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All homunculi are essentially extensions of their creators,      Resembling a stunted, misshapen dwarf barely over a foot tall, the creature
sharing the same alignment and basic nature. They are            hobbles slowly away from the item it was working on.
telepathically linked to their creators. A homunculus
knows what its creator knows and can convey to its creator       A dedicated wright is a homunculus created to carry out
everything it sees and hears, out to a distance of 1,500 feet.   the process of item creation on behalf of its master. Unlike
A homunculus never travels beyond this distance willingly,       most homunculi, a dedicated wright does not go out on




                                                                                                                                                 MONSTERS
though it can be moved forcibly.                                 missions or accompany its master on adventures. Instead,
                                                                 it stays home working while its master adventures.
COMBAT
An attack that destroys a homunculus deals 2d10 points of        Combat
damage to its master. If the master is slain, the homun-         A dedicated wright shies away from combat. If threatened,
culus also dies, and its body disintegrates.                     it tries to hide someplace too confi ning for its attackers
      Construct Traits: A homunculus has immunity to             to follow.
poison, sleep effects, paralysis, stunning, disease, death             Item Creation (Su): A dedicated wright can perform
effects, necromancy effects, mind-affecting spells and           the daily tasks related to item creation on behalf of its
abilities (charms, compulsions, phantasms, patterns, and         master. The master must meet (or emulate) all the pre-
morale effects), and any effect that requires a Fortitude save   requisites to create the desired item normally, and pays
unless it also works on objects or is harmless. It is not sub-   the gold and XP cost himself. The only cost a dedicated
ject to extra damage from critical hits, nonlethal damage,       wright can help with is time. The master spends 1 hour
ability damage, ability drain, fatigue, exhaustion, or energy    initiating the process, channeling spell prerequisites into
drain. It cannot heal damage, but it can be repaired. It has     the dedicated wright, and paying the XP cost to make the
darkvision out to 60 feet and low-light vision.                  item. He may then leave, allowing the wright to carry the
                                                                 process through to completion.
CONSTRUCTION
Each kind of homunculus has a body constructed from dif-         Construction
ferent sorts of materials. Each individual description indi-     A dedicated wright is molded from clay, glazed with a
cates the materials, cost, and Craft skill and DC required       mixture of arcane unguents and the creator’s blood, and
to make the body. The creature’s master may assemble the         fi red in a kiln. The materials cost 100 gp. Creating the
body or hire someone else to do the job.                         body requires a DC 14 Craft (pottery) check.
     After the body is made, it is animated through an                A dedicated wright with more than 1 Hit Die can be
extended magical ritual that requires a specially prepared       created, but each additional Hit Die adds 2,000 gp to the
laboratory or workroom, similar to an alchemist’s labo-          cost to create.
ratory and costing 500 gp to establish. If the creator is             Craft Construct, arcane eye, fabricate; Price — (never sold);
personally constructing the creature’s body, the building        Cost 2,100 gp + 160 XP.
and ritual can be performed together.
                                                                 EXPEDITIOUS MESSENGER
DEDICATED WRIGHT                                                 Diminutive Construct
Tiny Construct                                                   Hit Dice: 1/2 d10 (2 hp)
Hit Dice: 1d10 (5 hp)                                            Initiative: +3
Initiative: +0                                                   Speed: 20 ft. (4 squares), fly 100 ft. (perfect)
Speed: 10 ft. (2 squares)                                        Armor Class: 17 (+4 size, +3 Dex), touch 17, f lat-
Armor Class: 12 (+2 size), touch 12, flat-footed 12                   footed 14
Base Attack/Grapple: +0/–7                                       Base Attack/Grapple: +0/–17
Attack: Hammer +3 melee (1d3+1)                                  Attack: Sting +7 melee (1d2)
Full Attack: Hammer +3 melee (1d3+1)                             Full Attack: Sting +7 melee (1d2)
Space/Reach: 2-1/2 ft./0 ft.                                     Space/Reach: 1 ft./0 ft.
Special Attacks: —                                               Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., item     Special Qualities: Construct traits, darkvision 60 ft.,
    creation, low-light vision                                       low-light vision, message
Saves: Fort +0, Ref +0, Will +0                                  Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7          Abilities: Str 1, Dex 17, Con —, Int 8, Wis 12, Cha 7
Skills: Craft (any) +7, Craft (any) +4                           Skills: Escape Artist +7
Feats: Skill Focus (Craft)                                       Feats: Lightning Reflexes
Environment: Any                                                 Environment: Any
Organization: Solitary                                           Organization: Solitary
Challenge Rating: 1/2                                            Challenge Rating: 1/3
Treasure: None                                                   Treasure: None
Alignment: Any (same as creator)                                 Alignment: Any (same as creator)
Advancement: 2–3 HD (Small)                                      Advancement: 2–3 HD (Tiny)
Level Adjustment: —                                              Level Adjustment: —




                                                                                                                                               285
MONSTERS




                                                           Expeditious
                                                           messenger




                                                                                                                                                                RL


                                                 Iron defender                                 Furtive filcher                       Dedicated wright

           Looking like a cross between between a tiny dragon and a winged           Attack: Bite +1 melee (1d4–1)
           lemur, this bizarre creature is only about 9 inches from its black nose   Full Attack: Bite +1 melee (1d4–1)
           to its barbed tail. Its neck is short and its head is round, while its    Space/Reach: 2-1/2 ft./0 ft.
           body and tail are long and sinuous. Downy fur covers its body, and        Special Attacks: —
           its wings are feathered.                                                  Special Qualities: Construct traits, darkvision 60 ft.,
                                                                                         low-light vision
           An expeditious messenger, as its name suggests, is                        Saves: Fort +0, Ref +4, Will +0
           designed to quickly carry messages from its creator. It is                Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7
           a speedy flier and, unlike other homunculi, is capable of                  Skills: Hide +18, Move Silently +10, Sleight of Hand +8
           speech. It speaks and understands the same languages as                   Feats: Stealthy
           its creator.                                                              Environment: Any
                                                                                     Organization: Solitary
           Combat                                                                    Challenge Rating: 1/2
           An expeditious messenger attempts to avoid any obstacle                   Treasure: None
           to delivering its message.                                                Alignment: Any (same as creator)
                Message (Su): An expeditious messenger’s master can                  Advancement: 2–3 HD (Tiny)
           converse with a creature up to 1 mile away through the                    Level Adjustment: —
           homunculus. This homunculus is willing to stray farther
           from its master than most others of its kind, and its tele-               This tiny creature seems like nothing more than a wisp of shadow in a
           pathic link to its master enables a two-way conversation of               vaguely humanoid form, about eighteen inches tall. It moves with incred-
           indefinite duration.                                                       ible quickness.

           Construction                                                              A furtive fi lcher, as its name implies, is intended to steal
           An expeditious messenger is formed from soft clay, bits of                small items. Its size and innate stealth make it well suited
           hair, scales, and feathers, and a pint of the creator’s blood.            even for climbing up an opponent’s legs to filch a wand
           The materials cost 50 gp. Creating the body requires a                    from his belt, for example.
           DC 16 Craft (sculpting) check.
                An expeditious messenger with more than 1 Hit Die                    Construction
           can be created, but each additional Hit Die adds 2,000 gp                 A furtive fi lcher is shaped from clay, ashes, a pint of the
           to the cost to create.                                                    creator’s blood, and raw shadowstuff from the Plane of
                Craft Construct, arcane eye, sending; Price — (never sold);          Shadow. The materials cost 50 gp. Creating the body
           Cost 1,650 gp + 126 XP.                                                   requires a DC 12 Craft (sculpting) or a DC 12 Craft (pot-
                                                                                     tery) check.
           FURTIVE FILCHER                                                                A furtive fi lcher with more than 1 Hit Die can be
           Tiny Construct                                                            created, but each additional Hit Die adds 2,000 gp to the
           Hit Dice: 1d10 (5 hp)                                                     cost to create.
           Initiative: +4                                                                 Craft Construct, arcane eye, shadow conjuration; Price
           Speed: 50 ft. (10 squares)                                                — (never sold); Cost 1,550 gp + 118 XP.
           Armor Class: 16 (+2 size, +4 Dex), touch 16, f lat-
               footed 12
           Base Attack/Grapple: +0/–9




 286
IRON DEFENDER                                                                                                        Horrid ape
Small Construct
Hit Dice: 2d10+10 (21 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13,
    flat-footed 15
Base Attack/Grapple: +1/–1
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft.,
    low-light vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 14, Dex 15, Con —, Int 8, Wis 11, Cha 7
Skills: Listen +2, Move Silently +3, Spot +2
Feats: Weapon Focus (bite)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 3–6 HD (Small)
Level Adjustment: —

The creature resembles a dog, but its body is formed from iron plates and      SAMPLE HORRID ANIMAL                                                          FV
bars. It stands about two feet high at the shoulder. Its mouth is lined with   The following example uses a dire ape as the base creature.
serrated blades of steel.
                                                                               Horrid Ape
An iron defender is a homunculus designed to fight for                         Large Animal
its creator. It has no special abilities beyond its combat                     Hit Dice: 5d8+23 (45 hp)
prowess.                                                                       Initiative: +2
                                                                               Speed: 30 ft. (6 squares), climb 15 ft.
Construction                                                                   Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11,
An iron defender is forged from iron and enlivened with                            flat-footed 18
a pint of the creator’s blood. The materials cost 75 gp.                       Base Attack/Grapple: +3/+13
Creating the body requires a DC 14 Craft (metalwork-                           Attack: Claw +8 melee (1d8+6 plus 1d6 acid)
ing) check.                                                                    Full Attack: 2 claws +8 melee (1d8+6 plus 1d6 acid) and
     An iron defender with more than 2 Hit Dice can be                             bite +3 melee (2d6+3)
created, but each additional Hit Die adds 2,000 gp to the                      Space/Reach: 10 ft./10 ft.
cost to create.                                                                Special Attacks: Acidic attack, rend 2d8+9
     Craft Construct, arcane eye, keen edge, mirror image, mending,            Special Qualities: Ill-tempered, immunity to acid,
caster must be at least 4th level; Price — (never sold); Cost                      improved natural healing, low-light vision, scent
1,250 gp + 93 XP.                                                              Saves: Fort +8, Ref +6, Will +5
                                                                               Abilities: Str 22, Dex 15, Con 18, Int 2, Wis 12, Cha 7
                                                                               Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
HORRID ANIMAL of druids, created the
The Gatekeepers, a militant sect
                                                                               Feats: Alertness, Improved Natural Attack (bite) B,
                                                                                   Improved Natural Attack (claw)B, Toughness
first horrid animals to defend Khorvaire against incur-                         Environment: Warm forests
sions from the nightmare plane of Xoriat. The druids took                      Organization: Solitary or company (5–8)
various dire animals and magically altered them to create                      Challenge Rating: 4
new animal species that breed true.                                            Treasure: None
     Horrid animals are dire animals that have been                            Alignment: Usually neutral evil
reshaped and bred for battle. Although Gatekeepers con-                        Advancement: 6–15 HD (Large)
tinue to use horrid animals as companions and sentinels,                       Level Adjustment: —
wild horrid animals are common in the western wilder-
ness of Khorvaire, primarily in the Shadow Marches, the                        A feral ape with crimson scales and razor-sharp claws roars menacingly.
Eldeen Reaches, the Demon Wastes, and Droaam.                                  Bony spikes protrude from its shoulders, and sharp barbs line its tail. Its
                                                                               fangs are overly large, and a single horn juts from its fierce brow.




