Figurine Master PrC

Devin Cole

First Post
Hey all,
So i got this idea, the figurine master, a character who uses and controls multiple figurines of wondrous power. I am done with the build but i just realized.....wizards cant make figurines of wondrous power. The animate object spell is cleric bard and chaos domain only. Owch. I built the PrC as a wizard ranger PrC. So my first question is...why is animate object not accessable to wizards?

So now i have taken a peice of the artificer from the ebberon guide and given them the ability to emulate animate object so that they may create the very items they have mastered, makes sense to me anyway. And that brings up my second question. How in the world did wizards price these little magic Items? Have any of you ever made a new figurine of wondrous power? Could you please post the stats or the link. I need to diversify this PrC and the items it uses.

In advance Thank you all for reading, thinking about and or replying to this post two heads are always better then one.
 

log in or register to remove this ad

Devin Cole said:
So now i have taken a peice of the artificer from the ebberon guide and given them the ability to emulate animate object so that they may create the very items they have mastered, makes sense to me anyway.

Alternatively, "At 1st level, a Figurine Master adds Animate Object to the spell list of one arcane spellcasting class he already possesses, as a 6th level spell."

Why not make it a real spell? :)

-Hyp.
 

I had thought about that but the only real problem is i fear giving a 6th or 7th level character a 6th level spell may be problematic. The players in my campaign and I have done a lot to keep what we belive is balance alive in our game and im not sure that would fly. Dont think i wouldnt love to do it though :0)
 

I've got two questions for you:

1. Why Wizard/Ranger?

2. Have you seen the Effigy Master from Complete Arcane?

As far as the creation of some of the magic items in the DMG. Some of those items were priced on a "looks good" basis, and as such don't follow the formulas.
 

Well i chose ranger because i have given the figurine master the ability to treat a limited number of her figurines as animal companions. The wizard class just seemed right when it came to the creation of figurine's of wondrous power even though half way into making the class it learned that its clerics not wizards who can make them. The Wizard class is completly unnessecary to be completely honest since they gain no new spell progression.

The effigy master is a great class but it seems that she would create something much more akin to a construct and the figurine doesn't fit well with that actual class.
 

Well, you could instead require some cleric levels (that way both of your classes are divine casters), and when the character's progression in the PrC would put them at 11th or 12th character level, you could grant them Animate Objects as a spell-like ability usable once per day. Of course, that sort of talk should happen over in the house rules forum.
 

ok what ill do is post my work in progress here on the board so you all can tell what i am doing. Please tell me what you like and what you dont. I have not assigned skills yet nor have i assigned hd. I admit it needs work which is why i am here.

The leaves float in the wind as they break free from the wintering branches of the forests trees. The young elf warrior places his small onyx dog statuette upon the dead brown leaves covering the forests floor. With a simple word of command mists swirl and a dog forms in its place. The sound of approaching creatures grows just a bit louder and the young elf sends the dog to investigate.
Seconds later the sounds of combat erupt abruptly and suddenly end without even a whelp from his onyx dog. From the underbrush bursts forth a huge jagged horned ram. Before the elf warrior can pull free his blade the goats horns impale him and smash him into the ground. As his dizzying vision begins to blacken, death looming, he thinks he sees his magical figurine of wondrous power, the very onyx dog he had just summoned, at the side of another.

Figurine Master

The Figurine Master has learned the internal workings and magical enchantments that bind animals into the tiny figurines used to create figurines of wondrous power. Because of his connection with these devices he has learned to better use them, to control them and to create them.

Hit Dice: D8

Prerequisites

Skills: Use Magic Device 6, Survival 4, Knowledge arcane 4, Craft (sculpture) 8.
Feats: Skill Focus (use magic device), Iron Will, Track
Spells: Spellcaster level 3
Special: : Must have the animal companion or summon familiar ability prior to taking levels in this class. In addition a perspective figurine Master must own at least one figurine of wondrous power.

