
EddyShore |
Hi there, i'm starting a Shackled City adventure path campaign and i'm explaining the prestige classes to my players, one thing seems to be missing though, I can't find the bonus feat list for the High Handcrafter, because they can take a bonus feat instead of the spellcasting progession if they want. There is such a list for the Pathwarden of Fharlanghn, so i was wondering if it's missing, or if the bonus feat can be anything. (BTW, the version i have is the hardcover full adventure, not the episodic magazines)
Thanks in advance for your answer.
David

Grogg of the North |

Hmm... this may be an issue of text over table. The text for the class doesn't list it so perhaps it's a misprint?
What I would do for the feats is go with item creation, metamagic, and skill centered feats. But really, as long as the feat goes with the feel of the class, crafting, it should be allowed.

Mykull |

Dungeon #104, High Handcrafter (HH):
BAB: +0, +1, +2, +3, +3, +4, +5, +6, +6, +7
FOR: +2, +3, +3, +4, +4, +5, +5, +6, +6, +7
REF: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
WIL: +2, +3, +3, +4, +4, +5, +5, +6, +6, +7
Level 1: Improved Skill Focus +4, planned save +1
Level 2: Rebuke/Command Earth
Level 3: Craft earth talisman
Level 4: Planned save +2
Level 5: Improved Skill Focus +5
Level 6: Improved earth talisman
Level 7: Summon Earth Elemental
Level 8: Planned save +3
Level 9: Improved Skill Focus +6
Level 10: Superiod earth talisman
Improved Skill Focus (Ex): When a HH takes the Skill Focus feat, he gains a +4 bonus to the selected skill rather than a +3 bonus. This bonus increases as listed above.
Planned Save (Ex): A HH gains a +1 bonus on saving throws made against something expected. For example, if a HH makes a Spellcraft check to identify a spell as it is being cast, he gains the bonus to his save against it. The same bonus applies when the HH is doing an obviously dangerous task, such as opening a nasty-looking treasure chest. He also gainst the bonus against monster special attacks he understands and expects. If a HH were fighting a medusa, he'd get his planned save bonus against her gaze attack. This bonus increases as listed above.
Rebuke/Command Earth (Su):At 2nd level, the HH gains the ability to rebuke or command earth creatures as a cleric of level equal to his HH level (times per day equal to 3 plus Charisma modifier). If he possesses this ability from any other class levels (such as by having cleric levels and access to the Earth domain) his HH levels stack with that class for the purposes of determining the effects of this ability.
Craft Earth Talisman (Su): At third level, the HH gains the ability to craft an earth talisman and infuse it with magic channeled from the Plane of Earth. Crafting an earth talisman is treated similarly to the procedure for crafting a wondrous item. Creating the talisman requires three days of work, and the HH must spend 100 XP and 1,400 gp in raw materials. The cost in XP and gold to craft an earth talisman is approximately 30% less than the cost required to make an identical item with Craft Wondrous Item, since only the creator can use the item in question.
When the HH completes the construction, he selects two of the following spells: heat metal, make whole, resist energy, shatter, soften earth and stone, or wood shape. From this point on, he may use the earth talisman to cast each of these spells at a caster level equal to his HH level, once per day each. The talisman itself appears as a small chisel, often worn on the neck on a fine chain. It does not take up a body slot, though, and the talisman must be firmly grasped in one hand to activate one of its powers.
An earth talisman functions only for the HH who made it. A HH can only have one talisman at a time; if he wants to change the talisman's abilities, he must destroy his current one and start anew.
Improved Earth Talisman (Su): At 6th level, the HH can improve his earth talisman. This requires 30 days of work and the expenditure of 1,000 XP and 15,000 gp in raw materials.
When the HH completes the construction, he adds two of the following spells to the list of spells he can cast using his earth talisman: fabricate, lesser planar binding (creatures with the earth subtype only),major creation, transmute mud to rock, transmute rock to mud, wall of stone. Each of these spells may be cast once per day each.
An improved earth talisman grants its wearer a +2 competence bonus to all Craft checks.
Summon Earth Elemental (Sp): At 7th level, a HH gains the spell-like ability to summon one of the following monsters as if he were casting summon monster VIII: one greater earth elemental, 1d3 Huge earth elementals, or 1d4 + 1 large earth elementals.
Superior Earth Talisman (Su): At 10th level, the HH can enhance his improved earth talisman. This requires 60 days of work and the expenditure of 2,500 XP and 30,000 in raw materials.
When the HH completes the construction, he adds one of the following spells to the list of spells he can cast using his earth talisman: earthquake, greater planar binding (creatures with the earth subtype only), iron body, polymorph any object, repel metal or stone. This spell may be cast once per day.
A superior earth talisman grants its wearer a +1 luck bonus on saving throws, ability checks, and skill checks.

EddyShore |
Ok so there are differences in the dungeon magazine and the hardcover edition.
In the hardcover, there are only 5 levels of high handcrafter.
Level 1: Improved Skill Focus +4, planned save +1
Level 2: Rebuke/Command Earth
Level 3: Craft earth talisman, Planned save +2
Level 4: Summon earth elemental
Level 5: Improved earth talisman, Planned save +3
Also, at level 2,4 and 5 There is Spellcasting class level progression OR Bonus Feat although there is no list available. What made me think that there should be one, is that the other prestige class for the campaign, the pathwarden, has the same perk of spellcasting OR bonus feat, but for the warden there is a list.
Thanks for the advice, i will go for a craft friendly list of feats if one of my players selects it.
David