Please comment on this PrC before I send it to my DM

Herzog

Adventurer
After reading through the allowed books in my DragonLance campaign for the umpteenth time and coming up empty, my DM allowed me to write my own prestige class.

Before presenting it to him, I thought it best to present it here first for critique, both for the strength of the prestige class and to see whether I missed something.

Before describing the PrC itself, I should provide the following information:
Reorx is the God of (among other things) Crafting in the DragonLance campaign setting.

My character can already qualify or can qualify after the next level for all the hard requirements. I expect a nice (solo or group) sidequest for the discovery of the ritual.

The described PrC is heavily based on the Battlesmith from Races of Stone, but focusses more on crafting instead of half-way between combat and crafting.

Last but not least: This PrC is targeted at characters with little or no spellcasting ability, who want to do more with the Craft rules, and stuck in a campaign with little or no downtime in which to use Crafting.

Chosen of Reorx


Where worshippers of various deities spend their time in temples, hold services and perform sacrificial rituals, the followers of Reorx pay hommage to their diety by performing their day to day actions. The tailor, the smith and the carpenter all honour Reorx by crafting and creating, repairing and adjusting the mundane, all in the name of Reorx.
Even when on the road, away from the more cumbersome tools of his craft, the artisan's mind focusses on Reorx when repairing his shield, carving a small wooden doll for a child, or carving a whistle for a friend.
In this day to day exchange of love for the craft between the artisans and Reorx, there is no room for eloquent prayers, drairy rituals or the offering of food or items.
But sometimes, Reorx finds a wandering craftsman, away from his people and his tools, who through circumstances beyond his control can not perform the crafts he loves so much, and takes pity.

To these, Reorx sends a message, to give them support in their plight, and to remind them Reorx is still there for them.
This message is personal, and only the target of the message can understand it is there for them, and that it is from Reorx.
In most cases, this is where it ends. The artisan's spirits are lifted, and he carries on, reminded of the fact that he is, and always will be, a craftsman in the eyes of Reorx, no matter his circumstances.
However, sometimes the artisan will take the message as a sign of something more, and become a more devout follower of Reorx. For these few, Reorx opens up his forges, and allows them to craft where they can not, and enhance what they could not. And they are called the Chosen of Reorx.

Requirements:
Alignment: any Neutral.
Skills: Craft(any) 10 ranks, Appraise 5 ranks, Knowledge(Arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Skill Focus(Craft(any))
Special: Must be a follower of Reorx.
Special: Must discover the ritual to enter the Forges of Reorx.
Special: Must be able to use Detect Magic as a spell or spelllike ability


Class Abilities:



Appraise Magic Item: At first level, Chosen of Reorx gain the Appraise Magic Item feat as a bonus feat.
Spell Progression: A Chosen of Reorx has a special spell progression: A Chosen of Reorx with the Steal Spell ability may add his Chosen of Reorx level to his levels in Spellthief (or other class that provides this ability) to determine the maximum level and amount of spells he may 'store' using his Steal Spell ability. He can use these higher level spells ONLY to craft items (in other words, he can't cast them). A Chosen of Reorx with the Steal Spell Effect may also add his Chosen of Reorx level to his Spellthief (or other class that provides this ability) level to determine the maximum caster level of a spell effect he may steall.
A Chosen of Reorx with a spellcasting class may add his Chosen of Reorx level to his spellcasting class to determine the highest level spells he could learn and/or prepare. He may continue to learn and/or prepare spells, but may use them ONLY to craft items (in other words, he can't cast them). A Chosen of Reorx with a Reserve Feat may also use these spells to power a Reserve Feat.
Craft Alchemy(ex): For the purpose of crafting Alchemical items, the Chosen of Reorx is considered a spellcaster.
The Forges of Reorx (sp): Once each day, the Chosen of Reorx can enter the Forges of Reorx. He does this by surrounding himself with the tools and materials needed to craft a specific item, and performing the appropriate ritual. The Follower of Reorx then seems to enter a meditative trance, which can last for up to one hour. Observant onlookers will notice the amount of raw materials slowly diminishing. After one hour, the Follower of Reorx automatically comes out of the trance, after which he is Fatigued. For during that hour, he has been working in the Forges of Reorx. That hour of meditation is equivalent to a week of crafting using the normal crafting rules, with the following exceptions: If his craft attempt fails, all materials used in the creation process are lost.
If the Follower of Reorx is disturbed during his meditation, he must make a Fortitude save against the same DC as the Craft DC he was attempting. If he fails, he is Exhausted when he (forcibly) leaves the trance. For every ten minutes spend in meditation, he may make a craft check as when calculating craft progress by day. Again, a failed check means all materials are lost.
It takes 8 hours of rest to no longer be Fatigued, or to reduce Exhausted to Fatigued. This fatigue can not be magically removed.
A Chosen of Reorx can not enter the Forges of Reorx when he is already fatigued. (meaning he cannot enter the forges the day after being disturbed in his trance and failing his Fortitude Save, since the 8 hours of rest can only reduce his Exhausted state to Fatigued).
Secrets of the Forge (ex): Starting at second level, the Chosen of Reorx gains insight into the crafting of magic items. For the purpose of minimum caster level (as is the case for magic weapons and armor), the caster level of the Chosen of Reorx is considered 2 times his Chosen of Reorx class level. (Meaning he can craft +1 weapons and armor at lvl 2, and +5 weapons and armor at lvl 8). A Chosen of Reorx cannot Forge Rings until he has reached seventh level.
He can only make use of the Secrets of the Forge in the Forges of Reorx. Crafting magic items this way has the following special rules:
Materials: As is normal with magic items, both mundane and 'special' components need to be present when you enter the trance.
XP Cost: As is normal with magic items, both XP for the creation and XP required to 'cast' required spells is lost when you craft the item.
Spells: You must have a required spell available when you enter the trance.
Crafting Progression: Unlike normal magic item creation progression (1000 gp per day) your crafting progression is your skill roll x the crafting DC in gp for an entire hour of trance. If your trance is interrupted, calculate progression per 10 minutes in silver pieces. You cannot craft more than 1 magic item during a trance.
Craft Potion: Uses the Craft(alchemy) skill. The craft DC is 25+spell level.
Craft Weapon: Uses the Craft(weaponsmithing) or Craft(bowmaking) skill. The Craft DC is 25+weapon bonus. (see DMG table 7-9 for weapon bonus specification)
Craft Armor: Uses the Craft(armorsmithing) skill. The Craft DC is 25+armor bonus. (calculated similarly to weapon bonus).
Craft Tools: Uses the Craft(blacksmithing) skill, or another Craft skill if deemed more appropriate. The Craft DC is 25+item bonus (the bonus the item will provide). If the item has another function than providing a bonus, the Craft DC is 25+(Base Price)/1000.
Craft Wondrous Item: DM sets the craft skill(s) appropriate for the item. The DC is 25+(Base Price)/1000
Craft Scroll/Rod/Staff/Wand: These items are so inherently magical, they fall outside the abilities of even the Chosen of Reorx.
Forge Ring: Uses Craft(gemcutting), Craft(metalworking) etc. where deemed appropriate. The Craft DC is 25+(base price)/1000.
Grace of Reorx: At fourth level, Reorx recognizes failures in crafting as resulting from attempts by the Chosen to rise above himself. Only the extra materials are lost when failing a craft check. (example: when creating or improving magic armor, the masterwork or magic armor is not destroyed when you fail a craft check).


Special Note regarding DragonLance: The crafting progression rules above are calculated in gold pieces (gp), silver pieces (sp) and (for mundane crafting per day) copper pieces (cp) to allow ease of reference against the Core Rules. Substitute the equivalent monetary value in steel pieces etc. to arrive at the DragonLance prices.