Table 1-1: The Figurine Master
Base Fort Refl Will
Level attack save save save Special
1st +0 +0 +2 +2 Figurine Companion
2nd +1 +0 +3 +3 Craft Wondrous Item (figurine of wondrous Power only)
3rd +2 +1 +3 +3 Extended Control
4th +3 +1 +4 +4 Familiar figurine
5th +3 +1 +4 +4 Figurine Crafter
6th +4 +2 +5 +5 Repair Figurine, Figurine Companion (2)
7th +5 +2 +5 +5 Figurine Focus
8th +6 +2 +6 +6 Protect the Master
9th +6 +3 +6 +6 Dismiss Figurine
10th +7 +3 +7 +7 Steal Figurine

Class Skills
Figurine Masters class skills are Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (religion), Knowledge (nature), Knowledge (arcana), Listen, Move Silently, Ride, Search, Survival, Swim and Use Magic Device.

Skill points at each additional level 4 + int modifier

Class Features
All of the following are class features of the Figurine Master.

Figurine Companion (Su): At 1st level the Figurine Master may treat one of her figurine’s of wondrous power as if it were a loyal animal companion. See the druid class feature, pages 35-36 of the Players Handbook. Treat the Figurine Master as a druid whose level is equal to the Figurine Master’s class level. A Figurine Master may apply the effects of the Figurine Companion class feature only to the first summoned figurine each day.
As a Figurine Master gains levels, her figurine companion gains hit dice and other special abilities just as a druids animal companion does. Use the Figurine Master’s class level to determine the figurine companion’s special abilities.
If a Figurine Master already has the animal companion ability but does not have an animal companion, her Figurine Master class levels stack with all other class levels that grant animal companions for the purpose of the figurine companion ability only.
At 6th level the Figurine Master gains a second use of this ability. Treat the Figurine master as a druid equal to her class level -3 for the purpose of improving the second figurine companion’s statistics. The figurine Master may apply the effects of the second figurine companion to the second summoned figurine each day.

Craft Wondrous Item: The figurine master gains the feat craft wondrous item which may only apply to crafting figurine’s of wondrous power. A figurine master without the ability to cast animate object may instead attempt to duplicate the effects of the animate object spell with the careful use of the use magic device skill. Emulating the effects of the animate object spell may only be used to craft a magical figurine of wondrous power. The DC for emulating the animate object spell with the Use Magic Device skill for this purpose is (DC 20 + caster level). The cost in gold pieces and experience is unaffected.

Extended Control (Su): At 2nd level a figurine master may control each of his figurines 50% longer than normal. This ability effectively extends the time a figurine may be summoned to the material plane during each use, it does not however reduce the time a figurine must stay away.

Familiar Figurine (Su): At 3rd level any figurine master’s current or future animal companions or familiars become special figurines of wondrous power. A familiar figurine can not be destroyed unless the actual figurine is destroyed and may only be activated for one hour per figurine master level per day. The Figurine Master looses all benefits from a familiar while the figurine is not activated. A Familiar Figurine is unaffected by the Figurine Companion, Extended Control, Reduced Separation, Repair Figurine and Steal Figurine abilities of any Figurine Master.

Figurine Crafter (Ex): Starting at 5th level the figurine master becomes so at one with figurine’s of wondrous power that crafting them becomes like second nature to her. The Figurine Crafter ability is three fold, it reduces the time necessary to craft figurine’s of wondrous power as well as reducing the cost necessary to craft such magical items. Finally it allows the figurine master to grant permanent spell-like abilities to his figurine’s of wondrous power.
Figurine Masters who attempt to craft figurines of wondrous power do so at a rate of 2000 gold pieces per day unlike the normal crafting times of 1000 gold pieces per day with the craft wondrous Item feat. A figurine Masters cost to craft a figurine of wondrous power if further reduced by 25%. This reduction in cost may not be further reduced by any feat or ability the Figurine Master may already possess.
The Figurine Master may also add spell-like abilities to her figurines. The spell-like abilities may only be used by the summoned figurine animal and not by the figurine master herself. Spells added to a figurine are reduced by 10% further for a total of 35% due to the limitation of use and become another property of the magical figurine. For example, Durek Runehammer (rng6/clr3/figurine master 6) has a figurine of wondrous power (amber wasp) he wishes to enhance by granting it the ability to cast cure light wounds 3 times per day. The cost for him to do such would be (caster level x spell level x 2000[3/5]-35%) or 1x1x2000[3/5]-35%= 780 gold pieces and 48 exp. (math and caculations may be a bit off Im at work and dont have a DMG with me.)

