Dec 30, 2010 11:57 AM
Artifice Oracle Mystery - Pathfinder RPG
Okay, so in my previous post I talked about trying to convert the Eberron D&D Artificer class into the Pathfinder RPG system. Here is my attempt to do this through the Oracle class:
Artifice - Oracle Mystery
Deities: Abadar, Torag.
Class Skills: An oracle with the artifice mystery adds Appraise, Disable Device, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.
Bonus Spells: Magic Weapon (2nd), Make Whole (4th), Magic Vestment (6th), Magic Weapon, Greater (8th), Wall of Stone (10th), Animate Objects (12th), Refuge (14th), Spell Immunity, Greater (16th), Gate (18th).
Revelations: An oracle with the artifice mystery can choose from any of the following revelations.
Artisan Bonus (Ex): You gain a +1 bonus on Use Magic Device checks to activate items of the kind for which you have the prerequisite item creation feat. This bonus increases by 1 for every 5 Oracle levels giving a +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20.
Construct Affects (Su): Whenever you cast cure or inflict spells (spells with “cure” or “inflict” in their names), they may be used to affect objects and constructs instead of living or undead creatures. This use changes the spell type to transmutation instead of conjuration (healing) or necromancy.
Crafting Expertise (Ex): You gain Brew Potion and Craft Wondrous Item as bonus feats. In addition, whenever you take any of the following Item Creation Feats: Craft Construct (see the Bestiary, page 314), Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, or Forge Ring; you may select a second feat from this list. You gain the second feat as soon as you reach the required caster level. You must be at least 3rd level to select this revelation.
Fast Crafting (Ex): You gain the ability to craft magical items at a faster rate. When determining the time required to perform the crafting of magic items, reduce the base price by 25%. At 15th level you become even faster, reducing the base price by 50% when determining the time required for making an item. This only affects the crafting time of the item. Crafting cost is still based on the actual base cost of the item (unless you also have Resourceful Crafting). You must be at least 7th level to select this revelation.
Item Creation (Ex): You gain Scribe Scroll as a bonus feat. You also gain the ability to emulate spell prerequisites for spell-trigger and spell-completion items by making Use Magic Device checks (DC 20 + caster level). Scrolls made in this way cannot be used by spellcasters to learn spells. In addition, you may use this check to emulate spell prerequisites in other items or you may emulate any other prerequisites as described by the Use Magic Device skill to avoid the +5 increases on craft DC for not meeting prerequisites for an item. You may attempt these checks once each day of crafting. If you come to the final day and still have not made a check, you may attempt the check one last time even if you already failed the check that day. If that check also fails and it was to emulate a spell prerequisite for a spell-trigger or spell-completion item, then the creation process fails and the time and money expended to craft the item are lost. Otherwise, the final craft DC for the item is increased by +5 for each missing prerequisite as normal.
Magic Ability Casting (Su): Whenever you cast Magic Weapon, Magic Vestment, or Greater Magic Weapon you may choose to not add the usual enhancement bonus to the equipment. In place of the enhancement bonus you grant the item a magic ability of a bonus value up to what you are able to cast with the spell. The item does not have to have an existing enhancement bonus, nor does it gain one when you grant it the ability. It must be capable of receiving the ability and these spells cannot stack with each other. You must be at least 7th level to select this revelation.
Resourceful Crafting (Ex): You gain the ability to get the most use out of your materials when you are crafting magical items. When determining the gp cost of crafting a magic item, reduce the base price by 25%. At 15th level the discount increases, letting you reduce the base price by 50% when determining the cost of making an item. This only affects the cost of the item. Crafting time is still based on the actual base cost of the item (unless you also have Fast Crafting). You must be at least 7th level to select this revelation.
Skill Mastery (Ex): You gain the ability to take 10 when making Spellcraft and Use Magic Device checks, even if stress and distractions would normally prevent you from doing so. This circumvents the normal rule that a character may not take 10 on a Use Magic Device check. You must be at least 11th level to select this revelation.
Transmute Item (Su): You gain the ability to break down magic items to their most basic components. As part of magical crafting you may use any number of magical items as raw materials to create new magical items using half of their base value to help cover the gp cost of your new items. If the gp gained in this way is more than what is needed for the crafting, the excess gp is lost unless you spend an extra day (equivalent to 1,000 gp base price worth) of crafting to make the extra amount into actual gp. This requires a separate Spellcraft check (DC 10). Alternately, you may simply spend that same amount of crafting time to break down any number of magical items to gain half of their base value in actual gp using the same Spellcraft check. The magic items used in this way are destroyed at the beginning of the crafting process and you must have the appropriate item creation feats requited to make the items to perform this ability on them.
