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Master crafter
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<blockquote data-quote="B4cchus" data-source="post: 3483885" data-attributes="member: 35026"><p>Hi folks!</p><p>I created this prestige class a while ago and thought i'd post it as a proposal.</p><p>What are the general thoughts on it: overpowered? underpowered?</p><p>All feedback is very welcome!</p><p></p><p>The all new and improved proposal:</p><p></p><p>changed caster level increase: Now the MC only looses a caster level at first level</p><p>added extra spells: the mc gains a couple of spells added to his spell list. </p><p>NOTE: psionic power still to be added!</p><p></p><p>v0.6</p><p>----</p><p>Master Crafter</p><p></p><p>Hit Dice: d6</p><p></p><p>Requirements:</p><p>Feats: any item creation feat</p><p>Skills: craft (any 2): 8 ranks.</p><p>Special: must be accepted by the guild counsel.</p><p></p><p>[code]</p><p>level BAB Fort Ref Will Special </p><p>1st +0 +0 +0 +2 Master craftsman; Guild member; Extra spells</p><p>2nd +1 +0 +0 +3 +1 caster level; Bonus feat; Extra spells</p><p>3rd +2 +1 +1 +3 +1 caster level; Resourceful crafter; Extra spells</p><p>4th +3 +1 +1 +4 +1 caster level; Bonus feat; Extra spells</p><p>5th +3 +1 +1 +4 +1 caster level; Eldritch crafter; Cerebral crafter; Extra spells</p><p>[/code]</p><p></p><p>Skill points: 4+int per level</p><p>Skills: appraise, craft, concentration, profession, knowledge (arcana),</p><p>knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.</p><p></p><p>Class features:</p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p>Weapon and Armor Proficiency.</p><p>A Master crafter gains no new weapon or armor proficiencies.</p><p></p><p>+1 caster level.</p><p>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.</p><p></p><p>Guild member.</p><p>A first level master crafter is considered an Aspirant.</p><p>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).</p><p>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).</p><p></p><p>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.</p><p>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).</p><p>A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members.</p><p>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.</p><p></p><p>Extra spells.</p><p>At each level, the Master crafter add new spells to the spell list of one of his previous spellcasting classes.</p><p>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.</p><p>A spontaineous caster adds these spells to his spell list and not automaticly to his spells known. </p><p></p><p>The following table shows which spells are added to the character's spell list at each master crafter level:</p><p>Level: Spells:</p><p>1 imbue weapon, lesser(1); imbue armor, lesser(2); imbue armor(3)</p><p>2 imbue weapon(4)</p><p>3 imbue armor, greater(5); imbue armor, lesser, mass(5)</p><p>4 imbue weapon, greater(6); imbue armor, mass(7)</p><p>5 imbue weapon, mass (8); imbue armor, greater, mass(9)</p><p></p><p></p><p>Master craftsman.</p><p>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.</p><p></p><p>Bonus Feat.</p><p>At second and fourth level the master crafter can pick a feat from the following list:</p><p>Skill focus (any craft), any item creation feat, talented crafter;</p><p></p><p>Resourceful crafter.</p><p>A resourceful crafter can create marvelous items with great ease.</p><p>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.</p><p></p><p>Eldritch crafter.</p><p>A master crafter of this level can attempt to emulate spells that he can use to create magic items.</p><p>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).</p><p>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.</p><p>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.</p><p></p><p>Cerebral crafter.</p><p>A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items.</p><p>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).</p><p>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.</p><p>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.</p><p></p><p>Ex Master Crafters.</p><p>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.</p><p>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),</p><p></p><p>The Master Crafter Guild</p><p>History</p><p>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.</p><p>Members of the guild where educated in both the art of magic and crafts.