
Brokenbane |
I wanted to make a prestige class for non-magic classes and this is what I came up with.
Requirements
Skills: Craft (any two) 5 ranks
Feats: Master CraftsMan, Craft magic arms and armor
Table: Craftsman
Hit Die: d10
-1st +1 +1 +0 +0 Quick Crafting, Skilled Crafting
-2nd +2 +1 +1 +1 Modifications
-3rd +3 +2 +1 +1 Quick Enchanting
-4th +4 +2 +1 +1 Greater Modifications, See Weak Points
-5th +5 +3 +2 +2 Ring or Rod
Class Skills (2 + Int modifier per level)
Appraise (Int), Craft (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Class Features
All of the following are class features of the Iron Chef.
Weapon and Armor Proficiency Craftsman are proficient with simple and martial weapon. Craftsman are proficient with light, medium, and heavy armor, and with shields (not tower shields).
Quick Crafting At 1st level the Craftsman uses the 1/10 gp value of items to determine how much time it takes to craft mundane items.
Skilled Crafting At 1st level a Craftsman gains a bonus equal to his class level on all Craft checks and the Craftsman gains proficiency in any weapon that he crafts, not other weapons of the same type.
Modifications At 2nd level a Craftsman can change or modify weapon, armor, and shields. Only one modification can be added to a single weapon, armor, or shield. It costs 100gp to add a modification.
-Buoyant: Instead of double armor check penalty on swim checks, the armor check penalty is one and a half.
-Light: The item weighs 25% less.
-Tough: The item gains +2 hardness and +2 hit points.
At 4th level the Craftsman gain access to new modifications but these new modifications costs 300gp.
-Distance: Weapons of the bows, crossbow, gun, and thrown weapons groups gain +5 range.
-Less encumbrancing: Armor or shield has 1 less armor check penalty.
-Special quality: Add one weapon special quality from this list to a weapon; brace (weapons of pole arms group only), deadly, distracting, nonlethal, reach (weapons of the two-handed weapon groups), and sunder.
Quick Enchanting At 3rd level the Craftsman can create magic items at twice the normal rate.
See Weak Points At 4th level the Craftsman knowledge of crafting allows him to find weak points in others work. The Craftsman bypasses 10 points of harness of unattended objects.
Ring or Rod At 5th level the Craftsman can chose either forge ring or craft rod as bonus feats and ignores the perquisites. The bonus feat works as if it were part of the Master Crafsman feat and follows its rules for crafting.

Ciaran Barnes |

The Master Craftsman feat allows the character to avoid that requirement.
I'd say that all in all this prestige class is good for crafting, but pretty weak otherwise. It needs a boost. I think this should take on a skill money aspect instead of warrior.
Prereqs:
These seem fine, although for the sake of opening it up to a variety of classes I would change the feats to "Masters Craftsman OR any item creation feat".
BAB / HD:
I suggest 3/4 BAB and d8 HD.
Saving Throws:
I would be OK with this having two or three good saves.
Skills:
First off, jack this up to 4 or 6 skill points per level. Second off, every one already has Craft and Profession so there is no need to list those. Using your list as a cue, I would make the class skill: Appraise, Knowledge (all), Spellcraft, and Use Magic Device.
What is an Iron Chef? ;)
Proficiencies:
This is fine.
Quick Crafting:
The wording is funny so it's not fully clear how it works. If anything I would say "A craftsman crafts non-magical items in half the normal time. Eassentially, the progress he makes each week or each day is doubled."
Bonus Feat?
How about a bonus item creation feat at 1st level? If he has the master craftsman feat, he should also be able to qualify for those. Maybe he has a caster level equal to twice his craftsman level for the purpose of qualifying for them.
Skilled Crafting:
The first part is fine. I'm kind of meh about the second part because he already proficient in most weapons anyways. I might change it to:
Skilled Crafter (Ex): A craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
What about a repair ability? I think he should gain either mending or make whole as a spell-like ability, or he should gain an ability to repair HP damage to objects quickly by making a Craft check (or something). If you choose the spells, it should be better than the normal spell. Hmm. Maybe he gains mending as an at-will spell-like ability. As he gains levels he can gains Make Whole 1/day and then Greater Make Whole 1/day.
Master Crafter (Ex): Beginning at 2nd level, a craftsman can create magic items more quickly than normal. Creating an item requires 8 hours of work per 1,200 GP in the item's base price, plus 100 GP for each additional craftsman level he gains to a maximum of 1500 GP.
Modifications:
I like these, and I'm glad that you decided to limit it to one per item. It would get out of hand quickly.
Buoyant:
Unneccessary. In Pathdinder, Swim's ACP is not doubled. It is not increased in any way. You could change this though to reduce the ACP to Swim checks by 1.
Tough:
Could use a boost. How about increase hardness by 1 per craftsman level and HP by 2 per craftsman level?
Quick Enchanting:
Well this pretty much negates my Master Crafter idea. The wording you have needs to be clarified. Read the rules for crafting magic items and make your wording work with those words. This should also be a capstone, not just a level 3 ability.
See Weak Points:
Maybe move this to 3rd level. Is this a constant ability or does it require an action to find the weak point. Perhaps to give this character a little more adventuring ability, he becomes able to score critical hits on objects and constructs.
Ring or Rod:
What if he doesn't want to make these? If he has the ability to qualify to item creation feats, you don't need to hand him one in place of a capstone.
Sorry this post is kind of rambling. It kind of jumps around.

