| Post/Author/DateTime | Post |
|---|---|
| #1darkerdreamsFeb 08, 2005 22:15:17 | Originally entirely dedicated to translations of WotC classes for Artificer use, this thread has expanded to include original ideas for such classes. Many of the following are prestige classes from WotC books which have been revised for use with the Eberron Campaign setting’s Artificer base class. No offense is intended to the original authors, or infringement of copyright is intended. Some information is included here alongside modifications for completeness and is in no way intended as a claim of property or intent to reproduce. thanks, and enjoy. Index; Revised classes; 1: Maester from the Maester PrC in the Complete Adventurer 2: Construct Master from the Effigy Master PrC in the Complete Arcane 3: Homunclus Master from the Effigy Master PrC in the Complete Arcane 4: Master Alchemist from the Master Alchemist PrC in the Forgotten Realms Campaign setting 5: Crafter Savant from the Argent Savant PrC in Complete Arcane. 6: Runecrafter from Runecaster PrC in the Forgotten Realms Campaign setting. 7: Warforger from the Fleshcrafter PrC in Lords of Madness. 8: Acolyte of Steel from the Green Star adept in Complete Arcane 9: Steel Knight from the Bone Knight in the Five Nations. 10: High Artisan from the Red Wizard of Thay PrC (DMG). 11: Craftmaster from the Loremaster PrC (DMG). 12: Dedicated Smith from the Ironsoul Forgemaster (Magic of Incarnum). New Classes; 1: House Artificer Elite, dragonmarked, Cannith artificer. -Save-vs-DM 2: Recalibrater Magic item recrafter. -Save-vs-DM 3: Cannith Experimentalist House Cannith R&D specialist. -DarkerDreams For more original ideas for Artificers from me you can look on these threads; 1: Schemas, creation patterns, and some feats for wide magic. 2: New Construct 3: Artificer Replacement Levels (for the biologically minded- the Abberant Artificer) 4: Nonmagical books and libraries. 5: 'Forged, template for creating warforged "experimental designs" |
| #2darkerdreamsFeb 08, 2005 22:16:43 | This version of the maester prestige class represents a House Cannith item creation expert. This class was taken from the Complete Adventurer (pg 56) and modified for use in the Eberron setting. Hit Die: d4 Requirements To become a maester, a character must fulfill all the following criteria. Skills: Craft (any) 8 ranks, Use Magic Device 8 ranks. Feats: Any two item creation feats and either least dragonmark (making) or Favored in House (Cannith) Special: Ability to craft items as a 7th level caster. Class Skills The maester’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (architecture and engineering) (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the master prestige class. Weapon and Armor Proficiency: Maesters gain no proficiency with any weapon or armor. Bonus Feats: At 1st and 5th level, a maester receives a bonus item creation feat. He must meet the prerequisites for this feat. Quick Crafting (Ex): A maester can craft magic items in half the normal time required (one day per 2,000 gp in the item’s base price; minimum one day). Artificer Abilities: Beginning at 2nd level, a maester stacks levels of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Identification (Sp): A Maester of 3rd level or higher can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item’s caster level), the maester can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the Identify spell. |
| #3darkerdreamsFeb 08, 2005 22:17:51 | This prestige class is for characters who are truly consummate Construct creation specialists. This prestige class is a modification of the Effigy Master and is taken from Complete Arcane (pg 30). It has been modified for use with the Artificer prestige class from the Eberron campaign setting. Hit Die; d4 Requirements To qualify to become a construct master, a character must fulfill all the following criteria. Skills: Craft (leatherworking, metalworking, woodworking, sculpting, armorsmithing, or weaponsmithing) 10 ranks, Knowledge (arcane) 5 ranks, Spellcraft 5 ranks, Use Magic Device 2 ranks. Feats: Craft Wondrous Item, Craft Construct. Class Skills The construct master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the construct master prestige class. Weapon and Armor Proficiency: Construct masters gain no proficiency with any weapon or armor. Artificer Abilities: A construct master may stack every level of this class except 1st and 5th with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Improved Construct (Ex): A construct master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the construct to be improved, but has no XP cost. Construct Link (Su): At 5th level and higher, a construct master can create a supernatural bond between himself and one of his constructs. This requires a 1-hour ritual. Afterward, the construct master can sense the construct’s condition (as if he had cast status on the construct), and can scry on the construct (as if casting the scrying spell) once per day. Furthermore, a construct master gains a +1 morale bonus on saving throws and artificer level checks as long as he is within 5 feet of his bonded construct. A construct master can only be linked to one construct at any time. If the linked construct is destroyed, or if the construct master wants to establish a new link, he can create a link to another construct (and eliminate the old link) by performing the ritual with the new construct. Construct Artisan (Ex): at 7th level a construct master may reduce the base cost of any construct he creates by 25%. Greater Improved Construct (Ex): A construct master of 9th level or higher can improve his creations yet more. Constructs which receive the bonuses from his Improved Construct ability gain an additional permanent +1 competence bonus on attack rolls, damage, and saves (for a total of +3). Possess Construct (Sp): Once per day as a full round action you may take control of your linked construct. This occurs regardless of distance as long as you are both on the same plane of existence. Your life force occupies the construct’s body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. This switch can last for up to an hour, though you can end it prematurely. If the construct is destroyed during this time and you are still on the same plane your life force returns to your body. If your body is destroyed, or if you and your construct are on different planes when the possession ends, you are unable to return to your own body and treated as if dead. |
| #4purple_yinFeb 09, 2005 3:59:42 | its looking good, but isnt quick crafting a little powerful for a non epic PrC? it speeds up construction of every magic item, from rings to wands. and the master constructor gains no benefit for taking the class for two three levels? thats a bit harsh in my opinion. but its great stuff. |
| #5zombiegleemaxFeb 09, 2005 4:18:00 | So it halves the downtime you have to justify ... it still only takes 5 minutes ![]() One of these days Im going to ask my DM for a quest to find access to some psion created demi plane with flowing time where I can craft in peace without having to justify the party downtime ... |
| #6darkerdreamsFeb 09, 2005 8:11:35 | "So it halves the downtime you have to justify ... it still only takes 5 minutes" ~laughs~ tell that to the party fighter who's waiting impatiently to get back to "killin' stuff so we can get eeps..." as for the abilities, the vast majority of these abilities (and when the artificer abilities are recieved) were taken directly from the cited sources. |
| #7ricohard_draconisFeb 09, 2005 17:55:46 | odd our fighter is the one who likes to spend the most time in 'downtime' admittedly he is working as an armoursmith and as a bouncer in firelight. The artificer takes what he needs to do his items then wants to race off so he can try them out. |
