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Gwenfloor
2007-05-14, 11:52 AM
Artisan

The master metal smith who produces high quality iron weapons and armor, the expert leatherworker that forges impenetrable armor and shields out of the hides of mythic beasts, and the mechanic that creates uncanny clockwork contraptions. All of these people are artisans.

Hit Dice: d8.

Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.

Base Attack Progression: Average.

Saves: Fortitude Good, Reflex Poor, Will Good.

Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.

Skill Points at 1st level: (8+ Int Mod) x4.

Skill Points at each additional level: 8+ Int Mod.


Level BAB Fort Ref Will Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3 Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship, Armorbreaker 1d6
4th 3 4 1 4 Bonus Feat, Talent, Trap Sense +1
5th 3 4 1 4 Quick Creation, Expert Creation (X3)
6th 4 5 2 5 Exceptional Craftsmanship, Armorbreaker 2d6
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x3), Trap Sense+2
9th 6 6 3 6 Savvy Craftsmanship, Armorbreaker 3d6
10th 7 7 3 7 Talent, Skill Focus (Craft)
11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship, Armorbreaker 4d6, Trap Sense+3
13th 10 8 4 8 Talent, Skill Focus (Craft)
14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship, Armorbreaker 5d6
16th 12 10 5 10 Talent, Bonus Feat, Trap Sense+4
17th 13 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship, Armorbreaker 6d6
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8), Trap Sense+5

Class Features: The following are the class features of the Artisan.

Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields.

Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.

Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.
Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 8 points of armor.
Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 12 points of armor.
Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period, rolling separately for both.
Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.

Improved Multi-tasking:
By taking -4 on all Craft, you can make three items per crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.

Advanced Multi-tasking:
By taking -6 on all Craft checks, you can make four items in a standard crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.

Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level.
Prerequisites: Appraise 4 ranks.

Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.
Prerequisites: Appraise 7 ranks, Skilled Appraiser.

Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify three times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.
Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.

Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monsterís type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.
Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.

Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monsterís Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the itemís market price in raw materials.
Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.

Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.

Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.

Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.

Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.
Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicleís material) 4 ranks.

Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.
Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.

Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.
Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.

Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains Spell Resistance equal to 10+your Artisan level against the spell Detect Snares and Pits. The Trap costs 125% as normal.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.

Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 5 or more. The trapís Attack Roll and/or Saving Throw, if it has one, increases by 4. The Trap costs 150% as normal.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.

Koboldís Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. The Trap costs 200% as normal.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.


Trapfinder: At 1st level, the Artisan gains the Trapfinding Class Feature.

Trap Sense: At 5th level, the Artisan gains Trap Sense +1, as per the Barbarian's ability. This bonus improves by +1 every 5 levels, to a maximum of +4 at 20th level.

Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.

Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the sp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the sp you would normally make at 20th level.

Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.

Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Armorbreaker: At 3rd level, 6th level, and every three levels thereafter, an Artisan knows how to hit it where it hurts on armored targets. The Artisan deals an additional 2d6 points of damage against all creatures wearing armor, shields, and/or natural armor. At 9thth level, the Artisan deals an additional 1d6 points of damage against all creatures wearing armor, shields, and/or natural armor, to a maximum of 6d6 points of extra damage at 18th level.


Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Quick Draw, Self-Sufficient.

Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.

Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless.

Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.


Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 hour per 1,000 gold pieces of the itemís market price, 6 minutes per 100 gold pieces.

Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.


Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weaponís attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.

New Feats:
Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.

Improved Craftsmanship: You are capable of improving equipment by a significant degree.
Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.
Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;

Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.

Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.

Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 bonus to Armor Class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class.

Improved Skill Bonus (Class Tool Kits Only): Grants a +3 bonus on skill checks specified by the tool kit.

Deadly Blows (Weapons and Ammunition only): Grants a +1 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.

Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armorís reduction to armor check penalty.

Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores one point of armor bonus against armor, but not natural armor.

Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Light: This item weighs only half as much. This can only be done once per item.

Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.

Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.

Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Exceptional Craftsmanship:
You are an exquisitely skilled and talented artisan.
Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.
Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Exceptional Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +2 bonus on attack rolls.

Exceptional Damage (Weapons and ammunition only): Item gains a +2 bonus to damage rolls.

Exceptional Parrying (Light and One-handed Melee Weapons only): Item grants a +2 bonus to armor class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.

Exceptional Skill Bonus (Class Tool Kits only): Item provides a +4 bonus on skill checks specified by the tool kit.

Exceptionally Deadly Blows (Weapons and Ammunition only): Grants a +2 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Exceptional Defenses (Armor and Shields only): Grants +2 armor/shield bonus. This stacks with the original armor/shield bonus.

Exceptional Mobility (Armor only): Decreases armor check penalty by 2. This stacks with the masterwork armorís reduction to armor check penalty.

Bypass Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores two points of armor bonus against armor, but not natural armor.

Exceptionally Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 14) or suffer a deep cut. Deep cuts incur a -3 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Exceptional Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 14) or suffer a broken bone. Broken bones deal 1d3 points of damage an hour, and 2 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Far-off Range (Ranged and Throwing Weapons only): Add 20 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Exceptionally Durable: Add 8 hit points, +4 hardness, and +4 to the Break DC to the item.

Evenly Distributed (Weapons and Armor only): The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.

Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +5 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.


Savvy Craftsmanship:
Your talent at crafting items is surpassed by few.
Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.
Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Savvy Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +3 bonus on attack rolls.

Savvy Damage (Weapons and ammunition only): Item gains a +3 bonus on damage rolls.

Savvy Parrying (Light and One-handed weapons only): Item grants a +3 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus to armor class.

Savvy Skill Bonus (Class Tool Kits only): Item grants a +5 bonus on skill checks specified by the item.

Savvy Deadly Blows (Weapons and Ammunition only): Grants a +3 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Savvy Defenses (Armor and Shields only): Grants +3 armor/shield bonus. This stacks with the original armor/shield bonus.

Savvy Mobility (Armor only): Decreases armor check penalty by 3. This stacks with the masterwork armorís reduction to armor check penalty.

Circumvent Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores three points of armor bonus against armor, but not natural armor.

Savvy Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 18) or suffer a deep cut. Deep cuts incur a -4 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Savvy Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 18) or suffer a broken bone. Broken bones deal 1d4 points of damage an hour, and 3 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Distant Range (Ranged and Throwing Weapons only): Add 30 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Savvy Durability: Add 12 hit points, +6 hardness, and +6 to the Break DC to the item.

Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers half (round up) the damage as non-lethal damage.

Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.

Savvy Personalized (attuned to one person only): This item grants +4 to attack rolls if a weapon, +4 to armor class if armor or shield, or +6 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Masterful Craftsmanship
The workings of the artisan are second nature to you.
Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.
Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Masterful Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +4 bonus on attack rolls.

Masterful Damage (Weapons and ammunition only): Item gains a +4 bonus on damage rolls.

Masterful Parrying (Light and One-handed weapons only): Item grants a +4 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would your dodge bonus(es) to armor class.

Masterful Skill Bonus (Class Tool Kits only): Item grants a +6 bonus on skill checks specified by the item.

Masterful Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Masterful Defenses (Armor and Shields only): Grants +4 armor/shield bonus. This stacks with the original armor/shield bonus.

Masterful Mobility (Armor only): Decreases armor check penalty by 4. This stacks with the masterwork armorís reduction to armor check penalty.

Omit Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores four points of armor bonus against armor, but not natural armor.

Masterful Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 22) or suffer a deep cut. Deep cuts incur a -5 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Masterful Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 22) or suffer a broken bone. Broken bones deal 1d6 points of damage an hour, and 4 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Extensive Range (Ranged and Throwing Weapons only): Add 40 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Masterful Durability: Add 16 hit points, +8 hardness, and +8 to the Break DC to the item.

Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers three-quarters (round up) the damage as non-lethal damage.

Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks.

Masterfully Personalized: This item grants +5 to attack rolls if a weapon, +5 to armor class if armor or shield, or +7 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Peerless Craftsmanship
Few except for the elite among artisans can match your skill at the arts of design.
Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.
Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Peerless Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +5 bonus on attack rolls.

Peerless Damage (Weapons and ammunition only): Item gains a +5 bonus on damage rolls.

Peerless Parrying (Light and One-handed weapons only): Item grants a +5 bonus to armor class when the weapon is wielded in hand. This bonus to armor class is lost whenever you would lose your dodge bonus(es) to armor class.

Peerless Skill Bonus (Class Tool Kits only): Item grants a +7 bonus on skill checks specified by the item.

Peerless Deadly Blows (Weapons and Ammunition only): Grants a +5 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Peerless Defenses (Armor and Shields only): Grants +5 armor/shield bonus. This stacks with the original armor/shield bonus.

Peerless Mobility (Armor only): Decreases armor check penalty by 5. This stacks with the masterwork armorís reduction to armor check penalty.

Outflank Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores five points of armor bonus against armor, but not natural armor.

Peerless Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 26) or suffer a deep cut. Deep cuts incur a -6 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Peerless Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 26) or suffer a broken bone. Broken bones deal 1d8 points of damage an hour, and 5 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Boundless Range (Ranged and Throwing Weapons only): Add 50 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Peerless Durability: Add 20 hit points, +10 hardness, and +10 to the Break DC to the item.

Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.

Retaliation (Armor and Shield only): This piece of armor or shield is so hard that when an enemy does hit you, it still hurts him. When an enemy successfully hits you, it takes non-lethal damage equal to the armor/shield bonus. Non-physical touch attacks bypass this ability.

Peerlessly Personalized: This item grants +6 to attack rolls if a weapon, +6 to armor class if armor or shield, or +8 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.


Sublime Craftsmanship
You are to artisans what Mordenkainen is to magic.
Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.
Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Sublime Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +6 bonus on attack rolls.

Sublime Damage (Weapons and ammunition only): Item gains a +6 bonus on damage rolls.

Sublime Parrying (Light and One-handed weapons only): Item grants a +6 bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to armor class.

Sublime Skill Bonus (Class Tool Kits only): Item grants a +8 bonus on skill checks specified by the item.

