Craftsman Core Class

How about that the Craftman at higher levels can make Magical equipment.
So the Weaponsmith can make +1 magical weapons at level 5 and +2 at level 10 or something. Maybe to a reduced price, in both money and exp?

Just a thought.

Malachkite
 

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Malachkite said:
How about that the Craftman at higher levels can make Magical equipment.
So the Weaponsmith can make +1 magical weapons at level 5 and +2 at level 10 or something. Maybe to a reduced price, in both money and exp?

Just a thought.

Malachkite

I like that idea. I think Craftsman devoted to their craft should be able to make magical versions with out investing time as a spellcaster. I think reduced gp is good, but I'd leave the XP cost the same.
 

Ok looking at the description of craft offers us three spells that are used in conjunction with the craft skill. These spells are, fabricate, ironwood, and minor creation. To this we will add arcane mark, and mending. Another suggestion would be major creation. (If anyone has the forgotten realms campaign book there are two spells in it, a minor and major type of spell that allow you to create animated constructs, but for the life of me I can't remember the name of them, and I don't have the book handy at the moment.)

This gives us a minimum of 5 and a maximum of 10 spell like effects, we can start with arcane mark at 2th level, and add another one every 2 levels.

In terms of the minor creation spell, it says that a craft check should be made when using this spell to make very complex items.

In terms of the fabricate spell, it says that a craft check should be made when using this spell to make very complex items.

I would say that the when using those spells to create an item he should recieve a bonus, or not have to make the check. I think if he takes craft basket weaving, he wouldn't have to make the check when making comples basket parts. However, if the same person with the craft skill were to try to make a complex thing such as a piece of glass, they would have to make the check because they are not familiar with making glass.

The first line of the craft description says that you can make half of your craft check result a week in gold pieces. I say the craftsman adds 1/2 his craftsman level to the result of his craft craft check when determining how much he makes that week.

Improvised tools confer a -2 penalty to all craft checks, masterwork artisan tools grant a +2 bonus. To this we could grant a -0 penalty to improvised tools and an additional +2 bonus to normal tools, and then and additional +2 to masterwork tools so that for a craftsman masterwork artisan tools would grant a +4 bonus.

How do these ideas look?
 

another ability to consider would be a signature item. this ability would enable the craftsman to make more money for the item and it would have some sort of bonus. a weapon might have an extra +1 to hit, armor might be more agile, or more protective, a pitcher might be unbreakable(or have extra hardness and hitpoints), a sculptor might be able to create incredibly lifelike works

there have been several types of abilities discussed here, and I think that they all have merit and should be balanced evenly

-things that make it easier to produce the product (shop bonus, cheaper materials)
-things that make the product better (magical, signature item, easier mw)
-things that make more money (reputation, faster production)
-craft related abilities (spells for use in adventuring)
what about this sort of progression

1: skill focus, crafter's bonus (+1)
2: crafter's mark (arcane mark)
3: crafter's bonus(+1)
4: signature item
5: mending, crafter's bonus (+1)
6: item creation feat
7: apprentice, crafter's bonus (+1)
8: fabricate
9: crafter's bonus (+1)
10: skill mastery

crafter's bonus is a bonus that can be applied to one of three things;
-shop bonus(for making better items)
-reputation(for selling more items at higher prices)
-resources(for procuring resources faster and cheaper)

hope this is similar to what other people were thinking

~hf
 

Ok here is a rough draft introduction to the craftsman. I haven't wrote up all the special ability descriptions, but will hopefully get to it tomorrow. Sugesstions to this part would be greatly appreciated.

The Craftsman

Adventures: Craftsman do not often go on adventuring, they prefer to stay and work in their shops creating great works that they then sell in order to make a living. Occassionally a craftsman might gain a feeling of wanderlust, and in times like these, they have been known to go out in search of people with better technique, or perhaps to find some fabled material with which to make their craft items out of.

Characteristics: Craftsman are an artist lot, they are hands-on artisans who create the everyday items that people take for granted.

Alignment: Craftsman have no required alignment.

Background: Craftsman often come from the commoner class. They learn the craft from a parent who learned the skill from their parent. In this fashion the family craft and business has been handed down through the years.

Races: All races have craftsman in some sense of the meaning.

Other classes: All classes have use of items made by craftsmen, and so they will often try to form good relationships with craftsmen who make items they routinely use.