                                                                                                                                                             287
CHAPTER TWO




                                                                                                                                     CHARACTER CLASSES
                                CHARACTER
                                 CLASSES
T               he standard D&D classes are all found in
                Eberron. You can select from any of the eleven
                classes found in the Player’s Handbook: barbar-
                ian, bard, cleric, druid, fighter, monk, pala-
                din, ranger, rogue, sorcerer, and wizard. In
addition, this chapter presents one new class, the artificer.
     In addition to detailing the new artificer class, this
chapter provides alterations—primarily new options rather
                                                                  motivated by a desire to fight evil or gain power, or by any
                                                                  of a host of similar reasons.
                                                                                    Characteristics: Artificers are perhaps
                                                                                the ultimate magical dabblers. They can use
                                                                                   just about any spell from a wand or scroll,
                                                                                      empower ordinary items with tempo-
                                                                                      rary magical power, repair damaged
                                                                                      constructs (including warforged), alter
than universal changes—for each of the classes included in                            the function of existing magic items,
the Player’s Handbook. From variant animal companions for                              and craft magic items, constructs, and
druids and rangers to customizable bardic music, these                                  dragonshard items. They have a lim-
options make each class slightly different from those used                             ited list of their own spell-like infusions
in the generic D&D world.                                                               that they can apply to objects, and they
     Each class description in this chapter mentions                                      can also work with any of the spells
some of the new feats (see Chapter 3) and prestige                                           on other classes’ spell lists. Their
classes (see Chapter 4) that are particularly appropriate                                       magic is neither arcane nor
for characters of that class. These guidelines contribute                                       divine, and they are not bound
toward defi ning the fl avor of the character classes in an                                         by that classification: Their
EBERRON campaign.                                                                                    trade is magic in its most
                                                                                                       abstract (they might say
                                                                                                                  purest) form.
AEberron, magic is almost technology. Spellcasters spe-
In
   RTIFICER
cialize in certain forms of that technology, while artificers
tinker with its fundamental workings. Artificers under-
stand magic on a different level from spellcasters, and do
not cast spells as wizards and clerics do. They have an amaz-
ing facility with magic items and constructs, and in many
ways, they keep the magical world of Eberron running.                 Artificer
     Adventures: Artificers adventure for a variety of
reasons. They seek deposits of rare minerals and dragon-
shards to use in their creations. They search for hidden
arcane secrets related to making magic items or constructs.
They face danger to acquire money to buy or make magic
items. Like any other adventurers, they might also be




            CHARACTER PORTRAITS
Throughout this chapter you’ll find brief written por-
traits of characters across Khorvaire who represent each
character class. They simultaneously illustrate the role
such characters play in the world and highlight the flavor
of the setting.




                                                                                                                          JZ
Alignment: If artificers have a tendency toward any                     Other Classes: Artificers work best when providing
                    alignment, it is neutral. They are more interested in their      magical support to members of other classes. Though
                    work than in its moral implications. Some artificers create       they are quite versatile, their talents lie in enhancing the
CHARACTER CLASSES




                    magic items for the common good, while others seek to            items—weapons, armor, wands, and other gear—used by all
                    create items of tremendous destructive power.                    the members of an adventuring party. They think of every
                         Religion: Many artificers revere the deity Onatar,           party member as components of a machine, encouraging
                    Lord of Fire and Forge. Others are too preoccupied with          better teamwork within a group and sometimes providing
                    mastering magic—including divine magic—to worry about            strategy and tactics afforded by their unique mind-set.
                    the gods who may or may not be the source of magic.                    Role: In a typical adventuring party, artificers have a
                         Background: Like wizards, artificers learn their craft       range of roles revolving around magic items. They bring
                    through long years of hard study. They share a sense of          an unparalleled flexibility to both using and creating such
                    camaraderie with others who have endured similar train-          items. In a party that doesn’t include a druid, for example,
                    ing. They view other artificers as either colleagues or rivals.   an artificer can use (or scribe) a scroll of barkskin or wield
                    Rivalry may take a friendly form as the artificers try to         a staff of the woodlands. Though they can fight reasonably
                    outdo each other in their creations and accomplishments,         well, few artificers are inclined to engage in front-rank
                    or it could turn deadly, with artificers sending construct        melee combat.
                    assassins after each other.
                         Races: Humans excel as artificers, having no natu-           GAME RULE INFORMATION
                    ral attachment to the aesthetics of magic as elves do, and       Artificers have the following game statistics.
                    no knack for a particular expression of magic as gnomes               Abilities: Charisma is the most important ability for an
                    have. Their analytical minds make them well suited to the        artificer, because several of his infusions rely on his ability to
                    artificer’s task of reducing magic to its component pieces        make Use Magic Device checks. Intelligence is also impor-
                    and reassembling it in a new form.                               tant because it determines the effectiveness of his infusions,
                         Despite their Charisma penalty, warforged also make         but it plays a lesser role than for most spellcasters. A high
                    fine artificers, having a particular affinity for the creation      Dexterity improves the artificer’s defensive ability.
                    of other constructs. Dwarves and gnomes, with their skill             Alignment: Any.
                    in the crafting of mundane items, show equal skill in the             Hit Die: d6.
                    magical craft of the artificer. Halflings, elves, half-elves,
                    half-orcs, kalashtar, shifters, and changelings do not have      Class Skills
                    strong traditions in this class and often choose different       The artificer’s class skills (and the key ability for each
                    magical pathways.                                                skill) are Appraise (Int), Concentration (Con), Craft


                    THE ARTIFICER

                            Base            Fort    Ref Will                                     Craft            —Infusions per Day—
                    Level   Attack Bonus    Save    Save Save      Special                      Reserve       1st 2nd 3rd 4th 5th 6th
                     1st    +0               +0      +0   +2       Artificer knowledge, artisan     20          2   —    —     —    —  —
                                                                   bonus, disable trap,
                                                                   item creation, Scribe Scroll
                     2nd    +1                +0     +0     +3     Brew Potion                     40          3     —     —      —     —     —
                     3rd    +2                +1     +1     +3     Craft Wondrous Item             60          3     1     —      —     —     —
                     4th    +3                +1     +1     +4     Craft homunculus, bonus feat    80          3     2     —      —     —     —
                     5th    +3                +1     +1     +4     Craft Magic Arms and Armor, 100             3     3     1      —     —     —
                                                                   retain essence
                     6th    +4                +2     +2    +5      Metamagic spell trigger        150          3     3     2      —     —     —
                     7th    +5                +2     +2    +5      Craft Wand                     200          3     3     2      —     —     —
                     8th    +6/+1             +2     +2    +6      Bonus feat                     250          3     3     3      1     —     —
                     9th    +6/+1             +3     +3    +6      Craft Rod                      300          3     3     3      2     —     —
                    10th    +7/+2             +3     +3    +7      —                              400          3     3     3      2     —     —
                    11th    +8/+3             +3     +3    +7      Metamagic spell completion     500          3     3     3      2     1     —
                    12th    +9/+4             +4     +4    +8      Craft Staff, bonus feat        700          3     3     3      2     2     —
                    13th    +9/+4             +4     +4    +8      Skill mastery                  900          3     3     3      3     2     —
                    14th    +10/+5            +4     +4    +9      Forge Ring                    1,200         4     3     3      3     3     1
                    15th    +11/+6/+1         +5     +5    +9      —                             1,500         4     4     3      3     3     2
                    16th    +12/+7/+2         +5     +5    +10     Bonus feat                    2,000         4     4     4      3     3     2
                    17th    +12/+7/+2         +5     +5    +10     —                             2,500         4     4     4      4     3     3
                    18th    +13/+8/+3         +6     +6    +11     —                             3,000         4     4     4      4     4     3
                    19th    +14/+9/+4         +6     +6    +11     —                             4,000         4     4     4      4     4     4
                    20th    +15/+10/+5        +6     +6    +12     Bonus feat                    5,000         4     4     4      4     4     4




            30
(Int), Disable Device (Int), Knowledge (arcana) (Int),                   Many infusions have long casting times, often 1
Knowledge (architecture and engineering) (Int),                   minute or more. An artificer can spend 1 action point to
Knowledge (the planes) (Int), Open Lock (Dex), Pro-               imbue any infusion in 1 round (like a spell that takes 1




