Lamannia Release Notes For Update 11: Secrets of the Artificers
Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These release notes were posted on Thursday, August 25th, 2011. These notes are subject to change.
News & Notes
Of Special Note:
Secrets of the Artificers
The biggest update of the year brings a new era of magic! Home of the Artificers, House Cannith is a new high level quest hub where magic and mechanics converge. House Cannith includes a new public area, a new Cannith Crafting Hall, a premium adventure pack (free to VIPs) featuring a new wilderness area, 3 new dungeons, and 2 new high level raids. Born in war, forged in fury, Stormreach faces its most terrible foe yet! Adventure Area: The Cannith Manufactury - In the center of the House Cannith enclave lies the soaring Manufactury – a vast complex that demonstrates the technical mastery of House Cannith. Battle two invading forces as you explore the Manufactury’s offices, workshops, and research facilities. Quest: Schemes of the Enemy - Negotiate with different rebel factions, infiltrate the depths of the Cannith Manufactury, and deal with its devious devices. Plus, field-test one of House Cannith’s new weapons prototypes – as the target. Quest: Blown to Bits - How do you stop powerful invading forces from turning House Cannith’s warehouse full of constructs into his own personal army? Explosives. Lots and lots of explosives. Quest: Power Play - A powerful enemy has disabled the Cannith Crystals that House Cannith’s artificers draw upon. Can you restore arcane power to the Manufactury and defeat the deadly enemy lieutenants? Raid: The Lord of Blades - Eberron’s most powerful warforged has come to Stormreach, looking for one of House Cannith’s oldest secrets. He’s as powerful as a god, filled with rage, in command of an army, and looking for vengeance. What could be worse? You’re about to find out. Twelve-player raid. Raid: The Master Artificer - Once one of House Cannith’s brightest stars, Toven d’Cannith was cast down and disgraced when the Lord of Blades attacked the Manufactury. Now Toven has a simple plan to fix everything – a plan you must halt at all costs. Twelve-player raid. New Class: Artificers
A blend of Rogue and Arcane classes, the Artificer uses specially created weapons called Rune Arms and Iron Defender minions to challenge their foes. Artificers created the magical wonders of Eberron, from the Warforged to the Airships, and the magic items that everyone desires. They enchant weapons, armor, and even constructs with magical power, temporarily enhancing them beyond the norm. Artificers can also play a supporting role as a party healer, with Curative Admixtures and repair spells. Artificers can imbue their Rune Arms with power to fire blasts of magical energy. For more detail on the Artificer, see the Release Notes below.
General Changes
Armor Appearance Kits Dark/Steel Leaf armors that saw their decorations change to the color gold in a previous update have had their steel-colored look returned. Classes Artificers are now in DDO as a playable class! For a limited time, all Artificers will need to start at level 1, and play through all levels of the class. Players can True Reincarnate into an Artificer if they have the Artificer class unlocked, but players cannot swap non-Artificer levels for Artificer levels using Lesser or Greater Reincarnations, and cannot take Artificer levels from the Veteran Status boat. Artificers are able to summon Iron Defender minions using a special ability. These minions are similar to hirelings, and enable a UI bar for players to control their pet's actions. The minions are treated as hirelings, but do not take up a party slot. The Iron Defender will level up with the number of Artificer levels of its owner, and gain two action points per Artificer level that can be spent on special Iron Defender enhancements. The death of an Iron Defender is traumatic for the Artificer, causing the Artificer to take 10% of their maximum hit points in damage (but cannot bring the Artificer below 1 hit point), and 10% of an Artificer's maximum spell points. Iron Defenders have Modules that can be equipped from their "inspect" screen. Docents and modules created in Device Workstations can be equipped in module slots. NEW (Lammania Only): Docents can now be equipped on Iron Defenders. NEW (Lammania Only): Iron Defenders now retain their equipped docents when a character goes through a Lesser Reincarnation. Iron Defenders can be named one time only by players. The ability to rename an Iron Defender is expected to be available in a future update. Artificers are the only class that have the ability to use special Rune Arms to fire blasts of magical energy. These House Cannith creations will equip to the Artificer's off-hand weapon slot, and allow Artificers to use one-handed weapons or crossbows in their main hand. When a Rune Arm is equipped, the "Alt" key is used to fire the Rune Arm. The key is pressed to begin charging the Rune Arm; hitting the key again will fire the weapon. Rune Arms can be charged only a limited amount while moving, but can be powered to become far more powerful when the Artificer is standing still. Charging a Rune Arm does not interrupt or prevent other actions, but may hinder some abilities or speed while a charge is held. A charge-up UI shows what tier of charging the Rune Arm has reached. Rune Arms have a cooldown that is tied to the level of the charge fired. NEW (UPDATED FOR LAMMANIA): The key to fire a rune arm has been changed from "Caps Lock" to "Alt". This change will not modify existing Lammania installations unless you reset your keymap to the default settings. There are several different Rune Arm fire patterns. Many will fire projectiles at a selected hard target, or at the reticle if no target is hard selected, while others fire unguided shots at the reticle or fire blasts of energy in an area in front of the Artificer. Rune Arms have imbue effects that apply to your equipped weapons. For example, Thought Spike, a Tier One Force Shot Rune Arm, adds 1 to 2 points of Force damage to all of the Artificer’s melee or ranged attacks. Artificers can select bonus feats at levels 4, 8, 12, 16, and 20 from the following list: Augment Summoning, Construct Essence, Adamantine Body, Improved Fortification, Mithral Body, Mithral Fluidity, Improved Critical: Ranged, Power Critical: Ranged, Weapon Focus: Ranged, Point Blank Shot, Rapid Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Any Dragonmark of Making, Any Skill Focus, Any Metamagic. The ki costs for higher tiers of monk elemental and void attacks have been reduced to 5 ki each. NEW (Lammania Only): Artificers now have their proper gear displayed during character generation. NEW (Lammania Only): Iron Defenders no longer enjoy breaking barrels and crates as much as they used to. NEW (Lammania Only): Iron Defenders will no longer repeatedly teleport to their owners when their owner is on a moving platform. NEW (Lammania Only): Artificer character paths are now available for 28 point character builds. NEW (Lammania Only): The sound and visuals have been improved when a rune arm charge decays. NEW (Lammania Only): Fixed an issue which caused Artificers to move slowly when their rune arms were inactive. Combat NEW (Updated for Lammania):The mechanics behind crossbow combat have been updated: The "reload" animation has been broken apart from the "fire" animation of crossbows. "Attacking" with an unloaded crossbow will now cause the player to reload the crossbow. When a player fires a loaded crossbow, the crossbow will fire. Clicking the attack button again will reload. This means that it is now possible to fire a crossbow and then start spellcasting without waiting for the crossbow to reload, although the crossbow will need to be reloaded before they can fire again. Crossbows start unloaded when equipped (you don't want to keep a loaded crossbow in your pack, do you?), but you will start an interruptible reload after equipping it. Repeating crossbows, in the hands of a proficient character, now fire three-round bursts (with sufficient ammunition.) One "click" will fire all three shots. This will resolve synchronization issues that sometimes caused repeating crossbows to "lose" shots. It is no longer possible to fire one or two shots with a repeating crossbow without interrupting the attack through other means. Once a Repeating Crossbow attack is interrupted, the crossbow will need to be reloaded before firing again. Repeating Crossbows still function as regular crossbows when wielded by non-proficient characters. Crossbows now have slightly differing reload rates, with Light Crossbows reloading the fastest, and Great Crossbows reloading the slowest. The Rapid Reload feat now significantly increases the reload speed of crossbows. NEW : Adjustments have been made to crossbow attack speeds. Base Attack Bonus now plays a larger role in determining crossbow attack speed. NEW (Lammania Only): There is no longer a difference in attack speed with crossbows between "click-and-hold" and "click-to-attack" combat styles. NEW (Lammania Only): Reloading a crossbow no longer makes a sound as if a bolt was fired. Crafting Players can now make Cannith Crafting items up to level 150. Trapmaking no longer requires Soul Gems, and instead requires various crafting essences. The amount of crafting XP required to level has been reduced. Players may see their crafting level automatically increase when they first log in as a result. The drop rate of Greater Essences has been increased. Several new Trapmaking recipes have been added. NEW (Lammania Only): Artificers can now use trapmaking grenades. Crafted Holy handwraps will now correctly bypass good damage reduction on devils, orthons, or other monsters with good DR. NEW : The amount of delay has been lessened when a crafting device is searching for recipes. (Lamannia Only): The minimum level of items has once again been capped at level 20. Special Runestones are now available exclusively thru crafting using Cannith Crafting devices. These magical stones allow characters to debuff enemy targets. There are three different types of runestones, and they come in four strengths. New Bound to Account arrows and bolts can now be crafted using the Cannith Bound Crafting devices, including Holy, Acid, Fire, Frost, Shock, and Bane arrows, with an enchantment level of +1 through +5. A new crafting recipe is available to reduce the minimum level usage restriction on a crafted item by 2. The recipe is called Masterful Craftsmanship I, and requires a special Bound to Account item that is only available from a House Cannith favor vendor or rare treasure drop. Currently, House Cannith favor can only be acquired by high level characters, but this will change in a future update. Deconstructing low-tier effects from high-end loot will now return more essences. A bug that was driving up