Hypothetical mockup of the Reanimator Archetype:
Artificer Archetype: Reanimator
Goals
- Try to port the Reanimator to Dungeons and Dragons Online while retaining many of its core aspects.
- Add variation to the companion-style character type to keep it somewhat distinct from Druid, Pale Master, and Dark Hunter, while at the same time not completely tethering the identity of the archetype onto the companion (given DDO has dubious companion support)
- Add more usage for the Rust damage type and Repair skill
- Add more usage for and avenues to obtain Favored Enemies
Differences from Artificer
Loses
- Arcanotechnic Enhancement Tree
- Unleash Iron Defender
- Reanimate Construct
- Bonus Feats at levels 1, 8, and 16
- Trapmaking
- Retain Essence
- Artificer Skill Mastery
Spells Lost
- Flaming Bolt
- Elemental Prod
- Fire Trap
- Flame Turret
- Tactical Detonation
Gains
- Reanimator Enhancement Tree
- Reanimated Companion
- Reanimate Weakened Foe
- Salvagable Entities
- Favored Enemy choices at levels 7, 13, and 19 (unrestricted choices)
- Stitcher's Enhancements (at levels 1, 3, 5, 9, 15)
Spells Gained
- All Admixture: Negative Variants
- Ray of Enfeeblement
- Helm of Wakefulness - Immunity to Sleep
- Vitality Injector - Target gains 1d8 temporary Hit Points when struck
- Corrosive Dust
- Create Undead
- Death Ward
- Raise Dead
Definitions, Abilities, and Notes
Salvageable Entities
These are beings that you have the ability to interact with for the purpose of many Reanimator abilities, taking pieces from them. At Reanimator Level 1, you consider all Constructs and Corporeal Undead as Salvageable Entities.
Reanimated Companion
This is a companion creature that is typed as a Reanimated Construct [Flesh Golem]. It can equip Cloth and Light Armor as well as use Simple Melee weaponry. It can be healed fully by Repair spells and 50% by Negative Energy Spells. A Reanimated Companion can be created from successfully using Reanimate Weakened Foe to slay an enemy.
Reanimate Weakened Foe
This ability can be used on Salvageable Entities that have 30% or less Hit Points (or 10% or less Hit Points for boss foes). You perform a Repair difficulty check against the foe where the difficulty is the foes Challenge Rating times 3 (CR*3). You execute a disable devices animation [uninteruptable]. If you succeed, the foe is slain and you create a Reanimated Companion if you currently do not have one. If a foe has temporarily decreased maximum health (such as from negative levels), the percentage of health to reach the Reanimate Weakened Foe threshold considers the foe's original Max Hit Points. You have an amount of uses of this ability equal to the amount of Stitcher's Enhancement Feats that you have (so a base of 1 usage, and another use at levels 5, 9, 13, and 17).
Stitcher's Enhancements
These are feat-obtained augmentations that you can add on to your Reanimated Companions (listing mostly derived from the Pen and Paper Source, so feel free to suggest other applicable ideas):
- Armor Imprinting - Reanimated Companion is proficient in Medium and Heavy Armor
- Weapon Imprinting - Reanimated Companion is proficient with Martial weaponry
- Metal Plating - +2 AC and another +2 per 5 Reanimator Levels
- Muscle Enhancements - As per Haste and unimpeded by terrain
- Spider Limbs - +20 bonus to Jump and resisting Knockdown
- Lethality Augmentation - Reanimated Companion applies Vulnerability on-hit
- Size Augmentation - Reanimated Companion has a +4 Size Modifier to Strength and Intimidate
- Artifice Imprinting - Reanimated Companion now uses your Imbue if you have one active and also gains your Spellpower
- Layered Parts - Reanimated Companion now has a bonus to Repair Amplification equal to 1/2 your Repair Skill
- Stitcher's Ire - [Active] When used, your Reanimated Companion will perform an Intimidate check equal to your Repair Skill
Alchemical Injectors Selectors
This is a listing of selectable items for some enhancements below, kept out of the table to keep it's size manageable:
- You and your Reanimated Companion now heal for 50% Rust damage (bolstered by Repair Amplification)
- Your spells deal an extra 1d2 Rust Damage
- You can use the higher of your Acid or Rust spellpower
- You can use the higher of your Electric or Negative spellpower
- Gain an Imbue dealing 1d4 Acid damage and 1d4 Rust damage, scaling with spellpower
- Reanimate Weakened Foe causes your current or next Reanimated Companion to gain a permanent bonus to PRR and Melee Power equal to the CR of the foe.
