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Loriean Artifactor<br>Artifactor 4 (ECL 4)<br>Race: Val (val'Abebi)&nbsp; - Nobleperson from unknown place<br>Alignment: CG | Size: M<br>Patron Deity: unset<br>Abilities: Str 10 +0 | Dex 12 +1 | Con 12 +1 | Int 18 +4 | Wis 8 -1 | Cha 14 +2 <br>
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[[Image:Helena the archer by 3dsquid.jpg|242px]]
<br> '''Quick links'''<br>  


Craft Reserve: 200 |&nbsp;Gold: 15,000&nbsp;(base) + 500 Nobleperson<br>  
[[A:PC/Gwenevere Val'Abebi/Logsheet|Logsheet]] - [[A:PC/Gwenevere Val'Abebi/Personality Profile|Personality Profile]] - <br>
[[A:PC/Gwenevere Val'Abebi/Spell List|Spell List]] - [[A:PC/Gwenevere Val'Abebi/Crafting|Crafting]] <br>
[[A:PC/Gwenevere Val'Abebi/Homunculus|Homunculus]] - [[A:PC/Gwenevere Val'Abebi/Journal|Journal]] <br>


<br>
|}
<!-- Breakdown - Class, including racial skill point
#  Class    BAB    FORT    REF    WILL    HD    Skill  Feats
1  Arti    0.75    .33    .33    2.5    8        32    1HD
2  Arti    0.75    .33    .33      .5    8        8      -
3  Arti    0.75    .33    .33      .5    8        8      3HD
4  Arti    0.75    .33    .33      .5    8        8      ability:
====================================================================================
3            3.00  1.33  1.33    4.0      23      56    2


Defense
Val favored class:  Bard, Expert. N/A
-->
== Gwenevere Val'Abebi (F) (ECL 4)  ==


AC: 15 / Touch: 11, Flatfooted: 14)<br>(+1 Dex; +4 Armor)
''Noblewoman of The Altherian Republic ''<br>''(Titled as "Ambassador")''<br> Artificer 4<br> Medium Val (val'Abebi)<br> '''Patron Deity:''' Althares; Patron of Sages, Wisemen, and those who seek lost secrets and knowledge. <br> '''Citizen:''' Altheria<br>  


HP:&nbsp;? (Bloodied&nbsp;?) / HD: 4d6
'''Abilities:'''


Initiative: +1&nbsp; / Speed: 30'
{|
|-
| width="33%" valign="top" |
:Str: 10 (+0)
:Dex: 12 (+1)
:Con: 12 (+1)


Fort: +2 / Reflex: +2 / Will: +3<br> <br>
AP: 7


Attacks
<br>


Sword
| width="33%" valign="top" |
:Int: 18 (+4)
:Wis: 8 (-1)
:Cha: 14 (+2)


Bow<br>
|}


BAB&nbsp;+3, Space/Reach: 5 ft./5 ft. Base Attack: +3<br><br>
== Defense  ==


Feats
'''AC:''' 16 '''Touch:''' 11 '''Flatfooted:''' 15 (+1 Dex; +4 Armor, +1 Amulet) <br> '''HP:''' 18 (Bloodied 9) / '''HD:''' 4d6 <br> '''Initiative:''' +1<br> '''Speed:''' 30' <br> '''Fort:''' +2 / '''Reflex:''' +2 / '''Will:''' +3<br>


Level 1: Gentry [Background]<br>You were born into a noble household from your homeland.
== Attacks  ==


• You gain Ride and Diplomacy as class skills, and you receive a +1 bonus on skill checks with these skills.<br>• Your starting character wealth is increased by 6d8x10 gold pieces.<br>• You may legally possess an Altherian flintlock. If you are a Val, the monks of Althares give you an Altherian flintlock pistol and 20 shots’<br>worth of blastpowder as part of your starting package<br>  
'''Melee:''' weapon +3 (1dx 20×2) <br> '''Ranged:''' weapon +4 (1dx 20×2 / 10') <br> '''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +3; '''Grapple:''' +3<br>  


Level 3:<br>
== Feats  ==
 
Class 4:
 
<br>


Skills:  
;1—Gentry [Background]
:+3 Ride and Diplomacy
:Starting wealth increased by 300gp
:You may legally possess an Altherian flintlock. If you are a Val, the monks of Althares give you an Altherian flintlock pistol and 20 shots’ worth of blastpowder as part of your starting package


Strength 10+0
;3—Extraordinary Artisan <sup>ECS</sup>
:When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.


*Athletics (0 ranks)
;A4—Legendary Artisan
:When determining your XP cost for creating any magic item, reduce the base cost by 25%.


