Shirt Guy John
First Post
This might look butured because I originally wrote it in Edit Pad and the text here is different....
Artificer
==========
I don't yet have a discription, still workin' on mechanics. In the campaign world, Arcane magic has been all but outlawed, except for Artifice, which is relatively new. It is based around the creation of Automatons, clockwork machines (constructs) that fight like golems.
Knowledge(Machines)[Int]
-----------------------------------------
The Artificer must be knowledgable of machines if he wishes to be succesful in his chosen field.
Check: Knowledge(Machines) works the same way as other Knowledge skills when pertaining to skill checks. A question pertaining to the field of Machines has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
Retry: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.
Special: An untrained Knowledge(Machines) check is simply an Intelligence check. WIthout actual training, a character only knows common knowledge.
Mechanicraft [Int; Trained Only; Artificer Only]
--------------------------------------------------
The key ability of the Artificer is his talent for creating powerful machines to aid him in or out of combat. This skill represents this talent and is neccesary to create the mechanical objects that the Artificer holds so dear.
Check: When creating a new Artifice Object, whether it is an Automaton or a standard machine, the Artificer must make a Mechanicraft check to determine the number of "creation points" that he has availible in making his creation. The Artificer can either recieve a number of "bonus" creation points in addition to his class level, or a reduced number of points. If the total number of final Creation Points is less than one, than the attempt to create a machine fails (see Creating Machines for consequences of a failed or aborted creation).
Check Creation Points
Result (add value to Class level)
------ --------------------------
<0 -5
0-5 -3
5-10 -1
11-20 +0
21-30 +1
31-40 +3
40< +5
Retry: No. Once the number of Creation Points has been determined for a single creation, they cannot be re-calculated for any reason (Not even magic can alter the results after the fact. This skill is rare in this matter).
Special: You cannot take 10 or 20 with this skill. Machine creation is based on on the spot inspiration and knowledge, and is very unpredictable.
If you have 5 or more ranks in Knowledge(Machines), you gain a +2 synergy bonus on all Mechanicraft checks. If you have 5 or more ranks in Use Magic Device, you gain a +2 synergy bonus on all Mechanicraft checks. These bonuses stack.
Feats:
===================
Improved Creation[General]
---------------------------
Requirements: 6 ranks Knowledge(Machines), 6 ranks Mechanicraft
Benefit: You automatically gain 2 additional Creation Point each time you create a machine.
Special: You may take this feat multiple times, but you only get 1 extra Creation Point for every time beyond the first.
Creating Machines:
===================
The magic of the Artificer may seem weak. In fact, it is almost feeble. But magic is not where the strength of the Artificer lies. While a mage is scribing scroll and brewing potions, the Artificer is creating an army of mechanical allies. His machines are known the world over.
Creating a Machine is like creating any magic item; it takes time and skill and personal sacrifice. Machines are crafted exactly like a magic item, except their are no spell requirements for standard machines. Instead, an Artificer gets a number of Creation Points which he may use to determine the power of his creation. Once he has determined the powers of the new machine, he must spend one week per creation point, raw materials costing 100 times the point value, and experience equal to 25 times the point value.
To determine Creation Points for any given machine, apply the Mechanicraft point modifier to the Artificer's class level. The result is the final creation point total for use in creating the machine. Note that an Artificer does not have to use all of the Creation points each time he creates a machine; he may willingly lower the Creation Point value after choosing all abilities.
If the Artificer fails to complete a Machine, or is unable to do so due to low creation points, he cannot attempt to create another machine for a period of at least 1 week. This is most often caused by the Artificer aborting his creation because he cannot do what he had originally planned.
The list of abilities and base parts of the machine is long, and listed below.
