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.