Climb <br> Jump <br> Swim<br>
;Crafting feats
:Scribe Scroll, Brew Potion, Craft Wondrous Items


<br>  
<br>  


Dexterity 12 +1
== Skills  ==


*Acrobatics (0 ranks)
{|
|-
| width="34%" valign="top" |
;Strength 10 +0


Balance <br> Tumble
*Athletics (0 ranks)


*Legerdemain (0 ranks)
:[[d20:skills.htm|Climb*]] 0
:[[d20:skills.htm|Jump*]] 0
:[[d20:skills.htm|Swim*]] 0


Escape Artist<br> Sleight of Hand
;Intelligence 18 +4


*Stealth (0 ranks)
*Inspect (0 ranks)


Hide<br> Move Silently
:[[d20:skills.htm|Appraise]] +4
:[[d20:skills.htm|Search]] +4


<br>
*Linguistics (0 ranks)


Constitution 12 +1
:[[d20:skills.htm|Decipher Script]] +4
:[[d20:skills.htm|Forgery]] +4


*Concentration (0 ranks)
*Mechanics (0 ranks)


Autohypnosis <br> Concentration
:[[d20:skills.htm|Disable Device]] +4
:[[d20:skills.htm|Open Locks]] +4


<br>
*Spellcraft (7 ranks)


Intelligence 18 +4
:[[d20:skills.htm|Psicraft]] +11
:[[d20:skills.htm|Spellcraft]] +11


*&nbsp;Craft:&nbsp;Jewlery (7 ranks)<br>
*Craft [Jewelry] (0 ranks)  
*Knowledge
**Arcana (2 ranks) +8
**History (2 ranks) +8
**Religion (2 ranks) +8
**Planes (2 ranks) +8
**Nobility (2 ranks) +8
**Arch/Eng (2 ranks) +8
**'''Special''' All knowledges gain a +2 bonus that is already calculated into the modifiers above.


*Inspect (0 ranks)
;Other


Appraise <br> Search
*Initiative (0 ranks)
*[[d20:skills.htm|Speak Language]] (0 ranks)


*Linguistics (0 ranks)
:'''Languages:''' High Coryani, Low Coryani, Kio, Altharin, Milandisian<br>


Decipher Script<br> Forgery
| width="33%" valign="top" |
;Dexterity 12 +1


*Mechanics (7 ranks)
*Acrobatics (0 ranks)


Disable Device<br> Open Locks
:[[d20:skills.htm|Balance*]] 0
:[[d20:skills.htm|Tumble*]] 0


*Spellcraft (7 ranks)
*Legerdemain (0 ranks)


Psicraft<br> Spellcraft
:[[d20:skills.htm|Escape Artist]] +1
:[[d20:skills.htm|Sleight of Hand]] +1


*&nbsp;Knowledges (+2 Race Bonus)<br>
*Stealth (0 ranks)


Arcana +7 <br>
:[[d20:skills.htm|Hide*]] 0
:[[d20:skills.htm|Move Silently*]] 0<br>


History (+4 Race Level Bonus)<br>
;Wisdom 8 -1


Religion (+4 Race Bloodline Bonus) <br>
*[[d20:skills.htm|Heal]] (0 ranks) -1
*Notice (7 ranks)


The Planes +3<br>
:[[d20:skills.htm|Listen]] +6
:[[d20:skills.htm|Spot]] +6


Nobility +7<br>
*[[d20:skills.htm|Profession]](Merchant) (7 ranks) +6


Arch/Eng&nbsp;+4<br>
:'''Special:''' +2 when dealing with commoners; ±X with other Val


<br>
*Streetwise (7 ranks)


<br>
:[[d20:skills.htm|Gather Information]] +9
:[[d20:skills.htm|Sense Motive]] +6


Wisdom 8 -1
*Survival (0 ranks)


*Heal -1 (0 ranks)<br>
:[[d20:skills.htm|Survival]] -1  
*Notice (7 ranks)
:[[d20:skills.htm|Use Rope]] +1


Listen<br> Spot
| valign="top" |
;Constitution 12 +1


*Profession() (0 ranks)<br>
*Concentration (0 ranks)
*Streetwise (0 ranks)
 
Gather Information<br> Sense Motive
 
*Survival (0 ranks)
 
Survival<br> Use Rope
 
<br>


<br>
:[[d20:skills.htm|Autohypnosis]] +1
:[[d20:skills.htm|Concentration]] +1


Charisma 14 +2  
;Charisma 14 +2


*Animals (0 ranks)
*Animals (0 ranks)


