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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

ghost_warlock
2006-08-16, 12:55 PM
Infusion Descriptions

Adamantine Weapon, psionic
Metacreativity
Level: Machinist 3
Display: Auditory and olfactory
Manifesting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Power Resistance: No (object)
Power Points: 5

As adamantine weapon (MoE, 93), except as noted above.

Armor Enhancement, Psionic
Metacreativity
Level: Machinist 1
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Armor or shield touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 1

The armor or shield you touch temporarily gains a special ability commonly found on magical or psionic armor or shields. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 5,000 gp, such as light fortification or landing. The armor or shield does not need to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion.
Augment: You can augment this infusion in one of the following ways:
1. If you spend 2 additional power points, you can choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 35,000 gp, such as acid resistance or gleaming.
2. If you spend 4 additional power points, you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 100,000 gp, such as aporter or greater fire resistance.

Concurrent Infusions, Psionic
Metacreativity
Level: Machinist 4
Display: Mental
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 7

You channel your machinist talents through an increased number of minor infusions. When you manifest this infusion, you can imbue the target object with the effects of three different 1st-level infusions chosen at the time off manifesting. The infusions function exactly as if you had manifested them on the object, and do not count against your daily power points. You may augment these infusions, but not beyond a total power point cost equal to the amount of power points you spent when manifesting this infusion (this infusion does not allow you to get around the limitation that you can only spend as many power points on a infusion as you have manifester levels in the machinist class.)
For example, Drive, the 9th-level warforged machinist, imbues this infusion on a suit of armor. When he manifests the infusion, he chooses to imbue the armor with psionic armor enhancement, metaphysical vestment, and psionic skill enhancement. He may augment these infusions as he likes but may not spend more than a total of 9 power points among them. He chooses to augment metaphysical vestment to 5 power points, leave psionic skill enhancement un-augmented (1 power point), and spend 3 power points on psionic armor enhancement. This grants the armor a +2 enhancement bonus to its Armor Class, a +2 circumstance bonus on a skill of his choice, and one special armor ability whose market price is equivalent to a bonus of up to +3 or up to 35,000 gp, such as acid resistance or gleaming.
Augment: Special, see above.

Construct Energy Ward, Psionic
Metacreativity [see text]
Level: Machinist 3
Manifesting Time: 1 round
Range: Touch
Target: Construct touched
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5

As specified energy adaptation (EPH, p. 100), except as that the target must be a construct. This infusion cannot be augmented the same way specified energy adaptation can.

Construct Energy Ward, Psionic Greater
Metacreativity [see text]
Level: Machinist 6
Manifesting Time: 1 round
Range: Touch
Target: Construct touched
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11

As mind over energy (CPsi, p. 93), except as noted above and that the target must be a construct.

Deflection Field, Mass
Metacreativity
Level: Machinist 4
Manifesting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Target: Allied creatures in a 20-ft.-radius burst
Duration: Concentration + 1 round, up to 1 min./level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

As deflection field (CPsi, p. 82), except as noted above.

Disable Construct, Psionic
Metacreativity
Level: Machinist 6
Display: Auditory and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 11

Psionic disable construct transmutes the structure of a construct to deal 110 points of damage. However, even on a failed save, psionic disable construct cannot reduce the construct’s hit points to less than one.
Augment: For every additional power point you spend, you deal an additional 10 points of damage, but the construct can never be reduced to less than one hit point.

Energy Alteration, Psionic
Metacreativity
Level: Machinist 2
Display: Auditory
Manifesting Time: 1 round
Range: Touch
Target: Psionic item touched
Duration: 10 min./level
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 3

As energy alteration (ECS, 111), except as noted above.

Enhancement Alteration, Psionic
Metacreativity
Level: Machinist 1
Display: Material
Manifesting Time: 1 round
Range: Touch
Target: Weapon or shield touched
Duration: 10 min./level (D)
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 1

A enhancement alteration (ECS, 111), except as noted above.

