qwertyu63
2012-04-20, 08:44 AM
Craftsman
"It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."
Table: The Craftsman
Hit Die
d6.
Requirements
To qualify to become a craftsman, a character must fulfill all the following criteria.
Skills
Any 2 Craft skills 6 ranks.
Feats
Skill Focus (Craft (any))
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Crafter's Edge, Alchemist, Special Techniques
2nd
+1
+0
+0
+3Swift Craftsman, Maker’s Knowledge, Power of Gems
3rd
+2
+1
+1
+3Greater Alchemist, Special Techniques
4th
+3
+1
+1
+4Power of Gems, Steady Craftsman, Maker's Hands
5th
+3
+1
+1
+4Master Alchemist, Special Techniques
6th
+4
+2
+2
+5Pure Skill, Unmake
7th
+5
+2
+2
+5Expanded Studies, Maker's Hands
8th
+6/+1
+2
+2
+6Perfect Alchemist, Special Techniques
9th
+6/+1
+3
+3
+6Power of Gems
10th
+7/+2
+3
+3
+7Perfect Craftsman, Magnum Opus
Class Skills
The craftsman’s class skills (and the key ability for each skill) are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Profession (Shoppkeeper) (Wis), Concentration (Con).
Skill Points at Each Level
6 + Int modifier.
Class Features
All of the following are Class Features of the Craftsman prestige class.
Weapon and Armor Proficiency
Craftsmen are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Crafter's Edge (Ex)
The Craftsman gains a +1 bonus to all Craft checks and all Appraise checks. This bonus increases every level, until it reaches +10 at level 10.
Alchemist (Ex)
Craftsmen may craft alchemical items, even if they are not spellcasters.
Special Techniques (Ex)
The Craftsman can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.
• Destroying weapon: Weapon/Bow only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon/Bow or Armor. This modifier reduces the weight of the item by 10%.
These modifiers can be used starting at level 3. Applying one of these effects increases the value of the item by 600 gp, and increases the Craft DC by 7.
• Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
• Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.
• Trapped gear: Weapon/Bow or Armor. The item is treated as having a -1 enhancement bonus (-1 to any to-hit/damage or AC), and sticks to the hand (if a weapon/shield) or the body (if armor). When stuck in this way, it can only be removed by a DC 25 Strength check.
These modifiers can be used starting at level 5. Applying one of these effects increases the value of the item by 1000 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these 3 modifiers pierce DR as if they were magic.
• Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
• Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
• Finely made: Weapon/Bow or Armor. The item gets +1 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +1.
These modifiers can be used starting at level 8. Applying one of these effects increases the value of the item by 4000 gp, and increases the Craft DC by 20. Before each check in crafting an item with one of these effects, you must make a DC 30 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these modifiers pierce DR as if they were magic.
• Blazing weapon: Weapon/Bow only. The weapon is treated as having the Flaming Burst effect.
• Spell guard armor: Armor only. The armor grants its wearer SR 13.
• Perfectly made: Weapon/Bow or Armor. The item gets +2 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +2.
Maker’s Knowledge (Ex)
At level 2, the Craftsman is treated as proficient with any weapon (including bows) or armor that they crafted on their own. This does not grant proficiency with the type of weapon or armor, but with that individual item.
Swift Craftsman (Ex)
At level 2, the Craftsman gains the ability to craft items faster than normal. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in cp.
Power of Gems (Ex)
At level 2, the Craftsman gains the ability to create jewelry that grants the wearer greater levels of skill and power. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a ring that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the ring slot as if they were.
• Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
• Sure Aim: +1 Alchemical bonus on To-Hit rolls
• Striking Fury: +1 Alchemical bonus on Damage rolls.
• Sturdy Truth: +1 Alchemical bonus to saving throws.
• Sustain Core: No longer need food/water.
These effects can be used starting at level 4. A ring with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Bull Soul: +2 Alchemical bonus to Str
• Cat Soul: +2 Alchemical bonus to Dex
• Bear Soul: +2 Alchemical bonus to Con
• Fox Soul: +2 Alchemical bonus to Int
• Owl Soul: +2 Alchemical bonus to Wis
• Eagle Soul: +2 Alchemical bonus to Cha
These effects can be used starting at level 9. A ring with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Flame Shield: Fire Resistance 10
• Animal Heart: Charm Animal at will
• Unseen Body: +10 competence to Hide
Greater Alchemist (Ex)
At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion or oil of any spell from the Craftsman spell list that is eligible to be put in a potion or oil (has one target). Doing this requires a DC 15 + (Spell Level * 3) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell, which is 25 gp * the spell level * the caster level used. They do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1.
Steady Craftsman (Ex)
At level 4, the Craftsman has complete control of his craft. They can always take 10 on Craft checks, even if stress and distractions would normally prevent them from doing so. Furthermore, they may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.
