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 CraftsmanLevel | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Crafter's Edge, Alchemist, Special Techniques |
2nd | +1 | +0 | +0 | +3 | Swift Craftsman, Maker’s Knowledge, Power of Gems |
3rd | +2 | +1 | +1 | +3 | Greater Alchemist, Special Techniques |
4th | +3 | +1 | +1 | +4 | Power of Gems, Lightning Craftsman |
5th | +3 | +1 | +1 | +4 | Master Alchemist, Special Techniques |
Hit Died6.
RequirementsTo qualify to become a craftsman, a character must fulfill all the following criteria.
SkillsAny 2 Craft skills 6 ranks.
FeatsSkill Focus (Craft (any))
Class SkillsThe 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 Level6 + Int modifier.
Class FeaturesAll of the following are Class Features of the Craftsman prestige class.
Weapon and Armor ProficiencyCraftsmen 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.