Item Worlder

Item Worlders delve into items to explore them and make items stronger. They are masters at thievery and other sneaky professions and use that to their advantage when stealing loot inside of their own loot.

**Role**: The Item Worlder is a sneaky, utility character who can move through the item world and enhance the power of items.

**Alignment**: Any (Usually chaotic)

**Hit Die**: d8

**Requirements**

To qualify to become a Item Worlder, a character must fulfill all the following criteria.

**Base Attack Bonus**: +7

**Feats**: Must have at least 2 feats that grant you a bonus based on an item (Such as Weapon focus), Must possess the Thief Skills evility.

**Special:** Must have defeated at least an Item King.

**Class Skills**

The Item Worlder's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), Perception (Wis), Spellcract (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha)

**Skill Ranks at Each Level**: 6 + Int modifier.

**Class Features**

All of the following are class features of the Item Worlder prestige class.

**Weapon and Armor Proficiency**

A Item Worlder gains no weapon proficiencies.

**Techniques and spells Per day**

At levels 2, and 4,  an Item Worlder gains the ability to ready martial techniques as if they had leveled up in it's previous class, and at levels 1, 2, 4, and 5 they gain extra spells per day as if they had leveled up in a previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Item Traversal (Su)**

You have learned the art of traveling through an item into the item world and have begun to learn how everything is connected, as such you can now delve into items.

At first level, This can be used once per day for every level you possess in the Item Worlder class, and you can take one creature per ltem Worlder level with you when you enter the item. This is treated as dimensional travel so it cannot be done in a dimensional anchor. Using this ability is a full round action, and you as well as all creatures coming with you are moved into the item and the item drops on the ground on the outside.

If the item is intelligent, it gains a will saving throw DC: 10+ twice your Item Worlder level+ Intelligence modifier to resist this.

Entering this allows you to go through the Item world as described.

At 3rd level, you gain freedom of movement when moving through an item world. If you are using the rolling rules instead of the dungeon crawling rules, you lower the time by 1 day for every level you possess in this class.

At 5th level, you gain an additional evility slot only when in the Item world. If not using the dungeon crawling rules, your ability to lower the time for traversing the Item world becomes -2 days per level in this class.

**Implements (Su)**

The Item Worlder is a master of item implements and can easily use them to their advantage. If they had levels in the occultist class or a class that grants the implements class feature it adds it's Item Worlder level to it's Occultist level to determine the strength of it's implements, and how many it possesses. If the Item Worlder does not possess that ability, it gains the Implements ability of an Occultist of their Item worlder level.

**Prior Class Affinity (Ex)**

If you possessed levels in rogue or Ninja before entering this class. This class's levels are treated as Ninja or rogue levels for determining your level for uncanny dodge, Your sneak attack damage, Ki pool, and level dependant modifiers on rogue talents or ninja tricks.

If you possessed levels in the Mechanician class, it counts it's Item Worlder level as it's original class level for determining level based abilities for the Mechanician's Arcane pool, Fortify Bond, Arcane bond, and Master Smith.

If you possessed levels in the Merchant class, Item worlder levels count as merchant levels for  the Sabotage construct, Craft Reserve, or Practiced Artifice abilities, and it treats it's Item Worlder level as levels in Merchant for the purpose of gaining new capabilities.

**Specialist Pool (Su)**

An Item Worlder gains a specialist pool that it can use to grant special abilities to items. An Item Worlder gains a pool of points equal to it's Intelligence modifier plus it's item worlder level. If the Item Worlder possesses the Mental Focus, Ki pool, or Arcane pool abilities, it can spend points from it's specialist pool to utilize those abilities as well, but not vice versa.

As a swift action, by spending a point from the specialist pool, you can apply a specialist to an item with at least a +1 bonus. A specialist is a rare enchantment that can be found in the Specialist Enchantment section. At 1st level the Item Worlder can bestow a +1 specialist. At 2nd level it increases to +2 and so on with them able to grant +5 specialists at 5th level. They can break this bonus up in whatever way they'd like (Such as by placing two +2 specialists and a +1 Specialist on an item when they have a +5 bonus). These specialists last on the weapon or armor for 1 minute per Item Worlder level. These specialists are treated as un-subdued, meaning they cannot be moved from one item to another. You cannot use this to apply an enforcer to an item.

