Krimm_Blackleaf
2009-09-05, 05:52 PM
Sortilegic Craftsman
http://i7.photobucket.com/albums/y265/Nny2/SotilegicArtisan.jpg
Seldenian Akrinspar, a sortilegic craftsman creating a potent magic sword
Artificers are thought to be the indisputable craftsman of the world, and wizards think themselves a close second if not a tie for the first. Sortilegic craftsmen think themselves above and beyond both worlds by combining the two and achieving new techniques neither could do on their own. They specialize in meshing their magic with their items and continuing the crafting secrets they would gain without this class. Advancing in this class allows a character to manipulate magic items and their effects, how they would work on both themselves and others and even imbuing individuals with the very aura of magic items instead of the physical items themselves.
HD: d4
Requirements
Skills: Craft 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks
Feats: Any four Item Creation feats.
Infusions: Ability to use 2nd level infusions.
Spellcasting: Ability to cast 2nd level arcane spells, including at least one spell of the Creation subschool.
Special: Must have created a magic item which has a price of at least 10,000 gp(not the creation cost, but the buying cost). Craft Reserve and Item Creation class features.
Class Skills: Appraise, Concentration, Craft, Dicipher Script, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Open Lock, Profression, Search, Spellcraft and Use Magic Device.
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Bonus feat, craft reserve
2nd|+1|+0|+0|+3|Craft magic arms and armor
3rd|+1|+1|+1|+3|Item shares spell
4th|+2|+1|+1|+4|Craft wand, retain essence
5th|+2|+1|+1|+4|Animate magic items, bonus feat
6th|+3|+2|+2|+5|Craft rod
7th|+3|+2|+2|+5|Magic item aura
8th|+4|+2|+2|+6|Bonus feat
9th|+4|+3|+3|+6|Craft staff
10th|+5|+3|+3|+7|Arcane craft expertise
[/table]
{table="head"]Level|Spellcasting|Infusions
1st|+1 of existing spellcasting class|+1 of existing infusion using class
2nd|+1 of existing spellcasting class|+1 of existing infusion using class
3rd|+1 of existing spellcasting class|+1 of existing infusion using class
4th|+1 of existing spellcasting class|+1 of existing infusion using class
5th|+1 of existing spellcasting class|+1 of existing infusion using class
6th|+1 of existing spellcasting class|+1 of existing infusion using class
7th|+1 of existing spellcasting class|+1 of existing infusion using class
8th|+1 of existing spellcasting class|+1 of existing infusion using class
9th|+1 of existing spellcasting class|+1 of existing infusion using class
10th|+1 of existing spellcasting class|+1 of existing infusion using class
[/table]
Weapon and armor proficiencies: Sortilegic craftsmen gain no additional weapon or armor proficiencies.
Spellcasting: At each level, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a sortilegic craftsman, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Infusions: At each level, a sortilegic craftsman gain an increase in caster level as if you had also gained a level in a infusion-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained(except Craft Reserve and other class features noted, see below). If you had more than one infusion-using class before becoming a sortilegic craftsman, you must decide to which class to add each level for the purpose of determining caster level.
Bonus Feats: As a sortilegic craftsman progresses, he gains bonus feats that aid him in his ability to craft magic items. At 2nd level, you gain Craft Magical Arms and Armor, at 4th level you gain Craft Wand, at 6th level you gain Craft Rod and at 9th level you gain Craft Staff. At 1st, 5th and 8th levels you gain any other item creation feats for which you qualify for.
Craft Reserve: Your arcane skill and item creation talents begin to grow with equal measure. Your artificer and sortilegic craftsman levels stack for determining your effective level of your Craft Reserve.
Item Shares Spell (Su): At 3rd level, the sortilegic craftsman learns how to attach the magical items he creates to his soul through tiny, invisible strings of essence. First, you are capable of using any infusion on any magic item you created despite the distance it is away from you, except across planes. Secondly, any spell you cast on yourself, you can choose to have effect the items you've created so long as they are being held or worn by someone else. If you concentrate, you can also have the spell effect the people wearing the items as well but you can only do so for a number of rounds per day equal to your character level, which may be distributed round per round as you please.