Repair figurine (Sp): The figurine Master may repair broken or damaged figurines of wondrous power and restore the magic that animates them by paying half of the creation cost (1/4 of the market price) in raw materials, and half of the experience cost in xp.

Figurine Focus (Su): By focusing upon one figurine the figurine master may grant that single figurine a bonus of 2d10 (HD) +2 attack bonus +1 fortitude save. The figurine must be within 30 feet to benefit from this ability. The figurine master may use this ability once per day. This ability lasts for 3 rounds + the figurine masters charisma modifier. All of these bonuses are competency bonuses.

Protect Master (Ex): Any figurine under the control of a figurine master who only defends her gains a +2 competency bonus to attack and damage rolls.

Dismiss Figurine (Su): A figurine Master may dismiss a figurine of wondrous power who fails a will save equal to (10+ figurine master class level+cha modifier). A dismissed figurine is treated as if it had completed its full time allotment and may not be summoned again until it would normally be allowed under its description.

Steal Figurine (Su): At level 10 a figurine masters connection with the magic of figurines of wondrous power is so complete that he may actually steal control of any active figurine of wondrous power within 30ft. of himself. The figurine master must first attempt to exert control over the figurine itself. To do this he simply concentrates upon the figurine’s animal form. The figurine must succeed at a will save equal to (10+ figurine master class level+cha modifier). If successful the figurine is unaffected but if the figurine fails the saving throw then the figurine master has managed to establish a link with that figurine. The figurine master and the figurine’s current owner must then attempt opposed charisma checks, the winner becomes the new owner of the figurine of wondrous power.
 
Last edited:


I've got an idea. Add the text "wiz 6" to the spell animate objects.

I mean who was the retarded monkey who decided that clerics could make objects walk, but that a wizard couldn't?
 

I have a couple of questions, and a few suggestions:

#1. I don't understand the "Reduced Separation" ability, could you please explain it?

#2. What are you trying to accomplish with the "Protect Master" ability? Could you explain it?

What if you made the following changes (in bold):

Prerequisites

Skills: Use Magic Device 8, Survival 4, Knowledge arcane 4
Feats: Craft Wonderous Item, Iron Will, Track
Spells: Spellcaster level 3rd or higher (This is a prereq for Craft Wonderous, and doesn't tie you into arcane only.)
Special: Must have the Animal Companion or Familiar class feature, and must possess at least one Figurine of Wonderous power.

Class Features:
Figurine Companion (Su): At 1st level a figurine master treats one active figurine as an animal companion. For purposes of determining the strength of this animal companion, treat the Figurine Master as a Druid of his character level. At 6th level, the figurine master can treat a second active figurine as an animal companion. For purposes of determining the strength of this secondary animal companion, treat the Figurine Master as a Druid of his character level -4.
While any figurine may be used as the figurine companion at any given time the primary figurine companion is always determined as the first figurine activated on any particular day. At 6th level the secondary figurine companion is determined as the second figurine activated each day.


Replace the Craft Wonderous Item ability with the following:
Animate Objects(Sp) - A Figurine Master gains the ability to use Animate Objects as a spell-like ability 1/day at 5th level, and 3/day at 10th level.

Familiar Figurine - At 3rd level any figurine master’s current or future animal companions or familiars become special figurines of wondrous power. A familiar figurine can not be destroyed unless the actual figurine is destroyed and may only be activated for one hour per figurine master level per day. The Figurine Master looses all benefits from a familiar while the figurine is not activated. A Familiar Figurine is unaffected by the Figurine Companion, Extended Control, Reduced Separation, Repair Figurine and Steal Figurine abilities of any Figurine Master.

Repair figurine (Sp): The figurine Master may repair broken or damaged figurines of wondrous power and restore the magic that animates them by paying half of the creation cost (1/4 of the market price) in raw materials, and half of the experience cost in xp.
 

Remove ads

Top