Crafter (3.5e NPC Class)
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Abilities: Crafters enjoy a large amount of skill points, making Intelligence key. Charisma is also important, especially for making those use magic device checks. While they don't go out adventuring, a good Constitution never hurts. Other ability scores depend on a matter of preference and are less important.
|1st||+0||+0||+0||+2||Item Creation, Scribe Scroll|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the crafter.
Weapon and Armor Proficiency: The crafter is proficient in the use of all simple weapons and with light armor but not shields.
Item Creation (Ex): A crafter can create a magic item even if he does not have access to the spells that are prerequisites for the item. The crafter must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus to make a 1st level wand, a crafter would need to make a Use Magic Device check result of 21 or higher. To create boots of teleportation (CL 9th) he would need a reult of 29 or higher to emulate the teleport prerequisite. The crafter must make a successful check for each prerequisite item he makes. If he fails the check, he can try again each day until the item is complete, delaying the creation of the magic item in question until it is fulfilled.
For the purpose of meeting item and feat prerequisites, the crafter's effective caster level is equal to his crafter level. The crafter can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, including the item creation feat prerequisite. He must meet the caster level rerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
Identification (Su): If the crafter succeeds on an Appraise check with a DC equal to the item's caster level + 10, he can identify it as if he used identify on it. Using this requires 1 hour of study.
Bonus Feat: At 6th, 12th, and 18th level the crafter gains any item creation feat as a bonus feat. He must make the prerequisites as normal.
Retain Essence (Su): At 5h level, a crafter gains the ability to salvage the XP from a magic item and use those points to create another magic item. The crafter must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the crafter gains a reserve of XP which he can only use for creating another magic item. For example, a crafter wants to retain the essence of a wand of enervation that has 20 charges. Originally created with 50 charges, it required 840 XP when initially made, or 16.8 XP per charge. The crafter is able to recover the XP from the remaining charges. He gains 336 XP in reserve.
Skill Mastery (Ex): At 10th level, a crafter can take 10 when making a Appraise, Spellcraft, or Use Magic Device check, even if strss and distrations would normally prevent him from doing so.
Magnum Opus: At 20th level, a crafter is legendary even if he is only an NPC. He gains the ability to craft one magic item and grant it artifact status. This one of a kind creation has one specific means of destruction and is otherwise invincible, as major artifacts often are.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||Moderate +|
|Base Attack Bonus Progression||Poor +|
|Class Ability||Other +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e NPC Class +|
|Reflex Save Progression||Poor +|
|Skill||Appraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Knowledge +, Open Lock +, Profession +, Spellcraft + and Use Magic Device +|
|Skill Points||6 +|
|Summary||Its not always powerful wizards who are crafting magic marts. These are the nameless NPC crafters pumping out all those wands. +|
|Will Save Progression||Good +|