Sublime Deadly Blows (Weapons and Ammunition only): Grants a +6 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Sublime Defenses (Armor and Shields only): Grants +6 armor/shield bonus. This stacks with the original armor/shield bonus.

Sublime Mobility (Armor only): Decreases armor check penalty by 6. This stacks with the masterwork armorís reduction to armor check penalty.

Outmaneuver Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores six points of armor bonus against armor, but not natural armor.

Sublime Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 30) or suffer a deep cut. Deep cuts incur a -7 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

All-encompassing Range (Ranged and Throwing Weapons only): Add 60 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Sublime Durability: Add 24 hit points, +12 hardness, and +12 to the Break DC to the item.

Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.

Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.

Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.

Sublime Personalization: This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +9 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks require the Accuracy tweak of the same level if a weapon, the Defense tweak of the same level if a suit of armor or shield, or the Skill Bonus tweak of the same level if a class tool kit.

Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original itemís Craft. If you succeed, you add the tweak to the item.

Improved and greater Items' market prices costs as much as their magical counterparts +5%, as they are nonmagical. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.

Tweak Costs:
Note: all costs are per tweak.

Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp

Gwenfloor
2007-05-14, 11:57 AM
And yes, I know that it is very similar to the Alchemist.

After I feel that this class is sufficiently balanced, I will make another Core class, the Merchant.

Gwenfloor
2007-05-14, 07:00 PM
Nearly forgot, a new feat for the Alchemist and Artisan!

Bonus Talent (General)
You gain a new talent.
Prerequisites: Talent as a class feature.
Benefit: You gain a talent. You must meet the prerequisites for this talent.
Special: You may gain this feat multiple times. Its effects do not stack. Each time that you select the feat, you select an additional talent.

New Feat:

Magic Runes (General)
While you are not a spell caster, you know enough in order to imbue the magical residue that surrounds us into your weapons.
Prerequisites: Craft (Weaponsmithing) 8 ranks, Spellcraft 8 ranks, Use Magic Device 8 ranks.
Benefit: By adding 500 gold pieces to the price of raw materials to the creation of a masterwork weapon, you can carve magic runes into the weapon. While the weapon is not magical, it is considered to be magical for the purposes of damage reduction.
Special: By engraving magic runes on the weapon, the pseudo-magical property of the weapon counts as one tweak.

Arbitrarity
2007-05-14, 07:53 PM
Erm.. sublime crafting is too good. At the VERY least, it needs to increase the cost of the item. A lot.

Get the +14 tools, get 23 ranks, +8 INT bonus, and you have +45 on craft checks. Take 10, and voila. 55. Make a sublime accuracy, and damage +5 weapon, and you have +11 on both for 50K. DC 48 craft check. Hmmm.

Similarly, get +5 sublime defense heavy shield, +5 sublime defense/mobility fullplate, +5 defending sublime parying weapon, and you have 46 AC before natural, deflection, or anything else.

Nice concept on the super masterwork, but either the DC's are a bit low (not really, but anyway) or you need to boost the cost. A lot.

I like the idea. The specialization thing is nice. And the experts are crying.

But hell, they're NPC's.

Remember to name the bonuses, otheriwse I'll have a peerlessly specialized/peerless toolkit, for +26.


Magic runes should be reduced in price to about 500 gp. First, the price to make*3 is the real price (for +1500 to buy price), and second, the +1 to damage is worth about 500 gp.


Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. Any items you make gain 100 hit points and +50 to hardness and the Break DC. For an additional 1,000 gold pieces and a Craft check of DC 45, the Artisan can improve a piece of equipment; a single weaponís attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered two categories lighter. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.
Unjustified rage before seeing price boosts.
*dies*

Yeah, OK, so you now have an ACP free mithral tower shield, a +14 weapon (for 51K!!!!), light mountain plate with no ACP, +14 armour, +20 skill kits which always allow taking 10.

!!!!!
RAGE!!!:smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :mad: :furious: :furious:

The main problem is, unlike the alchemist, these are permanent boosts. +20 skill kit at level 20?! Stacks with competence items!?

Yeah, Mr. DM, for 1K, we got +20 item. These ain't custom, nope. Can I have a +30 item for 90K?

Goodie! +80 on craft checks! (23(ranks)+20(Sublime toolkit+Legendary booster)+8(INT)+30(item for competence))

Now we can make everything uber^2!

Ahah, there we go. Sorry for the haste :/.

Question: Is that raw material costs, or market price costs? The difference is a factor of three. Judging from your Longsword example, it's market price, meaning these abuses, while no longer cheap, are still available at higher levels. But then again, at higher levels, casters win anyways :smallwink:

How do expert and fast creation interact? I mean, expert creation*8 with + say... 40 on skill makes for 2000 gp/week worth of crafting (takes 10), but fast creation makes that obsolete, at (8 hrs/day) 2800 gp/week.

Goodie! Fixes and clairification :D.

+30 competence items are standard custom item fare. As they are the maximum nonepic, they cost 100gp*30^2, or 90K.

Slightly broken in general, but commonly used on the WOTC CO board :smalltongue:

When personalized items are said not to stack with other bonuses, pray tell, which bonuses? Competence, circumstance, other MW tools, unnamed? Simply saying it doesn't stack makes it pretty useless if literally interpreted.

Sorry for being a hassle, trying to clear things up. I suddenly get this feeling I'm being abnormally harsh.

Gwenfloor
2007-05-14, 08:32 PM
Item costs as much as their magical counterparts +5%, as they are nonmagical. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.

Tweak Costs:
Note: all costs are per tweak.

Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp

Gwenfloor
2007-05-14, 08:40 PM
#1Erm.. sublime crafting is too good. At the VERY least, it needs to increase the cost of the item. A lot.

#2Get the +14 tools, get 23 ranks, +8 INT bonus, and you have +45 on craft checks. Take 10, and voila. 55. Make a sublime accuracy, and damage +5 weapon, and you have +11 on both for 50K. DC 48 craft check. Hmmm.

#3Similarly, get +5 sublime defense heavy shield, +5 sublime defense/mobility fullplate, +5 defending sublime parying weapon, and you have 46 AC before natural, deflection, or anything else.

#4Nice concept on the super masterwork, but either the DC's are a bit low (not really, but anyway) or you need to boost the cost. A lot.

I like the idea. The specialization thing is nice. And the experts are crying.

But hell, they're NPC's.

#5Remember to name the bonuses, otheriwse I'll have a peerlessly specialized/peerless toolkit, for +26.


#6Magic runes should be reduced in price to about 500 gp. First, the price to make*3 is the real price (for +1500 to buy price), and second, the +1 to damage is worth about 500 gp.



*dies*

#7Yeah, OK, so you now have an ACP free mithral tower shield, a +14 weapon (for 51K!!!!), light mountain plate with no ACP, +14 armour, +20 skill kits which always allow taking 10.

!!!!!
RAGE!!!:smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :smallfurious: :mad: :furious: :furious:

The main problem is, unlike the alchemist, these are permanent boosts. +20 skill kit at level 20?! Stacks with competence items!?

Yeah, Mr. DM, for 1K, we got +20 item. These ain't custom, nope. Can I have a +30 item for 90K?

Goodie! +80 on craft checks! (23(ranks)+20(Sublime toolkit+Legendary booster)+8(INT)+30(item for competence))

Now we can make everything uber^2!

Ahah, there we go. Sorry for the haste :/.

#1: Added price list.
#2: Made it so that tools cannot stack with competence bonuses to become too high.
#3: I am making th Alchemist and Artisan classes to make it so that they can be on par with spell casters, not replace them. I plan on having them to be used in low/no magic campaigns.
#4: Boosted the costs.
#5: Okay.
#6:Did so.
#7: Boosted the gp cost and Craft DC.

To the bolded part: Where did you get the +30 competence bonus?

Edit: Personalized items now do not stack with previous enhancements!

Gwenfloor
2007-05-14, 09:15 PM
New update: Legendary Inventor only makes armor one category lighter, and its enhancements do not stack with mithril.

Gwenfloor
2007-05-14, 10:12 PM
And for those Steampunk campaigns and Ptolus, a new talent tree, heavily inspired by Monte Cook's Ptolus campaign setting!

Mechanic: You gain a +2 bonus on Craft (Machines) and Knowledge (Machines). Knowledge (Machines) is now a class skill for you. You also gain +4 bonus on crafting firearms and steam-powered or mechanical devices.
Prerequisites: Craft (Machines) 4 ranks, Knowledge (Machines) 2 ranks.

Technician: You can make weapons that are mechanical, with working cogs and gears. Add 300 gp to the market price per enhancement to Strength or Dexterity, to a maximum of +5. The weapon uses this Strength or Dexterity bonus for the purposes of attack and damage rolls instead of yours. You can make mechanical armor with pistons located in the limbs to help supplement physical tasks in the armor. You gain a bonus to Climb, Jump, and Swim checks when wearing this armor. You add 300 gp to the market price of the armor per +1 bonus, to a maximum of +5.
Prerequisites: Craft (Machines) 7 ranks, Knowledge (Machines) 3 ranks.

Technologist: You have mastered the designs of complex machinery. You may craft a non-magical version of a construct, even if you are not a spell caster. You use its normal price +5% for it being non-magical. You can also trade in the experience cost, with each experience point traded in adding 5 gold pieces to the market price. The construct is otherwise the same, except that it does not have Spell Resistance or Spell-like abilities.
Prerequisites: Craft (Machines) 10 ranks, Knowledge (Machines) 5 ranks.

Note: The name "technologist" is a name in the Ptolus campaign setting for one who uses post high medieval/renaissance technology.

Gwenfloor
2007-05-14, 10:27 PM
Important Note: Improved and greater equipment cannot gain magical enhancement bonuses. This is made as a balancing act.

Gwenfloor
2007-05-15, 01:41 PM
Some game balance issues came to my attention. Many of the Artisan's creations are permanent, unlike that of the Alchemist, which makes it very powerful.

To quote Tiburon Silverflame of the Monte Cook message boards:


The major game impact for this class is in the Tweaks for weapons and armor, and I generally really dislike these. A major omission here is, what's the bonus type for the weapon tweaks? If nameless, it's stacking with the enhancement bonus...and therefore it's MUCH too cheap.