| #8darkerdreamsFeb 09, 2005 21:31:14 | This prestige class is for characters who are truly consummate homunculi creation specialists. This prestige class is a modification of the Effigy Master and is taken from Complete Arcane (pg 30). It has been modified for use with the Artificer prestige class from the Eberron campaign setting. Hit Die; d4 Requirements To qualify to become a homunculi master, a character must fulfill all the following criteria. Skills: Craft (leatherworking, woodworking, sculpting, or alchemy) 10 ranks, Knowledge (arcane) 5 ranks, Spellcraft 5 ranks, Use Magic Device 2 ranks. Feats: Craft Wondrous Item. Special: Ability to craft homunculi. This may done in any manner including through the craft construct feat, or the craft homunculi ability of the Artificer class. Class Skills The homunculi master’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the homunculi master prestige class. Weapon and Armor Proficiency: Homunculi masters gain no proficiency with any weapon or armor. Artificer Abilities: A homunculi master may stack every level of this class except 1st with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Improved Homunculi (Ex): A homunculi master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the construct to be improved, but has no XP cost. Homunculi Link (Su): At 5th level and higher, a homunculi master can create a supernatural bond between himself and one of his homunculi. This requires a 1-hour ritual. Afterward, the homunculi master can sense the construct’s condition (as if he had cast status on the homunculi), and can scry on the construct (as if casting the scrying spell) once per day. Furthermore, a homunculi master gains a +1 morale bonus on saving throws and artificer level checks as long as he is within 5 feet of his bonded homunculi. A homunculi master can only be linked to one homunculi at any time. If the linked construct is destroyed, or if the homunculi master wants to establish a new link, he can create a link to another homunculi (and eliminate the old link) by performing the ritual with the new homunculi. |
| #9darkerdreamsFeb 09, 2005 21:40:01 | The master alchemist prestige class is a potion creation expert. This class was taken from the Magic of Faerun (pg 34) and modified for use in the Eberron setting. Hit Die: d4 Requirements To become a master alchemist, a character must fulfill all the following criteria. Skills: Craft (alchemy) 10 ranks, Spellcraft 10 ranks, Use Magic Device 10 ranks. Feats: Brew Potion, Skill Focus (Craft alchemy) Special: Ability to create magic items as an 8th level caster. Class Skills The master alchemist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the master alchemist prestige class. Weapon and Armor Proficiency: Master alchemists gain no proficiency with any weapon or armor. Artificer Abilities: A master alchemist may stack every level of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Brew 2/day(Ex): The master alchemist has perfected the art of brewing potions. As such, she can brew two potions (totaling no more than 1,000 gp base price) in one day (8-hour period) instead of only one. Brew Potion (4th)(Ex): Beginning at 2nd level, the master alchemist’s advanced study of alchemy and magic allows her to brew potions of 4th level spells. The market price of such a potion is equal to 50 gp per spell level times the level of the caster. Brew Potion (5th)(Ex): As Brew Potion (4th), except that the master alchemist can now brew potions of 5th level spells. Brew Potion (6th)(Ex): As Brew Potion (4th), except that the master alchemist can now brew potions of 6th level spells. Brew 3/day(Ex): As Brew 2/day, except that the master alchemist may brew three potions in one day. Potion Identification(Sp): A master alchemist of 5th level or higher can determine the magical properties of a potion by handling it for 1 minute and making a successful Craft (alchemy) check (DC 10 + the potion’s caster level), the alchemist can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the Identify spell. Brew Potion (7th)(Ex): As Brew Potion (4th), except that the master alchemist can now brew potions of 7th level spells. Brew Potion (8th)(Ex): As Brew Potion (4th), except that the master alchemist can now brew potions of 8th level spells. Brew 4/day (Ex): As Brew 2/day, except that the master alchemist may brew four potions in one day. Brew Potion (9th)(Ex): As Brew Potion (4th), except that the master alchemist can now brew potions of 9th level spells. Potion Artisan (Ex): At 10th level a master alchemist may reduce the base cost of any potion he creates by 25%. |
| #10darkerdreamsFeb 14, 2005 11:07:35 | The crafter savant prestige class is an expert in the manipulation of the arcane forces contained within enchanted items. Using the power of his dragonmark and the training of his house he can manipulate the enchantments and energies around him. This class was taken from the Argent Savant in the Complete Arcane (pg 24) and modified for use as an artificer PrC in the Eberron setting. Hit Die: d4 Requirements To become a crafter savant, a character must fulfill all the following criteria. Skills: Knowledge (arcane) 6 ranks, Use Magic Device 6 ranks. Feats: Least Mark of Making, Favored in House, Craft Arms and Armor, Craft Wondrous Item Special: Ability to create magic items as a 10th level caster. Class Skills The crafter savant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the crafter savant prestige class. Weapon and Armor Proficiency: Crafter savants gain no proficiency with any weapon or armor. Artificer Abilities: After 2nd level a crafter savant may stack every level of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Item Specialization: A crafter savant gains a +2 competence bonus on attack rolls made with magic items. She also adds a +1 bonus to each die of damage dealt by magic items she uses. Enhance Armor (Ex): At 2nd level and higher a crafter savant gains greater benefit from defensive magic items than other characters. When an item grants her a bonus to AC she increases that bonus by 2. This benefit does not extend to armor bonuses she grants to others, to items that she creates but does not use herself, nor to armor bonuses generated by spells or non-magical armor. Ablate Offensive Items (Ex): Due to her improved understanding of magic items, a crafter savant of 4th level or higher can prevent damage to herself from magic items. She may subtract an amount up to her class level from damage dealt by magic items. This reduction may not exceed the damage dealt by the magical aspects of an item however, so a 4th level crafter savant struck by a +1 short sword would still take damage from the short sword normally, without additional damage from it’s +1 enhancement. Also, a force spell producing multiple attacks, such as magic missile, is considered a single attack for this purpose; so you deduct the savant’s level from the total damage dealt by the spell, not the damage dealt by each individual missile- and you subtract this damage only if the spell is generated from a magic item such as a wand, scroll, or staff, not if a wizard casts it normally. Unbind Enchantment (Su): At 5th level, a crafter savant learns how to unweave a magic item on the fly and liberate its energy. As a full-round action the savant may spend an action point to attempt to dispel a single magic item within 60’. If she succeeds at a crafter level check (artificer level + any levels from which they receive artificer abilities, DC 11 + the opposing crafter’s level), the item is permanently disjoined. This immediately dispels the effects and deals 1d6 points of damage per charge, if charged, or per 2 levels of the creator to anyone within 10 feet of the unbound item (including the actual physical shell of the object). |
| #11darkerdreamsFeb 14, 2005 11:47:47 | This prestige class is drawn from the Runecaster PrC in the Forgotten Realms Campaign setting (pg 51). In the Forgotten Realms setting it is based on the inscribe rune feat (pg 36 and 58), for purposes of the prerequisites for this feat and other item creation feats (craft contingent spell from complete arcane, tattoo magic from Races of Faerun, etc.) that a artificer be considered a spellcaster equal to his level for creating magical items. Also, because of the specific nature of the feat in FRCS, and for completeness, I have modified it for use with the artificer class here. Craft Rune You can create magic runes that can hold spells until triggered. Prerequisite: Intelligence 13+, Craft (any appropriate, see below) 1 rank, caster level 3rd. Benefit: You can create a rune with any spell you have ready to be used for item creation. As with any item creation, the caster must provide material components, foci, and pay any XP cost for the spell to be included in addition to the XP and gold cost for creation of the rune prior to the process beginning. An object can hold 1 rune per 25 square feet of surface area (5’ x 5’ area), or one rune if the item is smaller. Runes cannot be crafted onto creatures. A rune is a temporary magic item similar to a scroll. It can be triggered once before loosing its magical power, but it lasts indefinitely until triggered. A rune which is written or painted onto a surface fades after being expended, dispelled, or erased. A rune carved into a surface remains as a bit of nonmagical writing even after its magic is expended. Unlike