Retain Essence (Su): Just as the artificer class feature, gained at 4th level.
Animate Magic Item (Su): At 5th level, you learn the ability to go above and beyond the limits of artificial animation and can make magic items you create into animate constructs. This ability functions exactly like the animate objects spell with a caster level equal to your own but can only work on items you have created(magic or nonmagic). You can only animate one item at a time, but can have any number of nonmagical items animated equal to twice your sortilegic craftsman level, a number of magic items animated equal to your sortilegic craftsman level or any combination thereof. Items animated this way must be in your possession when this ability is used.
Magic Item Aura (Su): At 7th level, you gain the unique ability to create magical items that can be altered to share some of the qualities of spell auras. By expending twice the normal amount of XP for the magic item, the item can become insubstantial but still give the benefits of the item. This means that the items are no longer subject to damage from spells, such as those from a natural 1 on a Reflex save or sundering. This ability cannot be used on items that physically need to be physical to be used, such as magic weapons or armor, but when the item is not used it can become insubstantial and simply unusable. Changing a magic item from physical to insubstantial or vice versa requires a swift action.
Magic items that are created this way can still be affected by infusions and the item share spells class feature.
Arcane Craft Expertise (Su): At 10th level, you gain insight into the ultimate talent of imbuing magic into magic items. If crafting a magic item by yourself, if you know the prerequisite spells or have it prepared for use and if you successfully use your Item Creation artificer class feature to mimic the prerequisite spell or spells you can enhance the power of a magic items in many different ways. The effective caster level of the item is equal to your own +2. If the item has any kind of saving throw for any of it's effects, the save DC improves by two. If the item has charges, it has an additional amount of charges added to it's total equal to half the normal amount it has. If the item added an enhancement bonus to attack rolls or armor class, that bonus increases by +1(to a maximum of +5 unless the craftsman has a caster level of 21st or more). If the item had uses per day, the uses per day increase by one.
These bonuses do not increase the time, gp cost or XP the item would normally require to have crafted.
----
Look, guys! I just put the two most powerful classes in the game together! Awesome!
http://i7.photobucket.com/albums/y265/Nny2/SotilegicArtisan.jpg
Seldenian Akrinspar, a sortilegic craftsman creating a potent magic sword
Artificers are thought to be the indisputable craftsman of the world, and wizards think themselves a close second if not a tie for the first. Sortilegic craftsmen think themselves above and beyond both worlds by combining the two and achieving new techniques neither could do on their own. They specialize in meshing their magic with their items and continuing the crafting secrets they would gain without this class. Advancing in this class allows a character to manipulate magic items and their effects, how they would work on both themselves and others and even imbuing individuals with the very aura of magic items instead of the physical items themselves.
HD: d4
Requirements
Skills: Craft 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks
Feats: Any four Item Creation feats.
Infusions: Ability to use 2nd level infusions.
Spellcasting: Ability to cast 2nd level arcane spells, including at least one spell of the Creation subschool.
Special: Must have created a magic item which has a price of at least 10,000 gp(not the creation cost, but the buying cost). Craft Reserve and Item Creation class features.
Class Skills: Appraise, Concentration, Craft, Dicipher Script, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Open Lock, Profression, Search, Spellcraft and Use Magic Device.
Skill-points per level: 4+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Bonus feat, craft reserve
2nd|+1|+0|+0|+3|Craft magic arms and armor
3rd|+1|+1|+1|+3|Item shares spell
4th|+2|+1|+1|+4|Craft wand, retain essence
5th|+2|+1|+1|+4|Animate magic items, bonus feat
6th|+3|+2|+2|+5|Craft rod
7th|+3|+2|+2|+5|Magic item aura
8th|+4|+2|+2|+6|Bonus feat
9th|+4|+3|+3|+6|Craft staff
10th|+5|+3|+3|+7|Arcane craft expertise
[/table]
{table="head"]Level|Spellcasting|Infusions
1st|+1 of existing spellcasting class|+1 of existing infusion using class
2nd|+1 of existing spellcasting class|+1 of existing infusion using class
3rd|+1 of existing spellcasting class|+1 of existing infusion using class
4th|+1 of existing spellcasting class|+1 of existing infusion using class
5th|+1 of existing spellcasting class|+1 of existing infusion using class
6th|+1 of existing spellcasting class|+1 of existing infusion using class
7th|+1 of existing spellcasting class|+1 of existing infusion using class
8th|+1 of existing spellcasting class|+1 of existing infusion using class
9th|+1 of existing spellcasting class|+1 of existing infusion using class
10th|+1 of existing spellcasting class|+1 of existing infusion using class
[/table]
Weapon and armor proficiencies: Sortilegic craftsmen gain no additional weapon or armor proficiencies.
