Maker

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Iourn Home > Classes of Iourn > Maker

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

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