Homebrew Class: The Magewrite

Glade Riven

Adventurer
So I'm working on my own campaign setting, and I want a magical crafting guru class avalable. Using the Artificer from Eberron would work purily for my gaming group, but if things pan out I want to eventually publish the setting (which means all things must be OLG rules or self-created).

The Magewrite is a retooled Bard. Basically, instead of singing songs, he is a master craftsmen of magical items. And, yeah, there is some obvious similarities to the Artificer, but I've worked hard to make the class different from the artificer. Some of the abilites were snipped from the Pathfinder rogue & sorcerer, and I know this needs some editorial clean-up. However, I'd like to know your opinions on this class.

Magewrite
HD: d8
Arcane Bond: At 1st level, you gain an arcane bond, as a wizard equal to your Magewrite level. The Magewrite levels stack with any wizard levels she possess when determining the powers of her familiar or bonded object. This ability does not allow her to have both a familiar and a bonded item. Rules for arcane bonds appear on page 78 of the Pathfinder RPG.

Spell Emulation: At 1st level, the Magewrite gains the ability to mimic the spell requirements for the purpose of magical item creation. She must succeed on a Use Magical Device Check equal to 20 plus the spell’s caster level. This spell is to craft as a wizard of the same caster level, and all spells must be from the Sorcerer/Wizard spell list.

Evasion: At 2nd level and higher, a Magewrite can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Magewrite does not gain the benefit of evasion.

Bonus Craft Feat: At 2nd level and every 4 levels afterwards the Magewrite gains a bonus Craft Magical Item Feat. He must still meet the prerequisites for the feat.
Metamagic Adept: At 3rd level, the magewrite can apply any one metamagic feat he knows to a spell you are about to cast without increasing the casting time. He must still expend a higher-level spell slot to cast this spell. He can use this ability once per day at 3rd level and one additional time per day for every four magewrite levels he possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Uncanny Dodge: Starting at 4th level, a Magewrite can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Magewrite with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a Magewrite already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Metamagic Burst: At 5th level, a Magewrite can apply a single metamagic feat to an item with spell charges (typically a wand or a staff). Doing this uses up a number of extra charges equal to the increase in spell slot of the metamagic feat. At 12th level, a Magewrite can apply two feats to an item with spell charges. At 16th level, she can apply 3 metamagic feats.

Improved Uncanny Dodge (Ex): A Magewrite of 8th level or higher can no longer be flanked. This defense denies the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

New Arcana: At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power: At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

BAB, Saves, and # of Spells = the Bard's chart from Pathfinder. Key casting stat for the Magewrite is INT.
 

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Hmm... looks interesting, definitely has some Artificer in the build. However, a lot of the abilities are already granted by other classes. This isn't really a bad thing, but it does make the class look less unique, in the same kind of way that Ninjas and Rogues are similar.

My suggestion: make the class unique. Think of some awesome class features that would really make the class stand out. How about if the class could recharge wands with their spells? What if they could continuously enhance magical items with metamagic boosts? For example, they could "attune" to a wand of Cure Moderate Wounds, and apply the Empower metamagic to all its charges. What if they could turn that +2 sword into a +3 sword, or spontaneously give it the Flaming quality?

These are just some ideas, but if you're set on a magic item user, there's so much you can do with it. I look forward to seeing what you come up with!
 

Hrm..good point. The reason I mixed and matched because that's easier to balance than aiming for something more origenal. The question, then, is - what to substitute out.

This is going to take some careful thought.
 


Probably :P
So, I've tweaked a bit:

Magewright (revision 2)
d8
Arcane Servant: At 1st level, a magewrite gains a homunculus. This construct is built prior to play as the culmination of the magewrite’s training, even if he does not have the appropriate feats to normally build a construct. The arcane servant uses the same progression chart as the druid’s animal companion as found in the Pathfinder Roleplaying Game Core Rulebook under Druid. This particular type of homunculus is constructed from whatever a magewrite can scrape together on the fly along with a pint of their own blood.

