ghost_warlock
2006-08-16, 12:23 AM
A psionic version of the artificer appears in Magic of Eberron (hereafter, MoE). However, it annoyed me because it maintained the use of spell slots for the class rather than going to the work of converting the class to a true psionic class by giving it a power point progression and converting the infusions so that they worked more like psionic powers than spells. Sheer laziness, I tell you!
If you don't have the Eberron Campaign Setting (hereafter ECS), the artificer is described rather well here (http://www.wizards.com/default.asp?x=dnd/cwc/20060328a) (like leads to a WotC article). This stuff isn't in the SRD, but it's posted on the WotC webpage where anyone can gank it so I'm going to post the conversions for the stuff on the website! ;D
Since the machinist has an advantage over other psionic classes in the sheer number of powers that it *just knows*, I've included the Unique Powers per Day concept from the Complete Psionic version of the erudite. Sure, the machinist knows about 50 powers automatically, but they're very limited in the way they can use them.
Machinist
The machinist is identical to the psionic version of the artificer that appears in MoE except as noted below. For all features of the class refer to the ECS and MoE for the details of the machinist's Craft Reserve and Reain Essense class abilities.
Table 1-1: The Machinist
.....................................Power....Uniq ue......Maximum
.....................................Points/..Infusions/..Infusion
Level..Special.......................Day......Day. ........Level Known
1......Artificer Knowledge...........2........1...........1
.......Inventor Bonus
.......Disable Trap
.......Item Creation
.......Imprint Stone
2......Scribe Tattoo.................6........2...........1
3......Craft UniversalItem...........11.......2...........2
4......Craft Homunculus..............17.......3...........2
.......Bonus Feat
5......Craft Psionic Arms and Armor..25.......3...........3
.......Retain Essense
6......Craft Dorje...................35.......4...........3
7......Metapsionic Power Trigger.....46.......4...........3
8......Bonus Feat....................58.......5...........4
9......Craft Cognizance Crystal......72.......5...........4
10.....-.............................88.......6........... 4
11.....Metapsionic Power Completion..106......6...........5
12.....Craft Psicrown................126......7...........5
.......Bonus Feat
13.....Skill Mastery.................147......7...........5
14.....Craft Psionic Construct.......170......8...........6
15...................................195......8... ........6
16.....Bonus Feat....................221......9...........6
17...................................250......9... ........6
18...................................280......10.. ........6
19...................................311......10.. ........6
20.....Bonus Feat....................343......11..........6
Power Points per Day: A machinist’s ability to manifest infusions is limited by the power points he has available. His base daily allotment of power points is given on Table 1-1: The Machinist. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points, Expanded Psionics Handbook 18 ). His race might also provide bonus power points per day, as might certain feats and items.
Psionic Infusions: A machinist is not a spellcaster, nor does he manifest powers, but he does have the ability to imbue items with psionic infusions. Infusions are neither arcane nor divine and they are not psionic powers; they are drawn from the machinist infusion list (see below). They function just like powers and follow all the rules for powers. For example, a infusion can be dispelled, it will not function in a null psionics field, and a machinist must make a Concentration check if injured while imbuing an item with a infusion.
A machinist can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a normal psionic character, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
It is possible for a machinist to learn infusions that are not on the normal machinist infusion list. These might include ancient infusions he finds in the ruins of some fallen civilization or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, a machinist can attempt to learn it by making a Psicraft check (DC 20 + power level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Psicraft, assuming he still has access to the new infusion. Unlike many other psionic classes, a machinist cannot learn new powers by use of the Expanded Knowledge and Epic Expanded Knowledge feats.
To imbue an item with an infusion, a machinist must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC against a machinist’s infusion is 10 + the power level + the machinist’s Int modifier.
A machinist’s infusions can only be imbued into an item or construct (including warforged). He cannot, for example, simply imbue an ally with animal affinity. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of animal affinity for the duration of the infusion. He can, however, imbue animal affinity directly on a construct or a character with the living construct subtype, and infusions such as psionic repair damage and psionic iron construct function only when imbue on such characters.
