Djinn_in_Tonic
2009-10-02, 01:37 PM
Madspark Eccentric
http://fc06.deviantart.com/fs46/f/2009/178/0/1/Mechanic_by_salamandros.jpg
Helmutt Grundrigg, a Madspark Eccentric, beginning to enter a Surge of Inspiration.
Madspark Eccentrics are, as their name implies, quite mad. However, where most descend into a raving fury when their primal emotions surface, the Madspark Eccentric slips easily into a state of almost zen-like inspiration, where nothing matters but the ideas bubbling to the forefront of his brain, eager to escape into the world. A Madspark Eccentric in such a state works like a man inspired, creating impossible devices in mere seconds. Yet these creations are powered as much by his belief as by his skill, for they quickly begin to falter, eventually becoming worthless chunks of useless metal.
Hit Dice: d8
Requirements
To become a Madspark Eccentric, a character must meet the following criteria.
Alignment: Any non-lawful.
Feats: Any 1 Item Creation feat.
Skills: Craft (any) 13 ranks, Use Magic Device 13 ranks.
Special: Must have the Rage class feature.
Special: Must have the Retain Essence class feature.
Class Skills
The Madspark Eccentric’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use MAgic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Infusions
1st|+0|+0|+2|+2|Crazed Genius, Surge of Inspiration|+1 level of existing infusion using class
2nd|+1|+0|+3|+3|Rage Against the Machine, Rage 1/day|+1 level of existing infusion using class
3rd|+1|+1|+3|+3|Improved Surge of Inspiration|+1 level of existing infusion using class
4th|+2|+1|+4|+4|Greater Crazed Genius, Rage 2/day|+1 level of existing infusion using class
5th|+2|+1|+4|+4|Greater Surge of Inspiration|+1 level of existing infusion using class[/table]
Infusions (Sp): Each level of Madspark Eccentric grants you an increase in caster level, extra infusions known, and extra infusions per day as if you had also gained a level in whatever infusion using class you belonged to before you entered the Madspark Eccentric prestige class. Additionally, your effective caster level for item creation is equal to the combined sum of your Artificer levels + your Madspark Eccentric levels + 2. You do not, however, gain any other benefit a character of that class would have gained.
Crazed Genius (Ex): Beginning at 1st level, when raging, you gain a +4 bonus to Intelligence and Charisma, and the save DCs of any item ability you activate increase by +1 (these effects are in addition to the normal effects granted by raging). The duration of your rage is equal to 5 + your Constitution modifier or 5 + your Intelligence modifier (whichever is greater). Additionally, you gain 1 temporary use of any charged or limited use-activated ability of any item you possess (the Madspark Eccentric must pay the XP cost of a spell for using any item that duplicates a spell with such a cost). If unused, these charges expire at the end of your rage.
When raging, you keep a modicum of control over your mental abilities: you retain the ability to use the Use Magic Device skill, and you can use magic items freely, so long as those magic items are not spell completion items.
At 4th level, the bonuses granted increase. When raging, you gain a +6 bonus to Intelligence and Charisma, and the save DCs of any item ability you activate increase by +2. Additionally, any charged item you possess gains 3 temporary charges, and any per-encounter or per-day abilities of items you possess refresh fully (the Madspark Eccentric must pay the XP cost of a spell for using any item that duplicates a spell with such a cost). At the end of your rage, the items are returned to their pre-rage state.
