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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    Half past Crazy
    Gender
    Male

    Default The Craftsman [3.5 Prestige Class]

    Craftsman
    "It is the old experience that a rude instrument in the hand of a master craftsman will achieve more than the finest tool wielded by the uninspired journeyman."

    Table: The Craftsman


    Hit Die
    d6.

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

    Skills
    Any 2 Craft skills 6 ranks.

    Feats
    Skill Focus (Craft (any))
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Crafter's Edge, Alchemist, Special Techniques
    2nd
    +1
    +0
    +0
    +3
    Swift Craftsman, Maker’s Knowledge, Power of Gems
    3rd
    +2
    +1
    +1
    +3
    Greater Alchemist, Special Techniques
    4th
    +3
    +1
    +1
    +4
    Power of Gems, Steady Craftsman, Maker's Hands
    5th
    +3
    +1
    +1
    +4
    Master Alchemist, Special Techniques
    6th
    +4
    +2
    +2
    +5
    Pure Skill, Unmake
    7th
    +5
    +2
    +2
    +5
    Expanded Studies, Maker's Hands
    8th
    +6/+1
    +2
    +2
    +6
    Perfect Alchemist, Special Techniques
    9th
    +6/+1
    +3
    +3
    +6
    Power of Gems
    10th
    +7/+2
    +3
    +3
    +7
    Perfect Craftsman, Magnum Opus
    Class Skills
    The craftsman’s class skills (and the key ability for each skill) are Craft (Int), Appraise (Int), Knowledge (Any) (Int), Diplomacy (Cha), Ride (Dex), Profession (Shoppkeeper) (Wis), Concentration (Con).

    Skill Points at Each Level
    6 + Int modifier.

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

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

    Crafter's Edge (Ex)
    The Craftsman gains a +1 bonus to all Craft checks and all Appraise checks. This bonus increases every level, until it reaches +10 at level 10.

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

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

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

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

    • Piercing weapon: Weapon/Bow only. This modifier causes half the damage from the weapon to ignore damage reduction.
    • Padded armor: Armor only. This modifier grants the wearer of the armor DR 2/-.
    • Trapped gear: Weapon/Bow or Armor. The item is treated as having a -1 enhancement bonus (-1 to any to-hit/damage or AC), and sticks to the hand (if a weapon/shield) or the body (if armor). When stuck in this way, it can only be removed by a DC 25 Strength check.

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

    • Flaming weapon: Weapon/Bow only. The weapon is treated as having the Flaming effect.
    • Fortified armor: Armor only. The armor is treated as having the Fortification, Light effect.
    • Finely made: Weapon/Bow or Armor. The item gets +1 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +1.

    These modifiers can be used starting at level 8. Applying one of these effects increases the value of the item by 4000 gp, and increases the Craft DC by 20. Before each check in crafting an item with one of these effects, you must make a DC 30 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span. Items with one of these modifiers pierce DR as if they were magic.

    • Blazing weapon: Weapon/Bow only. The weapon is treated as having the Flaming Burst effect.
    • Spell guard armor: Armor only. The armor grants its wearer SR 13.
    • Perfectly made: Weapon/Bow or Armor. The item gets +2 alchemical bonus to its enhancement bonus; if the item has no enhancement bonus, this makes its enhancement bonus +2.

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

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

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

    • Swift Step: +1 Alchemical bonus to AC (Applies to touch, but not to flatfooted)
    • Sure Aim: +1 Alchemical bonus on To-Hit rolls
    • Striking Fury: +1 Alchemical bonus on Damage rolls.
    • Sturdy Truth: +1 Alchemical bonus to saving throws.
    • Sustain Core: No longer need food/water.

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

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

    These effects can be used starting at level 9. A ring with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.

    • Flame Shield: Fire Resistance 10
    • Animal Heart: Charm Animal at will
    • Unseen Body: +10 competence to Hide

    Greater Alchemist (Ex)
    At level 3, the Craftsman gains the ability to create non-magical versions of certain potions. They can create a potion or oil of any spell from the Craftsman spell list that is eligible to be put in a potion or oil (has one target). Doing this requires a DC 15 + (Spell Level * 3) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is the normal price for a potion of that spell, which is 25 gp * the spell level * the caster level used. They do not need the Brew Potion feat to use this ability. The caster level of the potion is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1.

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

    Maker's Hands (Ex)
    At level 4, the Craftsman learns how to better use his own creations. Any weapon he created gains a +1 untyped bonus to to-hit and damage rolls while he is using them. Any armor he is wearing that he crafted grants him an additional +1 AC. At level 7, these bonuses increase to +2.

    Master Alchemist (Ex)
    At level 5, the Craftsman gains the ability to create non-magical devices that mimic certain wands. They can create any wand of any spell from the Craftsman spell list. Doing this requires a DC 20 + (Spell Level * 5) Craft (Alchemy) check, and is crafted like any other non-magical crafting, using a base value that is 20% of the normal price for a wand of that spell (the normal price is 375 gp * the spell level * the caster level used). They do not need the Craft Wand feat to use this ability. The caster level of the wand is equal to their Craftsman level, which they can choose to lower for this purpose, down to a minimum of double the spells level -1. Wands crafted with this ability have 10 charges, rather than the normal 50. The wands produced are Use Activated, via a small button on the side (standard action to use).

    Pure Skill (Ex)
    At level 6, the Craftsman grows yet more skilled in their craft, able to expend energy to speed up the crafting process. By spending XP equal to the Craft DC * 10 as part of a craft check, the progress made for that craft check is multiplied by 10 and they get a +4 untyped bonus to that craft check. Sources that grant bonus XP for making magic items can have that XP used for this ability.

