Master crafter

B4cchus

Visitor
Hi folks!
I created this prestige class a while ago and thought i'd post it as a proposal.
What are the general thoughts on it: overpowered? underpowered?
All feedback is very welcome!

The all new and improved proposal:

changed caster level increase: Now the MC only looses a caster level at first level
added extra spells: the mc gains a couple of spells added to his spell list.
NOTE: psionic power still to be added!

v0.6
----
Master Crafter

Hit Dice: d6

Requirements:
Feats: any item creation feat
Skills: craft (any 2): 8 ranks.
Special: must be accepted by the guild counsel.

Code:
level BAB Fort Ref Will Special 
1st   +0  +0   +0  +2   Master craftsman; Guild member; Extra spells
2nd   +1  +0   +0  +3   +1 caster level; Bonus feat; Extra spells
3rd   +2  +1   +1  +3   +1 caster level; Resourceful crafter; Extra spells
4th   +3  +1   +1  +4   +1 caster level; Bonus feat; Extra spells
5th   +3  +1   +1  +4   +1 caster level; Eldritch crafter; Cerebral crafter; Extra spells
Skill points: 4+int per level
Skills: appraise, craft, concentration, profession, knowledge (arcana),
knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency.
A Master crafter gains no new weapon or armor proficiencies.

+1 caster level.
When a master crafter level is gained, the character gains new spells or powers per day as if he had also gained a level in any one spellcasting or psionic class he belonged to before he added the prestige class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of master crafter to the level of whatever other spellcasting or psionic class the character has, then determines spells/power points per day and caster level accordingly. If a character had more than one spellcasting or psionic class before he became a master crafter, he must decide to which class he adds each level of master crafter for the purpose of determining spells/power points per day.

Guild member.
A first level master crafter is considered an Aspirant.
The master crafter must be accepted by the guild counsel before he can acquire a class level after the first (and accepted as full guild member). In order to be accepted, the guild member must create an item of at least 2000 gp (base)value which he presents to the counsel (he gets to keep the item himself afterwards). His personal behavior will also be evaluated (through the Aspirant's mentor).
NOTE: in effect it may occur that a character is in an adventure when he has earned enough xp to acquire his second master crafter level and circumstances prevent him from going through this approval process. The character may apply more levels of the master crafter class but he does not gain the benefits of the guild member ability. As soon as the character is able he must start the approval process (usually directly after the adventure).

After approval, the master crafter can use the resources of the guild. This results in a 10% discount (of the material cost, not the base price) for crafting items and creation of magical items. He also receives a +2 circumstance bonus to appraise and knowledge checks related to magical items.
A master crafter can also acquire crafting orders through the guild. Effectively, a master crafter can work for the guild as per the job system. These benefits only apply when the member can make use of the guild house’s resources (in Orussus or Medibaria).
A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members.
A guild member must donate 1% of all his income gained from crafting (either mundane or magical) to the guild. This includes selling self crafted items.

Extra spells.
At each level, the Master crafter add new spells to the spell list of one of his previous spellcasting classes.
The choice to which spell list these spells are added must be made at the first level in the master crafter class that is gained. This cannot be changed afterwards and must remain the same for each master crafter level.
A spontaineous caster adds these spells to his spell list and not automaticly to his spells known.

The following table shows which spells are added to the character's spell list at each master crafter level:
Level: Spells:
1 imbue weapon, lesser(1); imbue armor, lesser(2); imbue armor(3)
2 imbue weapon(4)
3 imbue armor, greater(5); imbue armor, lesser, mass(5)
4 imbue weapon, greater(6); imbue armor, mass(7)
5 imbue weapon, mass (8); imbue armor, greater, mass(9)


Master craftsman.
A master crafter gains a competence bonus on any craft check equal to his master crafter level. He also receives a competence bonus to his effective caster level to meet requirements for crafting magical items (such as the caster level requirement for crafting magical weapons and armor). This does not influence the caster level of spells cast or powers manifested for creating a magical item.

Bonus Feat.
At second and fourth level the master crafter can pick a feat from the following list:
Skill focus (any craft), any item creation feat, talented crafter;

Resourceful crafter.
A resourceful crafter can create marvelous items with great ease.
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then normally required. When crafting, all costs are reduced by 10% (this includes gold costs (raw materials), time (craft points) and xp costs). This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item. This bonus stacks with the 10% discount received form the Guild member ability.

Eldritch crafter.
A master crafter of this level can attempt to emulate spells that he can use to create magic items.
In order to use this ability the Master crafter must have at least one magical item creation feat (opposed to a psionic item creation feat).
By using a Use Magic Device check (DC 20 + spell level) he can cast the spell in order to create a magical item. This ability can only be used to create magic items. Any material components and XP costs required by the spell must still be paid. If the master crafter has the spell on his spell list, he get's a +4 bonus on this check. The required caster level of the spell cast through this ability may not be higher than the master crafter's character level.
Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. Discounts from the guild member and resourceful crafter abilities do not ably to these extra costs. If he cannot afford this he must stop crafting and all raw materials are lost.

Cerebral crafter.
A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items.
In order to use this ability the Master crafter must have at least one psionic item creation feat (opposed to a 'magic' item creation feat).
By using a Use Psionic Device check (DC 20 + power level) he can cast power in order to create a psionic item. This ability can only be used to create psionic items. Any material components and XP costs required by the power must still be paid. If the master crafter has the power on his power list, he get's a +4 bonus on this check. The required manifester level of the power manifested through this ability may not be higher than the master crafter's character level.
Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. Discounts from the guild member and resourceful crafter abilities do not ably to these extra costs. If he cannot afford this he must stop crafting and all raw materials are lost.

Ex Master Crafters.
A master crafter can be expelled form the guild by decision of the guildmaster. Such occasions are extremely rare in the history of the guild. Reasons for such a decision can be: (long-term) refusal to donate 1% of crafting income to the guild, undertaking actions which can harm the guild or the Chromatic Order, criminal behavior, unapproved crafting of powerful items and researching artifacts.
An ex master crafter loses the following benefits: guild member, resourceful crafter. He cannot gain more levels in the master crafter prestige class. He can attempt to clear his name and plea to the counsel and guildmaster for renewal of his membership. All counsel members and the guild master must unanimously agree for reaccepting an ex member. An ex member suffers a -4 penalty to all charisma based social checks with guild members. An ex master crafter also cannot attain any work for (any) guilds in a city where a guild house is present (Medibaria and Orussus),

The Master Crafter Guild
History
The master crafter is the current day remnant of an old tradition. In earlier times the master crafter guild was created by several members Omega house of the Chromatic Order and some of the best craftsman. By combining their talents they where able to create powerful items of quality the world had not seen before.
Members of the guild where educated in both the art of magic and crafts.
The original goal of the guild was twofold: to research and improve the creation of magical items and to control the creation of (powerful) magical items. Many feared that the fruits of the guild would become too powerful and could fall into the wrong hands.
The Master Craftsman guild was originally under direct control of the Omega House of the Chromatic Order. Over time it attracted members from other disciplines such a psionic manifesters and divine spellcasters.
At the pinnacle of the guild's existence research was being done to unravel secrets of creating artifacts. This caused a political uproar within the order as different factions wanted to increase their control over the guild in order to secure this knowledge.
Guildmaster Gerion, the guildmaster at that time, decided that the (political) survival of the guild was it's foremost priority so he put a halt to the Artifact research before the guild would be torn apart. From that day on any research on the subject was banned. The guild loosened itself from direct control of the tower and moved it's guild house to the new city of Medibaria (aptly named The Gerion House). Later another guild house was opened in Orussus by guildmaster Travelle (The Travelle house).