Maker's Hands (Ex)
At level 4, the Craftsman learns how to better use his own creations. Any weapon he created gains a +1 untyped bonus to to-hit and damage rolls while he is using them. Any armor he is wearing that he crafted grants him an additional +1 AC. At level 7, these bonuses increase to +2.
Master Alchemist (Ex)
At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell (the normal price is 375 gp * the spell level * the caster level used). They do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).
Pure Skill (Ex)
At level 6, the Craftsman grows yet more skilled in their craft, able to expend energy to speed up the crafting process. By spending XP equal to the Craft DC * 10 as part of a craft check, the progress made for that craft check is multiplied by 10 and they get a +4 untyped bonus to that craft check. Sources that grant bonus XP for making magic items can have that XP used for this ability.
Unmake (Ex)
At level 6, the Craftsman knows how to destroy that which has been created. They gain Improved Sunder as bonus feat. They need not have any of the prerequisites normally required for these feats to select them. In addition, they automatically win the opposed roll to strike at any weapon they crafted on their own. This does not apply with the type of weapon, but with that individual item.
Expanded Studies (Ex)
At level 7, the Craftsman devises a new mix of effects. They may add the spells from the Expanded Craftsman spell list to the main Craftsman spell list. They can use Greater Alchemist with the 4th level spells given by this ability, despite potions not going to 4th level.
Perfect Alchemist (Ex)
At level 8, the Craftsman gains the ability to create non-magical devices and concoctions that mimic certain wondrous items. They can create any wondrous item on the Craftsman Wondrous Item list. Doing this requires a DC 20 + Caster Level Craft (Alchemy) check, and is crafted like any other non-magical crafting. You do not need the Craft Wondrous Item feat to use this ability, nor do you need to meet any prerequisites to craft the item. The caster level of the wondrous item is equal to the normal caster level for that item.
Perfect Craftsman (Ex)
At level 10, the craftsman finds even faster ways of working. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in gp, likewise a week's crafting is now measured in pp. Whenever you spend an hour crafting, a successful check result multiplied by the DC gives you progress in sp. Furthermore, you can divide your time into smaller parts, crafting in just 10 minutes. Whenever you spend 10 minutes crafting, a successful check result multiplied by the DC gives you progress in cp.
Magnum Opus (Ex)
At level 10, the craftsman unlocks the ultimate act of alchemy, the philosopher's stone. The Craft (Alchemy) DC for producing it is 50, and it has a "market value" (which is only used to determine the price of materials, and crafting time) of 40,000 gp. The stone is a hollow stone with a small amount of quicksilver inside. It can be used in three different ways:
• Philosopher's Gear: By coating a Perfectly Made weapon/bow/armor with some of the quicksilver, you transform it into a piece of Philosopher's Gear. The weapon turns to gold (without its strength or weight changing) and the enhancement bonus increases to +3, and provides a +2 Alchemical bonus to all 6 ability scores. This uses up a third of the quicksilver in the stone.
• Transmute: By coating 500 gp of lead or iron (your choice) in some of the quicksilver, you transform it into 5000 gp of gold or silver (your choice). This uses up a sixth of the quicksilver in the stone.
• Elixir of Life: By mixing some of the quicksilver with a potion of Cure Light Wounds (either a magical one, or one made by Greater Alchemist), you produce an Elixir of Life. If poured on a dead body that died within the last week, the Elixir restores that body to life (As Raise Dead [CL 10], but with no level/spells loss). If drunk by a living creature, it makes them 1d10+10 years younger. This uses up half of the quicksilver in the stone.
Craftsman Spell List:
Craftsman can create potions/wands of spells from this list. If they have spells known from other classes, those spells can not be used here.
Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.
Expanded Craftsman Spell List
Higher level Craftsman can use this list for their potions/wands as well. If they have spells known from other classes, those spells cannot be used here.
1st Level: Silent Image
2nd Level: Touch of Idiocy
3rd Level: Fireball
4th Level: Summon Monster IV (always summons Fire Elemental, Large), Divine Power, Stoneskin
Craftsman Wondrous Item List
Craftsman can make the following wondrous items using Perfect Alchemist. Other classes cannot add to this list. Base prices and caster levels are listed in parentheses.
Elixir of Truth (500 gp, CL 5), Elixir of Vision (250 gp, CL 2), Elixir of Hiding (250 gp, CL 5), Elixir of Fire Breath (1100 gp, CL 11)
Dust of Dryness (850 gp, CL 11), Dust of Illusion (1200 gp, CL 6), Dust of Tracelessness (250 gp, CL 3)
Bag of Tricks, Grey (900 gp, CL 3); Pearl of Power, 1st (1000 gp, CL 1); Handy Haversack (2000 gp, CL 9)
Eyes of the Eagle (2500 gp, CL 3), Cloak of Elvenkind (2500 gp, CL 3)
Feather Token, Tree (400 gp, CL 12); Silversheen (250 gp, CL 5)
Marvelous Pigments (4000 gp, CL 15); Carpet of Flying, 5 ft. by 5 ft. (20,000 gp, CL 10)
PLAYING A CRAFTSMAN
As a craftsman, your biggest ability is to improve the power of those around you, by finding out what they need and making it. You should have no difficulty finding ways to turn your skills to your advantage. The tricky part is finding the time to ply your trade, however every spare hour counts.