Game rule information

Craftsman have the following game statistics.

Abilities: Intelligence is the key attribute for craftsmen, it is the main attribute for most of their skills, and grants them more skills point at each level.

Alignment: Any.

Hit dice: d4.

Class skills
A craftsman’s class skills (and the key ability for each skill) are:

Appraise (Intelligence), Craft (Intelligence), Diplomacy (Charisma), Knowledge (specific craft) (Intelligence), Profession (Intelligence).

Skill points at 1st level: (2 + Intelligence modifier) x 4.
Skill Points at each additional level: 2 + Intelligence modifier.

Class features
All of the following are class features of the craftsman.

Weapon and armor proficiencies: Craftsman are proficient with all simple weapons. They are proficient in light armor. Armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
 

Hard to comment without the second part, but I imagine the next part is going to have some good things as they have low HPs and low skill points, and low class skills. Good start though.
 

Okay a tentative list of abilities:

Decent Living: At first level, the craftsman can add his level as a bonus to his craft check when determining how much money he makes for a week of work.

Arcane Mark: At second level, the craftsman may produce a non-magical version of the spell "arcane mark" this is a unique signature that can be easily identified by other craftsman if they make a craft check DC 15. This ability may be used once per day.

Make do with what you have: At second level the craftsman gains a bonus to their craft checks based on the quality of the tools they are using. Each quality of tool gains a +2 bonus to craft checks. I.E. improvised tools gain a +2 bonus resulting in a +0 to Craft checks, normal tools gain a +2 bonus resulting in a +2 to Craft checks, and masterwork tools gain a +2 bonus resulting in a +4 to Craft checks.

Bonus Feat: At third level, the craftsman gains a bonus feat, This feat must be chosen from the following list. Skill Focus Knowledge (their craft), Skill Focus Craft (their craft), or Skill Focus Profession.

Production: at fourth level, the craftsman has an established routine for creating the mundane items they make on a daily basis. These items can be produced in two thirds of the time it would normally take. Unique items, still take the required amount of time.

Mending: At fourth level, the craftsman may produce a non-magical version of the spell "mending". This ability may be used once per day.

Business Contact: At fifth level, the craftsman gains a contact, this is usually someone who provides them with material for their craft, or someone who buys the craftsman product on a regular basis. This peson can be queried once per week on such issues as, where to get materials, where other buyers might be found, and such questions of a business nature. Asking does not mean the contact will have an answer.

Reputation: At sixth level, the craftsman has established himself as a quality craftsman, and can gain an additional 50% on unique items they make. Items that are produced via production method can not gain this bonus.

Make Whole: At sixth level, the craftsman may produce a non-magical version of the spell "Make Whole". This ability may be used once per day.

Essence of Spirit: (not sure how this one is going to work but basically, spend experience to give a magical enchantment to an item is my idea)

That is all so far, more to come. Thoughts??
 


This is a rough draft version of the Craftsman, at the moment all the abilities descriptions and the level they are attained is up for debate. Feel free to suggest other ideas for abilities, or how the current ones could be changed.

Thanks.

The Craftsman

Adventures: Craftsman do not often go on adventuring, they prefer to stay and work in their shops creating great works that they then sell in order to make a living. Occassionally a craftsman might gain a feeling of wanderlust, and in times like these, they have been known to go out in search of people with better technique, or perhaps to find some fabled material with which to make their craft items out of.

Characteristics: Craftsman are an artist lot, they are hands-on artisans who create the everyday items that people take for granted.

Alignment: Craftsman have no required alignment.

Background: Craftsman often come from the commoner class. They learn the craft from a parent who learned the skill from their parent. In this fashion the family craft and business has been handed down through the years.

Races: All races have craftsman in some sense of the meaning.

Other classes: All classes have use of items made by craftsmen, and so they will often try to form good relationships with craftsmen who make items they routinely use.

Game rule information

Craftsman have the following game statistics.

Abilities: Intelligence is the key attribute for craftsmen, it is the main attribute for most of their skills, and grants them more skills point at each level.

Alignment: Any.

Hit dice: d4.

Class skills
A craftsman’s class skills (and the key ability for each skill) are:

Appraise (Intelligence), Craft (Intelligence), Diplomacy (Charisma), Knowledge (specific craft) (Intelligence), Profession (Intelligence).