Automaton Base Unit(Requires appropriate Automaton Ability)
==============================================
*Minor Automaton (Small, 1HD, Speed 20) -1
*Lesser Automaton (Medium, 3HD, Speed 30) -4
*Mediocre Automaton (Large, 7 HD, Speed 30) -8
*Greater Automaton (Large, 11 HD, Speed 30) -12
*Advanced Automaton (Huge, 15 HD, Speed 40) -16
Activation Method
==============================================
*Clockwork (Wind up as full-round action,
activated for 1d4+1 rounds afterwards.) -0
*Improved Clockwork (Wind up as full-round
action, activated for 2d4+2 rounds
afterwards) -2
*Command Phrase (Activate as free action,
activated for 1d4+1 rounds) -2
*Improved Command Phrase (Activate as free
action, activated for 2d4+2 rounds) -4
*Extra Activation Length (+1d4 rounds) -2
*Reliable (Activation Length always maxed) -6
*Animate (Always active) -10
Lesser Abilities
============================================================
*Enhanced Speed (+10ft., doesn't stack) -1
*Enhanced Strength (+2 Str, Stacks) -2
*Enhanced Manuverability (+2 Dex, Stacks) -3
*Tough (+1) -3
*Task (One task per ability) -2
*Armor I (+1 Natural Armor, stacks) -1
*Heavy Fist (1d8[base] bludgeoning dmg.) -2
*Blade Arm (1d8[base]; 19-20/x2; slashing) -3
*Pick Arm (1d5[base]; x4; piercing dmg.) -3
*Spined Fist (+1d4[base] piercing to fist) -3
*Flexible Arm (+2 Grapple/Disarm checks) -4
*Durable (damage Reduction 1/-, stacks) -8
*Knack (+1 on ability/skill check) -1
Medium Abilities
============================================================
*Extra arm (+1 arm apendage) -4
*Telescoping Arm (+5ft. reach) -6
*Armor II (+1 Armor Bonus to AC, stacks) -2
*Extra Command (+1 command known) -5
*Enduring (energy resistance 5 to everything
except sonic damage, stacks) -4
*Extra Leg Set (+10ft. speed, max 2) -6
*Gem Holder (Allows for one Gem slot) -4
Greater Abilities
==============================================
*Armor III (+1 Deflection Bouns to AC) -4
*Quick (extra partial action each turn) -12
*Magnetic (+20 on Grapple checks against
armored foes) -15
Miscleneous Abilities
==============================================
*Quadraped (Added stability [See Bariaur,
pg.161 MotP], No arms, +10ft.) -1
*Civil (No combat ability, free task) -0
Base Automaton Stats
==============================================
Minor Automaton
---------------
Small Construct
HD: 1d10 (5)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 12 (+1 size, +1 Dex)
Attacks: 2 Fists +0 melee
Damage: Fist 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+0, Refl+1, Will+0
Abilities: Str 8, Dex 12, Con -, Int -, Wis 10, Cha 6
Lesser Automaton
----------------
Medium Construct
HD: 3d10 (16)
Initiative: +0
Speed: 30 ft.
AC: 10
Attacks: 2 Fists +2 melee
Damage: Fist 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+1, Refl+1, Will+1
Abilities: Str 10, Dex 10, Con -, Int -, Wis 10, Cha 6
Mediocre Automaton
------------------
Large Construct
HD: 7d10 (37)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 8 (-1 size, -1 Dex)
Attacks: 2 Fists +8 melee
Damage: Fist 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+2, Refl+1, Will+2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 6
Greater Automaton
-----------------
Large Construct
HD: 11d10 (60)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 8 (-1 size, -1 Dex)
Attacks: 2 Fists +11 melee
Damage: Fist 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+3, Refl+2, Will+3
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 6
Advanced Automaton
------------------
Huge Construct
HD: 15d10 (82)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 6 (-2 size, -2 Dex)
Attacks: 2 Fists +17 melee
Damage: Fist 2d6+8
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+5, Refl+3, Will+5
Abilities: Str 26, Dex 6, Con -, Int -, Wis 10, Cha 6
============================================================
Artificer Spells:
============================================================
The Artificer casts spells as a Wizard, but his spells per day advance at a slower rate. Most of the spells available to the Artificer are centered on improving the combat capabilities of his machines and or giving them more potent abilities. He uses a unique spell list, but casts Arcane spells. Many of the Artificer spells are not availible to other spell-casting classes. Many Artificer spells lack material components.
Spells per day: The Artificer's spells per day advance at the same rate as the Bard (although their casting styles are different as are their spell lists). They cast and learn spells as a Wizard does, using and preparing from a spellbook. The Artificer may add two spells to his spellbook at no cost each time he gains a level.