the Total Enchantment Level of crafted items with charges has been fixed. This mainly applies to caster damage amplification clickies. These items will now have two less Total Enchantment Value, which means they will have a lower minimum level of 3 or 4. Ghost Touch crafted handwraps now work correctly. Recipes will now properly update their XP return and success rate after crafting. Fixed an issue that prevented crafting vendors from buying equipment. Crafting devices should no longer need to be closed and reopened upon a crafting failure or other error. Several Greater Bane recipes in the Bound Shard Device incorrectly required three Soul Gems. They now require just one. Many regular Bane recipes in the Unbound Shard Device incorrectly required one Soul Gem. They now require a stack of three. Adamantine Ore now stack up to 150, which allows players to craft certain Construct Bane and Greater Bane recipes that had previously not been craftable. +3 Tomes have been removed from the crafting “Trade Essences” barter shop. The crafting vendor NPCs will no longer accept +3 Tomes in exchange for Purified Eberron Dragonshard Fragments. Moving from one page to another in a Cannith Crafting Device recipe list will now snap the scroll bar back to the top of the list. Guilds Officers can now usurp a guild after 60 days if there is no successor, or if the successor has been inactive for 60 days. Hirelings Rogue hirelings no longer have a drinking problem. NEW : Hirelings will no longer improperly attack enemies while in their defensive stance. NEW (Lammania Only): Hirelings once again have tooltips for their spells. Items NEW : Alchemical items are now available! These items can be obtained and upgraded through the new raids in the "Secrets of the Artificers" adventure pack. NEW (Lammania Only): New colors have been added to goggles. NEW (Lammania Only): Scrolls for the Artificer spells Black Dragon Bolt, Static Shock, Lightning Motes, and Prismatic Strike have been added to the treasure tables. NEW (Lammania Only): Artificers can no longer use their rune arms while dead. Dragonscale Armors no longer require special repair shops. The Gianthold armor quests have been removed from the game, and replaced with barter shops. NEW (Lammania Only): Gianthold dragon and giant relic collectors now offer the appropriate armors in exchange for relics. NEW (Lammania Only): Rune arms will now charge properly after a player stops running. NEW (Lammania Only): Artificer spell components now have a unique icon. NEW (Lammania Only): Artificer end reward lists have been adjusted. The cost of regular Dragonscale armors have been reduced to 20 scales. The cost of Dragoncrafted, Elfcrafted, and Giantcrafted armors have been reduced to 10 relics. Great Crossbows now knock most opponents over on a vorpal strike (floating targets, bosses, and raid bosses are immune to this effect.) Descriptions have been updated for exotic weapon proficiencies to include the special abilities granted by those weapons when proficient. Epic treasure from the Phiarlan Carnival adventure pack has been upgraded: Epic Antique Greataxe: The weapon now includes Righteousness, and has an increased base damage of 3d10. The Adamantine property has been fixed. Epic Kronzek's Cruelty: The weapon now includes Lightning Strike and Improved Destruction. Epic Phiarlan Spy Dagger: The weapon now includes Improved Paralyzing. Epic Noxious Fang: The weapon now includes Disintegration. Epic Garos' Malice: The weapon now includes Greater Incineration, which procs approximately twice as frequently as normal Incineration. Epic Brimstone Verge: The wand's Fireball benefit has been replaced by Delayed Blast Fireball, and now includes Epic Combustion VII, a 60% damage boost. Epic Roderic's Wand: The wand now grants Augment Summoning while held. Epic Brawn's Spirits: The item now includes Incite 10% and Exceptional Constitution +2. Epic Grim's Bracelet: The item now includes Dodge +3. Epic Mask of Comedy: The itsm's Improved Healing Lore benefit has been changed to Superior Healing Lore, and the weapon now includes Superior Devotion VII. Epic Mask of Tragedy: The item's Improved Void Lore benefit has been changed to Superior Void Lore, and the weapon now includes Superior Nullification VII. Epic Phiarlan Mirror Cloak: The item has had its Spell Resistance benefit increased to 30, and now includes Spell Absorption (5 charges). The item also has Greater Light Resistance, and retains its Blurry benefit. Epic Ring of Elemental Essence: The item now includes Epic Combustion/Glaciation/Magnetism/Corrosion (60% damage boost), and Inherent Resistance 5 to Acid/Cold/Fire/Electric. Epic Shimmering Pendant: The item's Charisma boost has been increased to +7, and has had its skill boosts increased to +20. Epic treasure from the Sentinels of Stormreach adventure pack has been upgraded: Epic Elyd Edge: The weapon now includes Screaming, as well as Cacophony, a sonic damage effect equal in proc rate and power to Incineration. This weapon now uses the higher of Strength or Charisma for to-hit and damage, and has a new effect called Inspiring Echoes in which a Bard wielder's Inspire Heroics, Inspire Competence and Song of Freedom become Area of Effect benefits while this weapon is held. Epic Midnight's Greetings: The weapon's Enhancement bonus is now equal to a character's Intelligence modifier (minimum of 6, maximum of 10). The weapon's Deception benefit has been replaced by Improved Deception, and now features Improved Paralyzing as well. The weapon now boosts Assassinate DCs by 2, and will use the higher of Strength or Dexterity for to-hit and damage. Epic Deneith Heavy Chain: This armor now has Superior False Life and Vertigo +15. Epic Blademark's Docent: This docent now features Superior False Life and Vertigo +15. Epic Chimera's Crown: This item now grants stacking hit points depending on the number of Dragonmarks a charact has: 1 Dragonmark grants 10 HP, 2 grants 15, and 3 grants 20. 