Freeze Matter
Metacreativity
Level: Machinist 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 2 sq. ft. of surface area of an object or creature
Duration: Concentration, up to 1 min./level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You can still the structure of a non-psionic object, cooling it to the point of freezing over time. The cooling grows more and more intense in the second and third rounds after you manifest the power, as described below.
1st round: Items become uncomfortable to the touch and non-pliable. Skin becomes cold and begins to show the signs of frostbite (1 point of damage).
2nd round: Water freezes and ice crystals form on the objects. Skin chaps and cracks as it begins to freeze (1d4 points of damage).
3rd and subsequent rounds: Objects become brittle, ice-coated, slippery, and break easily. Metal freezes skin on contact (1d4 points of damage for those holding metallic items). Skin ruptures as the cells and blood vessels freeze (1d6 points of damage).

Hardening, Psionic
Metacreativity
Level: Machinist 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 11

As hardening, (ECS, 112) except as noted above.

Indisputable Possession, Psionic
Metacreativity
Level: Machinist 1
Display: Mental
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 1

As indisputable possession (MoE, 97), except as noted above.

Iron Construct, Psionic
Metacreativity
Level: Machinist 4
Display: Auditory and material
Manifesting Time: 1 round
Range: Touch
Target: Construct touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

As iron construct (ECS, 113), except as noted above.

Item Alteration, Psionic
Metacreativity
Level: Machinist 4
Display: Auditory
Manifesting Time: 1 round
Range: Touch
Target: Psionic item touched
Duration: 10 min./level
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 7

As item alteration (ECS, 113), except as noted above.

Lucky Cape, Psionic
Metacreativity
Level: Machinist 3
Display: Visual and olfactory
Manifesting Time: 1 minute
Range: Touch
Target: Cloak or cape touched
Duration: 10 min./level or until discharged
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 5

As lucky cape (MoE, 98 ), except as noted here.

Metaphysical Stone
Metacreativity
Level: Machinist 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the power’s enhancement bonus).

Metaphysical Vestment
Metacreativity
Level: Machinist 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Armor or shield touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You imbue a suit of armor or a shield with a +1 enhancement bonus to its AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Augment: If you spend 4 additional power points, this infusion’s duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this infusion improves the armor or shield’s enhancement bonus to Armor Class by 1.

Metapsionic Item
Metacreativity
Level: Machinist 3
Display: Auditory and material
Manifesting Time: 1 round
Range: Touch
Target: Power trigger psionic item touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 5

You temporarily apply a metapsionic feat you know to a single power contained within a power trigger item. For the duration of this infusion, anyone who manifests the power from the item gains the benefit of that metapsionic feat. For example, you could imbue a dorje of energy ball with the Empower Power feat or apply the Extend Power feat to the defensive precognition power in a psicrown of the cautious warrior.

Metapsionic Stone
Metacreativity
Level: Machinist 1
Display: Mental
Manifesting Time: 1 round
Range: Touch
Target: Power completion psionic item touched
Duration: 1 round/level or until used
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You apply a metapsionic feat you know to a single power imbedded or stored on a power completion item, such as a power stone. For the duration of this infusion, anyone who uses the imbue item applies the effect of that metapsionic feat to the power.
You can only apply the benefit of a metapsionic feat that adjusts the power’s power point cost by 2 or less (Burrowing Power, Empower Power, Enlarge Power, and so on). No more than one metapsionic feat can be applied to any single power by way of metapsionic stone.

Move Earth, Psionic
Psychokinesis
Level: Machinist 6
Display: Visual
Manifesting Time: See text
Range: Long (400 ft. + 40 ft./level
Target: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 11

Psionic move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This infusion does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The infusion cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This infusion has no effect on earth creatures.

