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2013-02-19, 11:46 AM
Ok, so this is my first time posting Homebrew ever. I just had this idea for a character and I wanted to see it come to life.

Keep in mind that this is a Spellcasting class that casts as a Summoner does, but with a different spell list, which I am still working on.

With that in mind, I present to you:

The Spellsmith

In these mystical and dangerous times, magic has always provided an answer for problems that no other solution could overcome. There are, however, problems that had answers long before magic. These solutions relied on skill, cleverness, and courage in order to overcome obstacles that most people gladly avoided. The majority of noteworthy individuals of these times choose one path or the other, either relying on their extraordinary instincts and training, or becoming a practitioner of powerful arcane might. A trailblazer also exists amongst these adventurers. The Spellsmith sees the world as a place where magical energy can flourish and bring life to the mundane, but never discounts the need for a straightforward answer to pressing issues. Through imbuing the natural order of things with his innate magic the Spellsmith creates a world where he defines the norm.

Adventures: The Spellsmith, like many adventurers, is often lured out into the world searching for lost treasures and ancient artifacts, but the Spellsmithís goal has never been to collect riches. Instead, the Spellsmith seeks to learn from the master craftsmen of the past, and hopes to surpass their abilities with his own. A hidden artifact may hold the key to a new powerful item or enchantment that changes the world permanently. Often these goals send Spellsmiths deep into dangerous places, where their want to create sometimes forces them to fight for their lives.

Characteristics: The Spellsmith if often the most prepared member of any adventuring party as he insists on always having the right tool for the job. What he cannot do himself is always compensated for by some magical item that he has collected, created, or modified, whether in or out of combat. It is not often that one finds a Spellsmith without one or more magical guardians aiding him in his endeavors.

Alignment: While Spellsmiths have been known to span the spectrum of moral values, it would be a mistake to say that there are not some well-traveled paths. Many Spellsmiths are dedicated to finding and creating the most powerful wondrous items ever seen, and it is this pursuit of power that often leads the Spellsmith down a path of ruthless greed. It is not uncommon for a Spellsmith to gain what he wants from a party and then vanish with the prized piece of the dragonís hoard. There are, however, many Spellsmiths that believe that world is a place where magic and artifacts should be used in an effort to combat evil. Since cut-throat enemies do not play by any set of rules, the Spellsmith often uses his superior equipment and constructs to give the side of good an edge. Some, but not many, take a path in the middle, more interested in the knowledge of magic items than their power, but Spellsmiths do not often linger in the way of neutrality.

HD: D8
Skill Points: 2+Int

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Trapfinding, Animate Objects |

2nd|
+1|
+3|
+0|
+3|Mending, Agile Armor |

3rd|
+2|
+3|
+1|
+3|Craft Wondrous Item, Arcane Augmentation (Minor) |

4th|
+3|
+4|
+1|
+4|Hand of the Maker |

5th|
+3|
+4|
+1|
+4|Master Craftsman |

6th|
+4|
+5|
+2|
+5|Ingenious +1 |

7th|
+5|
+5|
+2|
+5|Clever Machinist, Innate Crafting |

8th|
+6/1|
+6|
+2|
+6|Lingering Enhancement +1

9th|
+6/1|
+6|
+3|
+6| Arcane Augmentation (Medium)

10th|
+7/2|
+7|
+3|
+7|Ingenious +2

11th|
+8/3|
+7|
+3|
+7|

12th|
+9/4|
+8|
+4|
+8|

13th|
+9/4|
+8|
+4|
+8|

14th|
+10/5|
+9|
+4|
+9|Permanency, Ingenious +3

15th|
+11/6/1|
+9|
+5|
+9|Arcane Augmentation (Major)

16th|
+12/7/2|
+10|
+5|
+10|Lingering Enhancement +2

17th|
+12/7/2|
+10|
+5|
+10|

18th|
+13/8/3|
+11|
+6|
+11| Ingenious +4

19th|
+14/9/4|
+11|
+6|
+11|

20th|
+15/10/5|
+12|
+6|
+12|Golem Body |[/table]



The Spellsmith's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency: A Spellsmith is proficient with all simple weapons. He is also proficient with light armor and medium armor.