New Spells:
======================
Example:
Automaton Sprint
----------------
Level: Artificer 0
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: One round
Saving Throw: None
Spell Resistance: Yes (harmless)
You temporarily increase the speed of an automaton within range. The Automaton's speed increases by +10ft. for one round.
Automaton Charge (Expeditious Retreat)
----------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The speed of the chosen automaton is greatly increased. The automaton functions with double base speed for the duration of the spell. Maximum jumping distance is also doubled.
Focus: A tiny, smooth, spherical piece of iron
Automaton Aim (True Strike)
-------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes (harmless)
The automaton's aim does not falter. It's next single attack roll (within the duration of the spell), gains a +20 insight bonus, and the attack ignores all miss chance associated with concealment.
Focus: A small wooden replica of an archery target
Sticky Automaton (Spider Climb)
----------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Touch
Target: One touched Controlled Automaton
Duration: 10 minutes/level
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
The chosen Automaton can adhere to almost any surface. The affected construct can climb on vertical surfaces or even ceilings as well as a spider does. The affected construct must forfeit the use of two limbs to do so. The automaton climbs at half its speed. It can only be pulled off by a creature with a strength score of at least 20 +1/level.
Focus: A small dab of paste
Electrical Automaton (Shocking Grasp)
--------------------
Level: Artificer 1
Components: V, S
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Until Discharged
Saving Throw: None
Spell Resistance: Yes (object)
You overload the chosen automaton with electrical energy. On its first succesful attack, the construct deals normal damage +1d8 +1/level(max +20) electricity damage. If the target is wearing metalic armor or is composed of metal, the construct gains a +3 bonus on the attack roll against the subject.
Magic Construct (Magic Weapon)
---------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 minute/level
Saving Throw: Will (harmless, object)
Spell Resistance: Yes (harmless, object))
You imbue the chosen Automaton with pure magical energy. It gains a +1 enhancement bonus on all attack and damage rolls.
Focus: The automaton
Minor Drive
----------------
Level: Artificer 0
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a very small amount of energy. Add +1 to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Lesser Drive
----------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a small amount of energy. Add +1d8 +1/level(max +5) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Moderate Drive
----------------
Level: Artificer 2
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a moderate amount of energy. Add +2d8 +1/level(max +10) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Greater Drive
----------------
Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a large amount of energy. Add +3d8 +1/level(max +15) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Mass Drive
----------------
Level: Artificer 4
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All automatons within a circle of radius 5 ft./level
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the automatons within the area with a moderate amount of energy. Add +1d8 +1/level(max +20) to the total remaining active time for the constructs in the area.
Focus: A piece of Copper wire.
True Drive
----------------
Level: Artificer 5
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a massive amount of energy. Add +4d8 +1/level(max 20) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Greater Mass Drive
-------------------
Level: Artificer 6
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All automatons within a circle of radius 5 ft./level
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the automatons within the area with much more energy. Add +3d8 +1/level(max +20) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Awaken Automaton (Awaken)
----------------
Level: Artificer 6
Components: V, S, F, XP
Casting Time: One Day
Range: Touch
Target: Automaton Touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken the touched automaton to humanlike sentience. To succeed, you must make a Will save (DC 10 + HD of Automaton). The awakened automaton is friendly towards you. You have no special empathy or connectio with the automaton, although it serves you in specific tasks or endevours if you communicate your desires to it. The automaton gets 3d67 Intelligence and +1d3 Charisma.
Experience Cost: 250 exp.
Automaton Boost (Bless)
----------------
Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: 50 ft.
Target: All Automatons within 50 ft.
Duration: One minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You increase the potential accuracy of your Automatons. All automatons within the range gain a +1 bonus to attack rolls and a +1 bonus to saves.
Focus: A smear of oil.
Hold Construct (Hold Person)
--------------
Level: Artificer 2
Components: V, S, F
Casting Time: One Action
Range: medium (100 ft. + 10 ft./level)
Target: Target Construct of medium size or smaller
Duration: One round/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes
The target freezes in place, standing helpless. It is aware (as aware as a construct can be) and continues to function, but cannot take any physical actions. A winged construct that is held stops flying and falls. A swimming construct simply sinks. Any rounds that a Clockwork Automaton (one with a Clockwork activation type) spends Held do not count against it's function time.
