Mad Crafter (3.5e Class)

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Mad Crafter[edit]

Only the truly mad delve deeply into the dark secrets of blood, bone, and the hidden power they contain. Those depraved beings who do desire the knowledge are driven to the brink of insanity where they learn the truth. The truth they find is that insanity can grant you power beyond measure, it is the individuals who manage to return from the edge with a shred of sanity remaining that become Mad Crafters.

Making a Mad Crafter[edit]

Strong points are that it creates fodder, but in turn is fragile and weak personally. It can also provide a bonus to the party against anything in his codex.

Abilities: Wisdom is the most vital ability for a Mad Crafter as it increases their maximum sanity pool. Intelligence is also important as it powers some of the Mad Crafters abilities.

Races: Mad Crafters can be of any race, that is so long as that race is capable of insanity.

Alignment: Always Chaotic with a tendency toward evil or neutral, however good Mad Crafters can exist

Starting Gold: 3d4x10 gp (75 average starting gold).

Starting Age: Moderate as fighter

Table: The Mad Crafter

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Spawn, Codex, Codex Scan 90%, Spark of Sanity
2nd +1 +0 +0 +3 Codex Lore+1, Insane Luck
3rd +1 +1 +1 +3 Harvest Essence(Physical attrubuite 80%)
4th +2 +1 +1 +4 Codex Rewrite Reality 1/day
5th +2 +1 +1 +4 Eyes of the Insane, Gift of Madness
6th +3 +2 +2 +5 Harvest Essence(movement type 70%)
7th +3 +2 +2 +5 Codex Lore+2, Codex Rewrite Reality 2/day
8th +4 +2 +2 +6 Maniacal Laughter
9th +4 +3 +3 +6 Harvest Essence(Spell-Like Abilities 60%)
10th +5 +3 +3 +7 Codex Rewrite Reality 3/day
11th +5 +3 +3 +7 Creature of perfection 1/day, Insomnia
12th +6/+1 +4 +4 +8 Harvest Essence(Supernatural Abilities 50%), Codex Lore+3
13th +6/+1 +4 +4 +8 Codex Rewrite Reality 4/day, Mind of Insanity
14th +7/+2 +5 +5 +9 Creature of perfection 2/day
15th +7/+2 +5 +5 +9 Harvest Essence(Extraordinary Abilities 40%)
16th +8/+3 +5 +5 +10 Codex Rewrite Reality 5/day
17th +8/+3 +5 +5 +10 Codex Lore+4, Creature of perfection 3/day
18th +9/+4 +6 +6 +11 Harvest Essence(psi-like Abilities 30%)
19th +9/+4 +6 +6 +11 Codex Rewrite Reality 6/day
20th +10/+5 +6 +6 +12 Creature of perfection 4/day

Class Skills (6 + Int modifier per level, x4 at 1st level)
Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Use Magic Device (Cha)

Class Features[edit]

Crazy? No, have you eaten your nuts? No, really come on well atleast let me improve you! (Crazy stare)* . All of the following are class features of the Mad Crafter.

Weapon and Armor Proficiency: Mad Crafters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spawn (Ex): The Mad Crafter creates it's own unique minions to defend himself with. These Spawn are created and tailored to the desires of the Mad Crafter, However the Mad Crafter only begins with a basic template for his spawn. The basic spawn is a humanoid shaped abomination with the humanoid subtype with no special abilities and only has 8 in all ability categories. To improve their rather weak spawn a Mad Crafter must collect data on other creatures by dissecting them using the Harvest Essence ability and storing that data in the Codex. The Mad Crafter then emulates attribute of the creatures from his Codex to create new spawn with these traits upon creation with the same percentage as Harvest Essence for the ability in question and uses sanity points equal to Harvest Essence. There is no limit on the modifactions though using tomuch sanity points can leave him at a huge disadvantage, all modifaction other then physical attributes and spell like ablities are concidered extraordinary ablities. The Mad Crafter can only have half his level worth in spawn at any given time. The Spawn has hit dice equel to half the Mad Crafter's class levels upon creation.