Spells

A Spellsmith casts arcane spells drawn from the Spellsmith spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spellís level.

To learn or cast a spell, a Spellsmith must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spellsmithís spell is 10 + the spell level + the Spellsmithís Intelligence modifier.

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

A Spellsmithís selection of spells is extremely limited. A Spellsmith begins play knowing four 0-level spells and two 1st-level spells of the Spellsmithís choice. At each new Spellsmith level, he gains one or more new spells as indicated on Table: Spellsmith Spells Known. (Unlike spells per day, the number of spells a Spellsmith knows is not affected by his Intelligence score. The numbers on Table: Spellsmith Spells Known are fixed.)

Upon reaching 5th level, and at every third Spellsmith level thereafter (8th, 11th, and so on), a Spellsmith can choose to learn a new spell in place of one he already knows. In effect, the Spellsmith ďlosesĒ the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Spellsmith spell he can cast. A Spellsmith may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.


Trapfinding: A Spellsmith adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Animate Objects (SLA): The Spellsmith has an affinity for making mundane objects magical. At 1st level, the Spellsmith may cast Animate Objects 1/day as a Spell-like Ability with his caster level equal to his class level. The Spellsmith gains one additional use of this ability beginning at 4th level, and every four levels thereafter. The Spellsmith may only have one Animate Objects spell-like ability active at one time, but he may animate other objects by casting Animate Objects as a spell. If the Spellsmith uses this ability while another instance of it is already in effect, the previous effect ends immediately.

Mending(Ex): A Spellsmith is very practiced in the art of repairs. He may use Mending as a Standard action instead of itís normal casting time.

Agile Armor (Ex): The Spellsmith has learn to manipulate armor to better contour to his frame, increasing his mobility. At 2nd level, any armor that is crafted or modified by the Spellsmith has itís Arcane Spell Failure chance reduced by 5% while being worn by the Spellsmith. The chance is reduce by an additional 5% at 5th level, and every three levels thereafter.

Craft Wondrous Item: The Spellsmith has an innate ability to craft magical items. At 3rd level, he gains Craft Wondrous Item as a bonus feat.

Arcane Augmentation (Su): As a Standard action, the Spellsmith may sacrifice one of his spells in order to imbue a weapon with a special quality. The effect of the augmentation is determined by the school of magic of the Sacrificed Spell. The power of these qualities depends on the level of spell sacrificed to activate the ability. These Augmentations last for a number of rounds equal to 3 + the Spellsmithís Intelligence modifier. A weapon may only benefit from one Arcane Augmentation at a time. If an Arcane Augmentation is applied to a weapon while another is still active, the first is immediately ended.

The Spellsmith can only use Minor Arcane Augmentations at 3rd level. He can use Medium Arcane Augmentations beginning at 9th level, and Major Arcane Augmentations at 15th level.

Abjuration:

Minor: Parrying Weapon: Your weapon becomes better suited to protect you from attacks. For each spell level sacrificed you gain a +1 insight bonus to your AC.

Medium: Protective Weapon: Your weapon lends itself to your defenses. You gain DR/Bludgeoning, Piercing, or Slashing, matching your weaponís damage type (if your weapon has two damage types, pick one) equal to 2x the level of the spell sacrificed.

Major: Dispel Magic: Your weapon become the bane of other magic users. You can choose one successful attack each turn to activate a targeted Dispel Magic effect. This normally affects the creature you are striking, but if this augmentation is active when you make a sunder attempt, you can choose to target the item you are sundering. You gain a +1 to your caster level on each Dispel Magic attempt for each level of spell sacrificed.

Conjuration:
Minor: Shadow Blade: Your attacks cause a black cloud to form around the eyes of your opponent. Each successful attack on your opponent causes him to have a 10% miss chance on any attack he makes. This effect is cumulative up to the level of spell sacrificed.

