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    AssassinGuy

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    Apr 2007

    Default Re: Librim Eternia: Tome of Epic Prestige

    Grand Creator


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    Of the many ways that casters leave their marks on the world, one of the most commonplace is through the enchanted objects he or she leaves behind. Whether these items serve some trivial function or mean the difference between life and death, their crafting is often viewed either as the pursuit of some secluded craftsmage or as the mere hobby of a more competent mage. Standing in stark opposition to these views are the grand creators, crafters who have gained near-mythic repute for the items they have forged. Beyond simply creating superior items, however, a grand creator can turn out magic items at incredible speeds and surrounds him or herself with minions of his or her own design. Far more suited for the rigors of adventure than the average magical artisan, grand creators leave behind epic legacies in the items that they choose to create.

    Hit Die: d6

    Prerequisites: To qualify to become a grand creator, a character must meet all of the following criteria.
    Skills: Craft (any) 23 ranks, Spellcraft 23 ranks
    Feats: Craft Construct and any four other item creation feats
    Spells/Infusions: Must be able to cast 6th level spells or infusions.

    Class Skills: Appraise, Concentration, Craft, Disable Device, Knowledge (all skills, taken separately), Spellcraft, Use Magic Device
    Skill Points at Each Level: 2 + Int modifier

    Grand Creator
    {table=head]Level|Base Attack Bonus|Special|Spells

    1st|
    +0
    |Quick Crafter (10,000/day), Wondercraft|--

    2nd|
    +1
    |Caged Miracles (1)|+1 level of existing spellcasting class

    3rd|
    +1
    |Bonus Feat|--

    4th|
    +2
    |Multicraft (2 items)|+1 level of existing spellcasting class

    5th|
    +2
    |Crafted Guardian (1)|--

    6th|
    +3
    |Quick Crafter (100,000/day)|+1 level of existing spellcasting class

    7th|
    +3
    |Caged Miracles (2)|--

    8th|
    +4
    |Bonus Feat|+1 level of existing spellcasting class

    9th|
    +4
    |Multicraft (3 items)|--

    10th|
    +5
    |Crafted Guardian (2)|+1 level of existing spellcasting class [/table]

    Class Features: The following are class features of the Grand Creator.

    Epic Spellcasting: Even without the Epic Spellcaster feat, a grand creator can still develop and cast epic spells using any 8 seeds seeds of his or her choice (selected at 1st level). For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved.

    Wondercraft (Su): A grand creator can weave powerful magic into items faster than anyone else, forming powerful magic items in a matter of moments. When using this ability, a grand creator must have access to a non-magical item capable of occupying the same item slot if the item to be created is worn or to any nonmagical tiny or diminutive object if making a tool. The grand creator doesn’t cast spells or need to know the spells normally needed for crafting the item and no money or experience points are spent in this way, though he or she must be capable of crafting that type of magic item. Crafting an item in this way takes at least 1 round per day of crafting it would otherwise require, though a grand creator can choose to take longer to make the enchantment last longer. Each round that this item is being made, the grand creator must make a Spellcraft check (DC 20 + highest level of spell used in item’s construction + 1 per previous check). A single check failed in this way ruins the enchantment process and forces the grand creator to start over from scratch. The item is only temporarily enchanted, however, lasting for one minute per round spent making it in the first place. Any objects, creatures, and areas that the object creates also vanish at the end of this time. Constructs can’t be made in this way. At any given time, a grand creator can’t possess more items crafted in this way than half of his or her class level +1.

    Quick Crafter (Ex): Even when crafting items normally, a grand creator can make permanent enchantments at an incredible speed. Creating a magic item only requires 1 day per 10,000 gp of cost (minimum 1 day). At 6th level and every 5 levels afterwards, the amount of progress that can be made towards the completion of a magic item each day is multiplied by x 10 (allowing grand creators of 11th level to create items in 1 day per 1,000,000 gp, for example).

    Caged Miracles (Su): Starting at 2nd level, a grand creator can perform the otherwise impossible and create items that utilize or imitate epic spells. Doing so isn’t cheap, however, for the spell’s gp cost to develop is used in place of [caster level x spell level] when calculating the price of the item. The grand creator must make a successful spellcraft check when creating the item but people using epic spells in scrolls and similar sources need not make such a check. A grand creator may have up to one such epic item in creation at a time at 2nd level and one additional such item every 5 levels afterwards. Creating such items beyond this limit disenchants another item of the grand creator’s choice. Epic spells written onto scrolls can’t be copied into spellbooks.

    Spells per Day/Spells Known: At each even grand creator level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a grand creator, the player must decide to which class to add the new level for the purpose of determining spells per day.

    Bonus Feats: At 3rd level and every 5 levels afterwards, a grand creator can select a single bonus feat from the following list: Additional Magic Item Space, Augmented Alchemy, Burn the Midnight Wax*, Commandeer Construct*, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Craft Reserves*, Craft the Mundane*, Enduring Wondercraft*, Energy Resistance, Epic Skill Focus, Forge Epic Ring, Fortify Item*, Great Charisma, Great Intelligence, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Master Staff, Master Wand, Quick Repairs*, Retain Spells*, Scribe Epic Scroll, Simple Miracles, Something from Nothing*, Tenacious Enchantments*

    New Feats
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    Enduring Wondercraft [Epic]
    The enchantments you weave in a hurry last for far longer.
    Prerequisites: Wondercraft class feature
    Benefits: The items you make with your wondercraft class feature last for 10 minutes per round spent creating them.