There's also no restriction on these; you could, in principle, construct a Masterful Damage and Masterful Accuracy weapon for, what, about 67,000, then make it +2 with +8 in whatever your favorite special qualities are. Sure, expensive at about 270,000...but it's +6 to hit and damage with all those SQs to boot. For a fighter type with Power Attack, maybe you forego the damage bonus and just go for the attack bonus...cuz you can always make that into a damage bonus.

But, generally, I just don't agree with making these uber-weapons through craft alone.

Harvest Materials: too complex, too messy, and probably too broad. The party takes out a RAW iron golem, which is a TRIVIAL endeavor...and I get a +18, IIRC, to make that Legendary weapon? Yuck.

Conservation: why? The reductions involved are too good. Note, too, that the price of, let's say, a masterwork sword has really *nothing* to do with the price of iron, which is very cheap.

Basically, this guy is just able to do WAY too much, IMO, and do it far too fast at high-ish levels. Also, Expert Creation's scaling doesn't make much sense; Quick Creation by itself is far faster. It's 2000 gp per day, or (assuming a 6 day work week) 12,000 gp per week, which is the standard time period for Craft. (This also points out that reconciling per-hour rates and per-week rates forces an assumption of the number of workdays in a week. We DO know that a workday has 8 hours, tho.) 10,000 or 12,000 gp in a week...WOW. At a DC 100, MADE, and with the 8x speed at 20th level, all you get is 8000 per week...and before you reach that point, you've hit Swift Creation, so we're looking at 40,000 or 48,000 gp per week.

That's just insanely too much.

Note, too, that with Improved Multitasking and Quick Creation, I could create 3 masterwork weapons, each with an Improved Tweak, in 6 hours. Granted, the weapons aren't cheap, but with the speed involved...and the fact that the materials cost may well be next to nothing...this damn near becomes the de facto standard.

I think this class is too much for Eberron; dunno about Ptolus, but if it's too much for Eberron, with its artificing focus, it's WAY too much for a standard world.


To rectify this situation, I changed Expert Creation to Silver Pieces instead of Gold Pieces, and Harvest Materials to be half a Monster's Challenge Rating instead of Hit Die.

Gwenfloor
2007-05-16, 08:01 AM
Note: Improved the Artisan to gain Trapfinding, Trap Sense, and Armorbreaker class features.

Gwenfloor
2007-05-16, 08:26 AM
Changed the Defacer Talent tree to include not only constructs, but all creatures with armor and/or natural armor. It now ignores not just natural armor, but armor as well.

Gwenfloor
2007-05-16, 03:05 PM
#1: Question: Is that raw material costs, or market price costs? The difference is a factor of three. Judging from your Longsword example, it's market price, meaning these abuses, while no longer cheap, are still available at higher levels. But then again, at higher levels, casters win anyways :smallwink:

#2: How do expert and fast creation interact? I mean, expert creation*8 with + say... 40 on skill makes for 2000 gp/week worth of crafting (takes 10), but fast creation makes that obsolete, at (8 hrs/day) 2800 gp/week.

#3:When personalized items are said not to stack with other bonuses, pray tell, which bonuses? Competence, circumstance, other MW tools, unnamed? Simply saying it doesn't stack makes it pretty useless if literally interpreted.

#4: Sorry for being a hassle, trying to clear things up. I suddenly get this feeling I'm being abnormally harsh.

#1: Market Price costs are listed for the improved, exceptional, savvy, etc.
#2: They combine. It makes the Artisan craft that much faster and better. So an Artisan with Swift Creation makes eight times the amount that he would make in an eight hour period, as opposed to the same role without Expert Creation or Swift Creation, in where he would make the one-eighth the amount, but in a one-week period.
#3: All bonuses, unless otherwise noted, are equipment bonuses.
#4: You are not being harsh at all. Compared to some of the responses I got on Wizards of the Coast (http://boards1.wizards.com/showthread.php?t=847268), you would be considered too nice by my standards.

Arbitrarity
2007-05-16, 09:25 PM
Meh, they seem to have missed most of the balance issues until page 2, unlike your nice quote.

Edit button :smallwink:

Haven't read this since the new revisions, I'll try sometime tommorow.

EDIT: Dodge bonuses always stack, they're special.

Gwenfloor
2007-05-16, 09:32 PM
Can dodge bonuses stack? I am trying to find out, as I noticed that a Two-Weapon-Fighting Rogue with Sublime Parrying weapons can gain +12 dodge bonus to armor class.

Edit: I wanted to say that I planned on making Spreadsheets for the Artisan and Alchemist in order to show a streamlined version of the enhancements from the Craftsman and Alchemy feat trees, but for some reason, my computer cannot install Microsoft Spreadsheet for the moment. Until I figure out the problem, the spreadsheet project will be put on hold.

lumberofdabeast
2007-05-17, 08:58 AM
No. Named bonuses never stack with bonuses with the same name.

Gwenfloor
2007-05-18, 11:46 AM
No. Named bonuses never stack with bonuses with the same name.

Leress of Wizards of the Coast says otherwise. (http://boards1.wizards.com/showthread.php?t=847268&page=2)

Gwenfloor
2007-05-19, 11:34 AM
Meh, they seem to have missed most of the balance issues until page 2, unlike your nice quote.

Edit button :smallwink:

Haven't read this since the new revisions, I'll try sometime tommorow.

EDIT: Dodge bonuses always stack, they're special.

So, do you think that the class is overall balanced compared to the PHB classes?

Edit: Changed the bonuses to class tool kits to increase by +1 bonuses instead of +2, and weapons with magic runes are considered to have one tweak already, due to the pseudo-magical property of the runes.

From what I see, it appears that Cryosilver of the WotC message boards seems to be taking this a little too seriously.


That may work fine for your group, but in the campaign I recently played in, a useless character would, first, never have been rolled, second, never been accepted into the party, and third, died in the first fight. It was a real grind, and if you didn;t pull your weight, you died, and usually another player with you.

If i had said "Hey guys, I want to play this character that can't really do anything but make non-magical stuff" they would have told me "Really, wow, have fun funding a group that'll let you play that"

D&D is not a game you play by yourself. If you want to play wizard who doesn't cast spells, or in this class' case, a random adventuring tinker, play Baldur's Gate or something. D&D is a team-based game, and well, useless team members get cut, or warm up the bench.

Who knew my idea for a new Core Class would cause such animosity? Seems a couple of people on the WotC message boards equate non-magical with useless.

Gwenfloor
2007-05-20, 11:55 AM
Changed to Parrying tweaks to be equipment bonuses, not dodge bonuses. The bonus is lost whenever you would lose your dodge bonus(es) to armor class.
Changed the Skill bonuses to gain +1 every magnitude instead of +2.

Arbitrarity
2007-05-20, 12:51 PM
I like it right now. Maybe I'm thinking too much from the perspective of a twinking player :smallbiggrin: , but this class isn't quite useless at this point. It would work well with many other classes, as the equivalent of a permanent buffer, and it makes a pretty good skillmonkey. It might be useless in combat, but it has enough party buffs it sort of makes up for it. Of course, playing a character who isn't great in combat isn't necessarily fun, but it is mechanically useful. Oh, wait, didn't see armourbreaker. Ok, that's like sneak attack, but in some ways more useful, and in others, less useful. I like it.

This class is probably on par with other classes in a lower magic setting, and while it doesn't compare with twinked out casters, nothing really does. It effectively buffs the combatants, does nice damage against humanoids, and legendary inventor might even be underpowered at this point. Maybe not though.

One issue is, while this class seems to call for a low magic world, such a world has lower RWT, meaning less ability to craft such things. Downtime at this point seems nonexistent. At level 2, with skill focus craft (armoursmithing), you can make full plate in 2 days. At higher levels, like, say, 20, you can make a triply sumblime tweaked item in roughly 4 days. :smalleek:

Harvest materials, IMO, should remove, or at least significantly decrease, the bonus given. While in theory, an iron golem should give a lot of nice material, which should work well, getting a +11 for taking one out could be problematic.

I wanna try playing one of these. Just one thing also. Change the swift creation, etc, and apply it to improvised items. That way, we can jury rig stuff quickly, but this incredible speed has a significant penalty. Maybe have a cumulative decay chance on improvised items as well. Because improvised full plate can't break, as it never is used in a skill check or your attack rolls. Like... 5% cumulative daily.

Gwenfloor
2007-05-21, 11:17 AM
I like it right now. Maybe I'm thinking too much from the perspective of a twinking player :smallbiggrin: , but this class isn't quite useless at this point. It would work well with many other classes, as the equivalent of a permanent buffer, and it makes a pretty good skillmonkey. It might be useless in combat, but it has enough party buffs it sort of makes up for it. Of course, playing a character who isn't great in combat isn't necessarily fun, but it is mechanically useful. Oh, wait, didn't see armourbreaker. Ok, that's like sneak attack, but in some ways more useful, and in others, less useful. I like it.

This class is probably on par with other classes in a lower magic setting, and while it doesn't compare with twinked out casters, nothing really does. It effectively buffs the combatants, does nice damage against humanoids, and legendary inventor might even be underpowered at this point. Maybe not though.

#1: One issue is, while this class seems to call for a low magic world, such a world has lower RWT, meaning less ability to craft such things. Downtime at this point seems nonexistent. At level 2, with skill focus craft (armoursmithing), you can make full plate in 2 days. At higher levels, like, say, 20, you can make a triply sumblime tweaked item in roughly 4 days. :smalleek:

#2: Harvest materials, IMO, should remove, or at least significantly decrease, the bonus given. While in theory, an iron golem should give a lot of nice material, which should work well, getting a +11 for taking one out could be problematic.

#3: I wanna try playing one of these. Just one thing also. Change the swift creation, etc, and apply it to improvised items. That way, we can jury rig stuff quickly, but this incredible speed has a significant penalty. Maybe have a cumulative decay chance on improvised items as well. Because improvised full plate can't break, as it never is used in a skill check or your attack rolls. Like... 5% cumulative daily.