Combat: The craftsman's main "job" (equipping everyone) in combat is done before the battle even starts, but their ability to use anything they make allows them to act where they are needed.
Advancement: A craftsman's advancement is really based on what they choose to make and use.
Resources: Craftsmen don't have many external resources to draw upon from their class.
CRAFTSMAN IN THE WORLD
Craftsmen are the source of the best arms and armor short of magic in the world. Hence almost any city would welcome a craftsman to ply their craft. When they settle into a city to open shop, they have no difficulty getting customers.
Daily Life: For an adventuring craftsman, they settle in to get some crafting done while the casters prepare their spells, and yet more during any other downtime. During the day, they would use the various things they have made to assist their comrades. For a more normal craftsman, they spend almost all of their time crafting or running a shop, but most hire someone else to do that part.
Organizations: Craftsmen have no direct group or clan, however some may band together to make more money.
NPC Reaction
Most NPC’s have no reaction to a lower level craftsman, as they just seem to be an above average crafter. As the craftsman uses their more complex abilities, reactions change. People tend to want these better tools. Word spreads, as people start traveling to see, and to buy.
CRAFTSMAN IN THE GAME
Craftsmen can really fit into any campaign, as almost any story has room for the guy who makes the powerful weapons. The variety of things they can make ensures that something useful is almost always possible; while the speed abilities make sure the abilities can be used, even in a group with low down time. Craftsmen can be fun to play, but are intended for those who are fine with playing a support role. As long as there is some down time (even just the casters needed time to prepare spells) the craftsman can do its job.
Adaptation: If your campaign has a big groups of merchants and crafters, think of making this class and its members connected to them in some way.
Sample Encounter:
While on the road, the PC’s come across a wandering salesperson, with great things for sale, if they’d like to take a look
EL 6:
Aldath Vesem
NG/Male/Human/Expert 3/Craftsman 3
Init +0, Senses: Listen -1, Spot -1,
Languages Common, Dwarven, Elven
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AC 12, touch 11, flat-footed 11 (DR 2/-)
hp 24 (6d6 HD)
Fort +2, Ref +2, Will +5
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Speed 30 ft. (6 squares)
Melee
Base Atk +4, Grp +4
Atk Options +4 melee (1d6+1, short sword [destroying weapon])
Combat Gear Padded armor [padded armor effect]
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Abilities Str 10, Dex 12, Con 10, Int 14, Wis 8, Cha 12.
SQ Crafter's Edge, Alchemist, Special Techniques, Swift Craftsman, Maker’s Knowledge, Power of Gems, Greater Alchemist
Skill Focus (Craft [Armorsmithing]), Skill Focus (Craft [Weaponsmithing]), Skill Focus (Craft [Alchemy]), Skill Focus (Appraise)
Skills Skills and Feats: Craft (Armorsmithing) +17, Craft (Weaponsmithing) +17, Craft (Alchemy) +17, Craft (Bowmaking) +14, Craft (Gemcutting) +14, Appraise +17, Diplomacy +10, Knowledge (Local) +11.
Possessions: Padded armor [padded armor effect], short sword [destroying weapon effect], 2 alchemist fires, potion of cure light wounds [non-magical], ring of sustain core, 2 thunderstones, various other items for sale.
Errata: Special Techniques that apply to weapons can be applied to ammunition. When used in this fashion, the enhancement is reduced to 1/25 of it's normal cost.
ACFs:
Lenses of Truth:
Some craftsmen choose to focus their craft on seeing the truth, and so learn to create lenses that allow them to do so.
Taken at: level 2
Replaces: Power of Gems.
Lenses of Truth (Ex): At level 2, the Craftsman gains the ability to create lenses that reveal hidden truths to the wearer. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a lens that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the eyes slot as if they were.
• Know Magic: Can see magic auras, and identify their schools as if they had cast detect magic.
• Spy Ingress: Can detect poisons and disease.
• Simple Sight: +4 bonus on Spot and Search.
These effects can be used starting at level 4. A lens with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Catch Lies: Can see when someone deliberately and knowingly speaks a lie.
• Graze Emotions: Can detect basic needs, drives, and emotions of those viewed.
• Sense Morality: Can see what someone alignment is.
These effects can be used starting at level 9. A lens with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Life Sight: Can detect life status of creatures viewed (Living, dead, undead, non-living [construct/plant/etc]. Also includes if they are pregnant).