Trap Master (Ex): You gain the Trapfinding class feature of a Rogue, adding 1/2 of your Oracle level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps. If you also have levels in Rogue, they stack with your Oracle levels for this ability. If you beat a trap’s DC by 10 or more you can study the trap, figure out how it works, and bypass it without disarming it. You can rig the trap so your allies can bypass it as well. At 7th level you gain the Trap Spotter rogue talent giving you an immediate Perception check to notice a trap whenever you come within 10 feet of it. This check should be made in secret by the GM. At 11th level you gain Skill Focus (Disable Device) as a bonus feat.
Final Revelation: Upon reaching 20th level, your life’s work in magical crafting has truly made you a master. Work required each day to craft an item is cut in half and the amount of gp worth you can craft in that time has multiplied by a factor of 10. You now only need 4 hours of work per 10,000 gp in an item’s base price, with a minimum of at least 4 hours. Any single magical crafting (no longer limited to just potions and scrolls) with a base price of 2,500 gp or less can be completed in 1 hour. Etc. You may also work up to 8 hours a day with no minimum of how many items you can work on, complete, or how much work you can put into an item. Therefore, you can work on one item for 8 hours to complete 20,000 gp of work, accelerate your work to 2 hours of work per 10,000 gp to work on an item for 8 hours to complete 40,000 gp of work, complete 8 items of 2,500 gp value or less in one 8 hour period, and have as many projects going on at once as you like.
There might be a little more tweaking to do, but I think it's pretty much as I want it. And here is the not-quite-as-awesome Sorcerer Bloodline that I tried making before the Oracle Mystery:
Artifice - Sorcerer Bloodline
Class Skill: Disable Device (Int)
Bonus Spells: Identify (3rd), Make Whole (5th), Magic Weapon, Greater (7th), Minor Creation (9th), Major Creation (11th), Animate Objects (13th), Forcecage (15th), Iron Body (17th), Time Stop (19th).
Bonus Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Skill Focus (Use Magic Device).
Bloodline Arcana: Whenever you use a scroll or wand or drink a potion, you may use your Sorcerer level and modifier or that of the creator to determine the spell’s DC and other effects, whichever is more beneficial.
Bloodline Powers:
Item Creation: At 1st level, you automatically gain Scribe Scroll as a bonus feat. You also gain the ability to emulate spell prerequisites for spell-trigger and spell-completion items by making Use Magic Device checks (DC 20 + caster level). Scrolls made in this way cannot be used by spellcasters to learn a spell. In addition, you may use this check to emulate spell prerequisites in other items or you may emulate any other prerequisites as described by the Use Magic Device skill to avoid the +5 increases on craft DC for not meeting prerequisites for an item. You may attempt these checks once each day of crafting. If you come to the final day and still have not made a check, you may attempt one last check even if you already made a check that day. If that check also fails and it was to emulate a spell prerequisite for a spell-trigger or spell-completion item, then the creation process fails and the time and money expended to craft the item are lost. Otherwise, the final craft DC for the item is increased by +5 for each missing prerequisite as normal.
Transmute Item: At 3rd level, you gain the ability to break down magic items to their most basic components. As part of magical crafting you may use any number of magical items as raw materials to create new magical items using half of their base value to help cover the gp cost of your new items. If the gp gained in this way is more than what is needed for the crafting, the excess gp is lost unless you spend an extra day of crafting to make the extra amount into actual gp. This requires a separate Spellcraft check (DC 10). Alternately, you may simply spend a full day’s worth of crafting time to break down any number of magical items to gain half of their base value in actual gp using the same Spellcraft check. You must have the appropriate item creation feats requited to make the items to perform this power on them.
Resourceful crafting: At 9th level, you gain the ability to get the most use out of your materials when you are crafting magical items. When determining the gold price cost of crafting a magic item, reduce the base price by 25%. At 17th level the discount increases, letting you reduce the base price by 50% when determining the cost of making an item. This only affects the cost of the item. Crafting time is still based on the actual base cost of the item.
Skill Mastery: At 15th level, you gain the ability to take 10 when making Spellcraft and Use Magic Device checks, even if stress and distractions would normally prevent you from doing so. This circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
[/i]Master Craftsman:[/i] At 20th level, you are able to craft magical items with incredible speed and efficiency. It now only takes one hour of work per 1,000 gp in an item’s base price to craft. Potions and scrolls with a base price of 250 gp or less only take 15 minutes. You may still work for up to 8 hours a day, putting extra time into an item or even work on up to 8 different items at one time.
