Gwenfloor
2007-05-14, 11:52 AM
Artisan
The master metal smith who produces high quality iron weapons and armor, the expert leatherworker that forges impenetrable armor and shields out of the hides of mythic beasts, and the mechanic that creates uncanny clockwork contraptions. All of these people are artisans.
Hit Dice: d8.
Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.
Base Attack Progression: Average.
Saves: Fortitude Good, Reflex Poor, Will Good.
Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.
Skill Points at 1st level: (8+ Int Mod) x4.
Skill Points at each additional level: 8+ Int Mod.
Level BAB Fort Ref Will Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3 Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship, Armorbreaker 1d6
4th 3 4 1 4 Bonus Feat, Talent, Trap Sense +1
5th 3 4 1 4 Quick Creation, Expert Creation (X3)
6th 4 5 2 5 Exceptional Craftsmanship, Armorbreaker 2d6
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x3), Trap Sense+2
9th 6 6 3 6 Savvy Craftsmanship, Armorbreaker 3d6
10th 7 7 3 7 Talent, Skill Focus (Craft)
11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship, Armorbreaker 4d6, Trap Sense+3
13th 10 8 4 8 Talent, Skill Focus (Craft)
14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship, Armorbreaker 5d6
16th 12 10 5 10 Talent, Bonus Feat, Trap Sense+4
17th 13 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship, Armorbreaker 6d6
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8), Trap Sense+5
Class Features: The following are the class features of the Artisan.
Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields.
Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.
Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.
Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.
Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.
Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.
Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.
Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 8 points of armor.
Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.
Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 12 points of armor.
Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.
Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period, rolling separately for both.
Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.
Improved Multi-tasking:
By taking -4 on all Craft, you can make three items per crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.
Advanced Multi-tasking:
By taking -6 on all Craft checks, you can make four items in a standard crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.
Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level.
Prerequisites: Appraise 4 ranks.
Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.
Prerequisites: Appraise 7 ranks, Skilled Appraiser.
Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify three times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.
Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.
Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monster’s type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.
Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.
Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monster’s Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.
Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the item’s market price in raw materials.
Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.
Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.
Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.
Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.
Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each section’s hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.
Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicle’s material) 4 ranks.
Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each section’s hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.
Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.
Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each section’s hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.
Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.
Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains Spell Resistance equal to 10+your Artisan level against the spell Detect Snares and Pits. The Trap costs 125% as normal.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.
Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 5 or more. The trap’s Attack Roll and/or Saving Throw, if it has one, increases by 4. The Trap costs 150% as normal.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.
Kobold’s Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. The Trap costs 200% as normal.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.
Trapfinder: At 1st level, the Artisan gains the Trapfinding Class Feature.
Trap Sense: At 5th level, the Artisan gains Trap Sense +1, as per the Barbarian's ability. This bonus improves by +1 every 5 levels, to a maximum of +4 at 20th level.
Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.
Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the sp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the sp you would normally make at 20th level.
Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.
Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.
Armorbreaker: At 3rd level, 6th level, and every three levels thereafter, an Artisan knows how to hit it where it hurts on armored targets. The Artisan deals an additional 2d6 points of damage against all creatures wearing armor, shields, and/or natural armor. At 9thth level, the Artisan deals an additional 1d6 points of damage against all creatures wearing armor, shields, and/or natural armor, to a maximum of 6d6 points of extra damage at 18th level.
Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Quick Draw, Self-Sufficient.
Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.
Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.
Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless.
Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 hour per 1,000 gold pieces of the item’s market price, 6 minutes per 100 gold pieces.
Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weapon’s attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.
New Feats:
Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.
Improved Craftsmanship: You are capable of improving equipment by a significant degree.
Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.
Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;
Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.
Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.
Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 bonus to Armor Class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class.
Improved Skill Bonus (Class Tool Kits Only): Grants a +3 bonus on skill checks specified by the tool kit.
Deadly Blows (Weapons and Ammunition only): Grants a +1 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.
Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armor’s reduction to armor check penalty.
Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores one point of armor bonus against armor, but not natural armor.
Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Light: This item weighs only half as much. This can only be done once per item.
Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.
Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.
Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Exceptional Craftsmanship:
You are an exquisitely skilled and talented artisan.
Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.
Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Exceptional Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +2 bonus on attack rolls.
Exceptional Damage (Weapons and ammunition only): Item gains a +2 bonus to damage rolls.
Exceptional Parrying (Light and One-handed Melee Weapons only): Item grants a +2 bonus to armor class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.
Exceptional Skill Bonus (Class Tool Kits only): Item provides a +4 bonus on skill checks specified by the tool kit.
