I found this "Dwoemercrafter" Prestige Class on the internet, and it seems to be WAY too powerful. I can't think of a single reason NOT to take this Prestige Class if you are a wizard.
What do the rest of you think? Also, how could this Prestige Class be better balanced? (I would like to add it to the game.)
Dweomercrafter
Dweomercrafters are spellcasters who dedicate their life to the creation of items. They are fascinated by artifacts, relics, and magical items. They must often adventure to gain new lore on items as well as materials for creating items.
Hit Die: d4
Requirements
To qualify to become a Dweomercrafter, a character must fulfill all the following criteria.
Concentration: 8 ranks
Craft (any): 8 ranks
Knowledge: (Arcana): 8 ranks
Spellcraft: 8 ranks
Feats: any item creation feat and Skill Focus [spellcraft]
Spells: Ability to prepare and cast arcane spells of 3rd level or higher.
Class Skills
The Dweomercrafter’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int)
Skill Points at Each Level: 6 + Int modifier
Class Features
All the following are class feature of the Dweomercrafter prestige class.
Weapon and Armor Proficiency: Dweomercrafters gain no proficiency in any weapons, armor or with shields.
Class Attack Saves
Level Bonus Fort Refl Will Special Spells Per Day
1 +0 +0 +0 +2 XP reduction +1 of existing class
2 +1 +0 +0 +3 Feat +1 of existing class
3 +1 +1 +1 +3 Special +1 of existing class
4 +2 +1 +1 +4 Master Artisan +1 of existing class
5 +2 +1 +1 +4 Feat +1 of existing class
6 +3 +2 +2 +5 Special +1 of existing class
7 +3 +2 +2 +5 Control Portals +1 of existing class
8 +4 +2 +2 +6 Feat +1 of existing class
9 +4 +3 +3 +6 Special +1 of existing class
10 +5 +3 +3 +7 Magus Staff +1 of existing class
Spells Per Day: When a new Dweomercrafter level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dweomercrafter, he must decide to which class he adds the new level for purposes of determining spells per day.
XP reduction: When creating any item (wand, ring, constructs, etc.), the experience point cost is multiplied by 10%. This is applied before magical artisan or master artisan.
Feat: This feat can only be a metamagic feat, item creation feat, or magical artisan [any].
Special: The Dweomercrafter gains an item creation feat and the magical artisan feat for that item.
Master Artisan: Through experimentation and study, the Dweomer crafter becomes so adept at creating items that they are much cheaper. Whenever the Dweomercrafter creates any item, multiply the base cost by 75%. If he has a magical artisan feat for that item, the reductions stack (multiply the base cost by 50%).
Control Portals: as Halaster (pg. 180)
Magus Staff: When the Dweomercrafter gains this ability, he can create an incredibly powerful item. The Magus Staff is a combination of a rod of absorption, a staff, and secret lore. The Magus Staff is a magical staff that has been imbued with the qualities of a rod of absorption with no limit on usage. The Staff behaves as a Staff of the Magi with a few exceptions. It always informs the weilder of the number of charges it holds as a rod of absorption does and it is not capable of a retributive strike.
To create a Magus Staff, the Dweomercrafter adds double the cost of a rod of absorption to the cost of the staff to get the base cost. After obtaining the base cost, follow the rules for creating a staff.
What do the rest of you think? Also, how could this Prestige Class be better balanced? (I would like to add it to the game.)
Dweomercrafter
Dweomercrafters are spellcasters who dedicate their life to the creation of items. They are fascinated by artifacts, relics, and magical items. They must often adventure to gain new lore on items as well as materials for creating items.
Hit Die: d4
Requirements
To qualify to become a Dweomercrafter, a character must fulfill all the following criteria.
Concentration: 8 ranks
Craft (any): 8 ranks
Knowledge: (Arcana): 8 ranks
Spellcraft: 8 ranks
Feats: any item creation feat and Skill Focus [spellcraft]
Spells: Ability to prepare and cast arcane spells of 3rd level or higher.
Class Skills
The Dweomercrafter’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int)
Skill Points at Each Level: 6 + Int modifier
Class Features
All the following are class feature of the Dweomercrafter prestige class.
Weapon and Armor Proficiency: Dweomercrafters gain no proficiency in any weapons, armor or with shields.
Class Attack Saves
Level Bonus Fort Refl Will Special Spells Per Day
1 +0 +0 +0 +2 XP reduction +1 of existing class
2 +1 +0 +0 +3 Feat +1 of existing class
3 +1 +1 +1 +3 Special +1 of existing class
4 +2 +1 +1 +4 Master Artisan +1 of existing class
5 +2 +1 +1 +4 Feat +1 of existing class
6 +3 +2 +2 +5 Special +1 of existing class
7 +3 +2 +2 +5 Control Portals +1 of existing class
8 +4 +2 +2 +6 Feat +1 of existing class
9 +4 +3 +3 +6 Special +1 of existing class
10 +5 +3 +3 +7 Magus Staff +1 of existing class
Spells Per Day: When a new Dweomercrafter level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Dweomercrafter, he must decide to which class he adds the new level for purposes of determining spells per day.
XP reduction: When creating any item (wand, ring, constructs, etc.), the experience point cost is multiplied by 10%. This is applied before magical artisan or master artisan.
Feat: This feat can only be a metamagic feat, item creation feat, or magical artisan [any].
Special: The Dweomercrafter gains an item creation feat and the magical artisan feat for that item.
Master Artisan: Through experimentation and study, the Dweomer crafter becomes so adept at creating items that they are much cheaper. Whenever the Dweomercrafter creates any item, multiply the base cost by 75%. If he has a magical artisan feat for that item, the reductions stack (multiply the base cost by 50%).
Control Portals: as Halaster (pg. 180)
Magus Staff: When the Dweomercrafter gains this ability, he can create an incredibly powerful item. The Magus Staff is a combination of a rod of absorption, a staff, and secret lore. The Magus Staff is a magical staff that has been imbued with the qualities of a rod of absorption with no limit on usage. The Staff behaves as a Staff of the Magi with a few exceptions. It always informs the weilder of the number of charges it holds as a rod of absorption does and it is not capable of a retributive strike.
To create a Magus Staff, the Dweomercrafter adds double the cost of a rod of absorption to the cost of the staff to get the base cost. After obtaining the base cost, follow the rules for creating a staff.