Heroes of Godsrage
Mason (Free and Protected Masons)
Ability Requirements: 16 Intelligence, 13 Wisdom, 15 Constitution, 11 Dexterity.
Prime Requisite: Intelligence.
Secondary Requisite: Constitution.
Hit Die: d6 per level until 10th, +2 HP from 11th level on.
Allowed Races: Murian, Amurian, Kinolin, New Elf, Norn; any.
To-hit Progression (Thac0): As Thief.
Experience Progression: XPro Chart 6.
Saving Throws: As Mage.
Allowed Cantrip Lists: Effecting, Legerdemain, Magery, Personal.
Allowed Schools: Making.
Opposition Schools: All Philosophy, Effect, and other Method Schools.
Religion: Norin masons are always followers of the Hearthnal Nornhiem but those of other races favor knowledge over faith and are usually members of the adherent flock. Few Masons if any follow the Holy Orders.
Ethos: Once known as the Makers Guild, the Free and Protected Masons was formed by norin members of the Elemental Trust from RocEmingrad. Its members, the Masons approach the manipulation of arcane energy as a technical skill and the guild treats the wielding of arcane energies as an exact science. Those who master the Method of Making make it seem that other guilds are merely grasping at strings of power. Like other wizards, they tap other realms for power and draw upon the arcane energy that surrounds us, but their method recognizes the patterns of arcane energy contained within all things and manipulates its flow around and through objects and beings.
Utilizing their method requires an excellent education in a multitude of maths and sciences and a steady hand for experimentation. The tools of their trade are many but none are more important than Masonic runes. They control magic by creating strands of mystical symbols and diagrams they call runes, and utilizing alchemical reagents to enchant them. Runes can be applied to almost any medium. They can be drawn on paper, embedded in leather, etched in metal, carved in stone, or can be constructs of free-floating energy. They weave arcane energy like thread, infusing it into items and people; making stronger weapons, tougher armor, impregnable structures, and more durable allies.
Masons find this method advantageous because they increase their power by carrying spell enchanted items that are unleashed at their command. Mastery of the method enables them to always have the correct enchanted tool for the job. Armed with an arsenal of rune encrusted weapons and tools, alchemical compounds, and arcane materials; masons are more than their collection of spells. They are storehouses of knowledge, master potion makers and craftsmen without peer. They carry all they need in rune encrusted pockets.
This school is primarily composed of spells which infuse material with arcane energy with some that just channel energy through material and a few alter or analyze it. The school gives access to a small number of attack and defense spells, with the bulk being defensive in nature. Spells in the school never require verbal components when being cast by masons, because their components are a combination of reagents and runes prepared in advance. The most commonly required component is the drawing of a rune, mark, or diagram. Masons must maintain a well-equipped laboratory and workshop to prepare such work.
Characteristics: Masons have the most serious minds, with heads for science and research that surpass all others. They prefer life in academic settings; studying, experimenting, and creating to expand their knowledge and power. They tend to be secretive about their work and their guild and do not flaunt knowledge because they see it as a thing to be preserved and protected. They like to relax with a drink in the company of others but find little worth in tomfoolery. Many interpret them as; too reserved, uptight, snobbish and possibly obsessive, but they fancy themselves good natured people of passion. Unfortunately this is rarely displayed outside a lab, where their love of the technical components of magic drives them to perfect their science.
The services the Masonic Order provides to communities suggest its good alignment and its members’ steadfast dedication to the guild similarly suggests it is lawful. Secrecy practiced at all levels of the guild leaves nothing certain. Scholars agree that at low levels masons must be good but they are none too sure about its higher ranking members.
Masons surrounded themselves with friends. An odd fact considering they are generally distrusted. People wonder how they manage to gain so many friends while spending so much time in musty basements. It seems the guild’s philanthropy goes a long way toward healing any perceived personal short comings. On the mason’s part, few if any of these friends are actually considered good friends. Their truly trusted friends are always from within the guild. They usually marry another guild member at a young age, even if the spouse must become a member shortly before the ceremony.
Masons feel at home in adventuring parties because they love to explore the forgotten places of the world as much as experimentation. Uncovering ancient knowledge and unearthing artifacts and relics can keep them out of their labs for long. They hope magical skill will carry them into legend. Any party has a lot to gain by including a mason in their ranks. After all, who cannot benefit from weapons that do extra damage, or fireballs on tap?
