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Inviato

Ciao ragazzi.. Nella nostra campagna c'è stato un piccolo imprevisto.. Un bellissimo Drago Rosso ha mangiato il braccio destro al nostro Paladino.. Ora che possiamo farci? è possibile fargli degli innesti oppure fargli ricrescere il braccio? Voi che consigliate?

Gli innesti sono possibili.. ma sconsigliabili dato che, ben che ti vada, sono pezzi di Yuan-ti ... e quindi molto poco paladineschi (altyernativamente, pezzi di non morto o demone... o aberrazione, forse). :banghead::banghead:

Per farlo ricrescere credo ci siano incantesimi appositi (tipo RIGENERAZIONE) per non scordare DESIDERIO e/o MIRACOLO :rolleyes:;-)

Aggiungo una nota pittoresca... se il paladino e' di Tyr, io controllerei il CHAMPIONS OF VALOR prima di far ricrescere il braccino perche' ci sono dell cose carucce per chi non usa una mano... e non averla e' un po' un buon punto di partenza per non usarla! :paladin:

:bye:

EDIT: ma il braccio di Mithril non fa un po' "SALVE, SONO THEROS IRONFELD E VI PORTO LE DRAGONLANCE"? :think::paladin:


Inviato

Ricorda che il braccio in mithril è un oggetto in grado di rompersi, e ti assicuro che se il PG con l'arto meccanico inizierà a dargli fastidio lui potrebbe decidere di inserire qualche mostro con la passione di rompere tutto, compresa l'appendice meccanica. Parlo per esperienza diretta, di chi ogni X sessioni si vede distruggere la propria arma.

Ma non esiste un modo per rendere indistruttibile per sempre un oggetto?

cambiare master :asd:

tornando seri, puoi farti la spada di Aurorum (libro delel imprese eroiche) non è indistruttibile ma se te la rompono puoi rimontarla con un'azione di ronud completo semplicemente accostando i pezzi

Inviato

No, il braccio di mithral fa molto: "salve! sono una regola elaborata quando ancora non si sapeva se Dragonlance sarebbe stata adattata alla 3.5 come si deve e si inserivano versioni fatte a vacca degli artefatti tipici di tale ambientazione in svariati manuali! Il mio cugino figo è su War of the Lance ed è fatto in metallo dei draghi, non mithirl... pardon, mithral, mithral. Io sono fatto di mithral, certo, *non* di mithril, no... no, vede, signor legale degli eredi di Tolkien? Non sto violando nessun copyright, vede? Ora quindi mi toglie quelle manette per piacere? Mi stanno graffiando tutto il polso destro...":lol:

Inviato

tornando seri, puoi farti la spada di Aurorum (libro delel imprese eroiche) non è indistruttibile ma se te la rompono puoi rimontarla con un'azione di ronud completo semplicemente accostando i pezzi

E se per caso anzichè essere rotta (frammentata), un'arma venisse totalmente disintegrata fino all'elsa? :lol:

In questo caso come si potrebbe prevenire tale sciagura? :incavolat

Esiostono altre maniere per rendere indistruttibili altre armi, magari dei materiali speciali o quant'altro?

Inviato

Esistono infinite maniere di rendere inutilizzabile un'arma: basta disarmare il PG e farla cadere in un pozzo senza fondo/portale per un qualsiasi piano ostile/oceano/vulcano.

Nel primo caso, non la raggiungi mai. Ma è da master *molto* BAStardo (sì, si merita tre lettere maiuscole).

Nel secondo, possono verificarsi mille e più situazioni: a parte "tutte le precedenti", l'arma può finire in ogni dove. E anche se fosse una "spada +10 vorpal anatema di ogni cosa dotata di GS" io non non cercherei di recuperarla dal Reame Remoto o da sotto il trono di Asmodeus.:lol:

Nel terzo caso, ancora una volta, difficilmente puoi raggiungere l'arma caduta se non dopo che ha toccato il fondo. Ma si parla di un fondale oceanico fantasy: kraken a bizzeffe, danni da pressione, il casino per arrivarci e non trascurabile rischio di orrori simil-lovecraftiani.

