Welknair
2011-08-15, 08:52 PM
Hey, you remember these things, right? Well I'm participating in a PbP game where everyone is using them. A fellow player was at a loss, as his character concept was a smith. And I did not have a smith PrC. And now I do.
Blacksmith
http://fc07.deviantart.net/fs47/f/2009/248/4/9/Blacksmith_by_ilison.jpg
"Need something fixed?"
-Levi, a Blacksmith
Commoners need money. Adventurers have money. Commoners can learn to make things. Adventurers need things. This results in a mutually beneficial relationship. As long as the adventurers don't try to rob the commoner, that is. Blacksmiths make a living by making stuff. They usually own a small forge and scrape by by supplying weapons and armor to reckless individuals that will likely be dead in a sessio- day or two. But hey, money's money.
Entry Requirements
Skills: Craft (Armorsmithing) 6 or Craft (Weaponsmithing) 6
Skill points at each level: 6 + Intelligence Modifier
Class Skills: Appraise, Climb, Craft, Jump, Knowledge (Architecture and Engineering), Listen, Profession, Ride, Spot, Swim, and Use Rope.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+0
Craftsman, Trick of the Trade
2nd
+1
+3
+0
+0
Trick of the Trade
3rd
+2
+3
+1
+1
Trick of the Trade
4th
+3
+4
+1
+1
Trick of the Trade
5th
+3
+4
+1
+1
Trick of the Trade
Weapon and Armor Proficiencies: Blacksmiths are proficient with all simple weapons, one martial weapon of their choice, and has improvised weapon proficiency with crafting tools such as hammers, pokers, tongs and the like. They are also proficient with light armor.
Craftsman: Blacksmiths make things. It's only common sense that they'd be good at making things. They add their Blacksmith level to all Craft checks.
Trick of the Trade: When you've been in the business a while, you pick up a couple of tricks to make things easier. Pick one Trick to learn at each level.
Practiced Laborer
You have been working long enough to know how to go at a steady, consistent pace without making mistakes.
Benefit: You can take 10 on Craft checks.
Traveling Merchant
You are an established merchant and people treat you as such. You've actually quite good at peddling on the side of the road.
Benefit: As long as you are traveling along major roads that have people moving along them, you make Craft checks for money just as you could if you were in a town or city.
Use What You Make
It's always nice to be able to use what you make. So you learned how.
Prerequisite: 6 Ranks in the corresponding Craft skill
Benefit: You gain proficiency either with all martial weapons or all armor and shields.
Special: This Trick may be gotten twice, selecting the other option.
Sweet Deals
You know a guy who knows a guy. Who happens to sell raw iron.
Benefit: You only pay 1/5 an items market price for raw materials and Masterwork materials instead of 1/3.
Part-Time Job
Not everyone can fit in an eight-hour workday.
Benefit: You can work by the hour. For each hour spent crafting, make a Craft check as if you had worked for a day and divide the result by eight. You may not craft for more than eight hours a day.
Weapon Intricacies
You made the sword. Of course you're good with it.
Benefit: You gain a +1 on all attack rolls made with any weapon you created.
Know Your Limits
You know how much you can push things and cut corners. And you can do so within a hair's breadth of your limits.
Prerequisites: Practiced Laborer
Benefit: You may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.
Master Craftsman
Your skills at creating items are so powerful, that you can imbue them with magical abilities.
Benefit: You gain Master Craftsman as a bonus feat. You must still meet the prerequisites for this feat.
So... yeah.
Blacksmith
http://fc07.deviantart.net/fs47/f/2009/248/4/9/Blacksmith_by_ilison.jpg
"Need something fixed?"
-Levi, a Blacksmith
Commoners need money. Adventurers have money. Commoners can learn to make things. Adventurers need things. This results in a mutually beneficial relationship. As long as the adventurers don't try to rob the commoner, that is. Blacksmiths make a living by making stuff. They usually own a small forge and scrape by by supplying weapons and armor to reckless individuals that will likely be dead in a sessio- day or two. But hey, money's money.
Entry Requirements
Skills: Craft (Armorsmithing) 6 or Craft (Weaponsmithing) 6
Skill points at each level: 6 + Intelligence Modifier
Class Skills: Appraise, Climb, Craft, Jump, Knowledge (Architecture and Engineering), Listen, Profession, Ride, Spot, Swim, and Use Rope.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+0
Craftsman, Trick of the Trade
2nd
+1
+3
+0
+0
Trick of the Trade
3rd
+2
+3
+1
+1
Trick of the Trade
4th
+3
+4
+1
+1
Trick of the Trade
5th
+3
+4
+1
+1
Trick of the Trade
Weapon and Armor Proficiencies: Blacksmiths are proficient with all simple weapons, one martial weapon of their choice, and has improvised weapon proficiency with crafting tools such as hammers, pokers, tongs and the like. They are also proficient with light armor.
Craftsman: Blacksmiths make things. It's only common sense that they'd be good at making things. They add their Blacksmith level to all Craft checks.
Trick of the Trade: When you've been in the business a while, you pick up a couple of tricks to make things easier. Pick one Trick to learn at each level.
Practiced Laborer
You have been working long enough to know how to go at a steady, consistent pace without making mistakes.
Benefit: You can take 10 on Craft checks.
Traveling Merchant
You are an established merchant and people treat you as such. You've actually quite good at peddling on the side of the road.
Benefit: As long as you are traveling along major roads that have people moving along them, you make Craft checks for money just as you could if you were in a town or city.
Use What You Make
It's always nice to be able to use what you make. So you learned how.
Prerequisite: 6 Ranks in the corresponding Craft skill
Benefit: You gain proficiency either with all martial weapons or all armor and shields.
Special: This Trick may be gotten twice, selecting the other option.
Sweet Deals
You know a guy who knows a guy. Who happens to sell raw iron.
Benefit: You only pay 1/5 an items market price for raw materials and Masterwork materials instead of 1/3.
Part-Time Job
Not everyone can fit in an eight-hour workday.
Benefit: You can work by the hour. For each hour spent crafting, make a Craft check as if you had worked for a day and divide the result by eight. You may not craft for more than eight hours a day.
Weapon Intricacies
You made the sword. Of course you're good with it.
Benefit: You gain a +1 on all attack rolls made with any weapon you created.
Know Your Limits
You know how much you can push things and cut corners. And you can do so within a hair's breadth of your limits.
Prerequisites: Practiced Laborer
Benefit: You may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.
Master Craftsman
Your skills at creating items are so powerful, that you can imbue them with magical abilities.
Benefit: You gain Master Craftsman as a bonus feat. You must still meet the prerequisites for this feat.
So... yeah.