creating a scroll a rune requires only 10 minutes plus the casting time of the spell to be included. Also, all decisions that must be made when the spell is cast are decided at the time the rune is created. Inscribing the rune requires a Craft check against a DC of 20 + the level of the spell being used. This craft skill may be anything appropriate to the task of creating a written symbol on the surface at hand (metalworking, calligraphy, gem cutting, stone carving, woodcarving, etc.). If this check fails the symbol is imperfect and cannot hold the magic, any components and XP are wasted and the spell is still expended. A rune has a base price of spell level x caster level x 100 gp (a 0 level spell counts as ½ level). You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. A rune’s market value equals it’s base price, plus the value of expensive components or extra XP spent to cast the spell. Whoever touches a rune triggers it and becomes the target of the spell placed in it. The rune’s creator may touch the rune without triggering it, or deliberately trigger it if he so desires. The rune itself must be touched to trigger it, so an object with a rune may be handled safely as long as care is taken to avoid contacting the rune. If the spell only affects objects, then an object must trigger the rune. Triggering a rune deliberately is a standard action. A rune cannot be placed upon a weapon with the intent of having the rune triggered when the weapon strikes a foe, and the rune is not concealed in any way and is obvious to anyone inspecting the item. A read magic spell allows a caster to identify the spell held in the rune with a successful Spellcraft check (DC 15+ the spell’s level). Runes can be disarmed or deactivated in several ways; An erase spell deactivates a rune if the caster can make a caster level check vs a DC of 15 + the caster level of the rune. A dispel magic spell target on an untriggered rune can dispel if the check is successful against a dc of 11 + the rune’s caster level. Also, a character with the trapfinding ability can disable runes like any other magical trap. Runecrafter Hit Die: D6 Requirements To become a runecrafter, a character must fulfill all the following criteria. Skills: Spellcraft 8 ranks, Craft (appropriate to the Craft Rune feat) 8 ranks Feats: Craft Rune Special: Ability to create magic items as an 3rd level caster. Class Skills The runecrafter's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the runecrafter prestige class. Weapon and Armor Proficiency: Runecrafters gain no proficiency with any weapon or armor. Artificer Abilities: A runecrafter may stack every level of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Rune Craft: This is a bonus added to the runecrafter’s craft checks to inscribe runes. Improved Runecrafting: As a runecrafter rises in level, he can create runes that function more than once and have different means of being triggered. The extra features increase the cost of the rune, however, and are available at different levels as shown on the table below. Rune Power: For runes created by the runecaster, this is a bonus added to the DC of all saves against, attempts to erase, dispel, or disable the rune, and to caster level checks to overcome spell resistance of those targeted by runes. Maxamize Rune: The runecaster can create runes that are maximized, as if under the effects of the Maximze Spell feat, without altering the level of the spell being used to create the rune. Maximizing a rune adds +5 to the DC of the Craft check required to inscribe it. Rune Artisan (Ex): At 10th level a runecrafter may reduce the base cost of any rune he creates by 25%. |
| #12darkerdreamsMay 03, 2005 17:01:13 | During the last war house Cannith provided weapons to every side of the conflict, and elite units in the form of Warforged. Many experimenters took great strides learning about both living and constructs. Even with the creation forges shut down there are many who still pursue this research for their various ends. This is an adaptation of the Fleshwarper prestige class shown in the Lords of Madness. A reverse work (artificers wanting to move into the fleshwarper) class can be found here . Hit Die: d6 Requirements To become a Warforger, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 8 ranks, Craft (leatherworking, metalworking, woodworking, sculpting, armorsmithing, or weaponsmithing) 8 ranks. Feats: Craft Construct, any three of the following, Lesser Mark of Making, Favored in House (Cannith), Extraordinary Artisan, Legendary Artisan, and Exceptional Artisan. Special: You must have either the craft homunculi or summon familiar special ability. You must also have access to a creation forge, the notes used by Cannith members to create the forges, or a source of knowledge from Xen’Drik about that type of magic. Class Skills The warforger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the warforger prestige class. Weapon and Armor Proficiency: Warforgers gain no proficiency with any weapon or armor. Artificer Abilities: A master alchemist may stack every level of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Construct Familiar: You replace your familiar (if you have one) is with an automaton replica. It is treated as a normal familiar except that its type changes to living construct and it gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. It cannot heal naturally, and can be targeted by both spells that target either living creatures and that target constructs. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects. They are subject to certain spells like warforged are. The construct cannot bleed out, but become inactive when below 0 hp. It also does not need to eat, sleep, or breath (though it may still benefit from consumable magic, such as hero’s feast and potions). Your construct familiar also gains one of the abilities described below, as chosen by you. At every third level you gain above 1st, your construct familiar gains another ability from those described below. You can’t choose the same ability twice. If your familiar is killed and you create a new one (a process identical to obtaining a new familiar) you can choose new construct abilities for that new familiar based on your current level. Your construct familiar provides you a +2 bonus on saving throws vs effects it is immune to as long as it is within arms reach. Your warforger levels stack with all other class levels used to determine the familiar’s other attributes. Also, if you have the Craft Homunculi ability you may replace that class ability with the Summon Familiar ability. The abilities that your Construct Familiar can have are as follows; Darkvision: your construct familiar gains darkvision to 60’. Fortification: your familiar has a 25% chance to ignore critical hits and sneak attacks. (This ability may be taken up to 4 times, each time it stacks) Low-Light Vision: your familiar has the lowlight vision special ability. Plating: The familiar’s natural armor bonus improves by 4. The familiar gains a +2 bonus on fortitude saves. Size Increase: The familiar’s size becomes larger by one category. Consult the Monster Manual for the effects of this size increase on the familiar’s ability scores and other statistics. Construct Traits: Parts of your experimentation in finding the boundary between life and construct you occasionally lead to improvements in your own form. At 2nd level and every three levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle, minor way. Choose one Construct Trait from those described below when you reach 2nd, 5th, and 8th level. Darkvision: you gain darkvision to 60’. Durable: You cannot bleed out, but become inactive when below 0 hp. Fortification: you have a 25% chance to ignore critical hits and sneak attacks. (This ability may be taken up to 4 times, each time it stacks.) Warforgers who have arcane caster levels suffer a +5% arcane spell failure chance each time they take this ability. Low-Light Vision: you have the lowlight vision special ability. Plating: Your natural armor bonus improves by 4. You gain a +2 bonus on fortitude saves. Warforgers who have arcane caster levels suffer a +5% arcane spell failure chance. Size Increase; Your size becomes larger by one category. Consult the Monster Manual for the effects of this size increase on your ability scores and other statistics. Sturdy: You gain bonus HP for your size as a construct would (10 for small creatures, 20 for medium, and 30 for large). Construct Upgrade: You may provide constructs with Maug Grafts (from the Fiend Folio), or may spend a day and 1000 gp in a ritual that will allow a constructs with an open feat to take a body feat that may normally only be taken at 1st level or change which body feat the construct possesses. Rapid Construction: Starting at 6th level, you can create constructs with shocking speed. Once a body for your construct is complete the enchantment now only takes 1 hour for each 1,000 gp. Construct Apotheosis; At 10th level you undergo a transformation into a living construct. Your type changes to Construct (living construct) and you cease to be at risk of death from massive damage, to need to eat, sleep, or breathe, nor are you subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. However, you cannot heal naturally, and can be targeted by both spells that target either living creatures and that target constructs. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects. You are also especially subject to certain spells as warforged are. Finally, you gain a +2 racial bonus to constitution. |