3 Dragonmarks will also grant Spell Resistance 30. Epic Chimera's Fang: This weapon now has a +6 enhancement bonus, 2d10 base damage, Silver, Keen, Shocking Burst, Disintegration, Destruction, Shatter +10, and a Red Augment Slot. The weapon also grants additional abilities based on the number of Dragonmarks a wielding character has: 1 or more Dragonmarks: Bastard Sword proficiency, +7 enhancement bonus 2 or more Dragonmarks: Greater Parrying, +8, Incite 10% 3 Dragonmarks (non-Sentinel): Sup. Parrying, +8, Incite 15% 3 Dragonmarks (all Sentinel): +10, Fortified Defenses 50%, Incite 20%. Epic wands now have a Maximize-like effect applied to them, which boosts their damage by 100%. The Ghost Touch effect on Eternal Rest handwraps now work properly. XP, Guild XP, Crafting XP, and Loot Boost Potions will now have their duration carry over through reincarnation. Slayer Count Boosts now pause while in dungeons. Butter-Rum Coffee and Night-Black Coffee effects now persist through death and resurrection. Epic Augment Crystal slots on Crytal Cove items can now be cleared like other Epic items. The items can be placed into a Stone of Change, along with three Epic Dungeon Tokens, to clear the Epic Augment Crystal slot. Disrupt Undead scrolls can now drop in treasure. NEW : Arrows and bolts will now autoload, and not just automatically reload. NEW : All spells cast from two-handed staves now use the wielder's caster level as well as calculate their DC's using the wielder's casting ability score, if they are better than the staff's default values. NEW (Lammania Only): Rune arm charge speed has been adjusted, and rune arm damage has been increased. Monsters Many raid bosses have grown stronger as a result of their numerous encounters with players. Many that did not have the following now do: True Seeing, some Metamagic feats, and some amount of fortification versus critical hits. They have also been given extra hit points and physical damage output. The amount of the increase is higher for higher level raid bosses, and for those on harder difficulty settings. NPCs Crafting vendors in the House Kundarak Cannith Crafting Hall will now properly buy and repair equipment. Quest & Adventure Area Changes
General Quest Changes A new bonus has been created that awards characters for running quests for the first time consecutively on hard and elite difficulties within their level range (up to two levels above the level of a quest on normal difficulty.) This Bravery Bonus is a 5% bonus (10% bonus on Elite) that will "stack" up to five times, or until a character runs a quest they have not run before on Normal difficulty. XP Rewards for first time completion on normal, hard, and elite are now 25%, 40% and 80% respectively. NEW : Characters who True Reincarnate will now be able to immediately open quests on Hard difficulty, regardless of a player's account type. Characters who are on their second True Reincarnation will be able to open quests on Elite difficulty. NEW : Hit point regeneration in public areas has been improved slightly. Devil Battlefield
Weapons Shipment The battle has been changed from a timed event to a "wave"-based event that spawns new enemies when all of the previous enemies are either dead or charmed. There are now more chests on harder difficulty settings. NEW : Hard and Elite chests now have a chance of giving out special loot. The failure objective has been changed. Players now need to protect Liella d'Orien while traveling to the Planesgate, but no longer need to protect her once there. However, the quest will now fail if no players are present in the area in front of the gate before the battle is over. If the last player dies or leaves, the quest will fail. Fixed an issue that sometimes prevented players from leaving the cave. Harbinger of Madness
Fear Factory Ambient music has been added to part of the quest. Neihoden's rage effect now works properly. An optional chest has been added for destroying all of the cocoons. In The Flesh Several bugs have been fixed that could cause problems for players who died during the final fight against Yaulthoon. The final encounter against Yaulthoon has been upgraded on Hard and Elite difficulties. Sinister Storage Fixed a bug that caused only gold to be given as an end reward. Korthos Island Some changes have been made to the storyline and dungeons on Korthos Island. Shipwreck Shore NEW : Jeets now offers a specific weapon to new characters based on class. Players can exchange the weapon by speaking again to Jeets. Lordsmarch Plaza NEW : Ambassador Hesstess now visits the Lordsmarch Palace more frequently, and kobolds are less likely to be seen there. The Necropolis
Accursed Ascension NEW : Fixed an issue that could cause items to be lost. Phiarlan Carnival
