Magical Artisan

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Magical Artisans in Alvena: To be added…


Magical Artisan

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Role:
Alignment: Any
Hit Die: 1d8

Class Skills
The magical artisan's class skills are Appraise (Int), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier

Level Base Attack Fortitude Reflex Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Cantrips, Item Creation (Scribe Scroll), Trapfinding, Versatile Creation 1
2nd +1 +0 +0 +3 Item Creation (Brew Potion), Artisan Talent 2
3rd +2 +1 +1 +3 Item Creation (Craft Wondrous Item) 3
4th +3 +1 +1 +4 Item Creation (Craft Magic Arms & Armor), Artisan Talent 3 1
5th +3 +1 +1 +4 Item Creation (Craft Wand) 4 2
6th +4 +2 +2 +5 Item Creation (Craft Construct), Artisan Talent 4 3
7th +5 +2 +2 +5 Item Creation (Forge Ring), Metamagic Boost 4 3 1
8th +6/+1 +2 +2 +6 Item Creation (Craft Rod), Artisan Talent 4 4 2
9th +6/+1 +3 +3 +6 Item Creation (Craft Staff) 5 4 3
10th +7/+2 +3 +3 +7 Artisan Talent, Rapid Construction 5 4 3

Class Features
All of the following are class features of the Magical Artisan (hereafter referred to as "artisan").

Weapon and Armor Proficiencies: The artisan is proficient in all simple weapons, light armor, and with shields (except tower shields). An artisan can cast artisan spells while wearing armor and using shields without incurring arcane spell failure chances. Multiclass artisans still incur spell failure for non-artisan spells as appropriate.

Spells: An artisan casts arcane spells drawn from the artisan spell list (see below). He knows all the spells on his spell list and can cast them without needing to prepare them ahead of time. To cast a spell, the artisan must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an artisan's spell is 10 + the spell level + the artisan's Intelligence modifier.

Like other spellcasters, an artisan can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Artisan. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An artisan need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: An artisan knows a number of cantrips or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Creation (Ex): When creating a spell-completion (such as scrolls) or spell-trigger (such as wands or staffs) magic item, an artisan can create the item even if he doesn't have the required spells. The artisan must still increase the Spellcraft DC to craft the item by +5 for each requirement he does not meet.

Trapfinding (Ex): An artisan adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An artisan can use Disable Device to disarm magic traps.

Item Creation: An artisan learns how to make all kinds of magical items, and often earlier than expected. At 1st level, an artisan gains Scribe Scroll as a bonus feat. At 2nd level, an artisan gains Brew Potion as a bonus feat. At 3rd level, an Artisan gains Craft Wondrous Item as a bonus feat. At 4th level, an artisan gains Craft Magic Arms & Armor as a bonus feat. At 5th level, an artisan gains Craft Wand as a bonus feat. At 6th level, an Artisan gains Craft Construct as a bonus feat. At 7th level, an artisan gains Forge Ring as a bonus feat. At 8th level, an artisan gains Craft Rod as a bonus feat. At 9th level, the Artisan gains Craft Staff as a bonus feat. An artisan does not need to meet the prerequisites for these feats.

Artisan Talent: At 2nd level, an artisan gains a special artisan talent from one of three talent trees: Artifact Mastery, Construct Mastery, or Creation Mastery. At 4th level, and each even level thereafter (6th, 8th, 10th, etc), the artisan gains an additional talent. The artisan must meet any prerequisites mentioned for each talent to select it.

Artifact Mastery Talent Tree

  • Lingering Power (Su): The artisan learns to get more power out of his items. As a move action, the artisan can grant a charged magic item a single temporary charge. This temporary charge is lost if it is not used within 1 round. The artisan may use this ability once per day, and an additional time per day for every 3 levels after 1st (4th, 7th, 10th, 13th, 16th, and 19th). This ability can be used even if the item has no charges remaining.
  • Personal Weapon Augmentation (Su): The artisan learns to temporarily imbue his weapons with magic. As a full-round action, an artisan can grant a single weapon he is wielding a +1 equivalent magic weapon ability (such as flaming or keen). The temporary ability functions only when the artisan uses the weapon. The bonus lasts for one minute per artisan level or until a new bonus is granted.
  • Personal Weapon Augmentation II (Su): The artisan learns to imbue greater amounts of magic in his weapon. This ability allows the artisan to grant a single weapon he is wielding up to a +2 equivalent magic weapon ability (such as disruption or flaming burst) with his Personal Weapon Augmentation talent. An artisan must be at least 9th level and must also have Personal Weapon Augmentation to select this talent.
  • Staff-like Wand (Ex): Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level when activating the power of a wand if it's higher than the caster level of the wand. You must be at least an 11th-level artisan feat to select this talent.
  • Quicken Weapon Augmentation (Ex): The artisan learns to imbue his weapons more quickly. The artisan may now use his Personal Weapon Augmentation ability as a move-action instead of a full-round action. The artisan must have Personal Weapon Augmentation to select this talent.