Spellcasting: At each level, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a sortilegic craftsman, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Infusions: At each level, a sortilegic craftsman gain an increase in caster level as if you had also gained a level in a infusion-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained(except Craft Reserve and other class features noted, see below). If you had more than one infusion-using class before becoming a sortilegic craftsman, you must decide to which class to add each level for the purpose of determining caster level.
Bonus Feats: As a sortilegic craftsman progresses, he gains bonus feats that aid him in his ability to craft magic items. At 2nd level, you gain Craft Magical Arms and Armor, at 4th level you gain Craft Wand, at 6th level you gain Craft Rod and at 9th level you gain Craft Staff. At 1st, 5th and 8th levels you gain any other item creation feats for which you qualify for.
Craft Reserve: Your arcane skill and item creation talents begin to grow with equal measure. Your artificer and sortilegic craftsman levels stack for determining your effective level of your Craft Reserve.
Item Shares Spell (Su): At 3rd level, the sortilegic craftsman learns how to attach the magical items he creates to his soul through tiny, invisible strings of essence. First, you are capable of using any infusion on any magic item you created despite the distance it is away from you, except across planes. Secondly, any spell you cast on yourself, you can choose to have effect the items you've created so long as they are being held or worn by someone else. If you concentrate, you can also have the spell effect the people wearing the items as well but you can only do so for a number of rounds per day equal to your character level, which may be distributed round per round as you please.
Retain Essence (Su): Just as the artificer class feature, gained at 4th level.
Animate Magic Item (Su): At 5th level, you learn the ability to go above and beyond the limits of artificial animation and can make magic items you create into animate constructs. This ability functions exactly like the animate objects spell with a caster level equal to your own but can only work on items you have created(magic or nonmagic). You can only animate one item at a time, but can have any number of nonmagical items animated equal to twice your sortilegic craftsman level, a number of magic items animated equal to your sortilegic craftsman level or any combination thereof. Items animated this way must be in your possession when this ability is used.
Magic Item Aura (Su): At 7th level, you gain the unique ability to create magical items that can be altered to share some of the qualities of spell auras. By expending twice the normal amount of XP for the magic item, the item can become insubstantial but still give the benefits of the item. This means that the items are no longer subject to damage from spells, such as those from a natural 1 on a Reflex save or sundering. This ability cannot be used on items that physically need to be physical to be used, such as magic weapons or armor, but when the item is not used it can become insubstantial and simply unusable. Changing a magic item from physical to insubstantial or vice versa requires a swift action.
Magic items that are created this way can still be affected by infusions and the item share spells class feature.
Arcane Craft Expertise (Su): At 10th level, you gain insight into the ultimate talent of imbuing magic into magic items. If crafting a magic item by yourself, if you know the prerequisite spells or have it prepared for use and if you successfully use your Item Creation artificer class feature to mimic the prerequisite spell or spells you can enhance the power of a magic items in many different ways. The effective caster level of the item is equal to your own +2. If the item has any kind of saving throw for any of it's effects, the save DC improves by two. If the item has charges, it has an additional amount of charges added to it's total equal to half the normal amount it has. If the item added an enhancement bonus to attack rolls or armor class, that bonus increases by +1(to a maximum of +5 unless the craftsman has a caster level of 21st or more). If the item had uses per day, the uses per day increase by one.
These bonuses do not increase the time, gp cost or XP the item would normally require to have crafted.
----
Look, guys! I just put the two most powerful classes in the game together! Awesome!