Exceptionally Deadly Blows (Weapons and Ammunition only): Grants a +2 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Exceptional Defenses (Armor and Shields only): Grants +2 armor/shield bonus. This stacks with the original armor/shield bonus.
Exceptional Mobility (Armor only): Decreases armor check penalty by 2. This stacks with the masterwork armor’s reduction to armor check penalty.
Bypass Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores two points of armor bonus against armor, but not natural armor.
Exceptionally Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 14) or suffer a deep cut. Deep cuts incur a -3 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Exceptional Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 14) or suffer a broken bone. Broken bones deal 1d3 points of damage an hour, and 2 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Far-off Range (Ranged and Throwing Weapons only): Add 20 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Exceptionally Durable: Add 8 hit points, +4 hardness, and +4 to the Break DC to the item.
Evenly Distributed (Weapons and Armor only): The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.
Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +5 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Savvy Craftsmanship:
Your talent at crafting items is surpassed by few.
Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.
Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Savvy Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +3 bonus on attack rolls.
Savvy Damage (Weapons and ammunition only): Item gains a +3 bonus on damage rolls.
Savvy Parrying (Light and One-handed weapons only): Item grants a +3 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus to armor class.
Savvy Skill Bonus (Class Tool Kits only): Item grants a +5 bonus on skill checks specified by the item.
Savvy Deadly Blows (Weapons and Ammunition only): Grants a +3 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Savvy Defenses (Armor and Shields only): Grants +3 armor/shield bonus. This stacks with the original armor/shield bonus.
Savvy Mobility (Armor only): Decreases armor check penalty by 3. This stacks with the masterwork armor’s reduction to armor check penalty.
Circumvent Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores three points of armor bonus against armor, but not natural armor.
Savvy Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 18) or suffer a deep cut. Deep cuts incur a -4 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Savvy Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 18) or suffer a broken bone. Broken bones deal 1d4 points of damage an hour, and 3 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Distant Range (Ranged and Throwing Weapons only): Add 30 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Savvy Durability: Add 12 hit points, +6 hardness, and +6 to the Break DC to the item.
Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers half (round up) the damage as non-lethal damage.
Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.
Savvy Personalized (attuned to one person only): This item grants +4 to attack rolls if a weapon, +4 to armor class if armor or shield, or +6 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Masterful Craftsmanship
The workings of the artisan are second nature to you.
Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.
Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Masterful Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +4 bonus on attack rolls.
Masterful Damage (Weapons and ammunition only): Item gains a +4 bonus on damage rolls.
Masterful Parrying (Light and One-handed weapons only): Item grants a +4 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would your dodge bonus(es) to armor class.
Masterful Skill Bonus (Class Tool Kits only): Item grants a +6 bonus on skill checks specified by the item.
Masterful Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Masterful Defenses (Armor and Shields only): Grants +4 armor/shield bonus. This stacks with the original armor/shield bonus.
Masterful Mobility (Armor only): Decreases armor check penalty by 4. This stacks with the masterwork armor’s reduction to armor check penalty.
Omit Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores four points of armor bonus against armor, but not natural armor.
Masterful Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 22) or suffer a deep cut. Deep cuts incur a -5 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Masterful Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 22) or suffer a broken bone. Broken bones deal 1d6 points of damage an hour, and 4 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Extensive Range (Ranged and Throwing Weapons only): Add 40 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Masterful Durability: Add 16 hit points, +8 hardness, and +8 to the Break DC to the item.
Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers three-quarters (round up) the damage as non-lethal damage.
Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks.
Masterfully Personalized: This item grants +5 to attack rolls if a weapon, +5 to armor class if armor or shield, or +7 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Peerless Craftsmanship
Few except for the elite among artisans can match your skill at the arts of design.
Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.
Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Peerless Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +5 bonus on attack rolls.
Peerless Damage (Weapons and ammunition only): Item gains a +5 bonus on damage rolls.
Peerless Parrying (Light and One-handed weapons only): Item grants a +5 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus(es) to armor class.
Peerless Skill Bonus (Class Tool Kits only): Item grants a +7 bonus on skill checks specified by the item.
Peerless Deadly Blows (Weapons and Ammunition only): Grants a +5 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Peerless Defenses (Armor and Shields only): Grants +5 armor/shield bonus. This stacks with the original armor/shield bonus.
Peerless Mobility (Armor only): Decreases armor check penalty by 5. This stacks with the masterwork armor’s reduction to armor check penalty.
Outflank Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores five points of armor bonus against armor, but not natural armor.