Nel quarto caso, l'arma si fonde e diventa lava; punto, fine della storia, poi vai ad aspettare l'eruzione per prelevarne i pezzi da far ricompattare.

Se vuole essere perfido e fantasioso, un master decente ha mille modi regolisticamente corretti e diversi dal "fiat" per incapacitare i PG e/o privarli dei loro oggetti migliori.

Ma un master decente dovrebbe sapere che non si gioca mai contro i giocatori, ma assieme a loro.

Inviato

Immagino mille maniere per rendere impossibile l'utilizzo di un arma ad un PG, ma la mia domanda era se fosse possibile, in qualche modo, rendere indistruttibile (come fossero fatte di Darksteel, per intenderci) armi e oggetti, per capire se posso evitare di trovarmi troppo spesso senza armi e per vedere di sistemare a dovere il braccio metal-meccanico del povero paladino sciagurato senza il timore che un giorno glielo facciano arrugginire, glielo disintegrino (anche con l'incantesimo Disintegrazione, per esempio) o glielo spezzino in una sfida a "Braccio di Ferro" :lol:.

Inviato

Fatta la legge trovato l'inganno: nulla è definitivo.

Se il master vuole disarmarti, un modo lo trova sempre.

Di contro, è tuo diritto di giocatore farglielo notare se la cosa ti stressa, e discuterne assieme; male che vada, smetti di giocare con lui come master.

Inviato

Se il master vuole disarmarti, un modo lo trova sempre.
Purtroppo è così XD

discuterne assieme; male che vada, smetti di giocare con lui come master.

La vedo un po' estrema come situazione: se mi ritrovassi a lasciare il gruppo, oltre al fatto che sono miei amici da tempo, non saprei dove altro trovare gruppi di D&D. Qui a Belluno non è molto diffuso...

Inviato

Se la campagna lo consente (cioè se i combattimenti non sono troppo frequenti) io tenterei di giocarlo anche se privo di braccio... sarebbe interessante... certo un bello stravolgimento XD

@The Nemesis: altrochè se qui in Belluno é dura trovare giocatori...

Inviato

beh..devo dire che la spada rotta me l'hai compensata bene :cool:

comunque per un braccio andato mi sembra che da qualche parte ci siano gli innesti "forgiati" e magari con pezzi di ricambio se trovatte l'artigiano adatto

+ alla For - alla Des ecc.....

e comunque Rigenerazione RULEZ u.u

Inviato

Per ora ho ovviato così:

sono riuscito a convincere il master con la prostituzione a farmi mettere arma focalizzata (lancia) al posto di estrazione rapida e, poichè ancora non avevo messo una descrizione fisica del cavallo, ho messo che comunque sono evidenti i segni dell'età sull'animale xD

Se tutto va' come deve andare quindi al 9 livello prendo l'altro talento che mi manca ed il primo livello da cavaliere. Inoltre poichè la cavalcatura è vecchia la lascio andare in favore di una nuova :P (mi sono già immaginato tutta la scena....tipo luce bianca che mi chiama nella foresta dove il mio cavallo mi saluta scomparendo in una soffusa nebbiolina bianca e poi, da una nebbia bianca molto più intensa, compare la nuova cavalcatura giovane e robusta già bardata con i simboli di moradin ecc...."paladino cavaliere di Moradin"...non suona male xD )

Per la cavalcatura avete qualche animale in particolare da suggerire ?

Io pensavo magari ad un grifone celestiale.

Inviato

Anche la più divertente....mi ricodo di aver letto sul manuale di Fr della 3.5 di un tipo di nani che stava sui grifoni e, dopo essersi lanciato i picchiata si lasciava cadere e gridavano: "Asce al cielo!" uahuahuah

P.S. naa aquila e gufo li vedo meglio per un ranger o comunque per un elfo.....il nano è tozzo è spesso...un gufone o un aquila gigante li vedo troppo aggraziati per un nano xD

Inviato

Ho trovato questa interessante classe, forse non molto adatta ad un paladino, nel manuale Magic of Eberron:

Spoiler:  
Renegade Mastermaker

“The warforged are examples of perfection. Shouldn’t we also strive to become perfect?”