At 3rd level An Item Worlder can spend 3 points from their specialist pool to move an enchantment permanently from one item to another. Doing so is a ritual that takes 1 hour. This removes the enchantment from one item and places it on another that is eligible for the enchantment. This can also be used to move enchantment bonuses +1 at a time. If this takes away the only remaining +1 a weapon has it becomes a normal masterwork weapon. This cannot be used on artifacts, not can it be used to move unique abilities from one item to another.

At 5th level, an Item Worlder can Spend 8 points from it's pool in a ritual that takes 12 hours to perform. Doing so allows them to combine two non artifact or Mythic unique items together. She must also spend an amount of hl equal to 1/4 the cost of each item in this process. This effectively combines two unique items into one. When doing this you select which item will be the base, and then select the item which you are taking unique abilities from. You move any and all unique special abilities to that item and the other becomes a normal enchanted weapon, retaining it's average enchantments. You cannot do this ritual with an item that has already been a part of this ritual (Unless it's to place abilities on to an item that has already had it's abilities removed prior).

**Focus Power (Su)**

An Item Worlder gains a Focus Power at the listed levels just as if it were an occultist. It uses Item worlder levels as occultist levels to determine it's overall level.

**Item Mastery  (Su)**

Starting at 2nd level and every level following, The Item Worlder gains an Item Mastery. Item masteries work in many ways, but all of them increase the potential of items that the Item Worlder uses. The Item Worlder can take each one once unless it says otherwise, and they must meet the prerequisites for each one.

*Enchanter:* An Item Worlder with the Enchanter Item Mastery can apply weapon enchantments to weapons, shields, and armor. This costs a single point from their Specialist pool and lasts for 1 minute per Item Worlder level. You can also choose to instead grant an enchantment bonus to the weapon. The enchantment bonuses granted are determined the same way as with the Specialists.

*Diverse Enchanter:* You must possess the Enchanter ability to select this. When using the enchanter ability, you can apply enchantments to weapons and armor that don't possess an enchantment modifier such as the determination effect.

*Greater Enchanter:* You must possess the Enchanter ability to select this. When using the Enchanter ability, an Item Worlder can apply enchantments to items that normally would not be able to have them. By spending 2 points from your specialist pool, you can apply an enchantment to a weapon without the weapon meeting the prerequisites for it, such as applying the vicious enchantment to a crossbow, or the seeking enchantment to a scythe. Alternatively you can apply Armor only enchantments to shields and shield enchantments to armor. If this would not make any sense for the item it can be done, it just wouldn't grant any actual effect (Such as the nimble enchantment on an axe).

*Obscure Enchanter:* You must possess the Greater Enchanter ability to select this ability. This ability allows you to spend 3 points of your Specialist pool to apply any enchantment to any armor or weapon. As such you can apply armor enchantments to weapons and weapon enchantments to armor. This can grant strange bonuses and not all of them will work (Such as weapon enchantments that grant additional damage when you strike, you would have to strike them with the armor to gain it's effect, however some effects such as the saving throw bonus from a grounding weapon or the Guardian enchantment could be placed on a suit of armor and retain those effects.

*Extra specialist:* As a standard action, by spending 2 points from your specialist pool, you can increase an item's enchantment modifier by +2 only for the purpose of granting it specialists. This can be done to an item up to 2 times and lasts for 1 minute per Item Worlder level. This can be done up to 2 times (Max of +4). This bonus can be made permanent by spending an hour and hl equal to 1/2 the price of purchasing an additional +2 enchantment for that weapon.

*Extra Gem:* As a standard action, by spending 2 points from your specialist pool, you can increase an item's enchantment modifier by +2 only for the purpose of equipping gemstones. This can be done to an item up to 2 2 times and lasts for 1 minute per Item Worlder level. This can be done up to 2 times (Max of +4). This bonus can be made permanent by spending an hour and hl equal to 1/2 the price of purchasing an additional +2 enchantment for that weapon.

*Item Creation Feat:* Gain an item creation feat as a bonus feat, you must meet the feat's prerequisites.