And that's it! Hope you like it for those of you who understand it. ^_^
(Again, sorry to the anime people for all the tabletop RPG stuff that you may or may not understand)
Artifice - Oracle Mystery
Deities: Abadar, Torag.
Class Skills: An oracle with the artifice mystery adds Appraise, Disable Device, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.
Bonus Spells: Magic Weapon (2nd), Make Whole (4th), Magic Vestment (6th), Magic Weapon, Greater (8th), Wall of Stone (10th), Animate Objects (12th), Refuge (14th), Spell Immunity, Greater (16th), Gate (18th).
Revelations: An oracle with the artifice mystery can choose from any of the following revelations.
Artisan Bonus (Ex): You gain a +1 bonus on Use Magic Device checks to activate items of the kind for which you have the prerequisite item creation feat. This bonus increases by 1 for every 5 Oracle levels giving a +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20.
Construct Affects (Su): Whenever you cast cure or inflict spells (spells with “cure” or “inflict” in their names), they may be used to affect objects and constructs instead of living or undead creatures. This use changes the spell type to transmutation instead of conjuration (healing) or necromancy.
Crafting Expertise (Ex): You gain Brew Potion and Craft Wondrous Item as bonus feats. In addition, whenever you take any of the following Item Creation Feats: Craft Construct (see the Bestiary, page 314), Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, or Forge Ring; you may select a second feat from this list. You gain the second feat as soon as you reach the required caster level. You must be at least 3rd level to select this revelation.
Fast Crafting (Ex): You gain the ability to craft magical items at a faster rate. When determining the time required to perform the crafting of magic items, reduce the base price by 25%. At 15th level you become even faster, reducing the base price by 50% when determining the time required for making an item. This only affects the crafting time of the item. Crafting cost is still based on the actual base cost of the item (unless you also have Resourceful Crafting). You must be at least 7th level to select this revelation.
Item Creation (Ex): You gain Scribe Scroll as a bonus feat. You also gain the ability to emulate spell prerequisites for spell-trigger and spell-completion items by making Use Magic Device checks (DC 20 + caster level). Scrolls made in this way cannot be used by spellcasters to learn spells. In addition, you may use this check to emulate spell prerequisites in other items or you may emulate any other prerequisites as described by the Use Magic Device skill to avoid the +5 increases on craft DC for not meeting prerequisites for an item. You may attempt these checks once each day of crafting. If you come to the final day and still have not made a check, you may attempt the check one last time even if you already failed the check that day. If that check also fails and it was to emulate a spell prerequisite for a spell-trigger or spell-completion item, then the creation process fails and the time and money expended to craft the item are lost. Otherwise, the final craft DC for the item is increased by +5 for each missing prerequisite as normal.
Magic Ability Casting (Su): Whenever you cast Magic Weapon, Magic Vestment, or Greater Magic Weapon you may choose to not add the usual enhancement bonus to the equipment. In place of the enhancement bonus you grant the item a magic ability of a bonus value up to what you are able to cast with the spell. The item does not have to have an existing enhancement bonus, nor does it gain one when you grant it the ability. It must be capable of receiving the ability and these spells cannot stack with each other. You must be at least 7th level to select this revelation.
Resourceful Crafting (Ex): You gain the ability to get the most use out of your materials when you are crafting magical items. When determining the gp cost of crafting a magic item, reduce the base price by 25%. At 15th level the discount increases, letting you reduce the base price by 50% when determining the cost of making an item. This only affects the cost of the item. Crafting time is still based on the actual base cost of the item (unless you also have Fast Crafting). You must be at least 7th level to select this revelation.
Skill Mastery (Ex): You gain the ability to take 10 when making Spellcraft and Use Magic Device checks, even if stress and distractions would normally prevent you from doing so. This circumvents the normal rule that a character may not take 10 on a Use Magic Device check. You must be at least 11th level to select this revelation.
Transmute Item (Su): You gain the ability to break down magic items to their most basic components. As part of magical crafting you may use any number of magical items as raw materials to create new magical items using half of their base value to help cover the gp cost of your new items. If the gp gained in this way is more than what is needed for the crafting, the excess gp is lost unless you spend an extra day (equivalent to 1,000 gp base price worth) of crafting to make the extra amount into actual gp. This requires a separate Spellcraft check (DC 10). Alternately, you may simply spend that same amount of crafting time to break down any number of magical items to gain half of their base value in actual gp using the same Spellcraft check. The magic items used in this way are destroyed at the beginning of the crafting process and you must have the appropriate item creation feats requited to make the items to perform this ability on them.
Trap Master (Ex): You gain the Trapfinding class feature of a Rogue, adding 1/2 of your Oracle level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps. If you also have levels in Rogue, they stack with your Oracle levels for this ability. If you beat a trap’s DC by 10 or more you can study the trap, figure out how it works, and bypass it without disarming it. You can rig the trap so your allies can bypass it as well. At 7th level you gain the Trap Spotter rogue talent giving you an immediate Perception check to notice a trap whenever you come within 10 feet of it. This check should be made in secret by the GM. At 11th level you gain Skill Focus (Disable Device) as a bonus feat.
Final Revelation: Upon reaching 20th level, your life’s work in magical crafting has truly made you a master. Work required each day to craft an item is cut in half and the amount of gp worth you can craft in that time has multiplied by a factor of 10. You now only need 4 hours of work per 10,000 gp in an item’s base price, with a minimum of at least 4 hours. Any single magical crafting (no longer limited to just potions and scrolls) with a base price of 2,500 gp or less can be completed in 1 hour. Etc. You may also work up to 8 hours a day with no minimum of how many items you can work on, complete, or how much work you can put into an item. Therefore, you can work on one item for 8 hours to complete 20,000 gp of work, accelerate your work to 2 hours of work per 10,000 gp to work on an item for 8 hours to complete 40,000 gp of work, complete 8 items of 2,500 gp value or less in one 8 hour period, and have as many projects going on at once as you like.
There might be a little more tweaking to do, but I think it's pretty much as I want it. And here is the not-quite-as-awesome Sorcerer Bloodline that I tried making before the Oracle Mystery:
Artifice - Sorcerer Bloodline
Class Skill: Disable Device (Int)
Bonus Spells: Identify (3rd), Make Whole (5th), Magic Weapon, Greater (7th), Minor Creation (9th), Major Creation (11th), Animate Objects (13th), Forcecage (15th), Iron Body (17th), Time Stop (19th).
Bonus Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Skill Focus (Use Magic Device).
Bloodline Arcana: Whenever you use a scroll or wand or drink a potion, you may use your Sorcerer level and modifier or that of the creator to determine the spell’s DC and other effects, whichever is more beneficial.
Bloodline Powers:
Item Creation: At 1st level, you automatically gain Scribe Scroll as a bonus feat. You also gain the ability to emulate spell prerequisites for spell-trigger and spell-completion items by making Use Magic Device checks (DC 20 + caster level). Scrolls made in this way cannot be used by spellcasters to learn a spell. In addition, you may use this check to emulate spell prerequisites in other items or you may emulate any other prerequisites as described by the Use Magic Device skill to avoid the +5 increases on craft DC for not meeting prerequisites for an item. You may attempt these checks once each day of crafting. If you come to the final day and still have not made a check, you may attempt one last check even if you already made a check that day. If that check also fails and it was to emulate a spell prerequisite for a spell-trigger or spell-completion item, then the creation process fails and the time and money expended to craft the item are lost. Otherwise, the final craft DC for the item is increased by +5 for each missing prerequisite as normal.
Transmute Item: At 3rd level, you gain the ability to break down magic items to their most basic components. As part of magical crafting you may use any number of magical items as raw materials to create new magical items using half of their base value to help cover the gp cost of your new items. If the gp gained in this way is more than what is needed for the crafting, the excess gp is lost unless you spend an extra day of crafting to make the extra amount into actual gp. This requires a separate Spellcraft check (DC 10). Alternately, you may simply spend a full day’s worth of crafting time to break down any number of magical items to gain half of their base value in actual gp using the same Spellcraft check. You must have the appropriate item creation feats requited to make the items to perform this power on them.
Resourceful crafting: At 9th level, you gain the ability to get the most use out of your materials when you are crafting magical items. When determining the gold price cost of crafting a magic item, reduce the base price by 25%. At 17th level the discount increases, letting you reduce the base price by 50% when determining the cost of making an item. This only affects the cost of the item. Crafting time is still based on the actual base cost of the item.
Skill Mastery: At 15th level, you gain the ability to take 10 when making Spellcraft and Use Magic Device checks, even if stress and distractions would normally prevent you from doing so. This circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
[/i]Master Craftsman:[/i] At 20th level, you are able to craft magical items with incredible speed and efficiency. It now only takes one hour of work per 1,000 gp in an item’s base price to craft. Potions and scrolls with a base price of 250 gp or less only take 15 minutes. You may still work for up to 8 hours a day, putting extra time into an item or even work on up to 8 different items at one time.
And that's it! Hope you like it for those of you who understand it. ^_^
(Again, sorry to the anime people for all the tabletop RPG stuff that you may or may not understand)
Posted by
pluvia33
| Dec 30, 2010 11:57 AM |
Add a comment