Focus: A small, stright piece of iron.
Hasten Automaton (Haste)
----------------
Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: close (25 ft. + 5 ft./2 levels)
Target: Target Automaton.
Duration: One round/level
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
The Automaton functions at a much faster rate. This extra speed has several effects. On its turn, the Automaton can perform an additional partial action, either before or after it's regular turn. The automaton also gains a +4 haste bonus to AC. It loses this bonus in any situation where it would normally be denied a dodge bonus. The Automaton can also jump one and a half times as far as normal (not applicable to most Automatons). This counts as an enhancement bonus. Hasten Construct dispels and counters Slow COnstruct.
Focus: A small gear.
Slow Automaton (Slow)
--------------
Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: close (25 ft. + 5 ft./2 levels)
Target: Target Automaton.
Duration: One round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
The Automaton functions at a much slower rate. On its turn, the Automaton can only perform a single partial action. The automaton also suffers a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex Saves. The Automaton can also jump only half as far as normal (not applicable to most Automatons). Slow Construct dispels and counters Slow COnstruct.
Focus: A Large gear.
Shift Gears (Prayer)
-----------
Level: Artificer 3
Components: V, S
Casting Time: One Action
Range: 30 ft.
Target: All constructs within a 30 ft. radius burst, centered on you
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
You redirect some of the kinetic energy from opposing constructs into your own. All constructs controlled by or allied to you gain a +1 luck bonus to attack rolls, damage rolls, saves, and skill checks, while opposing constructs suffer a -1 penalty to all such rolls.
Oh, and If you're wondering, a Gem is a spell-completion item, usable by the Artificer, that resides in an Automaton. It has 50 charges, and automatically uses the bearer as the target (for targeted spells) or as the center of the effect area (if area spells). It's not quite done yet, if you havn't noticed by the hastily written discription. It'll be based of of a feat almost exactly like Craft Wand.
Any responce would be greatly appreciated
[Edit: Dropped Artificer Only from Knowledge(machines)]
[Will add spells later... I have a bunch]
[Edit: Added everything in Bold, mostly spells]
Artificer
==========
I don't yet have a discription, still workin' on mechanics. In the campaign world, Arcane magic has been all but outlawed, except for Artifice, which is relatively new. It is based around the creation of Automatons, clockwork machines (constructs) that fight like golems.
Knowledge(Machines)[Int]
-----------------------------------------
The Artificer must be knowledgable of machines if he wishes to be succesful in his chosen field.
Check: Knowledge(Machines) works the same way as other Knowledge skills when pertaining to skill checks. A question pertaining to the field of Machines has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
Retry: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.
Special: An untrained Knowledge(Machines) check is simply an Intelligence check. WIthout actual training, a character only knows common knowledge.
Mechanicraft [Int; Trained Only; Artificer Only]
--------------------------------------------------
The key ability of the Artificer is his talent for creating powerful machines to aid him in or out of combat. This skill represents this talent and is neccesary to create the mechanical objects that the Artificer holds so dear.
Check: When creating a new Artifice Object, whether it is an Automaton or a standard machine, the Artificer must make a Mechanicraft check to determine the number of "creation points" that he has availible in making his creation. The Artificer can either recieve a number of "bonus" creation points in addition to his class level, or a reduced number of points. If the total number of final Creation Points is less than one, than the attempt to create a machine fails (see Creating Machines for consequences of a failed or aborted creation).
Check Creation Points
Result (add value to Class level)
------ --------------------------
<0 -5
0-5 -3
5-10 -1
11-20 +0
21-30 +1
31-40 +3
40< +5
Retry: No. Once the number of Creation Points has been determined for a single creation, they cannot be re-calculated for any reason (Not even magic can alter the results after the fact. This skill is rare in this matter).
Special: You cannot take 10 or 20 with this skill. Machine creation is based on on the spot inspiration and knowledge, and is very unpredictable.
If you have 5 or more ranks in Knowledge(Machines), you gain a +2 synergy bonus on all Mechanicraft checks. If you have 5 or more ranks in Use Magic Device, you gain a +2 synergy bonus on all Mechanicraft checks. These bonuses stack.
