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The Spellwright

The Spellwright

The Spellwright looks at their spells as fuel for their many magical creations. They can turn spell slots into grenades, traps, ammunition for a strange weapon, and eventually different forms of magical combat. They are still capable Generalist spell casters, but most of their spell slots will be spent on their abilities instead. A personal construct and small magical helpers give them something reliable to fight with while they prepare and use their devices.

Basic Detail

HD Type: d4
Bonus HP Per HD: +3
Attack Curve: Low (Medium at 10 HD with Martial Magus)
Magical Prowess: Advanced
Spell List: Generalist
Sub-Type: Specialist
Skill Growth: 6 + Intelligence Modifier (4x as much at first level)
Suggested Skills: Concentration, Craft (Alchemy), Craft (Imbuement), Craft (Mechanisms), Investigate, Knowledge (Arcana), Knowledge (Engineering), Knowledge (The Planes), Profession, Sabotage Device, and Use Rope.
Known Skills: 10 + Intelligence Modifier
Weapon Proficiency: One weapon
Armor Proficiency: Light armor and shields except tower shields
Saves: 1 High and 3 Low
Primary Mental Attribute (PMA): Intelligence

Suggested Attribute Distribution: Str 12, Dex 14, Con 16, Int 18, Wis 16, Cha 14. Put the +2 attribute increase from Diffuse Background into Intelligence.

Progression


HD Perk Base Attack High Save Low Save Spell
Proficiency
1 Diffuse BackgroundD, ArtificerD, Personal ConstructA,
Improvised Arcane DeviceA, GrenadierF, and Spell PenetrationF
+0 +2 +0 +1
2 - +1 +3 +0 +1
3 UntouchableF +1 +3 +1 +1
4 - +2 +4 +1 +1
5 Spell ThrowerA and Master of NoneD +2 +4 +1 +1
6 Maximize Improvised Arcane DeviceF +3 +5 +2 +2
7 - +3 +5 +2 +2
8 - +4 +6 +2 +2
9 UnbreakableF +4 +6 +3 +2
10 Advanced Improvised Arcane DeviceA and Martial MagusD +7/+2 +7 +3 +2
11 - +8/+3 +7 +3 +2
12 Greater Spell PenetrationF +9/+4 +8 +4 +3
13 - +9/+4 +8 +4 +3
14 - +10/+5 +9 +4 +3
15 Little Helper (3/day; attack damage 2d10)A,
Magic ResistantD, and Weapon CastingF
+11/+6/+1 +9 +5 +3
16 - +12/+7/+2 +10 +5 +3
17 Little Helper attack damage 3d10 +12/+7/+2 +10 +5 +3
18 Tenth Level Spell SlotF +13/+8/+3 +11 +6 +4
19 - +14/+9/+4 +11 +6 +4
20 Forms of the ReconditeA, Observant CasterD, and SR 30 +15/+10/+5 +12 +6 +4

F Feat, A Ability, and D Definition


The Breakdown

Diffuse Background: This is the primary definition. It grants light armor and shield proficiency, one extra feat, one secondary definition, and +2 to one attribute. For this prebuilt the +2 goes into Intelligence, the secondary definition is used for Artificer, and the extra feat is used for Grenadier.

Artificer: The save DCs of magic items and their spell effects will use the Spellwright's statistics. They can also cast Identify as a spell-like ability 5 times per day without material components.

Personal Construct: Gain the Personal Construct ability at 1 HD. Pick the floating, quadrupedal, or spider form. The construct gains HD whenever the Spellwright does and uses the progression listed in the ability. Advancing the construct does not use any of the Spellwright's later perks.

Improvised Arcane Device: Gain the Improvised Arcane Device ability. Spell slots can be turned into temporary grenades or traps. Each spell level can be spent on damage, healing, or an effect. The save DC still uses the full level of the spell slot sacrificed.

Grenadier: Increase the damage or healing die of Improvised Arcane Device grenades by one category and their throwing range by 10 ft.

Spell Penetration: Gain +2 on rolls to overcome spell resistance. This applies to spells and any of the Spellwright's devices that are affected by spell resistance.

Untouchable: Gain a dodge bonus to AC against attacks of opportunity equal to Dexterity modifier.

Spell Thrower: Gain the Spell Thrower ability. Spell slots can be turned into barrier, spread, directed, or stun-web charges. The Spellwright can carry up to 5 charges at a time.

Master of None: Increase all known skills by up to 3 skill points. This cannot bring a skill up to its maximum skill points.

