Difference between revisions of "Clockwork Centurion (3.5e Feat)"
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|skill0=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. | |skill0=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. | ||
− | |skill4=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. | + | |skill4=Your skills give life to a variety of contraptions. You gain a [[Races_of_War_(3.5e_Sourcebook)/Logistics_and_Dragons#Leaders_of_Men|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. |
|skill9=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. | |skill9=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. | ||
|skill14=Once per day per two craft ranks you have, you can repair a damaged construct in an instant. This behaves as a [[SRD:Heal|''Heal'']] or [[SRD:Raise Dead|''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. | |skill14=Once per day per two craft ranks you have, you can repair a damaged construct in an instant. This behaves as a [[SRD:Heal|''Heal'']] or [[SRD:Raise Dead|''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. |
Revision as of 07:57, 1 June 2011
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Clockwork Centurion [Leadership, Skill]
You are served by an array of mechanical and magically-animated servants.
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.
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Facts about "Clockwork Centurion (3.5e Feat)"
Article Balance | Unquantifiable + |
Author | IGTN + |
Identifier | 3.5e Feat + |
Prerequisite | None + |
Rating | Undiscussed + |
Skill | Craft + |
Summary | You are served by an array of mechanical and magically-animated servants. + |
Title | Clockwork Centurion + |
Type | Leadership + and Skill + |