Author Topic: [3.5 PrC] Craftsman  (Read 2345 times)

Offline qwertyu63

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[3.5 PrC] Craftsman
« on: October 31, 2012, 09:10:44 AM »
Craftsman
"It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."

Table: The Craftsman
LevelBABFortRefWillSpecial
1st+0+0+0+2Crafter's Edge, Alchemist, Special Techniques
2nd+1+0+0+3Swift Craftsman, Maker’s Knowledge, Power of Gems
3rd+2+1+1+3Greater Alchemist, Special Techniques
4th+3+1+1+4Power of Gems, Lightning Craftsman
5th+3+1+1+4Master Alchemist, Special Techniques


Hit Die
d6.



Requirements
To qualify to become a craftsman, a character must fulfill all the following criteria.

Skills
Any 2 Craft skills 6 ranks.

Feats
Skill Focus (Craft (any))



Class Skills
The craftsman’s class skills (and the key ability for each skill) are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Concentration (Con).

Skill Points at Each Level
6 + Int modifier.



Class Features
All of the following are Class Features of the Craftsman prestige class.

Weapon and Armor Proficiency
Craftsmen are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Crafter's Edge (Ex)
The Craftsman gains a +1 bonus to all Craft checks and all Appraise checks. This bonus increases every level, until it reaches +5 at level 5.

Alchemist (Ex)
Craftsmen may craft alchemical items, even if they are not spellcasters.

Special Techniques (Ex)
The Craftsman can apply special modifiers to weapons and armor they craft. Applying one of these effects increases the value of the item by 300 gp, and increases the Craft DC by 4. Only one effect can be applied to any given item. An item with a special effect cannot be made masterwork, but can be made magical as if it was masterwork. These effects are non-magical.

• Destroying weapon: Weapon/Bow only. This modifier gives the weapon a +1 to all damage rolls.
• Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.
• Lightly formed: Weapon/Bow or Armor. This modifier reduces the weight of the item by 10%.

These modifiers can be used starting at level 3. Applying one of these effects increases the value of the item by 600 gp, and increases the Craft DC by 7.

• Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
• Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.

These modifiers can be used starting at level 5. Applying one of these effects increases the value of the item by 1000 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these 3 modifiers pierce DR as if they were magic.

• Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
• Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
• Finely made: Weapon/Bow or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.

Maker’s Knowledge (Ex)
At level 2, the Craftsman is treated as proficient with any weapon (including bows) or armor that they crafted on their own. This does not grant proficiency with the type of weapon or armor, but with that individual item.

Swift Craftsman (Ex)
At level 2, the Craftsman gains the ability to craft items faster than normal. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in cp.

Power of Gems (Ex)
At level 2, the Craftsman gains the ability to create jewelry that grants the wearer greater levels of skill and power. Each of these items has a value of 1500 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 20. Before each check in crafting one of these items, you must make a DC 15 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. The item created is a ring that grants one of the following effects, chosen by the craftsman upon completion of the item. These items are non-magical, but do take up the ring slot as if they were.

• Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
• Sure Aim: +1 Alchemical bonus on To-Hit rolls
• Striking Fury: +1 Alchemical bonus on Damage rolls.
• Sturdy Truth: +1 Alchemical bonus to saving throws.

These effects can be used starting at level 4. A ring with one of these effects has a value of 4000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 25. Before each check in crafting one of these items, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.

• Bull Soul: +2 Enhancement bonus to Str
• Cat Soul: +2 Enhancement bonus to Dex
• Bear Soul: +2 Enhancement bonus to Con
• Fox Soul: +2 Enhancement bonus to Int
• Owl Soul: +2 Enhancement bonus to Wis
• Eagle Soul: +2 Enhancement bonus to Cha

Greater Alchemist (Ex)
At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell. You do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to your Craftsman level, which you can choose to lower for this purpose.

Lightning Craftsman (Ex)
At level 4, the Craftsman has complete control of his craft. They can always take 10 on Craft checks, even if stress and distractions would normally prevent them from doing so. Furthermore, they may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.

Master Alchemist (Ex)
At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 25 + (Spell Level * 10) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell. You do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to your Craftsman level, which you can choose to lower for this purpose. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).



