The Demented One
2007-01-17, 12:26 AM
Master Craftsman
They aren’t heroes. They aren’t adventurers. No, Master Craftsmen are far more important than that. Master Craftsmen are paragons of artifice, skilled smithies and bowyers whose goods have saved the life of many an adventurer. Most masters are fairly wealthy, as they learn how to craft items both faster and more cheaply without losing quality, but they tend not to reduce their prices, letting them make a hefty profit. Most Master Craftsmen hold a high position in a trade or mercantile guild, further increasing their economic power. No badge or emblem is needed to distinguish one as a Master Craftsmen–anyone who see’s a master’s goods can tell they are worked with an immensely experienced wright.
d6 HD
Requirements
To qualify to become a Master Craftsman, you must fulfill all the following criteria.
Feats: Skill Focus (Craft)
Skills: Craft (Any) 10 ranks
Special: You must craft a masterwork item, and show it to another Master Craftsman. If he is satisfied with it, he will claim it as payment, and begin teaching you the art of the Master Craftsmen. Once you have trained under him for a week, you may then take a level in this class.
The Master Craftsman’s class skills are Appraise (Int), Craft (Int), Disable Device (Int), Gather Information (Cha), Knowledge (Local) (Int), Open Lock (Int), and Profession (Wis).
Skill Points per Level: 2 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+0
|
+0
|Skilled Wright
2nd|
+1
|
+3
|
+0
|
+0
|Steady Hands
3rd|
+2
|
+3
|
+1
|
+1
|Efficient Production
4th|
+3
|
+4
|
+1
|
+1
|Master’s Craft
5th|
+3
|
+4
|
+1
|
+1
|Craft Magic Item[/table]
Class Features
All the following are class features of the Master Craftsman prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Skilled Wright (Ex)
At 1st level, you gain a competence bonus on Craft checks equal to twice your class level. In addition, you do not take penalties for using improvised artisan’s tools. These bonuses does not apply to untrained Craft checks.
Steady Hands (Ex)
At 2nd level, whenever you fail a Craft check to make an item by 5 or more, you may immediately make a reroll against the same DC. If the reroll is successful, you do not make any further progress on the item, but no raw materials are ruined. Because of this, you may take 20 on Craft checks, though doing so increases the time required to make the check to 20 days, rather than a week.
Efficient Production (Ex)
At 3rd level, the crafting time of items you create is halved. If you take 20 on a Craft check, then this reduction does not apply to that crafting time.
Master’s Craft (Ex)
At 4th level, the crafting price of items you create is halved.
Craft Magic Item (Su)
At 5th level, you may choose one type of magical item. You may, though sheer force of will, forge magic items of that type. The type of item you choose depends on which Craft skills you have access to. You must have at least 15 ranks in the Craft skill corresponding to an item type in order to choose it. If you choose wondrous items or magic weapons, you must choose a further subtype of items which you are limited to. It is up to the DM to determine if a given item fits within the subtype. Rings, wands, scrolls, rods, and staves cannot be created with this ability.
{table=head]Item Type|Subtype|Craft Skill
Magic Armor and Shields|–|Armorsmithing
Magic Weapons|Melee Weapons|Weaponsmithing
Magic Weapons|Ranged Weapons|Bowmaking
Potions|–|Alchemy
Wondrous Items|Books/Tomes|Bookbinding
Wondrous Items|Boots/Shoes|Cobbling
Wondrous Items|Bottles/Glass Objects|Glassblowing
Wondrous Items|Jewelry/Metal Objects|Metalworking
Wondrous Items|Vestments/Cloth Objects|Leatherworking
Wondrous Items|Wooden Objects|Woodworking[/table]
When crafting magic items in this way, it works just as normal, except that you may ignore the item creation feat requirements and spell requirements. However, for every spell requirement you ignore, you must make a Craft check, DC 20 + the spell’s level, at the end of the crafting process. If any of the checks are unsuccessful, the process is ruined and you must begin again. You cannot take 20 or reroll failures on these checks with the Steady Hands ability. You cannot create items with a value of 15,000 gp or greater with this ability.