Hit Die:d6
Skills: Appraise, Craft, Knowledge (arcana), Knowledge (religion), Spellcraft
Skillpoints: 4+Int bonus per level
Code:
Level BAB Fort Ref Will Special 
  1    +0  +2   +0  +0  Appraise Magic Item, Spell Progression, Craft Alchemy, 
                        Forges of Reorx 
  2    +1  +3   +0  +0  Secrets of the Forge: craft +1 weapons and armor, 
                        craft wondrous item, craft potion 
  3    +2  +3   +1  +1  Secrets of the Forge: craft +2 weapons and armor 
  4    +3  +4   +1  +1  Grace of Reorx. 
  5    +3  +4   +1  +1  Secrets of the Forge: craft +3 weapons and armor 
  6    +4  +5   +2  +2  Secrets of the Forge: craft +4 weapons and armor 
  7    +5  +5   +2  +2  Secrets of the Forge: Forge Ring 
  8    +6  +6   +2  +2  Secrets of the Forge: craft +5 weapons and armor
 
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A week's worth of crafting in an hour?

This turns the craafting world on it's ear!

Every crafter in the multiverse will begin to worship this god out of the desire to take a single level dip into this PrC.
 

...as opposed to every crafter in the multiverse having 9 wizard levels so they can cast Fabricate?

on a more serious note: it is my personal opinion that the Craft rules, as written, are written for NPC's. Which means they don't belong in the Player's Handbook but in the DMG. This PrC tries to open up the Craft rules for PC's (and, in particular, my own character).

Do you really think this will disturb the game balance?
 

Does the Forges of Reorx ability only apply to time spent on mundane crafting, like the making of the physical sword as with the Fabricate spell, or also the time spent enchanting a mundane piece of equipment with a magical property using any of the Magical Crafting feats?

If this is a version of the Fabricate spell, then I see no problem with it.

If this can be used in conjunction with something like the Create Portal feat (Forgotten Realms Campaign Setting p.34, 59) to make permenent Gateways that span oceans or cross Planes in about 2 weeks, it's incredibly powerful.
 
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Forges of Reorx also applies to magic items, but only for the listed feats ( craft magic arms and armor, brew potion, forge ring, and craft wondrous item), and you have to make pretty high crafting DC's for them as well. I'm not sure what the cost of these portals are, but I doubt they would be easy to craft. An additional mention that you can't use it on other crafting feats might be in order though. (I already listed the traditional crafting feats like Scribe Scroll, Craft Wand,Rod and Staff as not being applicable, but a more generic mention might be a good idea)

Also, regarding magic items, depending on the DC, you will be able to craft approximately in one hour what you would normally be able to craft in a day. So the only bonus you'd get is you get to craft magic items while at the same time being able to adventure.
 

I've spent most of today thinking about this PrC, and decided on a couple of MAJOR changes, mostly for the following reasons:

1. The way Forges of Reorx was written was too complex. I've re-written it to be a slightly powered down version of Fabricate once per day.
2. In hindsight, including Item Creation in Forges of Reorx was unneccesary. I've stripped all but Craft Magic Arms and Armor and Forge Ring and reduced them to bonus feats.
3. It didn't actually improve any of my OTHER abilities (I happen to have Rage, Improved Shield Bash, TWF, Sneak Attack and Steal Spell, and only the last one of those was actually improved)
4. I'm currently lvl 8, and I have been given to understand the campaign probably won't surpass lvl 12-15. So a 10 lvl prestige class is kind of overkill, and if I want to get any use out of it I should reduce it to 5 levels.

So, here's my revision:

Chosen of Reorx


Where worshippers of various deities spend their time in temples, hold services and perform sacrificial rituals, the followers of Reorx pay hommage to their diety by performing their day to day actions. The tailor, the smith and the carpenter all honour Reorx by crafting and creating, repairing and adjusting the mundane, all in the name of Reorx.
Even when on the road, away from the more cumbersome tools of his craft, the artisan's mind focusses on Reorx when repairing his shield, carving a small wooden doll for a child, or carving a whistle for a friend.
In this day to day exchange of love for the craft between the artisans and Reorx, there is no room for eloquent prayers, drairy rituals or the offering of food or items.
But sometimes, Reorx finds a wandering craftsman, away from his people and his tools, who through circumstances beyond his control can not perform the crafts he loves so much, and takes pity.

