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

so this is more specific to your character than a general prc for anyone?
Yes. Since the DM allowed me to 'write my own prestige class', that's what I did. However, you may be right in him actually being more inclined to allow a more generic PrC that's NOT tailored to my current abilities.... Maybe I should ask him...

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.
The current implied reading is: Dwarf Rangers and Barbarians may treat it as if it's one category lighter, but only in regards to their class abilities. So no other benefits.
I tried to be more precise than the Mithral description, but maybe I just became more obscure. Would it help if I reduced it to affect Chosen of Reorx (ie, me) only?
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.
I was kind of moving away from the magic item crafting. (I'm afraid there won't be any time and/or place in the campaign where I will actually be able to craft magic items) A feat more in line with mundane crafting might be more appropriate in this case. Although I'm hard pressed to think of any beside Skill Focus (craft)....
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.
Although these are good points, I'm thinking of keeping it as it is (although they could be more streamlined. I'll work on that) because:
a) I like more uses of craft checks.
b) It wouldn't help my party rogue against constructs (when stacked with Teacher). Unless you meant allowing the bonus to be 'taught' too? I'd have to think about that.
TBH I only looked at the initial version and the latest.
I guess that's understandable, given that I have been the most active poster in my own thread.... Maybe I should think things more through before posting?
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.
That would be great! A different look on things might open up my eyes for some more generic, (as in not tailored to my character) possibilities....
 

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I'm doing it again! Posting, then rethinking my current version, then posting again... Oh well.

This time a more lean version (without the fluff):

Requirements:
Alignment: any Neutral.
Race: Dwarf
Skills: Craft(any) 12 ranks, Appraise 5 ranks, Knowledge(Arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Skill Focus(Craft(any)).
Special: Must be proficient with all Armor and Shields and all Simple and Martial Weapons.
Special: Must be able to use Detect Magic as a spell or spelllike ability
Special: Must be a follower of Reorx.
Special: Must discover the ritual to enter the Forges of Reorx.

1. Appraise Magic Value, Fabricate 1/day, Craft Alchemy, Brew Potion (CL3)
2. Treat Armor as one category lighter, Craft Magic Arms and Armor(CL6)
3. Sneak Attack Assist, Craft Wondrous Item(CL9)
4. Treat Heavy Armor as Light, Forge Ring(CL12)
5. Immune to Fatigue, DR/ademantine equal to half your armor's (base) AC bonus (so 0 for padded, 2 for chain shirt, 4 for fullplate)

Explanation:

1. I increased the craft ranks requirement to not allow the PrC before lvl 9 (when Wizards get Fabricate). Also, to make sure Forge Ring (at lvl 4) doesnt become available before lvl 12.
I could have made it 11, but that somehow seemed a silly number.....
2. Bonus item creation feats now at every level except 5.
3. 'Sneak Attack Assist': Your knowledge of armor, shields and weapons allows you to make your opponent stumble. Declare assist, then attack. If it is a hit, you do not do damage but opponent makes Fort vs 10+dmg rolled. if failed, opponent is considered flat-footed for next attack (either by you or one of your allies).
5. DR at lvl 5, because I was looking for a nice captone ability. DR based on the armour you are wearing looked good. And I don't think DR4/ademantine is too powerfull for lvl 14, is it?
 
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Did some more thinking and decided that:
1. PrC needs some focus outside of armor
2. More choice, less bonus item creation

Which lead me to this:

1. Appraise Magic Value, Fabricate 1/day, Craft Alchemy, Bonus Item Creation Feat(CL3)
2. Treat Armor as one category lighter (does not stack with Mithral), Exceptional Artisan
3. Sneak Attack Assist, Bonus Item Creation Feat(CL9)
4. Treat Armor as one category lighter stacks with Mithral, Immune to Fatigue
5. DR/ademantine equal to half your armor's (base) AC bonus, Bonus Item Creation Feat(CL15)

With Bonus Item Creation Feats options: Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item at lvl 1 and 3, and as additional option Forge Ring at lvl 5.
Exceptional Artisan: Craft beyond masterwork items.
Increase lvl of mastwork quality by 1 for each lvl beyond first, each increase doubles cost of 'masterwork' component and increases the DC of the 'masterwork' component by 10.
Examples: Craft masterwork weapon with +3 attack bonus at lvl 3. masterwork component costs (300x2x2=1200 gp) (raw materials: 400 gp), craft DC 40. Craft masterwork tools with +8 bonus at lvl 4, craft masterwork armor with ACP lessened by 5 at lvl 5. Note that ACP penalties cannot be reduced below 0 and that attack bonus on weapons does not stack with magic bonusses.
 

After a discussion with a friend, decided to:

1. ditch the magic item feats
2. ditch the sneak attack assist (being kind of odd one in the bunch)
3. create a better capstone
4. focus more on the crafting
5. simplify mithral-like ability
6. ditch Appraise Magic Value bonus feat (replaced it with identification)

with as a result:

1. Fabricate 1/day, Craft Alchemy
2. Secrets of the Forge, Exceptional Artisan
3. Identify
4. Immune to Fatigue
5. Transfer Magic

Secrets of the Forge (ex):
At second level, you can treat armor crafted by you as one category lighter. This is similar to Mithral armor. When applied to Mithral armor, it is treated as two categories lighter.

Exceptional Artisan (ex):
At second level, you can craft beyond masterwork items.
Increase the level of mastwork quality by 1 for each lvl beyond first, each increase doubles cost of 'masterwork' component and increases the DC of the 'masterwork' component by 10.
Progression: At second level, you can craft weapons with a +2 attack bonus, armor with ACP reduced by 2 and tools that provide a +4 bonus.
At third level, weapons with +3 attack bonus, armor with ACP reduced by 3, and tools that provide a +6 bonus.
At fourth level, weapons with +4 attack bonus, armor with ACP reduced by 4, and tools that provide a +8 bonus.
At fifth level, weapons with +5 attack bonus, armor with ACP reduced by 5, and tools that provide a +10 bonus.
Examples: You can craft masterwork weapon with +3 attack bonus at lvl 3. The masterwork component costs (300x2x2=1200 gp) (raw materials: 400 gp), and the craft DC is 40. Note that ACP penalties cannot be reduced below 0 and that the attack bonus on weapons does not stack with magic bonusses.

Identification (sp):
At third level, you can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + item's caster level). You can't take 10 on this check, nor can you retry theck (as a consequence, you can't take 20). This ability otherwise functions as the identify spell.


Transfer Magic (sp):
At fifth level, the Chosen of Reorx has gained a deep understanding of both mundane and magical items. You can use the Forges of Reorx to transfer a magical ability from one item to another. You cannot transfer magic to items not considered equivalent under magic item creation rules. The item used to transfer the magic from is consumed in the process.
Example: you can transfer the magical +3 bonus from a found magical dagger to a greatsword of at least masterwork quality, but you cannot transfer a +2 Dex bonus from gloves of dexterity to a masterwork hat.
If the item you transfer already has a magical enhancement bonus, the original enhancement is lost.
Example: if you transfer a magical +3 bonus from a found magical dagger to a +1 greatsword, you end up with a +3 greatsword.
If the source and target item both have secondary enhancements, you can choose which improvements to transfer, but you cannot improve the target item beyond the highest of the two effective bonusses.
Example: a +3 Flaming dagger has an effective enhancement bonus of +4. A +1 Shocking Burst Greatsword has an effective enhancement bonus of +3.
You can create a +3 Flaming Greatsword or a +2 Shocking Burst greatsword, or a +1 Flaming Shocking Burst Greatsword.
 

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