![]() The Alchemist and Artisan ClassesThe following classes were created by Gwenfloor. AlchemistThe 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.
Class FeaturesThe 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Doctor: When converting lethal damage to nonlethal damage and completely healing, you use a d6 instead of a d4. Surgeon: When converting lethal damage to nonlethal damage and completely healing, you use a d8 instead of a d6. 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.
The ArtisanThe 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.
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 FeatsNote: 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 CostsNote: all costs are per tweak.
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 FluffRaces 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 StatsHere are my homebrewed stats for several notable Ravenloft artificers and inventors: GuiseppeMale 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). To contribute to the Evil DM Trick, send your ideas to Joel@fraternityofshadows.com |