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p></p><p>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.</p><p>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.</p><p></p><p>Organization</p><p>The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.</p><p>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.</p><p>The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.</p><p>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.</p><p></p><p>Membership.</p><p>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.</p><p>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.</p><p></p><p>The current Counsel:</p><p>Sirrius Dagoden (male dwarf): the current guildmaster</p><p>Brunn Hager (male human): counsel member</p><p>Fillamar Estram (female elf): counsel member</p><p>Ombur Glitterstone (male dwarf): counsel member</p><p>William Ander (male human): counsel member</p><p>Adrianna Branwen (female human): the current emissary from the Chromatic Order.</p><p></p><p>[sblock=proposal 5]</p><p>The all new and improved proposal:</p><p></p><p>Added Rea's rewrite of the imbue tem ability.</p><p>Added restriction to max. bonus equals 1/2 caster level</p><p>Added psionic/magic use of imbue item to the description.</p><p>Small changes to background</p><p></p><p>v0.5</p><p>----</p><p><strong>Master Crafter</strong></p><p></p><p>Hit Dice: d6</p><p></p><p><strong>Requirements:</strong></p><p>Feats: any item creation feat</p><p>Skills: craft (any 2): 8 ranks.</p><p>Special: must be accepted by the guild counsel.</p><p></p><p>[code]</p><p>level BAB fort Ref Will Special</p><p>1st +0 +0 +0 +2 +1 caster level; Master craftsman; Imbue item;</p><p>2nd +1 +0 +0 +3 Bonus feat; Guild member;</p><p>3rd +2 +1 +1 +3 +1 caster level; Resourceful crafter; </p><p>4th +3 +1 +1 +4 Bonus feat;</p><p>5th +3 +1 +1 +4 +1 caster level; Eldritch crafter; Cerebral crafter.</p><p>[/code]</p><p>Skill points: 4+int per level</p><p>Skills: appraise, craft, concentration, profession, knowledge (arcana), </p><p>knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.</p><p></p><p><strong>Class features:</strong></p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency.</strong> </p><p>A Master crafter gains no new weapon or armor proficiencies.</p><p></p><p><strong>+1 caster level.</strong></p><p>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. </p><p></p><p><strong>Guild member.</strong></p><p>A first level master crafter is considered an Aspirant.</p><p>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).</p><p>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).</p><p></p><p>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. </p><p>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).</p><p>A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members. </p><p>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.</p><p></p><p><strong>Master craftsman.</strong></p><p>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.</p><p></p><p><strong>Imbue Item.</strong></p><p>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.</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Imbued items are treated as magical items of equivalent power for purposes such as suppressing its abilities with dispel magic or sundering them.</p><p></p><p><strong>Bonus Feat.</strong></p><p>At second and fourth level the master crafter can pick a feat from the following list: </p><p>Skill focus (any craft), any item creation feat, talented crafter;</p><p></p><p><strong>Resourceful crafter.</strong></p><p>A resourceful crafter can create marvelous items with great ease.</p><p>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.</p><p></p><p><strong>Eldritch crafter.</strong></p><p>A master crafter of this level can attempt to emulate spells that he can use to create magic items. </p><p>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).</p><p>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.</p><p>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.</p><p></p><p><strong>Cerebral crafter. </strong> </p><p>A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items. </p><p>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).</p><p>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.</p><p>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.</p><p></p><p><strong>Ex Master Crafters.</strong></p><p>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.