To these, Reorx sends a message, to give them support in their plight, and to remind them Reorx is still there for them.
This message is personal, and only the target of the message can understand it is there for them, and that it is from Reorx.
In most cases, this is where it ends. The artisan's spirits are lifted, and he carries on, reminded of the fact that he is, and always will be, a craftsman in the eyes of Reorx, no matter his circumstances.
However, sometimes the artisan will take the message as a sign of something more, and become a more devout follower of Reorx. For these few, Reorx opens up his forges, and allows them to craft where they can not.
These favored few are called the Chosen of Reorx.

Requirements:
Alignment: any Neutral.
Skills: Craft(any) 10 ranks, Appraise 5 ranks, Knowledge(Arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Skill Focus(Craft(any)), Improved Shield Bash
Special: Sneak Attack +1d6.
Special: Must be a follower of Reorx.
Special: Must discover the ritual to enter the Forges of Reorx.
Special: Must be able to use Detect Magic as a spell or spelllike ability


Class Abilities:



Appraise Magic Item: At first level, Chosen of Reorx gain the Appraise Magic Item feat as a bonus feat.
Spell Progression: A Chosen of Reorx has a special spell progression: A Chosen of Reorx with the Steal Spell Effect may add his Chosen of Reorx level to his Spellthief level to determine the maximum caster level of a spell effect he may steall.
A Chosen of Reorx with a spellcasting class may add his Chosen of Reorx level to his his caster level.
Craft Alchemy(ex): For the purpose of crafting Alchemical items, the Chosen of Reorx is considered a spellcaster.
The Forges of Reorx (sp): Once each day, the Chosen of Reorx can enter the Forges of Reorx.
He does this by surrounding himself with the tools and materials needed to craft a specific item, and performing the appropriate ritual.
This is equivalent to the casting of Fabricate, with the following changes:
His Caster Level is equal to his Chosen of Reorx level
The casting time is equal to 10 minutes per 10 cubic feet (or 1 cubic foot) of material to be affected.
Afterwords, the Follower of Reorx is Fatigued.
If the Follower of Reorx is disturbed during his meditation, the Craft attempt fails, and he must make a Fortitude save against the same DC as the Craft DC he was attempting. If he fails, he is Exhausted when he (forcibly) leaves the trance.
It takes 8 hours of rest to no longer be Fatigued, or to reduce Exhausted to Fatigued. This fatigue can not be magically removed. (but: see Forged in Fire)
A Chosen of Reorx can not enter the Forges of Reorx when he is already fatigued. (meaning he cannot enter the forges the day after being disturbed in his trance and failing his Fortitude Save, since the 8 hours of rest can only reduce his Exhausted state to Fatigued).
Secrets of the Forge (ex): The Chosen of Reorx gains Craft Magic Arms and Armor as a bonus feat, regardless of his caster level. For the purpose of minimum caster level, the caster level of the Chosen of Reorx is considered 3 times his Chosen of Reorx class level. (Meaning he can craft +1 weapons and armor at lvl 1, and +5 weapons and armor at lvl 5). A Chosen of Reorx gains Forge Ring at lvl 5.
Stunning Shield Slam: Your knowledge of both the protective and destructive use of Arms and Armour allows you to benefit from the combination.
Once per day per Chosen of Reorx level, you may perform a Stunning Shield Slam. You must declare you are performing a Stunning Shield Slam before you roll your attack roll. (missing means the use of the ability is lost). When you hit with your Stunning Shield Slam, in addition to taking damage, the target must make a Fort save (DC 10+dmg dealt) or be stunned (loses dex to ac, -2 penalty on AC, and can't take actions) for one turn (just before your turn comes up again).
Forged in Fire:At third level, the Chosen of Reorx becomes immune to effects of fatigue for one hour per Chosen of Reorx level. (This negates the Fatigue caused by The Forges of Reorx (but not the Exhaustion) and gives the character Tireless Rage unless he would become Exhausted.) If a condition causing Fatigue still persists after this time, the Chosen of Reorx succumbs to the effects.

