Craftsman Core Class


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Some important things to look at including in this class.

Skill focus craft of course, and perhaps skill focus profession.
A sort of contact ability for acquiring the goods that they do their craft work with, i.e. blacksmiths get contacts for getting ore.
Reputation, as they gain levels their work becomes more coveted and so becomes worth 50% more on the open market.
Perhaps a take 10 or take 20 ability at later levels to create masterwork items related to their craft.
Perhaps spell like affects, like Mending or things like that.

How is that for some starting ideas.
 

Good start. How about:

1)Ability to gain an apprentice (s?) and train him (them?)
2)Ability to craft simple things faster without losing quality
3)Reconginize crafter of certain items (only the Master Craftsman Crothian makes his daggers with this swirling pattern in the pummel)
 

Definitely good idea, taking on an apprentice is definitely a good idea.

The distinction thing is good too, sort of like an arcane mark type effect.

Hmm definitely crafting simple things faster is good. How about an ability to tie in with craft magic item feats. They could get a reduction in time, or cost, or xp cost. If they dont have item creation feats this wouldn't apply, but if they did it would be a big bonus.

I don't really know if they do the whole you get a keep thing in 3rd edition, but perhaps they get their own shop at a certain level.
 

THere are a few prestige classes that give you a keep like the War Master in S&F but nothing for the core classes like they used too.

How about at a certain level if they havea shop they get certain bonuses and/or extra prestige? This way it's a role playing thing to get the shop, but they have rules and roll playing reasons to encourage it happening. Maybe a small bonus (+1) to craft in his own place becasue of the comfort and familiarity.
 

This may be a bit excessive to create, but what if we created a table of different types of shops. For example a small shop in a hamlet, versus a major store in a capital city. The cost to own/operate each type of store, and then the benefits for a store of that type in the city of that type.

Would be a lot of extra work, but then the players and the DM would have a definite idea of the resources needed to have such a shop, and what the benefits of it would be.

Certainly I think you shouldn't get an apprentice till you have your own shop.
 

That is an undertaking, but I think it would be simplier then it sounds. BTW, it sounds complicated. :D

THe costs will be the tough part, i think.
 

Well ok the list of towns that we need to work with is

Thorp
Hamlet
Village
Small Town
Large Town
Small City
Large City
Metropolis

We can use the GP limit as a guide to say that the craftsmen will be unable to sell an item over that price because their is not enough of a market or money to afford it. So consequently a craftsman who makes ornate armor is going to want to get a shop in a large town as soon as possible.
 

More then likely a reflection of the hour, but for the life of me I can't find that chart with the type of places and the gp limit. Can someone remind this tired, old fool where it might be?:D
 

Sorry about the delay, was answering your questions about my thread in the whereabouts forum.

page 137 of the DMG has the listing for town size and gp limit.
 
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