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed her. The rite’s protection is discharged once it is triggered, and the spirit shaman must perform a new rite to use this ability again.

Spirit Who Walks (Ex): At 20th level, a spirit shaman becomes one with the spirit world. She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Additionally, she gains damage reduction 5/cold iron.

WHAT IS A SPIRIT?
Several of the spirit shaman’s abilities affect spirits. For purposes of the spirit shaman’s ability, a “spirit” includes any of the following creatures:
• All incorporeal undead
• All fey
• All elementals
• Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
• All creatures of the spirit subtype (see Oriental Adventures)
• Spirit folk and telthors (see Unapproachable East)
• Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).
In the spirit shaman’s worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.


That should be everything reguarding the Spirit Shaman n.n  
PostPosted: Mon Oct 18, 2010 8:53 am
Amber's History is done. =)  

joe-dude667


Tsubaki Mizuru

Dangerous Sex Symbol

PostPosted: Mon Oct 18, 2010 2:27 pm
That's fine with me rock, but I need all te spells a spirit shaman of lvl 20 can have access to.  
PostPosted: Mon Oct 18, 2010 7:14 pm
User Image


Skill points : 4 + Int mod

Skills :Appraise (Int), Concentration (Con), Craft(Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).


Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5:Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming
he still has access to the new infusion.

To imbue an item with an infusion, an artificermust have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.

Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook)

An artificer’s infusions can only be imbued into an item or a construct (including warforged). He can not, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull’s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list

Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer’s daily limit.

Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artifi cer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artifi cer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion
from his own XP.

Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artifi cer can learn no more about that object.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer’s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the artificer’s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including 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 infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus (Ex): At 4th level, an artificer can create a 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 gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.

If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, –2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being 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.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 ÷ 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.

Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 × the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 × 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.  

Southern Cross Nemesis
Vice Captain


Tsubaki Mizuru

Dangerous Sex Symbol

PostPosted: Mon Oct 18, 2010 11:17 pm
feel free to start making your character cross  
Reply
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