    Unmake (Ex)
    At level 6, the Craftsman knows how to destroy that which has been created. They gain Improved Sunder as bonus feat. They need not have any of the prerequisites normally required for these feats to select them. In addition, they automatically win the opposed roll to strike at any weapon they crafted on their own. This does not apply with the type of weapon, but with that individual item.

    Expanded Studies (Ex)
    At level 7, the Craftsman devises a new mix of effects. They may add the spells from the Expanded Craftsman spell list to the main Craftsman spell list. They can use Greater Alchemist with the 4th level spells given by this ability, despite potions not going to 4th level.

    Perfect Alchemist (Ex)
    At level 8, the Craftsman gains the ability to create non-magical devices and concoctions that mimic certain wondrous items. They can create any wondrous item on the Craftsman Wondrous Item list. Doing this requires a DC 20 + Caster Level Craft (Alchemy) check, and is crafted like any other non-magical crafting. You do not need the Craft Wondrous Item feat to use this ability, nor do you need to meet any prerequisites to craft the item. The caster level of the wondrous item is equal to the normal caster level for that item.

    Perfect Craftsman (Ex)
    At level 10, the craftsman finds even faster ways of working. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in gp, likewise a week's crafting is now measured in pp. Whenever you spend an hour crafting, a successful check result multiplied by the DC gives you progress in sp. Furthermore, you can divide your time into smaller parts, crafting in just 10 minutes. Whenever you spend 10 minutes crafting, a successful check result multiplied by the DC gives you progress in cp.

    Magnum Opus (Ex)
    At level 10, the craftsman unlocks the ultimate act of alchemy, the philosopher's stone. The Craft (Alchemy) DC for producing it is 50, and it has a "market value" (which is only used to determine the price of materials, and crafting time) of 40,000 gp. The stone is a hollow stone with a small amount of quicksilver inside. It can be used in three different ways:

    • Philosopher's Gear: By coating a Perfectly Made weapon/bow/armor with some of the quicksilver, you transform it into a piece of Philosopher's Gear. The weapon turns to gold (without its strength or weight changing) and the enhancement bonus increases to +3, and provides a +2 Alchemical bonus to all 6 ability scores. This uses up a third of the quicksilver in the stone.
    • Transmute: By coating 500 gp of lead or iron (your choice) in some of the quicksilver, you transform it into 5000 gp of gold or silver (your choice). This uses up a sixth of the quicksilver in the stone.
    • Elixir of Life: By mixing some of the quicksilver with a potion of Cure Light Wounds (either a magical one, or one made by Greater Alchemist), you produce an Elixir of Life. If poured on a dead body that died within the last week, the Elixir restores that body to life (As Raise Dead [CL 10], but with no level/spells loss). If drunk by a living creature, it makes them 1d10+10 years younger. This uses up half of the quicksilver in the stone.

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

    Level 1: Cure Light Wounds, Mage Armor, Magic Weapon, Burning Hands, Expeditious Retreat.
    Level 2: Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Scorching Ray.
    Level 3: Cure Serious Wounds, Dispel Magic, Magic Vestment.

    Expanded Craftsman Spell List
    Higher level Craftsman can use this list for their potions/wands as well. If they have spells known from other classes, those spells cannot be used here.

    1st Level: Silent Image
    2nd Level: Touch of Idiocy
    3rd Level: Fireball
    4th Level: Summon Monster IV (always summons Fire Elemental, Large), Divine Power, Stoneskin

    Craftsman Wondrous Item List
    Craftsman can make the following wondrous items using Perfect Alchemist. Other classes cannot add to this list. Base prices and caster levels are listed in parentheses.
    Elixir of Truth (500 gp, CL 5), Elixir of Vision (250 gp, CL 2), Elixir of Hiding (250 gp, CL 5), Elixir of Fire Breath (1100 gp, CL 11)
    Dust of Dryness (850 gp, CL 11), Dust of Illusion (1200 gp, CL 6), Dust of Tracelessness (250 gp, CL 3)
    Bag of Tricks, Grey (900 gp, CL 3); Pearl of Power, 1st (1000 gp, CL 1); Handy Haversack (2000 gp, CL 9)
    Eyes of the Eagle (2500 gp, CL 3), Cloak of Elvenkind (2500 gp, CL 3)
    Feather Token, Tree (400 gp, CL 12); Silversheen (250 gp, CL 5)
    Marvelous Pigments (4000 gp, CL 15); Carpet of Flying, 5 ft. by 5 ft. (20,000 gp, CL 10)

    Spoiler
    Show
    PLAYING A CRAFTSMAN
    As a craftsman, your biggest ability is to improve the power of those around you, by finding out what they need and making it. You should have no difficulty finding ways to turn your skills to your advantage. The tricky part is finding the time to ply your trade, however every spare hour counts.
    Combat: The craftsman's main "job" (equipping everyone) in combat is done before the battle even starts, but their ability to use anything they make allows them to act where they are needed.
    Advancement: A craftsman's advancement is really based on what they choose to make and use.
    Resources: Craftsmen don't have many external resources to draw upon from their class.

    CRAFTSMAN IN THE WORLD
    Craftsmen are the source of the best arms and armor short of magic in the world. Hence almost any city would welcome a craftsman to ply their craft. When they settle into a city to open shop, they have no difficulty getting customers.
    Daily Life: For an adventuring craftsman, they settle in to get some crafting done while the casters prepare their spells, and yet more during any other downtime. During the day, they would use the various things they have made to assist their comrades. For a more normal craftsman, they spend almost all of their time crafting or running a shop, but most hire someone else to do that part.
    Organizations: Craftsmen have no direct group or clan, however some may band together to make more money.

    NPC Reaction
    Most NPC’s have no reaction to a lower level craftsman, as they just seem to be an above average crafter. As the craftsman uses their more complex abilities, reactions change. People tend to want these better tools. Word spreads, as people start traveling to see, and to buy.