Construct Mastery Talent Tree

  • Harden Homunculus (Ex): The artisan learns to modify his homunculus to be tougher. The artisan's homunculus gains damage reduction 2/- and 1 bonus hit point for each level of the artisan.
  • Harden Homunculus II (Ex): The artisan's Harden Homunculus ability now grants his homunculus damage reduction 4/- and 2 bonus hit points for each level of the artisan. The artisan must be at least 6th level and have Harden Homunculus to select this talent.
  • Harden Homunculus III (Ex): The artisan's Harden Homunculus ability now grants his homunculus damage reduction 6/- and 3 bonus hit points for each level of the artisan. The artisan must be at least 10th level and have Harden Homunculus II to select this talent.
  • Harden Homunculus IV (Ex): The artisan's Harden Homunculus ability now grants his homunculus damage reduction 8/- and 4 bonus hit points for each level of the artisan. The artisan must be at least 14th level and have Harden Homunculus III to select this talent.
  • Harden Homunculus V (Ex): The artisan's Harden Homunculus ability now grants his homunculus damage reduction 10/- and 5 bonus hit points for each level of the artisan. The artisan must be at least 18th level and have Harden Homunculus IV to select this talent.
  • Efficient Construction (Ex): The artisan learns to make constructs more efficiently. The artisan expends 25% less materials when creating anything with the Craft Construct feat (such as homunculi, golems, etc). This cost reduction is applied after other cost reductions (such as the artisan's Efficient Creation talent).

Creation Mastery Talent Tree

  • Efficient Creation (Ex): The artisan learns to use less materials when crafting magic items. The artisan reduces creation cost of magic items he creates by 10%.
  • Efficient Creation II (Ex): The artisan increases the benefit of his Efficient Creation talent from 10% to 15%. The artisan must have Efficient Creation to select this talent.
  • Efficient Creation III (Ex): The artisan increases the benefit of his Efficient Creation talent from 15% to 20%. The artisan must have Efficient Creation II to select this talent.
  • Efficient Creation IV (Ex): The artisan increases the benefit of his Efficient Creation talent from 20% to 25%. The artisan must have Efficient Creation III to select this talent.
  • Efficient Creation V (Ex): The artisan increases the benefit of his Efficient Creation talent from 25% to 30%. The artisan must have Efficient Creation IV to select this talent.
  • Item Creation Feat: The artisan gains a bonus Item Creation feat that he qualifies for. The artisan may select this talent multiple times.
  • Experimental Research: The artisan gains a bonus Metamagic feat that he qualifies for. The artisan may select this talent multiple times.
  • Absorb Essence (Su): The artisan learns to absorb magic from magical items and traps. The artisan may spend 1 hour to absorb the magic from a magic item in his possession. The process destroys the item forever, and grants the artisan an amount of magical essence equal to 20% of the absorbed item's market price. This essence may later be used to craft magic items in the place of gold pieces. The artificer also absorbs the essence of any magical trap he disables with Disable Device.

Metamagic Boost (Ex): At 7th level, an artisan can use metamagic feats on spell-trigger items. When activating a spell-trigger item (such as a wand or staff), the artisan can apply one metamagic feat he knows to the spell as a swift action (if applying the Quicken Spell feat, the spell is cast as part of this action). Artisans must expend an additional number of charges equal to the spell level modifier of the metamagic feat (so the Extend Spell feat costs 1 additional charge, while the Quicken Spell feat costs 4 additional charges). If the artisan cannot expend the correct amount of charges (such as the item having fewer than the required charges left) he cannot use that metamagic feat to modify the spell.

Rapid Construction (Ex): At 10th level, an artisan halves the amount of time it takes to create magic items. Artisans only require 4 hours of work for every 1,000 gp in an item's market price, but may still work up to 8 hours on an item per day (netting 2,000 gp worth of work per day). If the item is completed within the first 4 hour increment, the artisan may begin on a new item in the second. Additionally, the artisan can craft potions and scrolls with a market price of 250 gp or less in 1 hour.

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