#1: What does RWT stand for?
If the crafting period seems too fast, what would you recommend?

#2: Harvest materials gives you a bonus equal to half the Monster's Challenge Rating, so an Iron Golem would give you +6 bonus on related Crafts.

#3: Sure.
Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless.

Arbitrarity
2007-05-21, 11:56 AM
RWT is recommeded wealth total.

I would recommend just making the swift etc. creations only apply to the improvised items. As it is, as I mentioned, you can craft items worth 225K in 4 DAYS!

Without the swift crafting, it takes a much more reasonable couple of years. Considering the incredible value, etc. of such an item, seems more reasonable. Prehaps a compromise, double or tripling the progression of expert crafter (i.e. the amount of sp the artisan makes in a crafting period is multiplied by his level for determining the progression of his crafting).

This would make 125 gp worth of items in an hour, with +50 on craft. This means that it would take almost a year to make a triply sublime tweaked item, but only 10 weeks for a singly sublime tweaked item. This, by the way, is the same craft/cost progression as creating magic items, seeming very reasonable to me (that is, 1000 gp a day). Of course, at lower levels it would be relatively slow, at level 2 taking 20 weeks to make a set of full plate, or 4 weeks for a MW weapon. But the crafting time, as-is, is ridiculously low. 64K worth of items/day at level 20!

Oh yes, and watch out for fabricate, prehaps. Since it can make craft checks, it also allows instantaneous creation from raw materials.

About #2, true, I read the Monte Cook thing too much. Is that bonus cumulative? (i.e. take apart 2 iron golems for +12 to craft checks?). And, as was mentioned, it is a messy mechanic. I suppose it's usable, since it's not an automatic class feature.

Gwenfloor
2007-05-21, 12:04 PM
RWT is recommeded wealth total.

I would recommend just making the swift etc. creations only apply to the improvised items. As it is, as I mentioned, you can craft items worth 225K in 4 DAYS!

Without the swift crafting, it takes a much more reasonable couple of years. Considering the incredible value, etc. of such an item, seems more reasonable. Prehaps a compromise, double or tripling the progression of expert crafter (i.e. the amount of sp the artisan makes in a crafting period is multiplied by his level for determining the progression of his crafting).

This would make 125 gp worth of items in an hour, with +50 on craft. This means that it would take almost a year to make a triply sublime tweaked item, but only 10 weeks for a singly sublime tweaked item. This, by the way, is the same craft/cost progression as creating magic items, seeming very reasonable to me (that is, 1000 gp a day). Of course, at lower levels it would be relatively slow, at level 2 taking 20 weeks to make a set of full plate, or 4 weeks for a MW weapon. But the crafting time, as-is, is ridiculously low. 64K worth of items/day at level 20!

Oh yes, and watch out for fabricate, prehaps. Since it can make craft checks, it also allows instantaneous creation from raw materials.

About #2, true, I read the Monte Cook thing too much. Is that bonus cumulative? (i.e. take apart 2 iron golems for +12 to craft checks?). And, as was mentioned, it is a messy mechanic. I suppose it's usable, since it's not an automatic class feature.

Although spell casters can create powerful magic items in only one day.

I have not decided whether or not the bonus for Harvest Materials should be cumulative. Could you help me clean up the Talent?

Arbitrarity
2007-05-21, 12:43 PM
Actually, magic items take 1 day per 1000 gp of price, so no, most take a few weeks.


Ok, let's see here.


Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. Alternatively, you can gain a bonus equal to half a Monsterís Natural Armor on Craft (Armorsmithing) checks. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.


I think it should say something like: "You gain a pool of raw material points equal to 1/2 the CR of the creature defeated. Raw material points can only be gained from constructs (including living constructs), creatures with the earth subtype, or other creatures your DM deems appropriate. These points can be spent on any craft check involving stone or metal, to give a +1 bonus to that check per point spent, to a maximum of 1/3 your artisan level (rounded down). These points can also be spent to cover the cost of 100 gp worth of raw materials per point."

While that's also pretty messy, it's pretty easy to understand, it stacks, yet caps at the same time.

Gwenfloor
2007-05-21, 06:41 PM
What about plant creatures with thick bark for wood-related craft?

Changed Harvest Materials:
Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monsterís Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.

Gwenfloor
2007-05-21, 06:49 PM
If you think that the crafting times are too fast, I thought about changed the Fast Creation, Quick Creation, and Swift Creation Class Features.

Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 day per 1000 gold pieces of the market price.

Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 day per 2000 gold pieces of the market price.

Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 day per 4000 gold pieces of the itemís market price.

However, incentive for crafting an item, magic or otherwise, is lost if you have to spend 56 days crafting it when you can buy it at a shop for triple the amount it would cost to make it from scratch. But then again, as by RAW, unless magic item shops are rare, spell caster PCs have little incentive to make magic items from scratch.

Gwenfloor
2007-06-18, 09:38 PM
New Talent Tree:

Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains Spell Resistance equal to 10+your Artisan level against the spell Detect Snares and Pits. The Trap costs 125% as normal.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.

Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 5 or more. The trapís Attack Roll and/or Saving Throw, if it has one, increases by 4. The Trap costs 150% as normal.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.

Koboldís Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. The Trap costs 200% as normal.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.

Arbitrarity
2007-06-24, 07:57 PM
Ok, here we go. Demi-necrothreadagged. Let us begin the review of the current design of the artisan.


Artisan

Hit Dice: d8.

Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.

Base Attack Progression: Average.

Saves: Fortitude Good, Reflex Poor, Will Good.

Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.

Skill Points at 1st level: (8+ Int Mod) x4.

Skill Points at each additional level: 8+ Int Mod.


So. HD and BAB indicate a medium combatant. Not good at it, but can participate. Saves are pretty good, but so far as a cleric.

Skill points are high, and number of class skills is medium, but with the focus on crafting, most of those are going into various craft skills. Makes sense, a skill monkey (sorta) who knows how to fight.





Level BAB Fort Ref Will Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3 Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship, Armorbreaker 1d6
4th 3 4 1 4 Bonus Feat, Talent, Trap Sense +1
5th 3 4 1 4 Quick Creation, Expert Creation (X3)
6th 4 5 2 5 Exceptional Craftsmanship, Armorbreaker 2d6
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x3), Trap Sense+2
9th 6 6 3 6 Savvy Craftsmanship, Armorbreaker 3d6
10th 7 7 3 7 Talent, Skill Focus (Craft)
11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship, Armorbreaker 4d6, Trap Sense+3
13th 10 8 4 8 Talent, Skill Focus (Craft)
14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship, Armorbreaker 5d6
16th 12 10 5 10 Talent, Bonus Feat, Trap Sense+4
17th 13 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship, Armorbreaker 6d6
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8), Trap Sense+5

Class Features: The following are the class features of the Artisan.

Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields.

Not much in the way of proficiencies. A few hammers, and basic weapons. I assume shields doesn't include tower shields.

Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.

Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Ok. Not practical for combat, or most characters, but it's nice for NPC's. Stronghold designers would like this.

Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.


Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

That's actually a really hard to break door. Search check mod is about right, though negating elven search checks is a bit nasty. However, it provides a way to hide doors in that manner, if necessary. Once again, mostly useful for NPC's and builders.

Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.
Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Now this is useful for combat. Ignoring 4 points of armour or natural armour amounts to often +4 to hit. Prehaps change it to 2, maybe 3? The rest of it allows you to kick in the door better, and to blow stuff up. Utterly bypassing chain shirts may be a bit too powerful.

Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 8 points of armor.
Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Better than it's predecessor. For 2 abilities of 7, you can ignore full plate, and a good deal of armour. I still think it should be changed bypassing 6, maybe only 4, points of armour. Snapping items in two is now easier, and you can cut through iron with relative ease. Useful in game.

Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 12 points of armor.
Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Hello. I have +4 full plate. Wait. What?! You ignore my full plate entirely? ****!

Yeah.

Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period, rolling separately for both.
Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.

Part of how the class is supposed to work. Effectively doubles crafting speed, as -2 causes a relatively minor reduction in craft time.

Improved Multi-tasking:
By taking -4 on all Craft, you can make three items per crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.

These remind me of feat chains.

Advanced Multi-tasking:
By taking -6 on all Craft checks, you can make four items in a standard crafting period, rolling separately for all.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.


Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level.
Prerequisites: Appraise 4 ranks.

Since indentify is Ex, what's the casting time? Saves lowbie PC's a bit of cash, and allows minor identification. Likely to be an uncommon choice.

Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.
Prerequisites: Appraise 7 ranks, Skilled Appraiser.

Useful for accurate appraisals, though once again, not likely to be used in a game.

Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify three times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.
Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.

Essentially guarentees accurate estimates, though three abilities for identify 3/day seems a bit much. In cost terms.

Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monsterís type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.
Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.

So you can use knowledge architecture and engineering like another knowledge skill, against any monster. Actually pretty useful.

Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monsterís Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.

Quite a bit of paperwork still, as if you kill, say, a crysmal, that's only a bonus on gemcutting. And you have to keep track of it. Luckily, the fact that these doen't stack into infinity limits them, though +10 at 20'th level is pretty good.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the itemís market price in raw materials.
Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.

Not sure quite how this relates to the other two. Saves a bit of cash, though with tweaks, it's pretty good.


Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.

Prehaps a "normal" line should also be included. Anyways, somewhat useful, though unlikely to see much use, except with true sticklers for verismilitude and armour damage.


Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.

An upgrade, though still unlikely to be used.

Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.

Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.
Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicleís material) 4 ranks.

Impressive for vehicle makers, and nice for those looking for ships, etc. Players might use this, in games involving vehicles. Likely to be used by NPC's.

Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.
Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.

Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.
Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.

Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains Spell Resistance equal to 10+your Artisan level against the spell Detect Snares and Pits. The Trap costs 125% as normal.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.

You realize detect snares and pits only functions against simple traps? Also, increasing DC's is already easy to do, as all traps are custom anyways.

Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 5 or more. The trapís Attack Roll and/or Saving Throw, if it has one, increases by 4. The Trap costs 150% as normal.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.

Failing by 5 or more already triggers the trap. DC increasing by 4 is good for magical traps, but attack roll +4 isn't exactly useful. Once again, traps are custom, the only thing limiting them is money, and possibly DC.

Koboldís Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. The Trap costs 200% as normal.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.

This is very, very good. Makes for extremely nasty traps, and since it doesn't have the other abilities as prerequisites, may come in handy for players. Unless that's an error.


Trapfinder: At 1st level, the Artisan gains the Trapfinding Class Feature.

Makes it a decent skill monkey.

Trap Sense: At 5th level, the Artisan gains Trap Sense +1, as per the Barbarian's ability. This bonus improves by +1 every 5 levels, to a maximum of +4 at 20th level.

No one ever cares about trap sense :P. Really. Nice to fill up space with, but could be removed with little loss.

Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.

Synergizes well with other abilities, and really, few people otherwise care about +3 on a craft check.

Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the sp you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the sp you would normally make at 20th level.

Crafting stuff in a decent length of time, yay!

Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 1 hour per 50 gold pieces of the market price, 6 minutes per 5 gold pieces.

I still don't like this :smallyuk: . It makes crafting far too fast, seeing as it allows you to make a torch in under a second. It makes things practical with higher cost, but it also leads to a ridiculous amount of required suspension of disbelief. The improvements make it worse. Seriously, making a sailboat in 1hours from scratch, on your own?! Prehaps make it apply to items whose cost has been multiplied by at least a factor of X as the result of nonmagical augmentations (i.e. tweaks)? The problem is compensating for tweaks, allowing reasonable craft times, and really low costs. Tweaked items take ages to make without this line, but with it, non-tweaked items are so quick to make, that it's unrealistic.

Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Armorbreaker: At 3rd level, 6th level, and every three levels thereafter, an Artisan knows how to hit it where it hurts on armored targets. The Artisan deals an additional 2d6 points of damage against all creatures wearing armor, shields, and/or natural armor. At 9th level, the Artisan deals an additional 1d6 points of damage against all creatures wearing armor, shields, and/or natural armor, to a maximum of 6d6 points of extra damage at 18th level.

Make this more clear in description. The artisan knows how to hit where it hurts on armoured targets. The artisan deals an additional 1d6 points of damage on all attacks against creatures wearing armour, shields, and/or natural armour. This bonus to damage rises a by 1d6 at 6'th level, and every three levels thereafter.

This ability provides the artisan with some decent combat damage. A minor issue is that it is applicable in nearly every situation, and combined with the vandal line, makes wearng armour worse than useless near an Artisan. Even worse for beings with natural armour. However, the investment for a decent quantity of damage makes this an unlikely dip.


Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Quick Draw, Self-Sufficient.

Skill focus should probably be added to this. Actually, it needs quite a few more feats. With all the class abilities, however, adding bonus feats may be too much. However, I am unsure about that.

Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 1 hour per 250 gold pieces of the market price, 6 minutes per 25 gold pieces.

Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless.

Handy in a pinch, but filler otherwise. I bet improvised items and tweaks don't mix.

Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.


Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 1 hour per 1,000 gold pieces of the itemís market price, 6 minutes per 100 gold pieces.

*Twitches* Yeah, that's right sailboat! I made you in an hour!

Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.


Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weaponís attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by six and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.

Deadly. A brilliant capstone, although the cost ensures it won't be used lightly. Seriously, while +100 hp, +50 hardness, +3 to hit and damage, and epic DR bypassing is great, the cost would have to be carefully considered by most characters. Just as a question, how long does it take to do this?

New Feats:
Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.

Improved Craftsmanship: You are capable of improving equipment by a significant degree.
Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.
Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;

Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.

Stacks with masterwork. Ok.


Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.

Essentially, with masterwork, a +1 item, though not bypassing DR/magic, which is really what those are for.

Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 bonus to Armor Class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class.

Unnamed bonuses, beware. Do two of these stack?

Improved Skill Bonus (Class Tool Kits Only): Grants a +3 bonus on skill checks specified by the tool kit.

Oooh, shiny +5. And for cheap.

Deadly Blows (Weapons and Ammunition only): Grants a +1 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Prehaps make it +2, as less useful than improved accuracy.

Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.

+1 armour, whoopie. :smallbiggrin:

Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armorís reduction to armor check penalty.


Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores one point of armor bonus against armor, but not natural armor.

See deadly blows. However, especially in this case, as armour generally only appears on humanoids. Actually, since it stacks, this could be useful.

Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Not incredibly useful, but not too bad. Useful with poisons, specifically.

Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Nasty. Even with the low DC, 1 damage every time you attack is crippling.

Light: This item weighs only half as much. This can only be done once per item.

Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.

Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.

Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Useful for your own stuff.


Exceptional Craftsmanship:
You are an exquisitely skilled and talented artisan.
Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.
Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak.

Evenly Distributed (Weapons and Armor only):[/I] The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.

Handy. TWF needs some love :P

Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +5 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.


Savvy Craftsmanship:
Your talent at crafting items is surpassed by few.
Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.
Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak.

Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers half (round up) the damage as non-lethal damage.

This is almost as deadly as a normal hit. Nonlethal knocks you out as well as lethal, i.e. Coup-De-grace. This is a bit too powerful, prehaps make it 1/4?

Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.

Makes the armour light for everything but class features.


Masterful Craftsmanship
The workings of the artisan are second nature to you.
Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.
Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak.


Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers three-quarters (round up) the damage as non-lethal damage.

I'm thinking 1/2 at most here.

Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks.

Ouch. Useful. Is the DR bypassed by anything? I might recommend adamantine.

Peerless Craftsmanship
Few except for the elite among artisans can match your skill at the arts of design.
Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.
Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak.


Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.

Useful for DR


Retaliation (Armor and Shield only): This piece of armor or shield is so hard that when an enemy does hit you, it still hurts him. When an enemy successfully hits you, it takes non-lethal damage equal to the armor/shield bonus. Non-physical touch attacks bypass this ability.

Painful, though at that point, of questionable use.



Sublime Craftsmanship
You are to artisans what Mordenkainen is to magic.
Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.
Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak.

Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Owwww... owwww...owww...



Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.

Very nice, though expensive.

Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.

Handy, but costly. The energy resistance caps at 15 though, so not broken.

Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.

Sublime Personalization: This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +9 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks require the Accuracy tweak of the same level if a weapon, the Defense tweak of the same level if a suit of armor or shield, or the Skill Bonus tweak of the same level if a class tool kit.

Personally, I would recommend just not letting them stack.

Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original itemís Craft. If you succeed, you add the tweak to the item.

Improved and greater Items' market prices costs as much as their magical counterparts +5%, as they are nonmagical. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.

Tweak Costs:
Note: all costs are per tweak.

Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp

Yeah. Party role here is a bit confusing. Crafting stuff is generally reserved for NPC's, though at the speeds this class does it, and the idea of a low magic world, this class would be key to taking CR appropriate encounters.

I like the Harvest materials fix.

However, a lot of the abilities are mostly not useful for PC's in your average campaign. Not a problem with that, as some are. But really, as it is, a lot of NPC's could use this class, and only a few PC's. One of the other things is, in a low magic campaign, PC's are supposed to be lowpowered, and including this effectively makes them the same again.

However, this sort of character is sufficiently versiltile to make for a useful character in many games. It doubles for a rogue, for traps, as well as being damageing in combat, and boosting other characters in a manner which is useful. Furthermore, it excels at producing what is required, in any circumstance. It lends customizability, and power to any party, as well as being greatly customizable itself. While the ability list is a bit long, none of the abilities are gamebreaking, and many are improvements upon themselves.

I still wanna play one.

Good grief. This message is too long, so I'm removing some of the improvement tweaks. The redundant ones.

TheLogman
2007-06-24, 09:18 PM
Are you sure they should get Trap-sense? I mean that's kind of a Reflex-based, extraordinary thing, whereas Trapfinding is a methodical thing, perfect for this class (Hence the reason you put it in I assume). I think you should remove Trap-sense, in favor of something a little more useful to an adventuring party.

Gwenfloor
2007-07-10, 08:10 PM
There is a reason that I am making all these new "item-crafting spell-less" classes.
I cannot stand how powerful spell casters are at higher levels. Seriously, they can grant wishes, effectively destabilize the economy, and can out-damage the fighters, archers, and barbarians, yet their power is not taxed in any way compared to non-casters. Little use playing a pure fighter when you can play a Cleric of War and Death who can fight well and heal and punch holes in undead. When I realized how popular my Alchemist class was, as it can make good replacement casters, I tried to design an Artisan class for all the other Craft skills. It remained controversial, as many abilities were unbalanced. I constantly re-edit the class, and it gives me much more incentive to thoroughly play-test the classes that I make.

I will revise the Fast and Quick Creation rules: Fast Creation makes it be 8 hours per 1,500 gold pieces of the market price (not raw materials) to create an item. Quick Creation allows 8 hours per 1,000 gold pieces of the market price (not raw materials) to create an item. Swift Creation lowers it to 500 gold pieces.

Golly, who knew that making a new class could be so hard?

P.S.:Artisans are not proficient in Tower Shields.

Gwenfloor
2007-07-11, 01:51 PM
Revised Changes up now! I took Arbitrarity's suggestions to heart! Now let us see how the class functions now!
The Deep Cut adds one point of damage per magnitude (Improved, Exceptional, etc.) per minute, to a maximum of 10 minutes. I do not know whether this should stack with Bone Breaking.
Armorbreaker was taken out.
The Trapsmith talent tree was altered.
The Vandal talent tree was downgraded to make it still useful, but less deadly.
The Fast Creation, Quick Creation, and Swift Creation have been altered, so that it takes a minimum of 3 days to craft, dependent on the gp cost.
Master Appraiser allows the use of Identify six times per day instead of tree times.
Added Skill Focus to bonus feats.
I specified that tweaks cannot be added to Improvised Items.
Items made with the Legendary Inventor class features take twice as long to create.

I will post the Revised Artisan 2.0 right here!
Artisan

The master metal smith who produces high quality iron weapons and armor, the expert leatherworker that forges impenetrable armor and shields out of the hides of mythic beasts, and the mechanic that creates uncanny clockwork contraptions. All of these people are artisans.