• Inform Power: Can determine roughly how many hit dice those viewed have (1-3, 4-6, 7-9, 10-12, 13-15, 16-18, 19-21, or higher then that).
• Pure Vision: Can see everything as it really is (as per True Seeing).
Some craftsmen choose to focus their craft on frost instead of flame.
Taken at: level 3
Replaces: Flaming weapon Technique, Blazing weapon Technique, Flame Shield Power of Gems ring, Burning Hands, Scorching Ray, Fireball.
In the place of these items and spells, the craftsman gains the following:
Special Techniques (Ex):
Add these techniques to the listed levels.
Level 5
Freezing weapon: The weapon is treated as having the Frost effect.
Level 8
Artic weapon: The weapon is treated as having the Icy Burst effect.
Power of Gems (Ex):
Add the following effect to the set at level 9.
Frost Shield: Cold Resistance 10
Add the following spells to the Craftsman Spell List: Artic Hands (Burning Hands), Freezing Ray (Scorching Ray). They act exactly like the spell noted, except they deal cold damage instead of fire damage.
Add the following spell to the Expanded Craftsman Spell List: Iceball (Fireball). It acts exactly like the spell noted, except it deals cold damage instead of fire damage.
Craftsman Feats:
Masters Techniques:
Prerequisites: Special Techniques class feature.
Benefit: You can apply a Technique to an item that you are also making masterwork, or apply 2 Techniques to the same item.
Normal: You can only apply 1 Technique to an item, and the item may not be masterwork.
Deeper Alchemy:
Prerequisites: Greater Alchemist class feature.
Benefit: Select one spell from the Sorcerer/Wizard spell list. The spell chosen must not be of the Necromacy or Divination schools, and must be of 3rd level or lower. You may add that spell to your Craftsman spell list.
Special: You can gain Deeper Research multiple times. Each time you take the feat, it grants a different spell.
Multiple Trades:
You have a firm grasp of two normally separate crafting methods.
Prereqs: Must have taken a craftsman alternate class feature OR must have had the chance to take a craftsman alternate class feature but didn't take it.
Benefit: Choose one of the following benefits:
-Select a craftsman alternate class feature you possess. You gain the class feature(s) it replaces, without losing the alternate class feature.
-Select a craftsman alternate class feature could have taken. You gain that alternate class feature, without losing the class feature(s) it replaces.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new craftsman alternate class feature.
Special:
I have made some other homebrew that interacts with this class in some way. I will mirror it here.
Lifeborn:
Lifeborn aren’t an item strictly speaking, but it might as well be one. Lifeborn are a simple form of created life. They act as a miniature servant to their creator. They are rather weak, but make effective spies or assistants. They can speak and understand common, but well enough to ask/provide and understand simple questions, explanations, and instructions. They always follow any instructions given to them by their creator. The stats of a lifeborn are as follows:
Tiny (alignment matches creator) Magical Beast
Init: +0, 10 HP (1d10), AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will -2;
BAB: +1, Atk: None;
Hide +4, Listen +4, Move Silently +4, Spot +4;
Sustenance (don’t need food or water), darkvision 60′ and low-light vision;
Str 10, Dex 10, Con -, Int 3, Wis 3, Cha 3.
In addition, they have one of the following abilities, chosen by their creator during creation:
Combat: The lifeborn has a hard metal coating. Their AC gains a +4 armor bonus, and they can make slam attacks (+1, 1d6 damage)
Magic: The lifeborn has runes etched into it. They can cast Burning Hands and Minor Image, each 1/day as a spell-like ability.
Blessed: The lifeborn has a slight gold tint. They can cast Cure Light Wounds and Bless, each 1/day as a spell-like ability.
Skilled: The lifeborn has small arms at its sides. They can make Craft, Perform and Profession checks at +0, ignoring their ranks and ability scores.
Winged: The lifeborn has small wings on its top. They gain a fly speed of 10′ (perfect).
Lifeborn can’t live forever. Exactly a year and a day after their creation, a lifeborn crumbles into dust. This time can be reset by repairing aging damage on the lifeborn, a process taking 1 week and 2000 gp and a DC 20 Craft (Alchemy) check.
Price: 9000 gp
Crafting: Craft (alchemy) DC 25, must cast arcane eye and spend 300 xp at the end; or Craft (alchemy) DC 35, uses up the entirety of the quicksilver in a philosopher’s stone (see Magnum opus, Craftsman).
Endless quiver:
This quiver appears to be a well worn quiver with 20 mundane arrows in it at first, but it hides a secret. No matter how many arrows you take out of the quiver, it always has 20 arrows in it because arrows taken out are magically replaced. Any arrow taken out vanished 2 rounds after being drawn.
SPECIAL: Craftsman can make this item using Perfect Alchemist.
Faint conjuration; CL 5th; Craft Wondrous Item, minor creation; Price 1,200 gp; Weight — lb.
"It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."