</p><p>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),</p><p></p><p><strong>The Master Crafter Guild</strong></p><p><em>History</em></p><p>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.</p><p>Members of the guild where educated in both the art of magic and crafts.</p><p>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. </p><p>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. </p><p>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. </p><p>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).</p><p></p><p>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.</p><p>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.</p><p></p><p><em>Organization</em></p><p>The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.</p><p>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.</p><p>The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.</p><p>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.</p><p></p><p><em>Membership.</em></p><p>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.</p><p>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.</p><p></p><p><em>The current Counsel:</em></p><p>Sirrius Dagoden (male dwarf): the current guildmaster </p><p>Brunn Hager (male human): counsel member </p><p>Fillamar Estram (female elf): counsel member </p><p>Ombur Glitterstone (male dwarf): counsel member </p><p>William Ander (male human): counsel member</p><p>Adrianna Branwen (female human): the current emissary from the Chromatic Order.</p><p>[/sblock]</p><p>[sblock=proposal #4]</p><p>Changes made in version 0.4:</p><p>Added CL bonus for crafting in the Master craftsman ability.</p><p>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/</p><p>Changed imbue item: weapon enhancements now cost 1 imbue point more. </p><p>Added the Master Crafter Guild background and rules</p><p></p><p>Master Crafter</p><p></p><p>Hit Dice: d6</p><p></p><p>requirements:</p><p>Feats: any item creation feat</p><p>Skills: craft (any 2): 8 ranks.</p><p>Special: must be accepted by the guild counsel.</p><p></p><p>[code]</p><p>level BAB fort Ref Will Special</p><p>1st +0 +0 +0 +2 +1 caster level; Master craftsman; Imbue item;</p><p>2nd +1 +0 +0 +3 Bonus feat; Guild member;</p><p>3rd +2 +1 +1 +3 +1 caster level; Resourceful crafter; </p><p>4th +3 +1 +1 +4 Bonus feat;</p><p>5th +3 +1 +1 +4 +1 caster level; Eldritch crafter; Cerebral crafter.</p><p>[/code]</p><p>Skill points: 4+int per level</p><p>Skills: appraise, craft, concentration, profession, knowledge (arcana), </p><p>knowledge (architecture and engineering), knowledge (psionics), use magic device, use psionic device.</p><p></p><p>Class features:</p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p>Weapon and Armor Proficiency: A Master crafter gains no new weapon or </p><p>armor proficiencies.</p><p></p><p>+1 caster level</p><p>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. </p><p></p><p>Guild member.</p><p>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).</p><p>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).</p><p>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. </p><p>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).</p><p>A master crafter gains a +2 circumstance bonus to any charisma based social check when dealing with fellow guild members. </p><p>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.</p><p></p><p>Master craftsman.</p><p>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.</p><p></p><p>Imbue Item.</p><p>The Master Crafter can imbue items with temporary magical properties. At each class level the Master Crafter gains 1 additional Imbue Point. </p><p></p><p>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.</p><p>Contrary to normal magical items, an imbued item does not require a +1 enchantment bonus to add an ability.</p><p></p><p>Once imbued, the item keeps its new special properties for 24 hours.</p><p>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.</p><p></p><p>Imbuing an item requires a full round action which does not provoke an attack of opportunity.</p><p></p><p>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).</p><p></p><p>A master crafter can choose form the following enhancements to add powers to weapons or armor by spending Imbue Points.</p><p>Normal restrictions apply for adding powers to items such as ranged weapons and shields, as described in the individual descriptions.