Surge of Inspiration (Ex): Beginning at 1st level, when raging, you may take any number of full-round actions to create a temporary magic item. For each round you spend in this manner, you gain 5,000 crafting points that you may devote towards crafting any single item, spending crafting points on a 1-to-1 ratio with the base gold piece cost of the item (For example: crafting a 10,000 gp item would take 2 rounds and 10,000 crafting points, and crafting a 45,000 gp item would take 9 rounds and 45,000 crafting points). You may create both mundane and magical items in this fashion, but you may not create any item with a caster level higher than your effective caster level, nor an item of larger than Large size (so a Medium creature could construct a temporary Golem, but not a suspension bridge). If the item requires spells as part of the creation process, you must make Use Magic Device checks as usual, gaining one attempt per round spent in construction. You are not required to expend any raw materials or XP in the creation of these items. Items created in this fashion last for 1 minute per class level before it ceases to function completely. When an item ceases to function, any effect with a continuing duration explicitedly generated by that item also ceases to function (so a Wall of Fire would stop, but a bonfire caused by the Wall of Fire would continue).
There are a few additional rules to this ability: items duplicating spells requiring an XP cost must have the XP cost paid in full for each use of the spell in question, and items requiring such a spell (such as a Tome of Clear Thought) must have the XP cost paid at the time of creation. Spells with expensive material components cannot be duplicated unless the component in question is on hand, and, if the spell demands, one such component is consumed for each use of the spell in question. For example: a Ring of Three Wishes will cost the Madspark Eccentric 5,000XP for each wish he makes, while a Tome of Clear Thought will require him to spend 25,000XP--5,000XP per wish used to create the Tome.
At 3rd level you gain 10,000 gp worth of crafting points per round, and items created in this fashion last for 5 minutes per class level.
At 5th level you gain 20,000 gp worth of crafting points per round, and items created in this fashion lasts for 10 minutes per class level.
Rage Against the Machine (Su): As a standard action, beginning at 3rd level, you may touch an unattended magic item and expend a use of your rage ability. If you do so, the item is immediately destroyed as if you had used your Retain Essence ability on it, and you gain the temporary XP for use in crafting. Alternatively, you may make a melee touch attack against a creature of the Construct type and expend a use of your rage ability. If the attack is successful, the Construct must succeed on a Fortitude save (DC 10 + 1/2 your Character Level + your Intelligence modifier) or be instantly destroyed.
Rage (Ex): At 2nd level, you gain an additional use of your rage ability per day.
At 4th level, you gain a second additional use of your rage ability per day.
http://fc06.deviantart.com/fs46/f/2009/178/0/1/Mechanic_by_salamandros.jpg
Helmutt Grundrigg, a Madspark Eccentric, beginning to enter a Surge of Inspiration.
Madspark Eccentrics are, as their name implies, quite mad. However, where most descend into a raving fury when their primal emotions surface, the Madspark Eccentric slips easily into a state of almost zen-like inspiration, where nothing matters but the ideas bubbling to the forefront of his brain, eager to escape into the world. A Madspark Eccentric in such a state works like a man inspired, creating impossible devices in mere seconds. Yet these creations are powered as much by his belief as by his skill, for they quickly begin to falter, eventually becoming worthless chunks of useless metal.
Hit Dice: d8
Requirements
To become a Madspark Eccentric, a character must meet the following criteria.
Alignment: Any non-lawful.
Feats: Any 1 Item Creation feat.
Skills: Craft (any) 13 ranks, Use Magic Device 13 ranks.
Special: Must have the Rage class feature.
Special: Must have the Retain Essence class feature.
Class Skills
The Madspark Eccentric’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use MAgic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Infusions
1st|+0|+0|+2|+2|Crazed Genius, Surge of Inspiration|+1 level of existing infusion using class
2nd|+1|+0|+3|+3|Rage Against the Machine, Rage 1/day|+1 level of existing infusion using class
3rd|+1|+1|+3|+3|Improved Surge of Inspiration|+1 level of existing infusion using class
4th|+2|+1|+4|+4|Greater Crazed Genius, Rage 2/day|+1 level of existing infusion using class
5th|+2|+1|+4|+4|Greater Surge of Inspiration|+1 level of existing infusion using class[/table]
Infusions (Sp): Each level of Madspark Eccentric grants you an increase in caster level, extra infusions known, and extra infusions per day as if you had also gained a level in whatever infusion using class you belonged to before you entered the Madspark Eccentric prestige class. Additionally, your effective caster level for item creation is equal to the combined sum of your Artificer levels + your Madspark Eccentric levels + 2. You do not, however, gain any other benefit a character of that class would have gained.