- You gain 1 PRR/MRR per stack of Salvage Parts
- You gain 1% Energy Absorption to Electric, Acid, and Poison per stack of Salvage Parts
- When you heal an ally, they gain temporary Hit Points equal to your INT
- Reanimate Ally - SLA: Target ally is raised as a Reanimated Construct with 25% healing amplification, 50% negative amplification, and 75% repair amplification
Enhancements
| Tier 5 | SLA [Selector]
Lightning Motes/
Negative Energy Burst | Reanimate Self;
[Major Form Toggle] Grant yourself the Reanimated Construct racial type;
You gain the effects of all your applicable Stitcher's Enhancements | [Selector]
Alchemical Injectors | Gain a +1/+2 bonus to Spell Difficulty Checks and Spell Penetration against Salvageable Entities | While you have a Rune Arm equipped you have +15 Universal Spell Power and +5 maximum stacks of Salvage Parts |
| Tier 4 | SLA [Selector]
Blast Rod/
Enervation | Your Electric Spells, Rust Spells, and Rune Arm strikes cause Constructs and Favored Enemies to become vulnerable to Negative Energy damage | [Selector]
Alchemical Injectors | Spell Critical to Electric, Force, Rust, Negative | Attribute [Selector] CON/INT |
| Tier 3 | SLA [Selector]
Lightning Sphere/
Necrotic Bolt | Your Electric Spells, Negative Spells, and Rune Arm strikes cause foes to become vulnerable to Rust damage | [Selector]
Alchemical Injectors | Spell Critical to Electric, Force, Rust, Negative | Attribute [Selector] CON/INT |
| Tier 2 | [Selector]
Efficient Metamagic | [Selector]
Efficient Metamagic | [Selector]
Alchemical Injectors | Spell Critical to Electric, Force, Rust, Negative | Your Negative and Rust spells reduce your foe's Melee, Ranged, and Spell Power by 1/1d2/1d3 per stack, stacking up to 20 times |
| Tier 1 | SLA [Selector]
Static Shock/
Necrotic Touch | Spell Points (+30/+60/+100) | Skills:
+1/+2/+3 to Repair and Use Magic Device;
Rank 3: Gain 1 use of Reanimate Weakened Foe | Spell Critical to Electric, Force, Rust, Negative | Wand and Scroll Mastery:
+25%/+50%/+75% efficacy and +1/+2/+3 DCs |
Core 1
+10 Spellpower boost to Electric, Force, Rust, Negative (to this core only). Add Favored Enemies to your Salvageable Entity list.
Core 2
Salvage Parts - Whenever a Salvageable Entity dies near you, gain 5 + 1/2 Reanimator's Level in Temporary Spell Points and a Universal Spell Power bonus equal to the Challenge Rating of the foe for 2 minutes. You can gain an amount of stacks of Salvage Parts each time this occurs, up to your Reanimator Level, which is used for some Alchemical Injectors. If you have Salvage Parts active and a lower Challenge Rating foe dies near you, the higher buff instead just refreshes its duration.
Core 3
Grafting - [Selector] Choose an attribute [STR/DEX/CON/INT]. When you successfully use Reanimate Weakened Foe, gain a +3 Alchemical Bonus to your chosen attribute for 6 seconds per Repair Skill.
Core 4
[Toggle] Reanimator Aura - If you do not have a Reanimated Companion and a Salvageable Entity dies near you, it will remake your Reanimated Companion.
Core 5
Reanimate Weakened Foe now works on foes of 60% health or less, and bestows 2d4 negative levels to nearby foes. For bosses, the threshold is 15% health or less.
Core 6
[Selector] Gain +4 [CON/INT]. All living entities are now considered Salvageable Entities. The Alchemical Bonus of Grafting is now +6.
Past Life Feat
+5 Repair and Rust Spell Power; +1 Tactics Difficulty Checks, Spell Difficulty Checks, and Spell Penetration against Favored Enemies