Fruchtkracher
2011-06-08, 11:25 AM
The Craftknight
"The honour of a Craftknight is unbreakable!"
-- a random Craftknight
http://1.bp.blogspot.com/-d6eLMiBPu80/TW6oO7LVg_I/AAAAAAAABEw/XCoXF1E8-BI/s1600/ManatArms.jpg
The Craftknight is a melee-class fighter that holds high ideals not very different from a Paladin, albeit much simpler and more practically. They forge a pact with a guardian spirit which in turn helps them forging weapons and armor, as well as aiding them in battle.
Adventures: Most Craftknights journey out to improve their skills or help those in need. Others seek to aquire fame and fortune, while others simply seek to see the world. In short, the reasons to journey for a Craftknight are endless.
Characteristics: The Craftknight specialises in crafting and fighting with several special weapon skills gained in the course of his career. He can both stand in the front smiting his foes or stay behind destroying his enemies, though most options a Craftknight has are for melee.
In form of a Guardian Spirit the Craftknight gains a few spells from a very limited spell selection to aid him in battle.
Alignment: ] Any – while most Craftknights follow a higher ideal and as such have lawful and/or good tendencies , some are freespirited, some are evil and corrupt (though those are a minority).
Religion: Craftknights favour those deities which in turn favour crafting or battle.
Races: Dwarves and their affinity to metal-crafting and ability to focus on work, while also enjoying a good fight feel most drawn to Craftknights. Quite a few humans have the gift for crafting as well as the determination to focus their whole life to become Craftknights and as such are nearly as likely to at least try to become Craftknights. Elves that spend an eternity crafting might also become Craftknights. Few gnomes and halflings posses the ability to focus on the hardships a life as a Craftknight brings with it, and most half-orcs simply do not have the patience to spend time learning to master crafting.
GAME RULE INFORMATION
Craftknights have the following game statistics.
Abilities: A Craftknight has use for many abilities: A high strength benefits him in the way it would any front-liner. The same goes for constitution, which also provides an emergency healing. Those who focus on light or medium armor will not want to neglect dexterity, ‘less.they want to risk low AC.
Intelligence boosts their craft-skill as well as some weapon skills and some powers their guardian spirit might posses.
Alignment: Any lawful – a Craftknight follows a higher ideal, though which may differ, as well as the way they pursue it.
Hit Die: d10
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|
+1|
+2|
+0|
+0|Craftknight in training, Weapon Specialisation, Guardian Spirit
2nd|
+2|
+3|
+0|
+0|Armor Specialisation
3rd|
+3|
+3|
+1|
+1| Battleforged, Weapon Specialisation
4th|
+4|
+4|
+1|
+1|Burst of Energy
5th|
+5|
+4|
+1|
+1| Weapon Specialisation, Improved Armor Specialisation
6th|
+6/+1|
+5|
+2|
+2| Battleforged
7th|
+7/+2|
+5|
+2|
+2| Burst of Energy +2
8th|
+8/+3|
+6|
+2|
+2| Enhanced Guardian Spirit, Weapon Specialisation
9th|
+9/+4|
+6|
+3|
+3| Armor Specialisation, Improved Armor Specialisation, Battleforged
10th|
+10/+5|
+7|
+3|
+3| Weapon Specialisation, Burst of Energy +4
11th|
+11/+6/+1|
+7|
+3|
+3| Enhanced Guardian Spirit
12th|
+12/+7/+2|
+8|
+4|
+4| Battleforged, Weapon Specialisation
13th|
+13/+8/+3|
+8|
+4|
+4| Improved Armor Specialisation, Burst of Energy +6
14th|
+14/+9/+4|
+9|
+4|
+4| Enhanced Guardian Spirit
15th|
+15/+10/+5|
+9|
+5|
+5| Weapon Specialisation, Battleforged
16th|
+16/+11/+6/+1|
+10|
+5|
+5| Burst of Energy +8, Craftlord
17th|
+17/+12/+7/+2|
+10|
+5|
+5| Improved Armor Specialisation, Enhanced Guardian Spirit, Weapon Specialisation
18th|
+18/+13/+8/+3|
+11|
+6|
+6| Armor Specialisation, Battleforged, Improved Weapon Specialisiation
19th|
+19/+14/+9/+4|
+11|
+6|
+6| Burst of Energy +10
20th|
+20/+15/+10/+5|
+12|
+6|
+6| Weapon Specialisation, Enhanced Guardian Spirit, High Craftlord [/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
An Craftknight’s class skills (and the key ability for each skill) are Appraise(Int), Balance (Dex), Climb(Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Forgery(Int), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Tumble (Dex), Use Magic Device(Cha).
