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<blockquote data-quote="Stillgrave" data-source="post: 5060529" data-attributes="member: 87471"><p>As requested, here is the Kuppler (my artificer/alchemist). The setting of the game is a high magic setting. Ever class possesses talents that they gain at level 1, and then 1 every 2 levels there after.</p><p></p><p>Kuppler</p><p>HD d8</p><p> <strong>Class Skills</strong></p><p> The Kuppler’s class skills are Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Repair (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).</p><p> <strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p> </p><p> <strong>Class Features</strong></p><p> The following are class features of the Kuppler.</p><p> <strong>Weapon and Armor Proficiency:</strong> Kupplers are proficient with all simple weapons and with light armor but not shields.</p><p></p><p></p><p> BAB: Medium (as Cleric)</p><p>Fort Save: High</p><p>Ref Save: High</p><p>Wis Save: Low</p><p>Abilities:</p><p></p><ol> <li data-xf-list-type="ol"> [FONT=&quot]Alchemical Studies, Talent, Identify, Siphon[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Detect Flaw +1, Patchwork +1[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Scribe Scroll, Swift Alchemy[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Enhanced Potions, Patchwork +2[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Craft Magic Item[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Detect Flaw +2, Craft Wand, Patchwork +3[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Poison Resistance +2[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Patchwork +4, Artification[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Craft Rod, Charge Siphon[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Detect Flaw +3, Patchwork +5[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Poison Immunity[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Craft Staff, Patchwork +6, Improved Artifice[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Forge Ring[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Detect Flaw +4, Patchwork +7[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Reclaim[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Patchwork +8[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Detonate Siphon[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Detect Flaw +5, Patchwork +9[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Talent, Channel Artifice[/FONT]</li> <li data-xf-list-type="ol"> [FONT=&quot]Eternal Youth, Patchwork +10[/FONT]</li> </ol><p></p><p> <strong>Alchemical Studies:</strong> The core ability of the Kuppler is his knowledge of alchemy. At level 1 this knowledge allows the Kuppler the Brew Potion Feat for free. He substitutes his class levels in the Kuppler class for any spell caster level equivalent needed to brew the potion in question. The Kuppler must make a successful Craft (potions) check (DC = 5 + the spell level of the spell + the required class level) in order to make this potion. All other rules in regards to potion making are still required. For the purpose of determining prerequisites for brewing a spell into a potion, count the Kuppler’s effective level as his class level +2. For determining the effects of the potion (healing, duration, etc.) count the Kuppler’s class level as his effective caster level. A Kuppler may use either a siphoned spell or a spell from a scroll to generate the potion.</p><p> <strong>Identify:</strong> At level 1, the Kuppler is capable of making a spellcraft check (DC 10 + spell level) in order to identify a magical item. Only one quality of the item is able to be identified in this way. A failure on the check fools the Kuppler into believing that the item possesses no magical qualities at all. They may not retry upon a failure.</p><p> <strong>Siphon: </strong>A power unique to the Kupplers is the ability to siphon magic. Any magical item, scroll, or potion that the Kuppler comes across can be siphoned. By making a Use Magic Device check (DC 15 + spell’s level) and succeeding, the Kuppler stores the siphoned spell within himself. A siphoned spell may be held for a number of days equal to the Kuppler Constitution modifier (if any) + his level in the Kuppler class.</p><p> To release a siphoned spell the Kuppler makes a Concentration check (DC 10 + spell level + number of current HP lost) to cast the spell. Upon a successful check the spell works as normal. Upon a failure the spell fails to release and the Kuppler is still storing it. A Kuppler may store a number of spells equal to 1 + his constitution modifier. Treat the Kuppler’s class level as his effective caster level for determining the spell level he can siphon as well as determining the effects of a spell.</p><p> <strong>Detect Flaw:</strong> By making an appraise check (DC equal to the 10 + the target’s level or CR whichever is greater), the Kuppler can study an enemy to sense out flaws in their armor. After detecting the flaw successfully the Kuppler gains a bonus to their attack and damage rolls against that target.</p><p> <strong>Patchwork:</strong> A gains a +1 competency bonus on all repair skill checks. This bonus increases by +1 every 2 levels up to +10 at level 20.