Crafting Artificer Prestige Class

This five level prestige class is for casters who specialize in crafting magic items. Each level reduces the total time to create a magic item by 10%.
Prerequisites:

Skills: Craft (any) 7 ranks.

Feats: Skill Focus (concentration), any three Item Creation Feats

Class Features

Hit Dice: 1d4

Class Skills: The artificer’s class skills are the same as the class skills of the class that they advance their spells / day in. For example, if the crafting artifacer’s spells per day goes up for cleric spells, their class skills for that level are the cleric class skills.

Skill Points at Each Level: 2 + Int modifier.

The Crafting Artifacer
Level Base Attack Fort Ref Will Other
1st +0 +0 +0 +2 Item craft time reduced by 10%, spells per day +1 level of existing class
2nd +1 +0 +0 +3 Item craft time reduced by 20%, spells per day +1 level of existing class
3rd +1 +0 +0 +3 Item craft time reduced by 30%, spells per day +1 level of existing class
4th +2 +1 +1 +4 Item craft time reduced by 40%, spells per day +1 level of existing class
5th +2 +1 +1 +4 Item craft time reduced by 50%, spells per day +1 level of existing class

Item craft time: As crafting artifacers gain class levels, the amount of time it takes them to craft magic items is reduced. Thus, at 1st level of crafting artifacer, a magic item that costs 1100 gp to create takes one day, instead of two. At 5th level, the crafting artifacer can create magic items twice as fast as normal magic item crafters: 2000gp per day.

This reduction in crafting time does not in any way reduce the other costs related to magic item creation, including XP cost.

Spells per day: When a new crafting artifacer level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of crafting artifacer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


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Breeches of Hulking

These pants are roomy, and hang precariously on the wearer’s hips. They occupy a character’s belt slot. They are covered in small rips and patches. Three times a day, the wearer of these breeches can speak a command word and grow a size category, as though affected by enlarge person. The change in size lasts one minute.

Faint transmutation; CL 1st; Craft Wondrous Item, enlarge person; Price 1,080 gold; Weight 3 lb.


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Cloak of Shadows

This deeply cowled cloak follows the wearer like a shifting mantle of clinging darkness.
Minor Cloak of Shadows: Wearing this cloak grants a + 5 circumstance bonus to Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 2,500 gp; Weight 1 lb.

Cloak of Shadows: as above, and also can project no light as the spell at will. In a 20 ft. radius around the wearer no natural light can penetrate, and so all in the area gain total concealment. The area looks as though it is cloaked in deepest shadow. Magical light illuminates this area normally, and darkvision operates normally in this area.

Faint illusion and conjuration; CL 3rd; Craft Wondrous Item, invisibility, darkness; Price 4,000 gp; Weight 1 lb.

Major Cloak of Shadows: as above, and 1/ day it can be used to summon forth a mass of tentacles that grapple foes within 10′, per black tentacles. The tentacles have a grapple bonus of +15, a 19 strength, and deal 1d8+4 points of bludgeoning damage on their turn with a successful grapple check. Once summoned, the tentacles persist for 7 rounds.

Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.


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Phantasmal Pommel

Created by Terin Goldwrit the dwarven artifacer for the use of his companion Galenados the elven knight, this pommel summons a phontom steed for up to 9 hours a day. These hours do not have to be continuous, but it takes 10 minutes for the steed to coalesce out of slowly gathering mists. Once summoned, it is quite useful for a full day’s travel or for riding into battle.

The ghostly horse has the following stats:

  • AC of 18 (-1 size, +4 natural armor, +5 Dex)
  • 16 hit points: If it loses all its hit points, the phantom steed disappears.
  • Speed of 180 feet. The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
  • The horse cannot attack.
  • It can bear its rider’s weight plus up to 90 pounds

Moderate conjuration; craft wonderous item, phantom steed; CL 9th; 1 lbs, 9,720 gold


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Magedust

The invention of Nazur Tscheryn, the original version of this spell component can be added to many spells to extend their duration. It can also have other, stranger, properties when used with certain spells, similar to wild effects. For the most part this has the effect of extending the spell cast as though the caster had used the Extend Spell feat, thereby doubling the duration of the spell cast.

When using magedust, spells take a full round to cast, unless the spell’s casting time is longer than a standard action, in which case the spell’s casting time is unchanged.