"The power of a Craftsknight lies neither in his weapon, nor in his skill or his companions. It’s the combination of all that makes him allmighty!"
CLASS FEATURES
Your training in creating and using weapons and armor makes you a competent frontliner or skirmisher, depending on the abilities you choose. Your Guardian Spirit lears a few spells as it grows to assist you in battle.
Weapon and Armor Proficiency: The Craftknight gains proficiency with all simple and martial weapons. He gains proficiency with all armor, but not with shields.
Spells: While the Craftknight on its own can’t cast spells his guardian spirit is able to, from a very limited list.
Guardian Spirit: The Guardian Spirit is a creature from a different plane that is bound to you, in order to help you in battle or in crafting. In general friendly or helpful to you, they posses no body, and as such cannot be harmed in any way, nor can they assist you physically. However, each can use a number of spells. Each Guardian Spirits starts with one spell at first level and learns an aditional spell every 2 levels after that. The Spirit can take any appearance the player desires with a maximum size of medium. It cannot stray further than 60ft. from the Craftknight and normaly floats around him somewhere in reach. Indicated are the levels at which the spirit learns to cast which spell, and the stat used for DCs. Caster Level equals the Craftknights classlevel. For save DCs against the spells the Guardian Spirit casts use the mental scores of the Craftknight.
Spirit of Light(wisdom):
1 – Cure light wounds
3 – Hold Person
5 – Silence
7 – Seering Light
9 – Cure Critical Wounds
11 – Fly
13 – Dimensional Anchor
15 – Righteous Might
17 – Heal
19 - Ressurection
Spirit of Fire(Intelligence):
1 – Burning Hands
3 – Flaming Sphere
5 – Scorching Ray
7 – Fireball
9 – Heroism
11 – Wall of Fire
13 – Fly
15 – Dominate Person
17 – Heroism, Greater
19 – Power Word Stun
Spirit of Power(Charisma):
1 – Divine Favour
3 – Bulls Strength
5 – Shatter
7 – Heroism
9 – Greater Magic Weapon
11 – Restoration
13 – Righteous Might
15 – Slay Living
17 – Heal
19 – Shout, Greater
A Guardian Spirit may cast up to ten spells+the corresponding modifier per day, spontaneously. The latest learned spell may only be cast twice a day.
Spells that have a range of personal affect the Craftknight.
These Spirits are only examples and should serve as a rough guideline.
Craftknight in Training: The constant practice and the special training a craftknight is exposed to (in whatever form is up to the player) enables him to create better weapons or armors than most people. A Craftknight gains his level as a perfection bonus on craft(weapon) and craft(armor) skill checks.
A Craftknight may emulate any spell for the purpose of crafting that is necessary for crafting magic items that are neither staffs, wands, scrolls or potions, of a spell level up to half his class level (first level spells at class level 2, second level spells at class level 4, etc).
Also, the Craftknight can use a standard action to exchange the bonuses from one weapon with those from another one, overriding those existant on the second weapon. For example a Craftknight with a +3 flaming longsword and a +2 greataxe can focus for 2 rounds to turn the +2 greataxe into a +3 flaming greataxe, while the longsword is reduced to a +2 weapon. This lasts for one round per class-level, after which the weapons return to their original state.
Once per encounter this ability can be used as a swift action.
Weapon Specialisation: Your constant crafting and training you’re your crafted weapons has improved your skills with a chosen type of weapons from the list below:.
Axe(and halberd):
You have learned to use the power of the axe two strike through several enemies at once. You can use the Cleave feat while having an axe equipped.
At 5th level you can use the Great Cleave feat while using an axe.
At 10th level your mastery has improved and allows you to use one standard action to deal twice damage on a touch attack. This ability can be used a number of times per encounter equeal to your intelligence modifier.
Shortsword (and katar, fist-dagger or similar):
You have learned to use a light weapon such as the shortsword to deadly effect – its lightness allows you to use the spring attack feat while using a shortsword.
At 5th level you can move an additional 10 feet every round.
At 10th level you can make an additional attack for every point of dexterity-modifier while using a shortsword during your spring attack. This ability can be used a number of times per encounter equeal to your intelligence modifier.