—Morran d’Cannith, Renegade Mastermaker

A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations. He uses state of the art procedures to enhance his body, slowly becoming more and more like the warforged, which he regards as the pinnacle of craftsmanship. His craft does step over the line into a gray area of legality in most of the Five Nations, so most renegade mastermakers find comfort in a nomadic life, always on the lookout for opportunities to learn more secrets of warforged construction.

Becoming a Renegade Mastermaker

The artificer class is the natural path to becoming a renegade mastermaker, because she gains item creation feats as she advances, and Craft is a natural skill for the artifi cer. Wizard is also a good entry path, since wizards can pick up Craft Magic Arms and Armor or Craft Wondrous Item as a bonus feat. Intelligence (for spells or infusions, as well as some skills), Strength (to use the mastermaker’s battlefi st), and Charisma (for Use Magic Device) are all key abilities.

ENTRY REQUIREMENTS

Type: Humanoid.

Skill: Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) 8 ranks.

Feats: Craft Magic Arms and Armor, Craft Wondrous Item.

CLASS FEATURES

As you advance in level as a renegade mastermaker, you slowly transform into a living construct. You also maintain a majority of your spellcasting (or imbuing) power.

Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Battlefist (Ex): You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least. You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon. At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon.

Craft Master (Ex): You are extremely skilled at construction and repair. You add your renegade mastermaker level to all Craft checks you make.

Self-Repair (Su): Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself.

Supporting Construction (Ex): By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you. At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct.

Damage Reduction (Ex): As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1/adamantine. This benefit increases to damage reduction 2/adamantine at 8th level.

Embed Component (Ex): Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist. Each warforged component you embed or attach grants you 1 bonus hit point.

Construct Exemplar: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the EBERRON Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites. You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body.

PLAYING A RENEGADE MASTERMAKER

Warforged are the next step in the evolution of humanity. They are the most magnificent creation to emerge from the forges, the perfection of Cannith craft, and you are actively attempting to become one. What better goal is there than the pursuit of perfection? As a renegade mastermaker, you dabble in forbidden knowledge, using the secrets of the creation forges to slowly transform yourself into a warforged. Others, especially most members of House Cannith, frown upon your actions, but they simply don’t understand the enlightenment of the path you deign to follow. Some call you mad, crazed by too much machine and not enough soul, but you are mostly certain that you are perfectly sane.

[COLOR="DarkRed"]RENEGADE MASTERMAKER HIT DIE: d6[/COLOR]
[B]Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting[/B]
1st +0 +2 +0 +2 Battlefist, craft master —
2nd +1 +3 +0 +3 Battlefist (+1), self-repair +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Supporting construction +1 level of existing spellcasting class
4th +3 +4 +1 +4 Damage reduction 1/adamantine +1 level of existing spellcasting class
5th +3 +4 +1 +4 Battlefist (+2) +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Embed component —
8th +6 +6 +2 +6 Damage reduction 2/adamantine +1 level of existing spellcasting class
9th +6 +6 +3 +6 Battlefist (+3) +1 level of existing spellcasting class
10th +7 +7 +3 +7 Construct exemplar +1 level of existing spellcasting class
[B]Class Skills (4 + Int modifier per level):[/B] Appraise, Concentration, Craft, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Open Lock, Profession, Search, Spellcraft, Use Magic Device.[/CODE]

[b][size="3"]Combat[/size][/b]

Your abilities make you harder to damage and more resilient than your more fleshy companions. As you advance, you maintain most of your spellcasting ability, so the role you fi ll doesn’t change signifi cantly from that of your earlier adventures. Your battlefi st is a reasonable weapon if you fi nd yourself in melee, and even with a low attack bonus you might be able to aid your comrades in melee using the aid another action or taking up a flanking position. As you attain levels as a renegade mastermaker, you become even harder to hurt. You can take advantage of this by using touch spells in combat, without fearing the occasional blow that lands. If you are an artificer, using [i]personal weapon augmentation[/i] and similar infusions can make your battlefist a devastating weapon. If you really want to focus on your battlefist attack, take advantage of Attune Magic Weapon and feats that increase your attack rolls and damage rolls. Further enhance your weapon with a [i]weapon augmentation[/i] infusion (or, if an arcane spellcaster, [i]greater magic weapon[/i]), and your attack and damage can be on par with that of a fighter, though you might not have as many attacks. Once you become a living construct, take advantage of your newfound immunities by placing yourself in harm’s way, making yourself a target for those poison or paralysis attacks that would incapacitate one of your less-resilient companions.