Codex (Ex): The Codex is most easily described as a mental encyclopedia that the Mad Craft uses to store information on various creatures for later use. He can also use this to recall the weaknesses and strengths of the creatures of which he has scanned into his codex. The Codex is immune to all forms of alterations and can not be falsely changed or forgotten.

Codex Scan (Ex): The Mad Crafter can as a full round action look over his opponent and determine everything about that creature with a 90% chance of success. If successful he adds that creatures information to his codex and can take advantage of his Codex Lore ability.

Spark of Sanity (Ex): The Mad Crafter's insane nature occasionally gives ways to a brief semblance of sanity. The Mad Crafter regains 1d4 sanity points each day. Unlike most people a Mad Crafter can only regain sanity points through this class feature, however also unlike most people his sanity pool is equal to five times his wisdom score with no cap.

Codex Lore (Ex): The Mad Crafter bizarre ability to glean knowledge of his enemies gives him and his allies an edge against creatures that the Mad Crafter successfully scanned into his Codex. This ability gives a +1 insight bonus on attack and damage roll as well as a bonus to AC against creatures that where successfully scanned into the Codex. The bonus increases an additional +1 every five levels. These bonus's extends to the Mad Crafter allies within a 5ft/level radius of the Mad Crafter.

Harvest Essence (Ex): Starting at 3rd level the Mad Crafter begins examining the remains of creatures to add even more information to the Codex. It is with this ability that a Mad Crafter learns new attribute traits for use while creating spawn. The Mad Crafter at 3rd level can only gain physical attributes for the Codex which includes Ability scores in sets of 2 but when harvesting the creature it must have a score higher then your current amount of that ablilty score, body type, size, natural armor, spell resistance, damage reduction, damage and elemental resistance, immunities, creature type (type becomes the Spawns subtype), and natural weapons or natural attack forms. The Mad Crafter further improves upon this ability as he gains more understanding and at every third level after 3rd he adds new attributes to the list of traits he can harvest. Only one attribute can be added to the Codex per creature.

Codex Rewrite Reality (Ex): The Mad Crafter can use this ability to temporarily remove a immunity, damage reduction, or resistance of a creature in the Mad Crafters Codex for 1 round per point of sanity missing from the Mad Crafter sanity pool. He can use this ability once per day at 4th level and an additional time per day every third level thereafter.

Insane Luck (Ex): Mad Crafter gets +1 Luck to AC for every 5 points of Sanity he is down

Eyes of the Insane (Ex): The Mad Crafter becomes immune to gaze attacks but suffers a -2 penalty to Diplomacy.

Gift of Madness (Su): At 5th level the Mad Crafter learns to temporarily augment himself and others with the same traits available to his spawn. As a free action he can touch himself or a willing target and add one of the augment available to his spawn to either himself or a willing target. This augment lasts for hour minute/level and cost 1 sanity point to use. There is a 1% chance that the augment becomes permanent.

Maniacal Laughter(Ex): 3/day + Int Modifier any creatures within 30ft. of the Mad Scientist that hears this laughter must make a Will save (DC 10 +1/2 character level + intimidate modifier) or become panicked for 1d4 rounds, success makes them shaken for as long as they are within 30ft. of the Mad Scientist the effect ends after they are more than 30ft. away from the Mad Scientist.

Insomnia (Ex): The Mad Crafter no longer needs to sleep and becomes immune to sleep spell and effects.

Creature of Perfection (Sp): The Mad Crafter at 11th level attains the ability to summon the pinnacle of all his hard work. He can as Standard action summon a special spawn that has all the beneficial abilities of everything the Mad Crafter has obtain the essence from his Harvest Essence ability. This all powerful spawn though only lasts for a brief moment before disappearing again. It's duration is 1 round per point missing from the Mad Crafters sanity pool. He can use it once at 11th level and an additional time per day every 3 levels thereafter.

Mind of Insanity (Ex): The Mad Crafter becomes immune to mind-affecting spells and abilities.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st Harvest Essence(feats 20%) |- class="even" 22nd Codex Lore +5, Codex Rewrite Reality 7/day
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th Harvest Essence(class feature 10%) |- class="odd" 25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th Codex Lore +6|- class="even" 28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th One with Perfection

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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