Magical Artisan (3.5e Class)
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"The pen is mightier than the sword, especially when that pen is in my hands"
-Ferith Moonbeam, half-elf Magical Artisan
Magical Artisan
Ink, pen, paper, tools of the most basic apprentice to the highest archmage, though paper and ink can do more than jot down runes and sigils, it can create the most beautiful of paintings, capturing life like a photograph. The Magical Artisan goes one step further, they capture life's image and bring it into existence, even if only for mere minutes.
Becoming a Magical Artisan
Anyone whom paints, and is gifted with magical abilities can become an artisan, recording items, weapons, and monsters into his mental repertoire of inky creations
Skills: | Knowledge arcana/religion +7, Spell Craft + 6, Concentration + 8, Craft art + 8 |
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Feats: | Scribe Scroll, Spell Focus Cojuration |
Spellcasting: | Able to cast second level conjuraion spells. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting or Manifesting | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Inky Conjuration, Draw Item | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Draw Simple Weapon | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | <-Draw Martal Weapon -> | ||||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | <-Draw Monster (Small, Smaller)-> | ||||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | <-Dra Monster (Medium)-> | ||||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | <-Dra Monster (Large)-> | ||||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | <-Draw Monster (Huge)-> | ||||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | <-Aging Portrait-> | ||||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | <-Increase Drawing peed-> | ||||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | <-Draw Exotic Weapon-> | ||||||||||||||||||||||||||||||||||||
} |
Class Skills (2 + Int modifier per level)
Knowledge (arcana) or Knowledge (religion) depending on initial caster entry, if Arcane/Divine Multiclass you get both, Forgery, Decipher Script, Spell Craft, Craft (art).
Class Features
All of the following are class features of the Magical Artisan.
Inky Conjuration: At first level you gain the ability to draw something into creation, you can draw a number of times per day equal to your Int/Cha/Wis(depends) modifier + Half your Magical Artisan Levels, what you can draw is determined by what “Draw” abilities you have.
Draw Simple Item: At 1st level an Artisan can draw any mundane non-combat item (spoon, bowl, ladder, etc, etc) in one full round action, the item can only be used for 10 minutes and after that it disappears in an inky puddle. To use Draw Simple Item (or any draw ability) you must have ink, ink pen, and paper. You must have previously seen the item before. You cannot create food stuffs, that nourish the party at least, if you make food that is ingested, he characters must make a DC 15 Fortitude Save or become fatigued and sickened for 1d10 days minus Check result
Draw Simple Weapon: Gained at 2nd level, similar to draw Simple Item, except it is a simple weapon, takes a full round action, and lasts for the encounter, than collapses in a puddle of ink. It cannot be magic. You must have seen it before, You cannot enchant it in any way.
Draw Martial Weapon: at level, 3 draw any martial weapon as a full round action, is the same as “Draw Simple Weapon”
Draw Monster (Small or Smaller): At 4h level You can create any monster (Size small or smaller), it is the same as the normal monster, excluding the fact that as soon as it takes a critical hit the animal disappears in an inky puddle, or when the encounter is over. It is completely loyal to your commands, as long as the command is not suicidal. Hit Dice must equal yours or less then so, and you must have seen it before, also includes animals.
Draw Monster (Medium): Level 5th same as “Draw Monster(small or smaller)” except that it encompasses Medium Monsters.
Draw Monster (Large): Level 6th, same as Draw Monster Medium, yet encompasses Large Monsters
Draw Monster Huge: Level 7th, same as Draw Monster Large, except encompasses huge monsters
Anti Aging Painting: At level 8, you make a portrait of yourself, this stops all aging affects, as long as you do not look at it. Can be used as a phylactery and does not make one look like an undead if you use it for that purpose due to the lack of aging, also if used as a phylactery it cannot be looked upon.
It costs 100gp of magic powder, and no matter the drawing speed takes 3 days to make, counts as a use of your drawing ability for each of the 3 days, so each day subtract one from your total usage for 3 days.
Increase Drawing Speed: at level nine, you can use any of your drawing abilities as a standard action
Draw Exotic Weapon at level 10 same as draw Martial weapon, except it is an exotic weapon
Draw Unique Monster: At level 10 Can draw a monster ranging in any size and is a combination of 2-4 Monsters (Must have see all of them). The monsters average HD must be equal to your HD or lower. One monster is referred to as the base creature. The other monster(s) are refereed to as the extra creatures your options to modification are as follows:
Add one of the bonus monsters modes of movement
Replace the Base monsters natural armor bonus with that of a bonus monster’s
Add one of the second forms natural attack types (with the appropriate reach) if the base creature does not already have that attack type
Add an extraordinary special attack of the bonus form
Add an extraordinary special quality
Replace one of the Base forms ability scores if the bonus creature used is of the same size
Campaign Information
Playing a Magical Artisan
Combat: The Magical Artisan can have a varied role depending on what monsters they've seen, they may have seen maly animals and act almost as druids (if no already so), they could be the dragon slayer whom welds he very monsters he fought against his foes. They can lower spending needs for a party buy creating various, necessary items, like ladders and other things Advancement: Typical advancement options for characters with this class. Include desirable multiclass options-
Resources: Many Artisans join Magic Guilds to gain access to more monstrous information to further their abilities. May times they form their on guilds and share their various skills, and abilities.
Magical Artisan in the World
“ | He just sit and stares at animals all day, scratching down on his paper, I wonder why local tavern owner, looking out the window | ” |
The Magical Artisan can have a diverse aspect in the world,wither he a be the traveling painter, the illustrious artist like Leonardo Davinci. They have wide role as painters and masters of art. Simply the Bards of Paint and Paper
NPC Reactions: Many people see the artisan as a master of his craft and tend to have respect for them, the same applies to evil ones as well, that is, until they show their true colors, by misusing their abilities for their own selfish gain
Magical Artisan Lore
Characters with ranks in gather information can research Magical Artisan to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | The Magical Artisan breathes life into is pantings, creating items . |
16 | The must see something at leat once prehand to draw it. |
21 | The monsters are suseptible to critical hits. |
26 | Specifc information bout a specific Magial Artisan. |
Magical Artisans in the Game
They are mainly suppliers, lifting a burden(financially)from the party by creating minor items. Also they can create reinforcements by drawing up monsters for every occasion, they can be masters of propaganda with their ability to paint, this can lead to being able to change the public eye of many
Adaptation: An artisan can work well anywhere in a campaign under nearly any guise, whether it be the sneaky villain whom escapes in the horde of his inky creations or the grand artist under treat of king hesky is the limit and is truly general
Sample Encounter: Ferith Moonbeam, a master sorcerer and a gifted artist had not always eenthe gifted, and successful man he is today, at one time he was a humble street urchin, painting pictures for coppers.ne faithful morn, he felt a strange feeling within himself. He concentrated and there appeared, what appear to be a Glowing Wolf before him, he began investing his powers f summoning over time, and gained the natural ability to draw his into creation. This new found talent gave him amazing wealth and potential. Now he assists people in his same position. making his town better, one orphan a a time
EL 12: Ferith Moonbeam CR:12
Male Half Elf Sorcerer: 5/Magical Artist 7 NG Medium Humanoid (Half Elf) Init/Senses +4/Listen +1, Spot +1 Languages Common, Elven, Draconic, Goblin AC , touch , flat-footed
()
hp 72 (12d4+48HD) Fort/Ref/Will +13/+10/+13 Speed 30 ft. (6 squares) Melee +1 Defending Merciful Quarter Staff Base Atk/Grp +5/+3 Atk Options Draw Huge and Smaller Creature or Martial/Simple Weapon 9/day (Has see, a riding dog, an owl bear, a great sword, a quarter staff, a lantern archon,
a centaur, a dagger, a rapier, a rope, a ladder, a battering ram, eating utensils, a Pseudo Dragon, and a silver wyrmling)
Special Actions Metamagic Specialist (Players Handbook II) Sorcerer Spells Prepared (CL 5th (12th for DC's)):
2nd— Rapid Summon Monster I, Extend Summon Monster I, Summon Monster II, Web 1st— Summon Monster I, Unseen Servant, Mage Armor, Mount, Benign Transposition(Spell Compendium), Magic Missile, 0— Acid Splash, Ghost Sound, Resistance, Amanuensis(Spell Compendium), Prestidigitation, Light Abilities Str 6, Dex 18, Con 18, Int 14, Wis 12, Cha 23 SQ Feats: Great Fortitude (Races of War), Spell Focus Conjuration, Rapid Spell, Extend Spell, Dragon Familiar (Draconomicon, Silver) Skills Craft Art +17, Spell Craft +12, Concentration +12, Knowledge Arcana +12 Possessions: 20 Sheets of paper, 10 ounces of ink, Cloak of resistance+3, Ring of Protection +3, 5 Fly potions, Rd of Wonder, Staff of Healing, Wand of Summon Monster III,Bracers of Armor +1
Dragon Familiar Ornvraek Silver Dragon Wyrmling Init/Senses: +0/Listen +2/Spot+2 Languages: Common, Elven, Draconic AC: 18, Touch 12, Flat footed:18 HP: 52 (7d12 +7) Fort/Will/Ref 6/7/5 Speed: 40ft, Fly 100 ft (average) Melee: +8 1d6 +1 Bite, +8 1d4 +1 claw Base Attack Bonus/Grapple +7/+4 Atk Options: Breath Weapon DC 14 2d8 Abilities: Str: 13 Dex: 10 Con: 13 Int: 14 Wis: 15 Cha: 14 SQ Alternate Form, Immunity to Acid and Cold, Vulnerability to Fire, Cloud Walking
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