| #13roxlimnMay 03, 2005 23:10:22 | Highly suggest also porting over the Greenstar Adept (?) from Complete Arcane. Transforming into a Living Construct seems to be something up the Artificer's alley. |
| #14darkerdreamsMay 05, 2005 15:39:23 | Acolyte of Steel This PrC is based off the Greenstar Adept PrC in Complete Arcane. As modified here it is a transformational class for artificers that sheds its dependence on arcane use of unearthly substances (that idea being more appropriate to characters willing to pursue arcane paths). I hadn’t done this modification originally because I saw that dependence as part of the class, and thought the translation would be straitforward. After doing the Warforger PrC and a subsequent comment from Roxlimn I reconsidered and present the class that follows. Among Artificers there are those who see the construct form as the perfect ideal to be aspired to and are willing to sacrifice their “flesh based weaknesses” to aspire towards this ideal. Some of these individuals may, ultimately, join the Lord of Blades once their transformation is complete- having trod the same path from living weakness to constructed perfection that he espouses for his followers. Others simply seek to live their new “lives.” Some who reach this pinnacle may look back and wish to recapture a measure of the life they forsook. If they can manage entry the Warforger prestige class may provide access to the Living Construct subtype in the Construct Apotheosis. Hit Die: d8. Requirements To qualify to become a Acolyte of Steel, a character must fulfill all the following criteria. Base Attack Bonus: +4. Skills: Decipher Script 2 ranks, Knowledge (arcana) 8 ranks, Knowledge (architecture and engineering) 8 ranks, Craft (any two of the following; leatherworking, metalworking, woodworking, sculpting, armorsmithing, or weaponsmithing) 8 ranks. Feat: Craft Construct, Craft Wondrous Item. Special: Must do special work on his own body, modifying and enchanting it to start his transformation from living creature to construct. Starting this process requires arcane reagents and components costing 1,000 gp and takes one week to perform. Class Skills The Acolyte of Steel's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the Acolyte of Steel prestige class. Weapon and Armor Proficiency: Acolytes of Steel gain proficiency with simple weapons. They gain no proficiency with armor or shields. Artificer Abilities (Ex): An Acolyte of Steel may stack every level of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Damage Reduction (Ex): The alterations perfomed on his body reinforces the flesh of an Acolyte of Steel, making him resistant to physical blows. He gains damage reduction 1/adamantine. Each level thereafter, his damage reduction improves by 1, until by 10th level, he has damage reduction 10/adamantine. Constructing Self (Ex): An Acolyte of Steel must continue to alter his body and build new parts to continue his transformation. When he gains a level in this class beyond 1st, he does not gain any of the class features for that level until he performs special work that requires 24 hours, an area suitable to creating magic items, and arcane reagents and materials costing 1,000 gp. An Acolyte of Steel’s base attack bonus, saving throws, skills, and feats or ability score increases are not dependent on this ritual -- he fails to gain the special class abilities only until he completes the ritual. Constructed Rigor (Ex): At 1st level, an Acolyte of Steel’s process of transformation has already begun. His flesh takes on a faint metallic hue, and it becomes denser and stronger. A 1st-level acolyte's Strength score increases by 1, but his Dexterity score drops by 1 (to a minimum of 3). His natural armor bonus also improves by 1. When an Acolyte reaches 4th level, his Strength and his natural armor bonus improve by an additional 1 point. At 7th level, an Acolyte's Strength increases by 2 more, for a total increase of +4, while his Dexterity is reduced by 1 (to a minimum of 3). His natural armor bonus improves by another 2 points, for a total bonus of +4. At 10th level, an Acolyte's Strength score increases by 2 more points (total increase of +6) and his Dexterity is reduced by 1 (total reduction of -3, to a minimum of 3). His natural armor bonus improves by another 2 points, for a total bonus of +6. Natural Attack (Ex): Beginning at 2nd level, an Acolyte of Steel has flesh so dense that his unarmed strikes deal substantial damage. He gains a slam attack that deals bludgeoning damage equal to a club sized for the character (1d4 for Small adepts, 1d6 for Medium adepts, or 1d8 for Large adepts), plus 1-1/2 times his Strength modifier. Unnatural Metabolism (Ex): When an adept reaches 2nd level, his work begins to radically alter his metabolism. He gains a +2 bonus on saving throws against poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. At 5th level, an Acolyte’s bonus on saving throws against the attack forms listed above increases to +4. At 8th level, the save bonus increases to +6. Fortification (Ex): At 3rd level and higher, an Acolyte of Steel has resistance to attacks that affect other living creatures. When a critical hit or sneak attack is scored on the character, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. When an Acolyte reaches 6th level, this ability improves, increasing the chance of negating a critical hit or sneak attack to 50%. At 9th level, an Acolyte of Steel has a 75% chance to negate a critical hit or sneak attack. Construct’s Vision (Ex): At 4th level, an Acolyte of Steel gains darkvision out to 60 feet and low-light vision. Null Metabolism (Ex): When an Acolyte of Steel reaches 7th level, his transformation approaches completion. He no longer needs to breathe, eat, or sleep. He has immunity to inhaled poisons, drowning, suffocation, and sleep effects (although he still must rest 8 hours in order to regain spells). In addition, an Acolyte of 7th level or higher is no longer subject to fatigue or exhaustion and ignores the effects of these conditions. Constructed Perfection (Ex): At 10th level, an Acolyte of Steel completes his transformation. He resembles a perfectly sculpted statue of himself, forged from steel. His type changes to construct (not, however, living construct), which brings about the following alterations to his basic nature: * An adept loses his Constitution score and any hit point adjustment for Constitution. However, he gains bonus hit points based on his size: +10 hit points for Small, +20 hit points for Medium, or +30 hit points for Large. * Unlike other constructs, an Acolyte of Steel has no special immunity to mind-affecting effects. He is essentially a human mind in a magically animated body. * He gains immunity to poison, paralysis, stunning, disease, extra damage from sneak attacks, death effects, and necromancy effects. * He no longer heals damage on his own, and receives no benefit from spells or effects that heal living creatures. However, he can repair himself by means of repair damage spells or his rapid repair ability (see below). * He is no longer subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. * He gains immunity to any effect that requires a Fortitude save unless it also works on objects, or is harmless. * He is no longer at risk of death from massive damage, but he is immediately destroyed if reduced to 0 hit points. However, unlike other constructs, an Acolyte of Steel can be returned from the dead by any means that would have worked on him before his final transformation. * He no longer takes ability score penalties for aging and cannot be magically aged. He cannot die of old age and might exist in this form for eons. Rapid Repair (Ex): A 10th-level Acolyte of Steel repairs 1 point of damage per hour of rest, as long he has at least 1 hit point. Rapid repair does not allow a Acolytes of Steel to regrow or reattach lost body parts. |