Feats:
===================
Improved Creation[General]
---------------------------
Requirements: 6 ranks Knowledge(Machines), 6 ranks Mechanicraft
Benefit: You automatically gain 2 additional Creation Point each time you create a machine.
Special: You may take this feat multiple times, but you only get 1 extra Creation Point for every time beyond the first.
Creating Machines:
===================
The magic of the Artificer may seem weak. In fact, it is almost feeble. But magic is not where the strength of the Artificer lies. While a mage is scribing scroll and brewing potions, the Artificer is creating an army of mechanical allies. His machines are known the world over.
Creating a Machine is like creating any magic item; it takes time and skill and personal sacrifice. Machines are crafted exactly like a magic item, except their are no spell requirements for standard machines. Instead, an Artificer gets a number of Creation Points which he may use to determine the power of his creation. Once he has determined the powers of the new machine, he must spend one week per creation point, raw materials costing 100 times the point value, and experience equal to 25 times the point value.
To determine Creation Points for any given machine, apply the Mechanicraft point modifier to the Artificer's class level. The result is the final creation point total for use in creating the machine. Note that an Artificer does not have to use all of the Creation points each time he creates a machine; he may willingly lower the Creation Point value after choosing all abilities.
If the Artificer fails to complete a Machine, or is unable to do so due to low creation points, he cannot attempt to create another machine for a period of at least 1 week. This is most often caused by the Artificer aborting his creation because he cannot do what he had originally planned.
The list of abilities and base parts of the machine is long, and listed below.
Automaton Base Unit(Requires appropriate Automaton Ability)
==============================================
*Minor Automaton (Small, 1HD, Speed 20) -1
*Lesser Automaton (Medium, 3HD, Speed 30) -4
*Mediocre Automaton (Large, 7 HD, Speed 30) -8
*Greater Automaton (Large, 11 HD, Speed 30) -12
*Advanced Automaton (Huge, 15 HD, Speed 40) -16
Activation Method
==============================================
*Clockwork (Wind up as full-round action,
activated for 1d4+1 rounds afterwards.) -0
*Improved Clockwork (Wind up as full-round
action, activated for 2d4+2 rounds
afterwards) -2
*Command Phrase (Activate as free action,
activated for 1d4+1 rounds) -2
*Improved Command Phrase (Activate as free
action, activated for 2d4+2 rounds) -4
*Extra Activation Length (+1d4 rounds) -2
*Reliable (Activation Length always maxed) -6
*Animate (Always active) -10
Lesser Abilities
============================================================
*Enhanced Speed (+10ft., doesn't stack) -1
*Enhanced Strength (+2 Str, Stacks) -2
*Enhanced Manuverability (+2 Dex, Stacks) -3
*Tough (+1) -3
*Task (One task per ability) -2
*Armor I (+1 Natural Armor, stacks) -1
*Heavy Fist (1d8[base] bludgeoning dmg.) -2
*Blade Arm (1d8[base]; 19-20/x2; slashing) -3
*Pick Arm (1d5[base]; x4; piercing dmg.) -3
*Spined Fist (+1d4[base] piercing to fist) -3
*Flexible Arm (+2 Grapple/Disarm checks) -4
*Durable (damage Reduction 1/-, stacks) -8
*Knack (+1 on ability/skill check) -1
Medium Abilities
============================================================
*Extra arm (+1 arm apendage) -4
*Telescoping Arm (+5ft. reach) -6
*Armor II (+1 Armor Bonus to AC, stacks) -2
*Extra Command (+1 command known) -5
*Enduring (energy resistance 5 to everything
except sonic damage, stacks) -4
*Extra Leg Set (+10ft. speed, max 2) -6
*Gem Holder (Allows for one Gem slot) -4
Greater Abilities
==============================================
*Armor III (+1 Deflection Bouns to AC) -4
*Quick (extra partial action each turn) -12
*Magnetic (+20 on Grapple checks against
armored foes) -15
Miscleneous Abilities
==============================================
*Quadraped (Added stability [See Bariaur,
pg.161 MotP], No arms, +10ft.) -1
*Civil (No combat ability, free task) -0
Base Automaton Stats
==============================================
Minor Automaton
---------------
Small Construct
HD: 1d10 (5)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 12 (+1 size, +1 Dex)
Attacks: 2 Fists +0 melee
Damage: Fist 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+0, Refl+1, Will+0
Abilities: Str 8, Dex 12, Con -, Int -, Wis 10, Cha 6
Lesser Automaton
----------------
Medium Construct
HD: 3d10 (16)
Initiative: +0
Speed: 30 ft.