                                                                                                                                    CHARACTER CLASSES
fession (Wis), Search (Int), Spellcraft (Int), and Use            round to cast).
Magic Device (Cha).                                                      Like a spellcaster, an artificer can apply item cre-
     Skill Points at 1st Level: (4 + Int modifier) × 4.            ation feats and metamagic feats to his infusions. Like a
     Skill Points at Each Additional Level: 4 + Int               sorcerer, an artificer can apply a metamagic feat to an
modifier.                                                         infusion spontaneously, but doing this requires extra
                                                                  time. An artificer can craft alchemical items as though
CLASS FEATURES                                                    he were a spellcaster.
All of the following are class features of the artificer.                 An artificer cannot automatically use a spell trigger or
       Weapon and Armor Proficiency: Artificers are pro-            spell completion item if the equivalent spell appears on his
ficient with all simple weapons, with light and medium             infusion list. For example, an artificer must still employ
armor, and with shields (except tower shields).                   the Use Magic Device skill to use a wand of light, even though
       Infusions: An artificer is not a spellcaster, but he        light appears on his infusion list.
does have the ability to imbue items with magical infu-                  Each day, an artificer must focus his mind on his
sions. Infusions are neither arcane nor divine; they are          infusions. He needs 8 hours of rest, after which he spends
drawn from the artificer infusion list (see Chapter 5:             15 minutes concentrating. During this period, the artifi-
Magic). They function just like spells and follow all the         cer readies his mind to hold his daily allotment of infu-
rules for spells. For example, an infusion can be dispelled,      sions. Without such a period of time to refresh himself,
it will not function in an antimagic area, and an artificer        the character does not regain the infusion slots he used up
must make a Concentration check if injured while imbu-            the day before. Any infusions used within the last 8 hours
ing an item with an infusion.                                     count against the artificer’s daily limit.
       An artificer can imbue an item with any infusion                   Craft Reserve: An artificer receives a pool of points
from the list without preparing the infusion ahead of time.       he can spend instead of experience points when crafting
Unlike a sorcerer or bard, he does not select a subset of the     a magic item. Each time the artificer gains a new level, he
available infusions as his known infusions; he has access         receives a new craft reserve; leftover points from the pre-
to every infusion on the list that is of a level he can use.      vious level do not carry over. If the points are not spent,
       It is possible for an artificer to learn infusions that     they are lost. An artificer can also use his craft reserve to
are not on the normal artificer infusion list. These might         supplement the XP cost of the item he is making, taking
include ancient infusions he finds in the ruins of Xen’drik        a portion of the cost from his craft reserve and a portion
or secret infusions known only to the members of certain          from his own XP.
guilds or organizations. When he encounters such an                      Artificer Knowledge: An artificer can make a special
infusion, an artificer can attempt to learn it by making           artificer knowledge check with a bonus equal to his arti-
a Spellcraft check (DC 20 + spell level). If this check suc-      ficer level + his Int modifier to detect whether a specific
ceeds, he adds the infusion to his list. If not, he can try       item has a magical aura.
again when he gains another rank in Spellcraft, assuming                 The artificer must hold and examine the object for 1
he still has access to the new infusion.                          minute. A successful check against DC 15 determines that
       To imbue an item with an infusion, an artificer            the object has magical qualities, but does not reveal the
must have an Intelligence score equal to at least 10 + the        specific powers of the item.
infusion level (Int 11 for 1st-level infusions, Int 12 for               An artificer cannot take 10 or take 20 on this check. A
2nd-level infusions, and so forth). Infusions never allow         particular item can only be examined in this fashion one
saving throws.                                                    time; if the check fails, the artificer can learn no more
       Like spellcasters, an artificer can use only a certain      about that object.
number of infusions of a particular level per day. His                   Artisan Bonus: An artificer gains a +2 bonus on Use
base daily infusion allotment is given on the accompany-          Magic Device checks to activate an item of a kind for which
ing table. In addition, he receives extra infusions per day       he has the prerequisite item creation feat. For example, an
if he has a sufficiently high Intelligence score (see Table        artificer who has the Craft Wand feat gains a +2 bonus on
1–1: Ability Modifiers and Bonus Spells, page 8 of the             checks to use a spell from a wand.
Player’s Handbook).                                                      Disable Trap: An artificer can use the Search
       An artificer’s infusions can only be imbued into an         skill to locate traps when the task has a Difficulty Class
item or a construct (including warforged). He can not,            higher than 20. Finding a nonmagical trap has a DC
for example, simply imbue an ally with bull’s strength. He        of at least 20, or higher if it is well hidden. Finding a
must instead imbue that ability into an item his ally is          magic trap has a DC of 25 + the level of the spell used
wearing. The item then functions as a belt of giant strength      to create the trap.
for the duration of the infusion. He can, however, imbue                 An artificer can use the Disable Device skill to disarm
bull’s strength directly on a construct or a character with the   magic traps. Usually the DC is 25 + the level of the spell
living construct subtype, and infusions such as repair light      used to create the trap.
damage and iron construct function only when imbued on                   An artificer who beats a trap’s DC by 10 or more
such characters.                                                  with a Disable Device check can study a trap, figure




                                                                                                                                   31
out how it works, and bypass it (with his party) without                 Craft Homunculus (Ex): At 4th level, an artificer
                    disarming it.                                                       can create a homunculus as if he had the Craft Construct
                           Item Creation (Ex): An artificer can create a magic           feat. He must emulate the spell requirements (arcane eye,
CHARACTER CLASSES




                    item even if he does not have access to the spells that are         mending, and mirror image) as normal for making a magic item,
                    prerequisites for the item. The artificer must make a suc-           and he must pay all the usual gold and XP costs (though he
                    cessful Use Magic Device check (DC 20 + caster level) to            can spend points from his craft reserve). An artificer can
                    emulate each spell normally required to create the item.            also upgrade an existing homunculus that he owns, adding
                    Thus, to make a 1st-level wand of magic missile, an artificer       1 Hit Die at a cost of 2,000 gp and 160 XP.
                    would need a Use Magic Device check result of 21 or                      If an artificer gives his homunculus more than 6
                    higher. To create a bottle of air (caster level 7th), he would      Hit Dice, it becomes a Small creature and advances as
                    need a check result of 27 or higher to emulate the water            described in the Monster Manual (+4 Str, –2 Dex, damage
                    breathing prerequisite.                                             increases to 1d6). The homunculus also gains 10 extra hit
                           The artificer must make a successful check for each           points for being a Small construct.
                    prerequisite for each item he makes. If he fails a check,                An artificer’s homunculus can have as many Hit
                    he can try again each day until the item is complete (see           Dice as its master’s Hit Dice minus 2. No matter how
                    Creating Magic Items, page 282 of the Dungeon Master’s Guide).      many Hit Dice it has, a homunculus never grows larger
                    If he comes to the end of the crafting time and he has still        than Small.
                    not successfully emulated one of the powers, he can make                 Retain Essence (Su): At 5th level, an artificer gains
                    one final check—his last-ditch effort, even if he has already        the ability to salvage the XP from a magic item and use
                    made a check that day. If that check also fails, then the cre-      those points to create another magic item. The artificer
                    ation process fails and the time, money, and XP expended            must spend a day with the item, and he must also have the
                    to craft the item are lost.                                         appropriate item creation feat for the item he is salvaging.
                           For purposes of meeting item prerequisites, an               After one day, the item is destroyed and the artificer adds
                    artificer’s effective caster level equals his artificer level       the XP it took to create the item to his craft reserve. These
                    +2. If the item duplicates a spell effect, however, it uses         points are lost if the artificer does not use them before
                    the artificer’s actual level as its caster level. Costs are always   gaining his next level.
                    determined using the item’s minimum caster level or the                  For example, an artificer wants to retain the essence
                    artificer’s actual level (if it is higher). Thus, a 3rd-level        of a wand of summon monster IV that has 20 charges. Origi-
                    artificer can make a scroll of fireball, since the minimum            nally created (like all wands) with 50 charges, it required
                    caster level for fireball is 5th. He pays the normal cost for        840 XP when initially made, or 16.8 XP (840 ÷ 50) per
                    making such a scroll with a caster level of 5th: 5 × 3 × 12.5       charge. The artificer is able to recover the XP from the
                    = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster       remaining charges. He puts 336 XP (16.8 × 20) into his
                    level is only 3rd, and it produces a weak fireball that deals        craft reserve.
                    only 3d6 points of damage.                                               Metamagic Spell Trigger (Su): At 6th level, an arti-
                           An artificer can also make Use Magic Device checks            ficer gains the ability to apply a metamagic feat he knows
                    to emulate nonspell requirements, including alignment               to a spell trigger item (generally a wand). He must have
                    and race, using the normal DCs for the skill. He cannot             the appropriate item creation feat for the spell trigger item
                    emulate skill or feat requirements, however, including              he is using. Using this ability expends additional charges
                    item creation feat prerequisites. He must meet the caster           from the item equal to the number of effective spell levels
                    level prerequisite, including the minimum level to cast a           the metamagic feat would add to a spell.
                    spell he stores in a potion, wand, or scroll.                            For example, an artificer can quicken a spell cast
                           An artificer’s infusions do not meet spell prerequi-          from a wand by spending 5 charges (4 additional charges),
                    sites for creating magic items. For example, an artificer            empower the spell by spending 3 charges, or trigger it
                    must still employ the Use Magic Device skill to emulate the         silently by spending 2 charges. The Still Spell feat confers
                    light spell to create a wand of light, even though light appears    no benefit when applied to a spell trigger item.
                    on his infusion list.                                                    An artificer cannot use this ability when using a
                           Bonus Feat: An artificer gains every item creation            spell trigger item that does not have charges, such as
                    feat as a bonus feat at or near the level at which it becomes       prayer beads.
                    available to spellcasters. He gets Scribe Scroll as a bonus              Metamagic Spell Completion (Su): At 11th level,
                    feat at 1st level, Brew Potion at 2nd level, Craft Wondrous         an artificer gains the ability to apply a metamagic feat he
                    Item at 3rd level, Craft Magic Arms and Armor at 5th                knows to a spell completion item (generally a scroll). He
                    level, Craft Wand at 7th level, Craft Rod at 9th level, Craft       must have the appropriate item creation feat for the spell
                    Staff at 12th level, and Forge Ring at 14th level.                  completion item he is using. The DC for the Use Magic
                           In addition, an artificer gains a bonus feat at 4th level     Device check is equal to 20 + (3 × the modified level of the
                    and every four levels thereafter (8th, 12th, 16th, and 20th).       spell). For example, applying the Empower Spell feat to
                    For each of these bonus feats, the artificer must choose a           a scroll of cone of cold, creating a 7th-level effect, has a DC
                    metamagic feat or a feat from the following list: Attune            of 20 + (3 × 7), or 41. An artificer can use this ability a
                    Magic Weapon, Craft Construct (see the Monster Manual,              number of times per day equal to 3 + his Int modifier.
                    page 303), Exceptional Artisan, Extra Rings, Extraordi-                  Skill Mastery: At 13th level, an artificer can take
                    nary Artisan, Legendary Artisan, Wand Mastery.                      10 when making a Spellcraft or Use Magic Device check,




            32
even if stress and distractions would normally prevent                            displaced warforged seeking a life after the war. Thon-
him from doing so. This ability circumvents the normal                            dred called him “Azm,” a word meaning something akin
rule that a character may not take 10 on a Use Magic                              to “soul” that the dwarf discovered in an ancient Xen’drik




