Magic Item crafting Prestige Class

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

Base Attack Bonus

Fort Save

Ref Save

Will Save
Special

Spells per Day

1

+0

+0

+0

+2
Magical Workshop

+1 level of existing class

2

+1

+0

+0

+3
Expert Enhancer

+1 level of existing class

3

+2

+1

+1

+3
Bonus Feat

+1 level of existing class

4

+3

+1

+1

+4
Master Enhancer

+1 level of existing class

5

+3

+1

+1

+4
Item Resurrection

+1 level of existing class

 

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Yes, I know, but the page loaded full of errors, and wouldn’t allow me to change the fonts on the text. So If I want anyone to be able to see what I type, I gotta type it up in word in a different color, and then paste it in. Damn Technology, gimmie back my spellbook!

 

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 Base Attack Bonus FortSave Ref Save Will Save Special Spells per Day
1 +0 +0 +0 +2 Magical Workshop +1 level of existing class
2 +1 +0 +0 +3 Expert Enhancer +1 level of existing class
3 +2 +1 +1 +3 Bonus Feat +1 level of existing class
4 +3 +1 +1 +4 Master Enhancer +1 level of existing class
5 +3 +1 +1 +4 Item Resurrection +1 level of existing class
 

There that I can read. :)
Okay looking at this class....
BAB seems a tad high someone taking the first 4 levels only drops one BAB from full progression. I would suggest the standard 0,1,1,2,2
The magical workshop ability seems odd as these "magic" items don't cost XP and earn a profit inconsistent with regular creation and selling of magic items. What are these items that the caster is making?
The decreased XP costs look fine to me.
I really like the item resurrection ability.
 

BAB Corrected.

Magical Workshop Corrected.
Aside from magical items, the shop would offer material components and foci, specially prepared inks, spellbooks, magical tools, and any other odds and ends necassary for spellcasting or magic item creation. Also, some of these shops could offer training (remember that characters are suppossed train with a higher level character in order to level up) in a spellcasting class. Some of these items and services are magical, some are not. Also, the formula in the entry assumes that big spenders are few and far between, so there isn't much cost to the magesmith. And adventurers can get quite a bit of experience to cover these costs.

Item Resurrection
Yeah, I thought that would be the favorite. I made that 'cuz, you know, as soon as you get enough money, you wanna go buy your custom-made superweapon . . . and ain't life a [explative deleted] when that spellgaunt bites (the spellgaunt [MM2] has a disjunctive bite) it.

Thnx.


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]. The creation of magic materials for your workshop expends a number of experience points equal to one half the platinum pieces received for the week.

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

FortSave

Ref Save

Will Save

Special

Spells per Day

1

+0

+0

+0

+2

Magical Workshop

+1 level of existing class

2

+1

+0

+0

+3

Expert Enhancer

+1 level of existing class

3

+1

+1

+1

+3

Bonus Feat

+1 level of existing class

4

+2

+1

+1

+4

Master Enhancer

+1 level of existing class

5

+2

+1

+1

+4

Item Resurrection

+1 level of existing class


 

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