Table: The Craftsman
Hit Die
d6.
Requirements
To qualify to become a craftsman, a character must fulfill all the following criteria.
Skills
Any 2 Craft skills 6 ranks.
Feats
Skill Focus (Craft (any))
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Crafter's Edge, Alchemist, Special Techniques
2nd
+1
+0
+0
+3Swift Craftsman, Maker’s Knowledge, Power of Gems
3rd
+2
+1
+1
+3Greater Alchemist, Special Techniques
4th
+3
+1
+1
+4Power of Gems, Steady Craftsman, Maker's Hands
5th
+3
+1
+1
+4Master Alchemist, Special Techniques
6th
+4
+2
+2
+5Pure Skill, Unmake
7th
+5
+2
+2
+5Expanded Studies, Maker's Hands
8th
+6/+1
+2
+2
+6Perfect Alchemist, Special Techniques
9th
+6/+1
+3
+3
+6Power of Gems
10th
+7/+2
+3
+3
+7Perfect Craftsman, Magnum Opus
Class Skills
The craftsman’s class skills (and the key ability for each skill) are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Profession (Shoppkeeper) (Wis), Concentration (Con).
Skill Points at Each Level
6 + Int modifier.
Class Features
All of the following are Class Features of the Craftsman prestige class.
Weapon and Armor Proficiency
Craftsmen are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Crafter's Edge (Ex)
The Craftsman gains a +1 bonus to all Craft checks and all Appraise checks. This bonus increases every level, until it reaches +10 at level 10.
Alchemist (Ex)
Craftsmen may craft alchemical items, even if they are not spellcasters.
Special Techniques (Ex)
The Craftsman can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.
• Destroying weapon: Weapon/Bow only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon/Bow or Armor. This modifier reduces the weight of the item by 10%.
These modifiers can be used starting at level 3. Applying one of these effects increases the value of the item by 600 gp, and increases the Craft DC by 7.
• Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
• Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.
• Trapped gear: Weapon/Bow or Armor. The item is treated as having a -1 enhancement bonus (-1 to any to-hit/damage or AC), and sticks to the hand (if a weapon/shield) or the body (if armor). When stuck in this way, it can only be removed by a DC 25 Strength check.
These modifiers can be used starting at level 5. Applying one of these effects increases the value of the item by 1000 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these 3 modifiers pierce DR as if they were magic.
• Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
• Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
• Finely made: Weapon/Bow or Armor. The item gets +1 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +1.
These modifiers can be used starting at level 8. Applying one of these effects increases the value of the item by 4000 gp, and increases the Craft DC by 20. Before each check in crafting an item with one of these effects, you must make a DC 30 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these modifiers pierce DR as if they were magic.
• Blazing weapon: Weapon/Bow only. The weapon is treated as having the Flaming Burst effect.
• Spell guard armor: Armor only. The armor grants its wearer SR 13.
• Perfectly made: Weapon/Bow or Armor. The item gets +2 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +2.
Maker’s Knowledge (Ex)
At level 2, the Craftsman is treated as proficient with any weapon (including bows) or armor that they crafted on their own. This does not grant proficiency with the type of weapon or armor, but with that individual item.
Swift Craftsman (Ex)
At level 2, the Craftsman gains the ability to craft items faster than normal. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in cp.
Power of Gems (Ex)
At level 2, the Craftsman gains the ability to create jewelry that grants the wearer greater levels of skill and power. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a ring that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the ring slot as if they were.
• Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
• Sure Aim: +1 Alchemical bonus on To-Hit rolls
• Striking Fury: +1 Alchemical bonus on Damage rolls.
• Sturdy Truth: +1 Alchemical bonus to saving throws.
• Sustain Core: No longer need food/water.
These effects can be used starting at level 4. A ring with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Bull Soul: +2 Alchemical bonus to Str
• Cat Soul: +2 Alchemical bonus to Dex
• Bear Soul: +2 Alchemical bonus to Con
• Fox Soul: +2 Alchemical bonus to Int
• Owl Soul: +2 Alchemical bonus to Wis
• Eagle Soul: +2 Alchemical bonus to Cha
These effects can be used starting at level 9. A ring with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Flame Shield: Fire Resistance 10
• Animal Heart: Charm Animal at will
• Unseen Body: +10 competence to Hide
Greater Alchemist (Ex)
At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion or oil of any spell from the Craftsman spell list that is eligible to be put in a potion or oil (has one target). Doing this requires a DC 15 + (Spell Level * 3) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell, which is 25 gp * the spell level * the caster level used. They do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1.
Steady Craftsman (Ex)
At level 4, the Craftsman has complete control of his craft. They can always take 10 on Craft checks, even if stress and distractions would normally prevent them from doing so. Furthermore, they may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.