Craftsman Spell List:
Craftsman can create potions/wands of spells from this list. If they have spells known from other classes, those spells can not be used here.

Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.
« Last Edit: October 31, 2012, 07:54:05 PM by qwertyu63 »

Offline Garryl

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Re: [3.5 PrC] Craftsman
« Reply #1 on: October 31, 2012, 03:43:02 PM »
What is the caster level for Greater Alchemist and Master Alchemist?

There's little reason for a PC to take levels in this class. All of the benefits are either trivially accessible through other sources at a lower cost or with additional benefits (skill bonuses, proficiency, item crafting), or can be purchased on the market simply by this class's very existence.

Offline qwertyu63

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Re: [3.5 PrC] Craftsman
« Reply #2 on: October 31, 2012, 03:56:21 PM »
What is the caster level for Greater Alchemist and Master Alchemist?

There's little reason for a PC to take levels in this class. All of the benefits are either trivially accessible through other sources at a lower cost or with additional benefits (skill bonuses, proficiency, item crafting), or can be purchased on the market simply by this class's very existence.

As stated in the abilities, the caster level is equal to your Craftsman level.

As to the why, the main benefit is getting stuff at a steep discount. You are right in saying that the items could just be bought, but at a higher price (full, as opposed to 1/3). The Swift and Lightning Craftsman abilities speed up crafting as well, and I don't think there are many other ways to do that.

That said, I know it's not a high power class. It's not meant to be. It's meant to be the skilled crafter who makes great things, not via magical might, but through blood, sweat and tears. This class exists to allow someone to play that guy.
« Last Edit: October 31, 2012, 03:58:27 PM by qwertyu63 »

Offline Garryl

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Re: [3.5 PrC] Craftsman
« Reply #3 on: October 31, 2012, 05:11:44 PM »
What is the caster level for Greater Alchemist and Master Alchemist?

There's little reason for a PC to take levels in this class. All of the benefits are either trivially accessible through other sources at a lower cost or with additional benefits (skill bonuses, proficiency, item crafting), or can be purchased on the market simply by this class's very existence.

As stated in the abilities, the caster level is equal to your Craftsman level.

Can you craft items with lower than maximum caster levels, similar to how spellcasting crafters can normally? The Craftsman abilities just say that the items are at a specific CL, which would seem to prevent that.

Also, those abilities should clarify that you don't need the Craft Wand/Brew Potion feats to use them, I think.

Quote
As to the why, the main benefit is getting stuff at a steep discount. You are right in saying that the items could just be bought, but at a higher price (full, as opposed to 1/3). The Swift and Lightning Craftsman abilities speed up crafting as well, and I don't think there are many other ways to do that.

The items are cheap enough that (other than the potions and wands) you're only saving around 5000g per person by crafting them yourself instead of buying them from the market.

Quote
That said, I know it's not a high power class. It's not meant to be. It's meant to be the skilled crafter who makes great things, not via magical might, but through blood, sweat and tears. This class exists to allow someone to play that guy.

Cool, as long as we're on the same page.

The only serious issue I have with this class is that its very existence is a stealth buff to everyone else in the game world. Said buff is not necessarily a problem, mostly the fact that it's so hidden.

Offline qwertyu63

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Re: [3.5 PrC] Craftsman
« Reply #4 on: October 31, 2012, 08:00:29 PM »
Can you craft items with lower than maximum caster levels, similar to how spellcasting crafters can normally? The Craftsman abilities just say that the items are at a specific CL, which would seem to prevent that.

Also, those abilities should clarify that you don't need the Craft Wand/Brew Potion feats to use them, I think.

You can lower your level, I just never thought of that. Also, duly noted.

The items are cheap enough that (other than the potions and wands) you're only saving around 5000g per person by crafting them yourself instead of buying them from the market.

True, but such is the nature of the beast. If he carries around crafting supplies, he could be the "Yeah, I have that" guy, due to being able to craft by the hour. Low price stuff, he can make very quickly.

The only serious issue I have with this class is that its very existence is a stealth buff to everyone else in the game world. Said buff is not necessarily a problem, mostly the fact that it's so hidden.

True, but there's not a whole lot you could do to fix that... Not that I can think of anyway.