A Small Problem The chest at the end of the quest is now further away from the entrance, to prevent players from accidentally exiting the quest. Fixed a location where Brawnpits can become stuck in the Rocky Valley. The Snitch It is no longer possible to get permanently locked out of the final battle with Garos on a party wipe. Garos will re-open the gate shortly after a party wipe, and close the gate a few seconds after noticing party members again. (If Garos does bring up the door, and you are on the wrong side, more far enough away so that he stops noticing you, and he will lower the gate again.) Reign of Madness
Lord of Eyes NEW (Lammania Only): Fixed an issue where the fire elementals would not chase players into the red circle. Secrets of the Artificers
The Cannith Manufactury NEW (Lamannia Only): The switch puzzle in the Artificer Workshops no longer leaves levers permanently locked. (Lamannia Only): The Cannith Manufactury now scales properly based on the size of the party (or raid group.) Power Play (Lamannia Only): This quest is now more challenging on Hard and Elite difficulty. (Lamannia Only): Fixed an issue where Kylea would occasionally forget who she was following out of combat. (Lamannia Only): Kylea is now more likely to activate crystals while in the midst of battle. Players can also talk to her while she has her magic shield up, and ask her to drop it (though of course she may just bring it up again if she gets hit. She's a magewright, not a fighter!) Schemes of the Enemy (Lamannia Only): Peacemaker is now disabled longer on Normal and Hard difficulties after the wheel puzzle has been completed, or a trap box disarmed. Peacemaker is also disabled longer for small or solo parties. (Lamannia Only): Attacking the security door now displays a warning message rather than activating the wave battle. If the security door continues to be attacked, the wave battle will begin in approximately 15 seconds. Shavarath
Devil Battlefield The Devil Cannons on Shavarath are now properly constructs, rather than living constructs. The Vale of Twilight
Meridia NEW : Aaseamah Screven's dialogue has been changed from a linear conversation to a tree with various branches. NEW : The Shroud is now properly shown on the map when the raid is bestowed. NEW : Bazbeaux is now properly set up as a travel NPC. NEW : The Eldritch Chamber now appears with a crafting mapnote. NEW : There are no longer duplicate Eldritch Chamber mapnotes. NEW : The Banker is now properly marked on the map NEW : Thurstain Gaylin is now marked as a Spirit Binder NEW : Valairea Satnerine no longer directs players to Gustavine. Three Barrel Cove
Rackam's Trial Monsters can no longer become stuck behind closed doors during the final trials. Vault of Night NEW : Barrow d'Kundarak will now tell players if they are on a raid timer. Skills, Feats, and Abilities
Feat Changes The Rapid Reload feat now significantly increases the reload speed of crossbows. Rapid Reload is now automatically granted to Artificers at level 1. Rapid Shot is now significantly more effective. Any characters with the Completionist Feat will have that feat replaced with a free feat respec upon the release of Update 11. The Dragonmarks of Making now grant bonuses (+3 for Least, +3 for Lesser, and +4 for Greater) to crafting skills. Point Blank Shot has been changed to, "You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)" Improved Sunder now lowers fortification by 10% on a failed saving throw, in addition to the feat's prior reduction of a target's armor class by -5. The lowered fortification effect does not stack. Additionally, Improved Sunder will apply a -3 Fortitude Saving Throw penalty that lasts for 24 seconds on a successful hit. The saving throw penalty stacks up to five times. NEW : Wind Dance and Leap of Faith have been modified: Leap of Faith: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Using this ability costs 10 spell points. Uses of this ability recharge at a rate of one every 15 seconds. (5 uses, 3 second cooldown.) Wind Dance: You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds. (5 uses, 3 second cooldown.) NEW : Past Life: Berserker's Fury no longer modifies existing rage feats. NEW : Past Life: Warrior of the Wild can now be properly cast on allies. NEW : The Angel of Vengeance's Condemnation effect has had its duration increased from 15 to 20 seconds, and now increases vulnerabilities by 10% per stack, instead of 20%. New Feats NEW : Past Life: Artificer You were an artificer in a past life. You occasionally find yourself tinkering with your gear. Each time you acquire this feat you gain a stacking +1 bonus to all Intelligence based skills and Use Magic Device. This feat can be stacked up to three times. NEW : Past Life: Student of Artificer You recall more about your past life as an artificer. When you use a rod, staff, or wand, you have a 15% chance to retain essence and not expend a charge, and can produce an Enchant Armor or Enchant Weapons effect a total of ten times per rest. (Activate this artificer ability to increase the Enhancement Bonus of your target's currently equipped weapons or shields by 1, or to increase the Enhancement Bonus of your target's currently equipped armor by 1. An item can have only one temporary item enchantment at a time.) NEW : Half-Elf Dilettante: Artificer You have watched the artificers of House Cannith work their trade. You gain proficiency with all crossbows, and Artificer Knowledge: Scrolls (You gain a +2 bonus to Use Magic Device checks when using scrolls, and their Caster Level is increased by one - this Caster Level increase is capped by your