Spell Emulation: At 1st level, the Magewrite gains the ability to mimic the spell requirements for the purpose of magical item creation. She must succeed on a Use Magical Device Check equal to 20 plus the spell’s caster level. This spell is to craft as a wizard of the same caster level, and all spells must be from the Sorcerer/Wizard spell list.

Evasion: At 2nd level and higher, a Magewrite can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Magewrite does not gain the benefit of evasion.

Bonus Craft Feat: At 2nd level and every 4 levels afterwards the Magewrite gains a bonus Craft Feat. She must still meet the prerequisites for the feat.

Metamagic Adept: At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Recharge: At 4th level, a Magewrite can recharge a magical item by expending a spell slot. The item gains as many charges as equal to the level of spell that was spent.
Metamagic Burst: At 5th level, a Magewrite can apply a single metamagic feat to an item with spell charges (typically a wand or a staff). Doing this uses up a number of extra charges equal to the increase in spell slot of the metamagic feat. At 12th level, a Magewrite can apply two feats to an item with spell charges. At 16th level, she can apply 3 metamagic feats.
Uncanny Dodge: Starting at 8th level, a Magewrite can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Magewrite with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a Magewrite already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): His increasing paranoia allows Magewrite of 13th level or higher can no longer be flanked. This defense denies the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Arcane Apotheosis: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Still needs some tweaking, but not bad for off the cuff. And special Homunculus stats. Right now I'm looking at having 4 main types for a player to choose from:

Type I: The Doll
This type is humanoid in shape. At first level, the resemblance to any specific humanoid is crude. As the Magewrite advances in levels, the doll’s resemblance to a type of humanoid of the creator’s choice (chosen at first level) increases. By level 20, the doll appears in every aspect as a normal, living member of a humanoid race.
Type II: The Element
The element is a construct in which a minor elemental has been bound. The choice at creation is Fire, Cold, Earth, Electricity, or Water. The body takes on an amorphous quality, with obvious visible traits that demonstrate the element bound to it.
Type III: The Animal
This type of homunculus appears as an obvious copy of a living animal. Any druid animal companion can have a Type III version of it, including all skills, stats (except constitution), and abilities. However, this type of homunculus always appears as an unreasonable facsimile of the original, with a toy-like appearance.
Type IV: The Chimera
The chimera is a construct that appears as a seamless fusion between at least two or more small animals. Several key versions exist. The specific animal traits used in this fusion is up to the player to describe, as the stats represent only the abilities of the creature.

Stats have yet to be made, but I'll be basing them off of what the druid has avalable for animal companions. This class is starting to get a little Full Metal Alchemist...
 

Yeah, I can see the FMA vibe here. On the other hand, that's not a bad thing (FMA is awesome).

Just a few comments:
1. What is his spell progression? I'm assuming it's Bard progression taken from the Sorc/Wiz list. Is it spontaneous or prepared? Prepared seems more likely, since the class is Int based.
2. Recharge is VERY powerful. Tossing a 3rd level spell slot for 3 uses of a wand is crazy, especially if the wand is a high-level spell. Why not change it to "expend a spell slot of equivalent level or higher to recharge 1 charge"? This ability also turns the Magewright into a pseudo-healer.
3. Metamagic Burst is kind of strong as-is. You could maximize fireballs and all it takes is 4 more charges more charges, which is really not a problem with Recharge. I think it would be more balanced if you could spend 1 extra charge to give it a +1 metamagic adjustment, and at higher levels this adjustment became +2, then +3, then maybe +4 at 20th level.
3. I think the class still needs some more unique abilities, uncanny dodge just doesn't seem to fit with the class. The class could also probably grant 1) bonuses to UMD, 2) some kind of counterspell mechanic using magic items, and 3) metamagic feats. I'd advise giving Sudden Metamagic feats in lieu of normal ones.
 

Spell Progression Bard, Spell list Sor/Wiz, and prepared (not as big of a deal in Pathfinder, though).

Yeah, recharge is a tad powerful when paired with Metamagic Burst. Hrm. Okay, dropping recharge. Metamagic Burst should be fine as-is (played an artificer once, their equivelent only got agregious when stacking metamagic feats on staff of disintegrate, hence why Metamagic Burst is planned out the way it is). Metamagic Burst also offsets the lack of any spellcasting ability over 6th level spell.