Handle Animal <br> Ride (+1 Gentry)
:[[d20:skills.htm|Handle Animal]] +2
:[[d20:skills.htm|Ride]] +2


*Deception (0 ranks)
*Deception (0 ranks)


Bluff&nbsp; <br> Disguise  
:[[d20:skills.htm|Bluff]] +2
:[[d20:skills.htm|Disguise]] +2


*Influence (7 ranks)
*Influence (7 ranks)


Diplomacy (+1 Gentry) (+1 diplomacy with citizens; +2 with commoners; ±X with other Val) <br> Intimidate  
:[[d20:skills.htm|Diplomacy]] +9
 
:'''Special:''' +2 when dealing with commoners; ±X with other Val  
*Use Magic (7 ranks)<br>
:[[d20:skills.htm|Intimidate]] +9
 
Use Magic Device (+2 Class bonus) (+2 for crafting only)<br> Use Psionic Device
 
<br>
 
Other
 
*Initiative (0 ranks)<br>
*Speak Language (0 ranks)
 
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian<br><br>


<br>
*Use Magic (7 ranks)


Special Abilities<br>Racial
:[[d20:skills.htm|Use Magic Device]] +9
:[[d20:skills.htm|Use Psionic Device]] +9
:'''Special:''' +2 to activate items that the artificer has the item creation feat for.


*Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
|}


*Naturally Psionic: Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps) ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent feat is restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionically awakened Val are a small percentage of the population of Val.
'''* Armor Check Penalty: -2'''


*Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
== Special Abilities  ==


*Bloodline (1): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.
=== Racial  ===


Wisdom of the Ages (Ex)<br>Althares’ wisdom lives in His children. All Knowledge skills are treated as class skills for the Val. Furthermore, every time she gains a level, the Val gains 1 extra skill point, which may only be spent on Knowledge skills.
*'''Obligations of Rank:''' The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
 
If this power is chosen during character creation, then the Val gains a one-time bonus of 4 extra skill points (instead of 1) to spend on Knowledge skills at first level and thereafter gains the +1 skill point<br>described above.
 
<br>


CLASS&nbsp;INFO&nbsp;HERE:  
*'''Naturally Psionic:''' Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened.


Weapon and Armor Profciency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).<br>
*'''Rank and Station:''' When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank.


<br>
*'''Bloodline (2):''' Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations.
**'''Wisdom of the Ages (Ex), Rank 1 Power'''<br>


Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artifi cer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.<br>
Althares’ wisdom lives in His children. All Knowledge skills gain a +2 racial bonus. Furthermore, every time she gains a level, the Val gains 1 extra skill point, which may only be spent on Knowledge skills. If this power is chosen during character creation, then the Val gains a one-time bonus of 4 extra skill points (instead of 1) to spend on Knowledge skills at first level and thereafter gains the +1 skill point described above.  


<br>Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifi er to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specifi c powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one<br>time; if the check fails, the artifi cer can learn no more about that object.<br>
*
*'''The Tongues of Man are of All Men (Sp), Rank 1 Power'''<br>


<br>Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.<br>
All knowledge is the province of Althares, and His children shall not be hindered from learning by any language barrier. A val with this ability may become proficient in a language by exposing himself to that language, verbally or written, for one hour. A val may not have more than one language learned in this fashion at a time. If the val is only exposed to the written form of the language, that val is not proficient in speaking that language, and vice versa.  


<br>
=== Class  ===


Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artif cer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure CHARACTER CLASSES 32 out how it works, and bypass it (with his party) without disarming it.
*'''Weapon and Armor Proficiency:''' Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).


<br>
*'''Craft Reserve:''' An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.


Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer<br>
*'''Artificer Knowledge +8:''' An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.


<br>
*'''Artisan Bonus:''' An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.


Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat.<br>
*'''Disable Trap:''' An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap.


<br>
*'''Item Creation (Ex):''' An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item.


Plot info here:<br>
== Plot Related  ==


None so far<br>
None so far.