Today, the master crafter guild is more loosely organized while most of it's members pursue personal goals instead of serving a larger agenda. Although the Chromatic order still has a say in the guild agenda (during the yearly guild meet), they do not have a strong grip on it's individual members.
Some guild traditions still stand today such as the approval process for new members and the annual guild meeting. The guild has two mayor guild houses: one in Medibaria (the first guild house) and one in Orussus. Each year, members of both guild houses meet at the Medibaria guild house to discuss recent developments. On the yearly meeting all members are supposed to be present.

Organization
The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.
The guild counsel consists of the five foremost guild members and an emissary from the Chromatic order, who holds five votes. The emissary is usually also a guild member. The guildmaster has a single vote but can veto any decision from the counsel, but rarely does so. The counselors are (re-)elected every year during the guild meeting. The guildmaster is officially (re-)elected every five years. Usually both the counsel members and the guildmaster are re-elected until they decide to retire. It is uncommon for either a sitting counselor or guildmaster to be voted off before he announces his retirement.
The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.
All members must report their workings (creation of magical items) to the guild. The most powerful works (gp value equal or greater than 25.000 gp) require approval of the counsel. This ruling is a remnant of old times when the Chromatic Order closely regulated the Guild's affairs.

Membership.
Anyone who wishes to join the guild can apply at one of the two guild houses. A new member is an aspirant until his membership is approved by the counsel. He is appointed to a mentor who guides him for his approval. For his approval the aspirant must craft an item which he proposes to the counsel. The counsel will judge the degree of craftsmanship and consult the mentor on the aspirant’s personality. Once approved, the aspirant will be welcomed in the ranks of the guild. If disapproved, the aspirant may not apply for membership again for a period of one year.
A member is supposed to attend the yearly meetings. He can use the recourses of the guild, like the library and buy materials through the network of the guild.

The current Counsel:
Sirrius Dagoden (male dwarf): the current guildmaster
Brunn Hager (male human): counsel member
Fillamar Estram (female elf): counsel member
Ombur Glitterstone (male dwarf): counsel member
William Ander (male human): counsel member
Adrianna Branwen (female human): the current emissary from the Chromatic Order.

[sblock=proposal 5]
The all new and improved proposal:

Added Rea's rewrite of the imbue tem ability.
Added restriction to max. bonus equals 1/2 caster level
Added psionic/magic use of imbue item to the description.
Small changes to background

v0.5
----
Master Crafter

Hit Dice: d6

Requirements:
Feats: any item creation feat
Skills: craft (any 2): 8 ranks.
Special: must be accepted by the guild counsel.

Code:
level   BAB	fort	Ref	Will	Special
1st     +0	+0	+0	+2	+1 caster level; Master craftsman; Imbue item;
2nd     +1	+0	+0	+3	Bonus feat; Guild member;
3rd     +2	+1	+1	+3	+1 caster level; Resourceful crafter; 
4th     +3	+1	+1	+4	Bonus feat;
5th     +3	+1	+1	+4	+1 caster level; Eldritch crafter; Cerebral crafter.
Skill points: 4+int per level
Skills: appraise, craft, concentration, profession, knowledge (arcana),
knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency.
A Master crafter gains no new weapon or armor proficiencies.

+1 caster level.
When a master crafter level is gained, the character gains new spells or powers per day as if he had also gained a level in any one spellcasting or psionic class he belonged to before he added the prestige class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of master crafter to the level of whatever other spellcasting or psionic class the character has, then determines spells/power points per day and caster level accordingly. If a character had more than one spellcasting or psionic class before he became a master crafter, he must decide to which class he adds each level of master crafter for the purpose of determining spells/power points per day.

Guild member.
A first level master crafter is considered an Aspirant.
The master crafter must be accepted by the guild counsel before he can acquire a class level after the first (and accepted as full guild member). In order to be accepted, the guild member must create an item of at least 2000 gp (base)value which he presents to the counsel (he gets to keep the item himself afterwards). His personal behavior will also be evaluated (through the Aspirant's mentor).
NOTE: in effect it may occur that a character is in an adventure when he has earned enough xp to acquire his second master crafter level and circumstances prevent him from going through this approval process. The character may apply more levels of the master crafter class but he does not gain the benefits of the guild member ability. As soon as the character is able he must start the approval process (usually directly after the adventure).

After approval, the master crafter can use the resources of the guild. This results in a 10% discount (of the material cost, not the base price) for crafting items and creation of magical items. He also receives a +2 circumstance bonus to appraise and knowledge checks related to magical items.
A master crafter can also acquire crafting orders through the guild. Effectively, a master crafter can work for the guild as per the job system. These benefits only apply when the member can make use of the guild house’s resources (in Orussus or Medibaria).
A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members.
A guild member must donate 1% of all his income gained from crafting (either mundane or magical) to the guild. This includes selling self crafted items.

Master craftsman.
A master crafter gains a competence bonus on any craft check equal to his master crafter level. He also receives a competence bonus to his effective caster level to meet requirements for crafting magical items (such as the caster level requirement for crafting magical weapons and armor). This does not influence the caster level of spells cast or powers manifested for creating a magical item.

Imbue Item.
The Master Crafter can imbue items with temporary magical properties by using Imbue Points. For each level of this class, a Master Crafter receives 1 Imbue Point per day, regained after a full night of rest. The Master Crafter can spend Imbue Points to add magical properties to a masterwork, non-magical weapon, armor, or shield. Unlike crafting magical items normally, an imbued item does not require a +1 magical enhancement bonus to add an ability. Imbuing an item requires one minute (10 rounds) of concentration, which does provoke an attack of opportunity. Once imbued, the item retains its new magical properties for 24 hours or until the Master Crafter regains his Imbue Points, whichever comes first.

When Imbuing armor or shields, the Master Crafter can choose any special ability whose market price is equivalent to a bonus equal to the number of Imbue Points spent or up to 14,000 gp times the number of Imbue Points spent. For example, 3 Imbue Points spent on a masterwork breastplate could purchase a +3 armor enhancement bonus, or the Ghost Touch ability, or the Improved Acid Resistance ability (valued at 42,000gp).

When Imbuing weapons, the Master Crafter can choose any special ability whose market price is equivalent to a bonus equal to half the number of Imbue Points spent. For example, 4 Imbue Points spent on a masterwork longsword could purchase a +2 weapon enhancement bonus, or a +1 weapon enhancement bonus and the Bane ability (for a total +2 bonus), or the Wounding ability (a +2 bonus).

A master crafter with at least one arcane or divine caster level (a level which grants the use of such spells) can imbue items with magical weapon or amor abilities as listed in the magical items entry of the SRD. If a character only has access to spells through racial abilities, feats, items or any non-class related source he cannot imbue items with magic abilities. Neither can a character imbue items with magic abilities if his class level in a spell casting class is not high enough to access spells yet (such as a first level paladin).

A master crafter with at least one psionic manifester level (a level which grants the use of such powers) can imbue items with psionic weapon or amor abilities as listed in the psionic items entry of the SRD. If a character only has access to psionic powers through racial abilities, feats, items or any non-class related source he cannot imbue items with psionic abilities.

A master crafter can imbue items which are already magical. In such a case the new total of all enchantments (the sum of the enchantment bonus and the bonus equivalent of all existing abilities and abilities added with the imbue item ability) may not exceed the master crafter's character level divided by 2. For example, if a 5th level wizard / 3th level master crafter uses his imbue item ability on a Shield +2, he may add only an equivalent of a +2 bonus. Half his character level equals (5+3)/2 = 4, so the new total cannot exceed 4. The shield already has a +2 bonus, so he can only add another +2 bonus. If an item already has an enchantment bonus, any enchantment bonus added by the imbue item stacks, but only with the item's own enchantment bonus. Any bonus to the enchantment bonus granted by spells, such as magic weapon, or abilities do not stack with the enchantment bonus granted by the imbue item ability.

The Master Crafter may freely distribute his unspent Imbue Points among any legal number of items. For example, a 4th level Master Crafter has 4 Imbue Points per day, and could imbue four shields with a +1 bonus, or one shield with a +2 bonus and one weapon with a +1 bonus, or 1 armor with a +4 bonus.