Many infusions have long manifesting times, often 1 minute or more. A machinist can spend 1 action point to imbue any infusion in 1 round (like a spellcaster that takes 1 round to cast).
Like a manifester, a machinist can apply metapsionic feats to his infusions.
A machinist simply knows his powers; they are part of his repertoire. He does not need to prepare them, though he must get a good night’s sleep to regain all spent power points the next day.
A machinist cannot automatically use a power trigger or power completion item if the equivalent power appears on his infusion list. For example, a machinist must still employ the Use Psionic Device skill to use a dorje of my light, even though my light appears on his infusion list.
Unique Infusions per Day: A machinist manifests infusions, paying for each manifestation with an expenditure of power points. Unlike a psion, a machinist is limited to manifesting a certain number of unique psionic infusions of each level per day from the repertoire of infusions he knows, according to his class level (see Table 1-1: The Machinist). Thus, a 1st-level machinist can manifest one unique infusion per day; however, the total number of infusions he can manifest per day is limited only by his daily power points (that is, the machinist could manifest the unique power as many times per day as he has power points to pay for it).
Machinist Knowledge: A machinist can make a special machinist knowledge check with a bonus equal to this machinist level + his Int modifier to detect whether a specific item has a psionic aura.
The machinist must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has psionic qualities, but does not reveal the specific powers of the item.
A machinist 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 machinist can learn no more about that object.
Inventor Bonus: A machinist gains a +2 bonus on Use Psionic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, a machinist who has the Craft Dorje feat gains a +2 bonus on checks to use a power from a dorje.
Disable Trap: A machinist can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-psionic trap has a DC of at least 20, or higher if it is well hidden. Finding a psionic trap has a DC of 25 + the level of the power used to create the trap.
A machinist can use the Disable Device skill to disarm psionic traps. Usually, the DC is 25 + the level of the power used to create the trap.
A machinist who beats a trap’s DC b 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex): A machinist can create a psionic item even if he does not have access to the powers that are prerequisites for the item. The machinist must make a successful Use Psionic Device check (DC 20 + manifester level) to emulate each power normally required to create the item. Thus, to make a 1st-level dorje of energy ray, a machinist would need a Use Psionic Device check result of 21 or higher. To create an amulet of catapsi (manifester level 9th), he would need a check result of 29 or higher to emulate the catapsi prerequisite.
The machinist must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check – his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For the purposes of meeting item prerequisites, a machinist’s effective manifester level equals his machinist level. Costs are always determined using the item’s minimum manifester level or the machinist’s actual level (if it is higher).
A machinist can also make Use Psionic Device checks to emulate non-power requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to manifest a power he stores in a tattoo, dorje, or power stone.
A machinist’s refinements do not meet power prerequisites for creating psionic items. For example, a machinist must still employ the Use Psionic Device skill to emulate the my light power to create a dorje of my light, even though my light appears on his refinement list.
Craft Homunculus (Ex): At 4th level, a machinist can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as if they were powers and he was making a psionic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). A machinist can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
If a machinist gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.
A machinist’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
A machinist can craft other types of homunculus other than the standard type found in the Monster Manual. He can, for instance, craft the ones found on pages 284-287 of the Eberron Campaign Setting. The same rules apply.
Bonus Feats: A machinist gains every item creation feat as a bonus feat at or near the level at which it becomes available to manifesters. He gets Imprint Stone as a bonus feat at 1st level, Scribe Tattoo at 2nd level, Craft Universal Item at 3rd level, Craft Psionic Arms and Armor at 5th level, Craft Dorje at 6th level, Craft Cognizance Crystal at 9th level, Craft Psicrown at 12th level, and Craft Psionic Construct at 14th level.
In addition, a machinist gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the machinist must choose a metapsionic feat or a feat from the following list: Attune Magic Weapons, Dorje Mastery, Dual Dorje, Exceptional Artisan, Extraordinary Artisan, Legendary Artisan.
