Master Artificer (3.5e Prestige Class)
From D&D Wiki
Becoming a Master Artificer
You know how the magical world around you works. You've seen it, you've done it, you've destroyed it. You have decided to truly focus on mastering your class.
|Skills:||Knowledge (Religion) 24 Ranks, Knowledge (Arcana) 24 Ranks, Knowledge (The Planes) 24 Ranks.|
|Class:||Must have at least 21 levels as an Artificer|
|Feats:||Must have at least one Epic crafting Feat.|
|Special:||Must have created at least one Epic item.|
|Saving Throws||Class Feature||Craft Reserve|
|1st||+17/+12/+7/+2||+7||+7||+13||Craft Mastery, Insight into the Arcane||20000|
|2nd||+18/+13/+8/+3||+7||+7||+13||Eyes of the Clever, Fluid Form||22000|
|4th||+20/+15/+10/+5||+8||+8||+14||Mystical Core, Master your Craft||26000|
|5th||+21/+16/+11/+6/+1||+9||+9||+15||Masterful Fortitude, Time Ebb||28000|
|6th||+22/+17/+12/+7/+2||+9||+9||+15||Masterful Will, Bonus Feat||30000|
|9th||+25/+20/+15/+10/+5||+11||+11||+17||Master of Creation||36000|
|10th||+26/+21/+16/+11/+6/+1||+11||+11||+17||Master of Your Domain, Bonus Feat(specific)||40000|
Insight into the Arcane: At first level, the Master Artificer learns how to protect himself against incoming magical attacks. Gain [Spell Resistance 27 + Master Artificer level].
Craft Mastery: At first level, the Master Artificer has mastered the art of Arcane/Divine creation. Your [Craft Reserve] increases.
Eyes of the Clever: (Ex) At second level, the Master Artificer see the truth behind the curtains. You gain a permanent ability similar to True Seeing. This ability cannot be dispelled or suppressed. In addition, you are also able to discern any disguise of non magical means.
Fluid Form: (Su) At second level, the Master Artificer is able to cast Alter Self at will. This effect cannot be suppressed and cannot be unwillingly dispelled.
Forgotten Gift: At third level, the Master Artificer receives a Cosmic bonus to some of his/her abilities. You gain a +4 to your Charisma score and a +2 to your Constitution score.
Mystical Core: (Ex) At fourth level, the Master Artificer gains the knowledge of magical subtypes and how they work. You gain a diverse knowledge of [Damage Reduction]. You gain (DR30 / [Epic]).
Master your Craft: At fourth level, the Master Artificer is able to create a second Dedicated Wright. Both of these Homunculus can craft individual magical items or one could be creating an item and the other can [Retain Essence] from a magical item and add the broken down item to your [Craft Reserve].
Time Ebb: (Su) At fifth level, the Master Artificer has seen glimpses into his own destiny. You are able to spontaneously cast Time Stop (Su) as an Immediate action once per day.
Masterful Fortitude: At fifth level, the Master Artificer gains a cosmic bonus to their Fortitude save equal to [Half]their Master Artificer level. You may re-roll any failed Fortitude save once per day.
Masterful Will: At sixth level, the Master Artificer gains a cosmic bonus to their Will save equal to [Half]their Master Artificer level. You may re-roll any failed Wisdom save once per day.
Bonus Feat: At sixth level, the Master Artificer gains a bonus feat.
Masterful Reflexes: At seventh level, the Master Artificer gains a cosmic bonus to [Half]their Reflexes save equal to their Master Artificer level. You may re-roll any failed Reflex save once per day.
Craft Artifact: At eighth level, the Master Artificer masters the art of magical creation. You receive a 50% less modifier to XP, GP, and Time when crafting valuable items. (This ability is multiplicative with any other abilities and feats you may have). (*This ability can only work on items in the Major Wondrous items table, Artifacts table, Epic level items or when creating your own item of similar value/power)
Master of Creation: (Ex) At ninth level, the Master Artificer gains access to a small demi-plane 500 feet in radius, which increases in radius by 50' for every additional Master Artificer level you take. The planar traits of this plane match your home plane. This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist: Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather. Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water. Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt. Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact placement is up to you). Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top. Sun and stars: The plane has a day/night cycle (the length of which is up to you). You select these features upon attaining the demi-plane, and you can change them via a 1 week ritual (which costs nothing but time). Changing any feature results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed). This plane is lying coterminous to one spot in the Astral Plane, but only those allowed in by you can enter. You gain a spell like ability Plane Shift which can only take you to your Demi-plane or your home plane.
Master of your Domain: At tenth level, the Master Artificer is able to manipulate gravity and time on his Demi-plane. You are able to speed or slow time down on your Demi plane starting at 10x the speed. Every 5 levels beyond this you may slow or speed the time an additional 10x. You are also able to manipulate gravity the same way you are time, same rules apply.
Bonus Feat(specific): At tenth level, the Master Artificer has attracted the attention of the people around him. You gain a bonus 'Leadership' feat. (leadership, improved leadership, improved cohort, etc).