Maker's Hands (Ex)
At level 4, the Craftsman learns how to better use his own creations. Any weapon he created gains a +1 untyped bonus to to-hit and damage rolls while he is using them. Any armor he is wearing that he crafted grants him an additional +1 AC. At level 7, these bonuses increase to +2.
Master Alchemist (Ex)
At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell (the normal price is 375 gp * the spell level * the caster level used). They do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).
Pure Skill (Ex)
At level 6, the Craftsman grows yet more skilled in their craft, able to expend energy to speed up the crafting process. By spending XP equal to the Craft DC * 10 as part of a craft check, the progress made for that craft check is multiplied by 10 and they get a +4 untyped bonus to that craft check. Sources that grant bonus XP for making magic items can have that XP used for this ability.
Unmake (Ex)
At level 6, the Craftsman knows how to destroy that which has been created. They gain Improved Sunder as bonus feat. They need not have any of the prerequisites normally required for these feats to select them. In addition, they automatically win the opposed roll to strike at any weapon they crafted on their own. This does not apply with the type of weapon, but with that individual item.
Expanded Studies (Ex)
At level 7, the Craftsman devises a new mix of effects. They may add the spells from the Expanded Craftsman spell list to the main Craftsman spell list. They can use Greater Alchemist with the 4th level spells given by this ability, despite potions not going to 4th level.
Perfect Alchemist (Ex)
At level 8, the Craftsman gains the ability to create non-magical devices and concoctions that mimic certain wondrous items. They can create any wondrous item on the Craftsman Wondrous Item list. Doing this requires a DC 20 + Caster Level Craft (Alchemy) check, and is crafted like any other non-magical crafting. You do not need the Craft Wondrous Item feat to use this ability, nor do you need to meet any prerequisites to craft the item. The caster level of the wondrous item is equal to the normal caster level for that item.
Perfect Craftsman (Ex)
At level 10, the craftsman finds even faster ways of working. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in gp, likewise a week's crafting is now measured in pp. Whenever you spend an hour crafting, a successful check result multiplied by the DC gives you progress in sp. Furthermore, you can divide your time into smaller parts, crafting in just 10 minutes. Whenever you spend 10 minutes crafting, a successful check result multiplied by the DC gives you progress in cp.
Magnum Opus (Ex)
At level 10, the craftsman unlocks the ultimate act of alchemy, the philosopher's stone. The Craft (Alchemy) DC for producing it is 50, and it has a "market value" (which is only used to determine the price of materials, and crafting time) of 40,000 gp. The stone is a hollow stone with a small amount of quicksilver inside. It can be used in three different ways:
• Philosopher's Gear: By coating a Perfectly Made weapon/bow/armor with some of the quicksilver, you transform it into a piece of Philosopher's Gear. The weapon turns to gold (without its strength or weight changing) and the enhancement bonus increases to +3, and provides a +2 Alchemical bonus to all 6 ability scores. This uses up a third of the quicksilver in the stone.
• Transmute: By coating 500 gp of lead or iron (your choice) in some of the quicksilver, you transform it into 5000 gp of gold or silver (your choice). This uses up a sixth of the quicksilver in the stone.
• Elixir of Life: By mixing some of the quicksilver with a potion of Cure Light Wounds (either a magical one, or one made by Greater Alchemist), you produce an Elixir of Life. If poured on a dead body that died within the last week, the Elixir restores that body to life (As Raise Dead [CL 10], but with no level/spells loss). If drunk by a living creature, it makes them 1d10+10 years younger. This uses up half of the quicksilver in the stone.
Craftsman Spell List:
Craftsman can create potions/wands of spells from this list. If they have spells known from other classes, those spells can not be used here.
Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.
Expanded Craftsman Spell List
Higher level Craftsman can use this list for their potions/wands as well. If they have spells known from other classes, those spells cannot be used here.
1st Level: Silent Image
2nd Level: Touch of Idiocy
3rd Level: Fireball
4th Level: Summon Monster IV (always summons Fire Elemental, Large), Divine Power, Stoneskin
Craftsman Wondrous Item List
Craftsman can make the following wondrous items using Perfect Alchemist. Other classes cannot add to this list. Base prices and caster levels are listed in parentheses.
Elixir of Truth (500 gp, CL 5), Elixir of Vision (250 gp, CL 2), Elixir of Hiding (250 gp, CL 5), Elixir of Fire Breath (1100 gp, CL 11)
Dust of Dryness (850 gp, CL 11), Dust of Illusion (1200 gp, CL 6), Dust of Tracelessness (250 gp, CL 3)
Bag of Tricks, Grey (900 gp, CL 3); Pearl of Power, 1st (1000 gp, CL 1); Handy Haversack (2000 gp, CL 9)
Eyes of the Eagle (2500 gp, CL 3), Cloak of Elvenkind (2500 gp, CL 3)
Feather Token, Tree (400 gp, CL 12); Silversheen (250 gp, CL 5)
Marvelous Pigments (4000 gp, CL 15); Carpet of Flying, 5 ft. by 5 ft. (20,000 gp, CL 10)
PLAYING A CRAFTSMAN
As a craftsman, your biggest ability is to improve the power of those around you, by finding out what they need and making it. You should have no difficulty finding ways to turn your skills to your advantage. The tricky part is finding the time to ply your trade, however every spare hour counts.