AC: 10
Attacks: 2 Fists +2 melee
Damage: Fist 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+1, Refl+1, Will+1
Abilities: Str 10, Dex 10, Con -, Int -, Wis 10, Cha 6
Mediocre Automaton
------------------
Large Construct
HD: 7d10 (37)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 8 (-1 size, -1 Dex)
Attacks: 2 Fists +8 melee
Damage: Fist 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+2, Refl+1, Will+2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 6
Greater Automaton
-----------------
Large Construct
HD: 11d10 (60)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 8 (-1 size, -1 Dex)
Attacks: 2 Fists +11 melee
Damage: Fist 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+3, Refl+2, Will+3
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 6
Advanced Automaton
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Huge Construct
HD: 15d10 (82)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 6 (-2 size, -2 Dex)
Attacks: 2 Fists +17 melee
Damage: Fist 2d6+8
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+5, Refl+3, Will+5
Abilities: Str 26, Dex 6, Con -, Int -, Wis 10, Cha 6
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Artificer Spells:
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The Artificer casts spells as a Wizard, but his spells per day advance at a slower rate. Most of the spells available to the Artificer are centered on improving the combat capabilities of his machines and or giving them more potent abilities. He uses a unique spell list, but casts Arcane spells. Many of the Artificer spells are not availible to other spell-casting classes. Many Artificer spells lack material components.
Spells per day: The Artificer's spells per day advance at the same rate as the Bard (although their casting styles are different as are their spell lists). They cast and learn spells as a Wizard does, using and preparing from a spellbook. The Artificer may add two spells to his spellbook at no cost each time he gains a level.
New Spells:
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Example:
Automaton Sprint
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Level: Artificer 0
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: One round
Saving Throw: None
Spell Resistance: Yes (harmless)
You temporarily increase the speed of an automaton within range. The Automaton's speed increases by +10ft. for one round.
Automaton Charge (Expeditious Retreat)
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The speed of the chosen automaton is greatly increased. The automaton functions with double base speed for the duration of the spell. Maximum jumping distance is also doubled.
Focus: A tiny, smooth, spherical piece of iron
Automaton Aim (True Strike)
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes (harmless)
The automaton's aim does not falter. It's next single attack roll (within the duration of the spell), gains a +20 insight bonus, and the attack ignores all miss chance associated with concealment.
Focus: A small wooden replica of an archery target
Sticky Automaton (Spider Climb)
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Touch
Target: One touched Controlled Automaton
Duration: 10 minutes/level
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
The chosen Automaton can adhere to almost any surface. The affected construct can climb on vertical surfaces or even ceilings as well as a spider does. The affected construct must forfeit the use of two limbs to do so. The automaton climbs at half its speed. It can only be pulled off by a creature with a strength score of at least 20 +1/level.
Focus: A small dab of paste
Electrical Automaton (Shocking Grasp)
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Level: Artificer 1
Components: V, S
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Until Discharged
Saving Throw: None
Spell Resistance: Yes (object)
You overload the chosen automaton with electrical energy. On its first succesful attack, the construct deals normal damage +1d8 +1/level(max +20) electricity damage. If the target is wearing metalic armor or is composed of metal, the construct gains a +3 bonus on the attack roll against the subject.
Magic Construct (Magic Weapon)
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: 1 minute/level
Saving Throw: Will (harmless, object)
Spell Resistance: Yes (harmless, object))
You imbue the chosen Automaton with pure magical energy. It gains a +1 enhancement bonus on all attack and damage rolls.
Focus: The automaton
Minor Drive
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Level: Artificer 0
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a very small amount of energy. Add +1 to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Lesser Drive
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a small amount of energy. Add +1d8 +1/level(max +5) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Moderate Drive
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Level: Artificer 2
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a moderate amount of energy. Add +2d8 +1/level(max +10) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Greater Drive
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Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a large amount of energy. Add +3d8 +1/level(max +15) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Mass Drive
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Level: Artificer 4
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All automatons within a circle of radius 5 ft./level
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the automatons within the area with a moderate amount of energy. Add +1d8 +1/level(max +20) to the total remaining active time for the constructs in the area.