Uncanny Dodge and Improved UD are placeholders for the moment. I need to do some careful thought on what to put for those levels. The problem with any magical item enhancement is that it changes the power curve dramatically. I might snipe a few ideas from the Summoner to create some enhancements for the homunculus above and beyond the animal companion progression.
 

One thing I liked about the artificer was that WotC restricted its "infusion" list to magic that affected objects, or at a limit to people holding/using the objects. This made it easier for me to imitate medieval magical traditions, which placed great store in charms, amulets and the like. As often than not, in Northern European stories, magic is evoked by creating a device rather than chanting a spell.


Make of that what you will. I agree with Chronologist that the Evasion/Uncanny dodge abilities don't feel right for the class.

Here's an idea: What if their perception of magic gave them an advantage is disrupting spells and permanent items? You could keep evasion, but reflavor it as a defensive knack that applies to magical spells only. Then, rather than uncanny dodge, you give them the ability to dispel ongoing spells and permanent magic items with a touch attack. It would work like Dispel Magic, except only for one effect at a time and only by touch.

Ben
 

A few thoughts:

After seeing Paizo's Summoner and Alchemist I think it would be interesting to see this class more focused. "Magical crafting" encompasses an extremely broad range of magic items. This would greatly increase the amount of work but Crafting Specializations (in the vein of the sorcerer's bloodlines, the witch's focuses, & the cavalier's orders) would be interesting. For example, a construct focused crafter or a crafter specialized with wands. It may be difficult to come up with enough unique powers & specializations, though.

I have mechanical issues with the Arcane Servant ability. A character normally can't create his own homonculous until he achieves 7th level and takes the Improved Familiar feat. A homonculous is definitely better than the first level wizard/sorcerer familiar. Then to add the increase in ability to the homonculous every few levels like a druid's animal companion is too much, IMO. Not to mention that as a construct a homonculous isn't capable of growing larger and stronger like an animal companion can. Since a homonculous is a specific construct, maybe make it a bit more generic: the servitor construct. Give the magewright an ability called Refit so that the construct can improve every few levels (implying the magewright is continually altering the construct and finally comes up with an improvement that is an improvement on the original design).
 

Oh, the homunculus of the magewright is severly nerfed compared to regular homunculi. I havn't statted the options yet, but they'll be comparable to the druid's animal companion options (sans-constitution score). Whatever name it has, the magewright version is an extention of their self. Perhaps calling it an avatar or something else to prevent confusion? I'm open to suggestions.

So, rule mods. Dropping Uncanny Dodges, Expanded Spells, and reworded their version of Arcane Apothesis. Two new abilities add utility with the Servant (Avatar?): Second Sight and Servant Casting:


Second Sight: At 4th level as a full round action, a magewright can perform a concentration check (DC 10) in order to observe through the senses of their Arcane Servant. If interrupted (such as by taking damage), the magewright must make a new concentration check to maintain the link. Each minute the link is maintained, a new concentration check must be made with a +5 to the DC, until the link can no longer be maintained.
Servant Casting: At 8th level, the magewright can cast spells through their homunculus as if it was cast from his own hands. All spells take the same amount of casting time and materials as listed under the spell description. The magewright is still casting the spell himself – the point of origin simply changes to the homunculus. No extra actions are gained through this process.
Metamagic Mastery: At 20th level, the magewright masters the ability to get the most out of magical items with charges. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges. Up to 4 metamagic feats can be applied at a single time.

I'm trying to be very, very careful with the wording so that utility is increased rather than combat ability. Metamagic Burst/Mastery boosts combat ability quite a bit, but going through wands and staves from the extra charges used up gets very, very expensive (even with crafting them yourself). Right now, though, level 13 & 17 are rather empty.

I don't want to add crazy crafting specializations as I can see that leading to all sorts of issues on top of what is already there. Character variety already exists through spell selection, homunculus (avatar?) selection (which I still need to write out), bonus craft feats, and normal feat selection. Spell disruption would way overpower the class. The class really needs increased utility, in ways unique to the class to encourage new and mad scientisty ways of gameplay.
 

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