*U.M.D. Trigger:*  You can activate an enemy's item with a successful Use Magic Device check against the Item's caster level or against the wielder's AC or CMD if it is being held or wielded. successfully triggering it can do one of the following. Allow you to use the effects of the item as if you were holding it, or if it's an item with a limited number of uses, you can choose to use 1d6+1 of them.

*Greater U.M.D. Trigger:* Requires U.M.D. Trigger and Violent emergence. When using your Object Stride ability to travel through an item, you can attempt to trigger the item you exit from with U.M.D. Trigger.

*Dimensional Sticky Fingers:* Requires Violent Emergence. When using your Object Stride ability to travel through an item, you can make an attempt to take the item with a proper CMD check (Disarm or Steal) when you emerge from the item. This is like a normal combat maneuver, and imposes a -4 penalty due to the strange circumstances. If you possess a Thief hand or UFO item, you can even make this check on an item such as armor, which you normally could not steal.

*Dimensional Dervish:* You can gain the dimensional dervish feat as a bonus feat. You must meet the prerequisites for it.

*Skilled Crafter:* Select an item which you have the item crafting feat for. You can make items of that type in 1/2 of the normal time and cut the price for making the item by 1/10th of the price to craft it.

*Diver:* By spending a use of your Object stride ability, you can move 1 level further through the item world.

*Object Avoidance:* You can dive into an object as an immediate action to avoid an attack. In doing so, you must spend 2 points of your Specialist pool, and you can only use your Dimension door version of it even if you have a stronger version available.

*Violent Emergence:* You can make an attack roll as a swift action when activating your Object Stride ability. This attack can be made on an enemy before you teleport or afterward. If afterward the enemy must make a perception check against your stealth check or be caught flat footed. If you have the dimensional Dervish feats, you do not gain an additional attack for using them, but you do gain an additional +4 bonus to all attacks made while using them in tandem with this ability.

*U.M.D. Detonate:* By spending points from your Specialist pool you can cause enchanted items, wands, and scrolls to detonate, destroying the item. You must make a use magic device check with a DC equal to the caster level of the item's creator. As a standard action you can trigger it to explode, and throw it at an enemy. If the item was an enchanted item, it deals 4d6 damage for every +1 enchantment in the item (To a max of 40d6), and the blast radius is 10 feet as well as an additional +10 feet for every +1 enchantment the item had. If it is a scroll, it deals 2d6 damage per spell level the scroll had (Max 18d6) and has a blast range equal to 10 feet per level of the spell. If it was a Wand, it deals 1d6 for every 4 charges left on the wand (Max 12d6) and the blast range is 5 feet for every charge on the wand. The save DC is 10+twice your item worlder level+ Intelligence modifier. Alternatively, you can use this as a full round action and attempt to grab an item from an enemy to activate this on. Doing so requires a CMB maneuver against the enemy with a -6 penalty. If you hit the enemy gains a fortitude saving throw with a DC equal to the one listed above. If it fails it's item is subject to the effects listed here. Using this costs 2 points from your Specialist pool.

*U.M.D. Fortify:* By spending points from your Specialist pool, you can make items more powerful. By spending a point from your pool you can grant any one item you possess a +1 bonus to it's AC per item worlder level, +10 hitpoints per Item Worlder level, and DR 2/- per item worlder level for 1 minute per level. To do so you must make a use magic device check against the item's caster level.

*Extra Specialist Pool:* Gain an additional 3 points to your Specialist pool.

*Device Enchanter:* Requires the Enchanter ability. By spending an additional point from your specialist pool, you can apply an enchantment to a wand, Scroll, or Rod. This enchantment lasts for 1 round per level.

*Scroll Utility:* Requires the Enchanter ability. When using a scroll, you can spend points from your Specialist pool to apply meta magic feats to it as a swift action. You must spend a number of points equal to the level of the meta magic increase.

*Potion Skill:* Gain any feat that applies to potions as a bonus feat.

*Magical Violent Emergence:* Requires Violent Emergence. When using Violent emergence you can use a spell, technique, or item that is only a standard action as your attack roll. This costs an additional point of your pool to use.

*Equipment Trick:* Gain the feat Equipment trick as a bonus feat.