</p><p></p><p>[sblock=magical armor enhancements*]</p><p>[code]</p><p>+ 1 Enchantment +1 bonus</p><p>Arrow catching +1 bonus</p><p>Bashing +1 bonus</p><p>Blinding +1 bonus</p><p>Fortification, light +1 bonus</p><p>+ 2 Enchantment +2 bonus</p><p>Arrow deflection +2 bonus</p><p>Animated +2 bonus</p><p>Glamered +2 bonus</p><p>Slick +2 bonus</p><p>Shadow +2 bonus</p><p>Silent moves +2 bonus</p><p>Spell resistance (13) +2 bonus</p><p>+ 3 Enchantment +3 bonus</p><p>Ghost touch +3 bonus</p><p>Invulnerability +3 bonus</p><p>Fortification, moderate +3 bonus</p><p>Spell resistance (15) +3 bonus</p><p>Wild +3 bonus</p><p>+ 4 Enchantment +4 bonus</p><p>Slick, improved +4 bonus</p><p>Shadow, improved +4 bonus</p><p>Silent moves, improved +4 bonus</p><p>Acid resistance +4 bonus</p><p>Cold resistance +4 bonus</p><p>Electricity resistance +4 bonus</p><p>Fire resistance +4 bonus</p><p>Sonic resistance +4 bonus</p><p>Spell resistance (17) +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=magical weapon enhancements*]</p><p>[code]</p><p>+1 Enchantment +2 bonus</p><p>Bane +2 bonus</p><p>Defending +2 bonus</p><p>Distance +2 bonus</p><p>Flaming +2 bonus</p><p>Frost +2 bonus</p><p>Ghost touch +2 bonus</p><p>Keen +2 bonus</p><p>Ki Focus +2 bonus</p><p>Merciful +2 bonus</p><p>Mighty cleaving +2 bonus</p><p>Returning +2 bonus</p><p>Seeking +2 bonus</p><p>Shock +2 bonus</p><p>Spell storing +2 bonus</p><p>Throwing +2 bonus</p><p>Thundering +2 bonus</p><p>Vicious +2 bonus</p><p>+2 Enchantment +3 bonus</p><p>Anarchic +3 bonus</p><p>Axiomatic +3 bonus</p><p>Disruption +3 bonus</p><p>Flaming burst +3 bonus</p><p>Holy +3 bonus</p><p>Icy burst +3 bonus</p><p>Shocking burst +3 bonus</p><p>Unholy +3 bonus</p><p>Wounding +3 bonus</p><p>+3 Enchantment +4 bonus</p><p>Speed +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=psionic armor enhancements**]</p><p>[code]</p><p>+1 Enchantment +1 bonus</p><p>Quickness +1 bonus</p><p>Heartening +1 bonus</p><p>Ranged +1 bonus</p><p>+2 Enchantment +2 bonus</p><p>Landing +2 bonus</p><p>Floating +2 bonus</p><p>Linked +2 bonus</p><p>Seeing +2 bonus</p><p>Power resistance (13) +2 bonus</p><p>+3 Enchantment +3 bonus</p><p>Ectoplasmic +3 bonus</p><p>Gleaming +3 bonus</p><p>Power resistance (15) +3 bonus</p><p>Vanishing +3 bonus</p><p>Manifester +3 bonus</p><p>+4 Enchantment +4 bonus</p><p>Mindarmor +4 bonus</p><p>Power resistance (17) +4 bonus</p><p>Radiant +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=psionic weapon enhancements**]</p><p>[code]</p><p>+1 Enchantment +2 bonus</p><p>Psychokinetic +2 bonus</p><p>Dissipater +2 bonus</p><p>Lucky +1 bonus</p><p>Sundering +2 bonus</p><p>Power storing +2 bonus</p><p>Teleporting +2 bonus</p><p>+2 Enchantment +3 bonus</p><p>Collision +3 bonus</p><p>Dislocator +4 bonus</p><p>Mindcrusher +3 bonus</p><p>Psychokinetic burst +3 bonus</p><p>Suppression +3 bonus</p><p>Psibane +2 bonus</p><p>Parrying +3 bonus</p><p>+3 Enchantment +4 bonus</p><p>Manifester +4 bonus</p><p>Bodyfeeder +4 bonus</p><p>Mindfeeder +4 bonus</p><p>Soulbreaker +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>* In order to use these enhancements, the master crafter must have at least one level in an arcane or divine spellcasting class.</p><p></p><p>** In order to use these enhancements, the master crafter must have at least one level in a psioic class.</p><p></p><p>Bonus Feat.</p><p>At second and fourth level the master crafter can pick a feat from the </p><p>following list: Skill focus (any craft), any item creation feat, talented crafter;</p><p></p><p>Resourceful crafter.</p><p>A resourceful crafter can create marvelous items with great ease.</p><p>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.</p><p></p><p>Eldritch crafter.</p><p>A master crafter of this level can attempt to emulate spells that he can use to create magic items. </p><p>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).</p><p>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.</p><p></p><p>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.</p><p></p><p>Cerebral crafter. </p><p>A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items. </p><p>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).</p><p>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.</p><p>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.</p><p></p><p>Ex Master Crafters.</p><p>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.