    CRAFTSMAN IN THE GAME
    Craftsmen can really fit into any campaign, as almost any story has room for the guy who makes the powerful weapons. The variety of things they can make ensures that something useful is almost always possible; while the speed abilities make sure the abilities can be used, even in a group with low down time. Craftsmen can be fun to play, but are intended for those who are fine with playing a support role. As long as there is some down time (even just the casters needed time to prepare spells) the craftsman can do its job.

    Adaptation: If your campaign has a big groups of merchants and crafters, think of making this class and its members connected to them in some way.

    Sample Encounter:
    While on the road, the PC’s come across a wandering salesperson, with great things for sale, if they’d like to take a look

    EL 6:
    Aldath Vesem
    NG/Male/Human/Expert 3/Craftsman 3
    Init +0, Senses: Listen -1, Spot -1,
    Languages Common, Dwarven, Elven
    ------------------------------------------------
    AC 12, touch 11, flat-footed 11 (DR 2/-)
    hp 24 (6d6 HD)
    Fort +2, Ref +2, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee
    Base Atk +4, Grp +4
    Atk Options +4 melee (1d6+1, short sword [destroying weapon])
    Combat Gear Padded armor [padded armor effect]
    -----------------------------------------------
    Abilities Str 10, Dex 12, Con 10, Int 14, Wis 8, Cha 12.
    SQ Crafter's Edge, Alchemist, Special Techniques, Swift Craftsman, Maker’s Knowledge, Power of Gems, Greater Alchemist
    Skill Focus (Craft [Armorsmithing]), Skill Focus (Craft [Weaponsmithing]), Skill Focus (Craft [Alchemy]), Skill Focus (Appraise)
    Skills Skills and Feats: Craft (Armorsmithing) +17, Craft (Weaponsmithing) +17, Craft (Alchemy) +17, Craft (Bowmaking) +14, Craft (Gemcutting) +14, Appraise +17, Diplomacy +10, Knowledge (Local) +11.
    Possessions: Padded armor [padded armor effect], short sword [destroying weapon effect], 2 alchemist fires, potion of cure light wounds [non-magical], ring of sustain core, 2 thunderstones, various other items for sale.


    Errata: Special Techniques that apply to weapons can be applied to ammunition. When used in this fashion, the enhancement is reduced to 1/25 of it's normal cost.

    ACFs:
    Spoiler: Lenses of Truth
    Show
    Lenses of Truth:
    Some craftsmen choose to focus their craft on seeing the truth, and so learn to create lenses that allow them to do so.

    Taken at: level 2
    Replaces: Power of Gems.

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

    • Know Magic: Can see magic auras, and identify their schools as if they had cast detect magic.
    • Spy Ingress: Can detect poisons and disease.
    • Simple Sight: +4 bonus on Spot and Search.

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

    • Catch Lies: Can see when someone deliberately and knowingly speaks a lie.
    • Graze Emotions: Can detect basic needs, drives, and emotions of those viewed.
    • Sense Morality: Can see what someone alignment is.

    These effects can be used starting at level 9. A lens with one of these effects has a value of 10000 gp, and is made with the Craft (Gemcutting) skill with a Craft DC of 35. Before each check in crafting one of these items, they must make a DC 25 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.

    • Life Sight: Can detect life status of creatures viewed (Living, dead, undead, non-living [construct/plant/etc]. Also includes if they are pregnant).
    • Inform Power: Can determine roughly how many hit dice those viewed have (1-3, 4-6, 7-9, 10-12, 13-15, 16-18, 19-21, or higher then that).
    • Pure Vision: Can see everything as it really is (as per True Seeing).

    Spoiler: Cold Craftsman
    Show
    Some craftsmen choose to focus their craft on frost instead of flame.

    Taken at: level 3
    Replaces: Flaming weapon Technique, Blazing weapon Technique, Flame Shield Power of Gems ring, Burning Hands, Scorching Ray, Fireball.

    In the place of these items and spells, the craftsman gains the following:

    Special Techniques (Ex):
    Add these techniques to the listed levels.

    Level 5
    Freezing weapon: The weapon is treated as having the Frost effect.

    Level 8
    Artic weapon: The weapon is treated as having the Icy Burst effect.

    Power of Gems (Ex):
    Add the following effect to the set at level 9.

    Frost Shield: Cold Resistance 10

    Add the following spells to the Craftsman Spell List: Artic Hands (Burning Hands), Freezing Ray (Scorching Ray). They act exactly like the spell noted, except they deal cold damage instead of fire damage.

    Add the following spell to the Expanded Craftsman Spell List: Iceball (Fireball). It acts exactly like the spell noted, except it deals cold damage instead of fire damage.


    Craftsman Feats:
    Spoiler: Feats
    Show
    Masters Techniques:
    Prerequisites: Special Techniques class feature.
    Benefit: You can apply a Technique to an item that you are also making masterwork, or apply 2 Techniques to the same item.
    Normal: You can only apply 1 Technique to an item, and the item may not be masterwork.

    Deeper Alchemy:
    Prerequisites: Greater Alchemist class feature.
    Benefit: Select one spell from the Sorcerer/Wizard spell list. The spell chosen must not be of the Necromacy or Divination schools, and must be of 3rd level or lower. You may add that spell to your Craftsman spell list.
    Special: You can gain Deeper Research multiple times. Each time you take the feat, it grants a different spell.

    Multiple Trades:
    You have a firm grasp of two normally separate crafting methods.
    Prereqs: Must have taken a craftsman alternate class feature OR must have had the chance to take a craftsman alternate class feature but didn't take it.
    Benefit: Choose one of the following benefits:
    -Select a craftsman alternate class feature you possess. You gain the class feature(s) it replaces, without losing the alternate class feature.
    -Select a craftsman alternate class feature could have taken. You gain that alternate class feature, without losing the class feature(s) it replaces.
    Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new craftsman alternate class feature.


