I need help with a Base class

jaker2003

Explorer
This class is unique to a plane I've thrown together. The plane is called the Void and restricts spells while allowing spell-like abilities and supernatural abilites to function normally.

Arcane artisan
Arcane artisans are the true magical craftsmen on the plane called the Void.
Hit Die: d8

Class Skills
An arcane artisan’s class skills (and the key ability modifier for each) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiency: The arcane artisan is proficient with all simple weapons.
Bonus Feat: At the indicated levels, an arcane artisan may select a bonus item creation feat or the skill focus feat. The arcane artisan must still qualify for the feat as normal, but the skill focus feat may only be applied to the Craft or Profession skills.
Invoke Item(Su): An arcane artisan can activate any item on his person which bears his arcane mark as a free action. The activation of the item still expends the required action (standard action to activate, for example), but the arcane artisan must also expend his free action for the round. Invoking a selected item allows the arcane artisan to gain the benefit (or curse) of an item while keeping his hands free for other things, such as defending himself. An arcane artisan may be required to make a Use Magic Device, such as to activate a scroll. Scrolls and other items that must be deciphered or translated before use need not be deciphered if invoked in this fashion. Other items, such as potions, may be invoked without a check.
Imbue Item (Su): An arcane artisan can substitute raw arcane energy for spell effects when creating magic items. He can substitute a Spellcraft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast (although he must know the appropriate item creation feats).
If the check succeeds, the arcane artisan can create the item as if he had the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Spellcraft check for that spell until he gains a new character level.
Item Creation (Su): Despite an arcane artisan’s lack of spellcasting ability, he can still channel arcane power and bind it to his creations. For the purpose of item creation and the use of his supernatural abilities, assume the arcane artisan has a caster level equal to his arcane artisan level plus any caster levels he may have from another spellcasting class, regardless of the type of magic that other class may wield.
Arcane Mark (Su): Whenever an arcane artisan crafts, creates, or cooperates in the creation of an item, his arcane mark is automatically placed upon the item. The arcane artisan’s only control over his call sign is whether it is visible or invisible. An arcane artisan defines his arcane mark at first level.
An arcane artisan can generate an arcane mark effect as often as once a round as a standard action.
Detect Magic (Su): At 2nd level, an arcane artisan generates a continuous detect magic effect.
Disarm Trap (Ex): Due to their extensive study of many crafts, an arcane artisan may use the Disable Device skill to disarm traps as a rogue can. A magic trap generally has a DC of 25 + the level of the spell used to create it. An arcane artisan who beat’s a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.
Cooperative Creation (Su): If multiple arcane artisans meet the caster level, feats, spells, and any other item creation requirements, they may split the various time, gold piece, and experience costs between them, but they must all work simultaneously. Not all costs can be split evenly, and so there is a 10% increase to each arcane artisan's required experience point contribution. So, if two arcane artisans cooperate on the creation of a magic item, they each pay 60% the experience point cost to create the item on their own. At 5th level, two arcane artisans may cooperate in this manner. At 10th level, three may cooperate, four at 15th level, and five arcane artisans may cooperate at 20th level.



Level Base Attack Bonus Fort Save Ref Save Will Save Special

1 +0 +0 +0 +2 Bonus Feat, Imbue Item, Invoke Item
2 +1 +0 +0 +3 Detect Magic
3 +1 +1 +1 +3 Disarm Trap
4 +2 +1 +1 +4 Bonus Feat
5 +2 +1 +1 +4 Cooperative Creation 2
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Bonus Feat
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus Feat , Cooperative Creation 3
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8 Bonus Feat
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Cooperative Creation 4
16 +8/+3 +5 +5 +10 Bonus Feat
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11 Bonus Feat
20 +10/+5 +6 +6 +12 Cooperative Creation 5

Below is a new item I wanted to introduce with them, they don't start out with this, but I imagine they'd all want one.

Arcane Artisan’s Tools: These artisan’s tools are the perfect tools for any use of the Craft skill and provide an enhancement bonus to any Intelligence based skills related to the use of these tools, such as a Craft, Knowledge, or Spellcraft checks required while crafting an item with these tools. Arcane artisan’s tools are magically enhanced masterwork artisan’s tools, so they provide the standard +2 circumstance bonus on Craft checks made with them in addition to the +2 enhancement bonus mentioned above.
Faint transmutation; CL 3; Craft Wondrous Item, fox’s cunning; Price 4,000 gp.



could everyone throw their 2 cents in and help me flesh out/balance this would-be class?
 
Last edited:

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I can imagine what you're trying to do but I would never let something like 'combat prowess' into my campaign.

Have him rage, or give him some sort of arcane magic shield but a +6 str and all the other bonuses are too much.


I'd add an exp penalty for cooperation, perhaps 10% further exp cost spread over participants. This needs to be further fleshed out.
 

Combat Prowess is massive.

Either move it to 14th level, or drop it entirely.

I personally find it amusing to think of a 14th level Artisan unleashing a terrifying hissy-fit like this, but that may just be me. :)
 

Eloi said:
I personally find it amusing to think of a 14th level Artisan unleashing a terrifying hissy-fit like this, but that may just be me. :)


you're right, it's hilarious. I replaced it with the Invoke Item ability in my edit of the first post.
 



You might also grant them this goody, as a reason to want to devote themselves to this class for the long run:

An Arcane Artisan gains one of four advantages when constructing a magical item: a slight savings in either the gold cost, the investment of experience, or the time taken to construct the item, or, lastly, a bonus to the durability of the finished good. The advantage is 1% per level until level 15 is achieved, and 2% per level after 15th level. In the case of multiple Artisans on a project, only one Artisan can apply their advantage to the overall gold cost, or to the overall experience cost: Speed of construction and final durability can receive multiple advantages freely from different Artisans.

Example 1: a 6th level Arcane Artisan opts to save 6% of the gold cost while fashioning a +2 sword. Instead of spending 4000/2 = 2000 gold for raw materials to create the sword, 120 gold were conserved - actual cost to the Artisan, 2000-120 = 1880 gold.

Example 2: a 20th level Arcane Artisan is asked to help construct a shield for the son of a friend of the family. Working with another Arcane Artisan (an older brother of the boy, and 5th level), time is of the essence. Between the two of them, the Artisans shave (5 + 25) = 30% off of the time, which is sufficient to have the shield ready before the boy's birthday. The shield ends up costing 120% of normal, but this is of little concern.

Sound like something you'd be ok with?
 


jaker2003 said:
Cooperative Creation (Su): If multiple arcane artisans meet the caster level, feats, spells, and any other item creation requirements, they may split the various time, gold piece, and experience costs between them, but they must all work simultaneously. Not all costs can be split evenly, and so there is a 10% increase to each arcane artisan's required experience point contribution. So, if two arcane artisans cooperate on the creation of a magic item, they each pay 60% the experience point cost to create the item on their own. At 5th level, two arcane artisans may cooperate in this manner. At 10th level, three may cooperate, four at 15th level, and five arcane artisans may cooperate at 20th level.

When I read it the first time, I read it as "Hmm, cost increase +10%" - on rereading it, it's only exp cost. My mistake, no increased gold cost.
 

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