                                                                                                                                                                 CHARACTER CLASSES
Device check.                                                                     text. Later, the pair joined forces with an elf ranger
     Artificer Options: A number of the additional                                 and a shifter rogue, and now the four companions have
options in this book make good choices for an artificer.                           become known as adventurers of renown throughout the
     Feats: Attune Magic Weapon, Bind Elemental, Excep-                           southern coast.
tional Artisan, Extra Rings, Extraordinary Artisan, Leg-                               Thondred, an expert at disabling traps and ancient
endary Artisan, Wand Mastery.                                                     magic devices, purportedly defeated the Chamber of a
     Artificer Starting Gold: A 1st-level artificer begins                          Thousand Perils. This entry to an extensive network of
play with 5d4 × 10 gp (average 125 gp).                                           ruins hidden deep within the Xen’drik jungles has long
                                                                                  been a deadly challenge to explorers and adventurers, and
GNOME ARTIFICER                                                                   many have risked injury and death in attempts to pass its
                                                                                  defenses. The legend says that Thondred not only survived
STARTING PACKAGE                                                                  his visit to the Chamber—he made his way through it to
     Armor: Studded leather (+3 AC, speed 20 ft., 10 lb.).                        reach the ruins beyond.
     Weapons: Morningstar (1d6, crit ×2, 3 lb., bludgeon-                              The dwarf artificer carries a wide array of potions,
ing and piercing).                                                                wands, and scrolls for every occasion. As impressive as
     Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft.,                       his arcane mastery is, he may be even better versed in
2 lb., piercing).                                                                 history and secret knowledge relating to the mysteries
     Dagger (1d3, crit 19–20/×2, range inc. 10 ft., 1/2 lb.,                      of Xen’drik.
piercing).
     Skill Selection: Pick a number of skills equal to 4 +
Int modifier.                                                                      BARBARIANcivilization that dominates Khor-
                                                                                  Despite the advanced
Skill           Ranks              Ability     Armor Check Penalty                vaire, barbarians live in several places both on that con-
Concentration     4                 Con                —                          tinent and in nearby lands. Human, orc, and half-orc
Disable Device    4                 Int                —                          barbarians emerge from the Shadow Marches and
Open Lock         4                 Dex                —                          Demon Wastes. Halfling barbarians ride the Talenta
Search            4                 Int                —                          Plains. Human, half-elf, and shifter barbarians fill the
Spellcraft        4                 Int                —                          Eldeen Reaches, though isolated groups of elf, dwarf,
Spot              2                 Wis                —                          and even gnome barbarians live there as well. Darguun
Use Magic Device 4                  Cha                —                          harbors some bugbear barbarians, and Droaam is home
                                                                                  to barbarians of other monstrous species. Some of the
     Feat: Magical Affinity.                                                       wilder warforged that roam the Mournland take up the
     Bonus Feat: Scribe Scroll.                                                   barbarian class as well.
     Gear: Backpack with waterskin, one day’s trail                                    Beyond Khorvaire, tribes of human barbarians live
rations, bedroll, sack, and flint and steel. Scroll of detect                      on the northern shore of Argonnessen and the nearby
magic, scroll of sleep. Case containing 10 crossbow bolts.                        island of Seren, serving the dragons they revere. Finally,
     Gold: 1d4 gp.                                                                stories abound of children stranded in Xen’drik and
                                                                                  raised by wild beasts or savage humanoids, giving rise to
THONDRED THE ARTIFICER                                                            another source for barbarian characters.
The stone portal ahead slid closed, cutting off the sliver of light that marked        Barbarian Options: The new rules in this book
the only visible means of escape. For the exhausted heroes, their resources       include some interesting options for barbarians.
almost completely depleted, it seemed that this was finally the end of the              Feats: Dragon Rage, Dragon Totem, Extend Rage,
journey. Luckily, Thondred thought, an artificer always has a contingency          Raging Luck.
plan. The dwarf pulled a wand from a holder on his hip and unleashed the               Prestige Classes: Warforged juggernaut, weretouched
magic that he had caged within it.                                                master.

With the warforged named Azm at his side and a belt                               CORRASH THE BARBARIAN
pouch full of magic items, Thondred explores the ruins                            The huge bugbear enforcer leaned close, and Corrash struggled not to gag
of Xen’drik and braves the challenges of the continent of                         at the monster’s fetid breath. “Where are your threats now, tiny one?”
secrets. A 6th-level dwarf artificer, Thondred was born                            the bugbear sneered. “Where are your boasts and war cries?”
and raised in Sharn, where he worked for House Can-                                     The halfling barbarian tested the ropes binding him to the pillar, but
nith during the Last War, using his skills and talents                            they were strong and tight around his chest and arms. The bugbear drew
in the warforged production enclave. He lost his job                              a wicked dagger from his belt. “You should never have interfered with the
when the Treaty of Thronehold outlawed the creation                               Bandit Lord’s business,” the bugbear said, making a narrow cut across
of new warforged.                                                                 Corrash’s forehead.
    Once the shock cleared and Thondred came to terms                                   “And you should have thought to account for my companion
with his dismissal from the house, he met up with a                               beast,” Corrash smiled, ignoring the blood dripping down his face.




                                                                                                                                                                33
extended magical ritual that requires a specially prepared                             An arbalester with more than 1 Hit Die can be cre-
            laboratory or workroom, similar to an alchemist’s laboratory                      ated, but each additional Hit Die adds 2,000 gp to the cost
            and costing 500 gp to establish. If the creator is personally                     to create.
            constructing the creature’s body, the building and ritual can                          Craft Construct, arcane eye, mending; Price — (never sold);
            be performed together.                                                            Cost 1,250 gp + 93 XP.
CREATURES




            ARBALESTER                                                                        PACKMATE
            Tiny Construct                                                                    Small Construct
            Hit Dice: 1d10 (5 hp)                                                             Hit Dice: 2d10+13 (24 hp)
            Initiative: +4                                                                    Initiative: +0
            Speed: 10 ft. (2 squares)                                                         Speed: 30 ft. (6 squares)
            AC: 16 (+2 size, +4 Dex), touch 16, fl at-footed 12                                AC: 15 (+1 size, +4 natural), touch 11, fl at-footed 15
            Base Attack/Grapple: +0/–9                                                        Base Attack/Grapple: +1/+0
            Attack: Bite +1 melee (1d4–1) or masterwork light crossbow                        Attack: Slam +5 melee (1d3+3)
               +7 ranged (1d8/19–20)                                                          Full Attack: Slam +5 melee (1d3+3)
            Full Attack: Bite +1 melee (1d4–1) or masterwork light                            Space/Reach: 5 ft./5 ft.
               crossbow +7 ranged (1d8/19–20)                                                 Special Attacks: Throw fl ask
            Space/Reach: 2–1/2 ft./0 ft.                                                      Special Qualities: Construct traits, darkvision 60 ft., feed
            Special Attacks: Receive enhancement                                                 potion, hold item, low-light vision, ready item
            Special Qualities: Construct traits, darkvision 60 ft.,                           Saves: Fort +0, Ref +0, Will +1
               low-light vision                                                               Abilities: Str 16, Dex 11, Con —, Int 8, Wis 12, Cha 7
            Saves: Fort +0, Ref +4, Will +0                                                   Skills: Climb +6, Swim +5
            Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7                            Feats: Toughness
            Skills: Balance +8, Listen +4, Spot +4                                            Environment: Any
            Feats: Point Blank Shot                                                           Organization: Solitary
            Environment: Any                                                                  Challenge Rating: 1
            Organization: Solitary                                                            Treasure: None
            Challenge Rating: 1/2                                                             Alignment: Any (same as creator)
            Treasure: None                                                                    Advancement: 3–6 HD (Small)
            Alignment: Any (same as creator)                                                  Level Adjustment: —
            Advancement: 2–3 HD (Tiny)
            Level Adjustment: —                                                               A chest that moments ago was resting upon the floor suddenly stands on legs of
                                                                                              its own. As it opens a lid on its top, an arm folds out from the side of the chest
            What at first appeared to be a carving of arms and a face on the stock of a       and begins sifting through the contents of its internal compartments.
            crossbow suddenly springs to life, the arms moving to reload the crossbow while
            the face looks for another target.                                                A packmate homunculus is designed to carry items for its
                                                                                              master. It resembles a wood and metal chest with many com-
            An arbalester is a homunculus created to assist with ranged                       partments. Four legs support it from below while two arms,
            attacks. Built around the stock of a light crossbow, the                          tipped with pincerlike claws, stow and store items.
            arbalester can fi re and reload the crossbow using the normal                           The compartments on the packmate are difficult to
            rules for crossbow attacks. The arbalester includes a quiver                      open. Treat each as if protected by an arcane lock spell cast by
            capable of carrying 20 bolts. Bolts stored in the quiver do                       a 3rd-level caster.
            not count against the creature’s carrying capacity. Once                               A packmate can carry up to 76 pounds as a light load, 153
            built, the crossbow and arbalester cannot be separated                            pounds as a medium load, or 230 pounds as a heavy load.
            without destroying the homunculus.
                                                                                              Combat
            Combat                                                                            A packmate homunculus’s place in combat is at the side of
            An arbalester is somewhat effective at providing ranged                           its master, where it can retrieve items or pick up anything
            support, shooting targets designated by its master. An                            dropped on the ground.
            arbalester is automatically proficient with the crossbow that                           Throw Flask (Ex): A packmate can be directed to
            has been built into its body.                                                     make ranged attacks with vials of acid, holy water, or similar
                  Receive Enhancement (Ex): The crossbow built                                splash weapons. It can throw any such item it carries.
            into an arbalester can be magically enhanced as if it were                             Feed Potion (Ex): A packmate is dexterous enough
            a normal masterwork weapon. The costs for enhancing the                           to retrieve a potion from one of its storage compartments,
            weapon with enhancement bonuses and other special quali-                          uncork it, and administer it to a fallen creature. A pack-
            ties are independent of those associated with constructing                        mate is typically given instructions to use a cure potion on
            or advancing the homunculus.                                                      its master if he falls.
                                                                                                   Ready Item (Ex): The telepathic connection between
            Construction                                                                      a packmate and its master allows the packmate to anticipate
            An arbalester is carved from green wood, threads of silver                        what item its master might call for next. If the homunculus
            and gold, a pint of the creator’s blood, and a masterwork                         and its master are adjacent, then the master can retrieve
            light crossbow. The materials cost 350 gp. Creating the                           an item from the packmate as a swift action that does not
            body requires a DC 14 Craft (sculpting) or a DC 14 Craft                          provoke attacks of opportunity.
            (carpentry) check.



