Converted Prestige Class: Master Smith (Rokugan > D&D)

Cyraneth

First Post
I dug up the master smith prestige class from AEG's Magic of Rokugan and thought I'd convert it into a standard D&D prestige class. So, now I'm curious what you guys think...

Base Attack Bonus: +3/4 levels (as cleric).
Good Saves: Fortitude, Will.
Hit Die: d8.

Class Abilities:
1st - Masterwork craftsmanship
2nd - Smith's sigil
3rd - Master metallurgist
4th - Fabricate
5th - Craft Magic Arms and Armor
6th - Enchanted craftsmanship (+1)
7th - Mending craftsmanship
8th - Enchanted craftsmanship (+3)
9th - Master artisan
10th - Enchanted craftsmanship (+5)

Requirements
To qualify to become a master smith, a character must fulfill the following criteria.
Skills: Craft (any two) 10 ranks, Knowledge (arcana) 5 ranks.
Feats: Skill Focus (any Craft).
Special: Must have crafted at least two masterwork items.

Class Skills
The master smith’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str), Use Magic Device (Cha, exclusive skill). See the Player’s Handbook™ for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the master smith prestige class.
Weapon and Armor Proficiency: Master smiths are proficient with all simple and martial weapons and with light and medium armors, but not with shields.
Masterwork Craftsmanship (Ex): A master smith can easily upgrade arms and equipment to masterwork quality. Subtract the items value from the value of a masterwork item of the same type. By spending that amount of gold and making enough Craft checks to equal that amount (see the Craft skill, pp. 65 in the Player’s Handbook™), the master smith can turn an ordinary item into a masterwork item. Upgrading an item this way takes just as long as crafting any other item.
Smith’s Sigil (Ex): At 2nd level, the master smith develops a sigil. Whenever the master smith creates a masterwork or magical item, she is assumed to have stamped the item with her sigil, unless she chooses not to. When using an item with her own sigil, a master smith receives double the normal bonus provided by the masterwork quality.
Master Metallurgist (Ex): Starting at 3rd level, a master smith can create most metals from chemical or magical processes. Given double the normal time, the master smith can make items of exotic materials (such as adamantium or darksteel) at half the normal cost. The reduction in cost is not calculated into the time it takes to create the item.
Fabricate (Sp): Starting at 4th level, a master smith has learned to utilize magic in his crafts. Once per day, she may cast the fabricate spell as if she was a wizard of her class level.
Craft Magic Arms and Armor: At 5th level, a master smith gains this feat as a bonus feat. The master smith is considered to have a caster level equal to twice their class level for purposes of this feat only.
Enchanted Craftsmanship (Su): Starting at 6th level, a master smith is assumed to know the required spells to create any armor or weapon special ability of up to +1 market price equivalence (such as defending or shock). At 8th level, this increases to +3 equivalence (such as moderate fortification or thundering), and at 10th level, it is +5 (such as dancing or etherealness). The master smith only knows the spells for item creation purposes.
Mending Craftsmanship (Su): Starting at 7th level, a master smith that repairs a magical item automatically reawakens the magical properties of the item upon completing the repairs.
Master Artisan (Ex): At 9th level, a master smith pays only 75% of the base price when creating magical armor or weapons. If she also possesses the Magical Artisan (Magic Arms and Armor) feat, she only pays 50%.

- Cyraneth
 
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Cool

This looks very interesting. I can't really critique it as I am not familiar with the original, but this looks rather good. It may be something that my characters would actually want to play.

I've used something similar. In my homebrew the secrets of metal working are kept by a single cult, so a character with these skills can be rather powerful (and rich).
 

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