    Special:
    I have made some other homebrew that interacts with this class in some way. I will mirror it here.

    Spoiler: Misc
    Show
    Lifeborn:

    Lifeborn aren’t an item strictly speaking, but it might as well be one. Lifeborn are a simple form of created life. They act as a miniature servant to their creator. They are rather weak, but make effective spies or assistants. They can speak and understand common, but well enough to ask/provide and understand simple questions, explanations, and instructions. They always follow any instructions given to them by their creator. The stats of a lifeborn are as follows:

    Tiny (alignment matches creator) Magical Beast
    Init: +0, 10 HP (1d10), AC 10 (T: 10, FF: 10);
    Spd: 30 ft., Fort +0, Ref +0, Will -2;
    BAB: +1, Atk: None;
    Hide +4, Listen +4, Move Silently +4, Spot +4;
    Sustenance (don’t need food or water), darkvision 60′ and low-light vision;
    Str 10, Dex 10, Con -, Int 3, Wis 3, Cha 3.

    In addition, they have one of the following abilities, chosen by their creator during creation:

    Combat: The lifeborn has a hard metal coating. Their AC gains a +4 armor bonus, and they can make slam attacks (+1, 1d6 damage)
    Magic: The lifeborn has runes etched into it. They can cast Burning Hands and Minor Image, each 1/day as a spell-like ability.
    Blessed: The lifeborn has a slight gold tint. They can cast Cure Light Wounds and Bless, each 1/day as a spell-like ability.
    Skilled: The lifeborn has small arms at its sides. They can make Craft, Perform and Profession checks at +0, ignoring their ranks and ability scores.
    Winged: The lifeborn has small wings on its top. They gain a fly speed of 10′ (perfect).

    Lifeborn can’t live forever. Exactly a year and a day after their creation, a lifeborn crumbles into dust. This time can be reset by repairing aging damage on the lifeborn, a process taking 1 week and 2000 gp and a DC 20 Craft (Alchemy) check.

    Price: 9000 gp
    Crafting: Craft (alchemy) DC 25, must cast arcane eye and spend 300 xp at the end; or Craft (alchemy) DC 35, uses up the entirety of the quicksilver in a philosopher’s stone (see Magnum opus, Craftsman).

    Endless quiver:
    This quiver appears to be a well worn quiver with 20 mundane arrows in it at first, but it hides a secret. No matter how many arrows you take out of the quiver, it always has 20 arrows in it because arrows taken out are magically replaced. Any arrow taken out vanished 2 rounds after being drawn.

    SPECIAL: Craftsman can make this item using Perfect Alchemist.

    Faint conjuration; CL 5th; Craft Wondrous Item, minor creation; Price 1,200 gp; Weight — lb.
    Last edited by qwertyu63; 2017-10-30 at 10:55 AM. Reason: Adding Magnum Opus

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  2. - Top - End - #2
    Dwarf in the Playground
     
    RedWizardGuy

    Join Date
    Oct 2011
    Location
    texas
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    Default Re: The Craftsman [3.5 Prestige Class]

    This looks great, what was your reasoning for making this class?

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Nov 2009

    Default Re: The Craftsman [3.5 Prestige Class]

    haven't taken a close look but 5+Int skill points immediately strikes me as highly irregular.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
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    Half past Crazy
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    Default Re: The Craftsman [3.5 Prestige Class]

    Quote Originally Posted by sreservoir View Post
    haven't taken a close look but 5+Int skill points immediately strikes me as highly irregular.
    Uh... that's because it was supposed to say 6. Thanks for catching that typo.

    Quote Originally Posted by ra88 View Post
    This looks great, what was your reasoning for making this class?
    I was trying to create a mundane craftsman, that could create really good stuff. I'm tempted to add more levels, and maybe turn it into a base class as opposed to a PrC.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Mar 2011
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    Arse end of nowhere, UK
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    Male

    Default Re: The Craftsman [3.5 Prestige Class]

    Hrmmm.......

    OK then, I have much respect/sympathy for anyone trying to make a crafter class, be it base or PrC. I've done one myself, and they're....awkward.

    Before I say anything else, 6+int skills and only appraise, craft and knowledges...do you hate skills THAT MUCH!? Concentration should be there, along with profession, diplomacy (bartering and such), use rope (maybe, depending on crafts I guess) and ride (because just about anyone can learn to ride a horse!). Anyhow, moving swiftly on...

    The main trouble you have is that if you want a mundane crafter, then they really can't do much. You've given a few nice abilities to add to weapons & armour, and for that I say 'Very well done sir!', but alas, it's still rather lack-lustre. As an NPC class, it would seriously rock sox, but it's not a PC option by any stretch just now, unsure of your intention with such. Granted, a level 3 expert can take this, so it has a definite place for 'master craftsmen', but the fact that you cannot make it masterworked means the lovely weapons and armour you have at levels 6-8 will be redundant by level 9 (the only exception to that being the Piercing weapon ability, which in the hands of a focused charger would become truly and utterly devastating for some opponents...). I would personally say that although they cannot be masterworked, they count as being such for the purposes of enchanting, etc.

    Where I really liked the class was at level 9 with Master's Knowledge, where suddenly your smithy goes berserk with a Jovar and fullplate, because he can.