Applied Craft Knowledge: </B>This ability has two uses:
Item Knowledge: If you try to make a Sunder attack, you may make a Craft check first. The DC is equal to the Craft DC of the original item, or 20 if it is a masterwork item. Add +2 per magical bonus if the item is magical.
If you succeed in your Craft roll, you may apply the following bonusses:
You are considered to have the Improved Sunder feat and don't provoke an attack of oppertunity.
You may consider the item 'flat-footed', meaning you may add Sneak Attack damage and may ignore Dexterity bonus when attacking a Carried or Worn object. (Note that if your check fails, you may provoke an attack of oppertunity after all!)
Construct Knowledge: You can make a DC10+HD (untrained) Craft check when attempting an attack on a construct. If you succeed, you can apply Sneak Attack damage to the creature. You must still satisfy other requirements (like flanking your target) to be able to Sneak Attack.
Teacher: You can transfer your knowledge of Craft to others.
Others crafting under your supervision are considered to have bonus to the Craft skill equal to half your ranks in that skill. (Special Master note: If your skill ranks default on half another skill for skill checks, they also apply for this use)
You can also spent a full round action to explain your Applied Craft Knowledge to an ally. That ally may then make a craft check (with half your ranks as bonus, as specified above). If they succeed on the DC 10+HD check, they may also Sneak Attack the construct, but apply only half the bonus sneak attack damage. Both you and the ally must be able to see the target when you explain your Applied Craft Knowledge, and the ally must be able to hear you. You must continue to see the target and the ally must be able to continue to hear you. (continueing your Teaching does not require an action)
Your ally looses the ability to Sneak Attack the target (if your Teaching is the only reason he is able to Sneak Attack it) one round after you stop Teaching.

Hit Die:d8
Skills: Appraise, Craft, Knowledge (arcana), Spellcraft
Skillpoints: 4+Int bonus per level
Code:
Level BAB Fort Ref Will Special 
  1    +1  +2  +0  +0 Appraise Magic Item, Spell Progression, 
                    Craft Alchemy, Forges of Reorx, 
                    Secrets of the Forge 
  2    +2  +3  +0  +0 Stunning Shield Slam 
  3    +3  +3  +1  +1 Forged in Fire 
  4    +4  +4  +1  +1 Applied Craft Knowledge 
  5    +5  +4  +1  +1 Teacher, Secrets of the Forge: Forge Ring
 

I re-wrote it (again) stripping all magic item creation, shifted around some of the abilities and their progression, and added some to help me get rid of my ranger and barbarian armor restrictions (which was partly why I wanted to craft magic armor in the first place).

Please comment heavily on the power of this PrC (I really can take it!), keeping in mind I can qualify for everything with just one more lvl.
I will also be taking this PrC (if approved) at lvl 10, in case that makes a difference.


Chosen of Reorx
Where worshippers of various deities spend their time in temples, hold services and perform sacrificial rituals, the followers of Reorx pay hommage to their diety by performing their day to day labor. The tailor, the smith and the carpenter all honour Reorx by crafting and creating, repairing and adjusting the mundane, all in the name of Reorx.
Even when on the road, away from the more cumbersome tools of his craft, the artisan's mind focusses on Reorx when repairing his shield, carving a small wooden doll for a child, or carving a whistle for a friend.
In this day to day exchange of love for the craft between the artisans and Reorx, there is no room for eloquent prayers, drairy rituals or the offering of food or items.
But sometimes, Reorx finds a wandering craftsman, away from his people and his tools, who through circumstances beyond his control can not perform the crafts he loves so much, and takes pity.

To these, Reorx sends a message, to give them support in their plight, and to remind them Reorx is still there for them.
This message is personal, and only the target of the message can understand it is there for them, and that it is from Reorx.
In most cases, this is where it ends. The artisan's spirits are lifted, and he carries on, reminded of the fact that he is, and always will be, a craftsman in the eyes of Reorx, no matter his circumstances.
However, sometimes the artisan will take the message as a sign of something more, and become a more devout follower of Reorx. For these few, Reorx opens up his forges, and allows them to craft where they can not.
These favored few are called the Chosen of Reorx.