Medium: Dancing Weapon: A melee weapon you wield gains the ability to travel at great speeds, attacking foes well outside of your reach. You may make melee attacks against creatures up to 5 ft away from you per level of spell sacrificed.

Major: Army of Blades: Summon a number of melee weapons that float nearby equal to the spell you sacrificed. They have the same properties as the melee weapon you wield at the time you summon them. These weapons must remain within 30 ft. of the Spellsmith, or else they are destroyed. You can move all of the created weapons as a move action. They all attack using the same rolls and bonuses that you make on your turn, automatically targeting an adjacent enemy. If a weapon is adjacent to more than one enemy then you designate the target of the attacks. Weapons created have an Armor Class equal 10 + their enhancement bonus + your Intelligence modifier. They have the same Hit Points and Hardness as the weapon you possess. Weapons created have saves equal to their Enhancement bonus + your Intelligence modifier. These weapons occupy a 5ft. area and count as allies for flanking.

Divination:
Minor: Guided Hand: Your weapon finds itís target, even if it is concealed. Reduce any miss chance you opponent may possess by 10% for each spell level sacrificed when using this weapon.

Medium: Fated Efforts: Your endeavors are aided my magical guidance. Roll 1d20 for every spell level sacrificed and record the highest result. Once per turn you may use this result in place of any d20 roll, but you must make this choice before you make the roll. If the highest result is a 20 or a 1 then these rolls may be used in place of another d20, but they do not count as automatic failure/success or a critical threat.

Major: Arcane Guidance: Gain an untyped bonus on all d20 rolls equal to the spell level sacrificed.

Enchantment:
Minor: Frightening Strike: Your blows strike fear into the heart of your opponents. Each time you successfully attack an opponent, he takes a -2 on attack rolls against you. This penalty is cumulative up to 2x the level of spell sacrificed.

Medium: Bolstered Strength: Weapon surges with power and strength. The wielder gains a +1 morale bonus to Strength and Constitution for each level of spell sacrificed.

Major: Befuddling Blow: Your strikes confound your opponentís mind. Each time you successfully attack an opponent, he incurs a 5% chance to take no actions on his next turn. This chance is cumulative up to 5% x the level of spell sacrificed.

Evocation:
Minor: Elemental Strike: Your weapon becomes infused with the power of the elements. Weapon deals +1d6 energy damage (fire, cold, electricity, or acid) for each level of spell sacrificed.

Medium: Arching Evocation: Your mastery of the elements improves. This augmentation function as Elemental Strike, except that the energy damage from a successful attack can arc to a target up to 5 feet away per level of spell sacrificed. The original attack must have hit the 2nd targetís AC to affect it.

Major: Elemental Fury: You have mastered the ability to channel the fury of the elements. This augmentation functions as Arching Evocation, except that you may now arc to a number of creatures up to the spell level sacrificed.

Illusion:
Minor: Illusory Weapons: You created illusory copies of the melee weapon that you wield. Illusory Weapons can be positioned up to 30 ft. flank opponents. Illusory weapons must remain in the square they are originally created to occupy. The Spellsmith may created one illusory weapon created for each spell level sacrificed.

Medium: Figments of Concealment: Your weapon appears to float around you, blocking incoming attacks. You gain a 10% miss chance for each level of spell sacrificed.

Major: Terrifying Visage: Your appearance become hideous and unbearable. Whenever an enemy makes a successful melee attack against you, they have a 10% x (spell level sacrificed) chance of becoming panicked for 1 round.

Necromancy:
Minor: Reduce Resistance: Targets hit by your attacks take a cumulative -1 penalty on saves for each successful attack. This penalty is cummulative up to spell level sacrificed.

Medium: Wounding Strike: Your weapon opens grevious wounds on your opponent. Each successful attack you make deals 2 points of Bleed damage to the target. This damage is cumulative up to 2x spell level sacrificed.

