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PrC Crafter cngd to 10 levels Hows it look

Glen

First Post
My story teller did not like The Artificer as it would make magic items to cheap and more availabe to the world. It also was not what I was truly looking for.

I came up with this alternitive.

Do you think it is broken? To weak? To powerful?


Crafter

Hit die: d4

Requirements

To qualify to become a crafter a character must fulfill all the following criteria.

Skills: Knowledge (arcane) 10 ranks, Craft (any) 10 ranks.
Spell casting: must be able to cast spells either divine or arcane.
Feats: Two item creation feats besides Brew Potion and Scribe Scroll.
Special: The crafter must make two magic items one with each of his Item Creation feats.
Special: The Crafter must have a large workshop worth 5,000 gp to build and establish (the Games Master should adjust this up or down to suit the gp level in his campaign). A Crafter can spend more to help his crafting; this will decrease the base cost of the item 1% per 1000 extra spent. No more than an additional 50,000 gp can apply towards this. Other gp can be spent to increase other things such as Master worked or magic equipment to get other bonuses.

Class Skills:
The crafter’s class skills (and key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (each skill acquired separately) (Int), Profession (Wis), spellcraft (Int) and Use Magical Device (Cha, exclusive skill). See Chapter 4: Skills in Core Rulebook 1 for descriptions.

Skill Points at each Level: 4+ Int Modifiers.

Class Features
All of the following are class features of the crafter prestige class.

Weapon and Armour: The crafter gains no proficiency’s in any weapon or armor class.

Spellcasting: At every level in this prestige class, the character gains additional spell slots as if he had gained a level in the spellcasting class he belonged to before adding the prestige class. However, he does not gain any other benefit a character of that class would have gained with level advancement (hit points, feats, special abilities, etc.) beyond an effective level of spell casting. If the character had more than one spellcasting class before becoming a Crafter, he must decide to which class he adds the new level for purposes of determining spells per day.

Analyze Items (SP) The artificer may cast identify once per day per Crafter level. This ability requires only an hour of concentrated observation and no material components. At 5th level the artificer also gains the ability to cast analyze dweomer once per level plus once per primary ability modifier per month as per the spell. The caster level for these abilities is the artificer class level plus ½ his other spellcasting.
Changed so beneficial to other classes besides those that have this on spell list.

Crafter Extraordinaire: The Crafter gains his Craft level to add to any craft rolls.

Craft Mastery: When making normal items, the crafter can make his Craft checks every five days instead of every week. To top it off, he does not need to roll his checks to craft the masterwork component of masterworked items, but uses their cost as if they were normal items. His skill has grown so much that he can create works of art without even trying. He still has to pay the 300 gp fro the masterwork component. Crafting magical items takes the normal amount of time and is not reduced.

Efficient Crafting (Ex): The Crafter learns a lot about creating items. By taking one day he can prepare his work, and materials to hand. Thanks to this the cost in gold and experience points for crating all items are reduced by 5% per Crafter level. It also allows him to add 20% per Crafter level a day to the gp that can be worked per day. Normally a person can only create 1000 gp per day with this the crafter can add 200 gp per level up to an additional 1000 gp per day at level 5.


Metallurgical Expertise (Ex): The crafter is adept at preparing the metal used in creating weapons or armor. A successful alchemy check (DC 15) allows the crafter to prepare enough materials to create one suit of metal Armour or one weapon. This check requires 1d3 days and, if successful, provides a +5 bonus to the Craft check to actually make the Armour or weapon.

Understanding Magic Item: A Crafter at this level doubles his skill ranks when rolling for Use Magical Device. A crafter also has become so skilled in magic items that his Crafter level counts as levels in the class of the item. So at 5th level he would be considered an arcane magic user for arcane magic items and 5th level Divine magic user For Divine magic items. This gives no ability to do this type of magic it can only be used for using the appropriate types of magic items.