The idea of supplementing material components has spread throughout the arcane community, leading to much experimentation. For the original version, mages tend to mix magedust using equal parts saltpeter, magnesium, sulfurous ash, though there are countless variations, some of which have other metamagical effects, such as extending the range and area of effect.

For a gram of magedust, it usually costs 100 gold coins, or 50 gold coins to make it yourself, depending on the individual recipe. The search is on to find cheaper alternatives to bring about the same effects. In all cases, craft alchemy checks can be used to create magedust for half the market prices listed below.

Enough magedust to extend up to a 3rd level spell costs 100 gold to buy. To extend up to a 6th level spell, 250 gold worth of mage dust must be used. And to extend up to a ninth level spell, 500 gold worth of magedust must be used.


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Mage Hand of Athenetos

This hand belonged to Athenetos of the Spider-Priests, a drow wizard of great power. When he was slain by Barael his daemonic familiar whisked his corpse to safety and eventually sold it to Oxceros, an yugoloth arcanaloth. Oxceros pried all the secrets he could from the body via necromantic magic, and then used the left hand to create this Mage Hand. He used it for some time before trading it to Belo Adukar, a dwarven mage along with knowledge of some powerful spells in exchange for a pledge of service and devotion. On Belo’s death it passed out of history into the mortal world. DC 40 knowledge arcana, history or planes reveals this history.

The mage hand is in a glass and crystal requilary, which is inscribed with the name Athenetos. When held it functions as a rod of maxamizing metamagic allowing the wielder to spontaneously maximize up to three spells of up to sixth level each day. Additionally it can be used to cast spectral hand 1/day and a maximized touch of idiocy 3 / day. These effects are at caster level 17, 3 and 9 respectively.

This mage hand is worth 104,760 gold. It and it’s box weigh 8 pounds.


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Mage hand

A preserved hand of a mage, usually presented in a box with a glass top.

Each hand bestows its own powers, usually indicative of the powers of the hand’s original owner when alive. Sample powers are equivalent to standard metamagic feats, without having to memorize the spells at higher levels. Other effects include not needing one of the three components: V, S, M. Still more effects are equivalent to wands.

These items are very rare, as they require a sufficiently powerful mage to die and for someone to remove his or her hand and preserve its magic.

Mage hands preserved with rings upon them usually are embodied with the power of the ring. This adds to their power and value.


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Fireflyer in a Jar

These rare and strange items amount to a fireflyer literally magically trapped in a jar. The most common fireflyer in a jar is one that produces light. In certain magical realms, such as the Phyloctaete, children catch fireflyers in jars and use them to read and play by. In most locations though, they have scarcely been heard of.

The fireflyer in a jar is created when someone catches a fireflyer off its guard, trapping it in a jar. This has the effect of essentially charming the fireflyer until it it set free. If the jar is opened or smashed, the fireflyer is set free from its bonds, and so escapes into the wild and will act accordingly, possibly even attacking whoever sets them free.

Cost: depends on the spell level of the fireflyer, increasing roughly exponentially starting at 500gp (lvl2 – 1000gp, 3 – 2000gp, 4 – 4000gp, etc.) Though, these costs are much less in regions of high magic.


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Slings and Arrows of Outrageous Fortune

To be or not to be, that is the question—
Whether ’tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles,
And by opposing, end them. — some bard

The slings are hewn of fine wood and a ruddy leather and are of masterwork quality, are magically enhanced +2, and have the power of seeking. The arrows are also masterwork and +2 seeking, and bear the mark of two white feathers with two red stripes and one red feather with two white stripes. The use of the sling or the arrows leaves dark red marks on the two fingers or the hands of the wielder.

Cost: 18,300 for the sling, 500 apiece for the arrows


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Deep Purse

This enchanted purse can carry much more wealth than would physically fit inside it, due to enchantments. In many ways similar to a bag of holding, it cannot be used to store anything larger than an inch or two in diameter. In addition, the wearer of this purse can retrieve desired items from it quickly without having to rummage through it. As a move action the wearer can simply pull out the desired coins or gem.

The purse can carry up to 200 pounds of coin and gems, or approximately 10,000 individual coins. No matter how much coin is in it it always appears to weigh 5 pounds, unless it is empty.

This enchantment is often combined with other purse enchantments, such as the Serpentward Purse.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gold.


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