Masons inhabit cities and similar, albeit smaller, population centers because their studies demand access to a variety of supplies, consultants and resources. Due in no small part to its generosity, their guild is held in high esteem by the leadership of many societies. Low level masons flock to cities that contain a Masonic Temple. Such sites rarely house more than a few high-level members. As they are builders of grandiose structures and producers of everyday items, being a mason is a built in job. With artistic ability to create overshadowed only by their ability craft necessary items, they are never short of work, should they be looking for them.
Class Abilities: Because of the unique nature of the Masons, they gain the following benefits.
- : Languages: When creating a Mason you must use two non-weapon proficiencies to gain the Read Masonic Runes skill. Since old arcane tomes are written in many diverse languages, masons are forced to learn this language during the course of their studies. Because of this necessity, while being created masons may acquire Dead or Ancient Languages for one slot fewer than their listed price. Because many ancient tomes of magic are written in Draconic they often learn this language.
- Suggested Non-Weapon Proficiencies: Spellcraft, Engineering, Brewing, Blacksmithing, Weaponsmithing, Armorer.
- Weapon Proficiency: Due to the guild’s Dwarven origins, masons are trained in weapons vital to that society. They gain proficiency with Warhammer and Hand-crossbow as their initial weapon proficiencies. They may spend other weapon proficiencies gained while rising in levels on the following weapons only: Spear, Mace, Morningstar, light Crossbow, heavy Crossbow, Dagger, Military Pick, Quarterstaff, Club, Dart, Hand/throwing Axe, Knife, and Sling.
- Weapon Style Proficiency: Masons begin play with proficiency in all of the basic weapon styles (One Hand Single Weapon, Two-handed Weapon, Weapon and Shield, Two-weapon, thrown missile/sling, and bow missile styles) but they may never gain specialization in any weapon style. Further they may not gain proficiency in any other style.
- Armor/Shield Permitted: Masons may use any armor up to Chain Mail (or Ring Mail) and any shield (but not a tower shield). Use of armor affects their thieving abilities (see PHB).
- Willpower: A mason can resist many effects that attack or fool his mind or assault his spirit. He gain a +1 to saving throws against mind effecting spells from the school of Enchantment/Charm and psionic abilities.
- Spellhammer: Upon completing their apprenticeship Masons are gifted a Spellhammer. The wooden heft of a Spellhammer is a length of Spellstaff.
- Spell Research: Though they may not cast spells, masons may research and learn spells just like any other wizard. The rules for spell research are in the DMG. When a mason learns a spell it is in the form of a recipe. They use these recipes to simulate spell effects when they are crafting magic items and spell avatars (see below).
- New Enhancement Bonus: Whenever a mason reaches a new level, he automatically gains one new enhancement of the highest level he can cast. No roll for learning the enhancement need be made. At 3rd level the enhancement that he learns is always Craft Homunculus.
- Magic Item Use: A mason may use magic items usable by wizards or rouges, with exceptions. Masons may not use any rouge only item which is implicitly intended for a rouge ability he does not have. Similarly, he may not use wizard items that require that he cast spells. Eventually, given the correct combination of arcane enhancements a mason will be able to use any magical item.
- Masonic Knowledge: Masons have intimate knowledge of the workings of mechanisms, all methods of construction, and the properties of magical fields. This knowledge gives them a unique perception, which allows them to analyze items for enchantments. The mason must hold and examine the item for 1 minute. At 1st level, a mason has a 35% chance to determine if an object has magical qualities, but does not reveal the specific powers of the item. This chance increases by 5% per level, so that at 5th-level they can identify items with a 50% chance of success. They also get a bonus related to their intelligence (+5% for 12 to 13, +10% for 14 to 15, +15% for 16 to 17, +20% for 18 to 19, etc.).
- Find and Remove Traps: Masons are trained to find small traps and alarms like a thief. This ability operates exactly like the thief ability in the PHB.
- Open Locks: A Mason can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires thief’s tools. This ability operates exactly as the thief’s ability.
- Masonic Laboratory: Masons begin play with a suitable laboratory in their base of operations or enough gold to build one (money that may only be spent building the lab). Building costs are 1,000 gp per character level (thus 1,000 GP at first level). To remain viable, existing labs must be upgraded whenever the mason gains a level at a cost 1000 gp per level. Additionally labs cost 50 gp per level per month to maintain. Without a lab masons cannot create enchanted items, spell avatars, or potions; they may not prepare high level infusions or learn new enhancements. Masonic enclaves normally allow traveling masons who tithe to their temple to use of the labs within it.