They aren’t heroes. They aren’t adventurers. No, Master Craftsmen are far more important than that. Master Craftsmen are paragons of artifice, skilled smithies and bowyers whose goods have saved the life of many an adventurer. Most masters are fairly wealthy, as they learn how to craft items both faster and more cheaply without losing quality, but they tend not to reduce their prices, letting them make a hefty profit. Most Master Craftsmen hold a high position in a trade or mercantile guild, further increasing their economic power. No badge or emblem is needed to distinguish one as a Master Craftsmen–anyone who see’s a master’s goods can tell they are worked with an immensely experienced wright.
d6 HD
Requirements
To qualify to become a Master Craftsman, you must fulfill all the following criteria.
Feats: Skill Focus (Craft)
Skills: Craft (Any) 10 ranks
Special: You must craft a masterwork item, and show it to another Master Craftsman. If he is satisfied with it, he will claim it as payment, and begin teaching you the art of the Master Craftsmen. Once you have trained under him for a week, you may then take a level in this class.
The Master Craftsman’s class skills are Appraise (Int), Craft (Int), Disable Device (Int), Gather Information (Cha), Knowledge (Local) (Int), Open Lock (Int), and Profession (Wis).
Skill Points per Level: 2 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+0
|
+0
|Skilled Wright
2nd|
+1
|
+3
|
+0
|
+0
|Steady Hands
3rd|
+2
|
+3
|
+1
|
+1
|Efficient Production
4th|
+3
|
+4
|
+1
|
+1
|Master’s Craft
5th|
+3
|
+4
|
+1
|
+1
|Craft Magic Item[/table]
Class Features
All the following are class features of the Master Craftsman prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Skilled Wright (Ex)
At 1st level, you gain a competence bonus on Craft checks equal to twice your class level. In addition, you do not take penalties for using improvised artisan’s tools. These bonuses does not apply to untrained Craft checks.
Steady Hands (Ex)
At 2nd level, whenever you fail a Craft check to make an item by 5 or more, you may immediately make a reroll against the same DC. If the reroll is successful, you do not make any further progress on the item, but no raw materials are ruined. Because of this, you may take 20 on Craft checks, though doing so increases the time required to make the check to 20 days, rather than a week.
Efficient Production (Ex)
At 3rd level, the crafting time of items you create is halved. If you take 20 on a Craft check, then this reduction does not apply to that crafting time.
Master’s Craft (Ex)
At 4th level, the crafting price of items you create is halved.
Craft Magic Item (Su)
At 5th level, you may choose one type of magical item. You may, though sheer force of will, forge magic items of that type. The type of item you choose depends on which Craft skills you have access to. You must have at least 15 ranks in the Craft skill corresponding to an item type in order to choose it. If you choose wondrous items or magic weapons, you must choose a further subtype of items which you are limited to. It is up to the DM to determine if a given item fits within the subtype. Rings, wands, scrolls, rods, and staves cannot be created with this ability.
{table=head]Item Type|Subtype|Craft Skill
Magic Armor and Shields|–|Armorsmithing
Magic Weapons|Melee Weapons|Weaponsmithing
Magic Weapons|Ranged Weapons|Bowmaking
Potions|–|Alchemy
Wondrous Items|Books/Tomes|Bookbinding
Wondrous Items|Boots/Shoes|Cobbling
Wondrous Items|Bottles/Glass Objects|Glassblowing
Wondrous Items|Jewelry/Metal Objects|Metalworking
Wondrous Items|Vestments/Cloth Objects|Leatherworking
Wondrous Items|Wooden Objects|Woodworking[/table]
When crafting magic items in this way, it works just as normal, except that you may ignore the item creation feat requirements and spell requirements. However, for every spell requirement you ignore, you must make a Craft check, DC 20 + the spell’s level, at the end of the crafting process. If any of the checks are unsuccessful, the process is ruined and you must begin again. You cannot take 20 or reroll failures on these checks with the Steady Hands ability. You cannot create items with a value of 15,000 gp or greater with this ability.