Class lvl BAB F S R S W S
1st 0 0 0 2
2nd 1 0 0 3
3rd 1 1 1 3
4th 2 1 1 4
5th 2 1 1 4



Class lvl Special
1st Analyze Items, Crafter Extraordinaire
2nd Efficient Crafting
3rd Understanding Magic Item
4th Metallurgical Expertise
5th Craft Mastery
 
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I think this PC gets a little to much without giving much up.

The crafting Specuial abilities seem ok (that is not my strength though) but there are simply to many of them. I would recommend either spreading the SA's over 10 levels OR make the spell progression every even level.

I woud also remove diable device form the skill list. These guys are crafters not trap disarmers.

Just my $.02!
 

Thanks for responding.

The reason for the spell progression is so they can make any magic item. That is the whole concept of the PrC. If they lose the levels then they can't make all the items.

I tried to keep the power level from being overly powerful that way kept it to 5 lvs instead of 10. The 10 lv PrC usually have more powerful specialties. I could bring it up to a lv 10 but would need to raise the specialties.

The disable device is actualy due to the fact that there are traped magical items out there. I could give it up to balance it better. It was in one of the PrC classes I used as an example when creating this PrC. At least I assume that was why they gave it, I amy be wrong.
 

Craft(Trapmaking) might be more apropriate than disable device.
I would have give them 2 skill points (like the standard wiz/sorc/cleric) but with 2 additional points restricted to crafts.

One way to balance the spell progression might be:
- the crafter must use at least full round action (not full round spellcasting) to cast spells
from its highest slots. (i.e : a Wiz 7/Crafter 4 must use fra for its 6th level slots)
- or, the same one with all the highest spells slots coming from its crafters levels. (the above Wiz 7/Crafter 3 must use fra for its 5th and 6th level slots)

If you want to balance it more, you could use full round spellcasting instead.
After all, casting lots of spells quickly isn't the primary purpose of a crafter. I think it fits with the patience involved in crafting.

Chacal
 

I would drop the skill points to 2 +Int like most all Arcan Caster classes.

Remove Disable Device as a class skill.

Not sure what "Craft Mastery:" does as from the DMG you can make your craft check once a day but in cp instead of sp in progresion. Also the craft a master work as if it was normal will make no differnce as the Crafter will have a huge craft skill.

I would then take the specal abilitys and spread them out every other lvl and make it a 10 lvl class.

changing the 'Efficient Crafting (Ex):" ability to fit a 10 lvl class.
With no more than the 25% cost/xp reduction at lvl 10.

There is a LOT in this 5 lvl class. Too much for a 5 lvl class.

Leaving it as a 5 lvl allows for 5 lvls in another class that could be a PrCl and can easly be munchkined. By making it 10 lvls forces you to be the focus of what this PrCl is about.
 
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Thanks for responding. I appreciate the feedback. from both of you.

As both people that have responded think it is to powerful for a 5 level class I'll work it up to a 10 level class. Many of the 5 level classes are fairly powerful so was trying to fit it in that level. Spreading it to a 10 level could make it stronger than I wanted it to be. I don't want to give up more than it would be worth. As a magic user I can create things. For the most part I wanted this to make things better and somewhat less expensive. Figuring in cost of workshop and all. This is an adventuring class so the down time is going to be possibly a big issue. That is part of what I was thinking would balance the PrC out.


I see many with the 4+int modifier some with 6. I'm not sure about dropping it to 2. Maybe put it so that 2 have to go to a crafting. This would fit the concept real easy.

Craft mastery does 2 things neither very powerful.
1:) Allows you to check every 5 days, this will make it so costly Items can be made quicker. If it would normally take 21 days it will take 15.

2:) You no longer have to roll separately for the Masterwork item part. It would just be included in the cost of the item and made normally.

I can spread the abilities our over the 10 levels but most PrC have things every level. Maybe I could add some Item creation feats or some Meta Magic feats that can only be used when crafting? I'm open to suggestions.
 

PrCl TEmplate

Does anyone have a 'template' that we could put this PrCl against that checks if this class is balanced?

I could see this being 10 lvls.
(being the DM)... I don't want to see a 15th lvl character being able to create such BIG magick items for fraction of the cost.

IT's scary to me to think a lvl 30 magick item costs what a lvl 15 magick item costs, since lvl 30 does a LOT more hten a lvl 15.. much more then if we were going from a lvl 2 magick item to a lvl 4 magick item.

So, moving this to a 10 lvl, spread out the specialties.

Melkor- what do you mean about this:
You said "Not sure what "Craft Mastery:" does as from the DMG you can make your craft check once a day but in cp instead of sp in progresion. Also the craft a master work as if it was normal will make no differnce as the Crafter will have a huge craft skill."

I could see making skill points 4, but 2 need to be used in Craft skills.
 

Well part of the reason for making it a 5 level was to keep the power down. I thought I had made the level of the powers fairly low, to keep it from being overly powerful. The Artifacer at 10 levels would bring the cost of making Magic items down to as low as 75%

when I posted I did post someting that was an error.

"A Crafter can spend more to help his crafting; this will decrease the base cost of the item 1% per 1000 extra spent. No more than an additional 50,000 gp can apply towards this. Other gp can be spent to increase other things such as Master worked or magic equipment to get other bonuses."

Should be:
A Crafter can spend more to help his crafting; this will decrease the base cost of the item 1% per 1000 extra spent. No more than an additional 5,000 gp can apply towards this. Other gp can be spent to increase other things such as Master worked or magic equipment to get other bonuses.

This would give it a 5% discount for 5,000 gp.

Efficient Crafting would add an additonal 25% discount at 5th level Crafter.

This would be a total of 30%. It could cost more for the 1% for his workshop, as this is based upon a gm feeling for the game. They may want to make it more exspensive or less exspensive. The original work shop could cost more. Making it possible the character can not take the PrC untill they are much higher level.

With making it a 10 it makes it so I have to bring up the power level. While not adding to the discount of the cost too much. I'm working on making it 10 levels but still want ideas on what to do with the odd levels.

Do you think making the metamagic (working only with items) or creat items would be appropriate?

I like Chacal idea (sorry Chacal I didn't see your post untill just now. :) We did come up with the same idea of 2 skill points having to go to craft:) I wasn't trying to take credit for it. I just was tired and missed your post I think. :( )
If you want to balance it more, you could use full round spellcasting instead.
After all, casting lots of spells quickly isn't the primary purpose of a crafter. I think it fits with the patience involved in crafting.

If I get this idea correct, the levels he spent as a spell caster prior to becoming a Crafter he would cast his spells normaly. His levels as Crafter would take longer. A full round acton. So it would take longer for him to cast spells. This could be quite a disadvantage.

Well, I'm tired and need to go to bed. Thanks for the response all.

I look forward to more ideas. I will try to post a 10 level tomorrow or friday.

:)
 

Crafter 10levels Hows it look

Made it 10 levels.

I underlined changes.

Please let me know if you have any other thoughts.

Crafter

Hit die: d4

Requirements:

To qualify to become a crafter a character must fulfill all the following criteria.

Skills: Knowledge (arcane) 10 ranks, Craft (any) 10 ranks.
Spell casting: must be able to cast spells either divine or arcane.
Feats: Two item creation feats besides Brew Potion and Scribe Scroll.
Special: The crafter must make two magic items one with each of his Item Creation feats.
Special: The Crafter must have a large workshop worth 5,000 gp to build and establish (the Games Master should adjust this up or down to suit the gp level in his campaign).
A Crafter can spend more for more efficient equipment, to help his crafting; this will decrease the base cost of the item 1% per 1000 extra spent. No more than an additional 5,000 gp can apply towards this, for a maximum benefit of 5%. Other gp can be spent to increase other things such as Master worked or magic equipment to get other bonuses.