Focus: A piece of Copper wire.
True Drive
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Level: Artificer 5
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Controlled Automaton
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the target automaton with a massive amount of energy. Add +4d8 +1/level(max 20) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Greater Mass Drive
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Level: Artificer 6
Components: V, S, F
Casting Time: One Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All automatons within a circle of radius 5 ft./level
Duration: Instantanious
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse the automatons within the area with much more energy. Add +3d8 +1/level(max +20) to the total remaining active time for the construct.
Focus: A piece of Copper wire.
Awaken Automaton (Awaken)
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Level: Artificer 6
Components: V, S, F, XP
Casting Time: One Day
Range: Touch
Target: Automaton Touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken the touched automaton to humanlike sentience. To succeed, you must make a Will save (DC 10 + HD of Automaton). The awakened automaton is friendly towards you. You have no special empathy or connectio with the automaton, although it serves you in specific tasks or endevours if you communicate your desires to it. The automaton gets 3d67 Intelligence and +1d3 Charisma.
Experience Cost: 250 exp.
Automaton Boost (Bless)
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Level: Artificer 1
Components: V, S, F
Casting Time: One Action
Range: 50 ft.
Target: All Automatons within 50 ft.
Duration: One minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You increase the potential accuracy of your Automatons. All automatons within the range gain a +1 bonus to attack rolls and a +1 bonus to saves.
Focus: A smear of oil.
Hold Construct (Hold Person)
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Level: Artificer 2
Components: V, S, F
Casting Time: One Action
Range: medium (100 ft. + 10 ft./level)
Target: Target Construct of medium size or smaller
Duration: One round/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes
The target freezes in place, standing helpless. It is aware (as aware as a construct can be) and continues to function, but cannot take any physical actions. A winged construct that is held stops flying and falls. A swimming construct simply sinks. Any rounds that a Clockwork Automaton (one with a Clockwork activation type) spends Held do not count against it's function time.
Focus: A small, stright piece of iron.
Hasten Automaton (Haste)
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Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: close (25 ft. + 5 ft./2 levels)
Target: Target Automaton.
Duration: One round/level
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
The Automaton functions at a much faster rate. This extra speed has several effects. On its turn, the Automaton can perform an additional partial action, either before or after it's regular turn. The automaton also gains a +4 haste bonus to AC. It loses this bonus in any situation where it would normally be denied a dodge bonus. The Automaton can also jump one and a half times as far as normal (not applicable to most Automatons). This counts as an enhancement bonus. Hasten Construct dispels and counters Slow COnstruct.
Focus: A small gear.
Slow Automaton (Slow)
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Level: Artificer 3
Components: V, S, F
Casting Time: One Action
Range: close (25 ft. + 5 ft./2 levels)
Target: Target Automaton.
Duration: One round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
The Automaton functions at a much slower rate. On its turn, the Automaton can only perform a single partial action. The automaton also suffers a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex Saves. The Automaton can also jump only half as far as normal (not applicable to most Automatons). Slow Construct dispels and counters Slow COnstruct.
Focus: A Large gear.
Shift Gears (Prayer)
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Level: Artificer 3
Components: V, S
Casting Time: One Action
Range: 30 ft.
Target: All constructs within a 30 ft. radius burst, centered on you
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
You redirect some of the kinetic energy from opposing constructs into your own. All constructs controlled by or allied to you gain a +1 luck bonus to attack rolls, damage rolls, saves, and skill checks, while opposing constructs suffer a -1 penalty to all such rolls.
Oh, and If you're wondering, a Gem is a spell-completion item, usable by the Artificer, that resides in an Automaton. It has 50 charges, and automatically uses the bearer as the target (for targeted spells) or as the center of the effect area (if area spells). It's not quite done yet, if you havn't noticed by the hastily written discription. It'll be based of of a feat almost exactly like Craft Wand.
Any responce would be greatly appreciated

[Edit: Dropped Artificer Only from Knowledge(machines)]
[Will add spells later... I have a bunch]
[Edit: Added everything in Bold, mostly spells]
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