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Psionics
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Currency
+88,000 GP - Base -32,906.25 Donations -50,000 Belt -1,500 Vest -2,000 Mirror -1,500 Gloves
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
293, Construct Lantern Archon (Familiar) Tok, Gondsman (Techsmith) Frank, Flesh Golem (Under Construction) Pendulum, Construct Cohort Clan Bofrid, Ghoul Midgard Dwarves
Enemies
Lunlun - Tinker Gnome Artificer Primus Rust Monsters [Chaos]
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=240560][B][SIZE=+1]Tikk XLII, the Galvanist Toymaker[/SIZE][/B][/URL] Male True Neutral Exiled Modron Puppeteer 12 / Conduit 2 || Warlock 6 / Techsmith 8, [B]Level[/B] 14, [B]Init[/B] +7, [B]HP[/B] 180/180, [B]DR[/B] 18 / Adamantine, 3/-, [B]Speed[/B] 45' [B]AC[/B] 47, [B]Touch[/B] 21, [B]Flat-footed[/B] 41, [B]Fort[/B] +28, [B]Ref[/B] +31, [B]Will[/B] +29, [B]Base Attack Bonus[/B] 10/5 [B] Electric Bolt [/B] RANGED (12d6+16, 20/x2) [B] Lightning Bolt [/B] * (12d6+16, DC 25 ˝ ) [B]Magic Vestment Jarvis[/B], [B]Magic Vestment +1 Called Deathward Ghost Ward Dragonscale (Sonic) Shield[/B] (+18 Armor, +6 Shield, +6 Dex, +2 Natural, +4 Deflect, +1 Misc) [B]Abilities[/B] Str 17, Dex 22, Con 30, Int 33, Wis 28, Cha 15 [B]Condition[/B] [b]Spell Effects[/b] Contingent Revivify [b]Regular Feats (18)[/b] [ooc=Apprentice Craftsman]Cohort & Craft Skill Bonus as per DMG2[/ooc], Improved Familiar, [ooc=Magical Artisan (Wondrous, Arms&Armor, Scepter*, Construct, Ring*)]GP/XP Cost Reduction by 25% {FRCS}[/ooc], Skill Focus (Metalwork/Trapmaking), [ooc=Exceptional Artisan]Crafting Time -25% {ECS}[/ooc], [ooc=Extraordinary Artisan]GP -25% {ECS}[/ooc], [ooc=Legendary Artisan]XP -25% {SBCS}[/ooc], Improved Cohort, [ooc=Rudimentary Intelligence*]Constructs Crafted Gain INT = ˝ CL (And Skill Points and Feats as usual), +8,000 GP to make{Dragon 327}[/ooc], Quicken Spell, Metamagic Spell Trigger, [ooc=Catalogues of Enlightenment]Warforged Domain Power - Rebuke Constructs[/ooc], [ooc=Channel Wand]Use SLA/Spell+1Lvl for Wand Charge[/ooc] [b]Tome Feats (6)[/b] [ooc=Natural Empath]Sense Motive ranks: 0: You gain a +3 bonus to Sense Motive checks. 4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours. 9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts. 14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment eect, you can nd out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information. 19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.[/ooc], [ooc=Master Craftsman]Benefits: This is a skill feat that scales with your ranks in Craft. 0 ranks: You get a +3 bonus to all Craft checks 4 ranks: You craft items twice as fast if you have at least 4 ranks in the appropriate craft skill. This means that you can earn twice as much money with Craft checks. 9 ranks: You can enchant magic items as though you had all the prerequisite feats if you have at least 9 ranks in the appropriate craft skill. You still need to meet the other prerequisites for this, such as caster level and spells known, or have a large supply of scrolls or wands that meet those requirements for you. 14 ranks: You can enchant magic items as though you knew every spell and had a caster level equal to your hit dice if you have at least 14 ranks in the appropriate craft skill. 19 ranks: You craft items for half the cost in both resources and experience if you have at least 19 ranks in the appropriate craft skill.[/ooc], [ooc=Battlefield Surgeon]Heal ranks: 0: You gain +3 to your Heal checks. 4: You can make rst aid, treat poison, and treat wound checks as move actions. 9: For every 5 points your Heal check exceeds the DC for long term care, your patients recover another +100% faster. For instance, if your Heal check result is 23, your patients would heal at thrice the normal rate. 14: If you operate on a patient for a minute, they regain hit points equal to your Heal check result. You also may, instead of healing hit point damage, cure any condition that heal could, reattach severed limbs, or repair ruined organs, if you succeed on a DC 30 check. Patients under your long-term care heal permanent ability drain as if it was ability damage. 19: With one hour of work, 25,000 gp worth of materials (which are consumed in the process), and a DC 40 Heal check, you can restore a creature that died within the last twenty-four hours to life. The subject's soul must be free and willing to return for the effect to work.[/ooc], Greater Teleport, [ooc=Clockwork Centurion]Benefits: This is a skill feat that scales with your ranks in Craft 0 ranks: You can repair constructs using the Craft skill and the DC table for Heal. Constructs under your long-term care gain the natural healing they would have if alive before applying the usual benefits, and your first aid restores one hit point to constructs that need first aid. 4 ranks: Your skills give life to a variety of contraptions. You gain a leadership score equal to three less than your ranks in Craft, plus your Intelligence modifier, and appropriate followers for it. Your followers granted by this feat are all constructs. They need not be sapient. You can repair your followers back to animation if they are destroyed. 9 ranks: You are able to construct a guardian for yourself, gaining a cohort. Your cohort from this feat must be a construct. If it is normally mindless, it has an Intelligence score equal to your ranks in Craft. Other mental attributes below your ranks in Craft are raised to equal your craft ranks. Finally, if your Intelligence modifier is positive, you may distribute that many single-point increases among your cohort's mental attributes. You can repair your cohort if it is destroyed. 14 ranks: Once per day per two craft ranks you have, you can repair a damaged construct in an instant. This behaves as a Heal or Raise Dead spell, except that it affects constructs and not living creatures. This is a spell-like ability. You can also craft constructs as though you had the Craft Construct feat. 19 ranks: Once per day, you can awaken a mindless construct, causing it to gain an Intelligence score of 3d6. If its Wisdom or Charisma scores are 6 or below, they are also raised to 3d6. This is a spell-like ability, and takes an hour of work.[/ooc], [ooc=Item Master]Use Magic Device ranks: 0: You gain a +3 bonus to Use Magic Device checks. 4: You don't suer mishaps with magic items. 9: When rolling Use Magic Device checks or random effects from magic items, you may roll twice and take the better result. 14: With a swift action and a successful Use Magic Device check against a DC of 30 + the item's caster level, you can gain the benets of a slotted magic item without needing to have a slot available (for instance, a third ring on your finger) for one round. 19: When you activate a wand or staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements. When using spell trigger, spell completion, or other consumable magic items, if you succeed on a Use Magic Device check of 40 + the caster level of the item as a swift action, the item or charges thereof are not consumed.[/ooc] Golden Helm Guild Member Benefits: +2 Appraise, +4 Craft (Trapmaking), 3 Bonus Crafting Feats* Leadership: 27 [b]Class Abilities/Etc[/b] [ooc=Eldritch (or Hellfire) Blast - at will]Close Range (25 feet +5 ft./2 levels), Ranged Touch Attack 1d6/Warlock Level Fire Damage, -2d6 for Hellfire[/ooc] [ooc=Call Construt 1/day] Summon/Create a Construct of CR EL-3 or double for CR-2 more per.[/ooc], [ooc=Expert Creation Sphere - at will]Special: You gain a bonus [Item Creation] feat. 1: unseen servant 3: make whole 5: minor creation 7: stone shape 9: major creation 11: fabricate 13: wall of iron [strike]15: magnicent mansion 17: wish (wealth and magic item only for free, spend for raise the dead and increase power of item only) 19: genesis (spc)[/strike][/ooc], [ooc=Advanced Metal Sphere - 3/day (each)]Special: You may burrow through metal using any existing Burrow speed. 1: magic vestment 3: chill metal (special bonus: heat metal, uses same slots) 5: keen edge 7: rusting grasp 9: major creation (metals only) 11: wall of iron 13: blade barrier [strike]15: iron body 17: binding 19: summon golem (iron only)[/strike][/ooc],[ooc=Basic Articfice Sphere]Special: Retain Essence and Materials — Can use one up magic items as if they were an artificer's craft reserve or raw materials of the item's base market value. (No shenanigans with reduced cost crafting, it's factored in to the old item;s price). Can break down magic items into multiple, cheaper items, another item of the same value, or combine magic items into a more expensive one (No wish economy items. Too unstable). 