Prestige Classes


The so-called high handcrafters are the leadership of the Chisel, the secret organization inspired by the ancient hero Sutabar Spellmason. Although all high handcrafters recognize the authority of the Foreman as main leader of the organization, the Chisel promotes freedom of thought and responsible action among all its members. According to this philosophy all the high handcrafters, including the Foreman, consider themselves peers. Less than a dozen high handcrafters are known to exist, and new ones are appointed exclusively in a mysterious hideout known as the Hall of Carvings, near the village of Redgorge.

The Chisel considers excellency in any kind of craft a way to achieve a superior state of efficiency and morality. High handcrafters are expected to be intelligent, able and versatile artisans more than powerful adventurers. Following the philosophy of excellency and responsibility in a man's actions, the high handcrafters gain substantial benefits, which affect their other classes as well. Moreover, the high handcrafters gain access to the Hall of Carvings and the unconditioned support of their peers. High handcrafters can come from any background, and the expert NPC class is frequently found among them.

Hit Die: d6.


To qualify to become a high handcrafter, a character must fulfill all of the following criteria.

Alignment: Any good.

Skills: Craft (any) 10 ranks, Craft (any other) 6 ranks, Knowledge (architecture and engineering) 5 ranks, Knowledge (the planes) 5 ranks.

Feats: Skill Focus in both of the Craft skills used to meet the skill requirement.

Languages: Terran.

Special: Must be sponsored by an active member of the Chisel, who must lead the aspiring character to the Hall of Carvings in Redgorge to meditate before the Earth Pool for an hour.

Class Skills

The high handcrafter's class skills (and the key ability for each skill) are Craft (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), and Profession (Wis). Additionally, his exceptional dedication and versatility allows him to choose six additional skills as high handcrafter class skills.

Skill Points at Each Level: 6 + Int modifier.

Table: The High Handcrafter

Level Base
1st +0 +2 +0 +2 Improved skill focus +4, planned save +1
2nd +1 +3 +0 +3 Rebuke/command earth
3rd +2 +3 +1 +3 Craft earth talisman
4th +3 +4 +1 +4 Planned save +2
5th +3 +4 +1 +4 Improved skill focus +5
6th +4 +5 +2 +5 Improved earth talisman
7th +5 +5 +2 +5 Summon earth elemental
8th +6 +6 +2 +6 Planned save +3
9th +6 +6 +3 +6 Improved skill focus +6
10th +7 +7 +3 +7 Superior earth talisman
Class Features

All of the following are class features of the high handcrafter prestige class.

Weapon and Armor Proficiency: A high handcrafter is proficient with all simple weapons and light armor.

Improved Skill Focus (Ex): When a high handcrafter takes the Skill Focus feat, he gains a +4 bonus to the selected skill rather than a +3 bonus. At 5th level, this bonus increases to +5, and at 9th level it increases to +6.

Planned Save (Ex): A high handcrafter gains a +1 bonus on saving throws made against something expected. For example, if a high handcrafter 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 high handcrafter is doing an obviously dangerous task, such as opening a nasty-looking treasure chest. He also gains the bonus against monster special attacks he understands and expects. If a high handcrafter were fighting a medusa, he'd get his planned save bonus against her gaze attack. At higher levels, the bonus for a planned save becomes +2 (at 4th level) and +3 (at 8th level).

Rebuke/Command Earth (Su): At 2nd level, the high handcrafter gains the ability to rebuke or command earth creatures as a cleric of level equal to his high handcrafter 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 high handcrafter levels stack with that class for the purposes of determining the effects of this ability.

Craft Earth Talisman: At 3rd level, the high handcrafter 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 high handcrafter must spend 100 experience points and 1,400 gp in raw materials. The cost in experience points 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 high handcrafter 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 high handcrafter 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 high handcrafter who made it. A high handcrafter can only have one talisman at a time; if he wants to change the talisman's abilities, he must destroy his current talisman and start anew.

Improved Earth Talisman: At 6th level, the high handcrafter can improve his earth talisman. This requires 30 days of work and the expenditure of 1,000 experience points and 15,000 gp in raw materials.

When the high handcrafter 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.

An improved earth talisman grants its wearer a +2 competence bonus to all Craft checks.

Summon Earth Elemental (Sp): At 7th level, a high handcrafter 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: At 10th level, the high handcrafter can enhance his improved earth talisman. This requires 60 days of work and the expenditure of 2,500 experience points and 30,000 gp in raw materials.

When the high handcrafter 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.

An improved earth talisman grants its wearer a +1 luck bonus on saving throws, ability checks, and skill checks.