Major: Weakening Weapon: Your weapon drains the life force out of your opponents. With each successful attack you may apply -1 a penalty to an opponentís ability score of your choice. This penalty is cumulative up to the level of spell sacrificed for each ability score.

Transmutation:
Minor: Weighted Weapon: Your weapon shifts and distorts constantly, growing and shrinking in size. Increase Weapon damage by 1 size category per spell level sacrificed.

Medium: Penetrating Weapon: Weapon bypasses 3 points of DR for each spell level sacrificed.

Major: Channeled Enhancement: Your weapon become imbued with magical energy. Add +1 Weapon Enhancements to a weapon per each spell level sacrificed. These bonuses can replicate weapon Special Abilities, but the weapon must have at least a +1 bonus before there can be applied.


Hand of the Maker (Ex): The Spellsmith makes weapons with his own limitations in mind. At 4th level, when wielding a weapon that the Spellsmith has made or modified that he is not proficient with, the Spellsmith reduces the non-proficiency penalty by 1.The spellsmith reduces this penalty by 1 at 8th level and every four levels thereafter. This ability only works for weapons that have been created or permanently modified by the Spellsmith.

Master Craftsman (Ex): The Spellsmith is an expert at conserving time and materials while crafting. At 5th level, the Spellsmith reduces the cost of making Magic Items by 5% and reduces the cost of building constructs by 10%. At 10th level, and every 5 levels thereafter, these bonuses increase by 5% and 10% respectively.

The Spellsmith also reduces the time it takes to craft any object by 10% at 5th level. At 10th level, and every 5 levels thereafter, this bonus increases by 10%.

Ingenious (Ex): The Spellsmith has found ways to improve any animated objects that he creates. At 6th level, any constructs created using Animate Objects have 1 bonus Construction Point. Any constructs that the Spellsmith creates using the Craft Construct feat also have 1 bonus Construction Point at no additional cost. This bonus increases by 1 at 10th level and every 4 levels thereafter.

Clever Machinist (Ex): The Spellsmith has studied a great amount on how to manipulate the inner workings of constructs that he creates. At 7th level, a Spellsmith may use Construct Armor of one size category larger than himself. This has no effect on the Arcane Spell Failure chance of the Armor. At 17th level, the Spellsmith may use Construct Armor of two sizes larger than himself. This ability only works for Constructs that the Spellsmith has crafted or modified himself.

Innate Crafting (Ex): The Spellsmith has a natural ability to infuse items with magical properties. At 7th level you gain Skill Focus (Spellcraft) as a bonus skill. At 13th you reduce the penalty to crafting magic items for which you do not meet the prerequisites by 2. At 19th level, you ignore the penalty for not meeting the prerequisites for crafting a magic item (although you must still possess the requisite feats).

Lingering Enhancement (Su): The Magical energies that flow through the body of the Spellsmith linger long after he crafts an item. At 8th level, any weapon wielded by the Spellsmith has itís enhancement bonus increased by +1. This cannot be used to add a special ability to the weapon. This bonus ends immediately when the weapon leaves the Spellsmithís hand. This bonus increases to +2 at 16th level.

Permanency (Su): One of the Spellsmithís creations remains by his side long after itís magic should have faded. At 14th level, the Spellsmith may apply Permanency to one use of his Animate Objects class ability. Animated Objects made permanent in this way do not interfere with other uses of the Animate Objects class ability, however only one instance of this ability can be made permanent at a time.

Golem Body (Su): At 20th level, the Spellsmith learns to infuse his own body with the magic of powerful constructs known as Golems. As a Standard Action the Spellsmith gains DR 15/Adamantine and Immunity to Magic. The Immunity to Magic functions as the Flesh Golemís Immunity to Magic. This ability can be used for a number of round per day equal to the Spellsmithís class level. These rounds do not need to be consecutive, and the ability may be ended as a free action. If the ability is ended while the Spellsmith is currently under the effect of the Slow spell due to Immunity to Magic, the Slow effect is ended.