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Messages - qwertyu63

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1
Homebrew and House Rules (D&D) / The Defiant [3.5 PrC]
« on: April 26, 2013, 04:00:23 PM »
Defiant

“Some rare folk are what’s called fateless, ye see. They wander through their lives doing as they see fit, creating their own destinies. Ye have no fortune to tell, scarred one… none at all. I’ve nothing to tell ye… and so here is yer coin.”
—Fortuneteller returning her fee

I'm sure you've heard it before. "You can't fight fate. Everything that happens, has happened, or ever will happen has been pre-ordained from the moment the universe came into being. No one can escape the inexorable tide of destiny..." Well, screw that! The Defiant defy fate itself, and even bend it against others.

Prereqs:
Concentration: 6 ranks
Can manifest Destiny Dissonance

[table to be added.
3 levels, 3/4 BAB, poor Fort/Ref, abnormal will (+2/+4/+5), manifesting gets +1 of existing class at levels 1 and 3, specials are as described in features.]

Hit Die: d4

Class Skills
The defiant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int).

Skill Points at Each Level
2 + Int modifier

Powers Known
At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of defiant to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became an defiant, she must decide to which class she adds the new level of defiant for the purpose of determining power points per day, powers known, and manifester level.

Defy (Ex):
A defiant is not bound by the the winds of prophecy. Any attempts to observe the future ignore any defiant. Therefore defiant can ignore or subvert any predicted events.

Twist (Su):
A defiant of at least 2nd level can bend fate in their favor. Once per day, they roll two dice for a given roll of a d20, and ignore the worse of the two. At 3rd level, they may use this ability an additional time per day.

Will (Ex):
The defiant are very strong of will. They get a +1 to their Will saves for each level of defiant they have beyond the first. This is an actual increase to the save, and is accounted for in the Will save column of the chart.

Command (Su):
At 3rd level, the defiant discovers their strongest ability. Once per day, they can stop an event from occurring, or cause it to happen. They can force a given roll of a d20 being rolled within 40 ft to be either a 1 or a 20. No save is afforded to an unwilling target. Using this ability is a swift action.

(This is a work in progress, as I need to do formatting and fluff, but I wanted to get this out there.)

2
Homebrew and House Rules (D&D) / Craftsman [3.5 PrC]
« on: December 14, 2012, 11:06:45 AM »
Craftsman
   
"It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."
-Brandon Little, Craftsman

 While anyone can just pick up some tools and make what they need, to truly make great works you need training. Those who pursue this path will find wonderful things can be made, if one only tries. Even that which is normally the domain of magic can be done, if you learn how.

BECOMING A CRAFTSMAN
A member of any class can become a craftsman- because, after all, anyone can create. The easiest path is through the rogue or expert class, since the large number of skill points makes meeting the skill requirements easy.

 ENTRY REQUIREMENTS
   :  Skills: Any 2 Craft skills 6 ranks.
   :  Feats: Skill Focus (Craft (any))

Class Skills
 The Craftsman's class skills (and the key ability for each skill) are are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Concentration (Con).
Skills Points at Each  Level : 6 + int

Hit Dice: d6




Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+0+2Crafter's Edge, Alchemist, Special Techniques
2nd+1+0+0+3Swift Craftsman, Maker’s Knowledge, Power of Gems
3rd+2+1+1+3Greater Alchemist, Special Techniques
4th+3+1+1+4Power of Gems, Lightning Craftsman
5th+3+1+1+4Master Alchemist, Special Techniques
6th+4+2+2+5Pure Skill, Unmake
7th+5+2+2+5Expanded Studies
8th+6+2+2+6Perfect Alchemist,   Special Techniques
9th+6+3+3+6Power of Gems
10th+7+3+3+7Perfect Craftsman

Weapon and Armor Proficiencies: Craftsmen are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Crafter's Edge (Ex): The Craftsman gains a bonus equal to their Craftsman level to all Craft checks and all Appraise checks.
 
Alchemist (Ex): Craftsmen may craft alchemical items, even if they are not spellcasters.
 
Class Ability (Ex): The Craftsman can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.
• Destroying weapon: Weapon/Bow only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon/Bow or Armor. This modifier reduces the weight of the item by 10%.

These modifiers can be used starting at level 3. Applying one of these effects increases the value of the item by 600 gp, and increases the Craft DC by 7.
• Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
• Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.