    Craft Reserve [Epic]
    You can craft items without expending your life force.
    Prerequisites: Wondercraft class feature
    Benefits: You gain a supply of 5,000 craft points that can be spent in place of experience points when crafting items. Once these points are spent, this feat grants no further benefit.
    Special: This feat can be taken multiple times. Each time it is taken after the first, double the number of craft points it grants and add that total to any remaining craft points you possess.

    Craft the Mundane [Epic]
    You can craft even mundane items at an incredible pace
    Prerequisites: Quick Crafter (10,000/day)
    Benefits: You may use fabricate as a spell-like ability as a standard action with a caster level equal to your grand crafter level + 20. After doing so, you must spend one hour in concentration to recharge this ability before you can do so again.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the amount of times you can use fabricate between recharges.

    Something From Nothing [Epic]
    You can create full mundane products from thin air.
    Prerequisites: Quick Crafter (100,000/day)
    Benefits: You may use Major Creation as a spell-like ability as a standard action with a caster level equal to your grand crafter level + 20. All items created in this way, regardless of composition, last for 24 hours/grand creator level. After using this ability, you must spend one hour in concentration to recharge this ability before you can do so again.
    Special: You may select this feat multiple times. Each time you select it beyond the first, double the amount of times you can use Major Creation between recharges.

    Fortify Item [Epic]
    You can work on a fully constructed item to make it more powerful.
    Prerequisites: Efficient Crafter (100,000/day)
    Benefits: You may increase the caster level of an existing item as you see fit. Doing so takes one day of crafting regardless of the costs involved. For each +1 bonus that you apply to an item’s caster level, you must pay gold pieces equal to (item cost/[current caster level x 2]).

    Burn the Midnight Wax [Epic]
    Crafting magic items is no longer a stressful activity for you.
    Prerequisites: Multicraft (3 items)
    Benefits: You are no longer restricted to 8 hours of working on item crafting each day. For every full 8 hours spent working on an item, you make progress as though you had worked for a full day. Furthermore, time spent crafting items counts towards your 8 hours of rest required for regaining spells and/or infusions.

    Tenacious Enchantments [Epic]
    The magic imbued in the magic items you create refused to be removed.
    Prerequisites: Efficient Crafter (10,000,000/day)
    Benefits: If a magic item you have created would be dispelled by a non-epic spell or effect, its effects return after 1d4 rounds.

    Retain Spells [Epic]
    The spells you use in magic item creation aren’t expended
    Prerequisites: Efficient Crafter (1,000,000/day)
    Benefits: When you work on crafting a magic item, you need not actually cast any spells listed under its crafting criteria. Instead, you must instead spend at least 8 hours of the crafting process either with all such spells prepared (if a prepared caster) or with all such spells known and with sufficient open spell slots to cast all such spells (if a spontaneous caster).

    Quick Repair [Epic]
    Fixing broken items is no challenge for you
    Prerequisites: Multicraft (2 items)
    Benefits: No matter how much it may cost to repair a broken magic item, it only ever requires 8 hours of crafting to fix. Furthermore, you can repair a dispelled item (but not an expended item) as if it were merely broken.

    Commandeer Construct [Epic]
    You can temporarily wrench control of an unintelligent construct over from its caster.
    Prerequisites: Crafted Guardian (2)
    Benefits: As a standard action, you can speak authoritatively to an unintelligent construct within 100 feet. If that construct can hear you and fails a Will save (DC 20 + Grand Creator level + Int modifier), it falls under your control. Every round, the construct may make a new Will save against the same DC to break free from this effect.

    Simple Miracles [Epic]
    You have found shortcuts for creating the more powerful of items
    Prerequisites: Caged Miracle (4)
    Benefits: Halve the cost of all items you craft with the caged miracle class feature.


    Multicraft (Ex): At 4th level, a grand creator has gained enough confidence in his or her craft to multitask efficiently. The grand creator can work on creating two items instead of one during the normal 8-hour period of crafting, making full progress towards the completion of both. If one item is finished before the other, it can be replaced with the start of a third project as early as the next day. At 9th level and every 5 levels afterwards, a grand creator can work on making an additional magic item at a time.

    [b ]Crafted Guardian (Ex):[/b] In a moment of truly inspired genius, a grand creator of 5th level can create a construct and imbue a part of his or her soul into it to make the crafting process easier. The grand creator can create the construct in a single day while spending only one tenth of its normal price in gold pieces and experience points. The construct to be created in this way must have a CR equal to or less than 15 + class level. Due to the infused soul the creature crafted in this way gains a +4 bonus to it’s Intelligence, Wisdom, and Charisma scores, gaining an Intelligence score of 10 (including the +4 bonus) if it would otherwise lack one. Only able to press his or her soul so far, a grand creator can only have one crafted guardian at 5th level, plus an additional crafted guardian every 5 levels afterwards.

    Notes and Explanation:
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    At epic levels, crafting becomes surprisingly useless. If a game starts at epic levels, the crafter will start play having made all items that he or she requires. If a game achieves epic levels, it will likely be in the endgame of the campaign and it seems doubtful that there would be too much free time to work on items (especially when “decent” items start taking weeks of consecutive work to create). Between wondercraft, quick crafter, and multicraft, I hope that crafting has been sped up enough to remain usable. Crafted guardian helps to provide the grand creator some additional flavorful presence in encounters. Also, just to specify, it is completely intentional that efficient crafter makes it easier to wondercraft bigger items as you gain levels.
    Last edited by Realms of Chaos; 2019-03-08 at 09:20 AM.
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