The members of this guild are artisans specialized in the creation of all kinds of magical items, but especially magical weapons and armor. Founded by the dwarves of Highdelve (in Brevoy), most members are wizard-smiths, but spell casters of all varieties are welcome to join their ranks.
Location: Highdelve, plus smaller chapters elsewhere in Brevoy.
Entrance Fee 500 gp (waived if apprenticing with existing member)
Entrance Exam DC 15 Craft (any) AND DC 15 Spellcraft or Kn (Arcana).
Tuition 300gp/semester (see below)
Education Check Special (see below)
Semester 4 months
Flunk 3 consecutive failed Education checks (but see below)
Material Emancipation (+1 Fame) By securing the guild regular access to a source of rare materials, such as a mithral mine or a grove of darkwood, your Fame score increases by +1.
Maker’s Touch (1 PP) Your close familiarity with crafting magical items gives you insight into their use. You become specialized in Use Magic Device.
Guild Training (5 PP) You gain the feat Cooperative Crafting (APG) as a bonus feat. You must meet the prerequisites for Cooperative Crafting before purchasing this award.
Deep Craft (5 PP) You gain the feat Prodigy (from Ultimate Magic) as a bonus feat.
Early Graduation (10 Fame, 10 PP) By spending ten Prestige Points, a member may seek permission to establish an independent business before reaching 15 Fame. Requires DC 20 Craft (Any) and DC 20 Spellcraft checks as a final exam. Members who succeed must continue making Education checks until their Fame reaches 15, and cannot recruit apprentices before then.
An item-crafting guild is much less like a school than any of the other types, because skill in crafting items is gained primarily from hands-on experience rather than “classes” as such. There’s definitely an element of instruction (especially at lower levels), but once you’ve learned the basics, the process of education consists mostly of practicing and refining your abilities. So, there are several changes:
Fame | # of Apprentices |
---|---|
15 | 1 |
16 | 1 |
17 | 1 |
18 | 2 |
19 | 2 |
20 | 2 |
21 | 3 |
22 | 3 |
23 | 3 |
24 | 4 |
25 | 4 |
26 | 5 |
27 | 6 |
28+ | 7 |
Recruiting an apprentice requires paying their entrance fee of 500 gp. It is assumed that the apprentice will pay their own tuition to the guild as normal.
Apprentices should be treated as low level NPCs (typically 4 or more levels behind their master). They are members of the guild, and accumulate Fame in exactly the same way as any other guild member. An apprentice who reaches 15 Fame is assumed to be a competent crafter, and may either remain to assist the master (including instructing lower-ranked apprentices), or may move out and establish their own business. An apprentice who moves out is no longer an apprentice. Former apprentices do not count towards the master’s maximum number of apprentices. A master cannot count the accomplishments of former apprentices towards meeting her own Education checks.
Flunking out: A guild member may flunk out by failing three consecutive Education checks, UNTIL they reach 15 fame. After reaching 15 fame, it is assumed that they are a member in good standing as long as they pay their dues and produce work of acceptable quality.