Metapsionic Power Trigger (Su): At 7th level, a machinist gains the ability to apply a metapsionic feat he knows to a power trigger item (generally a dorje). He must have the appropriate item creation feat for the power trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective 1 + 1/2 the number of additional power points normally required to employ the metapsionic power.
A machinist cannot use this ability when using a power trigger item that does not have charges.
Metapsionic Power Completion (Su): At 11th level and higher, a machinist gains the ability to apply a metapsionic feat he knows to a power completion item (generally a power stone). He must have the appropriate item creation feat for the power completion item he is using. He must succeed on a Use Psionic Device check with a DC equal to 20 + twice the total number of power points required to manifest the metapsionic power normally. For example, applying the Empower Power feat to a power stone of ego whip has a DC of 20 + (2 x 5), or 40. A machinist can use this ability a number of times per day equal to 3 + his Int modifier.
Skill Mastery: At 13th level, a machinist can take 10 when making Psicraft or Use Psionic Device checks, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character cannot take 10 on a Use Psionic Device check.
Machinist Infusion List
1st – psionic armor enhancement*, biofeedback, control object, deflection field, psionic enhancement alteration*, psionic indisputable possession*, metaphysical stone*, metaphysical vestment*, metaphysical weapon, metapsionic stone*, psionic minor creation, my light, pending tattoo*, power storing item*, psionic resistance item*, psionic skill enhancement*, psionic weapon augmentation*.
2nd – animal affinity, psionic energy alteration*, freeze matter*, psionic identify, psionic inflict damage*, psionic knock, psionic lock, matter agitation, psionic reinforce construct*, psionic repair damage, psionic toughen construct*.
3rd – psionic construct energy ward*, psionic lucky cape*, metapsionic item*, psionic power surge*, psionic stone construct*, psionic suppress requirement*, psionic adamantine weapon*.
4th – psionic concurrent infusions*, mass deflection field*, psionic fabricate, intellect fortress, psionic item alteration*, psionic iron construct*, psionic rusting grasp*, wall of ectoplasm.
5th – psionic major creation, psionic slaying arrow*, tower of iron will, psionic wall of stone*.
6th – psionic greater construct energy ward*, psionic disable construct*, psionic hardening*, psionic move earth*, psionic total repair*, psionic wall of iron*.
* described below
If you don't have the Eberron Campaign Setting (hereafter ECS), the artificer is described rather well here (http://www.wizards.com/default.asp?x=dnd/cwc/20060328a) (like leads to a WotC article). This stuff isn't in the SRD, but it's posted on the WotC webpage where anyone can gank it so I'm going to post the conversions for the stuff on the website! ;D
Since the machinist has an advantage over other psionic classes in the sheer number of powers that it *just knows*, I've included the Unique Powers per Day concept from the Complete Psionic version of the erudite. Sure, the machinist knows about 50 powers automatically, but they're very limited in the way they can use them.
Machinist
The machinist is identical to the psionic version of the artificer that appears in MoE except as noted below. For all features of the class refer to the ECS and MoE for the details of the machinist's Craft Reserve and Reain Essense class abilities.
Table 1-1: The Machinist
.....................................Power....Uniq ue......Maximum
.....................................Points/..Infusions/..Infusion
Level..Special.......................Day......Day. ........Level Known
1......Artificer Knowledge...........2........1...........1
.......Inventor Bonus
.......Disable Trap
.......Item Creation
.......Imprint Stone
2......Scribe Tattoo.................6........2...........1
3......Craft UniversalItem...........11.......2...........2
4......Craft Homunculus..............17.......3...........2
.......Bonus Feat
5......Craft Psionic Arms and Armor..25.......3...........3
.......Retain Essense
6......Craft Dorje...................35.......4...........3
7......Metapsionic Power Trigger.....46.......4...........3
8......Bonus Feat....................58.......5...........4
9......Craft Cognizance Crystal......72.......5...........4
10.....-.............................88.......6........... 4
11.....Metapsionic Power Completion..106......6...........5
12.....Craft Psicrown................126......7...........5
.......Bonus Feat
13.....Skill Mastery.................147......7...........5
14.....Craft Psionic Construct.......170......8...........6
15...................................195......8... ........6
16.....Bonus Feat....................221......9...........6
17...................................250......9... ........6
18...................................280......10.. ........6
19...................................311......10.. ........6
20.....Bonus Feat....................343......11..........6
Power Points per Day: A machinist’s ability to manifest infusions is limited by the power points he has available. His base daily allotment of power points is given on Table 1-1: The Machinist. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points, Expanded Psionics Handbook 18 ). His race might also provide bonus power points per day, as might certain feats and items.