Class Skills:
The crafter’s class skills (and key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (each skill acquired separately) (Int), Profession (Wis), spellcraft (Int) and Use Magical Device (Cha, exclusive skill). See Chapter 4: Skills in Core Rulebook 1 for descriptions. Disable Device (Int) removed

Skill Points at each Level: 4+ Int Modifiers.
2 points must be spent on a craft skill.

Class Features
All of the following are class features of the crafter prestige class.

Weapon and Armour: The crafter gains no proficiency’s in any weapon or armor class.

Spellcasting: At every level in this prestige class, the character gains additional spell slots as if he had gained a level in the spellcasting class he belonged to before adding the prestige class. However, he does not gain any other benefit a character of that class would have gained with level advancement (hit points, feats, special abilities, etc.) beyond an effective level of spell casting. If the character had more than one spellcasting class before becoming a Crafter, he must decide to which class he adds the new level for purposes of determining spells per day.

The crafter must use at least full round action (not full round spellcasting) to cast spells gained as a Caster. Unless using a magical divice.
Analyze Items (SP) The Crafter may cast identify once per day at 1st level and more times per day as he advances in level. This ability requires only an hour of concentrated observation and no material components. At 10th level the Crafter also gains the ability to cast analyze dweomer once per day as per the spell (this is the original # of times as listed under the Artificer). The caster level for these abilities is the Crafter class level plus ½ his other spellcasting.
Changed so beneficial to other classes besides those that have this on spell list.
Original read, “The caster level of these abilities is the Crafter class level plus his other spellcasting levels if the spell appears on the spell list for the other class.”

Crafter Extraordinaire: The Crafter gains his Craft level to add to any craft rolls.

Craft Mastery: When making normal items, the crafter can make his Craft checks every five days instead of every week. To top it off, he does not need to roll his checks to craft for different components, such as the masterwork component of masterworked items, but uses their cost as if they were normal items. His skill has grown so much that he can create works of art without even trying. He still has to pay the 300 gp fro the masterwork component. Crafting magical items takes the normal amount of time and is not reduced.

Efficient Crafting (Ex): The Crafter learns a lot about creating items. By taking one day he can prepare his work, and materials to hand. Thanks to this the cost in gold and experience points for crating all items are reduced by 5% per 2 Crafter levels. It also allows him to add 10% per Crafter level a day to the gp that can be worked per day. Normally a person can only create 1000 gp per day with this the crafter can add 100 gp per level up to an additional 1000 gp per day at level 10. (Thinking about leaving it at the 20 % for an additional 2000 gp per day at level 10.)


Metallurgical Expertise (Ex): The crafter is adept at preparing the metal used in creating weapons or armor. A successful alchemy check (DC 15) allows the crafter to prepare enough materials to create one suit of metal Armour or one weapon. This check requires 1d3 days and, if successful, provides a +5 bonus to the Craft check to actually make the Armour or weapon.

Understanding Magic Item: A Crafter at this level doubles his skill ranks when rolling for Use Magical Device. At 6th level the Crafter also has become so skilled in magic items that ½ his Crafter level counts as levels in the class of the item. So at 6th level he would be considered an 3rd level arcane magic user for arcane magic items and 3rd level Divine magic user For Divine magic items. This gives no ability to do this type of magic it can only be used for using the appropriate types of magic items.

Class lvl BAB F S R S W S progress as wiz.
Class level Special
1st Analyze Items, Crafter Extraordinaire
2nd Item Creation Feat
3rd Understanding Magic Item
4th Efficient Crafting
5th Meta Magic Feat (usable only on crafted items)
6th Craft Mastery
7th Item Creation Feat
8th Metallurgical Expertise
9th Meta Magic Feat (usable only on crafted items)
10th Analyze Items
 
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