Kaelen Thorne

Kaelen Thorne was born into a lineage of accomplished artificers, a family renowned for their ingenuity and contributions to the world of magical machinery. From a young age, Kaelen was surrounded by the hum of gears and the glow of arcane runes, his family's workshop a place of wonder and inspiration. However, he felt the weight of his family's legacy press upon his shoulders, a legacy that seemed impossible to match.   Growing up amidst the clanks and whirrs of machinery, Kaelen found himself drawn to the delicate balance between magic and mechanics. He apprenticed under his parents and elder siblings, absorbing their teachings and honing his skills with diligence. Yet, as he embarked on his own projects, self-doubt gnawed at him. Every creation he brought to life felt overshadowed by the grandeur of his forebears' inventions.   The pressure to live up to his family's illustrious name led Kaelen down a path of perfectionism and anxiety. He toiled day and night, pouring his heart and soul into his creations, hoping that one day he might craft something that would truly mark his place in the world. Despite his efforts, he often found himself plagued by feelings of inadequacy, comparing his work to the legendary machinations his ancestors had brought forth.   In a turning point of his journey, Kaelen stumbled upon a long-forgotten journal of the Thorne family's first artificer. Within its pages, he discovered the trials and tribulations that the progenitor had faced. Through the pages of the journal, he learned that every great achievement was born from struggle and failure, and that the road to innovation was paved with setbacks.   Empowered by this newfound perspective, Kaelen found solace in embracing his own unique approach to artifice. He began to experiment, combining elements of magic and machinery in ways that no Thorne had attempted before. With every failure, he learned and grew. He realized that his family's legacy was not a chain that bound him to perfection, but a tapestry of inspiration that could fuel his own creativity.   Kaelen's breakthroughs gradually caught the attention of the Thorne family elders and the Runeforger community at large. Despite his initial doubts, he became a beacon of innovation within the Runeforging realm. His creations, though unconventional, wove a new thread into the fabric of Thorne family history. With time, he not only learned to appreciate his uniqueness but also found the confidence to forge his own path, unburdened by the shadow of his lineage.        

Kaelen Thorne CR 6

Male Human Artificer 6
N Medium humanoid
Init +2; Senses Listen +2, Spot +2
Languages Abyssal, Common, Celestial
AC 23, touch 11, flat-footed 23
(+7 armor, +5 shield, +1 deflection)
hp 32 (6 HD)
Fort +3, Ref +4, Will +5
Speed 20 ft. (4 squares)
Melee +1 heavy mace +7 ( 1d8+3 )
Ranged +2 repeating heavy crossbow +7 ( 1d10+3 )
Base Atk +4; Grp +5
Special Actions
SQ Artificer knowledge, artisan bonus, disable trap, item creation, retain essence Combat Gear Wand of cure light wounds (10), Wand of Magic Missile (10), potion of shield of faith
Artificer Infusions(CL 6th): 4/4/3 1st Level - Armor Enhancement, Energy Alteration,Enhancement Alteration, Identify, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation, Personal  

Abilities Str 12, Dex 10, Con 13, Int 18, Wis 10, Cha 16
Feats Attune Magic Weapon, Brew Potion, Craft Homunculus, Craft Magical Arms and Armor, Craft Wondrous Item, Lightning Reflexes, Magical Aptitude, Rapid Reload(heavy)Weapon Proficiency (repeating crossbow)
Skills Concentration +10, Craft (trapmaking) +6, Disable Device +12, Knowledge (arcana) +13, Knowledge(architecture and engineering)+13, Open Lock +3, Search (Int)+13, Spellcraft (Int) +15, Use Magic Device +13
Possessions combat gear plus, +1 heavy mace, +2 breastplate, +2 repeating crossbow, +2 heavy shield, +2 Headband of Intellect, +2 Coat of Charisma, Ring of Protection +1
Artificer Knowledge:
An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.   The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.   An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.   Artisan Bonus
An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.   Disable Trap
An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.   An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.   An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation (Ex)
An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a lst-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.   For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.   An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.   An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.   Magic items created by an artificer are considered neither arcane nor divine.   Craft Homunculus
At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image for the basic homunculus described in the Monster Manual.) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. An artificer can use this ability to construct other types of homunculi (such as the ones found on the Eberron Campaign Setting and Magic of Eberron). The same rules apply. If an artificer gives a basic homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.   An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. Retain Essence
At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.   For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.
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