</p><p> <strong>Scribe Scroll:</strong> The Kuppler gains the scribe scroll feat for free.</p><p> <strong>Swift Alchemy:</strong> At level 3 the Kuppler is able to produce potions at twice the normal rate. Reduce the time required to craft a potion by ½ (rounded up) when determining the time it takes to craft.</p><p> <strong>Enhanced Potions:</strong> For the purpose of calculating affects from potions crafted by the Kuppler, treat all potions as if their maximum effect was rolled.</p><p> <strong>Craft Magic Item:</strong> At level 2, a Kuppler is capable of creating a magic. Count a Kuppler’s effective caster level as 2 higher for the purpose of meeting an item prerequisite. For determining the actual affect of the spell (damage, duration, range, etc.) count the Kuppler’s actual class level as his effective caster level. Costs are always determined using the item’s minimum caster level or the Kuppler’s actual level (whichever is higher). A Kuppler may use a siphoned spell or a scroll as the required spell for the crafting of the item.</p><p> This ability in affect grants the Kuppler the Craft Magic Arms and Armor feat (see page 92 on the <em>Player’s Handbook)</em>.</p><p> <strong>Craft Wand:</strong> The Kuppler gains the Craft Wand feat for free.</p><p> <strong>Poison Resistance:</strong> By level 7 the Kuppler has accidently inhaled enough poisonous fumes to have acquired a natural resistance. This ability grants the Kuppler a +2 bonus on any save versus a poison or poison effect that is non-magical.</p><p> <strong>Artification:</strong> At level 8 a Kuppler is capable of creating a construct known as an Artifice. He does not need to possess the Craft Construct feat to complete this process. A Kuppler uses his class level as his caster level to determine the maximum HD of the Artifice that he can create.</p><p> Crafting an Artifice requires a body be formed of a solid material, meaning that the Kuppler must succeed on a DC 15 Craft (wood-working, leatherworking, metalworking, or flesh-crafting) check. The GP and XP required to create the Artifice depends upon its size. (This uses the same rules for creation of the Artifice as the Effigy creation rules on page 152 of the <em>Complete Arcane</em> book.)</p><p> <strong>Craft Rod:</strong> The Kuppler gains the Craft Rod feat for free.</p><p> <strong>Charge Siphon: </strong>This power allows a Kuppler to charge a mundane item with a siphoned spell. In effect this causes the item to take on the abilities of a scroll that can only be used by a Kuppler. This allows a Kuppler to turn his mundane items into scrolls.</p><p> <strong>Poison Immunity: </strong>With their constant exposure to harmful materials, the Kuppler has gained a natural immunity to all non-magical poisons.</p><p> <strong>Craft Staff:</strong> The Kuppler gains the Craft Staff feat for free.</p><p> <strong>Improved Artifice:</strong> A Kuppler of 12th level can improve upon his Artifice. This improvement requires one full day of work and 100gp worth of materials per the current HD of the Artifice. Upon completion his work gains a +2 competence bonus on attack and damage rolls, as well as saving throws.</p><p> <strong>Forge Ring:</strong> The Kuppler gains the Forge Ring feat for free.</p><p> <strong>Reclaim:</strong> At level 15 the Kuppler is capable of reclaiming spare parts from the most unlikely places, as well as dissembling a fully functioning item. When gathering spare parts for crafting the Kuppler spends 1 hour for every 100 gold pieces worth of equipment he needs and makes a Perception check (DC 25). If successful the Kuppler now has enough raw materials to craft the item he seeks to make. (Gold pieces for an item that specifically calls for them, cannot be found in this way as it is not a raw material, but this ability does negate the amount of money the Kuppler would need to spend on an item’s raw material to craft it.) If the check fails then the Kuppler was unable to gather enough resources and may try again the following day.</p><p> When attempting to deconstruct a fully functioning device (from a crossbow to a vault door), the Kuppler makes a Disable Device check (DC equal to the items HP). If successful the item is completely reduced to its base components. A crossbow becomes some string, lumps of metal, some pieces of wood, or a door becomes some wooden planks, a couple of hinges, a lock, and some nails. The Kuppler must be in physical contact with the item he is attempting to reclaim at all times. If the reclaim attempt fails the Kuppler may try again but the DC increased by +2 for each failed attempt.</p><p> <strong>Detonate Siphon:</strong> By first storing a siphoned spell into an item and unraveling its magic, the Kuppler is able to cause the item to detonate at his command. The siphoned spell may be detonated from immediately up to a number of rounds equal to the Kuppler’s Intelligence modifier. The detonated spell causes splash damage in a 10ft radius equal to Xd6 in damage, where X is equal to the level of the stored spell.</p><p> <strong>Channel Artifice:</strong> At level 19 the Kuppler is able to channel one of his spells through his Artifice creation. He may cause any spell that he knows to be cast by his Artifice instead of himself. This ability still uses up the number of spells per day that the Kuppler could cast. In order to cast the spell the Kuppler must succeed on a concentration check DC 10 + spell level + the Artifice’s HD. </p><p> <strong>Eternal Youth:</strong> Upon reaching level 20 the Kuppler has learned the secrets of eternal youth. They no longer suffer any negative effects from aging. Any non-magical negative effects they held previously to this discovery are retained. Any magical effects that caused aging are reversed entirely (The Kuppler loses the bonuses and the negatives incurred).</p></blockquote><p></p>
