Nosta
2015-02-06, 01:32 PM
Race: warforged: classes Artifcer8/Factotum8
HD: 8 HP: 104
Str 14 Dex 18 con 22 intel 16 wis 13 cha 11
Ac 25
BaB
frt ref wil
racial traits:
1 Immunity to poison, sleep effects, paralysis, disease, nausea,
fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Artificer class features:
1 Weapon and Armor Proficiency: Artificers are proficient
with all simple weapons, with light and medium armor, and with shields
2 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.
3 Artificer Knowledge: 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.
4: 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.
5: 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.
6: tem 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 would need a Use Magic Device check result of 21 or higher.
To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
7: Bonus Feat: Scribe Scroll: Brew Potion: Craft Wondrous Item: Craft Magic Arms and Armor: Craft Wand:
Exceptional Artisan: Extra Rings
8 Infuse Self: +1 caster to infuse yourself
9: Tools of War: whenever targeting a construct or arms and armor with an infusion he can heal his Cha bonus
in damage. Also, craft reserve points count for double for constructs, arms, and amor
10 Craft Weapon Familiar:
11 Metamagic Spell Trigger: At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand)
12: Infusions: Infusions per Day: 3 Level 1 3 level 2 3 level 3 1 level 4
Factotum class features:
1 Inspiration: points 5
2 trap finding
3 Cunning Insight:
fore making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a
competence bonus on the roll equal to your Intelligence modi?er.
4 Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1
inspiration point to gain a bonus on the check equal to your factotum level.
5 Arcane Dilettante: By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
6 Brains over Brawn: At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks,
and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
7 Cunning Defense: you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to
Armor Class against one opponent for 1 round.
8 Cunning Strike:
9: Opportunistic Piety: you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or
turn undead.
10: Cunning Surge: By spending 3 inspiration points, you can take an extra standard action during your turn.
feats
1 Mithral Bod: +5 ac
2 combat casting:
3 skill focus: concentraction
4 steady concentraction
5 skill focus disable device
6 skill focus: search:
7 skill focus: Open lock:
skills
Appraise (Int),
Balance (Dex),
Bluff (Cha),
Climb (Str),
Craft (Int),
Decipher Script (Int) 11+3
Diplomacy (Cha),
Disable Device (Int) 11+3+3+2
Disguise (Cha),
Escape Artist (Dex),
Forgery (Int),
Gather Information (Cha),
Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (local) (Int),
Listen (Wis), Move Silently (Dex),
Open Lock (Dex) 11+3+4+2 Perform (Cha),
Profession (Wis), Search (Int) 11+3+3
Sense Motive (Wis),
Sleight of Hand (Dex),
Spot (Wis),
Swim (Str),
Tumble (Dex), 11+4
Use Magic Device (Cha), 11
Use Rope (Dex).
Concentration: 11+3+6
knowledge arcana 8+3
Items
+2 masterwork steel dagger: 1d4 +2 damage x3
ARCANE THIEVES TOOL: +2 to disable device and open lock
RING OF ARMING x 2
CRYSTAL OF
ENERGY ASSAULT fire 1d6 fire damage
I want to improve this pc as much as possible so can people help me?
HD: 8 HP: 104
Str 14 Dex 18 con 22 intel 16 wis 13 cha 11
Ac 25
BaB
frt ref wil
racial traits:
1 Immunity to poison, sleep effects, paralysis, disease, nausea,
fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Artificer class features:
1 Weapon and Armor Proficiency: Artificers are proficient
with all simple weapons, with light and medium armor, and with shields
2 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.
3 Artificer Knowledge: 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.
4: 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.
5: 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.
6: tem 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 would need a Use Magic Device check result of 21 or higher.
To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
7: Bonus Feat: Scribe Scroll: Brew Potion: Craft Wondrous Item: Craft Magic Arms and Armor: Craft Wand:
Exceptional Artisan: Extra Rings
8 Infuse Self: +1 caster to infuse yourself
9: Tools of War: whenever targeting a construct or arms and armor with an infusion he can heal his Cha bonus
in damage. Also, craft reserve points count for double for constructs, arms, and amor
10 Craft Weapon Familiar:
11 Metamagic Spell Trigger: At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand)
12: Infusions: Infusions per Day: 3 Level 1 3 level 2 3 level 3 1 level 4
Factotum class features:
1 Inspiration: points 5
2 trap finding
3 Cunning Insight:
fore making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a
competence bonus on the roll equal to your Intelligence modi?er.
4 Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1
inspiration point to gain a bonus on the check equal to your factotum level.
5 Arcane Dilettante: By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
6 Brains over Brawn: At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks,
and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
7 Cunning Defense: you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to
Armor Class against one opponent for 1 round.
8 Cunning Strike:
9: Opportunistic Piety: you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or
turn undead.
10: Cunning Surge: By spending 3 inspiration points, you can take an extra standard action during your turn.
feats
1 Mithral Bod: +5 ac
2 combat casting:
3 skill focus: concentraction
4 steady concentraction
5 skill focus disable device
6 skill focus: search:
7 skill focus: Open lock:
skills
Appraise (Int),
Balance (Dex),
Bluff (Cha),
Climb (Str),
Craft (Int),
Decipher Script (Int) 11+3
Diplomacy (Cha),
Disable Device (Int) 11+3+3+2
Disguise (Cha),
Escape Artist (Dex),
Forgery (Int),
Gather Information (Cha),
Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (local) (Int),
Listen (Wis), Move Silently (Dex),
Open Lock (Dex) 11+3+4+2 Perform (Cha),
Profession (Wis), Search (Int) 11+3+3
Sense Motive (Wis),
Sleight of Hand (Dex),
Spot (Wis),
Swim (Str),
Tumble (Dex), 11+4
Use Magic Device (Cha), 11
Use Rope (Dex).
Concentration: 11+3+6
knowledge arcana 8+3
Items
+2 masterwork steel dagger: 1d4 +2 damage x3
ARCANE THIEVES TOOL: +2 to disable device and open lock
RING OF ARMING x 2
CRYSTAL OF
ENERGY ASSAULT fire 1d6 fire damage
I want to improve this pc as much as possible so can people help me?