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<blockquote data-quote="Herzog" data-source="post: 5808563" data-attributes="member: 25696"><p>After a discussion with a friend, decided to:</p><p></p><p>1. ditch the magic item feats</p><p>2. ditch the sneak attack assist (being kind of odd one in the bunch)</p><p>3. create a better capstone</p><p>4. focus more on the crafting</p><p>5. simplify mithral-like ability</p><p>6. ditch Appraise Magic Value bonus feat (replaced it with identification)</p><p></p><p>with as a result:</p><p></p><p>1. Fabricate 1/day, Craft Alchemy</p><p>2. Secrets of the Forge, Exceptional Artisan</p><p>3. Identify</p><p>4. Immune to Fatigue</p><p>5. Transfer Magic</p><p></p><p>Secrets of the Forge (ex):</p><p> 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.</p><p></p><p>Exceptional Artisan (ex):</p><p> At second level, you can craft beyond masterwork items.</p><p>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.</p><p>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.</p><p>At third level, weapons with +3 attack bonus, armor with ACP reduced by 3, and tools that provide a +6 bonus.</p><p>At fourth level, weapons with +4 attack bonus, armor with ACP reduced by 4, and tools that provide a +8 bonus.</p><p>At fifth level, weapons with +5 attack bonus, armor with ACP reduced by 5, and tools that provide a +10 bonus.</p><p>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.</p><p></p><p>Identification (sp):</p><p> 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.</p><p></p><p></p><p>Transfer Magic (sp):</p><p> 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.</p><p>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.</p><p>If the item you transfer already has a magical enhancement bonus, the original enhancement is lost.</p><p>Example: if you transfer a magical +3 bonus from a found magical dagger to a +1 greatsword, you end up with a +3 greatsword.</p><p>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.</p><p>Example: a +3 Flaming dagger has an effective enhancement bonus of +4. A +1 Shocking Burst Greatsword has an effective enhancement bonus of +3.</p><p>You can create a +3 Flaming Greatsword or a +2 Shocking Burst greatsword, or a +1 Flaming Shocking Burst Greatsword.</p></blockquote><p></p>
[QUOTE="Herzog, post: 5808563, member: 25696"] 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. [/QUOTE]
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