[QUOTE="Stillgrave, post: 5060529, member: 87471"] As requested, here is the Kuppler (my artificer/alchemist). The setting of the game is a high magic setting. Ever class possesses talents that they gain at level 1, and then 1 every 2 levels there after. Kuppler HD d8 [B]Class Skills[/B] The Kuppler’s class skills are Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Repair (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [B]Class Features[/B] The following are class features of the Kuppler. [B]Weapon and Armor Proficiency:[/B] Kupplers are proficient with all simple weapons and with light armor but not shields. BAB: Medium (as Cleric) Fort Save: High Ref Save: High Wis Save: Low Abilities: [LIST=1] [*] [FONT="]Alchemical Studies, Talent, Identify, Siphon[/FONT] [*] [FONT="]Detect Flaw +1, Patchwork +1[/FONT] [*] [FONT="]Talent, Scribe Scroll, Swift Alchemy[/FONT] [*] [FONT="]Enhanced Potions, Patchwork +2[/FONT] [*] [FONT="]Talent, Craft Magic Item[/FONT] [*] [FONT="]Detect Flaw +2, Craft Wand, Patchwork +3[/FONT] [*] [FONT="]Talent, Poison Resistance +2[/FONT] [*] [FONT="]Patchwork +4, Artification[/FONT] [*] [FONT="]Talent, Craft Rod, Charge Siphon[/FONT] [*] [FONT="]Detect Flaw +3, Patchwork +5[/FONT] [*] [FONT="]Talent, Poison Immunity[/FONT] [*] [FONT="]Craft Staff, Patchwork +6, Improved Artifice[/FONT] [*] [FONT="]Talent, Forge Ring[/FONT] [*] [FONT="]Detect Flaw +4, Patchwork +7[/FONT] [*] [FONT="]Talent, Reclaim[/FONT] [*] [FONT="]Patchwork +8[/FONT] [*] [FONT="]Talent, Detonate Siphon[/FONT] [*] [FONT="]Detect Flaw +5, Patchwork +9[/FONT] [*] [FONT="]Talent, Channel Artifice[/FONT] [*] [FONT="]Eternal Youth, Patchwork +10[/FONT] [/LIST] [B]Alchemical Studies:[/B] The core ability of the Kuppler is his knowledge of alchemy. At level 1 this knowledge allows the Kuppler the Brew Potion Feat for free. He substitutes his class levels in the Kuppler class for any spell caster level equivalent needed to brew the potion in question. The Kuppler must make a successful Craft (potions) check (DC = 5 + the spell level of the spell + the required class level) in order to make this potion. All other rules in regards to potion making are still required. For the purpose of determining prerequisites for brewing a spell into a potion, count the Kuppler’s effective level as his class level +2. For determining the effects of the potion (healing, duration, etc.) count the Kuppler’s class level as his effective caster level. A Kuppler may use either a siphoned spell or a spell from a scroll to generate the potion. [B]Identify:[/B] At level 1, the Kuppler is capable of making a spellcraft check (DC 10 + spell level) in order to identify a magical item. Only one quality of the item is able to be identified in this way. A failure on the check fools the Kuppler into believing that the item possesses no magical qualities at all. They may not retry upon a failure. [B]Siphon: [/B]A power unique to the Kupplers is the ability to siphon magic. Any magical item, scroll, or potion that the Kuppler comes across can be siphoned. By making a Use Magic Device check (DC 15 + spell’s level) and succeeding, the Kuppler stores the siphoned spell within himself. A siphoned spell may be held for a number of days equal to the Kuppler Constitution modifier (if any) + his level in the Kuppler class. To release a siphoned spell the Kuppler makes a Concentration check (DC 10 + spell level + number of current HP lost) to cast the spell. Upon a successful check the spell works as normal. Upon a failure the spell fails to release and the Kuppler is still storing it. A Kuppler may store a number of spells equal to 1 + his constitution modifier. Treat the Kuppler’s class level as his effective caster level for determining the spell level he can siphon as well as determining the effects of a spell. [B]Detect Flaw:[/B] By making an appraise check (DC equal to the 10 + the target’s level or CR whichever is greater), the Kuppler can study an enemy to sense out flaws in their armor. After detecting the flaw successfully the Kuppler gains a bonus to their attack and damage rolls against that target. [B]Patchwork:[/B] A gains a +1 competency bonus on all repair skill checks. This bonus increases by +1 every 2 levels up to +10 at level 20. [B]Scribe Scroll:[/B] The Kuppler gains the scribe scroll feat for free. [B]Swift Alchemy:[/B] At level 3 the Kuppler is able to produce potions at twice the normal rate. Reduce the time required to craft a potion by ½ (rounded up) when determining the time it takes to craft. [B]Enhanced Potions:[/B] For the purpose of calculating affects