Skill points at 1st level: (2 + Intelligence modifier) x 4.
Skill Points at each additional level: 2 + Intelligence modifier.

Class features
All of the following are class features of the craftsman.

Weapon and armor proficiencies: Craftsman are proficient with all simple weapons. They are proficient in light armor. Armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.











Decent Living: At first level, the craftsman can add his level as a bonus to his craft check when determining how much money he makes for a week of work.

Arcane Mark: At second level, the craftsman may produce a non-magical version of the spell "arcane mark" this is a unique signature that can be easily identified by other craftsman if they make a craft check DC 15. This ability may be used once per day.

Make do with what you have: At second level the craftsman gains a bonus to their craft checks based on the quality of the tools they are using. Each quality of tool gains a +2 bonus to craft checks. I.E. improvised tools gain a +2 bonus resulting in a +0 to Craft checks, normal tools gain a +2 bonus resulting in a +2 to Craft checks, and masterwork tools gain a +2 bonus resulting in a +4 to Craft checks.

Bonus Feat: At third level, the craftsman gains a bonus feat, This feat must be chosen from the following list. Skill Focus Knowledge (their craft), Skill Focus Craft (their craft), or Skill Focus Profession.

Aid in creation: At third level, the craftsman gains the ability to reduce the cost or time involved in making a magic item. The craftsman may choose to reduce the cost in gp of the item by 25%, or reduce the time needed to create the item by 25%. At 9th level this bonus increases to 50%. At 15th level the bonus increases to 75%, or the craftsman may choose to reduce the cost and time involved by 25% each.

Production: At fourth level, the craftsman has an established routine for creating the mundane items they make on a daily basis. These items can be produced in two thirds of the time it would normally take. Unique items, still take the required amount of time.

Mending: At fourth level, the craftsman may produce a non-magical version of the spell "mending". This ability may be used once per day.

Business Contact: At fifth level, the craftsman gains a minor contact, this is usually someone who provides them with material for their craft, or someone who buys the craftsman product on a regular basis. This peson can be queried once per week on such issues as, where to get materials, where other buyers might be found, and such questions of a business nature. Asking does not mean the contact will have an answer. At 12th level, the craftsman gains a major contact. This person either offers the craftsman a ready supply of exotic materials to work with, or knows of a buyer whom could buy as much as the craftsman could produce. This person can be queried oncer per month on a business question. At 19th level, the craftsman may form their own craft guild, thus gaining many numerous contacts of various sorts. Treat the craftsman as having the Leadership feat in terms of number of people that may be in their guild, and of what levels they are.

Reputation: At sixth level, the craftsman has established himself as a quality craftsman, and can gain an additional 50% on unique items they make. Items that are produced via production method can not gain this bonus.

Make Whole: At sixth level, the craftsman may produce a non-magical version of the spell "Make Whole". This ability may be used once per day.

Join the crafter’s guild: At seventh level, the craftsman has gained a solid enough reputation to be allowed to join the crafter’s guild. This allows the craftsman to open up a business in any city. The benefit of having a business is a +1 guild bonus to all checks involving your craft while in your place of work. This bonus increases by +1 every 2nd level. The craftsman is responsible for paying taxes, and any other fees incurred by a business.

Minor Creation: At eighth level, the craftsman may produce a non-magical version of the spell “minor creation”. This ability may be used once per day.

Major Creation: At tenth level, the craftsman may produce a non-magical version of the spell “major creation”. This ability may be used once per day.

Apprentice: At tenth level, the craftsman may take on an apprentice. The apprentice is taught using a weekly craft check made by both the apprentice and the craftsman. The DC for these checks starts at DC 10, and increases by 1 each week until a Craft check DC 25 is passed by both the apprentice and the craftsman. On any week that the Craft check is failed, no new knowledge is gained, but the DC remains the same for the next week. While under the tutelage of the craftsman, the apprentice will aid the craftsman, thereby providing a bonus to the production bonus gained by the craftsman, production based items may now be produced in 50 percent of the time.
 

Craftman VS. Expert

I can uderstand making a craftsman prestige class, but making it a core class is not a good idea. You can simply take the expert class and take craft or proffession and appraise as class skills. you then take the Skill Focus feat in your craft or proffesion and you are a craftsman.
If you want to add magical like abilities and such you just create a prestige class that allows you to do so.

Just my two cents.
 

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