Imbued items are treated as magical items of equivalent power for purposes such as suppressing its abilities with dispel magic or sundering them.

Bonus Feat.
At second and fourth level the master crafter can pick a feat from the following list:
Skill focus (any craft), any item creation feat, talented crafter;

Resourceful crafter.
A resourceful crafter can create marvelous items with great ease.
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then normally required. When crafting, all costs are reduced by 10% (this includes gold costs (raw materials), time (craft points) and xp costs). This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item. This bonus stacks with the 10% discount received form the Guild member ability.

Eldritch crafter.
A master crafter of this level can attempt to emulate spells that he can use to create magic items.
In order to use this ability the Master crafter must have at least one magical item creation feat (opposed to a psionic item creation feat).
By using a Use Magic Device check (DC 20 + spell level) he can cast the spell in order to create a magical item. This ability can only be used to create magic items. Any material components and XP costs required by the spell must still be paid. If the master crafter has the spell on his spell list, he get's a +4 bonus on this check. The required caster level of the spell cast through this ability may not be higher than the master crafter's character level.
Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. Discounts from the guild member and resourceful crafter abilities do not ably to these extra costs. If he cannot afford this he must stop crafting and all raw materials are lost.

Cerebral crafter.
A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items.
In order to use this ability the Master crafter must have at least one psionic item creation feat (opposed to a 'magic' item creation feat).
By using a Use Psionic Device check (DC 20 + power level) he can cast power in order to create a psionic item. This ability can only be used to create psionic items. Any material components and XP costs required by the power must still be paid. If the master crafter has the power on his power list, he get's a +4 bonus on this check. The required manifester level of the power manifested through this ability may not be higher than the master crafter's character level.
Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. Discounts from the guild member and resourceful crafter abilities do not ably to these extra costs. If he cannot afford this he must stop crafting and all raw materials are lost.

Ex Master Crafters.
A master crafter can be expelled form the guild by decision of the guildmaster. Such occasions are extremely rare in the history of the guild. Reasons for such a decision can be: (long-term) refusal to donate 1% of crafting income to the guild, undertaking actions which can harm the guild or the Chromatic Order, criminal behavior, unapproved crafting of powerful items and researching artifacts.
An ex master crafter loses the following benefits: guild member, resourceful crafter. He cannot gain more levels in the master crafter prestige class. He can attempt to clear his name and plea to the counsel and guildmaster for renewal of his membership. All counsel members and the guild master must unanimously agree for reaccepting an ex member. An ex member suffers a -4 penalty to all charisma based social checks with guild members. An ex master crafter also cannot attain any work for (any) guilds in a city where a guild house is present (Medibaria and Orussus),

The Master Crafter Guild
History
The master crafter is the current day remnant of an old tradition. In earlier times the master crafter guild was created by several members Omega house of the Chromatic Order and some of the best craftsman. By combining their talents they where able to create powerful items of quality the world had not seen before.
Members of the guild where educated in both the art of magic and crafts.
The original goal of the guild was twofold: to research and improve the creation of magical items and to control the creation of (powerful) magical items. Many feared that the fruits of the guild would become too powerful and could fall into the wrong hands.
The Master Craftsman guild was originally under direct control of the Omega House of the Chromatic Order. Over time it attracted members from other disciplines such a psionic manifesters and divine spellcasters.
At the pinnacle of the guild's existence research was being done to unravel secrets of creating artifacts. This caused a political uproar within the order as different factions wanted to increase their control over the guild in order to secure this knowledge.
Guildmaster Gerion, the guildmaster at that time, decided that the (political) survival of the guild was it's foremost priority so he put a halt to the Artifact research before the guild would be torn apart. From that day on any research on the subject was banned. The guild loosened itself from direct control of the tower and moved it's guild house to the new city of Medibaria (aptly named The Gerion House). Later another guild house was opened in Orussus by guildmaster Travelle (The Travelle house).

Today, the master crafter guild is more loosely organized while most of it's members pursue personal goals instead of serving a larger agenda. Although the Chromatic order still has a say in the guild agenda (during the yearly guild meet), they do not have a strong grip on it's individual members.
Some guild traditions still stand today such as the approval process for new members and the annual guild meeting. The guild has two mayor guild houses: one in Medibaria (the first guild house) and one in Orussus. Each year, members of both guild houses meet at the Medibaria guild house to discuss recent developments. On the yearly meeting all members are supposed to be present.

Organization
The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.
The guild counsel consists of the five foremost guild members and an emissary from the Chromatic order, who holds five votes. The emissary is usually also a guild member. The guildmaster has a single vote but can veto any decision from the counsel, but rarely does so. The counselors are (re-)elected every year during the guild meeting. The guildmaster is officially (re-)elected every five years. Usually both the counsel members and the guildmaster are re-elected until they decide to retire. It is uncommon for either a sitting counselor or guildmaster to be voted off before he announces his retirement.
The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.
All members must report their workings (creation of magical items) to the guild. The most powerful works (gp value equal or greater than 25.000 gp) require approval of the counsel. This ruling is a remnant of old times when the Chromatic Order closely regulated the Guild's affairs.

Membership.
Anyone who wishes to join the guild can apply at one of the two guild houses. A new member is an aspirant until his membership is approved by the counsel. He is appointed to a mentor who guides him for his approval. For his approval the aspirant must craft an item which he proposes to the counsel. The counsel will judge the degree of craftsmanship and consult the mentor on the aspirant’s personality. Once approved, the aspirant will be welcomed in the ranks of the guild. If disapproved, the aspirant may not apply for membership again for a period of one year.
A member is supposed to attend the yearly meetings. He can use the recourses of the guild, like the library and buy materials through the network of the guild.

The current Counsel:
Sirrius Dagoden (male dwarf): the current guildmaster
Brunn Hager (male human): counsel member
Fillamar Estram (female elf): counsel member
Ombur Glitterstone (male dwarf): counsel member
William Ander (male human): counsel member
Adrianna Branwen (female human): the current emissary from the Chromatic Order.
[/sblock]
[sblock=proposal #4]
Changes made in version 0.4:
Added CL bonus for crafting in the Master craftsman ability.
Changed eldritch/cerebral crafter ability: failure now costs 10% of the base price. Changed wording of the max. caster/manifester level of spells cast through this ability/
Changed imbue item: weapon enhancements now cost 1 imbue point more.
Added the Master Crafter Guild background and rules

Master Crafter

Hit Dice: d6

requirements:
Feats: any item creation feat
Skills: craft (any 2): 8 ranks.
Special: must be accepted by the guild counsel.

Code:
level   BAB	fort	Ref	Will	Special
1st     +0	+0	+0	+2	+1 caster level; Master craftsman; Imbue item;
2nd     +1	+0	+0	+3	Bonus feat; Guild member;
3rd     +2	+1	+1	+3	+1 caster level; Resourceful crafter; 
4th     +3	+1	+1	+4	Bonus feat;
5th     +3	+1	+1	+4	+1 caster level; Eldritch crafter; Cerebral crafter.
Skill points: 4+int per level
Skills: appraise, craft, concentration, profession, knowledge (arcana),
knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency: A Master crafter gains no new weapon or
armor proficiencies.

+1 caster level
When a master crafter level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting or psionic class he belonged to before he added the prestige class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of master crafter to the level of whatever other spellcasting or psionic class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting or psionic class before he became a master crafter, he must decide to which class he adds each level of master crafter for the purpose of determining spells per day.