Hammer:
The power of hammer-weapons can be used to strike with greater power. You may use the Power Attack feat while using a hammer.
At 5th level you gain a bonus to your damage with hammers equal to your class level.
At 10th level you learn to strike with such force that you deal damage equal to your class level.times half your strenght-modifikator in an area adjectant to you equal to 15 x 15 ft. This ability can be used a number of times per encounter equal to your intelligence modifier.
Rapier (and dagger):
The swiftness of the Rapier allows you to strike vital areas of your enemies.
You may choose on each strike to forfeit the damage you would normaly deal to either deal one point of strength or dexterity damage or reduce your foe’s movement-speed by 5 ft. Enemies that suceed on a fortitude save(DC = 10 + half your class level + strength modifier) take normal weapon damage instead.
At 5th level this damage increases to 1d4 strength or 1d2 dexterity-damage, or 1 constitution damage, the movementspeed reduction is increased to 10ft..
At 10th level this damage increases to 1d8 strength or 1d3 dexterity-damage, or 1d2 constitution damage, the movementspeed reduction is increased to 15ft..
You may also combine two of these effects on a single attack a number of times each encounter equal to your intelligence modifier.
Spear:
Your mastery of the Spear grants you the combat reflex feat while using a spear of any kind.
At 5th level your maximum reach while using a spear increases by 5ft. and you can attack all targets within range (adjectant ones as well).
At 10th level you can make one attack against all enemies within your reach as a standard action. This ability can be used a number of times per encounter equeal to your dexterity modifier.
Gauntlets(or fists):
While beating up people using your fists you gain access to the monk’s unarmed strike and flurry of blows progression/abilities..
At 5th level you gain the use of the snapkick and stunning fist feats while having only gauntlets or no weapon at all equipped.
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).
Longsword:
While using a longsword or a similar weapon you may add your intelligence bonus to AC as an insight bonus.
At 5th level your crit-range while using longswords increases by one. This stacks with all other increases to your crit-range you might have.
At 10th level you can make one melee attack that targets you per round an automatic miss. You must declare the use of this ability before the attack-roll is made. 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, but not while flat-footed.
Greatsword:
While using a greatsword or a similar weapon you may treat your weapon as one size larger than it is for the purpose of damage dealt.
At 5th level your crit-modifier with greatswords and such increases by one. Additionaly, your reach with such weapons increases by 5 ft..
At 10th level as a standard action you can make two attacks against each 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.
Flail:
You have learnt using the flail more effectively. At every attack with a flail that hits its target you may initiate a bull-rush attemt (DC = damage dealt). The target is pushed a number of squares equal to a tenth of the damage dealt, minimum 1 square. You may choose to follow it, moving to a square adjectant to it. Neither your movement nor the target’s provoke attacks of opportunity.
At 5th level you gain a bonus to trip attacks with a flail equal to your intelligence modifier.
At 10th level as a standard action you can make a stunning attack. If the target fails a fortitude save (DC damage dealt/2) it is stunned for one round This ability can be used a number of times per encounter equal to your intelligence modifier.
Mace:
You have learnt using the mace more effectively. At every attack with a mace that hits its target you may initiate a bull-rush attemt (DC = damage dealt). The target is pushed a number of squares equal to a tenth of the damage dealt, minimum 1 square. You may choose to follow it, moving to a square adjectant to it. Neither your movement nor the target’s provoke attacks of opportunity.
At 5th level you learn to deal more damage to objects. You can ignore 5 points of hardness, and sunder attempts with a mace gain a bonus equal to your intelligence modifier.
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.
Longbow and shortbow:
While using a bow you gain the benefits of the Precise Shot feat and the Point Blank Shot feat.
At 5th level you learn to aim more precisely at greater range. The range increment for both the shortbow and the longbow doubles. This increase stacks with any other similar increases. Further, you gain the benefit of the manyshot feat with bows.
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 3 squares away from it.
Any target of this attack must make a reflex save (DC = 10 + half your class level + your intelligence modifier) or suffer twice the damage. This ability can be used a number of times per encounter equal to your intelligence modifier.
Crossbow:
While using a crossbow you gain the benefit of the rapid reload feat. In addition any deal bonus damage with a crossbow equal to your intelligence modifier.
At 5th level you learn to aim more precisely at greater range. The range increment for crossbow doubles. This increase stacks with any other similar increases.
