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The Alchemist and Artisan Classes

The following classes were created by Gwenfloor.

Alchemist

The apothecary that brews healing herbs, the alchemist that crafts explosives and potions with unheard of effects, the Chemist is a master of the elements, underlying principles that govern reality.

Hit Die: d6. The Alchemist is a thinker, not a warrior.
Alignment: Any. The morality of Alchemists ranges from the benevolent to the fiendish.
Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Knowledge (Nature), Profession, Search, Survival, Spellcraft, Use Magic Device.
Skill Points at 1st level: (8+ Int Mod) x4.
Skill Points at each additional level
: 8+ Int Mod.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Class Features
1st 0 0 2 2 Talent, Skill Focus (Craft [Alchemy])
2nd 1 0 3 3 Expert Creation (x2), Fast Creation
3rd 2 1 3 3 Improved Alchemy
4th 3 1 4 4 Bonus Feat, Talent
5th 3 1 4 4 Quick Creation, Expert Creation (x3)
6th 4 2 5 5 Exceptional Alchemy
7th 5 2 5 5 Talent
8th 6 2 6 6 Bonus Feat, Improvised Creation, Expert Creation (x4)
9th 6 3 6 6 Savvy Alchemy
10th 7 3 7 7 Talent
11th 8 3 7 7 Expert Creation (x5)
12th 9 4 8 8 Bonus Feat, Masterful Alchemy
13th 9 4 8 8 Talent
14th 10 4 9 9 Unorthodox Creation, Expert Creation (x6)
15th 11 5 9 9 Peerless Alchemy
16th 12 5 10 10 Talent, Bonus Feat
17th 12 5 10 10 Swift Creation, Expert Creation (x7)
18th 13 6 11 11 Sublime Alchemy
19th 14 6 11 11 Talent
20th 15 6 12 12 Legendary Physician, Bonus Feat, Expert, Creation (x8)

Class Features

The Following are the class features of the Alchemist.

Weapon and Armor Proficiency: Alchemists are proficient in all simple weapons, the light and heavy pick, the sap, the Alchemist’s Gun (by Bhaal006), repeating light and heavy crossbows, the hand crossbow, light armor, and no shields.

Talent: At first level, fourth level, and every three levels thereafter, the Alchemist can select one talent from below. Unless noted otherwise, each talent can only be taken once.

Poisoner: You are adept in the handling of toxins. You have a 0% chance of accidentally poisoning yourself when applying poisons to an object. In addition, when making Drugs (Covered in the Book of Vile Darkness and Lords of Darkness), you increase the bonus of the ability score or saving throw by +1, skill checks by +2.
Prerequisite: Craft (Poisonmaking) 4 ranks.

Festerer: You are an expert in the creation of toxins. At the cost of 1 1/2th the base cost of the poison for the purposes of item creation, you can increase the Fortitude Save DC by 4. In addition, when you make drugs, you increase the bonus of the ability score or saving throw by +2, skill checks by +4.
Prerequisite: Poisoner, Craft (Poisonmaking) 7 ranks.

Defiler: You are a master in the creation of toxins. At the cost of double the base cost of the poison for the purposes of item creation, you increase the ability/hit point damage of the primary and secondary effects by one die. If the ability/hit point damage's base is 1, increase it to a d3. For example, the primary and secondary damage of giant wasp venom would be 1d8 Dexterity. In addition, when you make drugs, you increase the bonus of the ability score or saving throw by +3, skill checks by +6.
Prerequisite: Poisoner, Festerer, Craft (Poisonmaking) 10 ranks.

Thermal Dynamics: You are adept at identifying sources of chemical reactions, plus the specific effects that the source would have on living subjects. By making a Craft (Alchemy) check against a monster with a DC of the monster's Hit Dice+15, the Alchemist can discern the monster's type and subtype, plus any weaknesses it might have.
Prerequisites: Craft (Alchemy) 4 ranks, Knowledge (Arcana) 2 ranks.

Harvest Materials: After defeating an enemy with a subtype, you can harvest pieces of its body to help augment future alchemical devices. You gain a bonus equal to its Hit Die on future Craft (Alchemy) checks, which can be split up. The monster’s materials can only be applied to certain alchemical devices: Creatures with the fire subtypes can only be applied to alchemical devices that deal fire damage or conduct heat, creatures with the Good subtype to Holy Water, creatures with the Evil subtype to Unholy Water, creatures with the Chaos subtype to make Anarchic Water, creatures with the Law subtype to make Axiomatic Water, creatures with the Earth subtype to Acid alchemical devices, Air to Electricity alchemical devices, Water to Cold alchemical devices, Plant creatures for Defoliators, Healing Salves, and other alchemical/herbal devices made of plants. For example, a 16 Hit Die Fire elemental’s materials can grant one +16 bonus to making a vial of Alchemist’s Fire, two +8 bonuses to two vials of Alchemist’s Fire, etc.
Alternatively, you can gain 50 gold pieces worth of raw materials per Hit Die instead of a bonus.
Prerequisites: Craft (Alchemy) 7 ranks, Knowledge (Arcana) 3 ranks, Thermal Dynamics.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/6th of the item’s market price in raw materials, 1/10th if the raw materials are easily available in the area.
Prerequisites: Craft (Alchemy) 10 ranks, Knowledge (Arcana) 5 ranks, Thermal Dynamics, Harvest materials.

Multitasking: By taking a -2 to both Craft (Alchemy) or Craft (Poisonmaking) checks, you can craft two items per crafting period, rolling separately for both.
Prerequisites: Craft (Alchemy) 4 ranks, Concentration 4 ranks.

Improved Multi-tasking: By taking -4 on all Craft (Alchemy) and Craft (Poisonmaking Checks), you can make three items in a standard crafting period, rolling separately for all.
Prerequisites: Craft (Alchemy) or Craft (Poisonmaking) 7 ranks, Concentration 7 ranks, Multi-tasking.

Advanced Multi-tasking: By taking -6 on all Craft (Alchemy) and/or Craft (Poisonmaking) checks, you can make four items in a standard crafting period, rolling separately for all.
Prerequisites: Craft (Alchemy) and/or Craft (Poisonmaking) 10 ranks, Improved Multi-tasking, Multi-tasking.

Demolitionist: You are adept in the handling and setting up of explosive and harmful chemicals by minimizing the damage. You can decrease the radius of an alchemical device by 5 feet by adding +4 to the DC for the purposes of item creation.
Prerequisites: Craft (Alchemy) 4 ranks, Knowledge (Nature) 2 ranks.

Mad Bomber: You are adept in maximizing the danger and pain of explosive and harmful chemicals. You can increase the radius of an alchemical device by 5 feet by adding +6 to the DC for the purposes of item creation.
Prerequisites: Demolitionist, Craft (Alchemy) 7 ranks, Knowledge (Nature) 4 ranks.

Timer: You are skilled in the timing of setting up explosive and harmful chemicals so that they trigger when you want them to. By adding +4 to the DC for the purposes of item creation, you can have the alchemical device trigger later, up to three rounds, adding +2 to the DC for each additional round, decided at the time you finish crafting the item.
Prerequisites: Demolitionist, Mad Bomber, Craft (Alchemy) 10 ranks, Knowledge (Nature) 5 ranks.

Apothecary: You are proficient in making alchemical items that can improve and heal the body, both mental and physical. You receive a +4 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 55 gold pieces for the purposes of item creation, you can make drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 0th or 1st level to the imbiber. In addition, when you create drugs, you reduce the penalties of side effects by 1 if an ability score penalty or saving throw penalty, by 2 if it is a penalty to a skill check, and you decrease the period the penalties last by one quarter.
Prerequisites: Heal 4 ranks, Profession (Herbalist) 2 ranks.

Druggist: You receive a +6 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 175 gold pieces (2nd level) or 413 gold pieces (3rd level) for the purposes of item creation, you can make a drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 2nd or 3rd level to the imbiber, or Cure Poison or Cure Disease, one poison or disease at the time of creation, or any of the stat boosting spells, (Bull’s Strength, Fox’s Cunning, etc.). In addition, when you create drugs, you reduce the penalties of side effects by 2 if an ability score penalty or saving throw penalty, by 4 if it is a penalty to a skill check, and you decrease the period the penalties last by one half.
Prerequisites: Apothecary, Heal 7 ranks, Profession (Herbalist) 4 ranks.

Pharmacist: You receive a +8 bonus on Craft (Alchemy) checks to make Healing Solvents and Antitoxins. At the cost of 770 gold pieces (4th level) or 1238 gold pieces (5th level) for the purposes of item creation, you can make a drug that if ingested, bestows a non-magical equivalent to an enchantment spell of 4th or 5th level to the imbiber. In addition, when you create drugs, you reduce the penalties of side effects by 3 if it is a penalty to an ability score or saving throw, by 6 if it is a penalty to a skill check, and you decrease the period the penalties last by three quarters.
Prerequisites: Apothecary, Pharmacist, Heal 10 ranks, Profession (Herbalist) 5 ranks.

Healer: Three times a day per person, you can use a Heal check to minimize injuries. By making a DC 15 Heal check, you can convert 1d4 hit points of lethal damage into nonlethal damage. For every 3 points by which you beat the DC, you convert an additional d4 hit points. By expending two out of three uses, you can completely heal the damage by the amount of hit points you would have converted.
Prerequisite: Heal 4 ranks.

Doctor: When converting lethal damage to nonlethal damage and completely healing, you use a d6 instead of a d4.
Prerequisites: Healer, Heal 7 ranks.

Surgeon: When converting lethal damage to nonlethal damage and completely healing, you use a d8 instead of a d6.
Prerequisites: Healer, Doctor, Heal 10 ranks.

Skill Focus (Craft [Alchemy]): At 1st level, the Alchemist gains Skill Focus (Craft [Alchemy]) as a bonus feat. If she already has this feat, she can select another feat that she meets the prerequisites for.

Expert Creation: When using the Craft (Alchemy) skill, you make double the gp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the gp you would normally make at 20th level.

Fast Creation: At 2nd level, an Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.

Improved Alchemy: At 3rd level, the Alchemist gains Improved Alchemy as a bonus feat, regardless of whether she meets the prerequisites. If she already has this feat, she gain select another feat that she meets the prerequisites for.

Bonus Feat: At fourth level and every three levels thereafter, the Alchemist gains a bonus feat, selected from the following list: Bonus Talent, Combat Expertise, Diligence, Endurance, Far Shot, Grenadier (PHBII), Iron Will, Mad Alchemist (PHBII), Open Minded (Complete Adventurer), Point Blank Shot, Precise Shot, Quick Draw, Self-Sufficient.

Quick Creation: At 5th level, an Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.

Exceptional Alchemy: At 6th level, the Alchemist gains Exceptional Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Improvised Creation: The Alchemist is capable of using unorthodox materials and jury-rigged tools to quickly create alchemical equipment. The Craft DC for making jury-rigged alchemical equipment is reduced by 10, taking only one-tenth of the normal time to make. Alchemical equipment that deals damage explodes on a roll of a natural one when crafting it, plus the Save DCs and damage rolls for jury-rigged alchemical equipment are reduced by 4 for Save DCs, and -2 per damage dice. For example, an acid made by Savvy Alchemy would deal 4d6-8 points of acid damage.

Savvy Alchemy: At 9th level, the Alchemist gains Savvy Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Masterful Alchemy: At 12th level, the Alchemist gains Masterful Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Unorthodox Creation: At 14th level, the Alchemist can substitute extraordinary abilities that duplicate magic in alchemical devices by selecting another spell of the same level, in the same school, by adding the minimum caster level to the DC of crafting an alchemical device.

Peerless Alchemy: At 15th level, the Alchemist gains Peerless Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Alchemist, when using the purposes of making items for Craft (Alchemy), she only needs to work for 1 hour per 1,000 gold pieces of the item’s market price, 6 minutes per 100 gold pieces.

Sublime Alchemy: At 18th level, the Alchemist gains Sublime Alchemy as a bonus feat, regardless of whether or not she meets the prerequisites.

Legendary Physician: At 20th level, you are a living paramount to the study of chemistry, your very existence proof of a major scientific breakthrough. You gain a +8 insight bonus on Craft (Alchemy) and Knowledge (Arcana) checks. When you create alchemical devices that damage or heal, you bestow the maximum possible dice result for damage or healing.

I use the magic item creation rules in the DMG to figure out the market price for my alchemical equipment. For example, a potion with a 2nd level spell by a third level caster would cost 150 gp, 25x2 (the spell level)x3(the caster level). At the end, I double the price to 300 gp, as they are non-magical, and thus more powerful than their equivalent spells. Raw materials cost 1/3rd the market price, making it 100 gp for an alchemist. In order to make a lot of alchemical equipment to keep up with the spell casters, I implemented the Multi-tasking talent tree, and the Fast Creation, Swift Creation, and Expert Creation rules.

Since they are non-magic, they are priced like scrolls to their magical equivalents. For dispel magic, you must target individual magic equipment, and antimagic fields do not come into use by spell casters until 11th level.

RuckusFox of the WotC message boards

Alchemist's Vest

This vest is specially built for the alchemist on the go! It is specially lined with deerskin-twice-to prevent nasty burns. It provides -1 to chemical damage (splash or direct). The sides of the vest are covered with plenty of different component pouches, each with their own protective flap and sealing buckle. If declared buckled, components inside of buckled pouches will not spill, even when fumbling (Natural 1).

Cost: 50 GP ?

Bhaal006 of the WotC message boards

Alchemists Gun

This strange looking device has a large metal cylinder mounted on top of what appears to be a crossbow frame but lacking the arms that defines such a weapon, closer examination reveals a tightly coiled spring housed inside the tube, this device was created by adventuring alchmists as means to deliver their potent chemical formulas froma safer distance, Increase the rang increment of all grenadelike weapons fired from this device to 40ft.

Item Creation

In order to figure out the price for raw materials when making improved alchemical equipment, take the base cost of the alchemical equipment, or the masterwork cost if it is masterwork, and add the listed “price” next to the improved alchemical equipment. Divide by 3, and you have the list of the needed gp value of raw materials. If you want the market price, do not divide the value by 3.

With the exception of Everburning Torches, using the special ability uses the alchemical item, and cannot be used again. You need to make a new piece of alchemical equipment in order use the ability again. With Everburning Torches, after using the ability, it reverts back to either a normal or masterwork Everburning Torch, depending on what it was originally created as. In order to regain the ability, you must pay 1/3rd of the cost the Everburning Torch would have had to “regain” the ability.

Variant: Masterwork Alchemy
Masterwork Item   Market Price
Acid

This flask of Acid deals 1d8 acid damage and grants a +2 bonus on damage rolls.

15 gp
Alchemist Fire This flask of Alchemist's Fire deals 1d8 fire damage grants a +2 bonus on damage rolls. 30 gp
Antitoxin The masterwork version of this alchemical torch provides clear illumination to 40 feet, and shadowy illumination to 80 feet. 165 gp
Everburning Torch This alchemical remedy provides a +10 alchemical bonus on Fortitude saves to poisons for two hours. 100 gp
Holy Water This masterwork equivalent provides a +2 bonus on damage rolls. 35 gp
Smokestick This masterwork alchemical tool provides the equivalent of the fog cloud spell, but in a 20 foot cube and lasts for 2 rounds. 40 gp
Sunrod This masterwork equivalent burns for twice as long as the normal equivalent, 12 hours, and double the light radius. 4 gp
Tanglefoot Bag The Reflex Saves, Strength checks, and Concentration checks, to avoid, break out of, or cast spells within, the masterwork tanglefoot bag are increased by 4, to 19, 21, and 19, respectively. 75 gp
Thunderstone The Fortitude Save to avoid deafness from the masterwork Thunderstone increases by 4, to 19. 60 gp
Tindertwig Lighting a masterwork Tindertwig is a free action instead of a standard action. 2 gp

In this next section, all prices listed are the prices needed to customize the alchemical equipment.

New Feat

Improved Alchemy

You are capable of improving alchemical supplies by a significant degree.
Prerequisites: Craft (Alchemy 6 ranks), Knowledge (Arcana) or Knowledge (Nature) 6 ranks
Benefits: At a +2 the DC of Craft (Alchemy), you can add these special qualities any of these alchemical items:

Item   Market Price
Acid Add +1d6 Acid Damage to the base damage, for a total of 2d6. If it is masterwork, the damage rolls increase to +3. 20 gp (normal)
35 gp (Masterwork)
Alchemist Fire Anyone who drinks this or pours this over an object, is subject to a nonmagical equivalent to Detect Poison, turning a slight red if any poison is present within the object or person. 14 gp
Antitoxin Add +1d6 Fire Damage to the base damage for a total of 2d6. If it is masterwork, the damage rolls increase to +3. 40 gp
55 gp (masterwork)
Everburning Torch Can be customized to create a nonmagical equivalent to the Resist Energy (Cold) spell to one target within the radius. 75 gp
Holy Water Adds +1d4 points of damage, to a total of 3d4, to evil outsiders and undead. If it is masterwork, the damage rolls increase to +3. 38 gp
53 gp (masterwork)
Smokestick

Can be customized to create a nonmagical equivalent to Lullaby to whoever inhales the fumes.

14 gp
Sunrod

Can be customized to create a nonmagical equivalent to Flare to one target within the radius.

14 p
Tanglefoot Bag Can be customized to create a non-magical equivalent to the Grease spell. 14 gp
Thunderstone Can create a non-magical equivalent to the Orb of Sound, Lesser spell. 12.5 gp
Tindertwig Creates a non-magical equivalent to Produce Flame. 12.5 gp

 

Exceptional Alchemy

You are an exquisitely skilled and talented alchemist.
Prerequisites: Craft (Alchemy) 9 ranks, Knowledge (Arcana) or Knowledge (Nature) 9 ranks, Improved Alchemy.
Benefit: At +4 to the DC to craft, you can customize your alchemical equipment with additional benefits.

Item   Market Price
Acid Adds +3d6 acid damage, for a total of 4d6. If it is masterwork, the bonus to damage rolls increases to +4. 35 gp
55 gp (masterwork)
Alchemist Fire Adds +3d6 fire damage, for a total of 4d6. If it is masterwork, the bonus to damage rolls increases to +4. 80 gp
100 gp (masterwork).
Antitoxin Nonmagical equivalent of Delay Poison. 188 gp
Everburning Torch Uses a nonmagical equivalent of Daylight. 188 gp
Holy Water Deals 5d6 damage to evil outsiders and undead. If it is masterwork, the bonus improves to +4. 101 gp
121 gp (masterwork).
Smokestick Makes a nonmagical equivalent to Obscure Object. 114 gp
Sunrod Nonmagical equivalent to Blindness. 114 gp
Tanglefoot Bag Nonmagical equivalent of Snare. 188 gp
Thunderstone Nonmagical equivalent to Silence. 114 gp
Tindertwig Nonmagical equivalent of Scorching Ray. 114 gp

 

Savvy Alchemy

Your talent at Alchemy is unsurpassed by few.
Prerequisite: Craft (Alchemy) 12 ranks, Knowledge (Arcana) or Knowledge (Nature) 12 ranks, Improved Alchemy, Exceptional Alchemy.
Benefit: Adding +6 to the DC to craft, you can customize your alchemical equipment.

Masterwork Item   Market Price
Acid Adds +5d6 acid damage, for a total of 6d6. If it is masterwork, add +5 to the damage roll. 60 gp
85 gp (masterwork)
Alchemist Fire Adds +5d6 fire damage, for a total of 6d6. If it is masterwork, add +5 to the damage roll. 120 gp
145 gp (masterwork).
Antitoxin When ingested, and if the imbiber has already failed a Fortitude Save against the poison, the imbiber gains a new fortitude save to ward off poison with a +5 alchemical bonus. 200 gp
Everburning Torch Non-magical equivalent of Searing Light. 188 gp
Holy Water Deals 8d6 damage against undead and evil outsiders. If it is masterwork, add +5 to the damage roll. 150 gp
175 gp (masterwork).
Smokestick Non-magical equivalent of Solid Fog. 350 gp
Sunrod Non-magical equivalent of Blistering Radiance. 350 gp
Tanglefoot Bag Non-magical equivalent of Hold Person. 350 gp
Thunderstone Non-magical equivalent of Shout. 350 gp
Tindertwig Non-magical equivalent of Wall of Fire. 563 gp

 

Masterful Alchemy

The workings of alchemy are second nature to you.
Prerequisites: Craft (Alchemy) 15 ranks, Knowledge (Arcane) or Knowledge (Nature) 15 ranks, Improved Alchemy, Exceptional Alchemy, Savvy Alchemy.
Benefit: By adding +8 to the Craft DC, you can customize your alchemical equipment.

Masterwork Item   Market Price
Acid Add +9d6 acid damage, for a total of 10d6. If it is masterwork, add +6 to the damage roll. 100 gp
130 gp (masterwork)
Alchemist Fire Add +9d6 fire damage, for a total of 10d6. If it is masterwork, add +6 to the damage roll. 200 gp
230 gp (masterwork).
Antitoxin Nonmagical equivalent to Lesser Restoration on two ability scores, plus Neutralize Poison. 500 gp
Everburning Torch Nonmagical equivalent to Rainbow Pattern. 350 gp
Holy Water Deals 12d6 damage to undead or evil outsiders. If masterwork, add +7 to the damage roll. 188 gp
218 gp (masterwork).
Smokestick Nonmagical equivalent of Mind Fog. 563 gp
Sunrod Nonmagical equivalent of Fire Shield. 350 gp
Tanglefoot Bag Nonmagical equivalent to Hold Monster. 563 gp
Thunderstone Creates a non-magical equivalent to Orb of Sound. 350 gp
Tindertwig Nonmagical equivalent to Fires of Purity. 825 gp

 

Peerless Alchemy

Few except for the elite among alchemists can match your skill at the arts of chemistry.
Prerquisites: Craft (Alchemy) 18 ranks, Knowledge (Arcana) or Knowledge (Nature) 18 ranks.
Benefit: By adding +10 to the DC to craft, you can customize your alchemical equipment.

Masterwork Item   Market Price
Acid Deals 10d8 acid damage. If it is masterwork, add +7 to the damage roll. 125 gp
160 gp (masterwork)
Alchemist Fire  Nonmagical equivalent to Restoration to two ability scores. 250 gp
285 gp (masterwork).
Antitoxin Deals 10d8 fire damage. If it is masterwork, add +7 to the damage roll. 850 gp
Everburning Torch Nonmagical equivalent of True Seeing within the radius. 1500 gp.
Holy Water Deals 12d8 damage against undead and evil outsiders. If it is masterwork, add +8 to the damage roll. 235 gp
275 gp (masterwork).
Smokestick Nonmagical equivalent to Acid Fog. 825 gp
Sunrod Nonmagical equivalent to Sunbeam. 1138 gp
Tanglefoot Bag Nonmagical equivalent to Hold Person, Mass. 1138 gp
Thunderstone Nonmagical equivalent to Greater Shout. 1500 gp
Tindertwig Nonmagical equivalent to Fire Storm, but in one 10 foot cube. 1138 gp

 

Sublime Alchemy

You are to alchemy what Mordenkainen is to magic.
Prerequisites: Craft (Alchemy) 21 ranks, Knowledge (Arcana) or Knowledge (Nature) 21 ranks.
Benefit: By adding +12 to the DC to craft, you can customize your alchemical equipment.

Item   Market Price
Acid Deals 10d10 acid damage. If it is masterwork, add +8 to the damage roll. 158 gp
198 gp (masterwork)
Alchemist Fire Deals 10d10 fire damage. If it is masterwork, add +8 to the damage roll. 313 gp
353 gp (masterwork).
Antitoxin Nonmagical equivalent to Greater Restoration to two ability scores. 1138 gp
Everburning Torch Nonmagical equivalent of Scintillating Pattern. 1913 gp
Holy Water Deals 12d10 damage against undead and evil outsiders. If it is masterwork, add +9 to the damage roll. 294 gp
339 gp (masterwork).
Smokestick Nonmagical equivalent to Incendiary Cloud. 1500 gp
Sunrod Nonmagical equivalent to Sunburst. 1500 gp
Tanglefoot Bag Nonmagical equivalent to Hold Monster, Mass. 1913 gp
Thunderstone Nonmagical equivalent to Power Word Stun. 1500 gp
Tindertwig Nonmagical equivalent to the Combust spell, but can combust 2 targets no more than 10 feet apart. 300 gp

 

Acid and Alchemist's Fire Splash Damage
Masterwork 3
Improved 4
Exceptional 5
Savvy 6
Masterful 7
Peerless 8
Sublime 9

 

Holy Water Splash Damage
Masterwork 4
Improved 5
Exceptional 6
Savvy 7
Masterful 8
Peerless 9
Sublime 10

In case one needs to know, the effective caster level for the non-magical equivalents is equal to the ranks in Craft (Alchemy)-3.

New Alchemical Equipment:

Healing Salve: Requires 4 ranks of Craft (Alchemy) and 1 rank in Heal.

The Healing Salve converts 1d4 points of damage per rank of Heal the creator had into nonlethal damage. You can only benefit from this once a day. If someone tries to use another Healing Salve on you, the effort is wasted. The market price is 40 gp per rank in heal. If you possess ability from the “healing” talent tree from the Alchemist Core Class, this does not count towards your daily uses.

Improvements
Masterwork Converts 1d6 points of damage per rank of Heal. Market Price: 60 gp per rank.
Improved Non-magical equivalent of Cure Light Wounds.
Exceptional Non-magical equivalent of Cure Moderate Wounds.
Savvy Non-magical equivalent of Cure Serious Wounds.
Masterful Non-magical equivalent of Cure Critical Wounds.
Peerless Non-magical equivalent of Heal.
Sublime Non-magical equivalent of Regenerate.

Jester of the FoS

  1. You have Diplomacy as a class skill. This is generally paired with Sense Motive and Bluff. Knowing how to talk to people and such...
  2. Gwenfloor: I know. The Cleric gets Diplomacy, but not Sense Motive or Bluff. I gave it to the Alchemist in the case that he needs to barter or sell his alchemical supplies.
  3. There might also be a mid-level ability that lets an alchemist craft potions with a UMD check, feigning spell knowledge to brew a semi-magical potion.
  4. Gwenfloor: I heard from Nausicaa of the WotC message boards to duplicate alchemical potions for spell of the Abjuration and Transmutation schools that have Saving Thow: Yes (Harmless). I am planning on making alchemical equivalents.
  5. I'm not sure if the later higher alchemical items are priced equal to one-shot magical items that replicate the spells listed...
  6. Gwenfloor: They are priced as scrolls of equivalent level (12.5x level of spell x level of caster). I am strongly considering pricing them equivalent to potions instead.
    Jester of the FoS: Scrolls are cheaper because not everyone can use a scroll. It must be on your spell list and the same type of spell (arcane/divine). Anyone can use potions though.
    Gwenfloor: Okay, when I am not busy, I will double the prices. Until then, just double the prices.
  7. Do acid and alchemist fire do extra lingering damage the next couple rounds?
  8. Gwenfloor: Alchemist's Fire does, but Acid does not.
  9. You might want to take a peak at the alchemical items in the Complete Adventurer book, some funky stuff there.
  10. Gwenfloor: I know. I am planning on expanding the Alchemy feat tree to cover other non-core alchemical equipment.

 

The Artisan    

The master metal smith who produces high quality iron weapons and armor, the expert leatherworker that forges impenetrable armor and shields out of the hides of mythic beasts, and the mechanic that creates uncanny clockwork contraptions. All of these people are artisans.

Hit Dice: d6. The Artisan is skilled in the arts of creation, but he is not a warrior.

Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.

Base Attack Progression: Average.

Saves: Fortitude Good, Reflex Poor, Will Good.

Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.

Skill Points at 1st level: (8+ Int Mod) x4.

Skill Points at each additional level: 8+ Int Mod.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3  Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship, Armorbreaker 1d6
4th 3 4 1 4

Bonus Feat, Talent, Trap Sense +1

5th 3 4 1 4

Quick Creation, Expert Creation (x3)

6th 4 5 2 5 Exceptional Craftsmanship, Armorbreaker 2d6
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x3), Trap Sense+2
9th 6 6 3 6 Savvy Craftsmanship, Armorbreaker 3d6
10th 7 7 3 7

Talent, Skill Focus (Craft)

11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship, Trap Sense+3, Armorbreaker 4d6
13th 9 8 4 8

Talent, Skill Focus (Craft)

14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship, Trap Sense+4, Armorbreaker 5d6
16th 12 10 5 10 Talent, Bonus Feat
17th 12 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship, Armorbreaker 6d6
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8 ), Trap Sense+5

Class Features: The following are the class features of the Artisan.

Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields.

Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.

Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC.

Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.

Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.

Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.

Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 8 points of natural armor.

Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 12 points of natural armor.

Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period, rolling separately for both.

Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.

Improved Multi-tasking:

By taking -4 on all Craft, you can make three items per crafting period, rolling separately for all.

Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.

Advanced Multi-tasking:

By taking -6 on all Craft checks, you can make four items in a standard crafting period, rolling separately for all.

Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.

Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level.

Prerequisites: Appraise 4 ranks.

Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.

Prerequisites: Appraise 7 ranks, Skilled Appraiser.

Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify three times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.

Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.

Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monster’s type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.

Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.

Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future alchemical devices. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. Alternatively, you can gain a bonus equal to half a Monster’s Natural Armor on Craft (Armorsmithing) checks. Alternatively, you can gain 25 gold pieces worth of raw materials per Challenge Rating instead of a bonus.

Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the item’s market price in raw materials.

Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.

Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the item’s cost in raw materials to repair it.

Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.

Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the item’s cost in raw materials to repair it.

Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.

Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the item’s cost in raw materials to repair it.

Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.

Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each section’s hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.

Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicle’s material) 4 ranks.

Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each section’s hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.

Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.

Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each section’s hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.

Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.

Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.

Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the sp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the sp you would normally make at 20th level.

Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.

Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Armorbreaker: At 3rd level, 6th level, and every three levels thereafter, an Artisan knows how to hit it where it hurts on armored targets. The Artisan deals an additional 2d6 points of damage against all creatures wearing armor, shields, and/or natural armor. At 6th level, the Artisan deals an additional 1d6 points of damage against all creatures wearing armor, shields, and/or natural armor, to a maximum of 6d6 points of extra damage at 18th level.

Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Quick Draw, Self-Sufficient.

Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.

Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Improvised Creation: At 8th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor.

Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 hour per 500 gold pieces of the item’s market price, 6 minutes per 50 gold pieces.

Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weapon’s attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.

New Feats

Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.

Improved Craftsmanship: You are capable of improving equipment by a significant degree.

Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.

Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;

Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.

Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.

Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 dodge bonus to Armor Class when the weapon is in hand.

Improved Skill Bonus (Class Tool Kits Only): Grants a +4 bonus on skill checks specified by the tool kit.

Deadly Blows (Weapons and Ammunition only): Grants a +1 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.

Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armor’s reduction to armor check penalty.

Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores one point of armor bonus against armor, but not natural armor.

Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Light: This item weighs only half as much. This can only be done once per item.

Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.

Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.

Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Exceptional Craftsmanship:

You are an exquisitely skilled and talented artisan.

Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.

Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Exceptional Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +2 bonus on attack rolls.

Exceptional Damage (Weapons and ammunition only): Item gains a +2 bonus to damage rolls.

Exceptional Parrying (Light and One-handed Melee Weapons only): Item grants a +2 dodge bonus to armor class when the weapon is in hand.

Exceptional Skill Bonus (Class Tool Kits only): Item provides a +6 bonus on skill checks specified by the tool kit.

Exceptionally Deadly Blows (Weapons and Ammunition only): Grants a +2 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Exceptional Defenses (Armor and Shields only): Grants +2 armor/shield bonus. This stacks with the original armor/shield bonus.

Exceptional Mobility (Armor only): Decreases armor check penalty by 2. This stacks with the masterwork armor’s reduction to armor check penalty.

Bypass Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores two points of armor bonus against armor, but not natural armor.

Exceptionally Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 14) or suffer a deep cut. Deep cuts incur a -3 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Exceptional Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 14) or suffer a broken bone. Broken bones deal 1d3 points of damage an hour, and 2 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Far-off Range (Ranged and Throwing Weapons only): Add 20 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Exceptionally Durable: Add 8 hit points, +4 hardness, and +4 to the Break DC to the item.

Evenly Distributed (Weapons and Armor only): The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.

Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +6 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Savvy Craftsmanship:

Your talent at crafting items is surpassed by few.

Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.

Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Savvy Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +3 bonus on attack rolls.

Savvy Damage (Weapons and ammunition only): Item gains a +3 bonus on damage rolls.

Savvy Parrying (Light and One-handed weapons only): Item grants a +3 dodge bonus to armor class when the weapon is wielded in hand.

Savvy Skill Bonus (Class Tool Kits only): Item grants a +8 bonus on skill checks specified by the item.

Savvy Deadly Blows (Weapons and Ammunition only): Grants a +3 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Savvy Defenses (Armor and Shields only): Grants +3 armor/shield bonus. This stacks with the original armor/shield bonus.

Savvy Mobility (Armor only): Decreases armor check penalty by 3. This stacks with the masterwork armor’s reduction to armor check penalty.

Circumvent Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores three points of armor bonus against armor, but not natural armor.

Savvy Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 1 or suffer a deep cut. Deep cuts incur a -4 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Savvy Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 1 or suffer a broken bone. Broken bones deal 1d4 points of damage an hour, and 3 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Distant Range (Ranged and Throwing Weapons only): Add 30 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Savvy Durability: Add 12 hit points, +6 hardness, and +6 to the Break DC to the item.

Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers half (round up) the damage as non-lethal damage.

Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.

Savvy Personalized (attuned to one person only): This item grants +4 to attack rolls if a weapon, +4 to armor class if armor or shield, or +8 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Masterful Craftsmanship

The workings of the artisan are second nature to you.

Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.

Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Masterful Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +4 bonus on attack rolls.

Masterful Damage (Weapons and ammunition only): Item gains a +4 bonus on damage rolls.

Masterful Parrying (Light and One-handed weapons only): Item grants a +4 dodge bonus to armor class when the weapon is wielded in hand.

Masterful Skill Bonus (Class Tool Kits only): Item grants a +10 bonus on skill checks specified by the item.

Masterful Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Masterful Defenses (Armor and Shields only): Grants +4 armor/shield bonus. This stacks with the original armor/shield bonus.

Masterful Mobility (Armor only): Decreases armor check penalty by 4. This stacks with the masterwork armor’s reduction to armor check penalty.

Omit Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores four points of armor bonus against armor, but not natural armor.

Masterful Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 22) or suffer a deep cut. Deep cuts incur a -5 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Masterful Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 22) or suffer a broken bone. Broken bones deal 1d6 points of damage an hour, and 4 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Extensive Range (Ranged and Throwing Weapons only): Add 40 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Masterful Durability: Add 16 hit points, +8 hardness, and +8 to the Break DC to the item.

Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers three-quarters (round up) the damage as non-lethal damage.

Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks.

Masterfully Personalized: This item grants +5 to attack rolls if a weapon, +5 to armor class if armor or shield, or +10 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Peerless Craftsmanship

Few except for the elite among artisans can match your skill at the arts of design.

Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.

Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Peerless Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +5 bonus on attack rolls.

Peerless Damage (Weapons and ammunition only): Item gains a +5 bonus on damage rolls.

Peerless Parrying (Light and One-handed weapons only): Item grants a +5 dodge bonus to armor class when the weapon is wielded in hand.

Peerless Skill Bonus (Class Tool Kits only): Item grants a +12 bonus on skill checks specified by the item.

Peerless Deadly Blows (Weapons and Ammunition only): Grants a +5 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Peerless Defenses (Armor and Shields only): Grants +5 armor/shield bonus. This stacks with the original armor/shield bonus.

Peerless Mobility (Armor only): Decreases armor check penalty by 5. This stacks with the masterwork armor’s reduction to armor check penalty.

Outflank Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores five points of armor bonus against armor, but not natural armor.

Peerless Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 26) or suffer a deep cut. Deep cuts incur a -6 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Peerless Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 26) or suffer a broken bone. Broken bones deal 1d8 points of damage an hour, and 5 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Boundless Range (Ranged and Throwing Weapons only): Add 50 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Peerless Durability: Add 20 hit points, +10 hardness, and +10 to the Break DC to the item.

Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.

Retaliation (Armor and Shield only): This piece of armor or shield is so hard that when an enemy does hit you, it still hurts him. When an enemy successfully hits you, it takes non-lethal damage equal to the armor/shield bonus. Non-physical touch attacks bypass this ability.

Peerlessly Personalized: This item grants +6 to attack rolls if a weapon, +6 to armor class if armor or shield, or +12 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Sublime Craftsmanship

You are to artisans what Mordenkainen is to magic.

Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.

Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Sublime Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +6 bonus on attack rolls.

Sublime Damage (Weapons and ammunition only): Item gains a +6 bonus on damage rolls.

Sublime Parrying (Light and One-handed weapons only): Item grants a +6 dodge bonus to armor class when the weapon is wielded in hand.

Sublime Skill Bonus (Class Tool Kits only): Item grants a +14 bonus on skill checks specified by the item.

Sublime Deadly Blows (Weapons and Ammunition only): Grants a +6 bonus on attack rolls to confirm critical hits. This does not increase a weapon’s threat range.

Sublime Defenses (Armor and Shields only): Grants +6 armor/shield bonus. This stacks with the original armor/shield bonus.

Sublime Mobility (Armor only): Decreases armor check penalty by 6. This stacks with the masterwork armor’s reduction to armor check penalty.

Outmaneuver Defenses (Piercing Weapons Only): This weapon is made for slipping past armor’s defenses. Ignores six points of armor bonus against armor, but not natural armor.

Sublime Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemy’s skin. Enemy must make a Fortitude Save (DC 30) or suffer a deep cut. Deep cuts incur a -7 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponent’s bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

All-encompassing Range (Ranged and Throwing Weapons only): Add 60 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Sublime Durability: Add 24 hit points, +12 hardness, and +12 to the Break DC to the item.

Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.

Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.

Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.

Sublime Personalization: This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +14 bonus on skill checks if a class tool kit. These bonuses stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks require the Accuracy tweak of the same level if a weapon, the Defense tweak of the same level if a suit of armor or shield, or the Skill Bonus tweak of the same level if a class tool kit.

Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original item’s Craft. If you succeed, you add the tweak to the item.

Item costs as much as their magical counterparts +5%. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.

Tweak Costs

Note: all costs are per tweak.

Tweak Cost
Improved Tweak +1,050 gp
Exceptional Tweak +8400 gp
Savvy Tweak +18,900 gp
Masterful Tweak +33,600 gp
Peerless Tweak +52,500 gp
Sublime Tweak +75,600 gp

And for those very high CL domains, a new campaign-specific talent tree!

Mechanic: You gain a +2 bonus on Craft (Machines) and Knowledge (Machines). Knowledge (Machines) is now a class skill for you. You also gain +4 bonus on crafting firearms and steam-powered or mechanical devices.

Prerequisites: Craft (Machines) 4 ranks, Knowledge (Machines) 2 ranks.

Technician: You can make weapons that are mechanical, with working cogs and gears. Add 300 gp to the market price per enhancement to Strength or Dexterity, to a maximum of +5. The weapon uses this Strength or Dexterity bonus for the purposes of attack and damage rolls instead of yours. You can make mechanical armor with pistons located in the limbs to help supplement physical tasks in the armor. You gain a bonus to Climb, Jump, and Swim checks when wearing this armor. You add 300 gp to the market price of the armor per +1 bonus, to a maximum of +5.

Prerequisites: Craft (Machines) 7 ranks, Knowledge (Machines) 3 ranks.

Technologist: You have mastered the designs of complex machinery. You may craft a non-magical version of a construct, even if you are not a spell caster. You use its normal price +5% for it being non-magical. You can also trade in the experience cost, with each experience point traded in adding 5 gold pieces to the market price. The construct is otherwise the same, except that it does not have Spell Resistance or Spell-like abilities.

Prerequisites: Craft (Machines) 10 ranks, Knowledge (Machines) 5 ranks.

Note: The name "technologist" is a name in the Ptolus campaign setting for one who uses post high medieval/renaissance technology.

Artisan Fluff

Races and Cultures: All across the Core, Artisans number in large amounts. The arts of the forge, among several other important works of smithing, metallurgy, carpentry, plus much more, are universally common amongst all sentient beings.

The Lamordians are famous and renown for their high-quality crafts, with technological breakthroughs being commonplace in the cerebral cortex of the learned Lamordian. The artisans of Paridon perfected the technique of forging primitive equivalents to photography and several other "Victorian" inventions. Guiseppe of Odiare is a master toymaker, and his creations are, in all respects, sentient beings. The Dwarves are experts in stonemasonry, the elves craft carpentry and beautiful and efficient works of woodworking, the gnomes have alchemical devices and eerie mechanical trinkets, while the Vistani of the Kamii tribe have the best Artisans that specialize in metalworking.

Important Note: All bonuses, unless otherwise noted, are equipment bonuses, and thus cannot stack with magical enhancements.

Brief Stats

Here are my homebrewed stats for several notable Ravenloft artificers and inventors:

Guiseppe

Male Human Artisan 7

Craft (Woodworking)+18

Craft (Clockworking)+22

Knowledge (Construct Lore)+14

Talents: Fixer, Touch Up, Adjustment, Discern Weakness, Mechanic, Technician, Technologist.

Feats: Skill Focus Craft [Woodworking], Craft [Clockworking], Bonus Talent (x4), Pactifying Stab (from Siglo).

 

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