| Makers are an
ages old sect once found all over the ancient dwarven kingdoms. Following
the schism and the wars with the elves many thousands of seasons ago,
the dwarven land was divided between the Auld Kingdom in the east
and Gunstadtan in the west. Pockets of Makers are now found in the
east and in the west, although much of the fantastic knowledge they
once possessed is lost to time.
Makers are closely associated with the church of Moradin. Many
Makers are also priests of the chief dwarven deity. Their name leaves
little to the imagination. Makers use their knowledge and their
powers to create magical devices (most notably weapons and armour).
Thanks to the long-lived nature of the dwarven race, some Makers
reach epic levels of proficiency, although this is very rare.
Game Rule Information
Maker is a new prestige class created for the Iourn setting, although
it is easily adapted to other settings. The following game related
statistics apply to the Maker. Note that these statistics make use
of my house rules, and some work may need to be done to convert
the class into standard D&D.
Hit Die: d8
Requirements
To qualify to become a Maker, a character must fulfil all of the
following criteria:
Race: Dwarf
Craft (weaponsmithing): 6 ranks
Craft (armoursmithing): 6 ranks
Knowledge (arcana): 6 ranks
Knowledge (dwarven religion): 6 ranks
Feats: Skill Focus (weaponsmithing) or Skill Focus (armoursmithing)
Class Skills
The class skills of a Maker, and the key abilities for those skills,
are as follows: Concentration (Con); Craft (Int); Diplomacy (Cha);
Knowledge, all skills (Int); Speak Language; Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats. Characters gain no additional weapon group feats
by virtue of selecting this class. Makers gain the feats Armour
Proficiency (Light), Armour Proficiency (Medium) and Armour Proficiency
(Heavy) if they did not already possess them. They also gain the
corresponding Ignore Spell
Failure feats.
Access to Spells: Divine spellcasters who venerate Dwarven
gods continue to advance their spell-casting on a like for like
basis. For these characters, levels of cleric and levels Maker stack
when determining caster level and spell points. At the discretion
of the GM, all spells of the Creation subschool are added to the
character's spell-list when they become a Maker. Arcane spellcasters
and divine casters who do not venerate the Dwarven gods do not increase
their spell-casting power as they advance levels as a Maker.
Craft Magic Arms and Armour: The Maker gains the feat described
on p81 of the Player's Handbook even if he does not have the normal
prerequisites.
Frugal Creation (Ex): From third level, the Maker is able
to create magical arms and armour more cheaply. Calculate the normal
gold-piece cost for item creation, and then half it. This ability
only applies to magical arms and armour, and not any other type
of magical item the Maker may devise.
Hands of the Maker (Su): As Makers gain levels they become
increasingly skilled in their chosen field. At level two, and every
even-numbered level thereafter, Makers receive a cumulative +1 bonus
to all Craft checks and to their effective caster level for all
spells of the Creation sub-school. Therefore a 4th level cleric/10th
level maker would cast creation spells as if he were a 19th level
caster.
Indivisible Creation (Ex): From ninth level, the Maker is
able to create magical arms and armour at less of a cost to his
soul. Calculate the experience point cost required for item creation,
and then half it. This ability only applies to magical arms and
armour, and not any other type of magical item the Maker may devise.
Masterwork Touch (Su): From seventh level, the Maker may
instantly transform any mundane weapon, suit of armour or shield
into an item of masterwork quality. This power has no effect on
a magical item, or any mundane item that is not a weapon, armour
or shield. The Maker may perform a Masterwork Touch once per day.
The duration is permanent.
Speedy Creation (Ex): From fifth level, the Maker is able
to create magical arms and armour more quickly. Calculate the normal
length of time required for item creation, and then half it. This
ability only applies to magical arms and armour, and not any other
type of magical item the Maker may devise.
Fast Movement (Ex): The Hound can move faster than a normal
member of his race. Increase his base movement by +10 feet if wearing
no armour or light armour. This ability functions in exactly the
same manner as the barbarian ability of the same name.
Class
Level |
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells per day
|
|
1
|
+0
|
+2
|
+0
|
+2
|
Craft Magic Arms and Armour |
+1 level of existing class
|
|
2
|
+1
|
+3
|
+0
|
+3
|
Hands of the Maker +1 |
+1 level of existing class |
|
3
|
+2
|
+3
|
+1
|
+3
|
Frugal Creation |
+1 level of existing class
|
|
4
|
+3
|
+4
|
+1
|
+4
|
Hands of the Maker +2 |
+1 level of existing class
|
|
5
|
+3
|
+4
|
+1
|
+4
|
Speedy Creation |
+1 level of existing class
|
|
6
|
+4
|
+5
|
+2
|
+5
|
Hands of the Maker +3 |
+1 level of existing class |
|
7
|
+5
|
+5
|
+2
|
+5
|
Masterwork Touch |
+1 level of existing class
|
|
8
|
+6
|
+6
|
+2
|
+6
|
Hands of the Maker +4 |
+1 level of existing class |
|
9
|
+6
|
+6
|
+3
|
+6
|
Individisible Creation |
+1 level of existing class
|
|
10
|
+6
|
+7
|
+3
|
+7
|
Hands of the Maker +5 |
+1 level of existing class |
See Also:
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