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TOME OF SECRETS (Pathfinder License) -- Preview #1
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<blockquote data-quote="GMSkarka" data-source="post: 4881137" data-attributes="member: 763"><p>With the pre-order period ending at 11:59 pm this Sunday night (August 9th), our last preview gives us a look at Anir, a dwarven artificer.</p><p></p><p></p><p></p><p><strong>Anir</strong></p><p>Male dwarf artificer 8</p><p>NG Medium humanoid (dwarf)</p><p><strong>Init</strong> +1; <strong>Senses</strong> Perception +9, Darkvision</p><p><strong>DEFENSE</strong></p><p><strong>AC</strong> 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)</p><p><strong>hp</strong> 49 (8d6 +16)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +3, <strong>Will</strong> +8</p><p><strong>OFFENSE</strong></p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> Battleaxe (+10/+5, 1d8+2, x3)</p><p><strong>Special Attacks</strong> Beta Wave Projector, Flame Blaster, Electromagnetic Projector (see below)</p><p><strong>Weird Science</strong> (CL 8th, 4/2/2)</p><p>Shield Generator (<em>Shield, Endure Elements</em>)</p><p>Beta Wave Projector (<em>Sleep, Daze Monster</em>)</p><p>Translator (<em>Comprehend Languages</em>)</p><p>Flame Blaster (<em>Scorching Ray</em>)</p><p>Electromagnetic Projector (<em>Lightning Bolt</em>)</p><p>Teleporter Belt (<em>Blink</em>)</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 15, <strong>Dex</strong> 12,<strong> Con</strong> 15, <strong>Int</strong> 16, <strong>Wis</strong> 14, <strong>Cha</strong> 16</p><p><strong>Base Atk</strong> +8/+3; <strong>CMB</strong> +10; <strong>CMD</strong> 21</p><p><strong>Feats</strong> Scribe Scroll, Brew Potion, Magical Aptitude, Craft Wonderous Item, Craft Arms & Armor, Craft Wand, Maximize Spell</p><p><strong>Skills</strong> Appraise +10, Craft +15, Disable Device +8, Knowledge (arcana) +10, Knowledge (engineering) +8, Perception +9, Linguisitics +10, Spellcraft +11, Use Magical Device +13</p><p><strong>Languages</strong> Common, Dwarven, Elven, Undercommon, Giant, Gnome, Terran, Celestial, Infernal.</p><p><strong>SQ</strong> Elbow Grease (+4), Jack of all Trades, Salvage</p><p><strong>Combat Gear</strong> <em>wand of magic missles</em> (28 charges), Weird science devices (above), Battleaxe</p><p></p><p><strong>Other Gear</strong> 4 potions of <em>Cure Serious Wounds</em>, 1 potion of <em>Remove Disease</em>, 1 potion of <em>Lesser Restoration</em></p><p></p><p></p><p></p><p>Anir is an artificer: an individual who lives on the edge of magic and science. Artificers are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Students of exotic sciences and theories, they are often viewed with distrust, derision or outright hostility by those versed in traditional magic. </p><p></p><p>At the core of Anir's class features is Weird Science -- An artificer is not a spellcaster, but instead possesses the ability to imbue inventions with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. </p><p></p><p>An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL. Weird science devices must be invented in advance, however --they cannot be created on the fly. Due to the extended time it takes to create these items, an artificer usually has a fixed collection of regularly-carried devices. </p><p></p><p>Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device. The devices can be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magical Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good). In addition, if the devices are used more often than recommended, further Use Magical Device checks are required, with escalating DCs -- and failure indicates the device breaks down and must be rebuilt.</p><p></p><p>Anir gained the Elbow Grease feature, which gives him a bonus to Craft checks, at 1st level, and now that bonus has increased to +4.</p><p></p><p>In addition to their Weird Science inventions, Artificers are also capable of creating true magic items, even if the artificer does not have access to the prerequisite spells. Via the item creation feats bestowed at certain levels, the artificer may create magic items, using Craft checks to emulate the spells required to create the item.</p><p></p><p>At 5th level, Anir gained the ability to salvage the gold piece value of a magic item, and use those funds to create another magic item. The value cannot be spent as gold -- it may only be used in the creation of the new item. He must spend at least a day with the original item (which is destroyed in the process), and must possess the appropriate item creation feat for the item he is salvaging.</p><p></p><p>At 6th level, Anir gained the ability to apply metamagic feats to spell trigger items (he often uses his Maximize Spell feat on the <em>wand of magic missles</em> that he carries).</p><p></p><p></p><p></p><p>So there you have it -- our last look at the new classes in <strong>Tome of Secrets</strong>. Advance copies of the book will be available at GenCon, and shipped to pre-order customers. The PDF will be released on the 13th, both at the Paizo store and at RPGNow/DriveThruRPG -- and the official release of the book will hit game stores in November. Thank you for your interest, and we hope that you have enjoyed these previews!</p></blockquote><p></p>
