Manasmith (3.5e Class)

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A Manasmith is someone who is obsessed with magic and technology alike. Often times dropped out sorcerers who saw the allure of infusions or artificers who dabbled in magic. Bright individuals who always have a solution up their sleeve and a project on their mind. A Manasmith isn't one to be seen on the battlefield alone as he or she often carries magical items or travels with a group, but they can be devastating when pushed as they can channel the same magic that powers their devices themselves. Through the process of learning spells and prying apart the secrets of magic Manasmiths do exactly as the name implies, they shape magic to their very will.

Making a Manasmith[edit]

A Manasmith is a midrange support class above all else. Providing cover fire through spells and infusing the parties items with magic as well. A Manasmith is a special kind of spellcaster as they can accomplish almost anything. Given they have the time and pieces to do so. Manasmith's are not considered strong or weak at the beginning of their adventure but as they progress they can become a feared force, doing things with magic and metal few rarely see.

Abilities: Depending on which route you wish to take Int and Cha are a Manasmith's two most important abilities. Having a high Charisma allows you to have a larger amount of spells you can cast per day. Alternatively if you have a high Intelligence this allows you to have extra infusions per day which you can use and more skill points to which you can allot to however you wish. Secondly a Manasmith's Dex and Wis come next. Manasmith's are known to be wiry and hard to hit, making for a high reflex save, which is good considering they don't wear armor often or carry a weapon. Or Wisdom if you wish your Manasmith to have a steelmind in the thick of battle or slaving over a hit forge all day. This makes for a higher will save and higher Profession score which all Manasmith's have. Lastly come Str and Con, Con probably being the better of the two obviously giving more on your fortitude saves and Concentration score. Strength, Manasmith's dont usually spend a lot of time working out or carrying things...that's what magic is for.

Races: Any

Alignment: Any

Starting Gold: starting gold; 4D4×10 gp (average starting gold. 109 gp).

Starting Age: Complex

Table: The Manasmith

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day Infusions per Day Craft Reserve
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +1 +1 Bonus Feat, Forge Master 2 1 - 10
2nd +1 +0 +1 +2 2 20
3rd +1 +1 +1 +2 3 1 30
4th +1 +1 +2 +2 2 1 40
5th +2 +1 +3 +2 Fabricate 1/day 3 2 1 50
6th +2 +2 +3 +3 Indentify 2 2 1 75
7th +3 +2 +3 +3 4 3 2 1 100
8th +4 +2 +4 +4 Fabricate 2/day 2 2 2 1 125
9th +4 +2 +4 +4 5 3 3 2 1 150
10th +4 +3 +5 +5 Bonus Feat 2 2 2 2 200
11th +5 +3 +6 +5 Craft Construct 6 3 3 3 2 1 250
12th +5/+1 +3 +7 +6 2 2 2 2 1 350
13th +6/+1 +4 +7 +6 6 3 3 3 2 2 450
14th +6/+2 +4 +7 +7 3 2 2 2 1 600
15th +7/+2 +4 +8 +7 Fabricate 3/day 6 3 3 3 3 2 1 1 750
16th +7/+3 +5 +8 +7 3 3 3 2 1 1000
17th +8/+3 +5 +9 +8 6 3 3 3 3 2 2 1 1 1250
18th +8/+4 +5 +10 +8 3 3 3 3 3 2 1500
19th +9/+4 +6 +11 +9 Fabricate 4/day 7 3 3 3 2 2 2 1 1 2000
20th +10/+5 +6 +11 +10 3 3 3 3 3 2 2500

Class Skills 3 + Int modifier per level, ×4 at 1st level. 2 + Int Modifier for each additional level
Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) .

Class Features[edit]

All of the following are class features of the Manasmith.

Weapon and Armor Proficiency: This class has no weapon or armor proficiencies as they rely on spellcasting and infusions of other artifacts to do the work for them.

Craft Reserve: A Manasmith receives a pool of points he or she can spend instead to of experience points when crafting a magic item. Each time the Manasmith gains a new level, he or she receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent they are lost. A Manasmith can also use his craft reserve to suppliment the XP cost of the item he or she is making, taking a portion of the cost from their craft reserve and a portion from their own XP.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Forge Master: Manasmiths are undisputed masters of the forge. For each Crafting Skill that the Manasmith possesses he gets a inherent bonus equal to ½ of his level to each creation roll.

Fabricate: Upon reaching 5th level the Manasmith is able to materialize crafting materials due to his heightened arcane senses. He can cast fabricate at will with Target: None and determine the end crafting product. At levels 8, 15, and 19 he can use Fabricate an additional use per day

Identify: At 6th level the Manasmith is able to determine an item's magical properties due to his expertise in crafting. He can cast Identify 5 times a day as the spell, except that he does not need to have any of it's material components.

Craft Construct: At the 11th level, an artificer gains Craft Construct as a bonus feat. An artificer need not have any of the prerequisites normally required for Craft Construct.

Infusions: A Manasmith has the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function like spells and follow all rules for spells. For example, an infusion can be dispelled, it will not funtion in an antimagic area, and a Manasmith must make a concentration check if injured while imbuing an item with an infusion.

A Manasmith can imbue an item with any infusion from the artificer infusion list without preparing it ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for a Manasmith to learn infusions that are not on the normal artificer infusion list. When he encounters such an infusion, a Manasmith can attempt to learn it by making a Spellcraft check (DC20 + spell level). If this check succeeds, he adds it to his list. If not then he can try again when he gains another rank in Spellcraft. Provided he still has access to the new infusion.

To imbue an item with an infusion the Manasmith must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st level infusions, Int 12 for 2nd level, and no on..). Infusions never allow saving throws.