These modifiers can be used starting at level 5. Applying one of these effects increases the value of the item by 1000 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these 3 modifiers pierce DR as if they were magic.
• Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
• Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
• Finely made: Weapon/Bow or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.

These modifiers can be used starting at level 8. Applying one of these effects increases the value of the item by 4000 gp, and increases the Craft DC by 20. Before each check in crafting an item with one of these effects, you must make a DC 30 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these modifiers pierce DR as if they were magic.
• Blazing weapon: Weapon/Bow only. The weapon is treated as having the Flaming Burst effect.
• Spell guard armor: Armor only. The armor grants its wearer SR 13.
• Perfectly made: Weapon/Bow or Armor. The item is treated as having a +2 enhancement bonus, stacking with any other enhancement bonus the item may have.
 
Maker's Knowledge (Ex): At level 2, the Craftsman is treated as proficient with any weapon (including bows) or armor that they crafted on their own. This does not grant proficiency with the type of weapon or armor, but with that individual item.
 
Swift Craftsman (Ex): At level 2, the Craftsman gains the ability to craft items faster than normal. Whenever they spend a day crafting, a successful check result multiplied by the DC gives they progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, they can craft by the hour. Whenever they spend an hour crafting, a successful check result multiplied by the DC gives they progress in cp.
 
Power of Gems (Ex): At level 2, the Craftsman gains the ability to create jewelry that grants the wearer greater levels of skill and power. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, they must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. They do not need the Forge Ring feat to use this ability. The item created is a ring that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the ring slot as if they were.
• Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
• Sure Aim: +1 Alchemical bonus on To-Hit rolls
• Striking Fury: +1 Alchemical bonus on Damage rolls.
• Sturdy Truth: +1 Alchemical bonus to saving throws.
• Sustain Core: No longer need food/water.

These effects can be used starting at level 4. A ring with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, they must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Bull Soul: +2 Enhancement bonus to Str
• Cat Soul: +2 Enhancement bonus to Dex
• Bear Soul: +2 Enhancement bonus to Con
• Fox Soul: +2 Enhancement bonus to Int (does not apply to skill points)
• Owl Soul: +2 Enhancement bonus to Wis
• Eagle Soul: +2 Enhancement bonus to Cha

These effects can be used starting at level 9. A ring with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.
• Flame Shield: Fire Resistance 10
• Animal Heart: Charm Animal at will
• Unseen Body: +10 competence to Hide

 
Greater Alchemist (Ex): At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion of any spell from the Craftsman spell list. Doing this requires a DC 15 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell, which is 25 gp * the spell level * the caster level used. They do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1..
 
Lightning Craftsman (Ex): At level 4, the Craftsman has complete control of his craft. They can always take 10 on Craft checks, even if stress and distractions would normally prevent them from doing so. Furthermore, they may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.
 
Master Alchemist (Ex): At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell (the normal price is 375 gp * the spell level * the caster level used). They do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).
 
Pure Skill (Ex): At level 6, the Craftsman grows yet more skilled in their craft, able to expend energy to speed up the crafting process. By spending XP equal to the Craft DC * 10 as part of a craft check, the progress made for that craft check is multiplied by 10 and they get a +4 untyped bonus to that craft check. Sources that grant bonus XP for making magic items can have that XP used for this ability.
 
Unmake (Ex): At level 6, the Craftsman knows how to destroy that which has been created. They gain Improved Sunder as bonus feat. They need not have any of the prerequisites normally required for this feat to receive it. In addition, they automatically win the opposed roll to strike at any weapon they crafted on their own. This does not apply with the type of weapon, but with that individual item.
 
Expanded Studies (Ex): At level 7, the Craftsman devises a new mix of effects. They may add the spells from the Expanded Craftsman spell list to the main Craftsman spell list. They can use Greater Alchemist with the 4th level spells given by this ability, despite potions not going to 4th level.
 
Perfect Alchemist (Ex): At level 8, the Craftsman gains the ability to create non-magical devices and concoctions that mimic certain wondrous items. They can create any wondrous item on the Craftsman Wondrous Item list. Doing this requires a DC 20 + Caster Level Craft (Alchemy) check, and is crafted like any other non-magical crafting. You do not need the Craft Wondrous Item feat to use this ability, nor do you need to meet any prerequisites to craft the item. The caster level of the wondrous item is equal to the normal caster level for that item.
 
Perfect Craftsman (Ex): At level 10, the craftsman finds even faster ways of working. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in gp, likewise a week's crafting is now measured in pp. Whenever you spend an hour crafting, a successful check result multiplied by the DC gives you progress in sp. Furthermore, you can divide you time into smaller parts, crafting in just 10 minutes. Whenever you spend 10 minutes crafting, a successful check result multiplied by the DC gives you progress in cp.
 
Craftsman Spell List: Craftsman can create potions/wands of spells from this list. If they have spells known from other classes, those spells can not be used here.

Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.
 
Expanded Craftsman Spell List: Higher level Craftsman can use this list for their potions/wands as well. If they have spells known from other classes, those spells cannot be used here.

1st Level: Silent Image
2nd Level: Touch of Idiocy
3rd Level: Fireball
4th Level: Summon Monster IV (always summons Fire Elemental, Large), Divine Power, Stoneskin

Craftsman Wondrous Item List:Craftsman can make the following wondrous items using Perfect Alchemist. Other classes cannot add to this list. Base prices and caster levels are listed in parentheses.
Elixir of Truth (500 gp, CL 5), Elixir of Vision (250 gp, CL 2), Elixir of Hiding (250 gp, CL 5), Elixir of Fire Breath (1100 gp, CL 11)
Dust of Dryness (850 gp, CL 11), Dust of Illusion (1200 gp, CL 6), Dust of Tracelessness (250 gp, CL 3)
Bag of Tricks, Grey (900 gp, CL 3); Pearl of Power, 1st (1000 gp, CL 1); Handy Haversack (2000 gp, CL 9)
Eyes of the Eagle (2500 gp, CL 3), Cloak of Elvenkind (2500 gp, CL 3)
Feather Token, Tree (400 gp, CL 12); Silversheen (250 gp, CL 5)
Marvelous Pigments (4000 gp, CL 15)


PLAYING A CRAFTSMAN
 As a craftsman, your biggest ability is to improve the power of those around you, by finding out what they need and making it. You should have no difficulty finding ways to turn your skills to your advantage. The tricky part is finding the time to ply your trade, however every spare hour counts.
 Combat: The craftsman's main "job" (equipping everyone) in combat is done before the battle even starts, but their ability to use anything they make allows them to act where they are needed.
 Advancement: A craftsman's advancement is really based on what they choose to make and use.
 Resources: Craftsmen don't have many external resources to draw upon from their class.


CRAFTSMAN IN THE WORLD
 Craftsmen are the source of the best arms and armor short of magic in the world. Hence almost any city would welcome a craftsman to ply their craft. When they settle into a city to open shop, they have no difficulty getting customers.
 Daily Life: For an adventuring craftsman, they settle in to get some crafting done while the casters prepare their spells, and yet more during any other downtime. During the day, they would use the various things they have made to assist their comrades. For a more normal craftsman, they spend almost all of their time crafting or running a shop, but most hire someone else to do that part.
 Organizations: Craftsmen have no direct group or clan, however some may band together to make more money.

NPC Reaction
 Most NPC’s have no reaction to a lower level craftsman, as they just seem to be an above average crafter.As the craftsman uses their more complex abilities, reactions change. People tend to want these better tools. Word spreads, as people start traveling to see, and to buy.

CRAFTSMAN IN THE GAME
 Craftsman can really fit into any campaign, as almost any story has room for the guy who makes the powerful weapons. The variety of things they can make ensures that something useful is almost always possible; while the speed abilities make sure the abilities can be used, even in a group with low down time. Craftsmen can be fun to play, but are intended for those who are fine with playing a support role. As long as there is some down time (even just the casters needed time to prepare spells) the craftsman can do its job.

 Adaptation: If your campaign has a big groups of merchants and crafters, think of making this class and its members connected to them in some way.


Sample Encounter
While on the road, the PC’s come across a wandering salesperson, with great things for sale, if they’d like to take a look
EL 6:

Aldath Vesem
NG/Male/Human/Expert 3/Craftsman 3
Init +0, Senses: Listen -1, Spot -1,
Languages Common, Dwarven, Elven
------------------------------------------------
AC 12, touch 11, flat-footed 11 (DR 2/-)
hp 24 (6d6 HD)
Fort +2, Ref +2, Will +5
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +4, Grp +4
Atk Options +4 melee (1d6+1, short sword [destroying weapon])
Combat Gear Padded armor [padded armor effect]
-----------------------------------------------
Abilities Str 10, Dex 12, Con 10, Int 14, Wis 8, Cha 12.
SQ Crafter's Edge, Alchemist, Special Techniques, Swift Craftsman, Maker’s Knowledge, Power of Gems, Greater Alchemist
Skill Focus (Craft [Armorsmithing]), Skill Focus (Craft [Weaponsmithing]), Skill Focus (Craft [Alchemy]), Skill Focus (Appraise)
Skills Skills and Feats: Craft (Armorsmithing) +17, Craft (Weaponsmithing) +17, Craft (Alchemy) +17, Craft (Bowmaking) +14, Craft (Gemcutting) +14, Appraise +17, Diplomacy +10, Knowledge (Local) +11.
Possessions Padded armor [padded armor effect], short sword [destroying weapon effect], 2 alchemist fires, potion of cure light wounds [non-magical], ring of sustain core, 2 thunderstones, various other items for sale.

3
Homebrew and House Rules (D&D) / Re: [3.5 PrC] Craftsman
« on: October 31, 2012, 08:00:29 PM »
Can you craft items with lower than maximum caster levels, similar to how spellcasting crafters can normally? The Craftsman abilities just say that the items are at a specific CL, which would seem to prevent that.

Also, those abilities should clarify that you don't need the Craft Wand/Brew Potion feats to use them, I think.

You can lower your level, I just never thought of that. Also, duly noted.

The items are cheap enough that (other than the potions and wands) you're only saving around 5000g per person by crafting them yourself instead of buying them from the market.

True, but such is the nature of the beast. If he carries around crafting supplies, he could be the "Yeah, I have that" guy, due to being able to craft by the hour. Low price stuff, he can make very quickly.

The only serious issue I have with this class is that its very existence is a stealth buff to everyone else in the game world. Said buff is not necessarily a problem, mostly the fact that it's so hidden.

True, but there's not a whole lot you could do to fix that... Not that I can think of anyway.

4
Homebrew and House Rules (D&D) / Re: [3.5 PrC] Craftsman
« on: October 31, 2012, 03:56:21 PM »
What is the caster level for Greater Alchemist and Master Alchemist?

There's little reason for a PC to take levels in this class. All of the benefits are either trivially accessible through other sources at a lower cost or with additional benefits (skill bonuses, proficiency, item crafting), or can be purchased on the market simply by this class's very existence.

As stated in the abilities, the caster level is equal to your Craftsman level.

As to the why, the main benefit is getting stuff at a steep discount. You are right in saying that the items could just be bought, but at a higher price (full, as opposed to 1/3). The Swift and Lightning Craftsman abilities speed up crafting as well, and I don't think there are many other ways to do that.

That said, I know it's not a high power class. It's not meant to be. It's meant to be the skilled crafter who makes great things, not via magical might, but through blood, sweat and tears. This class exists to allow someone to play that guy.

5
Homebrew and House Rules (D&D) / [3.5 PrC] Craftsman
« on: October 31, 2012, 09:10:44 AM »
Craftsman
"It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."

Table: The Craftsman
LevelBABFortRefWillSpecial
1st+0+0+0+2Crafter's Edge, Alchemist, Special Techniques
2nd+1+0+0+3Swift Craftsman, Maker’s Knowledge, Power of Gems
3rd+2+1+1+3Greater Alchemist, Special Techniques
4th+3+1+1+4Power of Gems, Lightning Craftsman
5th+3+1+1+4Master Alchemist, Special Techniques


Hit Die
d6.



Requirements
To qualify to become a craftsman, a character must fulfill all the following criteria.

Skills
Any 2 Craft skills 6 ranks.

Feats
Skill Focus (Craft (any))



Class Skills
The craftsman’s class skills (and the key ability for each skill) are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Concentration (Con).

Skill Points at Each Level
6 + Int modifier.



Class Features
All of the following are Class Features of the Craftsman prestige class.

Weapon and Armor Proficiency
Craftsmen are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Crafter's Edge (Ex)
The Craftsman gains a +1 bonus to all Craft checks and all Appraise checks. This bonus increases every level, until it reaches +5 at level 5.

Alchemist (Ex)
Craftsmen may craft alchemical items, even if they are not spellcasters.

Special Techniques (Ex)
The Craftsman can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.