    As such, I have 2 suggestions, depending upon what you're aiming for this to do:

    Suggestion 1. (NPC)
    Make it an NPC PrC, give it some fluff, and grin like a maniac because it will be the best NPC class EVER

    Suggestion 2. (PC)
    Beef it up, put skill requirements to 8 ranks, allow proficiency for crafted items from very early in the game (level 2-4 at most), expand the list of abilities you can grant to weapons and armour, perhaps staggered to 3rd, 6th & 9th so you can create more potent abilities (you could even allow for alchemy to take the place of spells in some way, so you could create essentially 'mundane enchantments', therefore opening up the possibility of using the magic items table for a mundane object...pre-emptive drool...), work up a capstone for level 10 (perhaps improve their auto-proficiency so they gain additional benefits when wearing their own kit or something..?) and give these guys a bonus to sunder checks PLEASE!!! If they can make it, they can break it.

    Whereas I doubt it will help much, check out my Sagacious Defender of the Forge PrC (in sig) on the off-chance it inspires something. It's a divine caster route to pre-eminent craftsmanship but it may tickle an idea or two for you, so delve and loot as you see fit!

    I like what you've done so far, and I think it has potential, but just now, I have never had a character (and I've played a few creator types in my time) who would want this if they had the choice of a PC class/PrC instead.
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    Default Re: The Craftsman [3.5 Prestige Class]

    Quote Originally Posted by Veklim View Post
    Hrmmm.......

    OK then, I have much respect/sympathy for anyone trying to make a crafter class, be it base or PrC. I've done one myself, and they're....awkward.

    Before I say anything else, 6+int skills and only appraise, craft and knowledges...do you hate skills THAT MUCH!? Concentration should be there, along with profession, diplomacy (bartering and such), use rope (maybe, depending on crafts I guess) and ride (because just about anyone can learn to ride a horse!). Anyhow, moving swiftly on...
    All right then.

    Quote Originally Posted by Veklim View Post
    The main trouble you have is that if you want a mundane crafter, then they really can't do much. You've given a few nice abilities to add to weapons & armour, and for that I say 'Very well done sir!', but alas, it's still rather lack-lustre. As an NPC class, it would seriously rock sox, but it's not a PC option by any stretch just now, unsure of your intention with such. Granted, a level 3 expert can take this, so it has a definite place for 'master craftsmen', but the fact that you cannot make it masterworked means the lovely weapons and armour you have at levels 6-8 will be redundant by level 9 (the only exception to that being the Piercing weapon ability, which in the hands of a focused charger would become truly and utterly devastating for some opponents...). I would personally say that although they cannot be masterworked, they count as being such for the purposes of enchanting, etc.

    Where I really liked the class was at level 9 with Master's Knowledge, where suddenly your smithy goes berserk with a Jovar and fullplate, because he can.
    You know, I swear I typed that in there the first time.

    Quote Originally Posted by Veklim View Post
    As such, I have 2 suggestions, depending upon what you're aiming for this to do:

    Suggestion 1. (NPC)
    Make it an NPC PrC, give it some fluff, and grin like a maniac because it will be the best NPC class EVER

    Suggestion 2. (PC)
    Beef it up, put skill requirements to 8 ranks, allow proficiency for crafted items from very early in the game (level 2-4 at most), expand the list of abilities you can grant to weapons and armour, perhaps staggered to 3rd, 6th & 9th so you can create more potent abilities (you could even allow for alchemy to take the place of spells in some way, so you could create essentially 'mundane enchantments', therefore opening up the possibility of using the magic items table for a mundane object...pre-emptive drool...), work up a capstone for level 10 (perhaps improve their auto-proficiency so they gain additional benefits when wearing their own kit or something..?) and give these guys a bonus to sunder checks PLEASE!!! If they can make it, they can break it.
    You've got me drooling over that idea of mundane "magical" items... I'm going that way with it then.

    Quote Originally Posted by Veklim View Post
    Whereas I doubt it will help much, check out my Sagacious Defender of the Forge PrC (in sig) on the off-chance it inspires something. It's a divine caster route to pre-eminent craftsmanship but it may tickle an idea or two for you, so delve and loot as you see fit!

    I like what you've done so far, and I think it has potential, but just now, I have never had a character (and I've played a few creator types in my time) who would want this if they had the choice of a PC class/PrC instead.
    That DotF gives me some ideas. The "Never dally" power was something I was going to put here, but couldn't figure out how to word. I may have to steal that.

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    Default Re: The Craftsman [3.5 Prestige Class]

    Quote Originally Posted by qwertyu63 View Post
    You know, I swear I typed that in there the first time.
    Heh, no worries. At least it got tagged early!

    Quote Originally Posted by qwertyu63 View Post
    You've got me drooling over that idea of mundane "magical" items... I'm going that way with it then.


    Quote Originally Posted by qwertyu63 View Post
    That DotF gives me some ideas. The "Never dally" power was something I was going to put here, but couldn't figure out how to word. I may have to steal that.
    Carry on dude, glad something there was useful to you.

    EDIT:
    The class is starting to look a lot nicer now, without actually too much tweak. This is good
    Suggest (for aesthetics more than anything, and because the word knowledge is a little too frequent just now imo!) that you change the names for artisan's, special and secret knowledges. Maker's Knowledge is fine, but then perhaps call the forging stuff Advanced Techniques, Special Techniques and Secret Techniques, then you just need to put 'Techniques' in the table 3 times, and refer to the entry for each separate 'level', means you only need the 'not masterwork but counts as if' clause once. Just saves on clutter

    May I suggest you merge the bonus to appraise from Eye For Value with the nicely scaling Crafting Edge bonus (maybe call it Crafter's edge to make more sense?), and make Eye For Value the estimation bonus with something more akin to a detect magic at 7th, followed by something more like analyse dweomer at 9th? Would give the Craftsman utility as the 'I know what that is!' guy, and cut down on lots of numbers in the special part of the table (which makes it slightly harder to read, and honestly I've just never liked too many numbers in that section, that's what the description is for?! <- personal peeve, apologies )

    Also, put the [Ex] descriptor on the abilities, will help clarity tremendously. Fluff needs a bit more fluffing but editing is pretty good. Expect me to periodically stick my nose in if you don't mind!