| #15darkerdreamsAug 16, 2005 16:49:56 | Steel Knight This version of the Bone Knight prestige class represents a Cannith or Cyrian officer for construct troops, shepherding warforged titans, golems, and ultimately units of warforged across the field. This is parallel to the intent of the Bone Knights in Karrnath. The Bone Knight class is in the Five Nations (pg 117) and has been modified for use by Artificers. Hit Die: d10 Requirements To become a Steel Knight, a character must fulfill all the following criteria. Base Attack Bonus: +4 Skills: Craft (armorsmithing) 6 ranks, Knowledge (arcana) 4 ranks, Ride 6 ranks. Special: Ability to use 1st level infusions. Class Skills The Steel Knight's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Steel Knight prestige class. Weapon and Armor Proficiency: Steel Knights gain proficiency with all simple and martial weapons and with all armor and shields (including tower shields). Oath of Loyalty (Sp): As part of attaining their first level all Steel Knights are required to swear an Oath of Loyalty to house Cannith or Cyre. This oath takes the arcane force of a Geas spell. This Geas cannot be broken for an unwilling Knight, but if it is all of the features of this class are immediately lost. Forged Armor (Ex): At 1st level, you learn to make and wear the distinctive armor used by the order of steel knights. You can produce a suit of medium or heavy armor that would normally be composed of metal with the same cost and time to create as normal armor of the same type. It is possible to spend additional time and money to produce spiked or masterwork armor (which may then be further enhanced through magic). While any character may wear this armor normally only a character with this ability may gain the additional abilities granted by the armor. The armor has its maximum dexterity bonus, armor class, and armor penalty all improved by 1. In addition, the armor grants you damage reduction 1/bludgeoning if it is medium armor, or damage reduction 2/bludgeoning if it is heavy armor. After their creation several warforged who provided exemplary service were admitted to the order. A warforged steel knight may, if they choose, take a single warforged only feat as a bonus feat. As a special exception, they may take a feat could normally only be taken at first level. In such cases the warforged may only have one 1st level only "body" feat (mythril, adamantine, ironwood, or unarmored body). Repair Construct (Su): A steel knight may repair damage dealt to any construct by touch. Each day you can repair a total number of hit points of damage equal to your steel knight level x your charisma bonus (minimum 1). This ability is otherwise identical to the paladin's Lay on Hands ability. Rebuke Constructs (Su): You may rebuke or command constructs as an evil cleric of your steel knight level can rebuke and command undead. Infusions: Beginning at 2nd level, you gain new infusions per day and an increase in caster level as if you had also gained a level of artificer. Bonus feet: At 2nd level you gain Craft Wondrous Item as a bonus feat, at 6th level you gain Craft Magic Arms and Armor as a bonus feat, and at 9th level you gain Craft Construct. These do not provide any bonus to your caster level, or any other ability to meet prerequisites for item creation. Forged Steed (Sp): At 2nd level, you create for yourself an inch tall statuette of a horse. This is a magical item which in many ways functions as a Figurine of Wondrous Power. This provides the services of a 'forged steed: a heavy warhorse with the 'forged template applied (or war pony for Small steel knights). The figurine will only function for you, and the steed may be called once per day, as a full-round action. The mount remains for 2 hours per steel knight level; it may be dismissed at any time as a free action. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. If the figurine is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the creature reverts to a statuette and cannot be used for 30 days. Master of the Steel Banner (Su): Beginning at 3rd level, you grant any allied constructs (or constructs you command) spell resistance equal to 5 + your charisma modifier (if positive) + your steel knight level as long as they remain within 60 feet of you. Improved Forged Armor (Ex): At 4th, 7th, and 10th levels the damage reduction afforded by your forged armor increases by 1. Moreover, you gain additional benefits while clad in your forged armor, as described below. At 4th level, your armor grants you immunity to stunning attacks and non-leathal damage. At 7th level, your armor has a 50% chance of negating any critical hit or sneak attack made against you. In addition, the armor allows you to fight without penalty while disabled or dying. At 10th level, your armor grants you immunity to extra damage from critical hits and sneak attacks. Warforged who chose a bonus feat for their Forged Armor ability may select another bonus feat (meeting the same criteria as before) or gain an enhancement bonus (or equivalent) to their composite plating at each of these levels. For each time the enhancement bonus is chosen they receive a cumulative +1 or equivalent receiving a total of +6 equivalent at 10th level if they chose that option all three times (+1 at 4th level, +2 at 7th, and +3 at 10th). Reinforcements (Sp): At 5th level you may use Animate Objects as a spell like ability once per day using your steel knight level as the caster level and treating the spell level as one half that. At 10th level this ability may be used twice per day. Artificer Abilities: You may stack your 6th and 9th levels of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. You do not, however, gain these abilities if you do not already have them, nor do you gain any other benefit a character of that class would have gained. Forged Blade (Ex): At 6th level, if you have at least 6 ranks in Craft (weaponsmithing), you can craft special weapons. The weapon has the same cost and time to create as a normal weapon of that type. In the hands of a Steel Knight of 6th level or higher the weapon is treated as masterwork, and can be enchanted. However enchantments lain upon it only function for steel knights of 6th level or higher. Further, the base price for enchantments lain upon such weapons is reduced by 25%. Exoskeleton (Ex): At 8th level, your forged armor fuses to your body and cannot be removed without killing you (if the Oath of Loyalty is removed you will certainly die). You take no penalties for sleeping in the armor, as it has become a second skin. Also, you gain immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage. A warforged who chose to take bonus feats gains the benefits of this ability as normal. Forged Strike (Ex): At 9th level, once per day a when you are using a weapon created with the sixth level ability from this class you may declare this special attack. You add a bonus equal to your level in this class to the attack and deal an extra 2d6 points of damage with a successful strike. |
| #16Save-vs-DMAug 16, 2005 22:56:26 | Original Prestige Classes House Artificer Though house Cannith is considered to produce the finest artificers, it is no secret that other houses also employ and produce their own artificers. The elite artificers that carry a dragonmark are well known for producing items that aid their houses. The best of these dragonmarked artificers often become house artificers, truly exemplifying their houses by producing items tied to their dragonmarks. All house artificers carry the dragonmark of their house and many find that as they continue their careers as a house artificer their dragonmarks also progress with them. House artificers begin to develop a knack for producing magical items that use the spell-like abilities of their marks and some of them focus on producing items that mimic their spell-like abilities, the better to aid their unmarked brethren. Hit Die: d6. Requirements To qualify to become a house artificer, a character must fulfill all of the following criteria. Skills: Diplomacy 2 ranks, Knowledge (Arcana) 8 ranks, Use Magic Device (8 ranks). Feats: Least Dragonmark Infusions: Infuser caster level 5th. Class Skills The house artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (Arcana) (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha). Skill Points