Granted Power: Your healing spells and channel energy can restore hit points to objects and constructs. Dogma Spells: 1st—animate rope; 2nd—wood shape; 3rd—stone shape; 4th—minor creation; 5th—fabricate; 6th—major creation; 7th—transmute metal to wood; 8th—polymorph any object; 9th—gate Construct SubdogmaAssociated Dogma(s): Artifice Replacement Dogma Spells: 2nd—skinsend; 4th—soothe construct; 5th—rapid repair; 6th—animate objects; 7th—control construct; 8th—call construct; 9th—true resurrection (only constructs) Toil SubdogmaAssociated Dogma(s): Artifice Replacement Power: Your spells and channel energy can damage objects and constructs, even when they normally would not. Replacement Dogma Spells: 1st—command; 2nd—disfiguring touch; 3rd—ray of exhaustion; 4th—bestow curse; 5th—waves of fatigue; 6th—major curse; 7th—waves of exhaustion; 8th—binding; 9th—mass hold monster Trap SubdogmaAssociated Dogma(s): Artifice Replacement Power: Whenever you make a trap, choose one: increase the DC of the Perception check required to locate your trap by +2, increase the DC of the Disable Device check required to disarm your trap by +2, increase your trap's attack bonus by +1, or increase your trap's saving throw by +1. Replacement Dogma Spells: 1st—detect snares and pits; 2nd—snare; 3rd—improve trap; 4th—fire trap; 5th—spike stones; 6th—major curse; 7th—teleport trap; 8th—binding; 9th—mass hold monster |