1: Lesser Armor/Weapon Augmentation: Temporary Weapon/Armor Enhancements of a varying "+" or cost — +1 or 5/10,000 GP 3: Spell Storing Item (no XP) - Store a 4th level or lower spell/power/etc in an item like a Glyph Seal from MIC 5: Item Alteration - Change buff "type" on an item: I.E. +10 Competence changes to Luck, or Vile, or Epic, or Enhancement, etc. 7: Rebirth of Iron: Restores Metal items. Like after a rust attack. Even brings them back from dust. 9: Armor/Weapon Augmentation: +3 or 35/70,000 GP 11: Fantastic Machine (creation, not Illusion) 13: Polymorph Any Object (Nonliving material only, cannot turn something INTO a creature, vice versa OK) [strike]15: Greater Armor/Weapon Augmentation: +5 or 100/200,000 GP 17: Greater Fantastic Machine (Creation, not Illusion) 19: Wish (Creation/Transmutation Spells/Infusions relating to Constructs or Objects Only. Spend for Magic Item stuff)[/ooc] Electricity Immunity, [ooc=Electric Magic]Treated as knowing all [Electricity] spells for qualifications/item activation/etc.[/ooc], [ooc=Electric Bolts - at will]1d6/Puppeteer level Fire Damage Ranged touch[/ooc], [ooc=Lightning Bolt - at will]1d6/Pup levels DC 10+˝Pup+Int mod[/ooc], [ooc=Jolt - at will]Standard Action, 1d6 [Electricity] to attacker if hit in next minute fort ˝ (10+CHA + ˝Pup)[/ooc], [ooc=Disrupting Shock]Standard Action: 1d6 [Electricity], Medium range, Stuns, Fort DC ˝/Negate 10+˝Pup+Int mod[/ooc], [ooc=Greased Lightning]From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than 1/2 of the damage inflicted by his electrical damage can be negated by hardness or immunity or resistance to electricity. In addition, the Puppeteer ignores the rst 5 points of Electricity Resistance that a target has.[/ooc], [ooc=Familiar]Type is changed to Construct[/ooc], [ooc=Repair Construct - at will]2d8+˝Pup[/ooc], [ooc=Arc Light - at will]Daylight - Move action[/ooc], [ooc=Perpetual Storm - constant]Call Lightning[/ooc], [ooc=Puppet the Dead, Persistent Puppet Army, Life Anew]Create and control up to ECL Construct Zombies not limited to one action, healed by Electricity[/ooc], [ooc=Create Flesh Golem]No XP cost, only one is immune to berserking[/ooc], [ooc=Tunneling - at will]Dimension Door[/ooc], [ooc=Magnetism - at will]Metal Telekenesis[/ooc], Living Construct, Energy Resistance 2 vs Acid/Cold/Fire, Vulnerable to Surprise, Technical Knack +4, [ooc=Golembane]Ignore Construct DR, knows spell vulnerabilities/immunities after one round[/ooc], [ooc=Construct Sense]Communicate telepathically with constructs within 60' and DC 15 Spot to identify[/ooc], Advanced Sphere Access [spoiler=Equipment][ooc=+1 Called Ghostward Deathward Dragonscale (Sonic) Shield]Standard action to summon to side, applies to Touch AC, Makes user immune to Death attacks [U]BAB Benefit[/U] +1: Each shield provides Energy Resistance to a specific energy type as appropriate to the dragon whose scales formed the shield. The ER is equal to the Shield Bonus the shield provides. +5: The Shield bonus of the shield adds to your Reflex saves against Supernatural Abilities. +10: You gain a +4 intimidate bonus against Dragons. And a similar bonus to your saving throws against Fear from Dragons. +15: You gain Evasion[/ooc]: WISH 1 JARVIS: WISH 2 (For Base Materials) [ooc=Strong Leg]+4 CON (graft), FF[/ooc] WISH 3 Wand of Haste (CL 5): WISH 4 Wand of Glitterdust (CL 3): WISH 5 Wand of Break Enchantment (CL 5): WISH 6 [ooc=Mirror of Fate]Divination @ 77%[/ooc]: WISH 7 [ooc=Banner of the Storm's Eye]Supresses Fear, Stun, Confused to all within 20'[/ooc]: WISH 8 [ooc=+1 Defending Spellblade Gauntlet: GDM]Targeted Greater Dispel Magic Reflects back at Caster, Enhancement Bonus as Misc to AC[/ooc]: WISH 9 Scrolls of Uncertain Providence: WISH 10 [ooc=Chainmail Glove of Taarnahm the Vigilant]Fashioned of tiny links of mithral, this +1 gauntlet bestows a +1 initiative bonus. The chainmail glove of Taarnahm the Vigilant also senses any creature within 120 feet who intends harm to the possessor, mentally alerting him or her of the danger from an unfriendly creature. (It does not however give any other clue to the identity of the threat.) Caster Level: 3rd; Prerequisites: Craft Wondrous Item, alarm; Market Price: 10,000 gp; Weight: 2 lb. [url]http://www.wizards.com/dnd/article.asp?x=dnd/mc/mc20020130a[/url][/ooc]: WISH 11 Wand of Clairvoyance/Clairaudince: WISH 12 Wand of Restoration: WISH 13 Wand of Dimensional Anchor: WISH 14 [ooc=Belt of Magnificence +4]+4 to all stats, MH[/ooc]: 50,000 GP (Starting Item) [ooc=Wonderous Writing Set with Papyrus of Deception]+10 total to Forgery, OA/CAdv[/ooc]: 5,900 GP » 2090.82 GP [ooc=Aspect Mirror]iPhone face-time[/ooc]: 2,000 GP (Starting Item) [srd=item;ooc]Gloves of Object Reading[/srd]: 1,500 GP (Starting Item) [ooc=Iron Heart Surge Vest]Removes one Status Ailment 1/encounter, ToB[/ooc]: 1,500 GP (Starting Item) [ooc=Cowl of Warding]Mind blank, freedom of movement, spell turning 6/day of choice[/ooc]: 200,800 GP » 60,993 GP ~Mundane Items~ Legendary Skill Items (+10) [ooc=Focusing Candle + Ungent of Timelessness]+1 Appraise/Decipher Script/Forgery/Search, CAdv/SRD[/ooc] [ooc=Shapesand]Changes into any mundane item, Sand[/ooc][/spoiler] [b]Skills[/b] Craft (Trapmaking) +63 Knowledge Devotion +53 Knowledge (Architecture and Engineering) +51 Craft (Metalwork) +49 Forgery +49 Heal +46 Sense Motive +46 Appraise +43 Disable Device +38 Search +38 Spellcraft +38 Perception +36 Profession (Mad Scientist) +36 Use Magic Device +35 Acrobatics +33 Athletics +30 Diplomacy +29 Craft (Other) +24 Knowledge (Other) +21 Concentration +20 Survival +19 Stealth +16 Everything Else: Mod+2 [b]Karma Points:[/b] 3 [b][size=+1]Jarvis[/size][/b] True Neutral [ooc=+1 Called Intelligent Dwarvencraft Sanctified Living Acid Washed Resilient Lightweight Reinforced Pitspawned Oerthlood Mithral Ghost Touch Mechanus Armor of Legend with Signature Crest & Ysgardian Heartwire]Mechanus Gear: 12 AC 0 MDB -8 ACP -8 ASP, 10,000 GP Mithral: +2 MDB, -3 ACP, 15 Hardness, 30 HP/in, 9,000 GP Dwarvencraft: 600 GP {RoS} Item of Legend: -5 ACP 750 GP {War of the Lance} Lightweight Reinforced: +1 AC, -10% Weight, 2,700 GP {Dragon 358} Acid Washed: +4 on saves vs Acid/Rust/Disintegration, 200 GP {Dragon 358} Resilient: +5 HP, 200 GP {Dragon 358} Oerthblood: +3 Luck vs magic, DR 3/-, hardness*2, HP*1.5, 20,000 GP {Dragon 351} Pitspawned: 1 dam to attacker, 600 GP {DMG2} Living Metal: +1 MDB, -5% ASF, 12 Hardness, 30 HP/in, Regenerates, 4,500 GP {PgtF or MaF} Signature Crest: 50 GP {RoS} Sanctified: 50 GP {Dun} Ysgardian Heartwire: +2 AC vs. critical confirmation, +1,500 GP {BoED} Intelligent: 9,000 GP Detect Magic: 5,000 GP Deathwatch: 2,700 GP Status: 11,000 GP Perception: 5,000 GP +1 Ghost Touch: 4,000 GP[/ooc] Tome Warlock 13 || Complete Arcane Warlock 5 / Eldritch Theurge 8 [B]Level[/B] 13, [B]Init[/B] 11, [B]HP[/B] 343, [B]DR[/B] 38/— [B]Speed[/B] 30' Fly (or +15' to wearer's ground) [B]AC[/B] 26 [B]Touch[/B] 13, [B]Flat-footed[/B] 26, [B]Fort[/B] +4, [B]Ref[/B] +8, [B]Will[/B] +16 [B]Base Attack Bonus[/B] 11/6 [B] Laser (Eldrich Blast + Energy Blast) [/B] +16 Ranged Touch or 120' Line Ref ˝ 13d6 Fire, 9d6 Untyped [b] Dispel Check[/b] 24 = 10+4+4+2+2+1+1 [B] Monk's Belt [/B] (+8 Armor, -5 Dex, +13 Natural) [B]Base Abilities[/B] Str - [-], Dex - [-], Int 24 = 17+5+2 [7], Wis 25 = 18+5+2 [7], Cha 30 = 18+5+3+4 [10] [B]Conditions:[/B] Construct Traits, Speech, Telepathy, 120' Darkvision, Hearing, Blindsense [B]Tome Feats (6):[/B] Magical Aptitude, Heighten SLA, Boost SLA, Maximize SLA, Empower SLA, Mage Slayer [B]Regular Feats: (13):[/B] Arcane Mastery, Elven Spell Lore, [ooc=Construct Meldshaper, Soultouched Spellcasting [4], Bonus Essentia]Magic of Incarnum[/ooc], Planar Touchstone (Inquisition Domain Power: +4 Dispel), Knowledge Devotion, [ooc=Shape Soulmeld (Therapeutic Mantle), Midnight Metamagic, Healing Soul]MoI[/ooc], Ability Focus, Extra Invocation [b]Runes:[/b] Monk's Belt, Dispelling Cord, Iron Heart Surge Vest +2 CHA, Chasuble of Fell Power +2 WIS, White Raven Tactics +2 INT, Ring of Spell Battle, Scrolls of Uncertain Providence, Boots of Skating, Dusty Rose Prisim, Warlock's Scepter, +10 Concentration Item, +1 Spellblade (GDM) Gauntlet, Orange Ioun Stone (WBL) [b]Class Abilities/Etc[/b] Pyre Sphere Mastery, Advanced Martyrdom Sphere, [ooc=Temporary Construct]As Call fiends[/ooc], Hellfire/Dark Blast, Construct Servant, Fiendish Resilience 1, [ooc=Sphereblast/Weave]Modified Spellblast/Spellweave to use Sphere "spells"[/ooc], Fell Flight, Voracious Dispelling, Warlock's Call, Eldritch Cone, See the Unseen, Dark One's Own Luck, Eldritch Spear, Imbue Item, ER 10 Acid/Sonic, ER 5 Fire, Eldritch Chain [b]Skills[/b] - Ranks & Feat/Item/Etc Bonuses Concentration: 21 Spellcraft: 23 Collector of Stories: 2 Perception: 23 Knowledge (Arcana/Religion/Planes/Nature/Dungeoneering/Local): 32 {Minimum +5 to Attack/Damages}
Condition and Effects
Additional Information
