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Craftsman Core Class
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<blockquote data-quote="wolfpunk" data-source="post: 110706" data-attributes="member: 699"><p>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.</p><p></p><p>Thanks.</p><p></p><p>The Craftsman</p><p></p><p>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.</p><p></p><p>Characteristics: Craftsman are an artist lot, they are hands-on artisans who create the everyday items that people take for granted.</p><p></p><p>Alignment: Craftsman have no required alignment.</p><p></p><p>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.</p><p></p><p>Races: All races have craftsman in some sense of the meaning.</p><p></p><p>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.</p><p></p><p>Game rule information</p><p></p><p>Craftsman have the following game statistics.</p><p></p><p>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.</p><p></p><p>Alignment: Any.</p><p></p><p>Hit dice: d4.</p><p></p><p>Class skills</p><p>A craftsman’s class skills (and the key ability for each skill) are:</p><p></p><p>Appraise (Intelligence), Craft (Intelligence), Diplomacy (Charisma), Knowledge (specific craft) (Intelligence), Profession (Intelligence).</p><p></p><p>Skill points at 1st level: (2 + Intelligence modifier) x 4.</p><p>Skill Points at each additional level: 2 + Intelligence modifier.</p><p></p><p>Class features</p><p>All of the following are class features of the craftsman.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Mending: At fourth level, the craftsman may produce a non-magical version of the spell "mending". This ability may be used once per day. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 110706, member: 699"] 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. [/QUOTE]
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