Guild member.
The Master crafter must be accepted by the guild counsel before he can acquire a class level after the first. In order to be accepted the guild member must create an item of at least 2000 gp value which he presents to the counsel (he gets to keep the item himself afterwards). His personal behavior will also be evaluated (through the aspirant's mentor).
NOTE: in effect it may occur that character is in an adventure and circumstances prevent him from going through this approval process. The character may apply more levels of the master crafter class but he does not gain the benefits of the guild member ability. As soon as the character is able he must start the approval process (usually directly after the adventure).
After approval, the master crafter can use the resources of the guild. this results in a 10% discount (of the material cost, not the base price) for crafting items and creation of magical items. He also receives a +2 circumstance bonus to appraise and knowledge checks related to magical items.
A master crafter can also acquire crafting orders through the guild. Effectively, a master crafter can work for the guild as per the job system. These benefits only apply when the member can make use of the guild house’s resources (in Orossus or Fallon).
A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members.
A guild member must donate 1% of all his income gained from crafting (either mundane or magical) to the guild. This includes selling self crafted items.

Master craftsman.
A master crafter gains a competence bonus on any craft check equal to his master crafter level. He also receives a competence bonus to his effective caster level to meet requirements for crafting magical items (such as the caster level requirement for crafting magical weapons and armor). This does not influence the caster level of spells cast or powers manifested for creating a magical item.

Imbue Item.
The Master Crafter can imbue items with temporary magical properties. At each class level the Master Crafter gains 1 additional Imbue Point.

The master crafter can spend an Imbue Point to add a bonus to a masterwork (but non-magical) weapon or armor. Each Imbue Point spend on a weapon or armor adds +1 to the total enchantment of the item, thus by spending 1 Imbue Point on a masterwork long sword he can grant it the ghost touch ability. By spending 2 points on a masterwork long sword he can give it both the ghost touch and keen abilities, a +1 enchantment bonus and the ghost touch ability or the Bane ability. The master crafter can freely distribute his unspent Imbue Points among any (legal) number of items. For example a 4th level Master crafter can imbue four items with a +1 bonus, two items with a +2 bonus or 1 item with a +4 bonus.
Contrary to normal magical items, an imbued item does not require a +1 enchantment bonus to add an ability.

Once imbued, the item keeps its new special properties for 24 hours.
Imbued items are treated as magical items of equivalent power (where the enchantment bonus is equal to the number of Imbue Points spend) for purposes such as suppressing it's abilities with dispel magic or sundering them.

Imbuing an item requires a full round action which does not provoke an attack of opportunity.

The master crafter regains his spend Imbue points 24 hours after he imbued the item(s). This can result in the situation here he regains Imbue Points on different times each day and on more than one occasion each day (if he imbued multiple items on different times).

A master crafter can choose form the following enhancements to add powers to weapons or armor by spending Imbue Points.
Normal restrictions apply for adding powers to items such as ranged weapons and shields, as described in the individual descriptions.

[sblock=magical armor enhancements*]
Code:
+ 1 Enchantment	+1 bonus
Arrow catching	+1 bonus
Bashing	+1 bonus
Blinding	+1 bonus
Fortification, light 	+1 bonus
+ 2 Enchantment	+2 bonus
Arrow deflection	+2 bonus
Animated	+2 bonus
Glamered  		+2 bonus
Slick 			+2 bonus
Shadow 			+2 bonus
Silent moves 		+2 bonus
Spell resistance (13) 	+2 bonus
+ 3 Enchantment	+3 bonus
Ghost touch 		+3 bonus
Invulnerability 	+3 bonus
Fortification, moderate	+3 bonus
Spell resistance (15) 	+3 bonus
Wild 			+3 bonus
+ 4 Enchantment	+4 bonus
Slick, improved 	+4 bonus
Shadow, improved 	+4 bonus
Silent moves, improved	+4 bonus
Acid resistance	+4 bonus
Cold resistance	+4 bonus
Electricity resistance	+4 bonus
Fire resistance	+4 bonus
Sonic resistance	+4 bonus
Spell resistance (17)	+4 bonus
[/sblock]

[sblock=magical weapon enhancements*]
Code:
+1 Enchantment	+2 bonus
Bane  		+2 bonus
Defending 	+2 bonus
Distance 	+2 bonus
Flaming 	+2 bonus
Frost 		+2 bonus
Ghost touch 	+2 bonus
Keen		+2 bonus
Ki Focus 	+2 bonus
Merciful 	+2 bonus
Mighty cleaving +2 bonus
Returning 	+2 bonus
Seeking 	+2 bonus
Shock 		+2 bonus
Spell storing 	+2 bonus
Throwing 	+2 bonus
Thundering 	+2 bonus
Vicious 	+2 bonus
+2 Enchantment	+3 bonus
Anarchic 	+3 bonus
Axiomatic 	+3 bonus
Disruption	+3 bonus
Flaming burst 	+3 bonus
Holy 		+3 bonus
Icy burst 	+3 bonus
Shocking burst 	+3 bonus
Unholy 		+3 bonus
Wounding 	+3 bonus
+3 Enchantment	+4 bonus
Speed 		+4 bonus
[/sblock]

[sblock=psionic armor enhancements**]
Code:
+1 Enchantment	+1 bonus
Quickness	+1 bonus
Heartening	+1 bonus
Ranged	+1 bonus
+2 Enchantment	+2 bonus
Landing 	+2 bonus
Floating	+2 bonus
Linked 	+2 bonus
Seeing	+2 bonus
Power resistance (13)	+2 bonus
+3 Enchantment	+3 bonus
Ectoplasmic	+3 bonus
Gleaming	+3 bonus
Power resistance (15)	+3 bonus
Vanishing	+3 bonus
Manifester	+3 bonus
+4 Enchantment	+4 bonus
Mindarmor	+4 bonus
Power resistance (17)	+4 bonus
Radiant	+4 bonus
[/sblock]

[sblock=psionic weapon enhancements**]
Code:
+1 Enchantment	+2 bonus
Psychokinetic	+2 bonus
Dissipater	+2 bonus
Lucky	+1 bonus
Sundering	+2 bonus
Power storing	+2 bonus
Teleporting	+2 bonus
+2 Enchantment	+3 bonus
Collision	+3 bonus
Dislocator	+4 bonus
Mindcrusher	+3 bonus
Psychokinetic burst	+3 bonus
Suppression	+3 bonus
Psibane	+2 bonus
Parrying	+3 bonus
+3 Enchantment	+4 bonus
Manifester	+4 bonus
Bodyfeeder	+4 bonus
Mindfeeder	+4 bonus
Soulbreaker	+4 bonus
[/sblock]

* In order to use these enhancements, the master crafter must have at least one level in an arcane or divine spellcasting class.

** In order to use these enhancements, the master crafter must have at least one level in a psioic class.

Bonus Feat.
At second and fourth level the master crafter can pick a feat from the
following list: Skill focus (any craft), any item creation feat, talented crafter;

Resourceful crafter.
A resourceful crafter can create marvelous items with great ease.
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then normally required. When crafting, all costs are reduced by 10% (this includes gold costs (raw materials), time (craft points) and xp costs. This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item. This bonus stacks with the 10% discount received form the Guild member ability.

Eldritch crafter.
A master crafter of this level can attempt to emulate spells that he can use to create magic items.
In order to use this ability the Master crafter must have at least one magical item creation feat (opposed to a psionic item creation feat).
By using a Use Magic Device check (DC 20 + spell level) he can cast the spell in order to create a magical item. This ability can only be used to create magic items. Any material components and XP costs required by the spell must still be paid. If the master crafter has the spell on his spell list, he get's a +4 bonus on this check. The required caster level of the spell cast through this ability may not be higher than the master crafter's character level.

Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. If he cannot afford this he must stop crafting and all raw materials are lost.

Cerebral crafter.
A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items.
In order to use this ability the Master crafter must have at least one psionic item creation feat (opposed to a 'magic' item creation feat).
By using a Use Psionic Device check (DC 20 + power level) he can cast power in order to create a psionic item. This ability can only be used to create psionic items. Any material components and XP costs required by the power must still be paid. If the master crafter has the power on his power list, he get's a +4 bonus on this check. The required manifester level of the power manifested through this ability may not be higher than the master crafter's character level.
Failing the checks result in the loss of some of the raw materials. The master crafter must pay an extra 10% of the base price of the item. If he cannot afford this he must stop crafting and all raw materials are lost.