  152
Persistent harrier




                                                                                                                                                         CREATURES
       Arbalester




                                  TG
                                                                                                                        Packmate


Construction                                                                   Combat
A packmate is crafted from wood, metal, and a pint of the                      A persistent harrier will move around into flanking position,
creator’s blood. The materials cost 50 gp. Creating the body                   taking a 5-foot step or using the Tumble skill where appropri-
requires a DC 14 Craft (sculpting) check.                                      ate. If it does not attack, it can be directed to use the aid another
     A packmate with more than 2 Hit Dice can be created, but                  action to provide an Armor Class or attack roll boost.
each additional Hit Die adds 2,000 gp to the cost to create.                         Sneak Attack (Ex): A persistent harrier deals an
     Craft Construct, arcane lock, arcane eye, mending; Price                  extra 1d6 points of damage when it is fl anking an oppo-
— (never sold); Cost 1,260 gp + 93 XP.                                         nent or at any time when the target would be denied its
                                                                               Dexterity bonus. See the rogue class feature, page 50 of
PERSISTENT HARRIER                                                             the Player’s Handbook.
Small Construct
Hit Dice: 2d10+10 (21 hp)                                                      Construction
Initiative: +3                                                                 A persistent harrier is crafted from leather, metal, clay, and
Speed: 40 ft. (8 squares)                                                      a pint of the creator’s blood. The materials cost 50 gp. Cre-
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15                  ating the body requires a DC 14 Craft (sculpting) check.
Base Attack/Grapple: +1/–2                                                          A persistent harrier with more than 1 Hit Die can be
Attack: Spike +3 melee (1d6+1)                                                 created, but each additional Hit Die adds 2,000 gp to the
Full Attack: Spike +3 melee (1d6+1)                                            cost to create.
Space/Reach: 5 ft./5 ft.                                                            Craft Construct, arcane eye, mending; Price — (never sold);
Special Attacks: Sneak attack +1d6                                             Cost 1,250 gp + 93 XP.
Special Qualities: Construct traits, darkvision 60 ft.,
   low-light vision
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 12, Dex 16, Con —, Int 11, Wis 10, Cha 7
                                                                               Symbionts
                                                                               As many of Khorvaire’s wisest have long suspected, daelkyr
Skills: Jump +14, Tumble +12                                                   magic is the original source of the symbiont creatures that
Feats: Acrobatic                                                               now writhe and wriggle their way across (and under) Eber-
Environment: Any                                                               ron. The following symbionts add to those introduced in
Organization: Solitary                                                         the EBERRON Campaign Setting, See page 298 of the EBERRON Cam-
Challenge Rating: 1                                                            paign Setting for more information on symbionts.
Treasure: None                                                                       Symbiont Traits: When joined with a host, a symbiont
Alignment: Any (same as creator)                                               gains a number of benefits. It acts on its host’s turn each
Advancement: 4–6 HD (Small)                                                    round, regardless of its own initiative modifier. It is not
Level Adjustment: —                                                            fl at-footed unless its host is, and it is aware of any danger
                                                                               its host is aware of.
A small, wiry figure darts between the legs of combatants, poking dangerous-         If a symbiont is grafted onto a visible part of the host
looking spikes toward its foes.                                                creature’s body, opponents can attack the symbiont itself
                                                                               instead of its host creature. Doing this works the same way
Barely 2 feet tall, a persistent harrier is designed to be in                  as attacking an object: The symbiont gains the benefit of
the middle of combat, distracting opponents or setting up                      the host’s Dexterity modifier to AC instead of its own, and
fl anking opportunities.                                                        gains any deflection bonus to AC the host has as well. Its
                                                                               own size modifier and natural armor bonus, if any, apply.