per Level: 4 + Int modifier. Class Features All of the following are class features of the house artificer. Weapon and Armor Proficiency: House artificers gain no proficiency in any weapon or armor. Item Creation (Ex): For purposes of meeting item prerequisites, a house artificer adds his levels in this class to his levels in the artificer class. Craft Reserve (Ex): When a house artificer gains a new class level, he also gains a new craft reserve as if he had also raised a level of the artificer class. To determine the amount of craft reserve the house artificer receives, add levels of house artificer to levels of artificer and consult the artificer craft reserve table. Infusions: At second level and every level thereafter, a house artificer gains new infusions per day and infusions known as if he had also gained a level in the artificer class. He does not, however, gain any other benefit a character of that class would have gained. Tied to the Mark (Ex): At 1st level a house artificer learns how to make items of his house more easily. Whenever a house artificer crafts a magic item that requires a spell that is listed as one of the spell-like abilities of his dragonmark, he is treated as 3 levels higher than his artificer level for purposes of meeting item creation prerequisites. In addition the house artificer need not make a Use Magic Device check to produce items that only require spells that appear on the list of spell-like abilities for his dragonmark. Lesser Dragonmark: At 2nd level a house artificer manifests the lesser dragonmark of his house. He gains the Lesser Dragonmark feat as a bonus feat without having to meet the prerequisites for it. If the house artificer already has the Lesser Dragonmark feat, he may instead use the powers of his lesser mark one additional time per day. Bonus Item Creation Feat: At 3rd level, a house artificer gains a bonus item creation feat that he qualifies for. Greater Dragonmark: At 4th level a house artificer manifests the greater dragonmark of his house. He gains the Greater Dragonmark feat as a bonus feat without having to meet the prerequisites for it. If the house artificer already has the Greater Dragonmark feat, he may instead use the powers of his greater mark one additional time per day. Dragonmark Reservoir (Ex): At 5th level, the house artificer learns how to imbue an item with the power of his dragonmark. The house artificer may attune a single non-magical item to himself by making a DC 20 Will save and spending 8 hours in meditation. If the saving throw is successful the item can be used to store a single dragonmark spell-like ability. This item functions exactly like a greater dragonshard reservoir in all respects, save that it only functions for the house artificer and does not take up an item slot. Complete information on the dragonshard reservoir can be found on page 260 of the Eberron Campaign Setting. |
| #17Save-vs-DMAug 17, 2005 11:50:52 | Recalibrater For some artificers, a well crafted magic item is a thing of beauty that should stand the test of time, unchanging through the eons, fixed in function. For the recalibrater, such items are merely a beginning to a larger and more mutable item. Recalibraters see magic as an ever changing and mutable force, a force they can channel and change at a whim. Many artificers see recalibraters as reckless and irresponsible, tapping magic in ways that are best left untouched. The very idea of changing an item once it is created is foreign to many artificers who are used to creating an item for a specific function and then starting a new project. Recalibraters are often culled from the ranks of younger artificers who feel that they are on the cutting edge of magical innovation. Many recalibraters claim that they have simply found a new way of thinking about magic items and that such changes are performed through long hours of study. Greatly valued in adventuring parties for their ability to adapt magic items to the task at hand, many recalibraters have found work with these groups are magical experts. NPC recalibraters are few and far between, preferring to stick to the older methods of item creation. Those few that exits tend to exist within House Cannith, where they are valued for their new discoveries. Hit Die: d6. Requirements To qualify to become a recalibrater, a character must fulfill all of the following criteria. Skills: Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks, Use Magic Device 8 ranks Feats: Attune Magic Weapon, Skill Focus (Use Magic Device) Special: Retain essence class feature Class Skills The recalibrater's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Arcana) (Int), Search (Int), Spellcraft (Int) and Use Magic Device (Cha). Skill Points per Level: 4 + Int modifier. Class Features All of the following are class features of the recalibrater. Weapon and Armor Proficiency: Recalibraters gain no proficiency in any weapon or armor. Item Creation (Ex): For purposes of meeting item prerequisites, a recalibrater adds his levels in this class to his levels in the artificer class. Infusions: At each level a recalibrater gains new infusions per day and infusions known as if he had also gained a level in the artificer class. He does not, however, gain any other benefit a character of that class would have gained. Recalibration (Ex): At 1st level, a recalibrater learns how to alter items by using materials at hand. Once per day a recalibrater may remove an existing property from a magic item and then place that property on a different item. To transfer a magical property from an item, the recalibrater must possess the item creation feat used to make the item and make a Use Magic Device check DC 20 + the items caster level. If the check is successful, the property is transferred from one item to another item. This process takes one hour to complete. If the recalibrater succeeds on the Use Magic Device check, the magical property is successfully transferred to the new item for one day per recalibrater level. If the Use Magic Device check fails, the magical property does not function for either item for one day per recalibrater level. If recalibration is used to transfer an ability to a weapon that has been attuned with the attune magic weapon feat, this process instead only takes ten minutes. Bonus Feat: At 2nd level the recalibrater gains a bonus item creation or metamagic feat that he qualifies for. Baleful Recalibration (Ex): At 3rd level, the recalibrater can alter an opponent’s magic item so that it functions less than optimally once per day per recalibrater level. As a standard action that provokes attacks of opportunity, a recalibrater can alter the function of one magical item within 30 feet. If the item is attended or worn, it gets a Will saving throw DC 10 + recalibrater level + Charisma modifier to resist the effect. If the item fails its save, or is unattended, any bonus that magic item provides instead becomes a penalty of the same value for one round per recalibrater level. Greater Recalibration (Ex): At fifth level, the recalibrater can now use recalibration to permanently transfer magical properties between any two items by spending an amount of experience points equal to 1/25th the base gold cost of the property being transferred. If the property is being transferred to a weapon that has been attuned with the attune magic weapon feat, the recalibrater need only spend 1/5th the base gold cost of the property being transferred. |
| #18nathandAug 17, 2005 12:19:20 | DD, A number (I found 2) of your PrC's other than the Master Alcemist list Master Alcemist in the Class Skills area. |