</p><p>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),</p><p></p><p>The Master Crafter Guild</p><p>History</p><p>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.</p><p>Members of the guild where educated in both the art of magic and crafts.</p><p>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. </p><p>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. </p><p>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. </p><p>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).</p><p></p><p>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.</p><p>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.</p><p></p><p>Organization</p><p>The guild is organized in three tiers: the guild master, the guild counsel, and the rest of the members.</p><p>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.</p><p>The counsel votes on decisions concerning the allocation of funds and crafting of very powerful items.</p><p>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.</p><p></p><p>Membership.</p><p>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.</p><p>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. </p><p>[/sblock]</p><p></p><p>[sblock=proposal #3]</p><p>Master Crafter</p><p>Hit Dice: d6</p><p></p><p>requirements:</p><p>Feats: any item creation feat</p><p>Skills: craft (any 2): 8 ranks.</p><p>Special: must have created a magic item.</p><p></p><p>[code]</p><p>level BAB fort Ref Will Special</p><p>1st +0 +0 +0 +2 +1 caster level; Master craftsman; Imbue item;</p><p>2nd +1 +0 +0 +3 Bonus feat;</p><p>3rd +2 +1 +1 +3 +1 caster level; Resourceful crafter; </p><p>4th +3 +1 +1 +4 Bonus feat;</p><p>5th +3 +1 +1 +4 +1 caster level; Eldritch crafter; Cerebral crafter.</p><p>[/code]</p><p>Skillpoints: 4+int per level</p><p>Skills: appraise, craft, concentration, profession , knowledge (arcana), </p><p>knowledge (architectuer and engineering), knowledge (psionics), use magic device, use psionic device.</p><p></p><p>Class features:</p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p>Weapon and Armor Proficiency: A Master crafter gains no new weapon or </p><p>armor proficiencies.</p><p></p><p>+1 caster level</p><p>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. </p><p></p><p>Master craftsman.</p><p>A master crafter gains a competence bonus on any craft check equal to his master crafter level.</p><p></p><p>Imbue Item.</p><p>The Master Crafter can imbue items with temporary magical properties. At each class level the Master Crafter gains 1 additional Imbue Point. </p><p></p><p>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.</p><p>Contrary to normal magical items, an imbued item does not require a +1 enchantment bonus to add an ability.</p><p></p><p>Once imbued, the item keeps its new special properties for 24 hours.</p><p>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.</p><p></p><p>Imbueing an item requires a full round action which does not provoke an attack of ppertunity.</p><p></p><p>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).</p><p></p><p>A master crafter can choose form the following enhancements to add powers to weapons or armor by spending Imbue Points.</p><p>Normal restrictions apply for adding powers to items such as ranged weapons and shields, as described in the individual descriptions.</p><p>[sblock=magical armor enhancements*]</p><p>[code]</p><p>+ 1 Enchantment +1 bonus</p><p>Arrow catching +1 bonus</p><p>Bashing +1 bonus</p><p>Blinding +1 bonus</p><p>Fortification, light +1 bonus</p><p>+ 2 Enchantment +2 bonus</p><p>Arrow deflection +2 bonus</p><p>Animated +2 bonus</p><p>Glamered +2 bonus</p><p>Slick +2 bonus</p><p>Shadow +2 bonus</p><p>Silent moves +2 bonus</p><p>Spell resistance (13) +2 bonus</p><p>+ 3 Enchantment +3 bonus</p><p>Ghost touch +3 bonus</p><p>Invulnerability +3 bonus</p><p>Fortification, moderate +3 bonus</p><p>Spell resistance (15) +3 bonus</p><p>Wild +3 bonus</p><p>+ 4 Enchantment +4 bonus</p><p>Slick, improved +4 bonus</p><p>Shadow, improved +4 bonus</p><p>Silent moves, improved +4 bonus</p><p>Acid resistance +4 bonus</p><p>Cold resistance +4 bonus</p><p>Electricity resistance +4 bonus</p><p>Fire resistance +4 bonus</p><p>Sonic resistance +4 bonus</p><p>Spell resistance (17) +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=magical weapon enhancements*]</p><p>[code]</p><p>+1 Enchantment +1 bonus</p><p>Bane +1 bonus</p><p>Defending +1 bonus</p><p>Distance +1 bonus</p><p>Flaming +1 bonus</p><p>Frost +1 bonus</p><p>Ghost touch +1 bonus</p><p>Keen +1 bonus</p><p>Ki Focus +1 bonus</p><p>Merciful +1 bonus</p><p>Mighty cleaving +1 bonus</p><p>Returning +1 bonus</p><p>Seeking +1 bonus</p><p>Shock +1 bonus</p><p>Spell storing +1 bonus</p><p>Throwing +1 bonus</p><p>Thundering +1 bonus</p><p>Vicious +1 bonus</p><p>+2 Enchantment +2 bonus</p><p>Anarchic +2 bonus</p><p>Axiomatic +2 bonus</p><p>Disruption +2 bonus</p><p>Flaming burst +2 bonus</p><p>Holy +2 bonus</p><p>Icy burst +2 bonus</p><p>Shocking burst +2 bonus</p><p>Unholy +2 bonus</p><p>Wounding +2 bonus</p><p>+3 Enchantment +3 bonus</p><p>Speed +3 bonus</p><p>+4 Enchantment +4 bonus</p><p>Brilliant energy +4 bonus </p><p>Dancing +4 bonus </p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=psionic armor enhancements**]</p><p>[code]</p><p>+1 Enchantment +1 bonus</p><p>Quickness +1 bonus</p><p>Heartening +1 bonus</p><p>Ranged +1 bonus</p><p>+2 Enchantment +2 bonus</p><p>Landing +2 bonus</p><p>Floating +2 bonus</p><p>Linked +2 bonus</p><p>Seeing +2 bonus</p><p>Power resistance (13) +2 bonus</p><p>+3 Enchantment +3 bonus</p><p>Ectoplasmic +3 bonus</p><p>Gleaming +3 bonus</p><p>Power resistance (15) +3 bonus</p><p>Vanishing +3 bonus</p><p>Manifester +3 bonus</p><p>+4 Enchantment +4 bonus</p><p>Mindarmor +4 bonus</p><p>Power resistance (17) +4 bonus</p><p>Radiant +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=psionic weapon enhancements**]</p><p>[code]</p><p>+1 Enchantment +1 bonus</p><p>Psychokinetic +1 bonus</p><p>Dissipater +1 bonus</p><p>Lucky +1 bonus</p><p>Sundering +1 bonus</p><p>Power storing +1 bonus</p><p>Teleporting +1 bonus</p><p>+2 Enchantment +2 bonus</p><p>Collision +2 bonus</p><p>Dislocator +3 bonus</p><p>Mindcrusher +2 bonus</p><p>Psychokinetic burst +2 bonus</p><p>Suppression +2 bonus</p><p>Psibane +2 bonus</p><p>Parrying +2 bonus</p><p>+3 Enchantment +3 bonus</p><p>Manifester +3 bonus</p><p>Bodyfeeder +3 bonus</p><p>Mindfeeder +3 bonus</p><p>Soulbreaker +3 bonus</p><p>+4 Enchantment +4 bonus</p><p>Psychic +4 bonus</p><p>Great dislocator +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>* In order to use these enhancements, the master crafter must have at least one level in an arcane or divine spellcasting class.</p><p></p><p>** In order to use these enhancements, the master crafter must have at least one level in a psioic class.</p><p></p><p></p><p>Bonus Feat.</p><p>At second and fourth level the master crafter can pick a feat from the </p><p>following list: Skill focus (any craft), any item creation feat, talented crafter;</p><p></p><p>Resourceful crafter.</p><p>A resourceful craftsman can create marvellous items with great ease.</p><p>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.</p><p></p><p>Eldritch crafter.</p><p>A master crafter of this level can attempt to emulate spells that he can use to create magic items. </p><p>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).</p><p>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.</p><p></p><p>Cerebral crafter. </p><p>A master crafter of this level can attempt to emulate psionic powers that he can use to create magic items. </p><p>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).</p><p>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.</p><p>[/sblock]</p><p></p><p>[sblock=2nd proposal]</p><p>[code]</p><p>Master Crafter</p><p></p><p>Hit Dice: d6</p><p></p><p>requirements:</p><p>Feats: any item creation feat</p><p>Skills: craft (any 3): 8 ranks.</p><p>Special: must have created a magic item; must have a shop.</p><p></p><p>level BAB fort Ref Will Special</p><p>1st +0 +0 +0 +2 +1 caster level; Master craftsman; Imbue item I;</p><p>2nd +1 +0 +0 +3 Bonus feat; Imbue item II;</p><p>3rd +2 +1 +1 +3 +1 caster level; Imbue item III; Resourceful crafter; </p><p>4th +3 +1 +1 +4 Bonus feat; Imbue item IV;</p><p>5th +3 +1 +1 +4 +1 caster level; Eldritch crafter;</p><p></p><p>Skillpoints: 4+int per level</p><p>Skills: appraise, craft, concentration, profession , knowledge (arcana), </p><p>knowledge (architectuer and engineering), use magic device.</p><p></p><p>Class features:</p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p>Weapon and Armor Proficiency: A Master crafter gains no new weapon or </p><p>armor proficiencies.</p><p></p><p>Master craftsman: A master crafter gains a competence bonus on any craft </p><p>check equal to his master crafter level.