from potions crafted by the Kuppler, treat all potions as if their maximum effect was rolled. [B]Craft Magic Item:[/B] At level 2, a Kuppler is capable of creating a magic. Count a Kuppler’s effective caster level as 2 higher for the purpose of meeting an item prerequisite. For determining the actual affect of the spell (damage, duration, range, etc.) count the Kuppler’s actual class level as his effective caster level. Costs are always determined using the item’s minimum caster level or the Kuppler’s actual level (whichever is higher). A Kuppler may use a siphoned spell or a scroll as the required spell for the crafting of the item. This ability in affect grants the Kuppler the Craft Magic Arms and Armor feat (see page 92 on the [I]Player’s Handbook)[/I]. [B]Craft Wand:[/B] The Kuppler gains the Craft Wand feat for free. [B]Poison Resistance:[/B] By level 7 the Kuppler has accidently inhaled enough poisonous fumes to have acquired a natural resistance. This ability grants the Kuppler a +2 bonus on any save versus a poison or poison effect that is non-magical. [B]Artification:[/B] At level 8 a Kuppler is capable of creating a construct known as an Artifice. He does not need to possess the Craft Construct feat to complete this process. A Kuppler uses his class level as his caster level to determine the maximum HD of the Artifice that he can create. Crafting an Artifice requires a body be formed of a solid material, meaning that the Kuppler must succeed on a DC 15 Craft (wood-working, leatherworking, metalworking, or flesh-crafting) check. The GP and XP required to create the Artifice depends upon its size. (This uses the same rules for creation of the Artifice as the Effigy creation rules on page 152 of the [I]Complete Arcane[/I] book.) [B]Craft Rod:[/B] The Kuppler gains the Craft Rod feat for free. [B]Charge Siphon: [/B]This power allows a Kuppler to charge a mundane item with a siphoned spell. In effect this causes the item to take on the abilities of a scroll that can only be used by a Kuppler. This allows a Kuppler to turn his mundane items into scrolls. [B]Poison Immunity: [/B]With their constant exposure to harmful materials, the Kuppler has gained a natural immunity to all non-magical poisons. [B]Craft Staff:[/B] The Kuppler gains the Craft Staff feat for free. [B]Improved Artifice:[/B] A Kuppler of 12th level can improve upon his Artifice. This improvement requires one full day of work and 100gp worth of materials per the current HD of the Artifice. Upon completion his work gains a +2 competence bonus on attack and damage rolls, as well as saving throws. [B]Forge Ring:[/B] The Kuppler gains the Forge Ring feat for free. [B]Reclaim:[/B] At level 15 the Kuppler is capable of reclaiming spare parts from the most unlikely places, as well as dissembling a fully functioning item. When gathering spare parts for crafting the Kuppler spends 1 hour for every 100 gold pieces worth of equipment he needs and makes a Perception check (DC 25). If successful the Kuppler now has enough raw materials to craft the item he seeks to make. (Gold pieces for an item that specifically calls for them, cannot be found in this way as it is not a raw material, but this ability does negate the amount of money the Kuppler would need to spend on an item’s raw material to craft it.) If the check fails then the Kuppler was unable to gather enough resources and may try again the following day. When attempting to deconstruct a fully functioning device (from a crossbow to a vault door), the Kuppler makes a Disable Device check (DC equal to the items HP). If successful the item is completely reduced to its base components. A crossbow becomes some string, lumps of metal, some pieces of wood, or a door becomes some wooden planks, a couple of hinges, a lock, and some nails. The Kuppler must be in physical contact with the item he is attempting to reclaim at all times. If the reclaim attempt fails the Kuppler may try again but the DC increased by +2 for each failed attempt. [B]Detonate Siphon:[/B] By first storing a siphoned spell into an item and unraveling its magic, the Kuppler is able to cause the item to detonate at his command. The siphoned spell may be detonated from immediately up to a number of rounds equal to the Kuppler’s Intelligence modifier. The detonated spell causes splash damage in a 10ft radius equal to Xd6 in damage, where X is equal to the level of the stored spell. [B]Channel Artifice:[/B] At level 19 the Kuppler is able to channel one of his spells through his Artifice creation. He may cause any spell that he knows to be cast by his Artifice instead of himself. This ability still uses up the number of spells per day that the Kuppler could cast. In order to cast the spell the Kuppler must succeed on a concentration check DC 10 + spell level + the Artifice’s HD. [B]Eternal Youth:[/B] Upon reaching level 20 the Kuppler has learned the secrets of eternal youth. They no longer suffer any negative effects from aging. Any non-magical negative effects they held previously to this discovery are retained. Any magical effects that caused aging are reversed entirely (The Kuppler loses the bonuses and the negatives incurred). [/QUOTE]
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