Craftsman Core Class

[rant on]

Greyskull, although I understand what you are saying, I think you are missing the point of this thread. We are creating something because several of us here feel that the expert does not cover the abilities that we would like it to gain. Also the expert as is, it is fine for npcs, but we wanted to create a class that could be taken by normal adventuring classes to compliment their already existing abilities. Now normally this would call for a prestige class, however in my campaign, I don't use prestige classes, because 9 out of 10 times a prestige class makes a character fall behind in terms of power level when it comes to game play, in addition I and perhaps others might also want to use it for special npcs, so therefore making it a core class is viable to us. We are not saying you have to use it, but we like the merchant core class, the gladiator core class, the archer core class, and a wide variety of ofther classes that we have created. So, if you have some ideas, criticisms or what not, feel free to suggest them, if you just want to post that we shouldn't do it, then please don't post in this thread.

[rant off]
 

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Add the following ability to the previously posted version.

Ironwood: At 12th level, the craftsman may produce a mundane version of the spell "ironwood". This ability may be used once per day.
 


Well, another Big Ten team that can't play in the big dance, sigh.

I thing the Aid in Creation is gained at to early of a level. THis is a significant hrlp in my opinion and I'd leve it to a higher level.

I think the skill points should be 4 a level as many craftmen can craft more then one thing. I'd also up the HD to at least d6. This is a more physical class then the spellcasters.

Armor and Weapons: If you can craft it, you can use it. Maybe not with exotic items, but most weaponsmiths should be able to compitantly use a sword so they can check its balance and weight after they make it. Not that I have agood solution for this. Can't just give all weapons smithes extra weapon profciencies and nothing to the other guys.
 

I can see uping the skill points for the character class.

The item creation thing is kind of tricky, because the class itself doesnt grant them, they have to take levels in another class in order to be able to use it. So lets say, an item creation feat that requires spellcaster 3rd+, then three levels of craftsman, that is 6th level which I dont think is too early, but I could be wrong.

I ran into the same thought problems, what if the craftsman isnt a weaponsmith, how can you give them bonuses they cant use.

It really is a tough decision. I think if it is a weaponsmith and they want to test the weapons they use, they should take a level of fighter or warrior to symbolize their desire to learn about the weapons they make.
 

Okay, those are good reasons. It's a fairly good class right now.

Hmm, either it's well hidden or theres no saving throws or BAB for this class. :)
 


BAB I'd make as a rogue/cleric. Middle ground seems right. Saving throws are tough. I'd be tempted to borrow the middle saving throw progression from Star Wars and use it for all three.
 

I am not familiar with the Star wars middle of the road save progression. the middle of the ground BAB works for me, these are hands on people, it would make sense to me that they would pick up combat just like any other hands on skill
 

The middle progression from star wars is as follows

1st +1
2nd +2
3rd +2
4th +2
5th +3
6th +3
7th +4
8th +4
9th +4
10th +5
11th +5
12th +6
13th +6
14th +6
15th +7
16th +7
17th +8
18th +8
19th +8
20th +9
 

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