Peerless Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 26) or suffer a deep cut. Deep cuts incur a -6 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Peerless Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 26) or suffer a broken bone. Broken bones deal 1d8 points of damage an hour, and 5 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Boundless Range (Ranged and Throwing Weapons only): Add 50 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Peerless Durability: Add 20 hit points, +10 hardness, and +10 to the Break DC to the item.
Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.
Retaliation (Armor and Shield only): This piece of armor or shield is so hard that when an enemy does hit you, it still hurts him. When an enemy successfully hits you, it takes non-lethal damage equal to the armor/shield bonus. Non-physical touch attacks bypass this ability.
Peerlessly Personalized: This item grants +6 to attack rolls if a weapon, +6 to armor class if armor or shield, or +8 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Sublime Craftsmanship
You are to artisans what Mordenkainen is to magic.
Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.
Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Sublime Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +6 bonus on attack rolls.
Sublime Damage (Weapons and ammunition only): Item gains a +6 bonus on damage rolls.
Sublime Parrying (Light and One-handed weapons only): Item grants a +6 bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.
Sublime Skill Bonus (Class Tool Kits only): Item grants a +8 bonus on skill checks specified by the item.
Sublime Deadly Blows (Weapons and Ammunition only): Grants a +6 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Sublime Defenses (Armor and Shields only): Grants +6 armor/shield bonus. This stacks with the original armor/shield bonus.
Sublime Mobility (Armor only): Decreases armor check penalty by 6. This stacks with the masterwork armor’s reduction to armor check penalty.
Outmaneuver Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores six points of armor bonus against armor, but not natural armor.
Sublime Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 30) or suffer a deep cut. Deep cuts incur a -7 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
All-encompassing Range (Ranged and Throwing Weapons only): Add 60 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Sublime Durability: Add 24 hit points, +12 hardness, and +12 to the Break DC to the item.
Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.
Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.
Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.
Sublime Personalization: This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +9 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks require the Accuracy tweak of the same level if a weapon, the Defense tweak of the same level if a suit of armor or shield, or the Skill Bonus tweak of the same level if a class tool kit.
Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original item’s Craft. If you succeed, you add the tweak to the item.
Improved and greater Items' market prices costs as much as their magical counterparts +5%, as they are nonmagical. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.
Tweak Costs:
Note: all costs are per tweak.
Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp
The master metal smith who produces high quality iron weapons and armor, the expert leatherworker that forges impenetrable armor and shields out of the hides of mythic beasts, and the mechanic that creates uncanny clockwork contraptions. All of these people are artisans.
Hit Dice: d8.
Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.
Base Attack Progression: Average.
Saves: Fortitude Good, Reflex Poor, Will Good.
Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.
Skill Points at 1st level: (8+ Int Mod) x4.
Skill Points at each additional level: 8+ Int Mod.
Level BAB Fort Ref Will Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3 Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship, Armorbreaker 1d6
4th 3 4 1 4 Bonus Feat, Talent, Trap Sense +1
5th 3 4 1 4 Quick Creation, Expert Creation (X3)
6th 4 5 2 5 Exceptional Craftsmanship, Armorbreaker 2d6
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x3), Trap Sense+2
9th 6 6 3 6 Savvy Craftsmanship, Armorbreaker 3d6
10th 7 7 3 7 Talent, Skill Focus (Craft)
11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship, Armorbreaker 4d6, Trap Sense+3
13th 10 8 4 8 Talent, Skill Focus (Craft)
14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship, Armorbreaker 5d6
16th 12 10 5 10 Talent, Bonus Feat, Trap Sense+4
17th 13 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship, Armorbreaker 6d6
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8), Trap Sense+5
Class Features: The following are the class features of the Artisan.
Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields.
Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.
Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.
Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.
Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.
Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.
Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.
Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 8 points of armor.
Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.
Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 12 points of armor.
Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.
Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period, rolling separately for both.
Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.
Improved Multi-tasking:
By taking -4 on all Craft, you can make three items per crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.
Advanced Multi-tasking:
By taking -6 on all Craft checks, you can make four items in a standard crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.
Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level.
Prerequisites: Appraise 4 ranks.
Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.
Prerequisites: Appraise 7 ranks, Skilled Appraiser.
Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify three times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.
Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.
Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monster’s type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.
Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.
Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monster’s Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.
Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the item’s market price in raw materials.
Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.
Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.
Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.
Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the item’s cost in raw materials to repair it.
Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.
Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each section’s hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.
Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicle’s material) 4 ranks.
Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each section’s hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.
Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.
Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each section’s hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.
Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.
Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains Spell Resistance equal to 10+your Artisan level against the spell Detect Snares and Pits. The Trap costs 125% as normal.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.
Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 5 or more. The trap’s Attack Roll and/or Saving Throw, if it has one, increases by 4. The Trap costs 150% as normal.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.
Kobold’s Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. The Trap costs 200% as normal.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.
Trapfinder: At 1st level, the Artisan gains the Trapfinding Class Feature.
Trap Sense: At 5th level, the Artisan gains Trap Sense +1, as per the Barbarian's ability. This bonus improves by +1 every 5 levels, to a maximum of +4 at 20th level.
Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.
Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the sp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the sp you would normally make at 20th level.
Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.
Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.
Armorbreaker: At 3rd level, 6th level, and every three levels thereafter, an Artisan knows how to hit it where it hurts on armored targets. The Artisan deals an additional 2d6 points of damage against all creatures wearing armor, shields, and/or natural armor. At 9thth level, the Artisan deals an additional 1d6 points of damage against all creatures wearing armor, shields, and/or natural armor, to a maximum of 6d6 points of extra damage at 18th level.
Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Quick Draw, Self-Sufficient.
Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.
Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.
Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless.
Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 hour per 1,000 gold pieces of the item’s market price, 6 minutes per 100 gold pieces.
Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.
Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weapon’s attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.
New Feats:
Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.
Improved Craftsmanship: You are capable of improving equipment by a significant degree.
Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.
Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;
Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.
Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.
Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 bonus to Armor Class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class.
Improved Skill Bonus (Class Tool Kits Only): Grants a +3 bonus on skill checks specified by the tool kit.
Deadly Blows (Weapons and Ammunition only): Grants a +1 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.
Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armor’s reduction to armor check penalty.
Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores one point of armor bonus against armor, but not natural armor.
Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Light: This item weighs only half as much. This can only be done once per item.
Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.
Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.
Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Exceptional Craftsmanship:
You are an exquisitely skilled and talented artisan.
Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.
Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Exceptional Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +2 bonus on attack rolls.
Exceptional Damage (Weapons and ammunition only): Item gains a +2 bonus to damage rolls.
Exceptional Parrying (Light and One-handed Melee Weapons only): Item grants a +2 bonus to armor class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.
Exceptional Skill Bonus (Class Tool Kits only): Item provides a +4 bonus on skill checks specified by the tool kit.
Exceptionally Deadly Blows (Weapons and Ammunition only): Grants a +2 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Exceptional Defenses (Armor and Shields only): Grants +2 armor/shield bonus. This stacks with the original armor/shield bonus.
Exceptional Mobility (Armor only): Decreases armor check penalty by 2. This stacks with the masterwork armor’s reduction to armor check penalty.
Bypass Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores two points of armor bonus against armor, but not natural armor.
Exceptionally Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 14) or suffer a deep cut. Deep cuts incur a -3 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Exceptional Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 14) or suffer a broken bone. Broken bones deal 1d3 points of damage an hour, and 2 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Far-off Range (Ranged and Throwing Weapons only): Add 20 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Exceptionally Durable: Add 8 hit points, +4 hardness, and +4 to the Break DC to the item.
Evenly Distributed (Weapons and Armor only): The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.
Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +5 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Savvy Craftsmanship:
Your talent at crafting items is surpassed by few.
Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.
Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Savvy Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +3 bonus on attack rolls.
Savvy Damage (Weapons and ammunition only): Item gains a +3 bonus on damage rolls.
Savvy Parrying (Light and One-handed weapons only): Item grants a +3 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus to armor class.
Savvy Skill Bonus (Class Tool Kits only): Item grants a +5 bonus on skill checks specified by the item.
Savvy Deadly Blows (Weapons and Ammunition only): Grants a +3 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Savvy Defenses (Armor and Shields only): Grants +3 armor/shield bonus. This stacks with the original armor/shield bonus.
Savvy Mobility (Armor only): Decreases armor check penalty by 3. This stacks with the masterwork armor’s reduction to armor check penalty.
Circumvent Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores three points of armor bonus against armor, but not natural armor.
Savvy Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 18) or suffer a deep cut. Deep cuts incur a -4 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Savvy Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 18) or suffer a broken bone. Broken bones deal 1d4 points of damage an hour, and 3 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Distant Range (Ranged and Throwing Weapons only): Add 30 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Savvy Durability: Add 12 hit points, +6 hardness, and +6 to the Break DC to the item.
Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers half (round up) the damage as non-lethal damage.
Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.
Savvy Personalized (attuned to one person only): This item grants +4 to attack rolls if a weapon, +4 to armor class if armor or shield, or +6 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Masterful Craftsmanship
The workings of the artisan are second nature to you.
Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.
Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Masterful Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +4 bonus on attack rolls.
Masterful Damage (Weapons and ammunition only): Item gains a +4 bonus on damage rolls.
Masterful Parrying (Light and One-handed weapons only): Item grants a +4 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would your dodge bonus(es) to armor class.
Masterful Skill Bonus (Class Tool Kits only): Item grants a +6 bonus on skill checks specified by the item.
Masterful Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Masterful Defenses (Armor and Shields only): Grants +4 armor/shield bonus. This stacks with the original armor/shield bonus.
Masterful Mobility (Armor only): Decreases armor check penalty by 4. This stacks with the masterwork armor’s reduction to armor check penalty.
Omit Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores four points of armor bonus against armor, but not natural armor.
Masterful Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 22) or suffer a deep cut. Deep cuts incur a -5 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Masterful Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 22) or suffer a broken bone. Broken bones deal 1d6 points of damage an hour, and 4 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Extensive Range (Ranged and Throwing Weapons only): Add 40 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Masterful Durability: Add 16 hit points, +8 hardness, and +8 to the Break DC to the item.
Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers three-quarters (round up) the damage as non-lethal damage.
Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks.
Masterfully Personalized: This item grants +5 to attack rolls if a weapon, +5 to armor class if armor or shield, or +7 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Peerless Craftsmanship
Few except for the elite among artisans can match your skill at the arts of design.
Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.
Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Peerless Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +5 bonus on attack rolls.
Peerless Damage (Weapons and ammunition only): Item gains a +5 bonus on damage rolls.
Peerless Parrying (Light and One-handed weapons only): Item grants a +5 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus(es) to armor class.
Peerless Skill Bonus (Class Tool Kits only): Item grants a +7 bonus on skill checks specified by the item.
Peerless Deadly Blows (Weapons and Ammunition only): Grants a +5 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Peerless Defenses (Armor and Shields only): Grants +5 armor/shield bonus. This stacks with the original armor/shield bonus.
Peerless Mobility (Armor only): Decreases armor check penalty by 5. This stacks with the masterwork armor’s reduction to armor check penalty.
Outflank Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores five points of armor bonus against armor, but not natural armor.
Peerless Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 26) or suffer a deep cut. Deep cuts incur a -6 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Peerless Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 26) or suffer a broken bone. Broken bones deal 1d8 points of damage an hour, and 5 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
Boundless Range (Ranged and Throwing Weapons only): Add 50 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Peerless Durability: Add 20 hit points, +10 hardness, and +10 to the Break DC to the item.
Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.
Retaliation (Armor and Shield only): This piece of armor or shield is so hard that when an enemy does hit you, it still hurts him. When an enemy successfully hits you, it takes non-lethal damage equal to the armor/shield bonus. Non-physical touch attacks bypass this ability.
Peerlessly Personalized: This item grants +6 to attack rolls if a weapon, +6 to armor class if armor or shield, or +8 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Sublime Craftsmanship
You are to artisans what Mordenkainen is to magic.
Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.
Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;
Sublime Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +6 bonus on attack rolls.
Sublime Damage (Weapons and ammunition only): Item gains a +6 bonus on damage rolls.
Sublime Parrying (Light and One-handed weapons only): Item grants a +6 bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.
Sublime Skill Bonus (Class Tool Kits only): Item grants a +8 bonus on skill checks specified by the item.
Sublime Deadly Blows (Weapons and Ammunition only): Grants a +6 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.
Sublime Defenses (Armor and Shields only): Grants +6 armor/shield bonus. This stacks with the original armor/shield bonus.
Sublime Mobility (Armor only): Decreases armor check penalty by 6. This stacks with the masterwork armor’s reduction to armor check penalty.
Outmaneuver Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores six points of armor bonus against armor, but not natural armor.
Sublime Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 30) or suffer a deep cut. Deep cuts incur a -7 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.
Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.
All-encompassing Range (Ranged and Throwing Weapons only): Add 60 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.
Sublime Durability: Add 24 hit points, +12 hardness, and +12 to the Break DC to the item.
Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.
Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.
Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.
Sublime Personalization: This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +9 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.
Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks require the Accuracy tweak of the same level if a weapon, the Defense tweak of the same level if a suit of armor or shield, or the Skill Bonus tweak of the same level if a class tool kit.
Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original item’s Craft. If you succeed, you add the tweak to the item.
Improved and greater Items' market prices costs as much as their magical counterparts +5%, as they are nonmagical. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.
Tweak Costs:
Note: all costs are per tweak.
Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp