Master Spellcrafter (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Master Spellcrafter
Rating: Not rated
(Rate this class)
Status: In Progress
Editing: Constructive edits welcome

<dplc>Master Spellcrafter (DnD Prestige Class)||- | Master Spellcrafter | style="text-align: center;" | NR | Strong Item Creation | A Master Spellcrafter is a spellcaster that creates items that do the job for him. | style="text-align: center;" | {{{5}}} | style="text-align: center;" | {{{6}}}</dplc>

Balance:
Not-Rated / 10
rated by Master Spellcrafter user(s)
Please, help D&D Wiki by rating the balance of this item here.
To see how to correctly format your rating go here.
For more information on how D&D Wiki's Balance system works, go here.

Master Spellcrafter[edit]

The Master Spellcrafter is the pinnacle of magical item creation. His understanding of magic and how items can be created using magic is so complete that he can create items faster, cheaper, and at less personal expense then any other spellcaster. He is also very adept at identifying magical items, and can even increase the power of the things that he creates. The drawback for this prestige class is that the Master Spellcrafter must spend many skill points in Spellcraft, Knowledge, and Craft. This prestige class fits very well with wizards, but can also work well with clerics.

Requirements:[edit]

To qualify to become a Master Spellcrafter, a character must fulfill all the following criteria.

  • Alignment: Any
  • Skills: Craft (any) 8 ranks, Knowledge (arcana) 8 ranks, OR Knowledge (religion) 8 ranks, and Spellcraft 8 ranks.
  • Feats: Scribe Scroll, Any three Craft Magical Item feats.
  • Special: Must have completed a magic item of at least 20.000gp in base price.


Table: The Master Spellcrafter
Hit Die: d4

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Bonus Feat (See Features) +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Materials Knowledge +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Bonus Feat (See Features) +1 level of existing spellcasting class
4th +2 +1 +1 +4 Crafting Efficiency +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bonus Feat (See Features)/Item Knowledge +1 level of existing spellcasting class
6th +3 +2 +2 +5 Practiced Crafter +1 level of existing spellcasting class
7th +3 +2 +2 +5 Bonus Feat (See Features) +1 level of existing spellcasting class
8th +4 +2 +2 +6 Crafting Efficiency +1 level of existing spellcasting class
9th +4 +3 +3 +6 Bonus Feat (See Features) +1 level of existing spellcasting class
10th +5 +3 +3 +7 Bonus Feat (See Features) +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level)
The Master Spellcrafter’s class skills (and the key ability for each skill) are Concentration (Con),Craft (Int), Decipher Script (Int),
Knowledge:(all skills taken individually)(Int), Profession (Wis), Spellcraft (Int)

Class Features:[edit]

All the following are class features of the Master Spellcrafter prestige class.

Weapon and Armor Proficiency: The Master Spellcrafter gains no proficiencies in weapons or armor.

Spells Per Day/ Spells Known: When a new Master Spellcrafter level is gained, the character gains new spells per day and spells known, as if he had also gained a level in the spellcasting class to which he belonged before adding this prestige class. He does not gain any of the other benefits a character of that class would have gained.

Bonus Feat: At level 1 of Master Spellcrafter; casters receive the feat Craft Scepter. At level 3, 5, and 7one of the following feats may be selected. Any Item Creation, Any Metamagic, or Any Spell Mastery.

At levels 9 and 10 one of the following feats may be selected. Any Item Creation, Any Metamagic, and Any Spell Mastery.

–OR–

The following only applies if the caster meets the ALL of the prerequisites for them. Epic Skill Focus: Knowledge (Arcana), Epic Skill Focus: Knowledge (religion), or Epic Skill Focus: Spellcraft, Epic Spellcasting. Also any Epic Item Creation, Metamagic, Divine, or Wild feat that the character can qualify for.

Crafting Efficiency: At the 4th level, and again at the 8th level, the Master Spellcrafter reduces the XP cost for crafting items by 25%.

Materials Knowledge: Through experience and insight the 2nd level Master Spellcrafter has gained an understanding of what materials work best for crafting magical items. He has also learned how to use the materials more efficiently thus granting him a 50% reduction to the cost of the raw materials needed for crafting. He also gains a +2 to any Craft check made.

Practiced Crafter: At level 6 the Master Spellcrafter has produced such a quantity of magical items that he gains a 50% reduction to the amount of time it takes to create a magical item.

SPECIAL:

Item Knowledge: At level 5 the Master Spellcrafter gains the ability to cast the spell Identify as a spell-like ability 5 times per day. They also receive a +2 to their Appraise check.

Spell Crafting Insight: As the Master Spellcrafter gains a better understanding of how magical items function and the energies used to create them, he gains the ability to increase the energy efficiency of the items. For every 15 skill modifier points he has in both Spellcraft and, Knowledge (arcana) or Knowledge (religion), the character can increases the set numeric effects of magical items by 50%. For example a new wand of Magic Missile normally has 50 charges; and Boots of Teleportation normally have 3 uses per day. With the Spell Crafting Insight ability the Master Spellcrafter can increase the amount of charges to 75 for the wand and 6 uses for the boots. This ability is not gained at a specific level, since the skill modifier number can fluctuate at any time.

Continual Requirements: The Master Spellcrafter MUST have the maximum number of ranks per character level in both Spellcraft and, Knowledge (arcana) or Knowledge (religion). If the Master Spellcrafter does not meet this criteria, then they do not receive the special ability for that level. If the ranks are eventually restored to maximum, then the caster retroactively gains the abilities that they “missed” previously.

Also the Master Spellcrafter must devote skill points in various crafting skills in order to create magical items that are more powerful then normal types. For example to create Boots of Teleportation that are useable 6 times per day the Master Spellcrafter must succeed a Craft: Leatherwork against a DC of 20. This represents the “masterwork” quality of the item, even if an item cannot be “masterwork”. The finished product is not considered masterwork for determining skill or ability bonuses. For every 50% increase to the number of uses, beyond the first, increase the DC by 10, and double the Ad Hoc gold cost.

Example 1: “Spellcrafted” Boots of Teleportation. Any Character wearing this footwear may teleport six time per day, exactly as if he had cast the spell of the same name. Moderate Conjuration; CL 9th; Craft Wondrous Item; teleport; Craft: Leatherwork DC 20; Price: 49,000 gp; Weight 3 lb. Ad Hoc +75 gp for “Masterwork” boots.

Example 2: “Spellcrafted” Boots of Teleportation. Any Character wearing this footwear may teleport nine time per day, exactly as if he had cast the spell of the same name. Moderate Conjuration; CL 9th; Craft Wondrous Item; teleport; Craft: Leatherwork DC 30; Price: 49,000 gp; Weight 3 lb. Ad Hoc +150 gp for “Masterwork” boots.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors