| Post/Author/DateTime | Post |
|---|---|
| crimsonwolf03-27-07, 01:40 AM | Whoever Thinks They can handle this will win 2 cookies... A Artficer with a Natrulist Varient Feel. Now this Deos not have to be a complete overhaul. But merly simple flavor added to the storyline of the class and/or small flavor feats... IE Palidien Code but Gaining lots of side benfits. |
| FreAkOuTRG03-27-07, 06:24 AM | You lost me after "Artficer Varient". What exactly do you want? |
| kadeity03-27-07, 07:52 AM | Im looking for an Artificer with a Naturalist Variant Feel. Now this Does not have to be a complete overhaul; it could merely be a simple change of flavor or small flavor feats. For example they could have something similar to the Paladin's Code but Gain several benefits in exchange. there. i made it readable. Anyway, i dont think too many people will make an artificer variant, as its not in the SRD so posting too much of the stuff is sortof against the rules and borderline illegal. HOWEVER! if your looking for a nonmagical crafter, ive been stuck on this class called Coglayer from the Dragonmech setting that is published by Goodman Games. They are like a Gadgetteer and really alot of fun to play. seriously! |
| crimsonwolf03-27-07, 11:11 AM | umm No wasent looking for anything was just a challange :) |
| Warforged Goblin03-27-07, 12:08 PM | THE NATURALIST ARTIFICER The naturalist artificer variant may be taken at 1st, 2nd, or 4th level. 1st Level: BAB: +0 Saves: 0/0/2 Special: Artificer knowledge, artisan bonus, item creation, natural hazard specailist, Scribe Scroll Craft Reserve: 20 Infusions: 1st- 2 Natural Hazard Specialist (Ex): A naturalist artificer gains a +2 bonus on Search, Spot, and Survival checks made to avoid natural hazards. In addition, he gains a +2 bonus to his saving throws against such hazards. This replaces the artificer's disable trap ability. 2nd Level: BAB: +1 Saves: 0/0/3 Special: Craft Skull Talisman Craft Reserve: 40 Infusions: 1st- 3 Craft Skull Talisman: A naturalist artificer gains Craft Skull Talisman item creation feat (see Frostburn) as a bonus feat at 2nd level. This replaces the standard bonus item creation feat normally gained at 2nd level. 4th Level: BAB: +3 Saves: 1/1/4 Special: Craft bogun, bonus feat Craft Reserve: 80 Infusions: 1st- 3; 2nd- 2 Craft Bogun (Ex): At 4th level, a naturalist artificer can create a bogun. This process is detailed in both the Complete Divine and the Spell Compendium. He must emulate the spells needed (beget bogun, control plants, and wood shape) as normal for making magic items, and he must pay all the gold and XP costs (though he can spend points from his craft reserve). A naturalist artificer can upgrade an exisiting bogun that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. If a naturalist artificer gives his bogun more than 6 hit dice, it becomes a Small creature and advances as described in the Monster Manual. The bogun gains an extra 10 hit points for being a Small construct. A naturalist artificer's bogun can have as many hit dice as its master's hit dice minus 2. No mater how many hit dice it has, a bogun never grows larger than Small. How's that? |
| crimsonwolf03-27-07, 07:01 PM | looks like your gonna earn the cookies |
| crimsonwolf03-28-07, 04:12 PM | you offiical win three cookies .. p.ese place on your sig... there will be more contets later stay tuned |
| Warforged Goblin03-28-07, 04:15 PM | you win three cookies... please place on your sig... there will be more contests later... stay tuned And how do I do this, for I love the cookie... |
| crimsonwolf03-28-07, 06:16 PM | look up your smily info... and put it in your sig :D theres a simly of a cookie |