Ex Master Crafters.
A master crafter can be expelled form the guild by decision of the guildmaster. Such occasions are extreme rare in the history of the guild. Reasons for such a decision can be: (long-term) refusal to donate 1% of crafting income to the guild, undertaking actions which can harm the guild or the Chromatic Order, criminal behavior, unapproved crafting of powerful items and researching artifacts.
An ex master crafter loses the following benefits: guild member, resourceful crafter. He cannot gain more levels in the master crafter prestige class. He can attempt to clear his name and plea to the counsel and guildmaster for renewal of his membership. All counsel members and the guild master must unanimously agree for reaccepting an ex member. An ex member suffers a -4 penalty to all charisma based social checks with guild members. An ex master crafter also cannot attain any work for (any) guilds in a city where a guild house is present (Fallon and Orossus),

The Master Crafter Guild
History
The master crafter is the current day remnant of an old tradition. In earlier times the master crafter guild was created by several members of the Chromatic Order and some of the best craftsman. By combining their talents they where able to create powerful items of quality the world had not seen before.
Members of the guild where educated in both the art of magic and crafts.
The original goal of the guild was twofold: to research and improve the creation of magical items and to control the creation of (powerful) magical items. Many feared that the fruits of the guild would become too powerful and could fall into the wrong hands.
The Master Craftsman guild was originally under direct control of the Chromatic Order. Over time it attracted members form other disciplines such a psionic manifesters and divine spellcasters.
At the pinnacle of the guild's existence research was being done to unravel secrets of creating artifacts. This caused a political uproar within the order as different factions wanted to increase their control over the guild in order to secure this knowledge.
Craftsmaster Gerion, the guild master at that time, decided that the (political) survival of the guild was it's foremost priority so he put a halt to the Artifact research before the guild would be torn apart. From that day on any research on the subject was banned. The guild loosened itself from direct control of the tower and moved it's guild house to Fallon (aptly named The Gerion House). Later another guild house was opened in Orussus by guilmaster Travelle (The Travelle house).

Today, the master crafter guild is more loosely organized while most of it's members pursue personal goals instead of serving a larger agenda. Although the Chromatic order still has a say in the guild agenda (during the yearly guild meet), they do not have a strong grip on it's individual members.
Some guild traditions still stand today such as the approval process for new members and the annual guild meeting. The guild has two mayor guild houses: one in Fallon (the first guild house) and one in Orussus. Each year, members of both guild houses meet the fallonese guild house to discuss recent developments. On the yearly meeting all members are supposed to be present.

Organization
The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.
The guild counsel consists of the five foremost guild members and an emissary from the Chromatic order, who holds five votes. The guilmaster has no vote but can veto any decision from the counsel, but rarely does so. The counselors are (re-)elected every year during the guild meeting. The Guildmaster is officially (re-)elected every five years, but usually remains guildmaster until he appoints a successor. The counsel is fairly stable, with counselors usually only leaving their position when they choose to retire. It is uncommon for a sitting counselor to be voted off before he announces his retirement.
The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.
All members must report their workings (creation of magical items) to the guild. The most powerful works (gp value equal or greater than 100.000 gp) require approval of the counsel. This ruling is a remnant of old times when the Chromatic Order closely regulated the Guild's affairs.

Membership.
Anyone who wishes to join the guild can apply at one of the two guild houses. A new member is an aspirant until his membership is approved by the counsel. He is appointed to a mentor who guides him for his approval. For his approval the aspirant must craft an item which he proposes to the counsel. The counsel will judge the degree of craftsmanship and consult the mentor on the aspirant’s person. When approved the aspirant will then be welcomed in the ranks of the guild. If disapproved, the aspirant may not apply for membership again for a period of one year.
A member is supposed to attend the yearly meetings. He can use the recourses of the guild, like the library and buy materials through the network of the guild.
[/sblock]

[sblock=proposal #3]
Master Crafter
Hit Dice: d6

requirements:
Feats: any item creation feat
Skills: craft (any 2): 8 ranks.
Special: must have created a magic item.

Code:
level   BAB	fort	Ref	Will	Special
1st     +0	+0	+0	+2	+1 caster level; Master craftsman; Imbue item;
2nd     +1	+0	+0	+3	Bonus feat;
3rd     +2	+1	+1	+3	+1 caster level; Resourceful crafter; 
4th     +3	+1	+1	+4	Bonus feat;
5th     +3	+1	+1	+4	+1 caster level; Eldritch crafter; Cerebral crafter.
Skillpoints: 4+int per level
Skills: appraise, craft, concentration, profession , knowledge (arcana),
knowledge (architectuer and engineering), knowledge (psionics), use magic device, use psionic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency: A Master crafter gains no new weapon or
armor proficiencies.

+1 caster level
When a master crafter level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting or psionic class he belonged to before he added the prestige class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of master crafter to the level of whatever other spellcasting or psionic class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting or psionic class before he became a master crafter, he must decide to which class he adds each level of master crafter for the purpose of determining spells per day.

Master craftsman.
A master crafter gains a competence bonus on any craft check equal to his master crafter level.

Imbue Item.
The Master Crafter can imbue items with temporary magical properties. At each class level the Master Crafter gains 1 additional Imbue Point.

The master crafter can spend an Imbue Point to add a bonus to a masterwork (but non-magical) weapon or armor. Each Imbue Point spend on a weapon or armor adds +1 to the total enchantment of the item, thus by spending 1 Imbue Point on a masterwork longsword he can grant it the ghost touch ability. By spending 2 points on a masterwork longsword he can give it both the ghost touch and keen abilities, a +1 enchantment bonus and the ghost touch ability or the Bane ability. The master crafter can freely distribute his unspend Imbue Points among any (legal) number of items. For example a 4th level Master crafter can imbue four items with a +1 bonus, two items with a +2 bonus or 1 item with a +4 bonus.
Contrary to normal magical items, an imbued item does not require a +1 enchantment bonus to add an ability.

Once imbued, the item keeps its new special properties for 24 hours.
Imbued items are treated as magical items of equivalent power (where the enchantment bonus is equal to the number of Imbue Points spend) for purposes such as supressing it's abilities with dispel magic or sundering them.

Imbueing an item requires a full round action which does not provoke an attack of ppertunity.

The master crafter regains his spend Imbue points 24 hours after he imbued the item(s). This can result in the situation here he regains Imbue Points on different times each day and on more than one occasion each day (if he imbued multiple items on different times).

A master crafter can choose form the following enhancements to add powers to weapons or armor by spending Imbue Points.
Normal restrictions apply for adding powers to items such as ranged weapons and shields, as described in the individual descriptions.
[sblock=magical armor enhancements*]
Code:
+ 1 Enchantment	+1 bonus
Arrow catching	+1 bonus
Bashing	+1 bonus
Blinding	+1 bonus
Fortification, light 	+1 bonus
+ 2 Enchantment	+2 bonus
Arrow deflection	+2 bonus
Animated	+2 bonus
Glamered  		+2 bonus
Slick 			+2 bonus
Shadow 			+2 bonus
Silent moves 		+2 bonus
Spell resistance (13) 	+2 bonus
+ 3 Enchantment	+3 bonus
Ghost touch 		+3 bonus
Invulnerability 	+3 bonus
Fortification, moderate	+3 bonus
Spell resistance (15) 	+3 bonus
Wild 			+3 bonus
+ 4 Enchantment	+4 bonus
Slick, improved 	+4 bonus
Shadow, improved 	+4 bonus
Silent moves, improved	+4 bonus
Acid resistance	+4 bonus
Cold resistance	+4 bonus
Electricity resistance	+4 bonus
Fire resistance	+4 bonus
Sonic resistance	+4 bonus
Spell resistance (17)	+4 bonus
[/sblock]