[b]Spell Effects[/b] Contingent Revivify [b]Regular Feats (18)[/b] [ooc=Apprentice Craftsman]Cohort & Craft Skill Bonus as per DMG2[/ooc], Improved Familiar, [ooc=Magical Artisan (Wondrous, Arms&Armor, Scepter*, Construct, Ring*)]GP/XP Cost Reduction by 25% {FRCS}[/ooc], Skill Focus (Metalwork/Trapmaking), [ooc=Exceptional Artisan]Crafting Time -25% {ECS}[/ooc], [ooc=Extraordinary Artisan]GP -25% {ECS}[/ooc], [ooc=Legendary Artisan]XP -25% {SBCS}[/ooc], Improved Cohort, [ooc=Rudimentary Intelligence*]Constructs Crafted Gain INT = ˝ CL (And Skill Points and Feats as usual), +8,000 GP to make{Dragon 327}[/ooc], Quicken Spell, Metamagic Spell Trigger, [ooc=Catalogues of Enlightenment]Warforged Domain Power - Rebuke Constructs[/ooc], [ooc=Channel Wand]Use SLA/Spell+1Lvl for Wand Charge[/ooc] [b]Tome Feats (6)[/b] [ooc=Natural Empath]Sense Motive ranks: 0: You gain a +3 bonus to Sense Motive checks. 4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours. 9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts. 14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment eect, you can nd out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information. 19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.[/ooc], [ooc=Master Craftsman]Benefits: This is a skill feat that scales with your ranks in Craft. 0 ranks: You get a +3 bonus to all Craft checks 4 ranks: You craft items twice as fast if you have at least 4 ranks in the appropriate craft skill. This means that you can earn twice as much money with Craft checks. 9 ranks: You can enchant magic items as though you had all the prerequisite feats if you have at least 9 ranks in the appropriate craft skill. You still need to meet the other prerequisites for this, such as caster level and spells known, or have a large supply of scrolls or wands that meet those requirements for you. 14 ranks: You can enchant magic items as though you knew every spell and had a caster level equal to your hit dice if you have at least 14 ranks in the appropriate craft skill. 19 ranks: You craft items for half the cost in both resources and experience if you have at least 19 ranks in the appropriate craft skill.[/ooc], [ooc=Battlefield Surgeon]Heal ranks: 0: You gain +3 to your Heal checks. 4: You can make rst aid, treat poison, and treat wound checks as move actions. 9: For every 5 points your Heal check exceeds the DC for long term care, your patients recover another +100% faster. For instance, if your Heal check result is 23, your patients would heal at thrice the normal rate. 14: If you operate on a patient for a minute, they regain hit points equal to your Heal check result. You also may, instead of healing hit point damage, cure any condition that heal could, reattach severed limbs, or repair ruined organs, if you succeed on a DC 30 check. Patients under your long-term care heal permanent ability drain as if it was ability damage. 19: With one hour of work, 25,000 gp worth of materials (which are consumed in the process), and a DC 40 Heal check, you can restore a creature that died within the last twenty-four hours to life. The subject's soul must be free and willing to return for the effect to work.[/ooc], Greater Teleport, [ooc=Clockwork Centurion]Benefits: This is a skill feat that scales with your ranks in Craft 0 ranks: You can repair constructs using the Craft skill and the DC table for Heal. Constructs under your long-term care gain the natural healing they would have if alive before applying the usual benefits, and your first aid restores one hit point to constructs that need first aid. 4 ranks: Your skills give life to a variety of contraptions. You gain a leadership score equal to three less than your ranks in Craft, plus your Intelligence modifier, and appropriate followers for it. Your followers granted by this feat are all constructs. They need not be sapient. You can repair your followers back to animation if they are destroyed. 9 ranks: You are able to construct a guardian for yourself, gaining a cohort. Your cohort from this feat must be a construct. If it is normally mindless, it has an Intelligence score equal to your ranks in Craft. Other mental attributes below your ranks in Craft are raised to equal your craft ranks. Finally, if your Intelligence modifier is positive, you may distribute that many single-point increases among your cohort's mental attributes. You can repair your cohort if it is destroyed. 14 ranks: Once per day per two craft ranks you have, you can repair a damaged construct in an instant. This behaves as a Heal or Raise Dead spell, except that it affects constructs and not living creatures. This is a spell-like ability. You can also craft constructs as though you had the Craft Construct feat. 19 ranks: Once per day, you can awaken a mindless construct, causing it to gain an Intelligence score of 3d6. If its Wisdom or Charisma scores are 6 or below, they are also raised to 3d6. This is a spell-like ability, and takes an hour of work.