| #19darkerdreamsAug 18, 2005 9:49:18 | originally posted to it's own thread, consolidating it here. Cannith Experimentalist In the pursuit of new ideas and better ways of crafting Cannith unflaggingly leads the way. With the resources, manpower, and skills to drive them they research, develop, and mass produce much of the magic that drives Khorvaire. Their research and development specialists are amazingly capable and able to create items far beyond the norm. Hit Die: d6 Requirements To become an Experimentalist, a character must fulfill all the following criteria. Skills: Craft (any) 9 ranks, Craft (any two others) 5 ranks, Disable Device 5 ranks, Knowledge (arcane) 9 ranks, Knowledge (architecture and engineering) 5 ranks, Spellcraft 9 ranks, Use Magic Device 9 ranks. Feats: Research, any two item creation feats, and either least dragonmark (making) or Favored in House (Cannith) Special: Ability to craft items as a 6th level caster. Class Skills The Experimentalist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Experimentalist prestige class. Weapon and Armor Proficiency: Experimentalists gain no proficiency with any weapon or armor. Bonus Feats: At each even level, an Experimentalist receives a bonus feat from the following list. He must also meet the prerequisites for this feat; Favored In House (Cannith), Greater Dragonmark (Making), Least Dragonmark (Making), Lesser Dragonmark (making), Skill Focus (any class skill), or any item creation or metamagic feat. Artificer Abilities: An Experimentalist stacks levels of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Prototypes: The vast majority of the Experimentalist’s job is to create new and untried devices for testing and possible development. Because of their push into theoretical ideas they must be able to find ways to push beyond the normal ability to craft for a character of their level- however doing so has risks. The Prototype Abilities table below lists the abilities they can use to create prototype items and the level at which they receive those abilities. A prototype item, however, is highly unstable- made as a proof of concept and beyond the ability of the character to actually master. Every time the prototype item is used the user must make a Use Magic Device check to use it. This check is separate and additional to the check Artificers must make to use such items normally. The base DC for this check is 30. Single charge items add +5 to the check, while charged items add +3 per charge already expended from them. Items with a number of charges per day or unlimited use add +2 to the check per charge used in that activation, plus an additional 1 per charge used that day. Failure on a given check leads to potentially catastrophic effects, listed on the Prototype Failure chart below. Expand (Ex); At fifth level Experimentalists with this ability learn how to reduce the cost of their creations by increasing the number of slots on the body they occupy. Extra slots must be adjacent (a wand taking a ring or bracer slot, armor taking bracer, amulet, or cape slots). Each extra space halves the base cost of the item (note, an double doubling is x3). Also note that only positive space appropriateness applies for each item slot as long as one slot used is appropriate to the type of item. Prove Concept (Ex); At 10th level once per day the Experimentalist may take 20 on a Use Magic Device check when emulating a prerequisite to craft an item. If the item was not already subject to the Prototype failure check it is now. |
| #20zombiegleemaxAug 24, 2005 20:14:22 | The ELH says this:-Any class features that increase or accumulate as part of a repeated pattern also continue increase or accumulate after 20th at the same rate. The only class feature that does this is the bonus feat every 4 levels.... Therfore that should be the ONLY thing that carries up to epic Artificer, (before anyone says I hate artificers I don't, I'm just trying to be as balanced as possable.) This means taking epic Item creation feats would be much slower and more balanced. MC/PrC past lvl 14 (Forge Ring, Access to 6th lvl Infusions) May well be a suitable option, with +exisiting class or +exisiting arcane/divine caster level. I think that the 2 that fit 'legaly' to that aim would be Loremaster or Void Disciple, both help wth the infusions per day, and 'Artificer Level' without any modifications not already taken to include the artificer class in a game. I've discounted those that require specificly arcane or divine spellcasting as exactly that, though Maester and Effigy Master do seem to fit well. Maybe we should suggest that an artificer using an artificer scroll should count for 'in spell list' or 'able to cast' with a take UMD or Spellcraft + take 10 (from lvl13). One last thing, at what point would a Warforged Artificer (i.e. non-mortal) be able to take the following feat. Being that the DMG repeatedly specifies that non-mortals are incapable of making them. Create Artifiact Prerequisite: Warforged Artificer Level 100(?), Epic Wish Spell (scroll UMD DC150?) You can make any known or unknown artifacts of immense power, including epic-spell casting items, make copys of specific artifacts, or generating new ones. All effects would have to be worked up from relevent seeds, creating very high DC's. DM's will have to be involved with artifact creation. |
| #21darkerdreamsAug 24, 2005 20:42:12 | The ELH says this:-Any class features that increase or accumulate as part of a repeated pattern also continue increase or accumulate after 20th at the same rate. essentially, yes, except that other abilities continue to add as your level increases. MC/PrC past lvl 14 (Forge Ring, Access to 6th lvl Infusions) May well be a suitable option, with +exisiting class or +exisiting arcane/divine caster level. I think that the 2 that fit 'legaly' to that aim would be Loremaster or Void Disciple, both help wth the infusions per day, and 'Artificer Level' without any modifications not already taken to include the artificer class in a game. I've discounted those that require specificly arcane or divine spellcasting as exactly that, though Maester and Effigy Master do seem to fit well. I disagree. Anything that creates magic items falls within the purview of the artificer somehow by RAW. as you might notice, I also tend to shy from giving both the ability to craft and the ability to use infusions- seems overpowered to me. Maybe we should suggest that an artificer using an artificer scroll should count for 'in spell list' or 'able to cast' with a take UMD or Spellcraft + take 10 (from lvl13). I just don't like that as it changes the heart of how artificers function. One last thing, at what point would a Warforged Artificer (i.e. non-mortal) be able to take the following feat. Being that the DMG repeatedly specifies that non-mortals are incapable of making them. actually, the epic book turns around and almost directly flies in the face of that- many epic items are almost every bit the equal of an artifact in power- only the interest of a "higher being" and the improved toughness of an artifact. Adding that toughness shouldn't be that hard (I've seen spells to make objects stronger in a couple places- possibly the ECS or Complete Arcane?). As for the "powerful being's interest": if you're creating epic magic you count as a powerful being- and the cost of epic items tends to discourage flipantly discarding them. I also tend to treat any epic item as an "artifact" for special rules like Disjunction (actually, it's never come up- but I decided when the Epic book was released that's what I would do). |
| #22zombiegleemaxAug 24, 2005 22:51:20 | Loremaster and Void Disciple look valid without any tweaking? Void Didciple in particular has a lot of flavor for those warforged twiddling thumbs all night... having a quickpeek at the terrain/caves/dungeons ahead etc. |
| #23nathandSep 07, 2005 6:07:59 | ![]() |
| #24darkerdreamsSep 07, 2005 9:47:37 | haven't been able to buy new books lately, find anything to tweak about loremaster (aside from spellcasting bump migrating to an artificer ability bump), or been able to lay hands on the void diciple... blah. but it's nice to know people find this thread worth bumping. |
| #25taskiSep 08, 2005 23:55:49 | I had an idea for an Artificer PrC that builds on the feat Improved Flight Item in S:CoT. The artificer makes normal magic items that work better in the right manifest zones at no extra cost. It could be a 5-level PrC with full craft reserve progession and no infusion progression, and you choose two Improved Item types per level (or whatever would be balanced). No Dal Quor items, of course. Some ideas for Improved Items: Fernia - Maximized and enlarged Fire effects. Risia - Maximized and enlarged Cold effects. Lamania - Extended Druid spells. ... and so on. |