Maximize Improvised Arcane Device: Damage from an Improvised Arcane Device can be maximized, but the spell slot used must be 3 levels higher. For example, a maximized 4th-level damage effect will use a 7th-level spell slot.

Unbreakable: Reroll one failed Fortitude save per day.

Advanced Improvised Arcane Device: Upgrade to Advanced Improvised Arcane Device. Every spell level spent on damage now provides two damage dice. Slow and Invisibility can now be selected as device effects.

Martial Magus: At 10 HD the Spellwright's Base Attack Bonus expands from Low to Medium. This does not change their HD, skills, proficiencies, or saves.

Greater Spell Penetration: Increase the total bonus for overcoming spell resistance and resisting counterspells to +4.

Little Helper: Gain Little Helper. At 15 HD it can be created three times per day, deals 2d10 + PMA + Spell Proficiency piercing damage, and uses the Spellwright's BAB, PMA, and Spell Proficiency for its ranged touch attack. Its damage increases to 3d10 at 17 HD.

Magic Resistant: Gain spell resistance equal to HD + 10. This will be SR 25 at 15 HD and SR 30 at 20 HD.

Weapon Casting: The Spell Thrower can be used in place of focuses and material components that cost less than 1 gp.

Tenth Level Spell Slot: Gain a 10th-level spell slot. There are no 10th-level spells, but this slot can be used for metamagic or abilities that do not stop at 9th-level spell slots.

Forms of the Recondite: Gain the Forms of the Recondite ability. Spell slots can be sacrificed as a swift action to enter Hard, Soft, Stone, or Mirror Form.

Observant Caster: Casting spells in a threatened square no longer provokes attacks of opportunity.

Spell Casting

Caster Level: An advanced caster's caster level (CL) is equal to their HD.

Spell List: The Spellwright uses the Generalist spell list. This prebuilt does not gain access to the Arcane, Divine, or Nature spell lists.

Simplex Spells: Gain 4 simplex spells.

Spells Known: Spells known do not need to be prepared ahead of time. Not having a known spell of a certain level does not prevent the Spellwright from casting spells of that level. They can put any Generalist spell into a spellbook and prepare it normally.

Spells Per Day: Also called spell slots, these are how many spells of each level can be cast per day. A 0 means the Spellwright can cast spells of that level if their Intelligence is high enough to grant bonus spells.

Prepared Spells: Spells from a spellbook must be prepared. A spell will remain prepared until it is cast. The spell slot used to prepare it can be used to cast any known spell instead.

Spell Proficiency: Spell Proficiency starts at +1 and increases at 6, 12, and 18 HD. It is added to spell DCs, spell attack rolls, and to each die of damage, healing, or warding. It also applies to the Spellwright's spell-like and supernatural abilities.

The Spellwright can cast spells normally, but most of their spell slots will be used to fuel their abilities. Grenades, traps, and Spell Thrower charges should usually be made before combat. The Forms of the Recondite are used during combat instead.

Spells Known
HD 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 - - - - - - - - -
2 - - - - - - - - -
3 1 - - - - - - - -
4 1 1 - - - - - - -
5 1 1 1 - - - - - -
6 2 1 1 - - - - - -
7 2 2 1 1 - - - - -
8 2 2 2 1 - - - - -
9 3 2 2 1 1 - - - -
10 3 3 2 2 1 - - - -
11 3 3 3 2 1 1 - - -
12 4 3 3 2 2 1 - - -
13 4 4 3 3 2 1 1 - -
14 4 4 4 3 2 2 1 - -
15 5 4 4 3 3 2 1 1 -
16 5 5 4 4 3 2 2 1 -
17 5 5 5 4 3 3 2 1 1
18 6 5 5 4 4 3 2 2 1
19 6 6 5 5 4 3 3 2 1
20 6 6 6 5 4 4 3 2 2
Spells Per Day
HD 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 3 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 5 4 3 2 1 - - - -
10 5 4 3 3 2 - - - -
11 5 4 4 3 3 1 - - -
12 5 4 4 3 3 2 - - -
13 5 5 4 4 3 2 1 - -
14 5 5 4 4 4 3 2 - -
15 5 5 5 4 4 3 2 1 -
16 5 5 5 4 4 3 3 2 -
17 5 5 5 5 4 4 3 2 1
18 5 5 5 5 5 4 4 3 2
19 5 5 5 5 5 4 4 4 3
20 5 5 5 5 5 5 5 5 4