[b][size="3"]Advancement[/size][/b]

Renegade mastermakers come primarily from groups of disillusioned artificers and magewrights of House Cannith, who were promised the secrets of creation forges, but then forbidden to use that knowledge. Other crafters and spellcasters also began experimenting with warforged parts culled from the scattered battlefields of the Last War. You might be one of these individuals, but you could just as easily be an artisan with a desire to incorporate the strengths of the warforged into your own body. Renegade mastermakers as a group are not particularly social, so you might fi nd yourself traveling to foreboding towers in distant lands to meet another mastermaker. There you might glean some additional secrets of the warforged creation process, perhaps by analyzing the completed portions of your fellow mastermaker. However, advancing in your class is not contingent on learning such secrets directly from your peers; many renegade mastermakers perfect their craft through experimentation, using standard warforged or other constructs as learning subjects. As you attain more levels in the renegade mastermaker prestige class, you will want to keep increasing your Craft skill, since your daily healing depends upon it. If you are an artificer, choose a homunculus that fits your style, such as a furtive filcher if you require stealth, or an arbalester (see page 152) if you need ranged support. You can also transform your battlefist into a formidable weapon if you further improve it using your Craft Magic Arms and Armor feat and later take the Attune Magic Weapon feat (from the [i]EBERRON Campaign Setting[/i]). With or without enhancing your battlefist, if you are an artificer, your [i]weapon augmentation[/i] infusions can also be very effective.

[b][size="3"]Resources[/size][/b]

With no organization willing to support them directly, most renegade mastermakers are forced to fi nd their own workshops in which to perform their experiments. In many cases, such workspace is provided by benefactors as a reward for completing quests or missions. Even in those cases, a benefactor eventually becomes concerned about the dubious legality of a mastermaker’s work, and might be forced to close his doors. Some of the more advanced renegade mastermakers have found solace in the Mournland, and while it is unclear if the Lord of Blades supports them directly, these mastermakers seem to be less disturbed by the construct denizens of that region.

[b][size="3"]

RENEGADE MASTERMAKERS IN THE WORLD[/size][/b]

[i][size="1"]“We made them to be like us, so it is only fi tting that we also make ourselves

to be like them.”[/size][/i]

[indent]—Morran d’Cannith, before his expulsion from the Cannith Forgehold[/indent]

Renegade mastermakers see themselves as a self-made link between the humanoid races and the warforged. Those races seldom share that perception, instead believing most renegade mastermakers to be dangerous mad scientists, obsessed with corrupting the natural order of life. That said, many members of House Cannith secretly admire the ingenuity of the mastermakers, and the house tries to keep tabs on any new technologies the mastermakers stumble into.

[b][size="3"]Organization[/size][/b]

Most renegade mastermakers fi nd the constant persecution to be a detriment to research, and so move to remote or secluded locations where they can attempt to work in peace. They still occasionally deal with inquisitive neighbors and the threat of assassination by any number of private or government organizations, or even by other mastermakers seeking to add to their own libraries. Some renegade mastermakers fund adventuring groups to handle routine tasks such as retrieving extra warforged parts or gaining access to lost or secret texts and schemas. In these cases, a mastermaker might provide his envoys with various items, some experimental and of questionable reliability. These mastermakers sometimes form a mentor relationship with an adventurer, extolling the virtues of construct life while the adventurer completes the task at hand. A dirty secret of House Cannith is that Morran d’Cannith, a prominent artisan within the ranks of the house, has started down the path of the renegade mastermaker. At first, his obsession with the warforged was praised as a demonstration of a healthy appetite and enthusiasm for his work in the great creation forge in the depths of Sharn. But his experiments grew beyond the boundaries of propriety, and the house began to question his sanity. After an incident involving the disassembly of some recently created warforged, Morran was banned from the House Cannith Forgehold in the depths of Sharn. However, Morran was a close friend of Merrix d’Cannith, who could not bring himself to issue an execution order, so he instead provided Morran with an underground laboratory deep within Undersharn, where he continues his experiments and adapts his body to his construct ideal. Because many of the secrets used by the renegade mastermakers pertain to knowledge that House Cannith jealously guards, they have a certain interest in keeping track of these renegades to ensure that the knowledge remains secret. At the same time, members of the house recognize that the renegades provide a new avenue for research that isn’t available to the house through standard venues. Thus, the house is confl icted. The insular nature of the mastermakers protects them, in a way. In general, House Cannith turns a blind eye to the activities of renegade mastermakers as long as they remain isolated. But at the same time, the house is poised to deal swiftly with the mastermakers should they become a threat.

