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Originally Posted by
Fruchtkracher
At 10th level you learn to strike with such force that you deal damage equal to your class level times half your strength-modifier in an area adjacent to you with an area of 15 square feet. This ability can be used a number of times per encounter equal to your intelligence modifier.
Uh... what? I don't really get what this ability's supposed to do fluff-wise. Also, it's worded a bit strangely. I tried to fix it up a bit, and I bolded the word changing.
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Rapier (and dagger):
These as a whole could probably use a save on the ability damage. Also, why is dagger in with rapier rather than shortsword, especially when punching dagger is with shortsword.
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At 5th level your reach while using a spear increases by 5ft.
Does this mean a craftknight wielding a spear can now attack foes 15 feet away, but not foes 10 or 5 feet away?
Also, I'd suggest an ability that lets spear-focused craftknights attack directly adjacent units.
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While beating up people using your fists you gain access to the monk’s unarmed strike and flurry of blows progression/abilities.
I think this is excessive. Focus in fists (which you can't even craft, so that seems like a weird choice) and you more or less get half of a different class?
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At 5th level you gain the use of the snap kick and stunning fist feats while having only gauntlets or no weapon at all equipped.
You should probably specify that snap kick is from Tome of Battle. I'd also like to note that this is 3 levels earlier than anybody could normally have stunning fist, without actually taking monk.
I figure it's worth asking if the craftknight gets uses per day as a monk or a non-monk.
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At 10th level you use quivering palm (as the monk feature) a number of times per day equal to your intelligence modifier. The safe DC is equal to (10 + half your class level + your constitution modifier.
Okay, I know the monk sucks but seriously? The solution is NOT to just add their class features to other classes like this. The craftknight gets this sooner and WAY better than the monk (a minimum of seven times more often).
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At 10th level you can make one melee attack per round an automatic miss. You must declare the use of this ability before the attack-roll. If the attack would miss you anyways the use is spent anyways. This ability can be used a number of times per encounter equal to your intelligence modifier.
I'd note that this can only be used when you're the target. As written, I could prevent a melee attack from a thousand feet away. I'd also add that the craftknight can't be flat-footed.
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At 10th level as a standard action you can make two attacks against any enemy in reach using your highest base attack bonus. This ability can be used a number of times per encounter equal to your intelligence modifier.
I don't have a problem with this ability specifically, but it's a bit weak compared to some of the others. Spear, for example, lets you make an attack against ALL enemies in reach, and has a larger reach too.
This is actually a bit of a problem, in that the different weapon specializations aren't equal.
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At 10th level as a standard action you can make a stunning attack. If the target fails a fortitude save (DC damage dealt/3) it is stunned for one round This ability can be used a number of times per encounter equal to your intelligence modifier.
I think the DC is too low; you're going to need to deal 45 damage just for a DC 15.
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While using a bow you gain the benefits of the Precision Shot feat and the Point Blank Shot feat.
I know of no feat called "Precision Shot", only precise shot.
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At 10th level as a fullround action you can target an enemy within range. You can make one standard attack against this enemy and every enemy within 6 squares away from it.
Any target of this attack must make a reflex save or suffer twice the damage. This ability can be used a number of times per encounter equal to your intelligence modifier.
I don't like this ability. It's basically a 30-foot radius of death, so as long as you have some intelligence bonus, there's really no reason not to use this. Also, the reflex save needs a DC.
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At 10th level as a standard action you can target one enemy within range with a ranged touch attack. If it hits you deal 1d10 damage for every 5 class-levels (so 2d10 at level 10). If the enemy fails a reflex save the enemy cannot move the next round. If it is flying it drops to the ground, taking normal falling damage, and is prevented from flying again for the next 1d6 rounds. This ability can be used a number of times per encounter equal to your intelligence modifier.
Again you need the DC, and I don't think this should be a touch attack.
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At 5th level you learn throw throwing weapons faster than anyone else. You gain an additional attack, using your highest base attack bonus, and an additional one for every 5 class levels to a maximum at 4 bonus attack at 20.
Is this in addition to extra attacks from base attack bonus? Also, you don't list an action for this, so this applies to standard-action attacks too?
This also has the problem that full attacking with thrown weapons have; you can only make one attack. I'd give quick draw as a feat.
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From tenth level on every time you hit your enemy you may decide to have it roll a fortitude save. If it fails it suffers a negative status effect depending on the number of hits with thrown weapons by you this round. The save DC is equal to the total damage by the craftknight dealt this round.
1 – dazed for 1 round, 2 – nauseated for 1d3 rounds, 3 slowed for 2d4 rounds, 4 – 3d4 strength damage for 3d6 rounds (stacks), 5 – stunned for 1d4 rounds, 6 or more - death. This ability can be used a number of times per encounter equal to your intelligence modifier.
I think this ability is too strong. Assuming a +2 dex and +3 strength, which is probably too low for a tenth level character, and four attacks hitting (three of them are at full BAB!), this is a minimum DC 24 or 3d4 strength damage. The DC only goes up if the weapons are magical at all, or if the craftknight has higher stats, or if he rolls more than minimum damage.
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At 18th level each of the abilities granted at 10th level can be used at will.
This only exasperates the problem, but it's level 18 so I guess it isn't THAT bad.