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 (DC = 10 + half your class level + your intelligence modifier) 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.
Throwing weapons (such as knives):
With your extensive use of throwing weapons you have learned to add both your dexterity and strength modifier to both attack and damage.
At 5th level you learn throw throwing weapons faster than anyone else. You gain an additional attack with any attack action you take using thrown weapons, using your highest base attack bonus, and an additional one for every 5 class levels to a maximum at 4 bonus attacks at 20. You also gain the benefits of the quick draw feat.
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 half 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.
At 18th level each of the abilities granted at 10th level can be used at will.
You gain aditional weapon specialisations as indicated on the table.
Armor Speciality: The huge time you spend both wearing and crafting your armor has increased your understanding of it better and allows you to craft better ones that enhance your abilities. At 2nd, 9th and again at18th level you choose one kind of armor you become better in.
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.
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:
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 bonuses increase by one at 5th level and every 4 levels thereafter (9, 13 etc). (Movement speed increases by 5ft per +1)
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 perfection bonus to either strength, dexterity or constitution;
+1 insight bonus to attack rolls;
+1 dodge bonus to armor class;
+2 insight bonus to weapon damage rolls;
+1 perfection bonus to either reflex, fortitude or will saves;
+5 perfection bonus to a single skill you have as a class skill;
+5ft increase to your base speed in any movement type you may posses;
a fighter bonus feat;
Each time you get the Battleforged special ability you may choose either a different bonus or a new one. If you choose the same bonus more than once it stacks.
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:
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.
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 beeing targeted)
Heavy Armor:
You gain a +4 bonus to strength and constitution, as well as an aditional damage reduction of 2/- (which stacks with any X/- damage reduction you might already have). While using this burst your rate of movement is halfed (rounded up to the next 5ft.) and you cannot fly at all.
These bonuses are improved by +2 for every 3 levels after 4th classlevel (so +2 at 7, +4 at 10 etc.)
After the Burst of Energy fades the Craftknight is exhausted for as many rounds as the Burst lasted.
The following bonuses are in effect no matter what kind of armor you wear:
If you have the light armor speciality you may use dimension door with a maximum reach equal to your base speed 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 speciality you become immune to poisons, diseases, enchantment spells, death effects and ability damage while in Energy Burst.
If you have the heavy armor speciality you gain an aditional damage reduction of 4/- while in Energy Burst (which stacks with any X/- damage reduction you might already have).
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 aditional 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.
Craft Lord: The Craftknight has honed his skills so far that he has reached the level of Craft Lord, a master at Craftsmanship, at 16th level. He may enchant any weapon as a fullround action with enchantments equivalent up to a +5 bonus (for example a +5 weapon, or a +2 keen flaming burst weapon) which is only in effect until the weapon leaves his hands.This replaces any bonuses that might be on the weapon for the duration . Further, crafting time for any weapon, armor, woundrous item or weapon enchantment he performs is halved.
High Craft Lord: The skill the Craftknight posesses is worthy to be the topic of legends. He may enchant any weapon as a fullround 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, woundrous item or weapon enchantment he performs is quartered and no item the Craftknight creates can be sundered.
Edit 1: - Added mace, flail and sword-specialties, small corrections
Edit 2: - Added ranged masteries.
Well, please critisize honestly:
- playable? Over-/underpowered? And if so, what specific parts?
- Interesting enough that anyone might play one?
Though I probably ain’t supposed to say that, it IS my first self-made class, though please don’t hold back with negative comments (as long as you state reasons for them)
And since english isn’t my first language I may have overseen a few spelling mistakes, please point the most catastrophic out (if possible by pm =)
As well I am totally at a loss which tier I should try to balance this to, but I’d say 3 should be about right.
"The honour of a Craftknight is unbreakable!"
-- a random Craftknight
http://1.bp.blogspot.com/-d6eLMiBPu80/TW6oO7LVg_I/AAAAAAAABEw/XCoXF1E8-BI/s1600/ManatArms.jpg
The Craftknight is a melee-class fighter that holds high ideals not very different from a Paladin, albeit much simpler and more practically. They forge a pact with a guardian spirit which in turn helps them forging weapons and armor, as well as aiding them in battle.
Adventures: Most Craftknights journey out to improve their skills or help those in need. Others seek to aquire fame and fortune, while others simply seek to see the world. In short, the reasons to journey for a Craftknight are endless.