Combat: The craftsman's main "job" (equipping everyone) in combat is done before the battle even starts, but their ability to use anything they make allows them to act where they are needed.
Advancement: A craftsman's advancement is really based on what they choose to make and use.
Resources: Craftsmen don't have many external resources to draw upon from their class.
CRAFTSMAN IN THE WORLD
Craftsmen are the source of the best arms and armor short of magic in the world. Hence almost any city would welcome a craftsman to ply their craft. When they settle into a city to open shop, they have no difficulty getting customers.
Daily Life: For an adventuring craftsman, they settle in to get some crafting done while the casters prepare their spells, and yet more during any other downtime. During the day, they would use the various things they have made to assist their comrades. For a more normal craftsman, they spend almost all of their time crafting or running a shop, but most hire someone else to do that part.
Organizations: Craftsmen have no direct group or clan, however some may band together to make more money.
NPC Reaction
Most NPC’s have no reaction to a lower level craftsman, as they just seem to be an above average crafter. As the craftsman uses their more complex abilities, reactions change. People tend to want these better tools. Word spreads, as people start traveling to see, and to buy.
CRAFTSMAN IN THE GAME
Craftsmen can really fit into any campaign, as almost any story has room for the guy who makes the powerful weapons. The variety of things they can make ensures that something useful is almost always possible; while the speed abilities make sure the abilities can be used, even in a group with low down time. Craftsmen can be fun to play, but are intended for those who are fine with playing a support role. As long as there is some down time (even just the casters needed time to prepare spells) the craftsman can do its job.
Adaptation: If your campaign has a big groups of merchants and crafters, think of making this class and its members connected to them in some way.
Sample Encounter:
While on the road, the PC’s come across a wandering salesperson, with great things for sale, if they’d like to take a look
EL 6:
Aldath Vesem
NG/Male/Human/Expert 3/Craftsman 3
Init +0, Senses: Listen -1, Spot -1,
Languages Common, Dwarven, Elven
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AC 12, touch 11, flat-footed 11 (DR 2/-)
hp 24 (6d6 HD)
Fort +2, Ref +2, Will +5
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Speed 30 ft. (6 squares)
Melee
Base Atk +4, Grp +4
Atk Options +4 melee (1d6+1, short sword [destroying weapon])
Combat Gear Padded armor [padded armor effect]
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Abilities Str 10, Dex 12, Con 10, Int 14, Wis 8, Cha 12.
SQ Crafter's Edge, Alchemist, Special Techniques, Swift Craftsman, Maker’s Knowledge, Power of Gems, Greater Alchemist
Skill Focus (Craft [Armorsmithing]), Skill Focus (Craft [Weaponsmithing]), Skill Focus (Craft [Alchemy]), Skill Focus (Appraise)
Skills Skills and Feats: Craft (Armorsmithing) +17, Craft (Weaponsmithing) +17, Craft (Alchemy) +17, Craft (Bowmaking) +14, Craft (Gemcutting) +14, Appraise +17, Diplomacy +10, Knowledge (Local) +11.
Possessions: Padded armor [padded armor effect], short sword [destroying weapon effect], 2 alchemist fires, potion of cure light wounds [non-magical], ring of sustain core, 2 thunderstones, various other items for sale.
Errata: Special Techniques that apply to weapons can be applied to ammunition. When used in this fashion, the enhancement is reduced to 1/25 of it's normal cost.
ACFs:
Lenses of Truth:
Some craftsmen choose to focus their craft on seeing the truth, and so learn to create lenses that allow them to do so.
Taken at: level 2
Replaces: Power of Gems.
Lenses of Truth (Ex): At level 2, the Craftsman gains the ability to create lenses that reveal hidden truths to the wearer. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a lens that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the eyes slot as if they were.
• Know Magic: Can see magic auras, and identify their schools as if they had cast detect magic.
• Spy Ingress: Can detect poisons and disease.
• Simple Sight: +4 bonus on Spot and Search.
These effects can be used starting at level 4. A lens with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Catch Lies: Can see when someone deliberately and knowingly speaks a lie.
• Graze Emotions: Can detect basic needs, drives, and emotions of those viewed.
• Sense Morality: Can see what someone alignment is.
These effects can be used starting at level 9. A lens with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Life Sight: Can detect life status of creatures viewed (Living, dead, undead, non-living [construct/plant/etc]. Also includes if they are pregnant).
• Inform Power: Can determine roughly how many hit dice those viewed have (1-3, 4-6, 7-9, 10-12, 13-15, 16-18, 19-21, or higher then that).