Hit Dice: d8.
Alignment: Any. Artisans range the gamut of varying degrees of morality, or lack thereof.

Base Attack Progression: Average.

Saves: Fortitude Good, Reflex Poor, Will Good.

Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Forgery, Handle Animal, Knowledge (Arcana), Knowledge (Architecture & Engineering), Knowledge (Local), Open Lock, Profession, Search, Spellcraft, Use Magic Device, Use Rope.

Skill Points at 1st level: (8+ Int Mod) x4.

Skill Points at each additional level: 8+ Int Mod.
Level Base Attack Bonus Fort Ref Will Class Features
1st 0 2 0 2 Talent, Skill Focus (Craft), Trapfinding
2nd 1 3 0 3 Expert Creation (x2), Fast Creation
3rd 2 3 1 3 Improved Craftsmanship
4th 3 4 1 4 Bonus Feat, Talent
5th 3 4 1 4 Quick Creation, Expert Creation (X3)
6th 4 5 2 5 Exceptional Craftsmanship
7th 5 5 2 5 Talent, Improvised Creation, Skill Focus (Craft)
8th 6 6 2 6 Bonus Feat, Expert Creation (x4)
9th 6 6 3 6 Savvy Craftsmanship
10th 7 7 3 7 Talent, Skill Focus (Craft)
11th 8 7 3 7 Universal Proficiency, Expert Creation (x5)
12th 9 8 4 8 Bonus Feat, Masterful Craftsmanship
13th 10 8 4 8 Talent, Skill Focus (Craft)
14th 10 9 4 9 Expert Creation (x6)
15th 11 9 5 9 Peerless Craftsmanship,
16th 12 10 5 10 Talent, Bonus Feat
17th 13 10 5 10 Swift Creation, Expert Creation (x7)
18th 13 11 6 11 Sublime Craftsmanship
19th 14 11 6 11 Talent, Skill Focus (Craft)
20th 15 12 6 12 Legendary Inventor, Bonus Feat, Expert Creation (x8)

Class Features: The following are the class features of the Artisan.

Weapon and Armor Proficiency: Artisans are proficient with all simple weapons, the light hammer, the warhammer, the maul (treat as a greataxe, but deals bludgeoning damage), the gnome hooked hammer, light armor, and shields, but not tower shields.

Talent: At first, fourth, and every three levels thereafter, the Artisan can select one talent from below. Unless otherwise noted, each talent may only be taken once.

Architect: You are skilled at creating safe and stable buildings. When using Craft checks to make buildings as large as a single room house or larger, your buildings gain a +4 bonus to saving throws against natural disasters, explosion, and area effects. Add +6 to the Break DC. Secret doors and compartments gain a Spell Resistance equal to 10+your Artisan level against the spell Detect Secret Doors.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Builder: Your buildings are gifted with strong floors and sturdy walls. Add +4 hardness and +8 hit points to all the floors, walls, ceilings, and any other structure that is directly connected to the building (i.e. not furniture or other such items). Add +10 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Surveyor: When creating secret pathways and alcoves, you are adept at concealing such areas from prying eyes. The Search checks to find secret doors and other areas increase by +6, and elves cannot simply roll a Search check within 5 feet of it, they must actively look for it like anyone else. Add +15 to the Break DC.
Prerequisites: Craft (Stoneworking, Sculpting, or Carpentry) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Defacer: You are skilled in picking out weak points in constructs and buildings. When dealing damage to an object, with weapons, spells, or grenade-like objects, you ignore 4 points of hardness or add +2 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 2 points of armor.
Prerequisites: Search 4 ranks, Knowledge (Architecture and Engineering) 4 ranks.

Vandal: You are adept in causing havoc against buildings, furniture, and mechanical constructs. When dealing damage to an object, with weapons, spells, or grenade-like objects, your ignore 8 points of hardness or add +4 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 4 points of armor.
Prerequisites: Search 7 ranks, Knowledge (Architecture and Engineering) 7 ranks.

Saboteur: You are a master in the destruction of inanimate objects. When dealing damage to an object, with weapons, spells, or grenade-like weapons, you ignore 12 points of hardness or add +6 to your checks against the Break DC. When attacking a creature with armor and/or natural armor, you ignore 6 points of armor.
Prerequisites: Search 10 ranks, Knowledge (Architecture and Engineering) 10 ranks.

Multitasking: By taking a -2 to both Craft checks, you can craft two items per crafting period.
Prerequisites: Craft (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 4 ranks, Concentration 4 ranks.

Improved Multi-tasking:
By taking -4 on all Craft, you can make three items per crafting period.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 7 ranks, Concentration 7 ranks, Multi-tasking.

Advanced Multi-tasking:
By taking -6 on all Craft checks, you can make four items in a standard crafting period.
Prerequisites: (Stoneworking, carpentry, weaponsmithing, armorsmithing, sculpting, gemcutting, blacksmithing) 10 ranks, Improved Multi-tasking, Multi-tasking.

Skilled Appraiser: You are very good at identifying traits of equipment. You gain a +4 bonus on all Appraise checks and can use Identify as an extraordinary ability once a day with a Caster Level equal to one-half your Artisan Level. You do not need any material components to use it.
Prerequisites: Appraise 4 ranks.

Expert Appraiser: Even when you fail at appraising an item, you are less likely to screw up the value. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 20% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 20% so that it is 90%.
Prerequisites: Appraise 7 ranks, Skilled Appraiser.

Master Appraiser: You are used to quickly finding out the flaws and values of an item due to your experience. You only need to spend half a minute (five consecutive full-round actions) to appraise an item, and you can use Identify six times per day as an extraordinary ability with a Caster Level equal to your Artisan Level. When you fail an Appraise check and that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value, you add/subtract up to 40% so that it is closer to 100%. For example, if you would ordinarily estimate the value at 70%, you add 30% so that it is 100%.
Prerequisites: Appraise 10 ranks, Skilled Appraiser, Expert Appraiser.

Discern Weakness: You look at the world like one big blueprint, complete with weak points. By making a Knowledge (Architecture & Engineering) check against a monster with a DC of the monster's Hit Dice+15, you can discern the monsterís type and subtype, plus any weaknesses it may have. You gain a +6 insight bonus with this skill against Constructs.
Prerequisites: Knowledge (Architecture and Engineering) 4 ranks, Knowledge (Arcana) 2 ranks.

Harvest Materials: After defeating an enemy, you can harvest pieces of its body to help augment future equipment. You gain a bonus equal to half its Challenge Rating on future (Craft) checks, which can be split up. For stone/metal-related Craft, you need to harvest the materials of a creature with the Earth subtype, a Construct, or otherwise a creature that is partially/completely made of stone/metal. For wood-related Craft, you need plant or plant-like creatures with bark. You only gain this bonus for one item per monster. Alternatively, you can gain a bonus equal to half a Monsterís Natural Armor on Craft (Armorsmithing) checks. All these bonuses have a cap equal to half your Artisan level. Alternatively, you can gain 50 gold pieces worth of raw materials per Challenge Rating instead of a bonus.
Prerequisites: Knowledge (Architecture and Engineering) 7 ranks, Knowledge (Arcana) 3 ranks, Discern Weakness.

Conservationist: You are a master of conserving materials after crafting items. You spend only 1/4th of the itemís market price in raw materials.
Prerequisites: Craft (for what you are making) 10 ranks, Knowledge (Architecture and Engineering) 10 ranks, Knowledge (Arcana) 5 ranks, Discern Weakness, Harvest Materials.

Fixer: You are skilled in restoring damaged items to their full potential. When rolling against the Craft DC of an item to repair it, you gain a +4 bonus. You also only need to pay 1/6th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 4 ranks, Knowledge (Architecture and Engineering) 2 ranks.

Touch Up: You apply savvy and clever methods to restoring damaged items. When rolling against the Craft DC of an item to repair it, you gain a +8 bonus. You also only need to pay 1/8th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 7 ranks, Knowledge (Architecture and Engineering) 3 ranks.

Adjustment: You know the ins and outs of furnishing up sub-par and damaged items. When rolling against the Craft DC of an item to repair it, you gain a +10 bonus. You also only need to pay 1/10th of the itemís cost in raw materials to repair it.
Prerequisites: Craft (Any) 10 ranks, Knowledge (Architecture and Engineering) 5 ranks.

Vehicle Expert: When you design vehicles, you improve the vehicle in every possible way. You gain a +2 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +4 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +8. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by one step. Dirigibles become Clumsy. Multi-person work crews under your supervision build double the gp amount of gold pieces per day. For example, a work crew builds 250 gp worth of materials per day, a dock or shop can build 500 gp per day, and a major facility can build 1,000 gp per day. The speed of vehicles improves by 5 feet.
Prerequisites: Handle Animal or Profession (Sailor, Charioteer, carriage driver, etc.) 4 ranks, Craft (Carpentry, Stone-working, etc. depending on the vehicleís material) 4 ranks.

Vehicle Expertise: When you design vehicles, your quality craftsmanship shows. You gain a +4 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +8 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +16. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by two steps. Dirigibles become Poor. Multi-person work crews under your supervision build triple the gp amount of gold pieces per day. For example, a work crew builds 375 gp worth of materials per day, a dock or shop can build 750 gp per day, and a major facility can build 1,500 gp per day. The speed of vehicles improves by 10 feet.
Prerequisites: Handle Animal or Profession 7 ranks, Craft 7 ranks.

Vehicle Perfection: Few among your profession are your equal or better at making vehicles. You gain a +6 bonus on Handle Animal checks for animal-driven vehicles, or Profession checks for other vehicles, which stacks with masterwork controls. Add +12 to the hardness and Break DCs for all sections, and increase each sectionís hit points by +24. For Nautical and Air Vehicles except for Dirigibles, increase the maneuverability by three steps. Dirigibles become Average. Multi-person work crews under your supervision build quadruple the gp amount of gold pieces per day. For example, a work crew builds 500 gp worth of materials per day, a dock or shop can build 1000 gp per day, and a major facility can build 2000 gp per day. The speed of vehicles improves by 15 feet.
Prerequisites: Handle Animal or Profession 10 ranks, Craft 10 ranks.