Brokenbane |
The Master Craftsman feat allows the character to avoid that requirement.
I'd say that all in all this prestige class is good for crafting, but pretty weak otherwise. It needs a boost. I think this should take on a skill money aspect instead of warrior.
Prereqs:
These seem fine, although for the sake of opening it up to a variety of classes I would change the feats to "Masters Craftsman OR any item creation feat".BAB / HD:
I suggest 3/4 BAB and d8 HD.Saving Throws:
I would be OK with this having two or three good saves.Skills:
First off, jack this up to 4 or 6 skill points per level. Second off, every one already has Craft and Profession so there is no need to list those. Using your list as a cue, I would make the class skill: Appraise, Knowledge (all), Spellcraft, and Use Magic Device.What is an Iron Chef? ;)
Proficiencies:
This is fine.Quick Crafting:
The wording is funny so it's not fully clear how it works. If anything I would say "A craftsman crafts non-magical items in half the normal time. Eassentially, the progress he makes each week or each day is doubled."Bonus Feat?
How about a bonus item creation feat at 1st level? If he has the master craftsman feat, he should also be able to qualify for those. Maybe he has a caster level equal to twice his craftsman level for the purpose of qualifying for them.Skilled Crafting:
The first part is fine. I'm kind of meh about the second part because he already proficient in most weapons anyways. I might change it to:Skilled Crafter (Ex): A craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
What about a repair ability? I think he should gain either mending or make whole as a spell-like ability, or he should gain an ability to repair HP damage to objects quickly by making a Craft check (or something). If you choose the...
Thank you very much for your in depth review. Was think that there was more that needed to be added to make it more combat capable but I was not sure what. I will make changes to the class and I will post an updated version. Thank you.

Brokenbane |
How is this?
Requirements
Skills Craft (any two) 5
Feats Master Craftsman or any item creation feat
Table: Craftsman
Hit Die: d8
Level Base
Attack Bonus
Saving Throws
Special
Fort
Ref
Will
1st +0 +1 +0 +1 Quick Crafting, Bonus Feat, Skilled Crafting
2nd +1 +1 +1 +1 Modifications
3rd +2 +2 +1 +2 Bonus Feat, See Weak Points
4th +3 +2 +1 +2 Greater Modifications, Repair
5th +3 +3 +2 +3 Bonus Feat, Quick Enchanting
Class Skills (4 + Int modifier per level)
Appraise (Int), Knowledge (all), Spellcraft (Int), Use Magic Device (Cha).
Class Features
All of the following are class features of the Craftsman.
Weapon and Armor Proficiency Craftsman are proficient with simple and martial weapon. Craftsman are proficient with light, medium, and heavy armor, and with shields (not tower shields).
Quick Crafting At 1st level craftsman crafts non-magical items in half the normal time. Essentially, the progress he makes each week or each day is doubled
Skilled Crafter At 1st level the Craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
Bonus Feat At 1st level the Craftsman gains a bonus feat from those listed as item creation feats. This feat follows the rules for the Master Craftsman feat and requires a craft skill that works for that magic item creation feat, for example craft (jewelry) for forge ring. An extra bonus feat is gained at 3rd and 5th level.
Modifications At 2nd level a Craftsman can change or modify weapon, armor, and shields. Only one modification can be added to a single weapon, armor, or shield. It costs 100gp to add a modification.
-Buoyant: Reduce armor check penalty to swim by 1.
-Light: The item weighs 25% less.
-Tough: Increase hardiness by craftsman level and hit points by 2 per craftsman level.
At 4th level the Craftsman gain access to new modifications but these new modifications costs 300gp.
-Distance: Weapons of the bows, crossbow, gun, and thrown weapons groups gain +5 range.
-Less encumbrancing: Armor or shield has 1 less armor check penalty.
-Special quality: Add one weapon special quality from this list to a weapon; brace (weapons of pole arms group only), deadly, distracting, nonlethal, reach (weapons of the two-handed weapon groups), and sunder.
See Weak Points At 3rd level the Craftsman knowledge of crafting allows him to find weak points in others work. The Craftsman can score critical hits on objects and constructs. The Craftsman ignores 5 points of hardness or 5 points of DR adamantine.
Repair At 4th level gains the ability to cast greater make wholeTG as a spell-like ability 1/day.
Quick enchanting At 5th level when creating magic armor, weapons, rings, rods, staffs, or wondrous items the craftsman makes progress at 2,000gp per day instead of 1,000gp. This effetely doubles the speed at which the Craftsman creates these magic items.