General Prestige Class : Effigy Master
Fascinated by the animating force of life itself, the effigy master is an expert in the imitation of true life. Through long study and experimentation, he learns to infuse his creations with a pseudolife far more resilient and vital than that which animates similar creations of other spellcasters. The effigy master brings to life sculptures made of clay, snow, wax, or mud, and uses this ability to create guardians, defenses, and even companions and cohorts. At the same time, the effigy master continues to study the secrets of magic, albeit at a slower pace.
Effigy masters are often wizards who seek the knowledge of imparting life to nonliving elements as a means to create loyal minions that don't require much maintenance. Sorcerers also sometimes become effigy masters, although they generally don't pursue the class for long.
NPC effigy masters are unusual individuals. Some sell their services to wealthy lords or merchants who desire retinues of absolutely loyal guards who cannot be charmed or bought. Others are experimenters who indulge in the process of creating pseudolife to satisfy their own curiosity and inquisitiveness. A few are bitter and spiteful loners who delight in creating mockeries of the living or seek to attain power by replacing those who have what the effigy master desires.
Adaptation: Those who really enjoy the concept of the effigy master might wish the prestige class offered more than five levels of advancement. It would be a simple enough matter to extend the class for five more levels, continuing the implied progression in all areas. This means the class should gain an ability at 7th and 9th levels, at least, and perhaps another ability at 10th level. The 7th-level ability could allow new effigies to be created more cheaply. The 9th-level ability could further improve an effigy's attack, damage, and saving throws by an additional +1. The final ability (in return for not gaining +1 caster level at 10th level) might allow the effigy master to possess an effigy once per day for up to 10 minutes in a manner similar to the magic jar spell.
To qualify to become an Effigy Master, a character must fulfill all the following criteria:
- Skills: Craft (leatherworking, metalworking, or woodworking) 10 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Use Magic Device 2 ranks.
- Feats: Craft Wondrous Item,
- Special: Must have the simulacrum spell on a class spell list, whether or not the character is able to cast it.
Skill Points at Each Level: 2 + Int modifier.
All the following are class features of the effigy master prestige class.
Weapon and Armor Proficiency: Effigy masters gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each class level after 1st, an effigy master gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an effigy master, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Craft Effigy (Su): An effigy master can create constructs known as effigies. Unlike other creators, he need not possess the Craft Construct feat to complete this task, nor does he need the feat or ranks in Knowledge (architecture and engineering) to repair an effigy he creates. An effigy master can add his class level to his caster level to determine the maximum Hit Dice of effigy that he can create. Crafting an effigy requires a body to be built from wood, leather, metal, and wire. This requires a DC 15 Craft (woodworking, leatherworking, or metalworking) check. The gp and XP required to create the effigy depends on its size.
Improved Effigy (Ex): An effigy master of 3rd level or higher can improve upon his creations, granting them a permanent +2 competence bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the effigy to be improved, but has no XP cost.
Effigy link (Su): At 5th level and higher, an effigy master can create a supernatural bond between himself and one of his effigies. This requires a 1-hour ritual. Afterward, the effigy master can sense the effigy's condition (as if he had cast status on the effigy), and can scry on the effigy (as if casting the scrying spell) once per day. Furthermore, an effigy master gains a +1 morale bonus on saving throws and caster level checks as long as he is within 5 feet of his bonded effigy.
An effigy master can be linked to only one effigy at any time. If the linked effigy is destroyed, or if the effigy master wants to establish a new link, he can create a link to another effigy (and eliminate the old link) by performing the ritual with the new effigy.
|Effigy Master||Hit Die: d4|
|2nd||+1||+0||+0||+3||-||+1 level of existing spellcasting class|
|3rd||+1||+1||+1||+3||Improved effigy||+1 level of existing spellcasting class|
|4th||+2||+1||+1||+4||-||+1 level of existing spellcasting class|
|5th||+2||+1||+1||+4||Effigy link||+1 level of existing spellcasting class|
Source: Complete Arcane