Intelligence modifier). You are able to use wands and scrolls as if you were a level one artificers. For item use purposes you count as a level one artificer in addition to any other classes you possess (though this does not grant the ability to use Rune Arms). This feat is not recommended for characters with actual artificer levels. Artificer Construct Mastery: Allows an Artificer to spontaneously cast any single-target Repair Damage or Inflict Damage spell they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed. Automatically granted at level 1 Artificer Craft Mastery: Artificers automatically gain this feat for every even level of Artificer a character acquires. Each copy of this feat grants a +1 bonus to all crafting skills. Artificer Knowledge: Scrolls: Grants a +2 to UMD checks related to scroll use, and all scrolls used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 4, 7, 10, and 13, and is capped by the Artificer's Intelligence Bonus. Granted at Artificer level 1. Potions: Grants a +2 to UMD checks related to potion use, if any, and all potions used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 5, 8, 11, and 14, and is capped by the Artificer's Intelligence Bonus. Granted at level 2. This feat also gives damage bonuses to certain infusions. Wands: Grants a +2 to UMD checks related to wand use, and all wands used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 6, 9, 12, and 15, and is capped by the Artificer's Intelligence Bonus. Granted at level 3. Arms and Armor: Grants a +2 to UMD checks related to weapons, armor, and staves. Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 8, 11, 14, and 17, and is capped by the Artificer's Intelligence Bonus. Granted at level 5. Wondrous Items: Grants a +2 to UMD checks related to clothing, jewelry, and trinkets. Any activated abilities on these items ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 10, 13, 16, and 19, and is capped by the Artificer's Intelligence Bonus. Granted at level 7. Artificer Skill Mastery: Grants a +1 to all skills. Granted automatically to Artificers at level 13. Retain Essence: Whenever an Artificer uses a rod, staff, or wand, the character has a chance to not expend a charge. The percentage chance is based on half of an Artificer's level, plus their Intelligence modifier, plus any enhancement modifier, plus any effect modifier. Granted automatically to Artificers at level 5. Inscribe Infusion: Allows an Artificer to add a targeted infusion scroll into an Artificer's spellbook. Uses existing inscription components. Granted at Artificer level 1. Reanimate Construct: Allows an Artificer to revive their Iron Defender minion once per rest. Granted at level 1. Rune Arm Use: Artificers automatically gain this feat at level 2, which allows them to equip and use Rune Arms. Unleash Iron Defender: Artificers automatically gain this feat at level 1, which allows them to summon an Iron Defender. Construct Essence: Requires Artificer level 3, humanoid. You are on the path to becoming a self-forged, augmenting yourself by replacing some of your weak flesh. You are still considered your original race (at this time), gaining 50% healing from Repair spells but.suffering a -25% penalty to positive energy healing. Enhancement Changes NEW : Rogues now have access to Wand and Scroll DC and Damage enhancements. NEW : Fighter Stalwart Defender and Paladin Defender of Siberys now have a passive threat boost when using a shield. This boost stacks with the defensive stance bonuses. In addition, their benefits have been modified: Fighter Stalwart Defender I While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, you possess DR 2/- and your melee threat generation is increased by 25%. Also, you may expend a use of Fighter action boost to enter a defensive stance. You may possess only one prestige enhancement line at a time for each class. Stalwart Defender: Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, +10% maximum hit points, a +1 Competence bonus on all saves, and a +2 Dodge bonus to Armor Class. You also gain a 25% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Fighter Stalwart Defender II Your defensive mastery continues to grow. In addition to the bonuses of Stalwart Defender I, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 2/- to DR 4/-, and you now generate 50% additional threat with melee attacks. You may expend a use of Fighter action boost to enter a defensive stance. Stalwart Defender II: Improved Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, +15% maximum hit points, a +2 Competence bonus on all saves, and a +3 Dodge bonus to Armor Class. You also gain a 50% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Fighter Stalwart Defender III Your defensive mastery is complete. In addition to the bonuses of Stalwart Defender I and II, this prestige enhancement increases your armor class by 1, grants +2 to your intimidate skill, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. In addition, when you have a one handed melee weapon and shield equipped, your DR is upgraded from DR 4/- to DR 6/-, and you now generate 75% additional threat with melee attacks. You may expend a use of Fighter action boost to to enter a defensive stance. Stalwart Defender III: Superior Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +6 Competence bonus to Strength and Constitution, +20% maximum hit points, a +3 Competence bonus on all saves, and a +4 Dodge bonus to Armor Class. You