    Random aside.
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    You know, this PrC would fit into the world I built my SDotF for really rather beautifully, never had a mundane class for all the workers who weren't casters....heh.
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    Default Re: The Craftsman [3.5 Prestige Class]

    You might want to look at the Master class in the Dragonlance campaign setting to steal some ideas. They basically get the ability to make master-craft master-crafted items in tiers to a max of +5 to attack roles +10 to skill checks and Armour pentaty lowered by 5 cost also goes up by a fair amout. As well as item base cost reduction and the lightly fluffy ability of dc15 appraise or appropriate knowledge checks to learn the items maker as you craft man ship become so renowned. You might also want to steal some things from the Exemplar class(though I don't see much) as well though the Master class does it better IMHO.

    Some of the craft based abillites that add/replicate normally magic only abillites are something I'd steer away from unless you add an ability to craft magic items with out needing to be magical your self they seem to push the boarder of what a extraordinary crafting and what's magic. I'm talking mostly about the more flashy flaming weapon than any of the others by my point stands. If you where to add this I'd just treat the characters total level caster level for making magic arms and Armour or other craft appropriate items (rather than the battle casters level x3 that lets you on a cleric build have a caster level of 30 at level 20 for making arms and Armour)and use a mechanic like the artificers but using the craft skill not UMD(removing the need for a magical cohort or willing PC to let you use you class feature) . This is how ever just my views and a few allready made WoTC classes that do similar things.

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    Default Re: The Craftsman [3.5 Prestige Class]

    What's wrong with non-magical alchemical items? About the only thing it does is overcome antimagic field and disenchanting, the former of which is a broken auto-success spell (really no SR or save?).
    Besides that, what is so magical about making a flaming sword. It would be as simple as coating a sword with oil in real medieval times (in fact have you seen what basically amounts to real life fire dancers (speaking of which I know have a new class idea)). And in D&D it could be as simple as having a tube filled with oil in a hilt. Press a button and flaming sword.

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    Default Re: The Craftsman [3.5 Prestige Class]

    Arise thread long since dead, come back to the land of the living!

    I'm bringing this back, in order to show off the remake. The class has had 5 levels dropped, and their features folded into the 5 that remain. What do you all think?

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Crafters need Soul Gems
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by LordErebus12 View Post
    Crafters need Soul Gems
    Uh... no, no they don't. By default, those would help none. Nowhere in any of this classes features does it spend XP.

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by qwertyu63 View Post
    Uh... no, no they don't. By default, those would help none. Nowhere in any of this classes features does it spend XP.
    didnt most magical items require Exp for magical item creation?
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by LordErebus12 View Post
    didnt most magical items require Exp for magical item creation?
    Read again. This guy doesn't make magic items.

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by qwertyu63 View Post
    Read again. This guy doesn't make magic items.
    more than half the players entering this class are casters, is it not within the realms that a craftsman can also make magical items? just trying to inspire you, idk.

    For instance, pathfinder has this handy little feat that opens the floodgates on the class.

    Master Craftsman
    Your superior crafting skills allow you to create simple magic items.

    Prerequisites: 5 ranks in any Craft or Profession skill.

    Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

    You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

    Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by LordErebus12 View Post
    more than half the players entering this class are casters, is it not within the realms that a craftsman can also make magical items? just trying to inspire you, idk.
    Now that is true. I was saying the class itself didn't do magic, but you are right in saying that a good number of players taking it will have item creation feats and the ability to use them. Now that that's cleared up, yeah those gems could be of use.

    Quote Originally Posted by LordErebus12 View Post
    For instance, pathfinder has this handy little feat that opens the floodgates on the class.

    Master Craftsman
    Your superior crafting skills allow you to create simple magic items.

    Prerequisites: 5 ranks in any Craft or Profession skill.

    Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

    You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

    Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
    Ooh. I'll have to look up the rules its talking about, as I don't play PF, but I might have to steal some of that, or apply it in some fashion.

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Hrm, thread title say crafting feats yet there's only a reprint of a PF feat. :x

    Anyways, it looks nice but it still feels kinda underwhelming. Maybe if you could get in earlier or something, as it doesn't really scale so good for keeping up with higher levels. I'd say it's definitely a candidate for level 3 entry (i.e. Expert 2/Craftsman X), which would nicely put this more in relevant power levels. Maybe add Skill Focus(Craft(whatever)) on there for good measure to show you actually give 2 ****s about entry, a special requirement that you have masterwork tools and a 5 year apprenticeship or something like that.

    Greater Alchemist should scale and be able to produce higher power potions as by the time you get it, potions are capping out in power, my earlier entry suggestion used or no. I would say make the DC +5-15 higher per spell level higher, so DC 30-40 for 2nd, 35-55 for 3rd. A dedicated alchemist could get that with a bit of effort and it shows you can make relevant creations for your perceived power. Also perhaps tack on Augmented Alchemy at some point as it's kinda pointless how weak the feat is epically that a professionally trained alchemist shouldn't be able to pull it off.

    Power of Gems seems both kinda ridiculous and beyond the realm of extraordinary abilities, as I don't know how you can justify a nonmagic gem on a ring making you harder, better, faster or stronger. Also given that it doesn't suck up a ring slot, so you've made a cheap alternative to normal stat enhancers that will stack with them, since your bonus is unnamed. It also seems out of place, as the rest of the PrC has been all about weaponsmithing, alchemy and armor artifice and suddenly Gem Crafting! Seems something that should be spun off as its own PrC, something like Mind's Eye's Crystal Master.

    One with Creations seems underwhelming and out of place, as this PrC has been all about being a good craftsman and suddenly we get a combat focused ability? I'd move it down and put something else here, like a technological breakthrough or innovation. The ability to craft devices that act like wands or staves but do their thing nonmagically, so basically magitech more or less. Just throwing things out there.