[/ooc], [ooc=Item Master]Use Magic Device ranks: 0: You gain a +3 bonus to Use Magic Device checks. 4: You don't suer mishaps with magic items. 9: When rolling Use Magic Device checks or random effects from magic items, you may roll twice and take the better result. 14: With a swift action and a successful Use Magic Device check against a DC of 30 + the item's caster level, you can gain the benets of a slotted magic item without needing to have a slot available (for instance, a third ring on your finger) for one round. 19: When you activate a wand or staff, you can substitute a spell slot instead of using a charge. The spell slot must be one you have not used for the day, though you may lose a prepared spell to emulate a wand charge (you may not lose prepared spells from your school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements. When using spell trigger, spell completion, or other consumable magic items, if you succeed on a Use Magic Device check of 40 + the caster level of the item as a swift action, the item or charges thereof are not consumed.[/ooc] Golden Helm Guild Member Benefits: +2 Appraise, +4 Craft (Trapmaking), 3 Bonus Crafting Feats* Leadership: 27 [b]Class Abilities/Etc[/b] [ooc=Eldritch (or Hellfire) Blast - at will]Close Range (25 feet +5 ft./2 levels), Ranged Touch Attack 1d6/Warlock Level Fire Damage, -2d6 for Hellfire[/ooc] [ooc=Call Construt 1/day] Summon/Create a Construct of CR EL-3 or double for CR-2 more per.[/ooc], [ooc=Expert Creation Sphere - at will]Special: You gain a bonus [Item Creation] feat. 1: unseen servant 3: make whole 5: minor creation 7: stone shape 9: major creation 11: fabricate 13: wall of iron [strike]15: magnicent mansion 17: wish (wealth and magic item only for free, spend for raise the dead and increase power of item only) 19: genesis (spc)[/strike][/ooc], [ooc=Advanced Metal Sphere - 3/day (each)]Special: You may burrow through metal using any existing Burrow speed. 1: magic vestment 3: chill metal (special bonus: heat metal, uses same slots) 5: keen edge 7: rusting grasp 9: major creation (metals only) 11: wall of iron 13: blade barrier [strike]15: iron body 17: binding 19: summon golem (iron only)[/strike][/ooc],[ooc=Basic Articfice Sphere]Special: Retain Essence and Materials — Can use one up magic items as if they were an artificer's craft reserve or raw materials of the item's base market value. (No shenanigans with reduced cost crafting, it's factored in to the old item;s price). Can break down magic items into multiple, cheaper items, another item of the same value, or combine magic items into a more expensive one (No wish economy items. Too unstable). 1: Lesser Armor/Weapon Augmentation: Temporary Weapon/Armor Enhancements of a varying "+" or cost — +1 or 5/10,000 GP 3: Spell Storing Item (no XP) - Store a 4th level or lower spell/power/etc in an item like a Glyph Seal from MIC 5: Item Alteration - Change buff "type" on an item: I.E. +10 Competence changes to Luck, or Vile, or Epic, or Enhancement, etc. 7: Rebirth of Iron: Restores Metal items. Like after a rust attack. Even brings them back from dust. 9: Armor/Weapon Augmentation: +3 or 35/70,000 GP 11: Fantastic Machine (creation, not Illusion) 13: Polymorph Any Object (Nonliving material only, cannot turn something INTO a creature, vice versa OK) [strike]15: Greater Armor/Weapon Augmentation: +5 or 100/200,000 GP 17: Greater Fantastic Machine (Creation, not Illusion) 19: Wish (Creation/Transmutation Spells/Infusions relating to Constructs or Objects Only. Spend for Magic Item stuff)[/ooc] Electricity Immunity, [ooc=Electric Magic]Treated as knowing all [Electricity] spells for qualifications/item activation/etc.[/ooc], [ooc=Electric Bolts - at will]1d6/Puppeteer level Fire Damage Ranged touch[/ooc], [ooc=Lightning Bolt - at will]1d6/Pup levels DC 10+˝Pup+Int mod[/ooc], [ooc=Jolt - at will]Standard Action, 1d6 [Electricity] to attacker if hit in next minute fort ˝ (10+CHA + ˝Pup)[/ooc], [ooc=Disrupting Shock]Standard Action: 1d6 [Electricity], Medium range, Stuns, Fort DC ˝/Negate 10+˝Pup+Int mod[/ooc], [ooc=Greased Lightning]From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than 1/2 of the damage inflicted by his electrical damage can be negated by hardness or immunity or resistance to electricity. In addition, the Puppeteer ignores the rst 5 points of Electricity Resistance that a target has.