Requirements:
Alignment: any Neutral.
Race: Dwarf
Skills: Craft(any) 10 ranks, Appraise 5 ranks, Knowledge(Arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Skill Focus(Craft(any)), Improved Shield Bash.
Special: Sneak Attack +1d6.
Special: Must be proficient with all Armor and Shields and all Simple and Martial Weapons.
Special: Must be a follower of Reorx.
Special: Must discover the ritual to enter the Forges of Reorx.
Special: Must be able to use Detect Magic as a spell or spelllike ability


Class Abilities:

Appraise Magic Value: At first level, Chosen of Reorx gain the Appraise Magic Value feat (Complete Adventurer p.103) as a bonus feat.
Spell Progression: A Chosen of Reorx has a special spell progression:
A Chosen of Reorx with the Steal Spell ability may add his Chosen of Reorx level to his levels in Spellthief to determine the maximum level and amount of spells he may steal.
A Chosen of Reorx with the Steal Spell Effect may also add his Chosen of Reorx level to his Spellthief level to determine the maximum caster level of a spell effect he may steal.
A Chosen of Reorx with a spellcasting class may add his Chosen of Reorx level to his his caster level.
A Chosen of Reorx with both spellcasting ability and Spellthief levels must determine each level whether to increase his spellcaster level or his Spellthief abilities. A Chosen of Reorx does not improve any other features from a spellcasting or spellthief class.
Craft Alchemy(ex): For the purpose of crafting Alchemical items, the Chosen of Reorx is considered a spellcaster.
The Forges of Reorx (sp): Once each day, the Chosen of Reorx can enter the Forges of Reorx.
He does this by surrounding himself with the tools and materials needed to craft a specific item, and performing the appropriate ritual.
This is equivalent to the casting of Fabricate, with the following changes:
His Caster Level is equal to his Chosen of Reorx level
The casting time is equal to 10 minutes per 10 cubic feet (or 1 cubic foot) of material to be affected.
Afterwards, the Follower of Reorx is Fatigued.
If the Follower of Reorx is disturbed during his meditation, the Craft attempt fails, and he must make a Fortitude save against the same DC as the Craft DC he was attempting. If he fails, he is Exhausted when he (forcibly) leaves the trance.
A Chosen of Reorx can not enter the Forges of Reorx when he is already fatigued. (meaning he cannot enter the forges the day after being disturbed in his trance and failing his Fortitude Save, since the 8 hours of rest can only reduce his Exhausted state to Fatigued).
Secrets of the Forge (ex): The combination of your Dwarven Sturdyness (which lets you move at full speed even when wearing heavy armor) and your knowledge of Armor crafting grants you special benefits. These benefits only apply to Armor crafted by a Chosen of Reorx, and when it is worn by Dwarves.
At second level, you can craft Medium Armor that is treated as Light Armor for Class abilities that do not allow you to wear Medium Armor (such as the Ranger Combat Styles) and Heavy Armor that is treated as Medium Armor for Class abilities that do not allow you to wear Heavy Armor (such as the Barbarian's Fast Movement). If you apply this knowledge to Mithral Armor, Heavy Mithral Armor is treated as Light Armor.
At fourth level, you may craft Heavy Armor that is treated as Light Armor for Class abilities that do not allow you to wear anything more than Light Armor (such as the Ranger Combat Styles).
At fifth level, your your knowledge of Armor Crafting allows you to craft Masterwork armor that has only half the usual armor check penalty (rounded up, meaning -5 becomes -3, minimum -1). This replaces the usual -1 on armor check penalties from masterwork armor.
Stunning Shield Slam: Your knowledge of both the protective and destructive use of Arms and Armour allows you to benefit from the combination.
You may perform a Stunning Shield Slam. You must declare you are performing a Stunning Shield Slam before you roll your attack roll. (missing means the use of the ability is lost). When you hit with your Stunning Shield Slam, in addition to taking damage, the target must make a Fort save (DC 10+dmg dealt) or be stunned (loses dex to ac, -2 penalty on AC, and can't take actions) for one turn (just before your turn comes up again). At third level, you may use this ability twice per day plus your Wisdom bonus (if any). You may use this ability an additional time per day at level four and at level 5.
Applied Craft Knowledge: This ability has two uses:
Item Knowledge: If you try to make a Sunder attack, you may make a Craft check first. The DC is equal to the Craft DC of the original item, or 20 if it is a masterwork item. Add +2 per magical bonus if the item is magical.
If you succeed in your Craft roll, you may apply the following bonusses:
You are considered to have the Improved Sunder feat and don't provoke an attack of oppertunity.
You may consider the item 'flat-footed', meaning you may add Sneak Attack damage and may ignore Dexterity bonus when attacking a Carried or Worn object.
(Note that if your check fails, you may provoke an attack of oppertunity after all!)
Construct Knowledge: You can make a DC10+HD (untrained) Craft check when attempting an attack on a construct. If you succeed, you can apply Sneak Attack damage to the creature. You must still satisfy other requirements (like flanking your target) to be able to Sneak Attack.
Teacher: You can transfer your knowledge of Craft to others.
Others crafting under your supervision are considered to have bonus to the Craft skill equal to half your ranks in that skill. (Special Master note: If your skill ranks default on half another skill for skill checks, they also apply for this use)
You can also spent a full round action to explain your Applied Craft Knowledge to an ally. That ally may then make a craft check (with half your ranks as bonus, as specified above). If they succeed on the DC 10+HD check, they may also Sneak Attack the construct, but apply only half the bonus sneak attack damage. Both you and the ally must be able to see the target when you explain your Applied Craft Knowledge, and the ally must be able to hear you. You must continue to see the target and the ally must be able to continue to hear you. (continueing your Teaching does not require an action)
Your ally looses the ability to Sneak Attack the target (if your Teaching is the only reason he is able to Sneak Attack it) one round after you stop Teaching.
Forged in Fire:At fifth level, the Chosen of Reorx becomes immune to effects of fatigue. (This negates the Fatigue caused by The Forges of Reorx (but not the Exhaustion) and gives a character with the Rage ability Tireless Rage.).


