Telonius
2007-04-10, 12:26 AM
Apologies if this has been done before, but I couldn't find anything exactly like it in the Compendium.
Deus ex Machina
Though the realms of healing and magical engineering might seem worlds apart, they are not always so. Occasionally, a Cleric's studies may leave him curious about the crafting of magical items. Likewise, an Artificer may find a greater appreciation of their gods through their crafting, and take up the cloth. Such a divine crafter is known as a Deus ex Machina. The name was reportedly first used as a joke among Gnomish Artificers, who derided the Deus ex Machinas because of their lack of focus. However, the Deus ex Machinas took it as a badge of pride, and the name stuck.
While not particularly common in any race, Deus ex Machinas are most often Gnomes or Dwarves. Deities stressing any sort of craft or engineering are likely to have Deus ex Machinas among their servants; some serve as chief architects for the construction of great temples. Among the more warlike deities, Deus ex Machinas may be called on to serve as armorers, weaponsmiths, and magewrights to their holy orders. It is extremely rare for a druid to become a Deus ex Machina. Although nothing specifically prevents a Druid from becoming one, its reliance on technology and metalworking is often at odds with the Druidic philosophy.
Hit Die: d4
Requirements:
Knowledge (architecture and engineering) 6 ranks
Knowledge (religion) 6 ranks
Spells: Ability to cast second level Divine spells
Infusions: Ability to use second level Infusions
Class Skills: Concentration, Craft, Decipher Script, Knowledge (architecture and engineering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft, Use Magic Device.
Special: A Deus Ex Machina adds any Class Skills gained through a Cleric Domain to the class skill list.
Skill Points Each Level: 2 + Intelligence Modifier
Class Features: All the following are features of the Deus ex Machina prestige class.
Weapon and Armor Proficiency: a Deus ex Machina gains no weapon or armor proficiencies.
Spells/Infusions per day:
When a new Deus ex Machina level is gained, the character gains new infusions per day as if he had also gained a level in the Artificer class and any one Divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Deus ex Machina to the Artificer level and divine casting class level, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a Deus ex Machina, he must decide to which class he adds each level of Deus ex Machina for the purpose of determining spells per day.
Craft Bonus:
A Deus ex Machina gets half the craft reserve an equivalent-level Artificer would receive. To determine the amount of the craft points, add the number of Deus ex Machina levels to the number of Artificer levels; this is the effective Artificer Level. This bonus only applies to Deus ex Machina levels. If a character with levels in Deus ex Machina takes a new level of Artificer, the Deus ex Machina levels do not count for determining new craft reserve points.
Holy Insight: Levels of Deus ex Machina stack with levels of Artificer for purposes of Artificer Knowledge checks, as well as with Cleric levels for Turning or Rebuking undead.
Turn/Rebuke Construct: Beginning at 2nd level, a Deus ex Machina of any alignment may Turn, Rebuke, Bolster, or Command any Construct (with the exception of Living Constructs), in the same manner a Cleric can Turn, Rebuke, Bolster, or Command undead. Use your Deus ex Machina level instead of your Cleric level to determine turning damage. Any Constructs that would be "destroyed" have their hit points reduced to zero; they are deactivated rather than obliterated.
Bonus Feats: At 3rd, 6th, and 9th level, a Deus ex Machina gains a bonus feat. The feat must be chosen from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extra Turning, Extraordinary Artisan, Legendary Artisan, Wand Mastery, any Item Creation feat, or any Metamagic feat.
Maker's Touch: At 7th level, a Deus ex Machina's Conjuration (Healing) spells and spell-like effects (such as a Paladin's Lay On Hands ability) are fully functional on any construct.