                                                                                                                                                       153
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  • 1. All homunculi are essentially extensions of their creators, Resembling a stunted, misshapen dwarf barely over a foot tall, the creature sharing the same alignment and basic nature. They are hobbles slowly away from the item it was working on. telepathically linked to their creators. A homunculus knows what its creator knows and can convey to its creator A dedicated wright is a homunculus created to carry out everything it sees and hears, out to a distance of 1,500 feet. the process of item creation on behalf of its master. Unlike A homunculus never travels beyond this distance willingly, most homunculi, a dedicated wright does not go out on MONSTERS though it can be moved forcibly. missions or accompany its master on adventures. Instead, it stays home working while its master adventures. COMBAT An attack that destroys a homunculus deals 2d10 points of Combat damage to its master. If the master is slain, the homun- A dedicated wright shies away from combat. If threatened, culus also dies, and its body disintegrates. it tries to hide someplace too confi ning for its attackers Construct Traits: A homunculus has immunity to to follow. poison, sleep effects, paralysis, stunning, disease, death Item Creation (Su): A dedicated wright can perform effects, necromancy effects, mind-affecting spells and the daily tasks related to item creation on behalf of its abilities (charms, compulsions, phantasms, patterns, and master. The master must meet (or emulate) all the pre- morale effects), and any effect that requires a Fortitude save requisites to create the desired item normally, and pays unless it also works on objects or is harmless. It is not sub- the gold and XP cost himself. The only cost a dedicated ject to extra damage from critical hits, nonlethal damage, wright can help with is time. The master spends 1 hour ability damage, ability drain, fatigue, exhaustion, or energy initiating the process, channeling spell prerequisites into drain. It cannot heal damage, but it can be repaired. It has the dedicated wright, and paying the XP cost to make the darkvision out to 60 feet and low-light vision. item. He may then leave, allowing the wright to carry the process through to completion. CONSTRUCTION Each kind of homunculus has a body constructed from dif- Construction ferent sorts of materials. Each individual description indi- A dedicated wright is molded from clay, glazed with a cates the materials, cost, and Craft skill and DC required mixture of arcane unguents and the creator’s blood, and to make the body. The creature’s master may assemble the fi red in a kiln. The materials cost 100 gp. Creating the body or hire someone else to do the job. body requires a DC 14 Craft (pottery) check. After the body is made, it is animated through an A dedicated wright with more than 1 Hit Die can be extended magical ritual that requires a specially prepared created, but each additional Hit Die adds 2,000 gp to the laboratory or workroom, similar to an alchemist’s labo- cost to create. ratory and costing 500 gp to establish. If the creator is Craft Construct, arcane eye, fabricate; Price — (never sold); personally constructing the creature’s body, the building Cost 2,100 gp + 160 XP. and ritual can be performed together. EXPEDITIOUS MESSENGER DEDICATED WRIGHT Diminutive Construct Tiny Construct Hit Dice: 1/2 d10 (2 hp) Hit Dice: 1d10 (5 hp) Initiative: +3 Initiative: +0 Speed: 20 ft. (4 squares), fly 100 ft. (perfect) Speed: 10 ft. (2 squares) Armor Class: 17 (+4 size, +3 Dex), touch 17, f lat- Armor Class: 12 (+2 size), touch 12, flat-footed 12 footed 14 Base Attack/Grapple: +0/–7 Base Attack/Grapple: +0/–17 Attack: Hammer +3 melee (1d3+1) Attack: Sting +7 melee (1d2) Full Attack: Hammer +3 melee (1d3+1) Full Attack: Sting +7 melee (1d2) Space/Reach: 2-1/2 ft./0 ft. Space/Reach: 1 ft./0 ft. Special Attacks: — Special Attacks: — Special Qualities: Construct traits, darkvision 60 ft., item Special Qualities: Construct traits, darkvision 60 ft., creation, low-light vision low-light vision, message Saves: Fort +0, Ref +0, Will +0 Saves: Fort +0, Ref +5, Will +0 Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7 Abilities: Str 1, Dex 17, Con —, Int 8, Wis 12, Cha 7 Skills: Craft (any) +7, Craft (any) +4 Skills: Escape Artist +7 Feats: Skill Focus (Craft) Feats: Lightning Reflexes Environment: Any Environment: Any Organization: Solitary Organization: Solitary Challenge Rating: 1/2 Challenge Rating: 1/3 Treasure: None Treasure: None Alignment: Any (same as creator) Alignment: Any (same as creator) Advancement: 2–3 HD (Small) Advancement: 2–3 HD (Tiny) Level Adjustment: — Level Adjustment: — 285
  • 2. MONSTERS Expeditious messenger RL Iron defender Furtive filcher Dedicated wright Looking like a cross between between a tiny dragon and a winged Attack: Bite +1 melee (1d4–1) lemur, this bizarre creature is only about 9 inches from its black nose Full Attack: Bite +1 melee (1d4–1) to its barbed tail. Its neck is short and its head is round, while its Space/Reach: 2-1/2 ft./0 ft. body and tail are long and sinuous. Downy fur covers its body, and Special Attacks: — its wings are feathered. Special Qualities: Construct traits, darkvision 60 ft., low-light vision An expeditious messenger, as its name suggests, is Saves: Fort +0, Ref +4, Will +0 designed to quickly carry messages from its creator. It is Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7 a speedy flier and, unlike other homunculi, is capable of Skills: Hide +18, Move Silently +10, Sleight of Hand +8 speech. It speaks and understands the same languages as Feats: Stealthy its creator. Environment: Any Organization: Solitary Combat Challenge Rating: 1/2 An expeditious messenger attempts to avoid any obstacle Treasure: None to delivering its message. Alignment: Any (same as creator) Message (Su): An expeditious messenger’s master can Advancement: 2–3 HD (Tiny) converse with a creature up to 1 mile away through the Level Adjustment: — homunculus. This homunculus is willing to stray farther from its master than most others of its kind, and its tele- This tiny creature seems like nothing more than a wisp of shadow in a pathic link to its master enables a two-way conversation of vaguely humanoid form, about eighteen inches tall. It moves with incred- indefinite duration. ible quickness. Construction A furtive fi lcher, as its name implies, is intended to steal An expeditious messenger is formed from soft clay, bits of small items. Its size and innate stealth make it well suited hair, scales, and feathers, and a pint of the creator’s blood. even for climbing up an opponent’s legs to filch a wand The materials cost 50 gp. Creating the body requires a from his belt, for example. DC 16 Craft (sculpting) check. An expeditious messenger with more than 1 Hit Die Construction can be created, but each additional Hit Die adds 2,000 gp A furtive fi lcher is shaped from clay, ashes, a pint of the to the cost to create. creator’s blood, and raw shadowstuff from the Plane of Craft Construct, arcane eye, sending; Price — (never sold); Shadow. The materials cost 50 gp. Creating the body Cost 1,650 gp + 126 XP. requires a DC 12 Craft (sculpting) or a DC 12 Craft (pot- tery) check. FURTIVE FILCHER A furtive fi lcher with more than 1 Hit Die can be Tiny Construct created, but each additional Hit Die adds 2,000 gp to the Hit Dice: 1d10 (5 hp) cost to create. Initiative: +4 Craft Construct, arcane eye, shadow conjuration; Price Speed: 50 ft. (10 squares) — (never sold); Cost 1,550 gp + 118 XP. Armor Class: 16 (+2 size, +4 Dex), touch 16, f lat- footed 12 Base Attack/Grapple: +0/–9 286
  • 3. IRON DEFENDER Horrid ape Small Construct Hit Dice: 2d10+10 (21 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 Base Attack/Grapple: +1/–1 Attack: Bite +5 melee (1d6+3) Full Attack: Bite +5 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Construct traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 14, Dex 15, Con —, Int 8, Wis 11, Cha 7 Skills: Listen +2, Move Silently +3, Spot +2 Feats: Weapon Focus (bite) Environment: Any Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Any (same as creator) Advancement: 3–6 HD (Small) Level Adjustment: — The creature resembles a dog, but its body is formed from iron plates and SAMPLE HORRID ANIMAL FV bars. It stands about two feet high at the shoulder. Its mouth is lined with The following example uses a dire ape as the base creature. serrated blades of steel. Horrid Ape An iron defender is a homunculus designed to fight for Large Animal its creator. It has no special abilities beyond its combat Hit Dice: 5d8+23 (45 hp) prowess. Initiative: +2 Speed: 30 ft. (6 squares), climb 15 ft. Construction Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, An iron defender is forged from iron and enlivened with flat-footed 18 a pint of the creator’s blood. The materials cost 75 gp. Base Attack/Grapple: +3/+13 Creating the body requires a DC 14 Craft (metalwork- Attack: Claw +8 melee (1d8+6 plus 1d6 acid) ing) check. Full Attack: 2 claws +8 melee (1d8+6 plus 1d6 acid) and An iron defender with more than 2 Hit Dice can be bite +3 melee (2d6+3) created, but each additional Hit Die adds 2,000 gp to the Space/Reach: 10 ft./10 ft. cost to create. Special Attacks: Acidic attack, rend 2d8+9 Craft Construct, arcane eye, keen edge, mirror image, mending, Special Qualities: Ill-tempered, immunity to acid, caster must be at least 4th level; Price — (never sold); Cost improved natural healing, low-light vision, scent 1,250 gp + 93 XP. Saves: Fort +8, Ref +6, Will +5 Abilities: Str 22, Dex 15, Con 18, Int 2, Wis 12, Cha 7 Skills: Climb +14, Listen +5, Move Silently +4, Spot +6 HORRID ANIMAL of druids, created the The Gatekeepers, a militant sect Feats: Alertness, Improved Natural Attack (bite) B, Improved Natural Attack (claw)B, Toughness first horrid animals to defend Khorvaire against incur- Environment: Warm forests sions from the nightmare plane of Xoriat. The druids took Organization: Solitary or company (5–8) various dire animals and magically altered them to create Challenge Rating: 4 new animal species that breed true. Treasure: None Horrid animals are dire animals that have been Alignment: Usually neutral evil reshaped and bred for battle. Although Gatekeepers con- Advancement: 6–15 HD (Large) tinue to use horrid animals as companions and sentinels, Level Adjustment: — wild horrid animals are common in the western wilder- ness of Khorvaire, primarily in the Shadow Marches, the A feral ape with crimson scales and razor-sharp claws roars menacingly. Eldeen Reaches, the Demon Wastes, and Droaam. Bony spikes protrude from its shoulders, and sharp barbs line its tail. Its fangs are overly large, and a single horn juts from its fierce brow. 287
  • 4. CHAPTER TWO CHARACTER CLASSES CHARACTER CLASSES T he standard D&D classes are all found in Eberron. You can select from any of the eleven classes found in the Player’s Handbook: barbar- ian, bard, cleric, druid, fighter, monk, pala- din, ranger, rogue, sorcerer, and wizard. In addition, this chapter presents one new class, the artificer. In addition to detailing the new artificer class, this chapter provides alterations—primarily new options rather motivated by a desire to fight evil or gain power, or by any of a host of similar reasons. Characteristics: Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with tempo- rary magical power, repair damaged constructs (including warforged), alter than universal changes—for each of the classes included in the function of existing magic items, the Player’s Handbook. From variant animal companions for and craft magic items, constructs, and druids and rangers to customizable bardic music, these dragonshard items. They have a lim- options make each class slightly different from those used ited list of their own spell-like infusions in the generic D&D world. that they can apply to objects, and they Each class description in this chapter mentions can also work with any of the spells some of the new feats (see Chapter 3) and prestige on other classes’ spell lists. Their classes (see Chapter 4) that are particularly appropriate magic is neither arcane nor for characters of that class. These guidelines contribute divine, and they are not bound toward defi ning the fl avor of the character classes in an by that classification: Their EBERRON campaign. trade is magic in its most abstract (they might say purest) form. AEberron, magic is almost technology. Spellcasters spe- In RTIFICER cialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers under- stand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amaz- ing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running. Artificer Adventures: Artificers adventure for a variety of reasons. They seek deposits of rare minerals and dragon- shards to use in their creations. They search for hidden arcane secrets related to making magic items or constructs. They face danger to acquire money to buy or make magic items. Like any other adventurers, they might also be CHARACTER PORTRAITS Throughout this chapter you’ll find brief written por- traits of characters across Khorvaire who represent each character class. They simultaneously illustrate the role such characters play in the world and highlight the flavor of the setting. JZ