• Destroying weapon: Weapon/Bow only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon/Bow or Armor. This modifier reduces the weight of the item by 10%.

These modifiers can be used starting at level 3. Applying one of these effects increases the value of the item by 600 gp, and increases the Craft DC by 7.

• Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
• Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.

These modifiers can be used starting at level 5. Applying one of these effects increases the value of the item by 1000 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these 3 modifiers pierce DR as if they were magic.

• Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
• Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
• Finely made: Weapon/Bow or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.

Maker’s Knowledge (Ex)
At level 2, the Craftsman is treated as proficient with any weapon (including bows) or armor that they crafted on their own. This does not grant proficiency with the type of weapon or armor, but with that individual item.

Swift Craftsman (Ex)
At level 2, the Craftsman gains the ability to craft items faster than normal. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in cp.

Power of Gems (Ex)
At level 2, the Craftsman gains the ability to create jewelry that grants the wearer greater levels of skill and power. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a ring that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the ring slot as if they were.

• Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
• Sure Aim: +1 Alchemical bonus on To-Hit rolls
• Striking Fury: +1 Alchemical bonus on Damage rolls.
• Sturdy Truth: +1 Alchemical bonus to saving throws.

These effects can be used starting at level 4. A ring with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.

• Bull Soul: +2 Enhancement bonus to Str
• Cat Soul: +2 Enhancement bonus to Dex
• Bear Soul: +2 Enhancement bonus to Con
• Fox Soul: +2 Enhancement bonus to Int
• Owl Soul: +2 Enhancement bonus to Wis
• Eagle Soul: +2 Enhancement bonus to Cha

Greater Alchemist (Ex)
At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell. You do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to your Craftsman level, which you can choose to lower for this purpose.

Lightning Craftsman (Ex)
At level 4, the Craftsman has complete control of his craft. They can always take 10 on Craft checks, even if stress and distractions would normally prevent them from doing so. Furthermore, they may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.

Master Alchemist (Ex)
At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 25 + (Spell Level * 10) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell. You do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to your Craftsman level, which you can choose to lower for this purpose. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).



Craftsman Spell List:
Craftsman can create potions/wands of spells from this list. If they have spells known from other classes, those spells can not be used here.

Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.

6
Homebrew and House Rules (D&D) / [3.5 creature] Dungeon Crafter
« on: June 25, 2012, 02:55:50 PM »
Dungeon Crafter
Medium Outsider (Native)
Hit Dice:4d8 (18 hp)
Initiative:+6 (+2 Dex, +4 Improved Initiative)
Speed:30 ft. (6 squares)
Armor Class:15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple:+1/+0
Attack:Hand +1 melee (1d4+1)
Full Attack:---
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities
Special Qualities:---
Saves:Fort +5, Ref +7, Will +4
Abilities:Str 8, Dex 14, Con 10, Int 10, Wis 14, Cha 9
Skills:Knowledge (Architecture and engineering) +5, Listen +2, Search +3, Spot +2
Feats:Alertness, Improved Initiative
Environment:Dungeon
Organization:Solitary
Challenge Rating:7
Treasure:None
Alignment:Any
Advancement:By character class
Level Adjustment:+3

Spell-Like Abilities:
All spell-like abilities as level 9 caster, unless otherwise noted. All have full-round action casting times, unless noted.

At will- Acid Splash (Casting time: Standard Action)
At will- Prestidigation
At will- Stone Shape
At will- Speak with Animals

5/day- Wall of Stone

3/day- Summon Nature’s Ally I (Duration changed to Instantaneous)
3/day- Major Creation (Duration changed to Instantaneous, can take 20 on Craft check, max value: 250 gp)

1/day- Summon Nature’s Ally II (Duration changed to Instantaneous)
1/day- Quick Alchemy (Create any 1 alchemic item worth 50 gp or less, Duration: Instantaneous)
1/day- Create Trap (Duration changed to Instantaneous)
1/day- Reroll (as the Luck Domain power)

7
Introduce Yourself / Greetings
« on: June 20, 2012, 06:50:43 PM »
I'm qwertyu63, and I mostly play 3.5, unless I'm too busy with Minecraft. I'm out in Ohio, and I'm horrible at introducing myself. I spend way too much time bouncing back and forth between the GitP forums and TV Tropes. I don't use Facebook or it's ilk so don't ask. So, greetings.

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