My first gestalt PrC [Archive] - Wizards Community

Post/Author/DateTimePost
Riznar

05-24-04, 11:32 PM
Please comment. This was inpired by my group's other DM talking about how he wanted to play a transmuter who never carried weapons but used fabricate to make them out of anything handy.

Hand of the Maker

Note: This is a gestalt only prestige class that takes up both slots.

Requirements:
Base Attack Bonus: +7
Feats: Craft Magic Arms and Armor
Proficiencies: All Simple and Martial Weapons
Skills: 10 ranks in Craft(Weaponsmithing) and 10 ranks in any other Craft
Spells: Ability to cast Fabricate

Base Attack Bonus: Good
Saves: Good Reflex and Will
Spells: Full Progression of Previous Class

Level Special
1 Hasted Fabrication, Spell Weapon, Craft Bonus
2 +1 Spell Weapon
3 Improved Spell Weapon, Evasion
4 +2 Spell Weapon
5 Greater Spell Weapon
6 +3 Spell Weapon
7 Quickened Fabrication
8 +4 Spell Weapon
9 Improved Evasion
10 +5 Spell Weapon

Craft Bonus: You may add your HotM level as a bonus to all craft checks.

Hasted Fabrication: Anytime you cast fabrication, it takes only a standard action no matter how much you fabricate.

Spell weapon:
When you cast the spell fabricate, you can "lose" a spell and fabricate it into any weapon you are proficient with. A spell weapon deals damage as normal for its type plus one damage per spell level used. You must still use the craft skill to create the weapon and this is always an untrained check. These spell weapons are not permenant and dissapear 1 round after the HotM releases them.

Additionally, you may ready an action to "catch" a spell cast upon you and fabricate a spell weapon out of that. Make an untrained craft check 1d20+Int+HotM level at the normal save DC for the spell, if successful the spell has no effect and you form the spell weapon as normal.

Spell weapons with energy descriptors ([Fire],[Cold],[Electricity],[Acid], and [Sonic]) deal that type of damage.

Spell weapons with alignment descriptors ([Good],[Evil],[Lawful], and [Chaotic]) bypass DR of some creatures as aligned weapons.

Spell weapons with the [Force] descriptor can strike incoporeal creatures.

Starting at 2nd level, a spell weapon has an enhancement bonus equal to 1/2 your HotM level. Weapons made of mundane materials also gain this enhancement bonus until 1 round after they leave the hand of the HotM.

Evasion: At 3rd level a HotM gains evasion.

Improved Spell Weapon:
At 3rd level, some of a HotM's spell weapons become more powerful.

[Fire],[Cold], and [Electricity] spell weapons become Flaming, Frost, and Shocking weapons respectively.

[Good],[Evil],[Lawful], and [Chaotic] weapons become Bane weapons of the opposite outsider type. For example, a Protection from Evil made into a Longsword would become a Bane(Evil Outsiders) Longsword

[Light] spell weapons gain the Bane(Undead) property.

[Force] spell weapons add double their spell level in damage.

[Fire],[Earth],[Air], and [Water] spells gain the Bane property against elementals of their opposing element. (Fire gains both this property and Flaming property above.)


Greater Spell Weapon:
At 5th level, a HotM's spell weapons improve again. These improvements stack with the properties gained from Improved Spell Weapon.

[Fire],[Cold], and [Electricity] spell weapons gain the Flaming Burst, Frost Burst, and Shocking Burst properties respectively.

[Good],[Evil],[Lawful], and [Chaotic] weapons gain the Holy, Unholy, Axiomatic, and Anarcic properties.

[Sonic] spell weapons gain the Thundering property.

[Fire],[Earth],[Air], and [Water] spells gain the Bane property against all creatures with the elemental descriptor of their opposing element.


Quickened Fabrication:
Starting at 7th level, a HotM can cast fabricate as a free action. This counts against the HotM's single quickened spell per round.

Improved Evasion:
At 9th level, a HotM gains improved evasion.
Ertai Planeswalker

05-28-04, 02:09 AM
The class looks nice, but i think it's to weak to be a gestalt PrC. If you toned the requirements down a bit and made it a 5 level prc for example, it would fit nicely in a fighter/mage concept. The idea of the class is original.
Veton

06-01-04, 02:43 AM
Why do they get Evasion and Improved Evasion? It really doesn't fit the flavor of the class.
Riznar

06-01-04, 03:43 AM
Oops, they have evasion (and Imp) because at level 7 they were supposed to be able to cast fabricate as a reaction to a spell they evaded. The spell had normal effect but you still got your spellblade.

And I'm not sure how it is underpowered since it gives full caster progression and fighter/rogue abilities...

Edit: The skills are 2+Int and the combined Ftr/Sor list. The HD is supposed to be d8.