*Extreme Enchantment:* Must possess the enchanter ability. By spending a point from your Specialist pool, you can grant an item that is already a +5 or higher item a further +2 bonus to it's enhancement modifier. This can be made permanent by spending 5 hours and spending twice the cost of purchasing a +2 enchantment for that weapon or armor. This can be taken multiple times, selecting a different item each time.

*Utility Enchanter:* You can get items enchanted as if they were armor. When selecting this select Helmets, Boots, Cloaks, Emblems, Muscles, Glasses, or Belts. Whichever item you selected, those objects can be enchanted as if they were a suit of armor. Bonuses from armor and this don't stack, however additional enchantment abilities can still apply. Helmets have a max enchantment value of +6.

*Craft Gency's items:* Requires craft wondrous item. You can craft Mr. Gency's exit or a Gency Tonic for 1/2 the price and half the time.

*Item Bane:* All weapons you equip are treated as if they had the bane enchantment for the purpose of dealing damage to objects and residents of an item world. If the DM is using the alternate rules for the item world, this grants you a +2 bonus to your roll in the item world.

*Item Terrain:* You gain the Favored terrain ability of the Ranger but only while in the Item world. All of the bonuses apply to all areas of the Item world however. This uses your full character level to determine it's strength, however you never gain any additional terrains.

*Specialist Locator:* You increase the percentage chance of finding a specialist in an item world by 5% for each level you possess in this class.

*Survivor:* You add your Item Worlder level to checks made in the Item world. This applies to Ability checks, and skill checks, or if using the alternate rules, the base roll in the item world.

*Swift Survivor:* If using the alternate rules for traversing the item world, you subtract a number of days equal to your Item Worlder level when rolling your check. This increases by 1 additional day for every 5 points you beat the DC by.

*Improved Items:* Any item you possess that has a save DC increases it by an amount equal to your Item Worlder level.

*Expert maneuverist:* When using your Object Stride ability, your movement is treated as a move action for the purpose of abilities that grant you bonuses based on how far you've moved in a round.

**Object Stride (Su)**

Your mastery and knowledge of the item World has become such that you can pinpoint how to traverse the Itemverse to get to other items that you know about, traveling to another item's world in the process. By spending a point from your Specialist pool as a standard action, you can touch an item and leap through it to another item. This works as the spell Dimension Door, but the end point must be an item within Dimension Door's range that you know of. This always leaves the item behind when you do this, if it's an item attached to another creature you must make a touch attack. At 2nd level the item must be at least as large as yourself or larger. At 3rd level the object can be an object of half your size. At 4th level the object can be 1/4 of your own size, and at 5th level you can do so with any item.

At 3rd level you can spend 3 points to use this as teleport instead, otherwise following the usual rules, and at 5th level You can spend 6 points. Doing this works like Interplanetary teleport, otherwise following the usual rules.

**Master Worlder (Su)**

You have  mastered traveling to and from the Item World, as such you have become attuned to items in a way most others have never been. As such you can select one of the following to be your capstone ability.

*Monster Imprisonment:* By spending 10 points from your Specialist pool, you can target a creature with the monster subtype, or a monster who has magichanged. That creature must make a will saving throw DC: 10+ twice your Item Worlder Level+ Intelligence modifier or it will become permanently stuck in it's magichange form. They are treated as unique items. If you remove their enchantments using your abilities, they will have to spend the mana at the dark assembly to re-train their levels to get them back. If the creature is sundered while in this form it is killed immediately. Only a wish or miracle spell can break this. This ability is a curse effect.

*Strider:* So long as you possess a point in your Specialist pool, you can use your Object stride ability at no cost, the teleport ability now costs 1 point to use and the Interplanetary teleport costs 3. On the first round after teleporting through this ability, you gain a +2 bonus to all d20 rolls.

*Item Realm:* Once per day as a move action, you can make the area around you out to 100 feet be treated as if it were the item world for 2 rounds per Item Worlder level. Enemies in this area are treated as Item world residents.

*True Crafter:* When spending the time to craft an item, you can subtract the number of days it takes to craft it by your Item Worlder Level. In addition, Magic wands you create have 5 more charges than average, Items with charges that aren't wands gain 1 additional charge, and Weapons and armor crafted by you are treated as +1 lower for determining prices (For the purpose of +1 items cut the price in half).