</p><p></p><p>Imbue item I: A master crafter can imbue an item with a temporarily bonus. </p><p>The master crafter can use this ability a number of times per day equal to his </p><p>master crafter level.</p><p>The master crafter can only imbue non-magical weapons and armor. </p><p>Any weapon or armor can be imbued with only one ability at any given time.</p><p>Using this ability requires a full-round action which does not provoke </p><p>attacks of oppertunity.</p><p>At first level, the master crafter can choose from all enhancements listed for </p><p>magical armor with no more than a +1 modifier.</p><p></p><p>Imbue item II: A master crafter can imbue an item just like with the the </p><p>previous abilities but in addition he can choose from all enhancements </p><p>listed for magical armor with no more than a +2 modifier aor any weapon </p><p>enhancements with no more than a +1 modifier.</p><p></p><p>Imbue item III: A master crafter can imbue an item just like with the the </p><p>previous abilities but in addition he can choose from all enhancements </p><p>listed for magical armor with no more than a +3 modifier or any weapon </p><p>enhancements with no more than a +2 modifier.</p><p></p><p>Imbue item IV: A master crafter can imbue an item just like with the the </p><p>previous abilities but in addition he can choose from all enhancements </p><p>listed for magical armor with no more than a +4 modifier or any weapon </p><p>enhancements with no more than a +3 modifier.</p><p></p><p>The duraction can be calculated according to the table:</p><p></p><p>Master crafter level +1 bonus +2 bonus +3 bonus +4 bonus</p><p>1 1 min/lvl n/a n/a n/a</p><p>2 10 min/lvl 1 min/lvl n/a n/a</p><p>3 1 hr / lvl 10 min/lvl 1 min/lvl n/a</p><p>4/5 24 hours 1 hr/lvl 10 min/lvl 1 min/lvl</p><p>note: use the master crater class level to calculate the duration.</p><p></p><p>Bonus Feat: at third level the master crafter can pick a feat from the </p><p>following list: Skill focus (any craft), any item creation feat, talented crafter;</p><p></p><p>Resourceful crafter: A resourceful craftsman can create marvellous items with great ease.</p><p>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.</p><p></p><p>Eldritch crafter: A master crafter of this level can attempt to emulate </p><p>spells or psionic powers that he can use to create magic items. </p><p>By using a spellcraft check (DC 20 + spell level) he can cast the spell in </p><p>order to create a magical item. This ability can only be used to create </p><p>magic items. Any material components and XP costs required by the spell </p><p>must still be paid. If the master crafter has the spell on his spell list, </p><p>he get's a +4 bonus on this check. The requires caster level to cast the </p><p>spell may not be higher than the master crafter's character level.</p><p>[/code]</p><p>[sblock=armor enhancements]</p><p>[code]</p><p>Fortification, light +1 bonus</p><p>+ 1 armor/shield +1 bonus</p><p>Glamered +2 bonus</p><p>Slick +2 bonus</p><p>Shadow +2 bonus</p><p>Silent moves +2 bonus</p><p>Spell resistance (13) +2 bonus</p><p>+ 2 armor/shield +2 bonus</p><p>Ghost touch +3 bonus</p><p>Invulnerability +3 bonus</p><p>Fortification, moderate +3 bonus</p><p>Spell resistance (15) +3 bonus</p><p>Wild +3 bonus</p><p>+ 3 armor/shield +3 bonus</p><p>Slick, improved +4 bonus</p><p>Shadow, improved +4 bonus</p><p>Silent moves, improved +4 bonus</p><p>Acid resistance +4 bonus</p><p>Cold resistance +4 bonus</p><p>Electricity resistance +4 bonus</p><p>Fire resistance +4 bonus</p><p>Sonic resistance +4 bonus</p><p>Spell resistance (17) +4 bonus</p><p>+ 4 armor/shield +4 bonus</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=weapon enhancements]</p><p>[code]</p><p>+ 1 weapon +1 bonus</p><p>Bane +1 bonus</p><p>Defending +1 bonus</p><p>Distance +1 bonus</p><p>Flaming +1 bonus</p><p>Frost +1 bonus</p><p>Ghost touch +1 bonus</p><p>Keen +1 bonus</p><p>Ki Focus +1 bonus</p><p>Merciful +1 bonus</p><p>Mighty cleaving +1 bonus</p><p>Returning +1 bonus</p><p>Seeking +1 bonus</p><p>Shock +1 bonus</p><p>Spell storing +1 bonus</p><p>Throwing +1 bonus</p><p>Thundering +1 bonus</p><p>Vicious +1 bonus</p><p>+ 2 weapon +2 bonus</p><p>Anarchic +2 bonus</p><p>Axiomatic +2 bonus</p><p>Disruption +2 bonus</p><p>Flaming burst +2 bonus</p><p>Holy +2 bonus</p><p>Icy burst +2 bonus</p><p>Shocking burst +2 bonus</p><p>Unholy +2 bonus</p><p>Wounding +2 bonus</p><p>+ 3 weapon +3 bonus</p><p>Speed +3 bonus</p><p>[/code]</p><p>[/sblock]</p><p>[/sblock]</p><p>[sblock=old proposal]</p><p>[code]</p><p>Master crafter</p><p>Hit Dice: d6</p><p></p><p>requirements:</p><p>Feats: Skill focus (any craft).