    This has potential as a NPC PrC, it just needs some buffing to get it really going.
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by Cieyrin View Post
    Hrm, thread title say crafting feats yet there's only a reprint of a PF feat. :x
    There were other feats, but I removed them, and the title refuses to change back. I'm adding feats in now though, so there you have it.

    Quote Originally Posted by Cieyrin View Post
    Anyways, it looks nice but it still feels kinda underwhelming. Maybe if you could get in earlier or something, as it doesn't really scale so good for keeping up with higher levels. I'd say it's definitely a candidate for level 3 entry (i.e. Expert 2/Craftsman X), which would nicely put this more in relevant power levels. Maybe add Skill Focus(Craft(whatever)) on there for good measure to show you actually give 2 ****s about entry, a special requirement that you have masterwork tools and a 5 year apprenticeship or something like that.
    So, I should lower the skill requirements, and add on a feat prereq? Sounds fine to me. Not so sure about the "5 year apprenticeship" thing though. I tend to be against story prereqs.

    Quote Originally Posted by Cieyrin View Post
    Greater Alchemist should scale and be able to produce higher power potions as by the time you get it, potions are capping out in power, my earlier entry suggestion used or no. I would say make the DC +5-15 higher per spell level higher, so DC 30-40 for 2nd, 35-55 for 3rd. A dedicated alchemist could get that with a bit of effort and it shows you can make relevant creations for your perceived power. Also perhaps tack on Augmented Alchemy at some point as it's kinda pointless how weak the feat is epically that a professionally trained alchemist shouldn't be able to pull it off.
    No comments, that's just a good idea.

    Quote Originally Posted by Cieyrin View Post
    Power of Gems seems both kinda ridiculous and beyond the realm of extraordinary abilities, as I don't know how you can justify a nonmagic gem on a ring making you harder, better, faster or stronger. Also given that it doesn't suck up a ring slot, so you've made a cheap alternative to normal stat enhancers that will stack with them, since your bonus is unnamed. It also seems out of place, as the rest of the PrC has been all about weaponsmithing, alchemy and armor artifice and suddenly Gem Crafting! Seems something that should be spun off as its own PrC, something like Mind's Eye's Crystal Master.
    Thank you for pointing out the typo there. It's supposed to take up the ring slot. As to the "suddenly gemcrafting", I was going to have something with gems come up sooner, but I couldn't think of anything. In any case, the gem is just part of the ring. This class is pushing the limits of what alchemy can do. In this case, tying it to a ring to boost the wearers innate abilities.

    Quote Originally Posted by Cieyrin View Post
    One with Creations seems underwhelming and out of place, as this PrC has been all about being a good craftsman and suddenly we get a combat focused ability? I'd move it down and put something else here, like a technological breakthrough or innovation. The ability to craft devices that act like wands or staves but do their thing nonmagically, so basically magitech more or less. Just throwing things out there.

    This has potential as a NPC PrC, it just needs some buffing to get it really going.
    One with Creations was born from Veklim's line "perhaps improve their auto-proficiency so they gain additional benefits when wearing their own kit or something" but I see your point. As for balancing non-magic wands... I think I can do that. You sir, have just sparked some ideas.

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Since this has become a 5 level PrC it needs to be more concentrated honestly. You could always give them a 1st level ability which adds their class level to damage and AC for their own kit, and apply the same bonus to hardness/saves for items you make. A small, scaling numeric bonus to combat and item survivabilty makes more sense than scattered abilities with one-off enhancements.

    With regards to the potions thing, I think Cieyrin is right on the money. Glad my PrC offered something to the mix, I did have a thought for an advancement of the ability though, which allows crafting on an hourly basis for result x cp. This would allow nearly 'on the fly' crafting, giving you something to do whilst the spellcasters prepare for the day, eat lunch or otherwise doss about being all magey....ahem.

    One more thing for now, as I'm posting via (not-so)smart phone...shouldn't they have Profession as a skill? They ARE consumate professionals, nay, artisans after all...
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Odd, I say your name, and then you post... I didn't know you were a high level Truenamer.

    Quote Originally Posted by Veklim View Post
    Since this has become a 5 level PrC it needs to be more concentrated honestly. You could always give them a 1st level ability which adds their class level to damage and AC for their own kit, and apply the same bonus to hardness/saves for items you make. A small, scaling numeric bonus to combat and item survivabilty makes more sense than scattered abilities with one-off enhancements.
    Nothing to say here, I'm thinking.

    Quote Originally Posted by Veklim View Post
    With regards to the potions thing, I think Cieyrin is right on the money. Glad my PrC offered something to the mix, I did have a thought for an advancement of the ability though, which allows crafting on an hourly basis for result x cp. This would allow nearly 'on the fly' crafting, giving you something to do whilst the spellcasters prepare for the day, eat lunch or otherwise doss about being all magey....ahem.
    *Scootaloo voice* I'm liking this idea. *end voice* I might have to make that a feat part of the feature...

    Quote Originally Posted by Veklim View Post
    One more thing for now, as I'm posting via (not-so)smart phone...shouldn't they have Profession as a skill? They ARE consumate professionals, nay, artisans after all...
    Really, the Profession skill is for all lines of work that don't produce things, which is the polar opposite of this class.

    EDIT: I need help naming the "non-magic wand making" feature. Any ideas?
    Last edited by qwertyu63; 2012-08-26 at 08:47 AM.

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    So...

    Why are the existing low power crafting classes insufficient?

    We already have, as low powered, plausibly crafting focused base classes:

    Expert
    Healer
    Magewright
    Mlar
    Adept
    Master (which can have a crafting focus)

    Do we need another??