[QUOTE="GMSkarka, post: 4881137, member: 763"] With the pre-order period ending at 11:59 pm this Sunday night (August 9th), our last preview gives us a look at Anir, a dwarven artificer. [b]Anir[/b] Male dwarf artificer 8 NG Medium humanoid (dwarf) [b]Init[/b] +1; [b]Senses[/b] Perception +9, Darkvision [b]DEFENSE[/b] [b]AC[/b] 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) [b]hp[/b] 49 (8d6 +16) [b]Fort[/b] +8, [b]Ref[/b] +3, [b]Will[/b] +8 [b]OFFENSE[/b] [b]Speed[/b] 20 ft. [b]Melee[/b] Battleaxe (+10/+5, 1d8+2, x3) [b]Special Attacks[/b] Beta Wave Projector, Flame Blaster, Electromagnetic Projector (see below) [b]Weird Science[/b] (CL 8th, 4/2/2) Shield Generator ([i]Shield, Endure Elements[/i]) Beta Wave Projector ([i]Sleep, Daze Monster[/i]) Translator ([i]Comprehend Languages[/i]) Flame Blaster ([i]Scorching Ray[/i]) Electromagnetic Projector ([i]Lightning Bolt[/i]) Teleporter Belt ([i]Blink[/i]) [b]STATISTICS[/b] [b]Str[/b] 15, [b]Dex[/b] 12,[b] Con[/b] 15, [b]Int[/b] 16, [b]Wis[/b] 14, [b]Cha[/b] 16 [b]Base Atk[/b] +8/+3; [b]CMB[/b] +10; [b]CMD[/b] 21 [b]Feats[/b] Scribe Scroll, Brew Potion, Magical Aptitude, Craft Wonderous Item, Craft Arms & Armor, Craft Wand, Maximize Spell [b]Skills[/b] Appraise +10, Craft +15, Disable Device +8, Knowledge (arcana) +10, Knowledge (engineering) +8, Perception +9, Linguisitics +10, Spellcraft +11, Use Magical Device +13 [b]Languages[/b] Common, Dwarven, Elven, Undercommon, Giant, Gnome, Terran, Celestial, Infernal. [b]SQ[/b] Elbow Grease (+4), Jack of all Trades, Salvage [b]Combat Gear[/b] [i]wand of magic missles[/i] (28 charges), Weird science devices (above), Battleaxe [b]Other Gear[/b] 4 potions of [i]Cure Serious Wounds[/i], 1 potion of [i]Remove Disease[/i], 1 potion of [i]Lesser Restoration[/i] Anir is an artificer: an individual who lives on the edge of magic and science. Artificers are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Students of exotic sciences and theories, they are often viewed with distrust, derision or outright hostility by those versed in traditional magic. At the core of Anir's class features is Weird Science -- An artificer is not a spellcaster, but instead possesses the ability to imbue inventions with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL. Weird science devices must be invented in advance, however --they cannot be created on the fly. Due to the extended time it takes to create these items, an artificer usually has a fixed collection of regularly-carried devices. Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device. The devices can be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magical Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good). In addition, if the devices are used more often than recommended, further Use Magical Device checks are required, with escalating DCs -- and failure indicates the device breaks down and must be rebuilt. Anir gained the Elbow Grease feature, which gives him a bonus to Craft checks, at 1st level, and now that bonus has increased to +4. In addition to their Weird Science inventions, Artificers are also capable of creating true magic items, even if the artificer does not have access to the prerequisite spells. Via the item creation feats bestowed at certain levels, the artificer may create magic items, using Craft checks to emulate the spells required to create the item. At 5th level, Anir gained the ability to salvage the gold piece value of a magic item, and use those funds to create another magic item. The value cannot be spent as gold -- it may only be used in the creation of the new item. He must spend at least a day with the original item (which is destroyed in the process), and must possess the appropriate item creation feat for the item he is salvaging. At 6th level, Anir gained the ability to apply metamagic feats to spell trigger items (he often uses his Maximize Spell feat on the [i]wand of magic missles[/i] that he carries). So there you have it -- our last look at the new classes in [b]Tome of Secrets[/b]. Advance copies of the book will be available at GenCon, and shipped to pre-order customers. The PDF will be released on the 13th, both at the Paizo store and at RPGNow/DriveThruRPG -- and the official release of the book will hit game stores in November. Thank you for your interest, and we hope that you have enjoyed these previews! [/QUOTE]
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TOME OF SECRETS (Pathfinder License) -- Preview #1
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