  • 5. Alignment: If artificers have a tendency toward any Other Classes: Artificers work best when providing alignment, it is neutral. They are more interested in their magical support to members of other classes. Though work than in its moral implications. Some artificers create they are quite versatile, their talents lie in enhancing the CHARACTER CLASSES magic items for the common good, while others seek to items—weapons, armor, wands, and other gear—used by all create items of tremendous destructive power. the members of an adventuring party. They think of every Religion: Many artificers revere the deity Onatar, party member as components of a machine, encouraging Lord of Fire and Forge. Others are too preoccupied with better teamwork within a group and sometimes providing mastering magic—including divine magic—to worry about strategy and tactics afforded by their unique mind-set. the gods who may or may not be the source of magic. Role: In a typical adventuring party, artificers have a Background: Like wizards, artificers learn their craft range of roles revolving around magic items. They bring through long years of hard study. They share a sense of an unparalleled flexibility to both using and creating such camaraderie with others who have endured similar train- items. In a party that doesn’t include a druid, for example, ing. They view other artificers as either colleagues or rivals. an artificer can use (or scribe) a scroll of barkskin or wield Rivalry may take a friendly form as the artificers try to a staff of the woodlands. Though they can fight reasonably outdo each other in their creations and accomplishments, well, few artificers are inclined to engage in front-rank or it could turn deadly, with artificers sending construct melee combat. assassins after each other. Races: Humans excel as artificers, having no natu- GAME RULE INFORMATION ral attachment to the aesthetics of magic as elves do, and Artificers have the following game statistics. no knack for a particular expression of magic as gnomes Abilities: Charisma is the most important ability for an have. Their analytical minds make them well suited to the artificer, because several of his infusions rely on his ability to artificer’s task of reducing magic to its component pieces make Use Magic Device checks. Intelligence is also impor- and reassembling it in a new form. tant because it determines the effectiveness of his infusions, Despite their Charisma penalty, warforged also make but it plays a lesser role than for most spellcasters. A high fine artificers, having a particular affinity for the creation Dexterity improves the artificer’s defensive ability. of other constructs. Dwarves and gnomes, with their skill Alignment: Any. in the crafting of mundane items, show equal skill in the Hit Die: d6. magical craft of the artificer. Halflings, elves, half-elves, half-orcs, kalashtar, shifters, and changelings do not have Class Skills strong traditions in this class and often choose different The artificer’s class skills (and the key ability for each magical pathways. skill) are Appraise (Int), Concentration (Con), Craft THE ARTIFICER Base Fort Ref Will Craft —Infusions per Day— Level Attack Bonus Save Save Save Special Reserve 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +0 +2 Artificer knowledge, artisan 20 2 — — — — — bonus, disable trap, item creation, Scribe Scroll 2nd +1 +0 +0 +3 Brew Potion 40 3 — — — — — 3rd +2 +1 +1 +3 Craft Wondrous Item 60 3 1 — — — — 4th +3 +1 +1 +4 Craft homunculus, bonus feat 80 3 2 — — — — 5th +3 +1 +1 +4 Craft Magic Arms and Armor, 100 3 3 1 — — — retain essence 6th +4 +2 +2 +5 Metamagic spell trigger 150 3 3 2 — — — 7th +5 +2 +2 +5 Craft Wand 200 3 3 2 — — — 8th +6/+1 +2 +2 +6 Bonus feat 250 3 3 3 1 — — 9th +6/+1 +3 +3 +6 Craft Rod 300 3 3 3 2 — — 10th +7/+2 +3 +3 +7 — 400 3 3 3 2 — — 11th +8/+3 +3 +3 +7 Metamagic spell completion 500 3 3 3 2 1 — 12th +9/+4 +4 +4 +8 Craft Staff, bonus feat 700 3 3 3 2 2 — 13th +9/+4 +4 +4 +8 Skill mastery 900 3 3 3 3 2 — 14th +10/+5 +4 +4 +9 Forge Ring 1,200 4 3 3 3 3 1 15th +11/+6/+1 +5 +5 +9 — 1,500 4 4 3 3 3 2 16th +12/+7/+2 +5 +5 +10 Bonus feat 2,000 4 4 4 3 3 2 17th +12/+7/+2 +5 +5 +10 — 2,500 4 4 4 4 3 3 18th +13/+8/+3 +6 +6 +11 — 3,000 4 4 4 4 4 3 19th +14/+9/+4 +6 +6 +11 — 4,000 4 4 4 4 4 4 20th +15/+10/+5 +6 +6 +12 Bonus feat 5,000 4 4 4 4 4 4 30
  • 6. (Int), Disable Device (Int), Knowledge (arcana) (Int), Many infusions have long casting times, often 1 Knowledge (architecture and engineering) (Int), minute or more. An artificer can spend 1 action point to Knowledge (the planes) (Int), Open Lock (Dex), Pro- imbue any infusion in 1 round (like a spell that takes 1 CHARACTER CLASSES fession (Wis), Search (Int), Spellcraft (Int), and Use round to cast). Magic Device (Cha). Like a spellcaster, an artificer can apply item cre- Skill Points at 1st Level: (4 + Int modifier) × 4. ation feats and metamagic feats to his infusions. Like a Skill Points at Each Additional Level: 4 + Int sorcerer, an artificer can apply a metamagic feat to an modifier. infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though CLASS FEATURES he were a spellcaster. All of the following are class features of the artificer. An artificer cannot automatically use a spell trigger or Weapon and Armor Proficiency: Artificers are pro- spell completion item if the equivalent spell appears on his ficient with all simple weapons, with light and medium infusion list. For example, an artificer must still employ armor, and with shields (except tower shields). the Use Magic Device skill to use a wand of light, even though Infusions: An artificer is not a spellcaster, but he light appears on his infusion list. does have the ability to imbue items with magical infu- Each day, an artificer must focus his mind on his sions. Infusions are neither arcane nor divine; they are infusions. He needs 8 hours of rest, after which he spends drawn from the artificer infusion list (see Chapter 5: 15 minutes concentrating. During this period, the artifi- Magic). They function just like spells and follow all the cer readies his mind to hold his daily allotment of infu- rules for spells. For example, an infusion can be dispelled, sions. Without such a period of time to refresh himself, it will not function in an antimagic area, and an artificer the character does not regain the infusion slots he used up must make a Concentration check if injured while imbu- the day before. Any infusions used within the last 8 hours ing an item with an infusion. count against the artificer’s daily limit. An artificer can imbue an item with any infusion Craft Reserve: An artificer receives a pool of points from the list without preparing the infusion ahead of time. he can spend instead of experience points when crafting Unlike a sorcerer or bard, he does not select a subset of the a magic item. Each time the artificer gains a new level, he available infusions as his known infusions; he has access receives a new craft reserve; leftover points from the pre- to every infusion on the list that is of a level he can use. vious level do not carry over. If the points are not spent, It is possible for an artificer to learn infusions that they are lost. An artificer can also use his craft reserve to are not on the normal artificer infusion list. These might supplement the XP cost of the item he is making, taking include ancient infusions he finds in the ruins of Xen’drik a portion of the cost from his craft reserve and a portion or secret infusions known only to the members of certain from his own XP. guilds or organizations. When he encounters such an Artificer Knowledge: An artificer can make a special infusion, an artificer can attempt to learn it by making artificer knowledge check with a bonus equal to his arti- a Spellcraft check (DC 20 + spell level). If this check suc- ficer level + his Int modifier to detect whether a specific ceeds, he adds the infusion to his list. If not, he can try item has a magical aura. again when he gains another rank in Spellcraft, assuming The artificer must hold and examine the object for 1 he still has access to the new infusion. minute. A successful check against DC 15 determines that To imbue an item with an infusion, an artificer the object has magical qualities, but does not reveal the must have an Intelligence score equal to at least 10 + the specific powers of the item. infusion level (Int 11 for 1st-level infusions, Int 12 for An artificer cannot take 10 or take 20 on this check. A 2nd-level infusions, and so forth). Infusions never allow particular item can only be examined in this fashion one saving throws. time; if the check fails, the artificer can learn no more Like spellcasters, an artificer can use only a certain about that object. number of infusions of a particular level per day. His Artisan Bonus: An artificer gains a +2 bonus on Use base daily infusion allotment is given on the accompany- Magic Device checks to activate an item of a kind for which ing table. In addition, he receives extra infusions per day he has the prerequisite item creation feat. For example, an if he has a sufficiently high Intelligence score (see Table artificer who has the Craft Wand feat gains a +2 bonus on 1–1: Ability Modifiers and Bonus Spells, page 8 of the checks to use a spell from a wand. Player’s Handbook). Disable Trap: An artificer can use the Search An artificer’s infusions can only be imbued into an skill to locate traps when the task has a Difficulty Class item or a construct (including warforged). He can not, higher than 20. Finding a nonmagical trap has a DC for example, simply imbue an ally with bull’s strength. He of at least 20, or higher if it is well hidden. Finding a must instead imbue that ability into an item his ally is magic trap has a DC of 25 + the level of the spell used wearing. The item then functions as a belt of giant strength to create the trap. for the duration of the infusion. He can, however, imbue An artificer can use the Disable Device skill to disarm bull’s strength directly on a construct or a character with the magic traps. Usually the DC is 25 + the level of the spell living construct subtype, and infusions such as repair light used to create the trap. damage and iron construct function only when imbued on An artificer who beats a trap’s DC by 10 or more such characters. with a Disable Device check can study a trap, figure 31
  • 7. out how it works, and bypass it (with his party) without Craft Homunculus (Ex): At 4th level, an artificer disarming it. can create a homunculus as if he had the Craft Construct Item Creation (Ex): An artificer can create a magic feat. He must emulate the spell requirements (arcane eye, CHARACTER CLASSES item even if he does not have access to the spells that are mending, and mirror image) as normal for making a magic item, prerequisites for the item. The artificer must make a suc- and he must pay all the usual gold and XP costs (though he cessful Use Magic Device check (DC 20 + caster level) to can spend points from his craft reserve). An artificer can emulate each spell normally required to create the item. also upgrade an existing homunculus that he owns, adding Thus, to make a 1st-level wand of magic missile, an artificer 1 Hit Die at a cost of 2,000 gp and 160 XP. would need a Use Magic Device check result of 21 or If an artificer gives his homunculus more than 6 higher. To create a bottle of air (caster level 7th), he would Hit Dice, it becomes a Small creature and advances as need a check result of 27 or higher to emulate the water described in the Monster Manual (+4 Str, –2 Dex, damage breathing prerequisite. increases to 1d6). The homunculus also gains 10 extra hit The artificer must make a successful check for each points for being a Small construct. prerequisite for each item he makes. If he fails a check, An artificer’s homunculus can have as many Hit he can try again each day until the item is complete (see Dice as its master’s Hit Dice minus 2. No matter how Creating Magic Items, page 282 of the Dungeon Master’s Guide). many Hit Dice it has, a homunculus never grows larger If he comes to the end of the crafting time and he has still than Small. not successfully emulated one of the powers, he can make Retain Essence (Su): At 5th level, an artificer gains one final check—his last-ditch effort, even if he has already the ability to salvage the XP from a magic item and use made a check that day. If that check also fails, then the cre- those points to create another magic item. The artificer ation process fails and the time, money, and XP expended must spend a day with the item, and he must also have the to craft the item are lost. appropriate item creation feat for the item he is salvaging. For purposes of meeting item prerequisites, an After one day, the item is destroyed and the artificer adds artificer’s effective caster level equals his artificer level the XP it took to create the item to his craft reserve. These +2. If the item duplicates a spell effect, however, it uses points are lost if the artificer does not use them before the artificer’s actual level as its caster level. Costs are always gaining his next level. determined using the item’s minimum caster level or the For example, an artificer wants to retain the essence artificer’s actual level (if it is higher). Thus, a 3rd-level of a wand of summon monster IV that has 20 charges. Origi- artificer can make a scroll of fireball, since the minimum nally created (like all wands) with 50 charges, it required caster level for fireball is 5th. He pays the normal cost for 840 XP when initially made, or 16.8 XP (840 ÷ 50) per making such a scroll with a caster level of 5th: 5 × 3 × 12.5 charge. The artificer is able to recover the XP from the = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster remaining charges. He puts 336 XP (16.8 × 20) into his level is only 3rd, and it produces a weak fireball that deals craft reserve. only 3d6 points of damage. Metamagic Spell Trigger (Su): At 6th level, an arti- An artificer can also make Use Magic Device checks ficer gains the ability to apply a metamagic feat he knows to emulate nonspell requirements, including alignment to a spell trigger item (generally a wand). He must have and race, using the normal DCs for the skill. He cannot the appropriate item creation feat for the spell trigger item emulate skill or feat requirements, however, including he is using. Using this ability expends additional charges item creation feat prerequisites. He must meet the caster from the item equal to the number of effective spell levels level prerequisite, including the minimum level to cast a the metamagic feat would add to a spell. spell he stores in a potion, wand, or scroll. For example, an artificer can quicken a spell cast An artificer’s infusions do not meet spell prerequi- from a wand by spending 5 charges (4 additional charges), sites for creating magic items. For example, an artificer empower the spell by spending 3 charges, or trigger it must still employ the Use Magic Device skill to emulate the silently by spending 2 charges. The Still Spell feat confers light spell to create a wand of light, even though light appears no benefit when applied to a spell trigger item. on his infusion list. An artificer cannot use this ability when using a Bonus Feat: An artificer gains every item creation spell trigger item that does not have charges, such as feat as a bonus feat at or near the level at which it becomes prayer beads. available to spellcasters. He gets Scribe Scroll as a bonus Metamagic Spell Completion (Su): At 11th level, feat at 1st level, Brew Potion at 2nd level, Craft Wondrous an artificer gains the ability to apply a metamagic feat he Item at 3rd level, Craft Magic Arms and Armor at 5th knows to a spell completion item (generally a scroll). He level, Craft Wand at 7th level, Craft Rod at 9th level, Craft must have the appropriate item creation feat for the spell Staff at 12th level, and Forge Ring at 14th level. completion item he is using. The DC for the Use Magic In addition, an artificer gains a bonus feat at 4th level Device check is equal to 20 + (3 × the modified level of the and every four levels thereafter (8th, 12th, 16th, and 20th). spell). For example, applying the Empower Spell feat to For each of these bonus feats, the artificer must choose a a scroll of cone of cold, creating a 7th-level effect, has a DC metamagic feat or a feat from the following list: Attune of 20 + (3 × 7), or 41. An artificer can use this ability a Magic Weapon, Craft Construct (see the Monster Manual, number of times per day equal to 3 + his Int modifier. page 303), Exceptional Artisan, Extra Rings, Extraordi- Skill Mastery: At 13th level, an artificer can take nary Artisan, Legendary Artisan, Wand Mastery. 10 when making a Spellcraft or Use Magic Device check, 32
