Maven (Apath)

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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 Skills

A maven adds Spellcraft (Int) to his list of class skills, but lacks Handle Animal (Cha). The maven's class skills are thus: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Int). Disable Device and Use Magic Device have Intelligence as their key ability when used by a quartermaster (see asset mastery below).

Skill Ranks per Level: 6 + Int per level

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 spell list of a class that can use the original 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 + 1/2 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.

Table: Maven

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Asset mastery, deeds (makeshift crafting, peak performance, rapid deployment), deep pockets
2nd +1 +0 +3 +3 Dangerous devices 1d6, equipment trick, pack rat
3rd +2 +1 +3 +3 Deeds (field instruction, repurpose magic, resourceful strike), dismantle magic, jury rig
4th +3 +1 +4 +4 Dangerous devices 2d6, equipment trick, mobility training
5th +3 +1 +4 +4 Connections, evasion, inspection, weapon practice
6th +4 +2 +5 +5 Dangerous devices 3d6, equipment trick, heneric weapon training
7th +5 +2 +5 +5 Deeds (makeshift magic, signature magic, thrift)
8th +6/+1 +2 +6 +6 Dangerous devices 4d6, equipment trick
9th +6/+1 +3 +6 +6 Buy in bulk, connections (+2 sizes)
10th +7/+2 +3 +7 +7 Dangerous devices 5d6, equipment trick
11th +8/+3 +3 +7 +7 Deeds (assign equipment, equipment trick mastery, right stuff)
12th +9/+4 +4 +8 +8 Dangerous devices 6d6, equipment trick
13th +9/+4 +4 +8 +8 Connections (+3 sizes), improved evasion
14th +10/+5 +4 +9 +9 Dangerous devices 7d6, equipment trick
15th +11/+6/+1 +5 +9 +9 Deeds (cool under stress, release magic, repurpose construct)
16th +12/+7/+2 +5 +10 +10 Dangerous devices 8d6, equipment trick
17th +12/+7/+2 +5 +10 +10 Connections (+4 sizes), trap evasion
18th +13/+8/+3 +6 +11 +11 Dangerous devices 9d6, equipment trick
19th +14/+9/+4 +6 +11 +11 Deeds (animate objects, overcome reality, wonders of magic)
20th +15/+10/+5 +6 +12 +12 Dangerous devices 10d6, equipment trick

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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