[/ooc], [ooc=Familiar]Type is changed to Construct[/ooc], [ooc=Repair Construct - at will]2d8+˝Pup[/ooc], [ooc=Arc Light - at will]Daylight - Move action[/ooc], [ooc=Perpetual Storm - constant]Call Lightning[/ooc], [ooc=Puppet the Dead, Persistent Puppet Army, Life Anew]Create and control up to ECL Construct Zombies not limited to one action, healed by Electricity[/ooc], [ooc=Create Flesh Golem]No XP cost, only one is immune to berserking[/ooc], [ooc=Tunneling - at will]Dimension Door[/ooc], [ooc=Magnetism - at will]Metal Telekenesis[/ooc], Living Construct, Energy Resistance 2 vs Acid/Cold/Fire, Vulnerable to Surprise, Technical Knack +4, [ooc=Golembane]Ignore Construct DR, knows spell vulnerabilities/immunities after one round[/ooc], [ooc=Construct Sense]Communicate telepathically with constructs within 60' and DC 15 Spot to identify[/ooc], Advanced Sphere Access [spoiler=Equipment][ooc=+1 Called Ghostward Deathward Dragonscale (Sonic) Shield]Standard action to summon to side, applies to Touch AC, Makes user immune to Death attacks [U]BAB Benefit[/U] +1: Each shield provides Energy Resistance to a specific energy type as appropriate to the dragon whose scales formed the shield. The ER is equal to the Shield Bonus the shield provides. +5: The Shield bonus of the shield adds to your Reflex saves against Supernatural Abilities. +10: You gain a +4 intimidate bonus against Dragons. And a similar bonus to your saving throws against Fear from Dragons. +15: You gain Evasion[/ooc]: WISH 1 JARVIS: WISH 2 (For Base Materials) [ooc=Strong Leg]+4 CON (graft), FF[/ooc] WISH 3 Wand of Haste (CL 5): WISH 4 Wand of Glitterdust (CL 3): WISH 5 Wand of Break Enchantment (CL 5): WISH 6 [ooc=Mirror of Fate]Divination @ 77%[/ooc]: WISH 7 [ooc=Banner of the Storm's Eye]Supresses Fear, Stun, Confused to all within 20'[/ooc]: WISH 8 [ooc=+1 Defending Spellblade Gauntlet: GDM]Targeted Greater Dispel Magic Reflects back at Caster, Enhancement Bonus as Misc to AC[/ooc]: WISH 9 Scrolls of Uncertain Providence: WISH 10 [ooc=Chainmail Glove of Taarnahm the Vigilant]Fashioned of tiny links of mithral, this +1 gauntlet bestows a +1 initiative bonus. The chainmail glove of Taarnahm the Vigilant also senses any creature within 120 feet who intends harm to the possessor, mentally alerting him or her of the danger from an unfriendly creature. (It does not however give any other clue to the identity of the threat.) Caster Level: 3rd; Prerequisites: Craft Wondrous Item, alarm; Market Price: 10,000 gp; Weight: 2 lb. [url]http://www.wizards.com/dnd/article.asp?x=dnd/mc/mc20020130a[/url][/ooc]: WISH 11 Wand of Clairvoyance/Clairaudince: WISH 12 Wand of Restoration: WISH 13 Wand of Dimensional Anchor: WISH 14 [ooc=Belt of Magnificence +4]+4 to all stats, MH[/ooc]: 50,000 GP (Starting Item) [ooc=Wonderous Writing Set with Papyrus of Deception]+10 total to Forgery, OA/CAdv[/ooc]: 5,900 GP » 2090.82 GP [ooc=Aspect Mirror]iPhone face-time[/ooc]: 2,000 GP (Starting Item) [srd=item;ooc]Gloves of Object Reading[/srd]: 1,500 GP (Starting Item) [ooc=Iron Heart Surge Vest]Removes one Status Ailment 1/encounter, ToB[/ooc]: 1,500 GP (Starting Item) [ooc=Cowl of Warding]Mind blank, freedom of movement, spell turning 6/day of choice[/ooc]: 200,800 GP » 60,993 GP ~Mundane Items~ Legendary Skill Items (+10) [ooc=Focusing Candle + Ungent of Timelessness]+1 Appraise/Decipher Script/Forgery/Search, CAdv/SRD[/ooc] [ooc=Shapesand]Changes into any mundane item, Sand[/ooc][/spoiler]
[b]Skills[/b] Craft (Trapmaking) +63 Knowledge Devotion +53 Knowledge (Architecture and Engineering) +51 Craft (Metalwork) +49 Forgery +49 Heal +46 Sense Motive +46 Appraise +43 Disable Device +38 Search +38 Spellcraft +38 Perception +36 Profession (Mad Scientist) +36 Use Magic Device +35 Acrobatics +33 Athletics +30 Diplomacy +29 Craft (Other) +24 Knowledge (Other) +21 Concentration +20 Survival +19 Stealth +16 Everything Else: Mod+2 [b]Karma Points:[/b] 3 [b][size=+1]Jarvis[/size][/b] True Neutral [ooc=+1 Called Intelligent Dwarvencraft Sanctified Living Acid Washed Resilient Lightweight Reinforced Pitspawned Oerthlood Mithral Ghost Touch Mechanus Armor of Legend with Signature Crest & Ysgardian Heartwire]Mechanus Gear: 12 AC 0 MDB -8 ACP -8 ASP, 10,000 GP Mithral: +2 MDB, -3 ACP, 15 Hardness, 30 HP/in, 9,000 GP Dwarvencraft: 600 GP {RoS} Item of Legend: -5 ACP 750 GP {War of the Lance} Lightweight Reinforced: +1 AC, -10% Weight, 2,700 GP {Dragon 358} Acid Washed: +4 on saves vs Acid/Rust/Disintegration, 200 GP {Dragon 358} Resilient: +5 HP, 200 GP {Dragon 358} Oerthblood: +3 Luck vs magic, DR 3/-, hardness*2, HP*1.5, 20,000 GP {Dragon 351} Pitspawned: 1 dam to attacker, 600 GP {DMG2} Living Metal: +1 MDB, -5% ASF, 12 Hardness, 30 HP/in, Regenerates, 4,500 GP {PgtF or MaF} Signature Crest: 50 GP {RoS} Sanctified: 50 GP {Dun} Ysgardian Heartwire: +2 AC vs. critical confirmation, +1,500 GP {BoED} Intelligent: 9,000 GP Detect Magic: 5,000 GP Deathwatch: 2,700 GP Status: 11,000 GP Perception: 5,000 GP +1 Ghost Touch: 4,000 GP[/ooc] Tome Warlock 13 || Complete Arcane Warlock 5 / Eldritch Theurge 8 [B]Level[/B] 13, [B]Init[/B] 11, [B]HP[/B] 343, [B]DR[/B] 38/— [B]Speed[/B] 30' Fly (or +15' to wearer's ground) [B]AC[/B] 26 [B]Touch[/B] 13, [B]Flat-footed[/B] 26, [B]Fort[/B] +4, [B]Ref[/B] +8, [B]Will[/B] +16 [B]Base Attack Bonus[/B] 11/6 [B] Laser (Eldrich Blast + Energy Blast) [/B] +16 Ranged Touch or 120' Line Ref ˝ 13d6 Fire, 9d6 Untyped [b] Dispel Check[/b] 24 = 10+4+4+2+2+1+1 [B] Monk's Belt [/B] (+8 Armor, -5 Dex, +13 Natural) [B]Base Abilities[/B] Str - [-], Dex - [-], Int 24 = 17+5+2 [7], Wis 25 = 18+5+2 [7], Cha 30 = 18+5+3+4 [10] [B]Conditions:[/B] Construct Traits, Speech, Telepathy, 120' Darkvision, Hearing, Blindsense [B]Tome Feats (6):[/B] Magical Aptitude, Heighten SLA, Boost SLA, Maximize SLA, Empower SLA, Mage Slayer [B]Regular Feats: (13):[/B] Arcane Mastery, Elven Spell Lore, [ooc=Construct Meldshaper, Soultouched Spellcasting [4], Bonus Essentia]Magic of Incarnum[/ooc], Planar Touchstone (Inquisition Domain Power: +4 Dispel), Knowledge Devotion, [ooc=Shape Soulmeld (Therapeutic Mantle), Midnight Metamagic, Healing Soul]MoI[/ooc], Ability Focus, Extra Invocation [b]Runes:[/b] Monk's Belt, Dispelling Cord, Iron Heart Surge Vest +2 CHA, Chasuble of Fell Power +2 WIS, White Raven Tactics +2 INT, Ring of Spell Battle, Scrolls of Uncertain Providence, Boots of Skating, Dusty Rose Prisim, Warlock's Scepter, +10 Concentration Item, +1 Spellblade (GDM) Gauntlet, Orange Ioun Stone (WBL) [b]Class Abilities/Etc[/b] Pyre Sphere Mastery, Advanced Martyrdom Sphere, [ooc=Temporary Construct]As Call fiends[/ooc], Hellfire/Dark Blast, Construct Servant, Fiendish Resilience 1, [ooc=Sphereblast/Weave]Modified Spellblast/Spellweave to use Sphere "spells"[/ooc], Fell Flight, Voracious Dispelling, Warlock's Call, Eldritch Cone, See the Unseen, Dark One's Own Luck, Eldritch Spear, Imbue Item, ER 10 Acid/Sonic, ER 5 Fire, Eldritch Chain [b]Skills[/b] - Ranks & Feat/Item/Etc Bonuses Concentration: 21 Spellcraft: 23 Collector of Stories: 2 Perception: 23 Knowledge (Arcana/Religion/Planes/Nature/Dungeoneering/Local): 32 {Minimum +5 to Attack/Damages}
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Items to Mimic with Shapesand: Masterwork Tools, 12' Poles, Ladders, Tools, Flint and Steel, Tarpaulin, Animal Call, Periscope, Bolt Cutters, Listening Cone Fabricate Trap: (CR 22, Trapmaking DC 50) Search/Disable DC 15: -2 Attack Bonus 24: +2 Touch Attack: +1 Multiple Targets: +1 (10 x 10 Area) 126 Damage: +20 Each 5 over 30 = +3 CR = +21 Damage Golden Helm Guild Rank: Exalted, 30 = 6+8+3+17 (32,906.25 GP of magic items) Followers by CR: ˝ (700); 1 (350); 1˝ (160) 2 (150) 2˝ (130) 3 (120) 4 (60) 5 (30) 6 (14) 7 (10) 8 (8) 9 (6) 10 (6) Listed Followers are only the main ones. If it's a construct and under CR 10, chances are it can be found in Tikk's Shop. ˝: Dedicated Wights; 1: Clockwork Menders; 1˝: 2: Universal Keys, Spider Thieves, Crawling Claws, Warforged Artificers; 3: Umbral Spies; 4: Half Golems, 5: Warforged Charger; 6: Generics; 7: Nimblewrights, Flesh Golem; 8: Generics; 9: Zelekhuts, Adamantine Horrors;10: Runic Guardians Generics At all levels: Effigies, Elder Eidolons, and Warforged Artificers; After 1: Dust-Stuffed; After 4: Half-Golems; 5: Warforged Chargers Stronghold: 100,000 GP Base, Free Labor: -30% construction Costs base (Hey, I make Constructs!) Iron Internal/External Walls from Wall of Iron + Hardness Increasing Spells -15% for Dreamland parts. Space Prices: Basic Magic Laboratory x 20: 10,000 GP > 8,500 Lyre of Building: 6,500 GP Rune Circle of Greater Plane Shift x1: 22,750 -20% Cost modifier for Sigil parts Fancy Shop x4: 16,000 GP > 12,800 Luxury Shoppe x1: 16,000 GP > 12,800 Fancy Storage x2: 2,000 GP > 1,600 GP Fancy Office x1: 2,500 GP > 2,000 GP Rune Circle of Greater Plane Shift x1: 22,750 Forbiddances, Greater Alarms, Guards and Wards, Teleport Cages, Interplanar Message Contingencies Tikk's Followers roam the Sigil shop, nearly all have price tags.