• Pure Vision: Can see everything as it really is (as per True Seeing).
Some craftsmen choose to focus their craft on frost instead of flame.
Taken at: level 3
Replaces: Flaming weapon Technique, Blazing weapon Technique, Flame Shield Power of Gems ring, Burning Hands, Scorching Ray, Fireball.
In the place of these items and spells, the craftsman gains the following:
Special Techniques (Ex):
Add these techniques to the listed levels.
Level 5
Freezing weapon: The weapon is treated as having the Frost effect.
Level 8
Artic weapon: The weapon is treated as having the Icy Burst effect.
Power of Gems (Ex):
Add the following effect to the set at level 9.
Frost Shield: Cold Resistance 10
Add the following spells to the Craftsman Spell List: Artic Hands (Burning Hands), Freezing Ray (Scorching Ray). They act exactly like the spell noted, except they deal cold damage instead of fire damage.
Add the following spell to the Expanded Craftsman Spell List: Iceball (Fireball). It acts exactly like the spell noted, except it deals cold damage instead of fire damage.
Craftsman Feats:
Masters Techniques:
Prerequisites: Special Techniques class feature.
Benefit: You can apply a Technique to an item that you are also making masterwork, or apply 2 Techniques to the same item.
Normal: You can only apply 1 Technique to an item, and the item may not be masterwork.
Deeper Alchemy:
Prerequisites: Greater Alchemist class feature.
Benefit: Select one spell from the Sorcerer/Wizard spell list. The spell chosen must not be of the Necromacy or Divination schools, and must be of 3rd level or lower. You may add that spell to your Craftsman spell list.
Special: You can gain Deeper Research multiple times. Each time you take the feat, it grants a different spell.
Multiple Trades:
You have a firm grasp of two normally separate crafting methods.
Prereqs: Must have taken a craftsman alternate class feature OR must have had the chance to take a craftsman alternate class feature but didn't take it.
Benefit: Choose one of the following benefits:
-Select a craftsman alternate class feature you possess. You gain the class feature(s) it replaces, without losing the alternate class feature.
-Select a craftsman alternate class feature could have taken. You gain that alternate class feature, without losing the class feature(s) it replaces.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new craftsman alternate class feature.
Special:
I have made some other homebrew that interacts with this class in some way. I will mirror it here.
Lifeborn:
Lifeborn aren’t an item strictly speaking, but it might as well be one. Lifeborn are a simple form of created life. They act as a miniature servant to their creator. They are rather weak, but make effective spies or assistants. They can speak and understand common, but well enough to ask/provide and understand simple questions, explanations, and instructions. They always follow any instructions given to them by their creator. The stats of a lifeborn are as follows:
Tiny (alignment matches creator) Magical Beast
Init: +0, 10 HP (1d10), AC 10 (T: 10, FF: 10);
Spd: 30 ft., Fort +0, Ref +0, Will -2;
BAB: +1, Atk: None;
Hide +4, Listen +4, Move Silently +4, Spot +4;
Sustenance (don’t need food or water), darkvision 60′ and low-light vision;
Str 10, Dex 10, Con -, Int 3, Wis 3, Cha 3.
In addition, they have one of the following abilities, chosen by their creator during creation:
Combat: The lifeborn has a hard metal coating. Their AC gains a +4 armor bonus, and they can make slam attacks (+1, 1d6 damage)
Magic: The lifeborn has runes etched into it. They can cast Burning Hands and Minor Image, each 1/day as a spell-like ability.
Blessed: The lifeborn has a slight gold tint. They can cast Cure Light Wounds and Bless, each 1/day as a spell-like ability.
Skilled: The lifeborn has small arms at its sides. They can make Craft, Perform and Profession checks at +0, ignoring their ranks and ability scores.
Winged: The lifeborn has small wings on its top. They gain a fly speed of 10′ (perfect).
Lifeborn can’t live forever. Exactly a year and a day after their creation, a lifeborn crumbles into dust. This time can be reset by repairing aging damage on the lifeborn, a process taking 1 week and 2000 gp and a DC 20 Craft (Alchemy) check.
Price: 9000 gp
Crafting: Craft (alchemy) DC 25, must cast arcane eye and spend 300 xp at the end; or Craft (alchemy) DC 35, uses up the entirety of the quicksilver in a philosopher’s stone (see Magnum opus, Craftsman).
Endless quiver:
This quiver appears to be a well worn quiver with 20 mundane arrows in it at first, but it hides a secret. No matter how many arrows you take out of the quiver, it always has 20 arrows in it because arrows taken out are magically replaced. Any arrow taken out vanished 2 rounds after being drawn.
SPECIAL: Craftsman can make this item using Perfect Alchemist.
Faint conjuration; CL 5th; Craft Wondrous Item, minor creation; Price 1,200 gp; Weight — lb.