Hit Die:d8
Skills: Appraise, Craft, Knowledge (arcana), Knowledge (religion), Profession, Spellcraft
Skillpoints: 4+Int bonus per level

Code:
Level BAB Fort Ref Will Special 
   1   +1   +2  +0  +0 Appraise Magic Item, 
                       Spell Progression, 
                       Craft Alchemy, 
                       Forges of Reorx 
   2   +2   +3  +0  +0 Applied Craft Knowledge, 
                       Secrets of the Forge: 
                             treat Medium armor as Light armor, 
                             Heavy armor as Medium armor 
   3   +3   +3  +1  +1 Stunning Shield Slam 2+WIS/day 
   4   +4   +4  +1  +1 Teacher, 
                       Secrets of the Forge: 
                              treat Heavy armor as Light armor, 
                       Stunning Shield Slam +1/day  
   5   +5   +4  +1  +1 Forged in Fire, 
                       Secrets of the Forge: 
                             Reduce armor check penalties, 
                       Stunning Shield Slam +1/day
 
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So you could craft mithril fullplate and give it to your ranger pals? That seems a bit much to me.

I don't know why you have an Improved Shield Bash prereq for a craft-based prc, nor does the sneak attack prereq make much sense (or the detect magic, for that matter), but maybe my lack of DragonLance lore is showing here. :o

I also don't know why you have a shield bash ability- is Reorx the god of shields, too, or something?

What happened to the bonus item creation feats? I'd add them in with a note that the character can "fake" one required spell of up to his level when crafting armor, shields, weapons, rings or miscellaneous items. This allows him to craft a wide variety of not-too-powerful items.
 

The 'ranger boost' would only work for Dwarves, but if they were Dwarf rangers, yes, it would.

Maybe a bit of background is necessary:
I'm currently a Master(Dragonlance expert like class) 2/Fighter 2/Spellthief 1/Ranger 2/Barbarian 1 with Improved Shieldbash and Two-Weapon-Fighting with Heavy Spiked Bashing Shield and Dwarven Waraxe.

