jaker2003
Explorer
Mage Smith
Even the strongest and most clever adventurers know that all your superiority may be negated by a magic item or weapon. And so the world turns to the mages and clerics to provide magical defenses and offenses for them. Enter the mage smith, practiced in item enhancement, these magical few are ready to supply the world with any magic item they desire . . . for a price.
Hit Die: d4
Requirements
Skills: Knowledge (arcane and/or religion) 8 ranks.
Feats: Any Item Creation Feat, except Scribe Scroll.
Class Skills
The mage smith’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane and/or religion) (Int), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: The mage smith does not gain proficiency with weapons or armor.
Magical Workshop (Ex): The mage smith may, at a cost of 500gp, establish a magical workshop where he can create and sell magical items. When the mage smith spends a week of dedicated work at his magical workshop, he earns a number of platinum pieces that week equal to one half of [1d20 plus the mage smith’s caster level plus the mage smith’s Wisdom modifier].
Also, as time passes, the mage smith acquires various components and magical tools. This decreases the Raw Materials Cost for the mage smith by 5% for each level he has in this class.
Expert Enhancer (Ex): The experience point cost is reduced to 1/35 the base cost and the days required to create a magic item are decreased by the mage smith’s level in this class (all magic items have a minimum creation time of one day).
Bonus Feat (Ex): The mage smith may select one bonus Item Creation feat whose prerequisites he meets.
Master Enhancer (Ex): As Expert Enhancer, except the experience point cost is reduced to 1/45 the base cost and the number of days subtracted from creation time is now twice the mage smith’s level in this class.
Item Resurrection (Ex): When a magic item has expended its charges or becomes nonmagical, as though by Mordenkainen’s Disjunction or similar effects, you may attempt to restore it. You spend 1/5 the base costs in time, Raw Materials, and experience points. After this shorter time has elapsed, make a Caster Level check (DC 20 + the Item’s caster level). On a success, the item is fully restored and recharged. An intelligent item’s personality is restored, but its memories are lost. On a failed roll, the attempt fails, wasting the spent time, gold pieces, and experience points; though you may make another attempt at no penalty. The fifth consecutive attempt is an automatic success.
Level
Spells per Day
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
Even the strongest and most clever adventurers know that all your superiority may be negated by a magic item or weapon. And so the world turns to the mages and clerics to provide magical defenses and offenses for them. Enter the mage smith, practiced in item enhancement, these magical few are ready to supply the world with any magic item they desire . . . for a price.
Hit Die: d4
Requirements
Skills: Knowledge (arcane and/or religion) 8 ranks.
Feats: Any Item Creation Feat, except Scribe Scroll.
Class Skills
The mage smith’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane and/or religion) (Int), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: The mage smith does not gain proficiency with weapons or armor.
Magical Workshop (Ex): The mage smith may, at a cost of 500gp, establish a magical workshop where he can create and sell magical items. When the mage smith spends a week of dedicated work at his magical workshop, he earns a number of platinum pieces that week equal to one half of [1d20 plus the mage smith’s caster level plus the mage smith’s Wisdom modifier].
Also, as time passes, the mage smith acquires various components and magical tools. This decreases the Raw Materials Cost for the mage smith by 5% for each level he has in this class.
Expert Enhancer (Ex): The experience point cost is reduced to 1/35 the base cost and the days required to create a magic item are decreased by the mage smith’s level in this class (all magic items have a minimum creation time of one day).
Bonus Feat (Ex): The mage smith may select one bonus Item Creation feat whose prerequisites he meets.
Master Enhancer (Ex): As Expert Enhancer, except the experience point cost is reduced to 1/45 the base cost and the number of days subtracted from creation time is now twice the mage smith’s level in this class.
Item Resurrection (Ex): When a magic item has expended its charges or becomes nonmagical, as though by Mordenkainen’s Disjunction or similar effects, you may attempt to restore it. You spend 1/5 the base costs in time, Raw Materials, and experience points. After this shorter time has elapsed, make a Caster Level check (DC 20 + the Item’s caster level). On a success, the item is fully restored and recharged. An intelligent item’s personality is restored, but its memories are lost. On a failed roll, the attempt fails, wasting the spent time, gold pieces, and experience points; though you may make another attempt at no penalty. The fifth consecutive attempt is an automatic success.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
SpecialFort Save
Ref Save
Will Save
Spells per Day
1
+0
+0
+0
+2
Magical Workshop+0
+0
+0
+2
+1 level of existing class
2
+1
+0
+0
+3
Expert Enhancer+1
+0
+0
+3
+1 level of existing class
3
+2
+1
+1
+3
Bonus Feat+2
+1
+1
+3
+1 level of existing class
4
+3
+1
+1
+4
Master Enhancer+3
+1
+1
+4
+1 level of existing class
5
+3
+1
+1
+4
Item Resurrection+3
+1
+1
+4
+1 level of existing class