also gain a 75% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Paladin Defender of Siberys I Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and grants the ability to enter a defensive stance or to create a Magic Circle Against Evil effect. When using a shield, you generate 25% additional threat from all sources. You may possess only one prestige enhancement line at a time for each class. Defender of Siberys: Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, +10% maximum hit points, a +1 Sacred bonus on all saves, and a +2 Dodge bonus to Armor Class. You also gain a 25% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Paladin Defender of Siberys II Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, and further increases the maximum dexterity bonus allowed by tower shields and heavy armor by an additional 1. When using a shield, you now generate 50% additional threat from all sources. You also gain the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect. Defender of Siberys II: Improved Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, and a +3 Dodge bonus to Armor Class. You also gain a 50% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Paladin Defender of Siberys III Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, and further increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by an additional 1. When using a shield, you now generate 75% additional threat from all sources. You also gain the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil. Defender of Siberys III: Superior Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +6 Sacred bonus to Strength and Constitution, +20% maximum hit points, a +3 Sacred bonus on all saves, and a +4 Dodge bonus to Armor Class. You also gain a 75% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower. Rogue Wrack Construct no longer possesses a Saving Throw, and has a ranged version as a sub-enhancement. Damage Boost enhancements are now percentage based. They now increase your weapon damage by 10%, 15%, 20%, or 25% for 20 seconds. New Enhancements NEW : Improved Artificer Dilettante I Cost: 1 action point Action Points Spent Prerequisite: 15 Requires: Half-Elf Dilettante: Artificer Available to level 5 Half-Elf Your knowledge of magical items has improved, and now extends to potions. Also increases your caster level in your dilettante class by 1, so you are now treated as a second level artificer instead of first level for scroll and item use purposes. NEW : Improved Artificer Dilettante II Cost: 2 action points Action Points Spent Prerequisite: 34 Requires: Half-Elf Dilettante: Artificer, Improved Artificer Dilettante I Available to level 10 Half-Elf Your knowledge of magical items has improved, and now extends to wands. Also increases your caster level in your dilettante class by 1, so you are now treated as a third level artificer instead of first level for scroll and item use purposes. NEW : Improved Artificer Dilettante III Cost: 3 action points Action Points Spent Prerequisite: 53 Requires: Half-Elf Dilettante: Artificer, Improved Artificer Dilettante II Available to level 15 Half-Elf Your knowledge of magical items has improved, and now extends to magical arms and armor. Also increases your caster level in your dilettante class by 1, so you are now treated as a fourth level artificer instead of first level for scroll and item use purposes. NEW : Improved Use Magic Device I Cost: 1 action point Action Points Spent Prerequisite: 7 Available to Artificer class level 3 Grants a +1 bonus to your Use Magic Device skill. NEW : Improved Use Magic Device II Cost: 1 action point Action Points Spent Prerequisite: 23 Requires: Improved Use Magic Device I Available to Artificer class level 7 Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 2. NEW : Improved Use Magic Device III Cost: 1 action point Action Points Spent Prerequisite: 39 Requires: Improved Use Magic Device II Available to Artificer class level 11 Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 3. NEW : Improved Use Magic Device IV Cost: 1 action point Action Points Spent Prerequisite: 55 Requires: Improved Use Magic Device III Available to Artificer class level 15 Grants an additional +1 bonus to your Use Magic Device skill, bringing the total increase to 4. Artificer Skill Boost I Cost: 1 action point Target: Self Duration: 20 seconds Available to Artificer class level 1 Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds. Artificer Skill Boost II Cost: 2 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 10 Available to Artificer class level 4 Requires: Artificer Skill Boost I Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds. Artificer Skill Boost III Cost: 3 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 21 Available to Artificer class level 7 Requires: Artificer Skill Boost II Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds. Artificer Skill Boost IV Cost: 4 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 32 Available to Artificer class level 10 Requires: Artificer Skill Boost III Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds. Artificer Damage Boost I Cost: 1 action point Target: Self Duration: 20 seconds Available to Artificer class level 1 Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds. Artificer Damage Boost II Cost: 2 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 10 Available to Artificer class level 4 Requires: Artificer Damage Boost I Activate this ability