Crazed Genius (Ex): Beginning at 1st level, when raging, you gain a +4 bonus to Intelligence and Charisma, and the save DCs of any item ability you activate increase by +1 (these effects are in addition to the normal effects granted by raging). The duration of your rage is equal to 5 + your Constitution modifier or 5 + your Intelligence modifier (whichever is greater). Additionally, you gain 1 temporary use of any charged or limited use-activated ability of any item you possess (the Madspark Eccentric must pay the XP cost of a spell for using any item that duplicates a spell with such a cost). If unused, these charges expire at the end of your rage.
When raging, you keep a modicum of control over your mental abilities: you retain the ability to use the Use Magic Device skill, and you can use magic items freely, so long as those magic items are not spell completion items.
At 4th level, the bonuses granted increase. When raging, you gain a +6 bonus to Intelligence and Charisma, and the save DCs of any item ability you activate increase by +2. Additionally, any charged item you possess gains 3 temporary charges, and any per-encounter or per-day abilities of items you possess refresh fully (the Madspark Eccentric must pay the XP cost of a spell for using any item that duplicates a spell with such a cost). At the end of your rage, the items are returned to their pre-rage state.
Surge of Inspiration (Ex): Beginning at 1st level, when raging, you may take any number of full-round actions to create a temporary magic item. For each round you spend in this manner, you gain 5,000 crafting points that you may devote towards crafting any single item, spending crafting points on a 1-to-1 ratio with the base gold piece cost of the item (For example: crafting a 10,000 gp item would take 2 rounds and 10,000 crafting points, and crafting a 45,000 gp item would take 9 rounds and 45,000 crafting points). You may create both mundane and magical items in this fashion, but you may not create any item with a caster level higher than your effective caster level, nor an item of larger than Large size (so a Medium creature could construct a temporary Golem, but not a suspension bridge). If the item requires spells as part of the creation process, you must make Use Magic Device checks as usual, gaining one attempt per round spent in construction. You are not required to expend any raw materials or XP in the creation of these items. Items created in this fashion last for 1 minute per class level before it ceases to function completely. When an item ceases to function, any effect with a continuing duration explicitedly generated by that item also ceases to function (so a Wall of Fire would stop, but a bonfire caused by the Wall of Fire would continue).
There are a few additional rules to this ability: items duplicating spells requiring an XP cost must have the XP cost paid in full for each use of the spell in question, and items requiring such a spell (such as a Tome of Clear Thought) must have the XP cost paid at the time of creation. Spells with expensive material components cannot be duplicated unless the component in question is on hand, and, if the spell demands, one such component is consumed for each use of the spell in question. For example: a Ring of Three Wishes will cost the Madspark Eccentric 5,000XP for each wish he makes, while a Tome of Clear Thought will require him to spend 25,000XP--5,000XP per wish used to create the Tome.
At 3rd level you gain 10,000 gp worth of crafting points per round, and items created in this fashion last for 5 minutes per class level.
At 5th level you gain 20,000 gp worth of crafting points per round, and items created in this fashion lasts for 10 minutes per class level.
Rage Against the Machine (Su): As a standard action, beginning at 3rd level, you may touch an unattended magic item and expend a use of your rage ability. If you do so, the item is immediately destroyed as if you had used your Retain Essence ability on it, and you gain the temporary XP for use in crafting. Alternatively, you may make a melee touch attack against a creature of the Construct type and expend a use of your rage ability. If the attack is successful, the Construct must succeed on a Fortitude save (DC 10 + 1/2 your Character Level + your Intelligence modifier) or be instantly destroyed.
Rage (Ex): At 2nd level, you gain an additional use of your rage ability per day.
At 4th level, you gain a second additional use of your rage ability per day.