[sblock=magical weapon enhancements*]
Code:
+1 Enchantment	+1 bonus
Bane  		+1 bonus
Defending 	+1 bonus
Distance 	+1 bonus
Flaming 	+1 bonus
Frost 		+1 bonus
Ghost touch 	+1 bonus
Keen		+1 bonus
Ki Focus 	+1 bonus
Merciful 	+1 bonus
Mighty cleaving +1 bonus
Returning 	+1 bonus
Seeking 	+1 bonus
Shock 		+1 bonus
Spell storing 	+1 bonus
Throwing 	+1 bonus
Thundering 	+1 bonus
Vicious 	+1 bonus
+2 Enchantment	+2 bonus
Anarchic 	+2 bonus
Axiomatic 	+2 bonus
Disruption	+2 bonus
Flaming burst 	+2 bonus
Holy 		+2 bonus
Icy burst 	+2 bonus
Shocking burst 	+2 bonus
Unholy 		+2 bonus
Wounding 	+2 bonus
+3 Enchantment	+3 bonus
Speed 		+3 bonus
+4 Enchantment	+4 bonus
Brilliant energy	+4 bonus 
Dancing		+4 bonus
[/sblock]

[sblock=psionic armor enhancements**]
Code:
+1 Enchantment	+1 bonus
Quickness	+1 bonus
Heartening	+1 bonus
Ranged	+1 bonus
+2 Enchantment	+2 bonus
Landing 	+2 bonus
Floating	+2 bonus
Linked 	+2 bonus
Seeing	+2 bonus
Power resistance (13)	+2 bonus
+3 Enchantment	+3 bonus
Ectoplasmic	+3 bonus
Gleaming	+3 bonus
Power resistance (15)	+3 bonus
Vanishing	+3 bonus
Manifester	+3 bonus
+4 Enchantment	+4 bonus
Mindarmor	+4 bonus
Power resistance (17)	+4 bonus
Radiant	+4 bonus
[/sblock]

[sblock=psionic weapon enhancements**]
Code:
+1 Enchantment	+1 bonus
Psychokinetic	+1 bonus
Dissipater	+1 bonus
Lucky	+1 bonus
Sundering	+1 bonus
Power storing	+1 bonus
Teleporting	+1 bonus
+2 Enchantment	+2 bonus
Collision	+2 bonus
Dislocator	+3 bonus
Mindcrusher	+2 bonus
Psychokinetic burst	+2 bonus
Suppression	+2 bonus
Psibane	+2 bonus
Parrying	+2 bonus
+3 Enchantment	+3 bonus
Manifester	+3 bonus
Bodyfeeder	+3 bonus
Mindfeeder	+3 bonus
Soulbreaker	+3 bonus
+4 Enchantment	+4 bonus
Psychic	+4 bonus
Great dislocator	+4 bonus
[/sblock]

* In order to use these enhancements, the master crafter must have at least one level in an arcane or divine spellcasting class.

** In order to use these enhancements, the master crafter must have at least one level in a psioic class.


Bonus Feat.
At second and fourth level the master crafter can pick a feat from the
following list: Skill focus (any craft), any item creation feat, talented crafter;

Resourceful crafter.
A resourceful craftsman can create marvellous items with great ease.
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then nomally required. When crafting, all costs are reduced by 10% (this includes gold costs (raw metrials), time (craft points) and xp costs. This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item.

Eldritch crafter.
A master crafter of this level can attempt to emulate spells that he can use to create magic items.
In order to use this ability the Master crafter must have at least one magical item creation feat (opposed to a psionic item creation feat).
By using a Use Magic Device check (DC 20 + spell level) he can cast the spell in order to create a magical item. This ability can only be used to create magic items. Any material components and XP costs required by the spell must still be paid. If the master crafter has the spell on his spell list, he get's a +4 bonus on this check. The required caster level of the spell cast through this ability may not be higher than the master crafter's character level.

Cerebral crafter.
A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items.
In order to use this ability the Master crafter must have at least one psionic item creation feat (opposed to a 'magic' item creation feat).
By using a Use Psionic Device check (DC 20 + power level) he can cast power in order to create a psionic item. This ability can only be used to create psionic items. Any material components and XP costs required by the power must still be paid. If the master crafter has the power on his power list, he get's a +4 bonus on this check. The required manifester level of the power manifested through this ability may not be higher than the master crafter's character level.
[/sblock]

[sblock=2nd proposal]
Code:
Master Crafter

Hit Dice: d6

requirements:
Feats: any item creation feat
Skills: craft (any 3): 8 ranks.
Special: must have created a magic item; must have a shop.

level   BAB	fort	Ref	Will	Special
1st     +0	+0	+0	+2	+1 caster level; Master craftsman; Imbue item I;
2nd     +1	+0	+0	+3	Bonus feat; Imbue item II;
3rd     +2	+1	+1	+3	+1 caster level; Imbue item III; Resourceful crafter; 
4th     +3	+1	+1	+4	Bonus feat; Imbue item IV;
5th     +3	+1	+1	+4	+1 caster level; Eldritch crafter;

Skillpoints: 4+int per level
Skills: appraise, craft, concentration, profession , knowledge (arcana), 
knowledge (architectuer and engineering), use magic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency: A Master crafter gains no new weapon or 
armor proficiencies.

Master craftsman: A master crafter gains a competence bonus on any craft 
check equal to his master crafter level.

Imbue item I:  A master crafter can imbue an item with a temporarily bonus. 
The master crafter can use this ability a number of times per day equal to his 
master crafter level.
The master crafter can only imbue non-magical weapons and armor. 
Any weapon or armor can be imbued with only one ability at any given time.
Using this ability requires a full-round action which does not provoke 
attacks of oppertunity.
At first level, the master crafter can choose from all enhancements listed for 
magical armor with no more than a +1 modifier.

Imbue item II: A master crafter can imbue an item just like with the the 
previous abilities but in addition he can choose from all enhancements 
listed for magical armor with no more than a +2 modifier aor any weapon 
enhancements with no more than a +1 modifier.

Imbue item III: A master crafter can imbue an item just like with the the 
previous abilities but in addition he can choose from all enhancements 
listed for magical armor with no more than a +3 modifier or any weapon 
enhancements with no more than a +2 modifier.

Imbue item IV: A master crafter can imbue an item just like with the the 
previous abilities but in addition he can choose from all enhancements 
listed for magical armor with no more than a +4 modifier or any weapon 
enhancements with no more than a +3 modifier.

The duraction can be calculated according to the table:

Master crafter level	+1 bonus	+2 bonus	+3 bonus	+4 bonus
1			1 min/lvl	n/a		n/a		n/a
2			10 min/lvl	1 min/lvl	n/a		n/a
3			1 hr / lvl	10 min/lvl	1 min/lvl	n/a
4/5			24 hours	1 hr/lvl	10 min/lvl	1 min/lvl
note: use the master crater class level to calculate the duration.

Bonus Feat: at third level the master crafter can pick a feat from the 
following list: Skill focus (any craft), any item creation feat, talented crafter;

Resourceful crafter: A resourceful craftsman can create marvellous items with great ease.
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then nomally required. When crafting, all costs are reduced by 10% (this includes gold costs (raw metrials), time (craft points) and xp costs.This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item.