Trapsmith: When it comes to the devious design of traps, few can best you in your field. Your traps Disable Device and Search DCs increase by 4. The trap gains its Save DC increased by +2 if it has one in its creation. Add 300 gold pieces to the cost.
Prerequisites: Craft (Trapsmithing) 4 ranks, Disable Device 2 ranks.

Roguebane: Your traps are especially hard to avoid triggering. When performing a Disable Device check, the trap triggers on a failure of 1 or more. The trapís Attack Roll and/or Saving Throw, if it has one, increases by 4. Add 600 gold pieces to the cost.
Prerequisites: Craft (Trapsmithing) 7 ranks, Disable Device 3 ranks.

Koboldís Envy: Your traps rarely fail. When rolling for a Saving Throw, the person must roll twice and take the worse of the two results. When rolling for an Attack Roll, you roll twice and take the better of the two results. Add 900 gold pieces to the cost.
Prerequisites: Craft (Trapsmithing) 10 ranks, Disable Device 5 ranks.

Skill Focus (Craft): At first level, sixth level, and every six levels thereafter, the Artisan gains Skill Focus (Craft) as a bonus feat. He gets to choose what Craft skill the feat would apply to.

Trapfinding: As the Rogue Class Feature.

Expert Creation: When using the Craft skills in which you have Skill Focus (Craft) in, you make double the gold pieces you would normally make at the end of the period for the purposes of crafting items. This bonus increases at every three levels thereafter, to a maximum of eight times the gold pieces you would normally make at 20th level.

Fast Creation: At 2nd level, an Artisan, when using the purposes of making items for Craft skills in which he has Skill Focus, she only needs to spend 3 day per 200 gold pieces of the market price, spending at least 8 hours each day crafting.

Improved Craftsmanship: At 3rd level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Bonus Feat: At fourth level and every four levels thereafter, you can select a feat from the following list: Armor Proficiency (Medium), Armor Proficiency (Heavy), Bonus Talent, Combat Expertise, Diligence, Improved Sunder, Investigator, Iron Will, Nimble Fingers, Open Minded (Complete Adventurer), Power Attack, Quick Draw, Self-Sufficient, and Skill Focus.

Quick Creation: At 5th level, an Artisan, when using the purposes of making items for Craft skills in which he as Skill Focus, she only needs to spend 3 days per 500 gold pieces of the market price, spending at least 8 hours each day crafting.

Exceptional Craftsmanship: At 6th level, an Artisan gains Improved Craftsmanship, regardless of whether she meets the prerequisites.

Improvised Creation: At 7th level, an Artisan is capable of using unorthodox materials and jury-rigged tools to quickly create equipment. The Craft DC for making jury-rigged equipment is reduced by 10, taking only one-tenth of the normal time to make and one-tenth of the normal cost in raw materials. These reductions stack with Expert Creation, Fast Creation, Quick Creation, and/or Swift Creation. However, jury-rigged equipment breaks on a natural roll of one on an attack roll or skill check, and has a -1 penalty on attack and damage rolls with weapons, a -1 penalty on class tool kits, armor check penalties increase by one and armor bonus decreases by one for armor. They also have a cumulative 5% chance per day after 24 hours that it is created of breaking down and becoming useless. Tweaks cannot be added to Improvised items.

Savvy Craftsmanship: At 9th level, the Artisan gains Savvy Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Masterful Craftsmanship: At 12th level, the Artisan gains Masterful Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Peerless Craftsmanship: At 15th level, the Artisan gains Peerless Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Swift Creation: At 17th level, the Artisan, when using the purposes of making items for Craft skills in which she has Skill Focus, she only needs to work for 3 days per 1000 gold pieces of the itemís market price, spending 8 hours each day crafting.

Sublime Craftsmanship: At 18th level, the Artisan gains Sublime Craftsmanship as a bonus feat, regardless of whether or not she meets the prerequisites.

Legendary Inventor: At 20th level, the Artisan is quite literally THE master in his craft, unrivaled in all aspects, except quite possibly for a deity of the forge. The Artisan gains a +8 insight bonus to Craft checks in which he has Skill Focus in, and to Knowledge (Architecture & Engineering) checks. For an additional 100,000 gold pieces and a Craft check of DC 60, plus double the time it takes to create the item, the Artisan can improve a piece of equipment; any items you make gain 100 hit points and +50 to hardness and the Break DC; a single weaponís attack and damage rolls increase by three and is considered epic for the purposes of damage reduction and is always treated to have rolled the maximum result on damage rolls. A single armor increases its armor bonus by three and reduces its armor check penalty by three and is considered one category lighter. This does not stack with Mithril. Class tool kits increase their skill bonus by two and allow the skill to be used without penalty when rushed or threatened, and can take 10 even when distractions would prevent one from doing so. Vehicles add 30 feet to their speed, and nautical and airborne vehicles increase their maneuverability by four, which makes even clumsy vehicles have a Fly speed of Perfect.

New Feats:
Note: All pieces of improved and greater equipment have to be masterwork in order to gain the benefits. A piece of equipment can only have a maximum of three tweaks.

Improved Craftsmanship: You are capable of improving equipment by a significant degree.
Prerequisites: Craft (Any) 6 ranks, Knowledge (Architecture & Engineering) 6 ranks.
Benefit: By adding +2 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Here is a list of available tweaks;

Improved Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +1 bonus on attack rolls.

Improved Damage (Weapons and ammunition only): Item gains a +1 bonus on damage rolls.

Improved Parrying (Light and One-handed Melee Weapons only): Item grants a +1 equipment bonus to Armor Class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack.

Improved Skill Bonus (Class Tool Kits Only): Grants a +3 bonus on skill checks specified by the tool kit. This stacks with the masterwork +2 bonus on masterwork tool kits, making a +5 bonus.

Deadly Blows (Weapons and Ammunition only): Grants a +2 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Improved Defenses (Armor and Shields only): Grants +1 armor/shield bonus. This stacks with the original armor/shield bonus.

Improved Mobility (Armor only): Decreases armor check penalty by 1. This stacks with the masterwork armorís reduction to armor check penalty.

Ignore Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores one point of armor bonus against armor, but not natural armor.

Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 10) or suffer a deep cut. Deep cuts incur a -2 circumstance penalty against injury poisons and diseases, as it can easily get infected. They also take 1 point of damage per minute due to the loss of blood, to a maximum of 10 minutes. Healing a deep cut requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 10) or suffer a broken bone. Broken bones deal 1d2 points of damage an hour, and 1 point of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 10 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Light: This item weighs only half as much.

Long Range (Ranged and Throwing Weapons only): Add 10 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Durable: Add 4 hit points, +2 hardness, and +2 to the Break DC to the item.

Concealable (Cannot apply to one-handed and two-handed weapons): Item grants +4 bonus on Sleight of Hand checks made to conceal the item. This tweak does apply to just weapons.

Personalized (Attuned to one person only): This item grants +2 to attack rolls if a weapon, +2 to armor class if armor or shield, or +4 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, it is treated as a normal piece of equipment.

Exceptional Craftsmanship:
You are an exquisitely skilled and talented artisan.
Prerequisites: Craft (Any) 9 ranks, Knowledge (Architecture & Engineering) 9 ranks.
Benefit: By adding +4 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Exceptional Accuracy (Weapons, ammunition, and flasks for grenade-like items only): Item gains a +2 bonus on attack rolls.

Exceptional Damage (Weapons and ammunition only): Item gains a +2 bonus to damage rolls.

Exceptional Parrying (Light and One-handed Melee Weapons only): Item grants a +2 equipment bonus to armor class when the weapon is in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack.

Exceptional Skill Bonus (Class Tool Kits only): Item provides a +4 bonus on skill checks specified by the tool kit.

Exceptionally Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Exceptional Defenses (Armor and Shields only): Grants +2 armor/shield bonus. This stacks with the original armor/shield bonus.

Exceptional Mobility (Armor only): Decreases armor check penalty by 2. This stacks with the masterwork armorís reduction to armor check penalty.

Bypass Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores two points of armor bonus against armor, but not natural armor.

Exceptionally Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 14) or suffer a deep cut. Deep cuts incur a -3 circumstance penalty against injury poisons and diseases, as it can easily get infected. The victim takes two points of damage per minute, to a maximum of 10 minutes. Healing a deep cut requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Exceptional Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 14) or suffer a broken bone. Broken bones deal 1d3 points of damage an hour, and 2 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 14 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Far-off Range (Ranged and Throwing Weapons only): Add 20 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Exceptionally Durable: Add 8 hit points, +4 hardness, and +4 to the Break DC to the item.

Evenly Distributed (Weapons and Armor only): The weight on this item is evenly distributed to maximize performance. For weapons that are double weapons or wielded in the off hand, the penalty in the off hand for the purposes of two-weapon fighting is reduced by one. For armor, decrease the armor check penalty by two points, four points for Balance checks.

Exceptionally Personalized (Attuned to one person only): This item grants +3 to attack rolls if a weapon, +3 to armor class if armor or shield, or +6 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, it is treated as a normal piece of equipment.


Savvy Craftsmanship:
Your talent at crafting items is surpassed by few.
Prerequisites: Craft (Any) 12 ranks, Knowledge (Architecture & Engineering) 12 ranks.
Benefit: By adding +6 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Savvy Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +3 bonus on attack rolls.

Savvy Damage (Weapons and ammunition only): Item gains a +3 bonus on damage rolls.

Savvy Parrying (Light and One-handed weapons only): Item grants a +3 equipment bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack

Savvy Skill Bonus (Class Tool Kits only): Item grants a +5 bonus on skill checks specified by the item.

Savvy Deadly Blows (Weapons and Ammunition only): Grants a +4 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Savvy Defenses (Armor and Shields only): Grants +3 armor/shield bonus. This stacks with the original armor/shield bonus.

Savvy Mobility (Armor only): Decreases armor check penalty by 3. This stacks with the masterwork armorís reduction to armor check penalty.

Circumvent Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores three points of armor bonus against armor, but not natural armor.

Savvy Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 18) or suffer a deep cut. Deep cuts incur a -4 circumstance penalty against injury poisons and diseases, as it can easily get infected. The victim takes 3 points of damage per minute, to a maximum of 10 minutes, due to the loss of blood. Healing a deep cut requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Savvy Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 18) or suffer a broken bone. Broken bones deal 1d4 points of damage an hour, and 3 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 18 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Distant Range (Ranged and Throwing Weapons only): Add 30 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Savvy Durability: Add 12 hit points, +6 hardness, and +6 to the Break DC to the item.

Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers one-eight (round up) the damage as non-lethal damage.

Avoidance Reaction (Armor only): This armor is tailor made to maximize mobility and escaping danger. You can run and tumble in full speed in this armor.

Savvy Personalized (attuned to one person only): This item grants +4 to attack rolls if a weapon, +4 to armor class if armor or shield, or +8 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, it is treated as a piece of normal equipment.

Masterful Craftsmanship
The workings of the artisan are second nature to you.
Prerequisites: Craft (Any) 15 ranks, Knowledge (Architecture & Engineering) 15 ranks.
Benefit: By adding +8 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Masterful Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +4 bonus on attack rolls.

Masterful Damage (Weapons and ammunition only): Item gains a +4 bonus on damage rolls.

Masterful Parrying (Light and One-handed weapons only): Item grants a +4 equipment bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack.

Masterful Skill Bonus (Class Tool Kits only): Item grants a +6 bonus on skill checks specified by the item.

Masterful Deadly Blows (Weapons and Ammunition only): Grants a +5 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Masterful Defenses (Armor and Shields only): Grants +4 armor/shield bonus. This stacks with the original armor/shield bonus.

Masterful Mobility (Armor only): Decreases armor check penalty by 4. This stacks with the masterwork armorís reduction to armor check penalty.

Omit Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores four points of armor bonus against armor, but not natural armor.

Masterful Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 22) or suffer a deep cut. Deep cuts incur a -5 circumstance penalty against injury poisons and diseases, as it can easily get infected. The victim takes 4 points of damage per minute, to a maximum of 10 minutes due to the blood loss. Healing a deep cut requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Masterful Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 22) or suffer a broken bone. Broken bones deal 1d6 points of damage an hour, and 4 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 22 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Extensive Range (Ranged and Throwing Weapons only): Add 40 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Masterful Durability: Add 16 hit points, +8 hardness, and +8 to the Break DC to the item.

Heavy Bruise (Weapons and ammunition only): This weapon is packed with such force that even if it is blocked by armor, the enemy can still get the wind knocked out of him. If the weapon hits the touch armor class of an opponent, but misses due to armor and/or natural armor, the opponent suffers one-quarter (round up) the damage as non-lethal damage.

Absorb Blows: This armor is customized not only to deflect blows, but absorb them as well. This armor grants damage reduction equal to half its armor bonus (round down) against physical attacks. It is bypassed by adamantine or harder substances (DMís discretion) only.

Masterfully Personalized (attuned to one person only): This item grants +5 to attack rolls if a weapon, +5 to armor class if armor or shield, or +7 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, they suffer a penalty equal to the bonus.

Peerless Craftsmanship
Few except for the elite among artisans can match your skill at the arts of design.
Prerequisites: Craft (Any) 18 ranks, Knowledge (Architecture and Engineering) 18 ranks.
Benefit: By adding +10 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Peerless Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +5 bonus on attack rolls.

Peerless Damage (Weapons and ammunition only): Item gains a +5 bonus on damage rolls.

Peerless Parrying (Light and One-handed weapons only): Item grants a +5 equipment bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack

Peerless Skill Bonus (Class Tool Kits only): Item grants a +7 bonus on skill checks specified by the item.

Peerless Deadly Blows (Weapons and Ammunition only): Grants a +6 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Peerless Defenses (Armor and Shields only): Grants +5 armor/shield bonus. This stacks with the original armor/shield bonus.

Peerless Mobility (Armor only): Decreases armor check penalty by 5. This stacks with the masterwork armorís reduction to armor check penalty.

Outflank Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores five points of armor bonus against armor, but not natural armor.

Peerless Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 26) or suffer a deep cut. Deep cuts incur a -6 circumstance penalty against injury poisons and diseases, as it can easily get infected. The victim takes 5 points of damage per minute, to a maximum of 10 minutes due to the blood loss. Healing a deep cut requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Peerless Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 26) or suffer a broken bone. Broken bones deal 1d8 points of damage an hour, and 5 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 26 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

Boundless Range (Ranged and Throwing Weapons only): Add 50 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Peerless Durability: Add 20 hit points, +10 hardness, and +10 to the Break DC to the item.

Versatile (Weapon only): This weapon can deal one additional type of damage in addition to its original type of damage. Bludgeoning, Piercing, and Slashing are the only choices for versatile weapons.

Peerlessly Personalized (attuned to one person only): This item grants +6 to attack rolls if a weapon, +6 to armor class if armor or shield, or +12 bonus on skill checks if a class tool kit. These bonuses do not stack with other bonuses. However, when others use it, it is treated as a normal piece of equipment.

Sublime Craftsmanship
You are to artisans what Mordenkainen is to magic.
Prerequisites: Craft (Any) 21 ranks, Knowledge (Architecture & Engineering) 21 ranks.
Benefit: By adding +12 to the Craft DC per tweak, you can give a single piece of equipment a tweak. A tweak is an improvement of some sort that provides an equipment bonus to a piece of equipment. Tweaks with a better bonus to a check override (replace) tweaks that had a lower bonus. Here is a list of available tweaks;

Sublime Accuracy (Weapons, ammunition, and flasks for grenade-like weapons only): Item gains a +6 bonus on attack rolls.

Sublime Damage (Weapons and ammunition only): Item gains a +6 bonus on damage rolls.

Sublime Parrying (Light and One-handed weapons only): Item grants a +6 equipment bonus to armor class when the weapon is wielded in hand. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. This bonus is lost whenever you would lose your dodge bonus(es) to Armor Class. Two or more of these weapons in your hands do not stack.

Sublime Skill Bonus (Class Tool Kits only): Item grants a +8 bonus on skill checks specified by the item.

Sublime Deadly Blows (Weapons and Ammunition only): Grants a +7 bonus on attack rolls to confirm critical hits. This does not increase a weaponís threat range.

Sublime Defenses (Armor and Shields only): Grants +6 armor/shield bonus. This stacks with the original armor/shield bonus.

Sublime Mobility (Armor only): Decreases armor check penalty by 6. This stacks with the masterwork armorís reduction to armor check penalty.

Outmaneuver Defenses (Piercing Weapons Only): This weapon is made for slipping past armorís defenses. Ignores six points of armor bonus against armor, but not natural armor.

Sublime Deep Cut (Slashing Weapons Only): This weapon can leave a deep cut on an enemyís skin. Enemy must make a Fortitude Save (DC 30) or suffer a deep cut. Deep cuts incur a -7 circumstance penalty against injury poisons and diseases, as it can easily get infected. The victim takes 6 points of damage per minute, to a maximum of 10 minutes due to the blood loss. Healing a deep cut requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures that lack internal anatomies are immune to Deep Cut.

Sublime Bone Breaking (Bludgeoning Weapons Only): This weapon can break an opponentís bones, causing internal injury. Enemy must make a Fortitude Save (DC 30) or suffer a broken bone. Broken bones deal 1d10 points of damage an hour, and 6 points of damage whenever the enemy physically exerts himself (Uses a skill check based on strength or dexterity, attacks, etc.), as the bones bleed and their sharp ends tear nearby muscles. The damage bypasses all forms of damage reduction, as the damage is internal. Healing a broken bone requires a DC 30 Heal check, or a Cure Wounds spell that restores the amount of hit points that the wound caused. Creatures lacking internal anatomies are immune to Bone Breaking.

All-encompassing Range (Ranged and Throwing Weapons only): Add 60 feet to the range increment of the weapon. This bonus does not double under the effects of Far Shot.

Sublime Durability: Add 24 hit points, +12 hardness, and +12 to the Break DC to the item.

Substitute Strength (Weapon only): This weapon is designed to not be totally reliant upon muscle power. It can also be used for agility and grace, intellect for the tactically inclined, improved senses for discerning weak points, sheer toughness, or even force of personality. Choose one ability score other than strength. This ability score is used in place of strength for bonuses/penalties to attack and damage rolls.

Energy Resistance (armor or shield only): This item is specially built to resist the ravages of the elements. This armor or shield gains Energy Resistance equal to its armor/shield bonus against one energy type. It also bestows this resistance to its wielder. To choose another energy type, this tweak must be chosen twice. To choose yet another energy type, this tweak must be taken a third time.

Mythic: This item is recognized as the work of a great craftsman. When obviously displayed, it grants a +6 circumstance bonus on Charisma-based social skills.

Sublime Personalization (attuned to one person only): This item grants +7 to attack rolls if a weapon, +7 to armor class if armor or shield, or +14 bonus on skill checks if a class tool kit. These bonuses do notstack with other bonuses. However, when others use it, it is treated as a normal piece of equipment.

Note about personalization: As the bonuses can become unbalanced if combined with Accuracy, Defenses, and Skill Bonus, the Personalization tweaks do not stack with the aforementioned bonuses.

Note about enhancing: If you wish to add a tweak to an item already crafted, you pay 1/3 the raw materials and add the Craft DC of the magnitude (magnitude is Improved, Exceptional, Savvy, etc.) to the original itemís Craft. If you succeed, you add the tweak to the item.

Item costs as much as their magical counterparts +5%. A masterwork longsword with three savvy tweaks would cost around 56,700 gp.

Tweak Costs:
Note: all costs are per tweak.

Improved Tweak.... +1,050 gp
Exceptional Tweak...+8400 gp
Savvy Tweak..........+18,900 gp
Masterful Tweak......+33,600 gp
Peerless Tweak........+52,500 gp
Sublime Tweak.........+75,600 gp