Psionic Infusions: A machinist is not a spellcaster, nor does he manifest powers, but he does have the ability to imbue items with psionic infusions. Infusions are neither arcane nor divine and they are not psionic powers; they are drawn from the machinist infusion list (see below). They function just like powers and follow all the rules for powers. For example, a infusion can be dispelled, it will not function in a null psionics field, and a machinist must make a Concentration check if injured while imbuing an item with a infusion.
A machinist can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a normal psionic character, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
It is possible for a machinist to learn infusions that are not on the normal machinist infusion list. These might include ancient infusions he finds in the ruins of some fallen civilization or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, a machinist can attempt to learn it by making a Psicraft check (DC 20 + power level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Psicraft, assuming he still has access to the new infusion. Unlike many other psionic classes, a machinist cannot learn new powers by use of the Expanded Knowledge and Epic Expanded Knowledge feats.
To imbue an item with an infusion, a machinist must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC against a machinist’s infusion is 10 + the power level + the machinist’s Int modifier.
A machinist’s infusions can only be imbued into an item or construct (including warforged). He cannot, for example, simply imbue an ally with animal affinity. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of animal affinity for the duration of the infusion. He can, however, imbue animal affinity directly on a construct or a character with the living construct subtype, and infusions such as psionic repair damage and psionic iron construct function only when imbue on such characters.
Many infusions have long manifesting times, often 1 minute or more. A machinist can spend 1 action point to imbue any infusion in 1 round (like a spellcaster that takes 1 round to cast).
Like a manifester, a machinist can apply metapsionic feats to his infusions.
A machinist simply knows his powers; they are part of his repertoire. He does not need to prepare them, though he must get a good night’s sleep to regain all spent power points the next day.
A machinist cannot automatically use a power trigger or power completion item if the equivalent power appears on his infusion list. For example, a machinist must still employ the Use Psionic Device skill to use a dorje of my light, even though my light appears on his infusion list.
Unique Infusions per Day: A machinist manifests infusions, paying for each manifestation with an expenditure of power points. Unlike a psion, a machinist is limited to manifesting a certain number of unique psionic infusions of each level per day from the repertoire of infusions he knows, according to his class level (see Table 1-1: The Machinist). Thus, a 1st-level machinist can manifest one unique infusion per day; however, the total number of infusions he can manifest per day is limited only by his daily power points (that is, the machinist could manifest the unique power as many times per day as he has power points to pay for it).
Machinist Knowledge: A machinist can make a special machinist knowledge check with a bonus equal to this machinist level + his Int modifier to detect whether a specific item has a psionic aura.
The machinist must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has psionic qualities, but does not reveal the specific powers of the item.
A machinist 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 machinist can learn no more about that object.
Inventor Bonus: A machinist gains a +2 bonus on Use Psionic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, a machinist who has the Craft Dorje feat gains a +2 bonus on checks to use a power from a dorje.
Disable Trap: A machinist can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-psionic trap has a DC of at least 20, or higher if it is well hidden. Finding a psionic trap has a DC of 25 + the level of the power used to create the trap.
A machinist can use the Disable Device skill to disarm psionic traps. Usually, the DC is 25 + the level of the power used to create the trap.
A machinist who beats a trap’s DC b 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex): A machinist can create a psionic item even if he does not have access to the powers that are prerequisites for the item. The machinist must make a successful Use Psionic Device check (DC 20 + manifester level) to emulate each power normally required to create the item. Thus, to make a 1st-level dorje of energy ray, a machinist would need a Use Psionic Device check result of 21 or higher. To create an amulet of catapsi (manifester level 9th), he would need a check result of 29 or higher to emulate the catapsi prerequisite.