Eldritch crafter: A master crafter of this level can attempt to emulate 
spells or psionic powers that he can use to create magic items. 
By using a spellcraft check (DC 20 + spell level) he can cast the spell in 
order to create a magical item. This ability can only be used to create 
magic items. Any material components and XP costs required by the spell 
must still be paid. If the master crafter has the spell on his spell list, 
he get's a +4 bonus on this check. The requires caster level to cast the 
spell may not be higher than the master crafter's character level.
[sblock=armor enhancements]
Code:
Fortification, light 	+1 bonus
+ 1 armor/shield	+1 bonus
Glamered  		+2 bonus
Slick 			+2 bonus
Shadow 			+2 bonus
Silent moves 		+2 bonus
Spell resistance (13) 	+2 bonus
+ 2 armor/shield	+2 bonus
Ghost touch 		+3 bonus
Invulnerability 	+3 bonus
Fortification, moderate	+3 bonus
Spell resistance (15) 	+3 bonus
Wild 			+3 bonus
+ 3 armor/shield	+3 bonus
Slick, improved 	+4 bonus
Shadow, improved 	+4 bonus
Silent moves, improved 	+4 bonus
Acid resistance 	+4 bonus
Cold resistance 	+4 bonus
Electricity resistance 	+4 bonus
Fire resistance 	+4 bonus
Sonic resistance 	+4 bonus
Spell resistance (17) 	+4 bonus
+ 4 armor/shield	+4 bonus
[/sblock]

[sblock=weapon enhancements]
Code:
+ 1 weapon	+1 bonus
Bane  		+1 bonus
Defending 	+1 bonus
Distance 	+1 bonus
Flaming 	+1 bonus
Frost 		+1 bonus
Ghost touch 	+1 bonus
Keen		+1 bonus
Ki Focus 	+1 bonus
Merciful 	+1 bonus
Mighty cleaving +1 bonus
Returning 	+1 bonus
Seeking 	+1 bonus
Shock 		+1 bonus
Spell storing 	+1 bonus
Throwing 	+1 bonus
Thundering 	+1 bonus
Vicious 	+1 bonus
+ 2 weapon	+2 bonus
Anarchic 	+2 bonus
Axiomatic 	+2 bonus
Disruption	+2 bonus
Flaming burst 	+2 bonus
Holy 		+2 bonus
Icy burst 	+2 bonus
Shocking burst 	+2 bonus
Unholy 		+2 bonus
Wounding 	+2 bonus
+ 3 weapon	+3 bonus
Speed 		+3 bonus
[/sblock]
[/sblock]
[sblock=old proposal]
Code:
Master crafter
Hit Dice: d6

requirements:
Feats: Skill focus (any craft).
Skills: craft (any 2): 8 ranks.
Other: crafted a masterwork item; must have a shop.

level	BAB	fort	Ref	Will	Special
1st	+0	+2	+0	+2	Resourceful crafter; Dedicated apprentice
2nd	+1	+3	+0	+3	Bonus Feat*
3rd	+2	+3	+1	+3	Great Craftsman
4th	+3	+4	+1	+4	Bonus Feat*
5th	+3	+4	+1	+4	Eldritch craftsman

Skillpoints: 4+int per leel
Skills: appraise, craft, concentration, profession , knowledge (arcana), knowledge (architectuer and engineering), use magic device.

Class features:
All of the following are Class features of the Master Crafter prestige class.

Weapon and Armor Proficiency: A Master crafter gains no new weapon or armor proficiencies.

Resourceful crafter: A master crafter gains 1.5 times the craftpoints at each class level he gains.

Dedicated apprentice: A master crafter of first level automaticly attracts an apprentice. This apprentice will keep an eye on the shop when the master crafter is away.
The apprentice is a non-statted NPC who cannot take any role in an adventure. 
When the master Crafter is away and the dedicated apprentice is attending the shop, you still gain normal benefits from the workshop.

Bonus Feat: at second and forth level, the master crafter can pick a feat from the following list: Skill focus (any craft) or any item creation feat.

Great Craftsman: A great craftsman can create marvellous items with great ease. 
Along with the right materials, suppliers and experience, a master crafter of third level or higher can create items at reduced cost and in less time then nomally required.
When crafting, all costs are reduced by 10% (this includes gold costs (raw metrials), time (craft points) and xp costs. 
This does not reduce the cost for material components (either in gold or xp) required for spells that are cast in the process of creating the item.

Eldritch crafter: A master crafter of this level can attempt to emulate spells that he can use to create magic items. By using a Use magic device check (DC 25 + spell level) he can cast the spell in order to create a magical item. This ability can only eb used to create magic items. Any material components and XP costs required by the spell must still be paid. If the master crafter has the spell on his spell list, he get's a +4 bonus on this check.
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Bront

The man with the probe
Question #1... Can you use Eldritch Crafter to craft Psionic items?

Question #2... Some of these abilities can be replicated with a feat. What is it about this class that makes me want to take it as a magical crafter? How about as a non-magical crafter?

I don't see the appeal of this class. It weakens any adventuring casters who aim to craft items, it weakens any non-casters who craft normal items till 5th level, when the can craft magical items, but they'll have to have put 13 + skill points into use magical item, AND waste a feat on Skill Focus: Craft.

Right now, I think the class is not only weak, but unappealing.

Ways to fix? Give it it's own caster progression and a small spell list. You could do something like spells that are used in item inbuing as a list, only casting a few per day, but access to up to 5th level spells (or maybe only 3rd, but some spells that are normaly higher level). Spells like magic weapon, greater magic weapon, magic vestment, your stat boosters, etc.

Specificly here's the idea:
Code:
Level	1 2 3
1	1 - -
2	2 0*-
3	2 1 -
4	3 2 0*
5	4 2 1
*May only cast spells if INT is high enough.
Casting is based off of INT for bonus spells and Saves.
Spells are spontaniously cast from the Master Crafter List
Just a few spell ideas
L1
Magic Weapon
Magic Vestment
Mage Armor
Longstrider

L2
Bear's Endurance
Bull's Strength
Cat's Grace
Eagle's Splendor
Fox's Cunning
Owl's Wisdom

L3
Greater Magic Weapon
Flame Arrow
Stoneskin

I wouldn't go nuts with the list, but making it useful, and enchantment/item themed might be good.
 

B4cchus

Visitor
First of al thanks for your comment!

on question 1: i would say yes to this. You'd still need the prionic craft feats so i don't think it changes the power level.

on numer 2: i tried to make is appealing to both magical and non-magic crafters but i can't find ways to support non-magic crafters except for skill focus. Mayeb a bonus to skill checks?
I thought of putting some spellcastign in it but i was very afraid of the copying artificer.

in general your sugegstions are sound. It is a very non-adventurer class which could use a boost.
I'll give it some thought propose some improvements.
 

Bront

The man with the probe
B4cchus said:
on numer 2: i tried to make is appealing to both magical and non-magic crafters but i can't find ways to support non-magic crafters except for skill focus. Mayeb a bonus to skill checks?
Here's the thing. Even the best non-magical crafters are usually experts with skill focus and lots of skill points in craft skills.

You can make a masterwork item by taking a 10 on a craft check once you get a +10 bonus. At +3 for skill focus, +2 for masterwork tools, that leaves 5 ranks and INT bonus left. A 1st level Expert can make masterwork items fairly easily.

So, focusing on non-magical crafting is likely not a good idea. I suggest going full bore into magical crafting, and add abilities that help with that. It may look somewhat artifacer-esq, but it's a PRC, and with different abilities aimed at being used in LEW.

Currently, you have a class that at L1, is about the same power level as the same level of the NPC class Expert. Eww.
 

Rae ArdGaoth

Visitor
I agree with Bront. I think you didn't want to make the class overpowered, but you've gone too far in the opposite direction. There's no way anybody would take the class as is. I even think that a non-combat focused class should have slightly better abilities, since they're less useful in an adventuring situation.

Unless your goal with this is an NPC class, which would make more sense to me. Personally, I don't play D&D so my character can sit in a workshop and hammer away, playing arts and crafts. XP
 

Bront

The man with the probe
I hope I didn't discourage you from trying to fix this if you realy wanted to...
 

B4cchus

Visitor
Oh no, just realy busy at the moment! I'll get to it sooner or later.
As i said, i really appreciate the comment!
 

Rae ArdGaoth

Visitor
At first look, this seems like a much more powerful (and more attractive!) PrC. So it's definitely a step in the right direction.

Imbue Item seems very complicated. Too complicated. It's relatively simple. I'll think about it, but it needs to be simplified.