to receive a +15% Action Boost Action Boost bonus to weapon damage for 20 seconds. Artificer Damage Boost III Cost: 3 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 21 Available to Artificer class level 7 Requires: Artificer Damage Boost II Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds. Artificer Damage Boost IV Cost: 4 action points Target: Self Duration: 20 seconds Action Points Spent Prerequisite: 32 Available to Artificer class level 10 Requires: Artificer Damage Boost III Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds. Artificer Extra Action Boost I Cost: 2 action points Action Points Spent Prerequisite: 38 Available to Artificer class level 11 Requires: One of Artificer Skill Boost IV, Artificer Damage Boost IV, Artificer Haste Boost IV You can use each of your action boosts 1 additional time per rest. Artificer Extra Action Boost II Cost: 4 action points Action Points Spent Prerequisite: 48 Available to Artificer class level 14 Requires: Artificer Extra Action Boost I You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2. Artificer Wrack Construct I Cost: 1 action point Target: Foe, Directional, Breakable Duration: 15 seconds Action Points Spent Prerequisite: 7 Available to Artificer class level 3 Requires: Improved Disable Device I You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 1d6 extra damage to constructs and living constructs.) Note: Artificer Wrack Construct and Rogue Wrack Construct now have a ranged subcomponent. Rogue Wrack Construct has gained the same modifications as the Artificer versions. Artificer Wrack Construct II Cost: 2 action points Target: Foe, Directional, Breakable Duration: 15 seconds Action Points Spent Prerequisite: 22 Available to Artificer class level 7 Requires: Improved Disable Device II, Artificer Wrack Construct I You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time. (D&D Dice: You deal 3d6 extra damage to constructs and living constructs.) Artificer Wrack Construct III Cost: 3 action points Target: Foe, Directional, Breakable Duration: 15 seconds Action Points Spent Prerequisite: 37 Available to Artificer class level 11 Requires: Improved Disable Device III, Artificer Wrack Construct II You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\\n\\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs. Artificer Wand and Scroll Mastery I Cost: 1 action point Action Points Spent Prerequisite: 7 Available to Artificer class level 3 Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells. Artificer Wand and Scroll Mastery II Cost: 2 action points Action Points Spent Prerequisite: 14 Available to Artificer class level 5 Requires: Artificer Wand and Scroll Mastery I Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%. Artificer Wand and Scroll Mastery III Cost: 3 action point Action Points Spent Prerequisite: 25 Available to Artificer class level 8 Requires: Artificer Wand and Scroll Mastery II Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%. Artificer Wand and Scroll Mastery IV Cost: 4 action points Action Points Spent Prerequisite: 36 Available to Artificer class level 11 Requires: Artificer Wand and Scroll Mastery III Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%. Artificer Wand Heightening I Cost: 1 action point Action Points Spent Prerequisite: 7 Available to Artificer class level 3 You add +1 to the DC of the spells from your offensive wands. Artificer Wand Heightening II Cost: 2 action points Action Points Spent Prerequisite: 22 Available to Artificer class level 7 Requires: Artificer Wand Heightening I You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2. Artificer Wand Heightening III Cost: 3 action points Action Points Spent Prerequisite: 37 Available to Artificer class level 11 Requires: Artificer Wand Heightening II You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3. Artificer Intelligence I Cost: 2 action points Action Points Spent Prerequisite: 2 Available to Artificer class level 2 Grants a +1 increase to your Intelligence score. Artificer Intelligence II Cost: 4 action points Action Points Spent Prerequisite: 16 Available to Artificer class level 6 Requires: Artificer Intelligence I Grants an additional +1 to your Intelligence score. Artificer Intelligence III Cost: 6 action points Action Points Spent Prerequisite: 30 Available to Artificer class level 10 Requires: Artificer Intelligence II Grants an additional +1 to your Intelligence score. Artificer Energy of Creation I Cost: 1 action point Available to Artificer class level 1 Grants a 20 point increase to spell points. Artificer Energy of Creation II Cost: 2 action points Action Points Spent Prerequisite: 14 Available to Artificer class level 5 Requires: Artificer Energy of Creation I Grants an additional 20 spell points, bringing your total increase to 40 points. Artificer Energy of Creation III Cost: 3 action points Action Points Spent Prerequisite: 29 Available to Artificer class level 9 Requires: Artificer Energy of Creation II Grants an additional 20 spell points, bringing your total increase to 60 points. Artificer Energy of Creation IV Cost: 4 action points Action Points Spent Prerequisite: 44 Available to Artificer class level 13 Requires: Artificer Energy of Creation III Grants an additional 20 spell points, bringing your total increase to 80 points. Artificer Battle Engineer I (Artificer Prestige Enhancement) Cost: 4 action points Action Poin
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