Deus Ex Machina
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Holy Insight
2nd|+1|+0|+0|+3|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Turn/Rebuke Construct
3rd|+1|+1|+1|+3|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
4th|+2|+1|+1|+4|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
5th|+2|+1|+1|+4|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
6th|+3|+2|+2|+5|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
7th|+3|+2|+2|+5|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Maker's Touch
8th|+4|+2|+2|+6|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
9th|+4|+3|+3|+6|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
10th|+5|+3|+3|+7|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus.[/table]
Deus ex Machina
Though the realms of healing and magical engineering might seem worlds apart, they are not always so. Occasionally, a Cleric's studies may leave him curious about the crafting of magical items. Likewise, an Artificer may find a greater appreciation of their gods through their crafting, and take up the cloth. Such a divine crafter is known as a Deus ex Machina. The name was reportedly first used as a joke among Gnomish Artificers, who derided the Deus ex Machinas because of their lack of focus. However, the Deus ex Machinas took it as a badge of pride, and the name stuck.
While not particularly common in any race, Deus ex Machinas are most often Gnomes or Dwarves. Deities stressing any sort of craft or engineering are likely to have Deus ex Machinas among their servants; some serve as chief architects for the construction of great temples. Among the more warlike deities, Deus ex Machinas may be called on to serve as armorers, weaponsmiths, and magewrights to their holy orders. It is extremely rare for a druid to become a Deus ex Machina. Although nothing specifically prevents a Druid from becoming one, its reliance on technology and metalworking is often at odds with the Druidic philosophy.
Hit Die: d4
Requirements:
Knowledge (architecture and engineering) 6 ranks
Knowledge (religion) 6 ranks
Spells: Ability to cast second level Divine spells
Infusions: Ability to use second level Infusions
Class Skills: Concentration, Craft, Decipher Script, Knowledge (architecture and engineering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft, Use Magic Device.
Special: A Deus Ex Machina adds any Class Skills gained through a Cleric Domain to the class skill list.
Skill Points Each Level: 2 + Intelligence Modifier
Class Features: All the following are features of the Deus ex Machina prestige class.
Weapon and Armor Proficiency: a Deus ex Machina gains no weapon or armor proficiencies.
Spells/Infusions per day:
When a new Deus ex Machina level is gained, the character gains new infusions per day as if he had also gained a level in the Artificer class and any one Divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Deus ex Machina to the Artificer level and divine casting class level, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a Deus ex Machina, he must decide to which class he adds each level of Deus ex Machina for the purpose of determining spells per day.
Craft Bonus:
A Deus ex Machina gets half the craft reserve an equivalent-level Artificer would receive. To determine the amount of the craft points, add the number of Deus ex Machina levels to the number of Artificer levels; this is the effective Artificer Level. This bonus only applies to Deus ex Machina levels. If a character with levels in Deus ex Machina takes a new level of Artificer, the Deus ex Machina levels do not count for determining new craft reserve points.
Holy Insight: Levels of Deus ex Machina stack with levels of Artificer for purposes of Artificer Knowledge checks, as well as with Cleric levels for Turning or Rebuking undead.
Turn/Rebuke Construct: Beginning at 2nd level, a Deus ex Machina of any alignment may Turn, Rebuke, Bolster, or Command any Construct (with the exception of Living Constructs), in the same manner a Cleric can Turn, Rebuke, Bolster, or Command undead. Use your Deus ex Machina level instead of your Cleric level to determine turning damage. Any Constructs that would be "destroyed" have their hit points reduced to zero; they are deactivated rather than obliterated.
Bonus Feats: At 3rd, 6th, and 9th level, a Deus ex Machina gains a bonus feat. The feat must be chosen from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extra Turning, Extraordinary Artisan, Legendary Artisan, Wand Mastery, any Item Creation feat, or any Metamagic feat.
Maker's Touch: At 7th level, a Deus ex Machina's Conjuration (Healing) spells and spell-like effects (such as a Paladin's Lay On Hands ability) are fully functional on any construct.
Deus Ex Machina
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Holy Insight
2nd|+1|+0|+0|+3|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Turn/Rebuke Construct
3rd|+1|+1|+1|+3|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
4th|+2|+1|+1|+4|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
5th|+2|+1|+1|+4|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
6th|+3|+2|+2|+5|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
7th|+3|+2|+2|+5|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus, Maker's Touch
8th|+4|+2|+2|+6|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus
9th|+4|+3|+3|+6|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Bonus Feat, Craft Bonus
10th|+5|+3|+3|+7|+1 level of Artificer Infusions/+1 level of existing divine spellcasting class, Craft Bonus.[/table]