Pending Tattoo
Metacreativity
Level: Machinist 1
Display: Mental
Manifesting Time: 1 minute
Range: Touch
Target: Psionic tattoo touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 1

You psionically delay the effects of a psionic tattoo. Once imbue with this infusion, a tattoo can be activated, but the effects of the tattoo do not take place immediately. Instead, the creature that activated the tattoo can activate its effects as a swift action at any time before the end of the infusion’s duration. If the activated tattoo is not activated before the duration expires, it takes effect at that point.
No creature can have more than one delayed-effect tattoo in effect at the same time. If the same creature activates a second delayed-effect tattoo, the duration of the first pending tattoo infusion ends, and the tattoo takes effect immediately.
This infusion may be imbued on crawling tattoos as well.

Power Storing Item
Metacreativity
Level: Machinist 1
Display: Auditory and olfactory
Manifesting Time: 1 minute
Range: Touch
Target: Armor or shield touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 1

This infusion allows you to place a power effect into an item to draw it forth later, at your command. The item becomes, in effect, a dorje with a single charge, which only you can use.
You can imbue any power of 4th level or lower into the item, as long as its power level is no greater than one-half your machinist level. Your machinist level is the power’s manifester level. You must make a successful Use Psionic Device check (DC 20 + [power level x 3]) to emulate the power and store it in the item. If you fail this check by 10 or more, you may suffer brainburn as with a failed attempt to manifest a power from a power stone (see page 168 of the Expanded Psionics Handbook).
A single item can carry only one power at a time.
You must provide any XP components the power requires at the time you imbue it into the item.
XP Cost: Your manifester level x the power level. For example, to place an energy missile power into an item, you must spend XP equal to your manifester level x 2.

Power Surge, Psionic
Metacreativity
Level: Machinist 3
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Dorje or psicrown touched
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 5

By touching a dorje or psicrown that has at least 1 charge, you imbue it with 2 temporary charges. These charges work like temporary hit points: When a character uses the item, deduct the charges spent from the temporary charges first. When the psionic power surge expires, any remaining temporary charges are lost.
Augment: For every 4 additional power points you spend, the number of temporary charges imbue by this infusion increases by 1.
XP Cost: 5 XP x the level of the highest-level power stored in the item.

Psionic Inflict Damage
Psychokinesis
Level: Machinist 2
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Armor or shield touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 3

When laying your hand upon a construct, you transmute its structure to deal 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be damaged in this fashion.
Augment: For every 2 additional power points you spend, this infusion deals an additional 1d8 points of damage.

Reinforce Construct, Psionic
Metacreativity
Level: Machinist 2
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 3

As reinforce construct (MoE, 100), except as noted above.

Resistance Item, Psionic
Metacreativity
Level: Machinist 1
Display: Material and olfactory
Manifesting Time: 1 round
Range: Touch
Target: Item touched
Duration: 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: 1

A non-psionic item imbued with this infusion grants a +1 resistance bonus on saving throws to a character who wears or wields it.
Augment: For every 4 additional power points you spend, the resistance bonus increases by 1.

Rusting Grasp, Psionic
Psychokineis
Level: Machinist 4
Display: Olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: One non-psionic ferrous object (or the volume of the object within 3 ft. of the touched point) or ferrous creature
Duration: See text
Saving Throw: None
Power Resistance: No
Power Points: 7

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot imbue within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

Skill Enhancement, Psionic
Metacreativity
Level: Machinist 1
Display: Visual
Manifesting Time: 1 round
Range: Touch
Target: Item touched
Duration: 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: 1

An item imbue with this infusion grants a +2 circumstance bonus on a specific skill check (determined by the machinist) to a character who wears or wields it.
Augment: For every two additional power points you spend, the circumstance bonus increases by 1.

Slaying Arrow, Psionic
Metacreativity
Level: Machinist
Display: Mental
Manifesting Time: 1 minute
Range: Touch
Target: Arrow or bolt touched
Duration: 10 min./level
Saving Throw: None (object) or Fortitude negates; see text
Power Resistance: No (object)
Power Points: 9

As slaying arrow (MoE, 102), except as noted above.