</p><p>Skills: craft (any 2): 8 ranks.</p><p>Other: crafted a masterwork item; must have a shop.</p><p></p><p>level BAB fort Ref Will Special</p><p>1st +0 +2 +0 +2 Resourceful crafter; Dedicated apprentice</p><p>2nd +1 +3 +0 +3 Bonus Feat*</p><p>3rd +2 +3 +1 +3 Great Craftsman</p><p>4th +3 +4 +1 +4 Bonus Feat*</p><p>5th +3 +4 +1 +4 Eldritch craftsman</p><p></p><p>Skillpoints: 4+int per leel</p><p>Skills: appraise, craft, concentration, profession , knowledge (arcana), knowledge (architectuer and engineering), use magic device.</p><p></p><p>Class features:</p><p>All of the following are Class features of the Master Crafter prestige class.</p><p></p><p>Weapon and Armor Proficiency: A Master crafter gains no new weapon or armor proficiencies.</p><p></p><p>Resourceful crafter: A master crafter gains 1.5 times the craftpoints at each class level he gains.</p><p></p><p>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.</p><p>The apprentice is a non-statted NPC who cannot take any role in an adventure. </p><p>When the master Crafter is away and the dedicated apprentice is attending the shop, you still gain normal benefits from the workshop.</p><p></p><p>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.</p><p></p><p>Great Craftsman: A great craftsman can create marvellous items with great ease. </p><p>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.</p><p>When crafting, all costs are reduced by 10% (this includes gold costs (raw metrials), time (craft points) and xp costs. </p><p>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.</p><p></p><p>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.</p><p>[/sblock]</p><p>[/code]</p></blockquote><p></p>
[QUOTE="B4cchus, post: 3483885, member: 35026"] 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 [/code] 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 ---- [B]Master Crafter[/B] Hit Dice: d6 [B]Requirements:[/B] 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. [/code] 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. [B]Class features:[/B] All of the following are Class features of the Master Crafter prestige class. [B]Weapon and Armor Proficiency.[/B] A Master crafter gains no new weapon or armor proficiencies. [B]+1 caster level.[/B] 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. [B]Guild member.[/B] 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. [B]Master craftsman.[/B] 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. [B]Imbue Item.[/B] 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. [B]Bonus Feat.[/B] 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; [B]Resourceful crafter.[/B] 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. [B]Eldritch crafter.[/B] 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. [B]Cerebral crafter. [/B] 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. [B]Ex Master Crafters.[/B] 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), [B]The Master Crafter Guild[/B] [I]History[/I] 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. [I]Organization[/I] 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. [I]Membership.[/I] 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. [I]The current Counsel:[/I] 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. [/code] 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 [/code] [/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 [/code] [/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 [/code] [/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 [/code] [/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. [/code] 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 [/code] [/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 [/code] [/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 [/code] [/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 [/code] [/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. [/code] [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 [/code] [/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 [/code] [/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. [/sblock] [/code] [/QUOTE]
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