- Maker’s Affinity: When wielding a weapon of their own creation, a mason gains a +1 bonus to all attack rolls. This bonus does not constitute a magical plus and so may not be used to hit foes that may only be hit by magical weapons.
- Craft Reserve: A mason receives a pool of points he can use to replace any GP costs when crafting magical constructs. Each time the mason gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost.
- Use Arcane Enhancements: Though Masons are wizards they are not spellcasters. They have the ability to imbue items with arcane enhancements. . Like spells, Arcane Enhancements have assigned levels which masons gain access to as they gain character levels. Also like spells, they need components to be utilized. Enhancements are not cast though they do have casting times.
- Crafting Magical Constructs: Though they are not wizards in the traditional sense, masons have a greater understanding of the workings of magic. While they cannot cast spells per se’, they gain access to abilities that allow them to create various kinds of magical items much earlier than normal wizards. Masons gain the following abilities at the levels listed: “*Craft Spell Avatar*” at 1st level, “*Brew Potions“ at 3rd level, “Add charges to magical items” at 4th level, “Craft Magic Arms and Armor” at 6th level, “Craft Wondrous Item” at 8th level, “Craft Wand, Rod, or Staff” at 12th level, and “Forge Ring*” at 16th level. But, a mason gains no XP for creating items at levels which contradict the rules set forth in the DMG.
- Craft Spell Avatar: A Spell Avatar is a specially crafted item used to house spells. The item must be of the finest craftsmanship and be worth at least double its normal listed price in the PHB/DMG (or 100 GP, whichever is more). Preparing an item to receive stored spells requires one uninterrupted week of work. The actual process of infusing spells into the item is in the DMG. The mason must also meet the caster level prerequisite, including the minimum level to cast all spells he is planning to infuse the item with (unless he is using a spell on a scroll). A mason may store arcane spells in Spell Avatars. This avatar must meet all the requirements previously stated and is created in the same way. The avatar item may be whatever the mason wishes, though this is most often a ring of wand. Also, an item can only contain one spell at a time; any attempt to cast another spell into the item will simply replace the current spell. Storing the spell takes one day per level of the spell. A spell stored in an avatar is retained indefinitely and is ready for casting (unless the item is destroyed). Releasing the stored spell has a casting time of 1; in all other respects the spell is treated as if the mason had cast it normally. After the spell it holds has been discharged the mason can re-enchant the avatar. In effect, this ability allows the mason to make recurring one-shot magical items such as a ring enchanted with feather fall or a cloak prepared with protection from normal missiles. He must still meet the caster level prerequisite of any spell he wished to emulate (unless he is using a spell on a scroll). When they are not adventuring, this ability allows them to save unused spells rather than wasting them and to create a bit of an arsenal to take on trips. A mason can only have a number of spells stored in avatars equal to his level. This process is also used to create the specific items needed to utilize many Arcane Enhancements. The process for preparing spell avatar to create any magical item listed in the DMG (excluding potions) is the same as what is stated above but requires an additional 500 GP worth of components. The avatar for such an item must be whatever is normal for the type of item. Thus to make a suit of Armor of Command the mason must first have a suit of plate armor (it cannot be leather armor or a stick, etc.) and a bag of holding requires a leather bag (not a box).
- : Magical Scavenger: At 5th level, a mason gains the ability to scavenge XP from a magic item’s charges and add those points to his craft reserve. To harvest the XP the mason must be able to create that type of item. Then he must spend a day with the item in his lab and succeed in a Spellcraft check. If the check succeeds, after one day the item is destroyed and the mason adds an amount of XP equal to the value of the item’s remaining charges to his craft reserve. These points are lost if the mason does not use them before gaining his next level. If the check fails, the item is destroyed but the mason gains no additional XP into his craft reserve. For example, a mason wants to scavenge the remaining magic of a wand of earth and stone that has 20 charges. When originally created the wand has a maximum of 100 charges (as all wands do), and its XP value is 1000, or 10 XP (1000 ÷ 100) per charge. If the mason is able to recover the XP from the remaining charges, he puts 200 XP (10 × 20) into his craft reserve.