[b][size="3"]NPC Reactions[/size][/b]

During the fi rst few levels, a renegade mastermaker appears no different from a typical adventurer, albeit one with an oversized metallic hand. Most people stare at the replaced appendage with morbid curiosity and feel uncomfortable speaking to a renegade mastermaker, darting periodic glances at the metal hand. Such situations can be avoided by covering the hand or hiding it within a cloak or robe. Many other folk are simply indifferent to a mastermaker’s appearance. At the middle levels of the class, a renegade mastermaker begins to experience persecution and disdain, as his body incorporates more mechanical portions than most people are comfortable with. Many common folk perceive mastermakers as abominations, so attempted interactions are likely to garner an unfriendly response, if not outright hostility. At the pinnacle of his advancement, a renegade mastermaker closely resembles a warforged, and so is afforded the same courtesy (or lack thereof) offered those living constructs. Those folk who have a fear or loathing of warforged might have similar feelings toward high-level mastermakers, and are usually unfriendly, at best. In Thrane and Karrnath, mastermakers are treated with suspicion, because they are an uncomfortable reminder that warforged might, in fact, not be slaves. The members of House Cannith also afford the mastermakers a degree of respect, even while they attempt to silence those renegades who threaten to spread the secrets of warforged creation. Many mastermakers fi nd solace working under the auspices of the Lord of Blades in the Mournland, because that warforged scion and his followers are less likely to be hostile toward mastermakers simply because of their apparent mechanical nature.

[b][size="3"]RENEGADE MASTERMAKER LORE[/size][/b]

Characters with Knowledge (arcana) or Knowledge (architecture and engineering) can research the renegade mastermakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

[b][i]DC 10:[/i][/b] “Those mastermakers are mad! Who, in their right mind, would chop off his hand and strap a gauntlet on the bloody stump?”

[b][i]DC 15:[/i][/b] The renegade mastermakers have found a way to replace their bodies with warforged parts. They are also some of the best smiths around—too bad they aren’t entirely stable.

[b][i]DC 20:[/i][/b] “Renegade mastermakers want to be warforged, the Host knows why. House Cannith doesn’t seem to mind, but they should. Creating warforged is illegal, after all.”

[b][i]DC 30:[/i][/b] Characters who achieve this level of success can learn details about specifi c mastermakers in your campaign, potentially including how to contact them. They also learn some of the more gruesome details regarding the entry requirements.

In Sharn, a DC 25 Gather Information check can uncover Morran d’Cannith’s name as a prominent renegade mastermaker. At any Cannith enclave in or near Sharn, a Diplomacy check with a helpful result can facilitate a meeting with Morran. A member of House Cannith gains a +2 circumstance bonus on the check, and the bonus increases to +4 if the member also bears the Mark of Making.

[b][size="3"]RENEGADE MASTERMAKERS IN THE GAME[/size][/b]

Renegade mastermakers have only recently begun to appear outside the creation forges. During the Last War, a few mastermakers of House Cannith were signifi cantly involved in the operation of the creation forges that churned out warforged and other material. Once the war ended, the mastermakers found their way out into the world, though eventually they sought refuge in isolated workshops where they could continue their experiments unmolested. Their relative anonymity allows them to be easily added to an ongoing campaign. A player who chooses this prestige class likely sees the benefi ts of changing her character’s type to living construct and enjoys the roleplaying aspects of incorporating more mechanical parts into her PC’s body. You should play up these physical features, allowing a player to more fully develop how her PC feels about the world. While many renegade mastermakers have workshops or laboratories, such facilities are not actually required for a PC to advance in the class.