| #26darkerdreamsSep 10, 2005 0:00:11 | High Artisan Based on the Red Wizard of Thay PrC, this prestige class represents an underpinning of Cannith pre-eminence in magical item creation. Hit Die: d4 Requirements: To qualify to become a High Artisan, a character must fulfill all the following criteria. Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks. Feats: Three item creation feats. Special: Ability to craft items as a 8th level caster. Special: Eligible for the Mark of Making, or Favored in House (Cannith). Class Skills The High Artisan's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the High Artisan prestige class. Weapon and Armor Proficiency: High Artisans receive no proficiency with any weapons or armor. Artificer Abilities: A high artisan stacks levels of this class with levels of Artificer for purposes of the Item Creation and Craft Reserve special ability. He does not, however, gain any other benefit a character of that class would have gained. Artisan Defense: A high artisan gains a bonus on saving throws against spells and effects generated by magic items. This bonus starts at +1 at first level and increases by 1 at each odd level. Artisan Ability: At 2nd level a High Artisan gains a bonus to his effective level when creating magic items. His effective caster level increases by an additional +1 at each even level. Cooperative Crafter: At third level a High Artisan gains cooperative crafter as a bonus feat. If he already possesses this feat he gains a bonus item creation feat. Bonus Feat: At fifth level a high artisan gains a bonus item creation feat. Magical Foreman: At fifth level a High Artisan gains Magical Foreman as a bonus feat. If he already possesses this feat he gains a bonus item creation feat. Arcane Director: At seventh level a High Artisan gains Arcane Director as a bonus feat. If he already possesses this feat he gains a bonus item creation feat. Esoteric Manufacturer: At tenth level a High Artisan gains Esoteric Manufacturer as a bonus feat. If he already possesses this feat he gains a bonus item creation feat. |
| #27darkerdreamsSep 10, 2005 0:32:52 | CRAFTMASTER Based on the Loremaster PrC. Hit Die: d4. Requirements To qualify to become a craftmaster, a character must fulfill all the following criteria. Skills: Craft (any two) 10 ranks. Feats: Any three item creation feats, plus Skill Focus (Craft [any individual craft skill]). Special: Able create items as a sixth level caster. Class Skills The craftmaster's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. |
| #28darkerdreamsMar 01, 2006 18:11:13 | Dedicated Smith This prestige class is based on the Ironsoul Forgemaster (from Magic of Incarnum). It is not, strictly, an artificer prestige class, but it centers on some of the core tenants of that class and should have clear appeal to artificers who wish to focus on physical combat. Hit die; d8 The Dedicated Smith class skills (and the key ability for each skill) are; Concentration (Con), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft(Int), Use Magic Device (Cha). Skill Points at each level: 2+ Intelligence modifier Prerequisites Skills; Craft (armorsmith or weaponsmith) 8 ranks, Knowledge Arcana 2 ranks Spellcasting; the ability to use first level spells or infusions. Special; the character must either be a Dwarf or have either Least Dragonmark (Making) or Favored in House (Cannith). |
| #29zombiegleemaxFeb 10, 2007 10:50:01 | ![]() I saw the Craftmaster above and liked it, but I didn't like some of the secrets. So I changed them and some other stuff. Just want some input on it. BTW, I don't know how to do the table code thing, so I'll leave it out. ============================================== CRAFTMASTER Hit Die: d4. Requirements To qualify to become a craftmaster, a character must fulfill all the following criteria. Skills: Craft 10 ranks, Spellcraft 10 ranks; and Knowledge Arcana 5 ranks or Use Magic Device 5 ranks Feats: Any three item creation feats, plus Skill Focus [Craft or Use Magic Device] Spells: Must be able to cast six different Transmutation spells or infusions, one of which must be 3rd level or higher. Class Skills The craftmaster's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier. [Where class table should be. BAB and save are same as Craftmaster above. Abilities are as follows] Class Features All of the following are Class Features of the craftmaster prestige class. Weapon and Armor Proficiency: craftmasters gain no proficiency with any weapon or armor. Spells: A Craftmaster continues to gain spell casting abilities in her chosen field. If she can cast spell from more than one class, she must choose at each level which to gain from. If the Craftmaster is an Artificer, she my instead gain the special abilities and craft reserve as if she had gained a level as an Artificer, but not the infusions. This class counts as gaining a level in Artificer for the purposes of emptying the Craft Reserve. Secret: At 1st level and every two levels thereafter (3rd, 5th, 7th, and 9th), the craftmaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice. Scan: At 2nd level, a Craftmaster gains the ability to detect if an item is magical or not. This is identical to the Artificer Knowledge ability, except the Craftmaster only needs to handle the item for a full round that provokes an attack of opportunity. The Craftmaster adds her Craftmaster levels to Artificer levels (if any) for this ability. Deeper Understanding: At 4th level, a Craftmaster gains a +1 bonus to all Craft, Knowledge, Spellcraft, and Use Magic Device checks. This improves to +2 at 8th level. Identify (Sp): At 6th level, the Craftmaster gains the ability to understand magic items, as with the identify spell. Analyze (Sp): At 10th level, once per day a craftmaster can use her knowledge to gain the effect of an analyze dweomer spell. Craftmaster Secrets 1 Pool of magic: Gain a Craft Reserve of 150 points as an Artificer (or add this to current craft reserve). 2 Improved Crafting: Gain a +1 effective caster level when crafting a magic item 3 Experience Substitution: If a spell has an XP cost, you may pay for it from your Craft Reserve. 4 Sudden Creation: Choose a Item Creation feat you know. For now on, creating items with this feat takes only half the normal time, to a minimum of one day. 5 Stream of Magic: Gain the Retain Essence ability, as an Artificer 6 Newfound incantations: Choose a 1st level Transmutation spell or infusion. Add it to your spell list at one level higher than normal 7 More Newfound incantations: Choose a 2nd level Transmutation spell or infusion. Add it to your spell list at one level higher than normal 8 Even More Newfound incantations: Choose a 3rd level Transmutation spell or infusion. Add it to your spell list at one level higher than normal 9 Instant Creation: Create a single magic item without expending any time, effectivly as a Swift action. Once used, this ability is lost. (You must spend experience and materials as you normally would, as well as meet prerequisites.) 10 Wellspring of Magic: When you gain a level that would empty your Craft Reserve, you only lose half of it rounded down. |
| #30darkerdreamsFeb 17, 2007 0:06:47 | I saw the Craftmaster above and liked it, but I didn't like some of the secrets. So I changed them and some other stuff. Just want some input on it. change what you like, lord knows that's how most of what I've posted to this thread was created ;) I've skipped items that we seem to agree on, and some of these that seem like good ideas- but I'm not sure if I didn't think of them or discarded them as unbalanced for some reason (improved crafting is a prime example of good idea, why didn't I use it). its been a while so I'll have to think. As a note, this was a modification of the Loremaster class- so I seem to recall that if I couldn't come up with something better the items on the list are copied from the Loremaster Secrets. Craftmaster Secrets isn't there some discussion that this is/should be possible as a base thing? Maybe something I read in one of the AKB threads ages ago. 4 Sudden Creation: Choose a Item Creation feat you know. For now on, creating items with this feat takes only half the normal time, to a minimum of one day. my main question here is; how does this work with Exceptional Artisan? (mainly a point that rules should be clear with relationship to reasonably expected interactions.) 5 Stream of Magic: Gain the Retain Essence ability, as an Artificer the primary rout into this class is through Artificer, and this ability is obtained at 5th level of that base class- making this particularly redundant. 6 Newfound incantations: Choose a 1st level Transmutation spell or infusion. Add it to your spell list at one level higher than normal these are an interesting set of limitations. to be perfectly honest, I was never really happy with the newfound incantations to begin with and would just as soon remove them from the list entirely. 10 Wellspring of Magic: When you gain a level that would empty your Craft Reserve, you only lose half of it rounded down. why bother emptying part of it? I really feel that the emptying of the craft reserve is one of the most aggrivating aspects of the Artificer class and intended this ability to be a way around having to "flush" your craft pool into whatever before levelling, and thus causing huge headaches if the DM doesn't give sufficient downtime or other wierdness. |