Difference between revisions of "Maven (Apath)"

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A maven is a quartermaster specializing in magic items. He can craft temporary magic items, and can change the workings of such items and even disrupt magical spells.
  
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== Class Information ==
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This is a [[Quartermaster (Apath) | quartermaster]] focused on magic items.
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'''Hit Die:''' d8.
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== Class Features ==
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A maven has all the class features of the quartermaster, except as noted.
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=== Deeds ===
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The following deeds replace some quartermaster deeds, as stated in each description.
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==== <span style="color:#800000"> Repurpose Magic</span> ====
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At 3rd level a maven can change the effect of a spell trigger or spell completion item, such as a wand, potion, or scroll, exchanging one spell effect for another. This is done as a part of the action to activate the item and costs 1 point of resources. The new spell must be of the same spell level or lower in a class that can use the original spell and a member of a level equal to its caster level must be able to cast this spell. It retains the same caster level. If the item is a scroll, the class chosen for the exchange must be of the same type as the scroll (arcane/divine/occult). If the new spell is one that requires a material component with a gold piece cost, the quartermaster must supply that component.
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This replaces the trap master deed.
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''Example: a wand of ''summon monster IV'' with caster level 7 can be repurposed to any spell from the following spell lists and spell levels; cleric/oracle 4, psychic 4, summoner 3, sorcerer/wizard 4, witch 4. Antipaladins, bards, and spiritualists have this spell on their spell list, but cannot cast it at caster level 7. If the item had been a divine scroll, the maven could only have used the cleric/oracle list.
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==== <span style="color:#800000"> Makeshift Magic</span> ====
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At 7th level a maven can quickly make improvised magic items much like makeshift crafting makes mundane items. Make a Use Magic Device check for each hour spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. The Disable Device check also needs to beat a DC of 15 + the item's caster level. One-use or charged items like potions, wand, or scrolls use the full cost of the item. Magic items that are normally permanent cost only 10% of their normal cost when a maven improvises them, but are very far from permanent. Makeshift magic cannot modify or add abilities to an existing magic item; makeshift magic items are always created from the ground up. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after 8 hours it deteriorates into worthless scrap. This also allows the maven to pick makeshift versions of permanent magic items out of his deep pockets at 10% of the normal cost. Makeshift magic replaces the repurpose mechanism deed.
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==== <span style="color:#800000"> Signature Magic</span> ====
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At 7th level, when a maven uses a spell trigger or spell completion item, such as a wand, potion, or scroll, he can increase the caster level and save DC of the spell. The caster level becomes equal to the maven's class level and the save DC becomes 10 + 1/ the maven's class level + the maven's Intelligence modifier. This is done as a part of the action to activate the item and costs 1 point of resources.
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This replaces the weapon leverage deed.
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=== Dismantle Magic Su) ===
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A third level maven can spend a standard action touching the target of a spell to try and dispel that spell. If the maven knows of a certain spell affecting the target, he can dismantle that specifically, otherwise pick a random spell. Make a Use Magic Device check (DC 20 + caster level), on a success the spell is dispelled. This can only remove magical effects that can be dispelled by ''dispel magic'' and it cannot be used as countermagic. This replaces demolition.
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== Summary of Changed Class Abilities ==
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These abilities of the original class are lost or modified in this archetype:
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* Deeds (level 1 and 7)
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* Demolition
 
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Revision as of 18:18, 17 February 2016

ApathApath Logo
Unofficial rules compendium

A maven is a quartermaster specializing in magic items. He can craft temporary magic items, and can change the workings of such items and even disrupt magical spells.

Class Information

This is a quartermaster focused on magic items.

Hit Die: d8.

Class Features

A maven has all the class features of the quartermaster, except as noted.

Deeds

The following deeds replace some quartermaster deeds, as stated in each description.

Repurpose Magic

At 3rd level a maven can change the effect of a spell trigger or spell completion item, such as a wand, potion, or scroll, exchanging one spell effect for another. This is done as a part of the action to activate the item and costs 1 point of resources. The new spell must be of the same spell level or lower in a class that can use the original spell and a member of a level equal to its caster level must be able to cast this spell. It retains the same caster level. If the item is a scroll, the class chosen for the exchange must be of the same type as the scroll (arcane/divine/occult). If the new spell is one that requires a material component with a gold piece cost, the quartermaster must supply that component. This replaces the trap master deed.

Example: a wand of summon monster IV with caster level 7 can be repurposed to any spell from the following spell lists and spell levels; cleric/oracle 4, psychic 4, summoner 3, sorcerer/wizard 4, witch 4. Antipaladins, bards, and spiritualists have this spell on their spell list, but cannot cast it at caster level 7. If the item had been a divine scroll, the maven could only have used the cleric/oracle list.

Makeshift Magic

At 7th level a maven can quickly make improvised magic items much like makeshift crafting makes mundane items. Make a Use Magic Device check for each hour spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. The Disable Device check also needs to beat a DC of 15 + the item's caster level. One-use or charged items like potions, wand, or scrolls use the full cost of the item. Magic items that are normally permanent cost only 10% of their normal cost when a maven improvises them, but are very far from permanent. Makeshift magic cannot modify or add abilities to an existing magic item; makeshift magic items are always created from the ground up. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after 8 hours it deteriorates into worthless scrap. This also allows the maven to pick makeshift versions of permanent magic items out of his deep pockets at 10% of the normal cost. Makeshift magic replaces the repurpose mechanism deed.

Signature Magic

At 7th level, when a maven uses a spell trigger or spell completion item, such as a wand, potion, or scroll, he can increase the caster level and save DC of the spell. The caster level becomes equal to the maven's class level and the save DC becomes 10 + 1/ the maven's class level + the maven's Intelligence modifier. This is done as a part of the action to activate the item and costs 1 point of resources. This replaces the weapon leverage deed.

Dismantle Magic Su)

A third level maven can spend a standard action touching the target of a spell to try and dispel that spell. If the maven knows of a certain spell affecting the target, he can dismantle that specifically, otherwise pick a random spell. Make a Use Magic Device check (DC 20 + caster level), on a success the spell is dispelled. This can only remove magical effects that can be dispelled by dispel magic and it cannot be used as countermagic. This replaces demolition.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Deeds (level 1 and 7)
  • Demolition
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