[b][size="3"]Adaptation[/size][/b]

Renegade mastermakers can fi t the role of a mad wizard in any campaign world. While the prestige class is tailored for an artificer, there is no reason why a wizard or cleric could not gain the same benefi ts. In a world without warforged, the renegade mastermaker could idolize golems or some other construct form. In such cases, replace the Embed Component ability with the ability to wear up to two magic items about the neck (amulet, brooch, medallion, necklace, periapt, or scarab).

[b][size="3"]SAMPLE ENCOUNTER[/size][/b]

The PCs might encounter a renegade mastermaker while journeying near the Mournland, or they might have been sent to fi nd him to deliver a message or bring him back to a nearby settlement.

[b][size="3"]Thalas (EL 8)[/size][/b]

Thalas, a hot-headed renegade mastermaker, has gotten himself in hot water, and fi nds himself staring up at a warforged titan ordered to kill him. If the PCs rescue or help him, he invites them back to his workshop: a hollow buried under the rubble of an abandoned town, with all manner of instruments and tools strewn about. Once there, he might be willing to spend some time enhancing a weapon or two for his saviors.

[size="2"][b]THALAS[/b][/size] [size="3"][b]CR 8[/b][/size]

Male human artificer 7/renegade mastermaker 1

LN Medium humanoid

[b]Init[/b] +0; Senses Listen –1, Spot –1

[b]Languages[/b] Common, Draconic, Dwarven

[b]AC[/b] 19, touch 10, fl at-footed 19

[b]hp[/b] 46 (8 HD)

[b]Fort[/b] +7, [b]Ref[/b] +3, [b]Will[/b] +7

[b]Speed[/b] 20 ft. (4 squares)

[b]Melee[/b] battlefist +6 (1d8+1) or

[b]Ranged[/b] mwk light crossbow +6 (1d8/19–20)

[b]Base Atk[/b] +5; [b]Grp[/b] +6

[b]Atk Options[/b] Empower Spell

Combat Gear [i]wand of magic missile[/i] (CL 5th, 37 charges)

[b]Artificer Infusions[/b] (CL 7th, DC 13 + level of infusion):

4/day—2nd, 1st*

3/day—3rd*

*See Chapter 4 and page 103 of the [i]EBERRON Campaign Setting[/i] for available artificer infusions

[b]Spell-Like Abilities[/b] (CL 1st):

1/day—[i]repair serious damage[/i]*

1/day—[i]make whole[/i]

*See page 114 of the [i]EBERRON Campaign Setting[/i]

[b]Abilities[/b] Str 12, Dex 10, Con 14, Int 16, Wis 8, Cha 14

[b]SQ[/b] artificer knowledge +10, artisan bonus, craft homunculus, craft master, disable trap, item creation, metamagic spell trigger, retain essence

[b]Feats[/b] Brew Potion, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Exceptional ArtisanB, Least Dragonmark (Mark of Making), Lesser Dragonmark (Mark of Making), Rapid Infusion*, Scribe Scroll

*New feat; see Chapter 2.

[b]Skills[/b] Appraise +3 (+5 armor), Concentration +13, Craft (armorsmithing) +15, Disable Device +14, Knowledge (arcana) +14, Knowledge (the planes) +8, Search +14, Spellcraft +16 (+18 scrolls), Survival –1 (+1 other planes), Use Magic Device +13 (+15 scrolls)

[b]Possessions[/b] combat gear plus [i]+1 breastplate[/i], [i]+1 light steel shield[/i], battlefist, masterwork light crossbow with 20 bolts, [i]cloak of resistance +1[/i], [i]amulet of natural armor +1[/i]

[b]Warforged Titan:[/b] hp 106; [i]EBERRON Campaign Setting[/i] page 302.

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