[[Category:A:Sanctorum_of_the_Arcane|A:Sanctorum_of_the_Arcane]]
[[Category:Arcanis]] [[Category:A:NPC]]
__NOTOC__

Latest revision as of 20:29, 4 February 2010

Helena the archer by 3dsquid.jpg
Quick links

Logsheet - Personality Profile -
Spell List - Crafting
Homunculus - Journal

Gwenevere Val'Abebi (F) (ECL 4)

Noblewoman of The Altherian Republic
(Titled as "Ambassador")
Artificer 4
Medium Val (val'Abebi)
Patron Deity: Althares; Patron of Sages, Wisemen, and those who seek lost secrets and knowledge.
Citizen: Altheria

Abilities:

Str: 10 (+0)
Dex: 12 (+1)
Con: 12 (+1)

AP: 7


Int: 18 (+4)
Wis: 8 (-1)
Cha: 14 (+2)

Defense

AC: 16 Touch: 11 Flatfooted: 15 (+1 Dex; +4 Armor, +1 Amulet)
HP: 18 (Bloodied 9) / HD: 4d6
Initiative: +1
Speed: 30'
Fort: +2 / Reflex: +2 / Will: +3

Attacks

Melee: weapon +3 (1dx 20×2)
Ranged: weapon +4 (1dx 20×2 / 10')
Space: 5'; Reach: 5'; BAB: +3; Grapple: +3

Feats

1—Gentry [Background]
+3 Ride and Diplomacy
Starting wealth increased by 300gp
You may legally possess an Altherian flintlock. If you are a Val, the monks of Althares give you an Altherian flintlock pistol and 20 shots’ worth of blastpowder as part of your starting package
3—Extraordinary Artisan ECS
When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.
A4—Legendary Artisan
When determining your XP cost for creating any magic item, reduce the base cost by 25%.
Crafting feats
Scribe Scroll, Brew Potion, Craft Wondrous Items


Skills

Strength 10 +0
  • Athletics (0 ranks)
Climb* 0
Jump* 0
Swim* 0
Intelligence 18 +4
  • Inspect (0 ranks)
Appraise +4
Search +4
  • Linguistics (0 ranks)
Decipher Script +4
Forgery +4
  • Mechanics (0 ranks)
Disable Device +4
Open Locks +4
  • Spellcraft (7 ranks)
Psicraft +11
Spellcraft +11
  • Craft [Jewelry] (0 ranks)
  • Knowledge
    • Arcana (2 ranks) +8
    • History (2 ranks) +8
    • Religion (2 ranks) +8
    • Planes (2 ranks) +8
    • Nobility (2 ranks) +8
    • Arch/Eng (2 ranks) +8
    • Special All knowledges gain a +2 bonus that is already calculated into the modifiers above.
Other
Languages: High Coryani, Low Coryani, Kio, Altharin, Milandisian
Dexterity 12 +1
  • Acrobatics (0 ranks)
Balance* 0
Tumble* 0
  • Legerdemain (0 ranks)
Escape Artist +1
Sleight of Hand +1
  • Stealth (0 ranks)
Hide* 0
Move Silently* 0
Wisdom 8 -1
  • Heal (0 ranks) -1
  • Notice (7 ranks)
Listen +6
Spot +6
Special: +2 when dealing with commoners; ±X with other Val
  • Streetwise (7 ranks)
Gather Information +9
Sense Motive +6
  • Survival (0 ranks)
Survival -1
Use Rope +1
Constitution 12 +1
  • Concentration (0 ranks)
Autohypnosis +1
Concentration +1
Charisma 14 +2
  • Animals (0 ranks)
Handle Animal +2
Ride +2
  • Deception (0 ranks)
Bluff +2
Disguise +2
  • Influence (7 ranks)
Diplomacy +9
Special: +2 when dealing with commoners; ±X with other Val
Intimidate +9
  • Use Magic (7 ranks)
Use Magic Device +9
Use Psionic Device +9
Special: +2 to activate items that the artificer has the item creation feat for.

* Armor Check Penalty: -2

Special Abilities

Racial

  • Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
  • Naturally Psionic: Val gain a number of bonus power points equal to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened.
  • Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank.
  • Bloodline (2): Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations.
    • Wisdom of the Ages (Ex), Rank 1 Power

Althares’ wisdom lives in His children. All Knowledge skills gain a +2 racial bonus. Furthermore, every time she gains a level, the Val gains 1 extra skill point, which may only be spent on Knowledge skills. If this power is chosen during character creation, then the Val gains a one-time bonus of 4 extra skill points (instead of 1) to spend on Knowledge skills at first level and thereafter gains the +1 skill point described above.

  • The Tongues of Man are of All Men (Sp), Rank 1 Power

All knowledge is the province of Althares, and His children shall not be hindered from learning by any language barrier. A val with this ability may become proficient in a language by exposing himself to that language, verbally or written, for one hour. A val may not have more than one language learned in this fashion at a time. If the val is only exposed to the written form of the language, that val is not proficient in speaking that language, and vice versa.

Class

  • Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
  • Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
  • Artificer Knowledge +8: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
  • Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
  • Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap.
  • Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item.

Plot Related

None so far.