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===Talents=== Choose three of the following class talents. Talents marked as Artifice often come as a package of thaumineering enhancements to your arcane armour; if you are not in armour, you cannot make use of them. '''Arcanifex Servant''' ''Special'': Unlike most talents, Arcanifex Servant takes up two Thaumineer talent slots.<br> You have acquired or created an arcanifex to serve you, a hulking arcanomechanical construct that is well-suited to the role of bodyguard and protector. See the Arcanifex rules at the end of this section for more information on this talent and its associated feats.<br> '''Arcane Power-Plant (Artifice)''' The augmentations to your arcane armour now include:<br> '''Arcane Capacitors''': Whenever you miss with an attack from a cyclic or daily spell, gain a +1 bonus to your next attack roll with a spell during this battle.<br> '''Arcane Turbines''': Whenever the Escalation Die shows an even number, add 1 to the damage of each die rolled for your spells' damage.<br> ''Adventurer Feat'': Once per day, you may increase the range of one of your spells that can target nearby enemies to allow far away targets as well.<br> ''Champion Feat'': When you critically hit with one of your spells that has multiple targets, increase the number of targets by 1.<br> ''Epic Feat'': Once per day, when you are confused, hampered or weakened, then as a free action you may remove the condition and become dazed until the end of your next turn.<br> '''Eldritch Perception Overlay (Artifice)''' The augmentations to your arcane armour include:<br> '''Phase-Sight''': As a move action, you may look at a single target and learn whether they have any Resistances and Vulnerabilities, and to what elements. This does not tell you the exact strength of these traits, just that they exist.<br> '''Oscillating Polarity Inverter''': Once per day when you cast a spell, reduce the Resistance to the elemental damage type of that spell by 4 for any targets hit.<br> ''Adventurer Feat'': When you use Phase-Sight on an enemy, you learn the exact strength of their Resistances.<br> ''Champion Feat'': You may use the Oscillating Polarity Inverter twice per day.<br> ''Epic Feat'': You may use the Oscillating Polarity Inverter three times per day.<br> '''Elemental Core Exhaust (Artifice)''' When you choose this talent, pick acid, fire or lightning. Once per battle as a move action, when the Escalation Die shows an even number, you may deal three times your level in the chosen type of damage to all engaged enemies and pop them free.<br> ''Adventurer Feat'': After using the core exhaust, you gain a +1 bonus to AC and PD until the beginning of your next turn.<br> ''Champion Feat'': Once per battle, when you critically hit with a spell, you may recharge the elemental core exhaust.<br> '''Lightning Blades''' You may choose for your melee attacks to deal lightning damage instead of their normal damage type; a melee hit with a natural even attack roll also causes the target to become dazed until the beginning of your next turn. Additionally, you may treat any spell that deals lightning damage as a close-quarters spell as long as at least one of its targets is engaged with you.<br> ''Champion Feat'': Once per battle, when you choose to deal lightning damage with a melee attack using this talent, increase the type of damage dice of the weapon by one step. If the attack hits, the enemy is also stunned until the beginning of your next turn.<br> '''Overcharged Arcane Condenser (Artifice)''' Once per day, you may cast a spell as a quick action instead of a standard action. Your choice of what to do with your standard action is unaffected (so you may, for example, use it to cast another spell). '''Storm Reactor (Artifice)''' The augmentations to your arcane armour include:<br> '''Charge Lattice''': Once per battle, you may deal lightning damage with one of your spells instead of the elemental damage that it normally inflicts. You may add the Escalation Die's current rating to the damage inflicted.<br> '''Storm Coils''': Once per turn, when your natural attack roll with a spell that hits is 18+, you may deal twice your level in lightning damage to a single nearby enemy.<br> ''Adventurer Feat'': You gain Resistance (Lightning) 12.<br> ''Champion Feat'': Whenever you suffer lightning damage, all of your spells cast until the beginning of your next turn deal an additional amount of ongoing lightning damage equal to your Intelligence modifier.<br> ''Epic Feat'': Once per day, when you miss with a spell that deals lightning damage, you may reroll the attack roll once.<br> '''Thaumic Containment Mines''' You know the trick to creating thaumic containment mines, complex arcanomechanical devices that hold a spell's energy in thrall until a hapless foe triggers it. Once per day, you may imbue one of your spells that targets at least one enemy into a mine; while imbued, you cannot use that spell. The mine may then be placed and activated; it will clamp onto surfaces other than the floor if desired. Detonation is caused by very close proximity, whereupon the mine fires off the spell at the character triggering it as if you had cast the spell from the mine's position, using your attack bonus and any other of your characteristics that might affect it. Once the mine has detonated, you may use the spell again unless it is a daily spell or it is a cyclic spell and the Escalation Die is not even; in either of those cases, the spell is discharged just as if you had cast it normally.<br> ''Adventurer Feat'': As a quick action, you can detonate a thaumic mine to unleash its contained spell at the nearest valid target (friend or foe) within the spell's normal range, using the mine as its origin point.<br> ''Champion Feat'': You may place thaumic mines twice per day.<br> '''Volatile Caustics (Artifice)''' The augmentations to your arcane armour include:<br> '''Alchemechanical Vitriol''': Once per battle, you may inflict acid damage with one of your spells instead of the elemental damage that it normally inflicts. If the Escalation Die is 2+, then saves against any ongoing acid damage inflicted by the spell are now hard (16+).<br> '''Filtration Scrubber''': You gain Resistance (Acid) 12 and Resistance (Poison) 12.<br> ''Adventurer Feat'': Once per battle, when one of your spells hits a target that is already suffering from ongoing acid damage, increase the ongoing damage by twice your level.<br> ''Champion Feat'': You may use Alchemechanical Vitriol twice per day. Additionally, once per battle when you suffer acid or poison damage you gain temporary hit points equal to (3 x your level) plus your Con modifier.<br> ''Epic Feat'': When you critically hit with a spell that deals acid damage, the target also becomes weakened (save ends).<br> '''Wizard's Familiar''' You possess a familiar as per the Wizard's Familiar talent. The only difference is that thaumineers are more likely to have a small mechanical homunculus or clockwork creature as their familiar, though this is by no means universal.
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