The Prestige class has been build around giving me (and other rogue in the party) boosts specific to my 'problems':
Dex of 10 made me have to drop heavy and medium armor to be able to TWF.
Rogue in the party has trouble getting ranged sneak attacks (which the stunning would open up)
Originally, I wanted to get some boosts out of Magic Items, but I later on realised I'd have more out of directly benefitting from class abilities than indirectly, and the Item Creation Feats would open up a whole lot more of 'abuse' my DM might take into account when evaluating the class.

Now, more to the point to your reaction:

1. Are you saying allowing a Ranger to wear Full Plate is overpowered? If so, any ideas how to tone it down while allowing me to gain more AC for my DEX starved Ranger?
2. Improved Shield bash was for the Stunning Shield Slam ability. I already have the Feat, so it seemed like a good idea. However, you make a good point about the ability not being in line with the other abilities. Are you suggesting I take it out and replace it with something else (this would also mean dropping the ISB prerequisite)? Any suggestions?
3. Detect Magic is a leftover from the version with Item Creation feats, and seemed to fit with keeping Appraise Magic Value and the Spellcasting Progression abilities. Also, I'll be getting my second level of Spellthief at lvl 9, which would satisfy the requirement. It does seem a bit odd now that you mention it. I'll give it another thought.
4. Sneak attack I allready have from Spellthief level, and sounded good at the time as a requirement fitting with the addition of Sneak attack dmg for Applied Craft Knowledge.
5. Are you actually suggesting this version gets more than the Item Creation version? Because then I seriously have to rethink this thing.
 

The 'ranger boost' would only work for Dwarves, but if they were Dwarf rangers, yes, it would.

Maybe a bit of background is necessary:
I'm currently a Master(Dragonlance expert like class) 2/Fighter 2/Spellthief 1/Ranger 2/Barbarian 1 with Improved Shieldbash and Two-Weapon-Fighting with Heavy Spiked Bashing Shield and Dwarven Waraxe.

The Prestige class has been build around giving me (and other rogue in the party) boosts specific to my 'problems':

snip

Gotcha, so this is more specific to your character than a general prc for anyone? Your dm may or may not like that. Some do; I wrote an "Accursed" prestige class for a pc who kept getting multiple curses at a time on him in one guy's game. :cool:

Now, more to the point to your reaction:

1. Are you saying allowing a Ranger to wear Full Plate is overpowered? If so, any ideas how to tone it down while allowing me to gain more AC for my DEX starved Ranger?

I think it's okay if the prestige class lets you treat it as if it's one category lighter, but right now it reads to me as if it lets you craft it one category lighter. But that's a matter of re-wording the ability.

2. Improved Shield bash was for the Stunning Shield Slam ability. I already have the Feat, so it seemed like a good idea. However, you make a good point about the ability not being in line with the other abilities. Are you suggesting I take it out and replace it with something else (this would also mean dropping the ISB prerequisite)? Any suggestions?

If the point of this prc is to focus on crafting stuff, personally I'd swap it for a bonus item creation feat from a specific list.

3. Detect Magic is a leftover from the version with Item Creation feats, and seemed to fit with keeping Appraise Magic Value and the Spellcasting Progression abilities. Also, I'll be getting my second level of Spellthief at lvl 9, which would satisfy the requirement. It does seem a bit odd now that you mention it. I'll give it another thought.
4. Sneak attack I allready have from Spellthief level, and sounded good at the time as a requirement fitting with the addition of Sneak attack dmg for Applied Craft Knowledge.

Good point re: sneak attack. Here's the thing, though- what class ought to be able to get into this prc easiest? Looks to me, conceptually, like a cleric/expert -> smith. But as it stands, he can't do it because he can't sneak attack. I'd nix both prereqs here and maybe swap out the "sneak attack constructs" to a straight-up "bonus damage against constructs" ability. It will also simplify how it works in play if you leave out the need for a Craft check; faster play is better, all other things being equal.

5. Are you actually suggesting this version gets more than the Item Creation version? Because then I seriously have to rethink this thing.

TBH I only looked at the initial version and the latest.

I'll try to put together a basic progression of how I'd do it if it were me; I have an "artificer" prestige class that's a specific god's craftsman in my campaign, so I'll check out what I did with it.
 

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