What about a spell progression? Crafters, especially PC crafters, are usually magic-users. If a wizard takes this PrC, he/she loses 5 levels of spellcasting. Eldritch Caster does a bad job of making up for that, the caster would be better off just staying a full caster and getting full spell progression.
 

Velmont

Visitor
Rae ArdGaoth said:
What about a spell progression? Crafters, especially PC crafters, are usually magic-users. If a wizard takes this PrC, he/she loses 5 levels of spellcasting.
Nope, he gain 3 caster level, one each odd level. So in the end, he lose 2.

For Eldrtich crafter, I would rather go with Use Magic Device rather than Spellcraft. After all, you try to emulate a spell casting ability, just as when you want to use a wand.
 

Bront

The man with the probe
What I saw was interesting, much better than before. I'll have to dig deeper though, something just doesn't sit quite right with me (Not nessesarily bad, just something nagging).
 

Rae ArdGaoth

Visitor
Whoops, I missed the caster levels. Usually they have their own separate column, they blended right in.

----------------------

Does this class require you to be a caster? Should it?

----------------------

Eldritch Crafter: Interesting ability, makes the Master Crafter very versatile. I note a few problems/omissions:

1. How many times per day can this ability be used? (I suggest it eats up a spell for the Master's spells per day of the appropriate spell level. Or maybe 2 spells, or spell level+1 or something, since it's so versatile. Or maybe not, since it's just used for crafting.)
2. What happens if it fails? Is XP lost, material components? (If you use my above suggestion, are the spell slot/s lost?)
3. The caster level required for many spells is different for different classes. How does Eldritch Crafter deal with that? (I suggest making the limit "The highest level that the Master Crafter can cast.")

----------------------

Imbue Item: Presumably, since this is only a temporary buff, this will be used by the Master Crafter for himself or for his party. I think you could simplify it a great deal, maybe...:

"The Master Crafter can imbue items with temporary magical properties. For each level of Master Crafter he has, he can add +1 point of magical ability to any armor or shield. For every two levels of Master Crafter, he can add +1 point of magical ability to any weapon. The items must be masterwork, but they need not have the usual +1 weapon enhancement bonus already. The points of ability may be used on one item or distributed among several. This ability can be used once per day per point of ability distributed, takes a full-round action per point of ability distributed, and lasts 24 hours. For example, a 3rd level Crafter can enchant a masterwork breastplate to be a +2 Breastplate with Light Fortification, or a masterwork longsword to be a Flaming Longsword and a +1 Light Steel Shield to be a +2 Light Steel Shield."

... Okay, I admit, my version's a bit confusing too. :eek: Think about it, though. You might add the stipulation that the item being imbued must have been crafted by the Crafter.
 
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B4cchus

Visitor
Your new proposed writeup for the imbue item looks good and is in line with what i had in my mind.
I'll juggle around a bit with the wording and post it when i think it's good.
As for the eldritch crafter, i agree that using UMD could be a good change.
I don't want to limit the uses per day or require spell slots (since it is possible to emulate higher level spalls then he may actually cast.
I do want to limit the ability to items he crafts himself.
If the check fails he looses the day of crafting (effectively 100 craft points) but no xp and he can try again afterwards. Since the spell was not cast material components and xp for the spell are not lost.
 

Erekose13

Visitor
I've got a few comments and suggestions.
1. It needs flavor. I'll note that a few of my own proposals have suffered from that before, but I really think that you can take this opportunity to tie the class to something like a particular region or ancient art.
2. Need to document what +1 Spell Level means, does it apply to any caster? what about psionics?
3. Skill list, should it include the other primary caster knowledge skills (religion, nature, psionics)?
4. Bonus feat is at 2nd and 4th on the table but 3rd in the text. Which had you intended?
5. Enhancement lists only include DMG item enhancements not the psionic ones (which are in the SRD as well).

Its a great start and I see that you've made a number of drastic improvements already. Keep going cause you're on to something.
 

B4cchus

Visitor
Im struggling a bit to add psionics in the mix. What do you guys think? Just add the psionic enhancements to the current list? Or make a seperate list for psionic enhancements (which might split the class in two, which i don't really like)?

Thanks for all the other comments! I'm intergrating them as we speak type!
 

Rae ArdGaoth

Visitor
Psionics does need to be addressed. Making the caster progression caster/manifester would be appropriate, I think. I think making all psionic and magical abilities available to anyone is broken. Perhaps a requisite, such as "In order to imbue psionic abilities, the Crafter must have at least one psionic craft feat" and vice versa for magic. Not too many Crafters will be both magic and psionics users.
 
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B4cchus

Visitor
Hi folks, I updated the proposal in the first post.


Changes made:
-Rewrite of the Imbue item ability. It now uses 'Imbue Points' and psionic powers are added.
-Added explanation to "+1 caster level"
-Corrected Bonus feat: the text is adjusted to reflect the table (bonus feat at 2nd and 4th).
-Added knowledge psionics and sue psionic device to the skill list.
I chose not to add knowledge religion/nature to the skill list.
Knowledge arcana and psionics are added because they cover magical/psionic items.
- added cerebral crafter to split eldritch crafter into magic and psionics.

Does this class require you to be a caster? Should it?
-> The required item creation feat automaticly dictates that you need to be a caster to get in.

Still to change:
Add flavour
 
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Rae ArdGaoth

Visitor
Imbue Item: Are there any weapon/armor abilities lower than +5 value that you've excluded? If so, for what reason? If not, you don't need the lists, just add a clause saying "No single ability worth more than +4 can be imbued in a weapon or armor." Also, I think weapon abilities should be twice as expensive as armor abilities in terms of Imbue Points. I'm open to persuasion, though, so give me your reasoning for changing that.

Eldritch Crafter/Cerebral Crafter: These abilities sound pretty fair to me, since they can only be used for crafting. I think there should be some kind of penalty for failing, though. The last sentence (the caster/manifester level requirement) is unclear to me.
 

B4cchus

Visitor
I agree that weapon abilities should be more expensive (they where in my origional writeup), so i'll change that. I'm unsure if they should be twice as expensive since a +2 at level 4 (min char level 9) isn't all too inpressive.
I didn't leave out abilities but i did translate some abilities that have a flat gp price to a +x bonus in the weapon/armor enhancements list.

The penalty for eldritch/cerebral crafter also got lost in the latest update. Origionally it meant a day of crafting lost, translated in 100 craft points.
 

Rae ArdGaoth

Visitor
100 craft points is a hard hit, especially in a world where CP are relatively hard to come by. Speaking of CP, that's an interesting aspect that this class doesn't address. Should gaining levels in MC grant some additional CP? I think that would be reasonable.

On the +1 caster levels: I'm completely unfamiliar with the crafting rules, so I just took a look at them. It appears that all magic items require not just a spell, but a caster level. So taking this class really cripples a crafter, even at 5th level when he gets the eldritch/cerebral ability. That's completely against the flavor of the class, methinks. So I suggest either full caster progression or changing eldritch/cerebral to allow the crafter to emulate a higher caster level.

Or... here's a thought. A level 1 MC ability that allows the crafter to emulate a higher CL limited by his character level + his MC level. That way his MC levels count double, or if he's split between two casting classes he can compensate for the level loss. This way he gets a high CL for crafting purposes only, and the spell progression doesn't have to change.

Imbue Item: I agree, +2 weapon bonus is unimpressive. But it's a very versatile weapon bonus. I mean, normally if a character has a flaming longsword and goes up against a fire creature, he's kinda screwed unless he buys a new, very expensive, weapon. If the MC plays his cards right, he can have a ice weapon or a fire weapon or a holy weapon or... whatever. He can't have a brilliant energy weapon, but those are pretty powerful.

Maybe changing the number of times per day it can be used would help compensate, trading power for versatility. Otherwise, making weapon abilities cost 1.5x as much is just complicated.
 
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