  • 8. even if stress and distractions would normally prevent displaced warforged seeking a life after the war. Thon- him from doing so. This ability circumvents the normal dred called him “Azm,” a word meaning something akin rule that a character may not take 10 on a Use Magic to “soul” that the dwarf discovered in an ancient Xen’drik CHARACTER CLASSES Device check. text. Later, the pair joined forces with an elf ranger Artificer Options: A number of the additional and a shifter rogue, and now the four companions have options in this book make good choices for an artificer. become known as adventurers of renown throughout the Feats: Attune Magic Weapon, Bind Elemental, Excep- southern coast. tional Artisan, Extra Rings, Extraordinary Artisan, Leg- Thondred, an expert at disabling traps and ancient endary Artisan, Wand Mastery. magic devices, purportedly defeated the Chamber of a Artificer Starting Gold: A 1st-level artificer begins Thousand Perils. This entry to an extensive network of play with 5d4 × 10 gp (average 125 gp). ruins hidden deep within the Xen’drik jungles has long been a deadly challenge to explorers and adventurers, and GNOME ARTIFICER many have risked injury and death in attempts to pass its defenses. The legend says that Thondred not only survived STARTING PACKAGE his visit to the Chamber—he made his way through it to Armor: Studded leather (+3 AC, speed 20 ft., 10 lb.). reach the ruins beyond. Weapons: Morningstar (1d6, crit ×2, 3 lb., bludgeon- The dwarf artificer carries a wide array of potions, ing and piercing). wands, and scrolls for every occasion. As impressive as Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., his arcane mastery is, he may be even better versed in 2 lb., piercing). history and secret knowledge relating to the mysteries Dagger (1d3, crit 19–20/×2, range inc. 10 ft., 1/2 lb., of Xen’drik. piercing). Skill Selection: Pick a number of skills equal to 4 + Int modifier. BARBARIANcivilization that dominates Khor- Despite the advanced Skill Ranks Ability Armor Check Penalty vaire, barbarians live in several places both on that con- Concentration 4 Con — tinent and in nearby lands. Human, orc, and half-orc Disable Device 4 Int — barbarians emerge from the Shadow Marches and Open Lock 4 Dex — Demon Wastes. Halfling barbarians ride the Talenta Search 4 Int — Plains. Human, half-elf, and shifter barbarians fill the Spellcraft 4 Int — Eldeen Reaches, though isolated groups of elf, dwarf, Spot 2 Wis — and even gnome barbarians live there as well. Darguun Use Magic Device 4 Cha — harbors some bugbear barbarians, and Droaam is home to barbarians of other monstrous species. Some of the Feat: Magical Affinity. wilder warforged that roam the Mournland take up the Bonus Feat: Scribe Scroll. barbarian class as well. Gear: Backpack with waterskin, one day’s trail Beyond Khorvaire, tribes of human barbarians live rations, bedroll, sack, and flint and steel. Scroll of detect on the northern shore of Argonnessen and the nearby magic, scroll of sleep. Case containing 10 crossbow bolts. island of Seren, serving the dragons they revere. Finally, Gold: 1d4 gp. stories abound of children stranded in Xen’drik and raised by wild beasts or savage humanoids, giving rise to THONDRED THE ARTIFICER another source for barbarian characters. The stone portal ahead slid closed, cutting off the sliver of light that marked Barbarian Options: The new rules in this book the only visible means of escape. For the exhausted heroes, their resources include some interesting options for barbarians. almost completely depleted, it seemed that this was finally the end of the Feats: Dragon Rage, Dragon Totem, Extend Rage, journey. Luckily, Thondred thought, an artificer always has a contingency Raging Luck. plan. The dwarf pulled a wand from a holder on his hip and unleashed the Prestige Classes: Warforged juggernaut, weretouched magic that he had caged within it. master. With the warforged named Azm at his side and a belt CORRASH THE BARBARIAN pouch full of magic items, Thondred explores the ruins The huge bugbear enforcer leaned close, and Corrash struggled not to gag of Xen’drik and braves the challenges of the continent of at the monster’s fetid breath. “Where are your threats now, tiny one?” secrets. A 6th-level dwarf artificer, Thondred was born the bugbear sneered. “Where are your boasts and war cries?” and raised in Sharn, where he worked for House Can- The halfling barbarian tested the ropes binding him to the pillar, but nith during the Last War, using his skills and talents they were strong and tight around his chest and arms. The bugbear drew in the warforged production enclave. He lost his job a wicked dagger from his belt. “You should never have interfered with the when the Treaty of Thronehold outlawed the creation Bandit Lord’s business,” the bugbear said, making a narrow cut across of new warforged. Corrash’s forehead. Once the shock cleared and Thondred came to terms “And you should have thought to account for my companion with his dismissal from the house, he met up with a beast,” Corrash smiled, ignoring the blood dripping down his face. 33
  • 9. extended magical ritual that requires a specially prepared An arbalester with more than 1 Hit Die can be cre- laboratory or workroom, similar to an alchemist’s laboratory ated, but each additional Hit Die adds 2,000 gp to the cost and costing 500 gp to establish. If the creator is personally to create. constructing the creature’s body, the building and ritual can Craft Construct, arcane eye, mending; Price — (never sold); be performed together. Cost 1,250 gp + 93 XP. CREATURES ARBALESTER PACKMATE Tiny Construct Small Construct Hit Dice: 1d10 (5 hp) Hit Dice: 2d10+13 (24 hp) Initiative: +4 Initiative: +0 Speed: 10 ft. (2 squares) Speed: 30 ft. (6 squares) AC: 16 (+2 size, +4 Dex), touch 16, fl at-footed 12 AC: 15 (+1 size, +4 natural), touch 11, fl at-footed 15 Base Attack/Grapple: +0/–9 Base Attack/Grapple: +1/+0 Attack: Bite +1 melee (1d4–1) or masterwork light crossbow Attack: Slam +5 melee (1d3+3) +7 ranged (1d8/19–20) Full Attack: Slam +5 melee (1d3+3) Full Attack: Bite +1 melee (1d4–1) or masterwork light Space/Reach: 5 ft./5 ft. crossbow +7 ranged (1d8/19–20) Special Attacks: Throw fl ask Space/Reach: 2–1/2 ft./0 ft. Special Qualities: Construct traits, darkvision 60 ft., feed Special Attacks: Receive enhancement potion, hold item, low-light vision, ready item Special Qualities: Construct traits, darkvision 60 ft., Saves: Fort +0, Ref +0, Will +1 low-light vision Abilities: Str 16, Dex 11, Con —, Int 8, Wis 12, Cha 7 Saves: Fort +0, Ref +4, Will +0 Skills: Climb +6, Swim +5 Abilities: Str 8, Dex 19, Con —, Int 12, Wis 10, Cha 7 Feats: Toughness Skills: Balance +8, Listen +4, Spot +4 Environment: Any Feats: Point Blank Shot Organization: Solitary Environment: Any Challenge Rating: 1 Organization: Solitary Treasure: None Challenge Rating: 1/2 Alignment: Any (same as creator) Treasure: None Advancement: 3–6 HD (Small) Alignment: Any (same as creator) Level Adjustment: — Advancement: 2–3 HD (Tiny) Level Adjustment: — A chest that moments ago was resting upon the floor suddenly stands on legs of its own. As it opens a lid on its top, an arm folds out from the side of the chest What at first appeared to be a carving of arms and a face on the stock of a and begins sifting through the contents of its internal compartments. crossbow suddenly springs to life, the arms moving to reload the crossbow while the face looks for another target. A packmate homunculus is designed to carry items for its master. It resembles a wood and metal chest with many com- An arbalester is a homunculus created to assist with ranged partments. Four legs support it from below while two arms, attacks. Built around the stock of a light crossbow, the tipped with pincerlike claws, stow and store items. arbalester can fi re and reload the crossbow using the normal The compartments on the packmate are difficult to rules for crossbow attacks. The arbalester includes a quiver open. Treat each as if protected by an arcane lock spell cast by capable of carrying 20 bolts. Bolts stored in the quiver do a 3rd-level caster. not count against the creature’s carrying capacity. Once A packmate can carry up to 76 pounds as a light load, 153 built, the crossbow and arbalester cannot be separated pounds as a medium load, or 230 pounds as a heavy load. without destroying the homunculus. Combat Combat A packmate homunculus’s place in combat is at the side of An arbalester is somewhat effective at providing ranged its master, where it can retrieve items or pick up anything support, shooting targets designated by its master. An dropped on the ground. arbalester is automatically proficient with the crossbow that Throw Flask (Ex): A packmate can be directed to has been built into its body. make ranged attacks with vials of acid, holy water, or similar Receive Enhancement (Ex): The crossbow built splash weapons. It can throw any such item it carries. into an arbalester can be magically enhanced as if it were Feed Potion (Ex): A packmate is dexterous enough a normal masterwork weapon. The costs for enhancing the to retrieve a potion from one of its storage compartments, weapon with enhancement bonuses and other special quali- uncork it, and administer it to a fallen creature. A pack- ties are independent of those associated with constructing mate is typically given instructions to use a cure potion on or advancing the homunculus. its master if he falls. Ready Item (Ex): The telepathic connection between Construction a packmate and its master allows the packmate to anticipate An arbalester is carved from green wood, threads of silver what item its master might call for next. If the homunculus and gold, a pint of the creator’s blood, and a masterwork and its master are adjacent, then the master can retrieve light crossbow. The materials cost 350 gp. Creating the an item from the packmate as a swift action that does not body requires a DC 14 Craft (sculpting) or a DC 14 Craft provoke attacks of opportunity. (carpentry) check. 152
  • 10. Persistent harrier CREATURES Arbalester TG Packmate Construction Combat A packmate is crafted from wood, metal, and a pint of the A persistent harrier will move around into flanking position, creator’s blood. The materials cost 50 gp. Creating the body taking a 5-foot step or using the Tumble skill where appropri- requires a DC 14 Craft (sculpting) check. ate. If it does not attack, it can be directed to use the aid another A packmate with more than 2 Hit Dice can be created, but action to provide an Armor Class or attack roll boost. each additional Hit Die adds 2,000 gp to the cost to create. Sneak Attack (Ex): A persistent harrier deals an Craft Construct, arcane lock, arcane eye, mending; Price extra 1d6 points of damage when it is fl anking an oppo- — (never sold); Cost 1,260 gp + 93 XP. nent or at any time when the target would be denied its Dexterity bonus. See the rogue class feature, page 50 of PERSISTENT HARRIER the Player’s Handbook. Small Construct Hit Dice: 2d10+10 (21 hp) Construction Initiative: +3 A persistent harrier is crafted from leather, metal, clay, and Speed: 40 ft. (8 squares) a pint of the creator’s blood. The materials cost 50 gp. Cre- AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 ating the body requires a DC 14 Craft (sculpting) check. Base Attack/Grapple: +1/–2 A persistent harrier with more than 1 Hit Die can be Attack: Spike +3 melee (1d6+1) created, but each additional Hit Die adds 2,000 gp to the Full Attack: Spike +3 melee (1d6+1) cost to create. Space/Reach: 5 ft./5 ft. Craft Construct, arcane eye, mending; Price — (never sold); Special Attacks: Sneak attack +1d6 Cost 1,250 gp + 93 XP. Special Qualities: Construct traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +3, Will +0 Abilities: Str 12, Dex 16, Con —, Int 11, Wis 10, Cha 7 Symbionts As many of Khorvaire’s wisest have long suspected, daelkyr Skills: Jump +14, Tumble +12 magic is the original source of the symbiont creatures that Feats: Acrobatic now writhe and wriggle their way across (and under) Eber- Environment: Any ron. The following symbionts add to those introduced in Organization: Solitary the EBERRON Campaign Setting, See page 298 of the EBERRON Cam- Challenge Rating: 1 paign Setting for more information on symbionts. Treasure: None Symbiont Traits: When joined with a host, a symbiont Alignment: Any (same as creator) gains a number of benefits. It acts on its host’s turn each Advancement: 4–6 HD (Small) round, regardless of its own initiative modifier. It is not Level Adjustment: — fl at-footed unless its host is, and it is aware of any danger its host is aware of. A small, wiry figure darts between the legs of combatants, poking dangerous- If a symbiont is grafted onto a visible part of the host looking spikes toward its foes. creature’s body, opponents can attack the symbiont itself instead of its host creature. Doing this works the same way Barely 2 feet tall, a persistent harrier is designed to be in as attacking an object: The symbiont gains the benefit of the middle of combat, distracting opponents or setting up the host’s Dexterity modifier to AC instead of its own, and fl anking opportunities. gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. 153