Stone Construct, Psionic
Metacreativity
Level: Machinist 3
Display: Olfactory
Manifesting Time: 1 round
Range: Touch
Target: Construct touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5

The construct you touch gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantie. Once the infusion has prevented a total of 10 points of damage per machinist level you possess, it is discharged.
XP Cost: 10 XP.

Suppress Requirement, Psionic
Metacreativity
Level: Machinist 3
Display: Mental
Manifesting Time: 1 round
Range: Touch
Target: Psionic item touched
Duration: 10 min./level
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 5

You alter a psionic item that requires a certain class feature, race, ability score, or alignment to function to its fullest potential, so that it no longer carries that requirement. You must make a Use Psionic Device check sufficient to emulate the requirement as if you were attempting to use the item yourself. If you succeed, the requirement is suppressed for the duration of this infusion.
XP Cost: 20 XP.

Total Repair, Psionic
Metacreativity
Level: Machinist 6
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11

Psionic total repair allows you to transmute the structure of a construct to wipe away damage and affliction. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, feeblemind, and insanity. It also repairs 110 points of damage.
Augment: For every additional power point you spend, you repair an additional 10 points of damage.

Toughen Construct, Psionic
Metacreativity
Level: Machinist 2
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: 10 min./level
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 3

This infusion thickens the unliving matter that forms a construct’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus.
The enhancement bonus provided stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Augment: For every 3 additional power points you spend, the enhancement bonus increases by 1.

Wall of Iron, Psionic
Psychokinesis
Level: Machinist 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Iron wall whose area is up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving Throw: See text
Power Resistance: No
Power Points: 11

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to imbue the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
XP Cost: 2 XP.

Wall of Stone, Psionic
Psychokinesis
Level: Machinist 5
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Power Resistance: No
Power Points: 9

This infusion creates a wall of rock that merges into adjoining rock surfaces. A psionic wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a psionic wall of iron, you can create a psionic wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by psionic disintegrate or by normal means, such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap opponents within or under a psionic wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid such entrapment with successful Reflex saves.

Weapon Augmentation, Psionic
Metacreativity
Level: Machinist 1
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 10 min./level
Saving Throw: None (object)
Power Resistance: No (object)
Power Points: 1

The weapon you touch temporarily gains a special ability commonly found on psionic weapons. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 10,000 gp, such as flaming or lucky. The weapon does not have to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion. The weapon gains the benefit of the infusion only if you wield, throw, or fire it.
Augment: You can augment this infusion in the following ways:
1. If you spend an additional 2 power points, anyone can wield the weapon you imbue and gain the benefit of this infusion. Additionally, rather than imbue a single weapon, you can instead imbue up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their infusion when used. (Treat shuriken as projectiles rather than as thrown weapons for the purpose of this infusion.)
2. If you spend 4 additional power points, you can instead choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 70,000 gp, such as mindfeeder or soulbreaker.
3. If you spend an additional 8 power points, you can instead choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 200,000 gp, such as vorpal or coup de grace.


Hmmm...over thirty views and not a single comment. I know this is probably a little underwhelming do to it being "just a variant" and having to reference previously published information, but could someone comment on the infusions I re-worked as powers? Do they seem right?

martyboy74
2006-08-16, 01:13 PM
Hmmm...over thirty views and not a single comment. I know this is probably a little underwhelming do to it being "just a variant" and having to reference previously published information, but could someone comment on the infusions I re-worked as powers? Do they seem right?
Actually, I'd say having that many views with no comment is a good thing. It's signifies contentedness.

ghost_warlock
2006-08-16, 01:26 PM
Since the majority of the artificer is posted on WotC's web site, I've included more details.

This was soooo much more work than the muse (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11556853 30;start=0#0) was!