Effigies

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An effigy’s abilities are determined by the artificer’s level and by the choices made using its upgrade pool. Table: Effigy Base Statistics determines many of the base statistics of the effigy. Each effigy possesses a base form that modifies these base statistics. Effigies are constructs for the purpose of determining which spells affect them.

Table: Effigy Base Statistics

Class Level HD BAB Good Saves Bad Saves Skills Feats Armor Bonus Str/Dex Bonus Upgrade Pool Max Attacks Special
1st 1 1 2 0 1 1 0 0 3 3 Artifice Creation Traits, link
2nd 2 2 3 0 2 1 2 1 4 3
3rd 3 3 3 1 3 2 2 1 5 3
4th 3 3 3 1 3 2 2 1 7 4
5th 4 4 4 1 4 2 4 2 8 4 Ability score increase
6th 5 5 4 1 5 3 4 2 9 4
7th 6 6 5 2 6 3 6 3 10 4
8th 6 6 5 2 6 3 6 3 11 4
9th 7 7 5 2 7 4 6 3 13 5 Multiattack
10th 8 8 6 2 8 4 8 4 14 5 Ability score increase
11th 9 9 6 3 9 5 8 4 15 5
12th 9 9 6 3 9 5 10 5 16 5
13th 10 10 7 3 10 5 10 5 17 5
14th 11 11 7 3 11 6 10 5 19 6
15th 12 12 8 4 12 6 12 6 20 6 Ability score increase
16th 12 12 8 4 12 6 12 6 21 6
17th 13 13 8 4 13 7 14 7 22 6
18th 14 14 9 4 14 7 14 7 23 6
19th 15 15 9 5 15 8 14 7 25 7
20th 15 15 9 5 15 8 16 8 26 7

Class Level: This is the character’s artificer level.

HD: This is the total number of 10-sided (d10) Hit Dice the effigy possesses, each of which gains a Constitution modifier, as normal for an artifice creation.

BAB: This is the effigy’s base attack bonus. An effigy’s base attack bonus is equal to its Hit Dice. Effigies do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the effigy’s base saving throw bonuses. An effigy possesses two good saving throws and one bad saving throw, determined by the creature’s base form.

Skills: This lists the effigy’s total skill ranks. An effigy can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Effigies with Intelligence scores above the base value modify these totals as normal (an effigy receives a number of skill ranks equal to 2 + its Intelligence modifier per HD, minimum 1). An effigy cannot have more ranks in a skill than it has Hit Dice. Effigy skill ranks are set once chosen, even if the construct changes when the artificer gains a new level.

Effigy Skills: The following skills are class skills for effigies: Perception (Wis), More?. In addition, at 1st level, the artificer can choose 4 additional skills to be class skills for his effigy from the following list: insert list of Strength, Dex, Some Wisdom, Some Charisma skills. Note that effigies with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Feats: This is the total number of feats possessed by an effigy. Effigies can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Effigy feats are set once chosen, even if the construct changes when the artificer gains a new level. If, due to changes, the effigy no longer qualifies for a feat, the feat has no effect until the effigy once again qualifies for the feat or the feat is retrained at level up.

Armor Bonus: _The number noted here is the effigy’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the artificer. This number is modified by the effigy’s base form and some options available through its upgrade pool. This Armor Bonus occupies the effigy’s Body slot, preventing the effigy from wearing armor or robes, but can be used as an armor base for the construct’s armor enhancements.

Str/Dex Bonus: Add this modifier to the effigy’s Strength and Dexterity scores, as determined by its base form. Some options available through the effigy’s upgrade pool might modify these scores.

Upgrade Pool: The value given in this column is the total number of points in the effigy’s upgrade pool. Points from this pool can be spent on a wide variety of modifications and tweaks that add new abilities, attacks, and powers to the effigy. Whenever the artificer gains a level, the number in this pool increases and the artificer can spend these points to change the abilities of the effigy. These choices are not set. The artificer can change them whenever he gains a level (and through the reconfigure ability).

Max. Attacks: This indicates the maximum number of natural attacks that the effigy is allowed to possess at the given level. If the effigy is at its maximum, it cannot take upgrades that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all effigies as they increase in power. Each of these bonuses is described below.

Artifice Creation Traits: The effigy has all the traits of an Artifice Creation.

Link (Ex): Magic items interfere with the artificer’s connection to his effigy. As a result, the artificer and his effigy share magic item slots. For example, if the artificer is wearing a ring, his effigy can wear no more than one ring. In case of a conflict, the items worn by the artificer remain active, and those used by the effigy become dormant. The effigy must possess the appropriate appendages to utilize a magic item.

Ability Score Increase (Ex): The effigy adds +1 to one of its ability scores. This bonus cannot be applied to the effigy’s Intelligence score.

Multiattack: An effigy gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the effigy instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the effigy later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Effigy Base Forms

Each effigy has one of four base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the effigy’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Effigy attacks add the effigy’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. Alternatively, any one of these base forms can be used to make a Small effigy. If the effigy is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the effigy can be made Medium whenever the artificer can change the effigy’s upgrade pool (which causes it to lose these modifiers for being Small).

Aquatic
  • Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 1, Wis 10, Cha 11
  • Free Upgrades: bite, improved natural armor, gills, swim (2), and can select the mount upgrade.
Biped
  • Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 1, Wis 10, Cha 11
  • Free Upgrades: claws, limbs (arms), limbs (legs).
Quadruped
  • Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 1, Wis 10, Cha 11
  • Free Upgrades: bite, limbs (legs) (2).
Serpentine
  • Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 1, Wis 10, Cha 11
  • Free Upgrades: bite, climb, reach (bite), tail, tail slap.

Upgrades

Each effigy receives a number of upgrade points that can be spent to give the effigy new abilities, powers, and other tweaks. This progress requires the artificer to work on his effigy for one hour in a workshop and expend 50 gp worth of materials per upgrade point spent. These abilities, called upgrades, can be changed whenever the artificer gains a new level, but they are otherwise set (until the artificer gains the Reconfigure ability). Some upgrades require that the effigy have a specific base form or the artificer be of a specific level before they can be chosen. A number of upgrades grant the effigy additional natural attacks. Natural attacks listed as primary are made using the effigy’s full base attack bonus and add the effigy’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the effigy’s base attack bonus – 5 and add 1/2 the effigy’s Strength modifier on damage rolls (if positive). If the effigy only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Upgrades are grouped by their cost in upgrade points. Upgrade points may be saved (a change from base, will this upset anything?). Unless otherwise noted, each upgrade can only be selected once.

1-Point Upgrades

The following upgrades cost 1 point from the effigy’s upgrade pool.

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2- Point Upgrades

The following upgrades cost 2 points from the effigy’s upgrade pool.

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3-Point Upgrades

The following upgrades cost 3 points from the effigy’s upgrade pool.

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4-Point Upgrades

The following upgrades cost 4 points from the effigy’s upgrade pool.

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Effigies

Skies of Glass Planeswalker Planeswalker