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You gain aditional weapon specialisations as indicated on the table.
They get more than one of these? :smalleek:
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Light armor: You have learned to use the lightest of armors to become more mobile than most creatures without armor can ever dream of. Light armors you craft and use yourself gain a +1 bonus on the armors AC, provide a +1 bonus on reflex saves, an additional 5 ft of movement each round and increase the maximum dexterity modifier by 1.
What type of bonuses are these, so we know what they do and don't stack with?
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Medium Armor:
Not the heaviest nor the lightest these armors offer increased protection while on the body of a Craftknight are less restrictive than most other types of armor. Medium armors you craft and use gain a +2 bonus on AC, provide a +1 bonus on fortitude saves and reduce your ACP by 2 (to a minimum of 0)
Heavy Armor:
[INDENT] Heavy armor easily provides the best protection for anyone, the Craftknight beeing no exception. Heavy armors you craft and use gain a +2 bonus on AC, provide a +1 bonus on fortitude and will saves and grant damage resistance 1/-.
These are both pretty powerful at level 2, but mildly useful after, even with the increase. That's not necessarily bad, though.
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Battleforged: The heat of battle and the heat of your forge have steeled your body and your reflexes. At third level and every third level thereafter (6, 9 etc.) you may choose one of the following bonuses:
+1 enhancement bonus to either strength, dexterity or constitution
Useless beyond level three or so, as it doesn't stack with stat-boosting items.
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+1 bonus to attack rolls
+1 bonus to natural armor
+2 bonus to weapon damage rolls
What type of bonus are these?
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+5 perfection bonus to a single skill you have as a class skill;
I... I don't think there's such a thing as a perfection bonus.
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+5ft increase to your base speed in any movement type you may posses
What type of bonus?
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Burst of energy: From 4th level on you may trigger a boost, quite akin to the rage of a barbarian. Every burst of energy lasts for (3+CON-mod) rounds. Its effects depend on the kind of armor you have equipped:
If it's like a barbarian's rage, what's the downside when it ends?
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Light armor: You gain a +2 bonus to strength and dexterity and a +10 ft. bonus to your movement speed in any movement type you may posses.
I'm starting to realize a problem here: you're giving this class WAY too many speed boosters. Most of them are only while wearing light armor, but still.
Medium Armor:
You gain a +2 bonus on strength, dexterity and constitution, as well as a +2 bonus to bull rush, trip and grapple checks (both while targeting someone with such an ability or being targeted)
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Heavy Armor:
[INDENT] You gain a +4 bonus to strength and constitution, as well as an additional damage reduction of 2/- (which stacks with any X/- damage reduction you might already have). While using this burst your rate of movement is halved (rounded up to the next 5ft.) and you cannot fly at all.
This is more or less better than a barbarian's rage in every way, except for the movement halving.
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These bonuses are improved by +2 for every 3 levels after 4th class level (so +2 at 7, +4 at 10 etc.)
Increases WAY too quickly.
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The following bonuses are in effect no matter what kind of armor you wear:
If you have the light armor specialty you may use dimension door a number of times per encounter equal to your intelligence modifier as a movement or standard action while in Energy Burst. This does not end your turn. Your caster level is equal to your class level;
If you have the medium armor specialty you become immune to poisons, diseases, enchantment spells, death effects and ability damage while in Energy Burst.
If you have the heavy armor specialty you gain an additional damage reduction of 4/- (which stacks with any X/- damage reduction you might already have).
...what.
You know dimension door is a fourth level spell, right? And you're taking away one of the downsides to it, too. Oh, and you're giving it to a mundane class at level 4. No, just no.
The medium armor specialty gives a lot of immunities for level 4.
The heavy armor bonus here is just stupid, especially since this one doesn't specify that it only applies during energy burst. With heavy armor specialization, a craftknight gains damage reduction awfully quickly.
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Enhanced Guardian Spirit: The intense bond the craftknight has formed with his Guardian Spirit improves his spirit to aid you. This enables it to learn an additional spell from any of the other Guardian Spirit’s spell lists at 8th level and every 3 levels thereafter, up to the highest spell level he could cast from his own spell list.
The spirits you've given are just guidlines according to you, so this basically gives them any spell they want.
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High Craft Lord: The skill the Craftknight possesses is worthy to be the topic of legends. He may enchant any weapon as a full round action for up to a +8 bonus, which is only in effect until the weapon leaves his hands, or spend a full round concentrating to change the bonuses the weapon already has (which stacks with enchantments already on the weapon as long as the total enchantments do not surpass the equivalent of a +10 weapon). Further, crafting time for any weapon, armor, wondrous item or weapon enchantment he performs is quartered and no item the Craftknight creates can be sundered.
So basically, any weapon the craftknight holds is a minimum of a +8? I guess I can't really complain, since this is a capstone. It and its previous form, Craftlord, seem to come out of nowhere with no lead-up, though.
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Well, please critisize honestly:
-playable? Over-/underpowered? And if so, what specific parts?
-Interesting enough that anyone might play one?
I really hate to say this, but the class is pretty bad. It has potential, but it's riddled with problems. The balance is incredibly inconsistent, but simply picking the stronger abilities would make this pretty powerful, far stronger than most other mundane classes.