The machinist must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check – his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For the purposes of meeting item prerequisites, a machinist’s effective manifester level equals his machinist level. Costs are always determined using the item’s minimum manifester level or the machinist’s actual level (if it is higher).
A machinist can also make Use Psionic Device checks to emulate non-power requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to manifest a power he stores in a tattoo, dorje, or power stone.
A machinist’s refinements do not meet power prerequisites for creating psionic items. For example, a machinist must still employ the Use Psionic Device skill to emulate the my light power to create a dorje of my light, even though my light appears on his refinement list.
Craft Homunculus (Ex): At 4th level, a machinist can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as if they were powers and he was making a psionic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). A machinist can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
If a machinist gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.
A machinist’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
A machinist can craft other types of homunculus other than the standard type found in the Monster Manual. He can, for instance, craft the ones found on pages 284-287 of the Eberron Campaign Setting. The same rules apply.
Bonus Feats: A machinist gains every item creation feat as a bonus feat at or near the level at which it becomes available to manifesters. He gets Imprint Stone as a bonus feat at 1st level, Scribe Tattoo at 2nd level, Craft Universal Item at 3rd level, Craft Psionic Arms and Armor at 5th level, Craft Dorje at 6th level, Craft Cognizance Crystal at 9th level, Craft Psicrown at 12th level, and Craft Psionic Construct at 14th level.
In addition, a machinist gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the machinist must choose a metapsionic feat or a feat from the following list: Attune Magic Weapons, Dorje Mastery, Dual Dorje, Exceptional Artisan, Extraordinary Artisan, Legendary Artisan.
Metapsionic Power Trigger (Su): At 7th level, a machinist gains the ability to apply a metapsionic feat he knows to a power trigger item (generally a dorje). He must have the appropriate item creation feat for the power trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective 1 + 1/2 the number of additional power points normally required to employ the metapsionic power.
A machinist cannot use this ability when using a power trigger item that does not have charges.
Metapsionic Power Completion (Su): At 11th level and higher, a machinist gains the ability to apply a metapsionic feat he knows to a power completion item (generally a power stone). He must have the appropriate item creation feat for the power completion item he is using. He must succeed on a Use Psionic Device check with a DC equal to 20 + twice the total number of power points required to manifest the metapsionic power normally. For example, applying the Empower Power feat to a power stone of ego whip has a DC of 20 + (2 x 5), or 40. A machinist can use this ability a number of times per day equal to 3 + his Int modifier.
Skill Mastery: At 13th level, a machinist can take 10 when making Psicraft or Use Psionic Device checks, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character cannot take 10 on a Use Psionic Device check.
Machinist Infusion List
1st – psionic armor enhancement*, biofeedback, control object, deflection field, psionic enhancement alteration*, psionic indisputable possession*, metaphysical stone*, metaphysical vestment*, metaphysical weapon, metapsionic stone*, psionic minor creation, my light, pending tattoo*, power storing item*, psionic resistance item*, psionic skill enhancement*, psionic weapon augmentation*.
2nd – animal affinity, psionic energy alteration*, freeze matter*, psionic identify, psionic inflict damage*, psionic knock, psionic lock, matter agitation, psionic reinforce construct*, psionic repair damage, psionic toughen construct*.
3rd – psionic construct energy ward*, psionic lucky cape*, metapsionic item*, psionic power surge*, psionic stone construct*, psionic suppress requirement*, psionic adamantine weapon*.
4th – psionic concurrent infusions*, mass deflection field*, psionic fabricate, intellect fortress, psionic item alteration*, psionic iron construct*, psionic rusting grasp*, wall of ectoplasm.
5th – psionic major creation, psionic slaying arrow*, tower of iron will, psionic wall of stone*.
6th – psionic greater construct energy ward*, psionic disable construct*, psionic hardening*, psionic move earth*, psionic total repair*, psionic wall of iron*.
* described below