Like spellcasters, a Manasmith can only use a certain number of infusions of a particular level per day. However he receives extra infusions per day if he has a sufficiently high Intelligence score.

Manasmiths can only imbue items and constructs with infusions.Many Infusions have long casting times often 1 minute or more. A Manasmith can spend 1 acion point to imbue any infusion in 1 round.

Each day, a Manasmith must focus his mind on his infusions.He needs 8 hours of rest, after which he spends 5 minutes concentrating. During this period, the Manasmith readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself the character does not regain the infusion lots he used up the day before. Any infusions used within the last 8 hours count against the Manasmith's daily limit.

Spells: A Manasmith casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.

To learn or cast a spell, a Manasmith must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a Manasmith can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Manasmtih. In addition, he receives bonus spells per day if he has a high Charisma score.

A Manasmith’s selection of spells is extremely limited. A Manasmith begins play knowing three 0-level spells and one 1st-level spells of your choice. At each new Manasmith level, he gains one or more new spells, as indicated on Table: Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Manasmith has gained some understanding of by study. The Manasmith can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered level after that (6th, 8th, and so on), a Manasmith can choose to learn a new spell in place of one he already knows. In effect, the Manasmith “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Manasmith can cast. A Manasmith may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Table: Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
3rd 4 2
5th 5 3 1
7th 6 4 2 1
9th 7 4 3 2 1
11th 8 4 4 3 2 1
13th 8 4 4 3 3 2 1
15th 8 4 4 3 3 3 2 1
17th 8 4 4 3 3 3 2 2 1
19th 8 4 4 3 3 3 2 2 2

Epic Manasmith[edit]

Table: The Epic Manasmith

Hit Die: d6

Level Special
21st Craft Epic Wondrous Item
22nd Bonus Feat
23rd Craft Epic Staff
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

5 + Int modifier skill points per level.

Craft Epic Wondrous Item: At 21st level, an artificer gains Craft Epic Wondrous Item as a bonus feat. An artificer need not have any of the prerequisites normally required for Craft Epic Wondrous Item.

Craft Epic Staff: At 23th level, an artificer gains Craft Epic Staff as a bonus feat. An artificer need not have any of the prerequisites normally required for Craft Epic Staff.

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

Epic Manasmith Bonus Feat List: Additional Magic Item Space, Armor Skin, Efficient Item Creation, Energy Resistance, Epic Skill Focus, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Multispell, Combat Casting.

Half-Elf Manasmith Starting Package[edit]

Weapons: None.

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

Skill Ranks Ability Armor
Concentration 4 Con
Knowledge (Arcana) 4 Int
Profession 4 Wis
Spellcraft 4 Int
Use Magic Defice 4 Cha

Feat: Simple Weapon Proficiency.

Gear: 3X Daggers, 2X Spell Component Pouch, Belt Pouch, Backpack (empty), Bedroll, Map/Scroll Case, Flint&Steel, Hooded Lantern, Waterskin, 4X Trail Rations, +1Repair Kit. 27Lbs

Gold: 28gp 9sp.

Campaign Information[edit]

Playing a Manasmith[edit]

Religion: Religion: An individual that aspires to be an artificer won't have a preconception of religion. The artificer is a crafter first and foremost, and if they choose to be religious they generally will worship deities for blacksmiths and creators. Other deities that are worshiped by artificers tend to be gods or goddesses dealing with magic, creation, or order. If the artificer is not religious it does not negatively impact his abilities, so it is completely up to the individual whether he adheres to a religion or not.

Combat: Someone playing a Manasmith normally has a passive-aggressive role. They tend to rely on their magic and infusions to keep themselves and others alive long enough to use their often times new and untested device. At the same time a Manasmith could also play an aggressive role charging into battle magic ablaze causing a massive confusion or landing a strike on a large target all the while using their infused items to keep themselves safe. This class is built for support.

Advancement: Most commonly, someone who seeks to take levels in Manasmith will tend to continue to take levels in the class, though, on occasion, a Manasmith may wish to take levels in another class. A Manasmith's advancements vary greatly depending on their decisions, on their personality, and what they expect to deal with throughout their life. With effort a Manasmith can qualify for a large number of prestige classes. Consult with your DM about starting a Manasmith higher than 1st level.

Manasmiths in the World[edit]

How much power is required? More.
—Axton, Human Manasmith

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

Organizations Manasmiths are generally so sparse and separated from each other they may not know the other exists. But few have crossed each others path from time to time and make sure to meet up again.

Notables: Tobias Landgrave, Half-elf Manasmith: During battle he infused his partners armor so much it became animated .

Mirrzin McFlammable, Human Manasmith: He has been known to command entire sentries of magically infused constructs.

Ellie Tasslehoff, Gnome Manasmith: In a "failed" experiment blew the literal top off a mountain

NPC Reactions: Manasmiths vary in their eccentricity and can be hard to spot when not pounding a hammer or showing off their abilities. Though, whenever one of these situations arrise, they can be instantly picked out from others, since their unique ability is unmistakable. When a person actually sees that a Manasmith is what they are, their reactions can range anywhere from silent awe to reserved respect to outright fear..

Manasmith Lore[edit]

Characters with ranks in Knowledge (arcana), Knowledge (engineering), or Gather Information can research Manasmiths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Manasmiths are spellcasters who mix magic and metal.
10 Manasmith's may be able to cast spells and infuse items but not to the limit of sorcerers or artificers.
15 Manasmiths have been known to use extreme amounts of arcane energy to level cities.
20 Characters who get this result can know the name and location of a specific Manasmith and any item related to them.

Manasmiths 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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