    If you want to flesh out towns... do something like this...

    http://www.myth-weavers.com/showthre...40#post5194640

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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by Gavinfoxx View Post
    So...

    Why are the existing low power crafting classes insufficient?
    Because their stuff, and by extension them, become useless the moment magic stuff shows up. This class avoids that problem.

    If you want to flesh out towns... do something like this...

    http://www.myth-weavers.com/showthre...40#post5194640
    Fleshing out towns was never the plan here. The point was simply to "create a mundane craftsman, that could create really good stuff"

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  23. - Top - End - #23
    Firbolg in the Playground
     
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Uh, from that list I made, only Expert and Master - Craftsman are mundane. All of the others are magical in nature, and thus can and do benefit from taking magical feats... So you have your nonmagical crafters and your magical crafters...

    And it sounds like you want classes that don't use magic for some reason? D&D is an absurdly magical setting and system, what is your goal for making non-magical stuff able to pretend to be magical, or attempt to be useful in any given field without magic?
    Last edited by Gavinfoxx; 2012-09-08 at 11:39 PM.

  24. - Top - End - #24
    Bugbear in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Many people want to play lower magic settings, where the idea of high level spells are closer to myth than hard fact. In such settings, it's nice to have someone who can craft exceptional weaponry and armour, because then the low magic feel can keep up with the stuff thrown at you.

    Honestly, I hate the idea that to be REALLY good at ANYTHING in standard 3.5, you need magic of some sort. It's actually quite insulting. Go through some classic fantasy literature some time and tell me, of all the weaponry which is named (i.e. equivalent of enchanted weaponry) how many of them were crafted by a wizard (or other magic/spellcasting type) and how many of them were crafted by a master smith?
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    Ogre in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    using this ability for my artificer, with the following changes...

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

    • Serrated weapon: Weapon only. This modifier gives the weapon a +1 to all damage rolls.

    • Flowing armor: Armor only. This modifier reduces the Arcane Spell Failure chance of the armor by 5%.

    • Lightly formed: Weapon or Armor. This modifier reduces the weight of the item by 10%.

    At later levels, these modifiers can be used as well. Applying one of these effects increases the value of the item by 900 gp instead of 300 gp, and increases the Craft DC by 10. Before each check in crafting an item with one of these effects, you must make a DC 20 Craft (Alchemy) check. Failure of that check means no progress was made on the item for that time span.

    • Flaming Runes: Weapon only. The weapon is treated as having the Flaming effect. The flaming effect deals an additional 1d4 fire damage on a successful hit, Runes along the weapon flashing with fire. This stacks with any other source of magical fire, as such from the Flaming magical weapon quality.

    • Fortified armor: Armor only. The armor is treated as having the Light Fortification effect, stacking with any other Fortification (including another light).

    • Finely made: Weapon or Armor. The item is treated as having a +1 enhancement bonus, stacking with any other enhancement bonus the item may have.

    • Frost Runes: Weapon only. The weapon is treated as having the Frost effect. The frost effect deals an additional 1d4 cold damage on a successful hit, Runes along the weapon flash, causing the weapon to get lightly frosted. This stacks with any other source of magical cold, as such from the Frost magical weapon quality.

    • Shocking Runes: Weapon only. The weapon is treated as having the Shocking effect. The shocking effect deals an additional 1d4 electricity damage on a successful hit, Runes along the weapon discharging static electricity. This stacks with any other source of magical electricity, as such from the Shocking magical weapon quality.
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  26. - Top - End - #26
    Ogre in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Arise thread long since dead, come back to the land of the living!

    I'm bringing this back once again in order to get some opinions on the new changes. Master Alchemist has been cut to 10 charges, instead of 50, and had a huge price drop. Power of Gems has been expanded, and now starts at level 2.

    What do you all think?

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  27. - Top - End - #27
    Bugbear in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by Veklim View Post
    Many people want to play lower magic settings, where the idea of high level spells are closer to myth than hard fact. In such settings, it's nice to have someone who can craft exceptional weaponry and armour, because then the low magic feel can keep up with the stuff thrown at you.

    Honestly, I hate the idea that to be REALLY good at ANYTHING in standard 3.5, you need magic of some sort. It's actually quite insulting. Go through some classic fantasy literature some time and tell me, of all the weaponry which is named (i.e. equivalent of enchanted weaponry) how many of them were crafted by a wizard (or other magic/spellcasting type) and how many of them were crafted by a master smith?
    well, since you need magic to be good at anything, those smiths must necessarily have been wizards or other magic/spellcasting types. self-consistent, it is, but for a certain matter of fluff.

  28. - Top - End - #28
    Ogre in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Quote Originally Posted by sreservoir View Post
    well, since you need magic to be good at anything, those smiths must necessarily have been wizards or other magic/spellcasting types. self-consistent, it is, but for a certain matter of fluff.
    Stop right there. That very thought is, in my opinion, the biggest issue with 3.5. I know the rules work like that, but that is a problem to be fixed, not something to be embraced. I like the idea of the smith who forges the blade of power, not via magical might, but through blood, sweat and tears. That is why this class exists.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  29. - Top - End - #29
    Ogre in the Playground
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Arise thread long since dead, come back to the land of the living!

    I'm bringing this back once again in order to get some opinions on the new levels. The class has grown back out to 10 levels, picking up a bunch of new recipes and even more speed on the crafting. Wondrous items are now within his grasp... Some of them anyway.

    What do you all think?
    Last edited by qwertyu63; 2013-01-20 at 09:56 AM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  30. - Top - End - #30
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    Default Re: The Craftsman [3.5 Prestige Class] and Crafting Feats

    Arise thread long since dead, come back to the land of the living! (With all this raise dead, you would think I am a necromancer.)

    I still need opinions on the new levels, but now I also need opinions on the new class feature I just added (Maker's Hands).

    What do you all think?

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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