Characteristics: The Craftknight specialises in crafting and fighting with several special weapon skills gained in the course of his career. He can both stand in the front smiting his foes or stay behind destroying his enemies, though most options a Craftknight has are for melee.
In form of a Guardian Spirit the Craftknight gains a few spells from a very limited spell selection to aid him in battle.
Alignment: ] Any – while most Craftknights follow a higher ideal and as such have lawful and/or good tendencies , some are freespirited, some are evil and corrupt (though those are a minority).
Religion: Craftknights favour those deities which in turn favour crafting or battle.
Races: Dwarves and their affinity to metal-crafting and ability to focus on work, while also enjoying a good fight feel most drawn to Craftknights. Quite a few humans have the gift for crafting as well as the determination to focus their whole life to become Craftknights and as such are nearly as likely to at least try to become Craftknights. Elves that spend an eternity crafting might also become Craftknights. Few gnomes and halflings posses the ability to focus on the hardships a life as a Craftknight brings with it, and most half-orcs simply do not have the patience to spend time learning to master crafting.
GAME RULE INFORMATION
Craftknights have the following game statistics.
Abilities: A Craftknight has use for many abilities: A high strength benefits him in the way it would any front-liner. The same goes for constitution, which also provides an emergency healing. Those who focus on light or medium armor will not want to neglect dexterity, ‘less.they want to risk low AC.
Intelligence boosts their craft-skill as well as some weapon skills and some powers their guardian spirit might posses.
Alignment: Any lawful – a Craftknight follows a higher ideal, though which may differ, as well as the way they pursue it.
Hit Die: d10
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|
+1|
+2|
+0|
+0|Craftknight in training, Weapon Specialisation, Guardian Spirit
2nd|
+2|
+3|
+0|
+0|Armor Specialisation
3rd|
+3|
+3|
+1|
+1| Battleforged, Weapon Specialisation
4th|
+4|
+4|
+1|
+1|Burst of Energy
5th|
+5|
+4|
+1|
+1| Weapon Specialisation, Improved Armor Specialisation
6th|
+6/+1|
+5|
+2|
+2| Battleforged
7th|
+7/+2|
+5|
+2|
+2| Burst of Energy +2
8th|
+8/+3|
+6|
+2|
+2| Enhanced Guardian Spirit, Weapon Specialisation
9th|
+9/+4|
+6|
+3|
+3| Armor Specialisation, Improved Armor Specialisation, Battleforged
10th|
+10/+5|
+7|
+3|
+3| Weapon Specialisation, Burst of Energy +4
11th|
+11/+6/+1|
+7|
+3|
+3| Enhanced Guardian Spirit
12th|
+12/+7/+2|
+8|
+4|
+4| Battleforged, Weapon Specialisation
13th|
+13/+8/+3|
+8|
+4|
+4| Improved Armor Specialisation, Burst of Energy +6
14th|
+14/+9/+4|
+9|
+4|
+4| Enhanced Guardian Spirit
15th|
+15/+10/+5|
+9|
+5|
+5| Weapon Specialisation, Battleforged
16th|
+16/+11/+6/+1|
+10|
+5|
+5| Burst of Energy +8, Craftlord
17th|
+17/+12/+7/+2|
+10|
+5|
+5| Improved Armor Specialisation, Enhanced Guardian Spirit, Weapon Specialisation
18th|
+18/+13/+8/+3|
+11|
+6|
+6| Armor Specialisation, Battleforged, Improved Weapon Specialisiation
19th|
+19/+14/+9/+4|
+11|
+6|
+6| Burst of Energy +10
20th|
+20/+15/+10/+5|
+12|
+6|
+6| Weapon Specialisation, Enhanced Guardian Spirit, High Craftlord [/table]
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
An Craftknight’s class skills (and the key ability for each skill) are Appraise(Int), Balance (Dex), Climb(Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Forgery(Int), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Tumble (Dex), Use Magic Device(Cha).
"The power of a Craftsknight lies neither in his weapon, nor in his skill or his companions. It’s the combination of all that makes him allmighty!"
CLASS FEATURES
Your training in creating and using weapons and armor makes you a competent frontliner or skirmisher, depending on the abilities you choose. Your Guardian Spirit lears a few spells as it grows to assist you in battle.
Weapon and Armor Proficiency: The Craftknight gains proficiency with all simple and martial weapons. He gains proficiency with all armor, but not with shields.
Spells: While the Craftknight on its own can’t cast spells his guardian spirit is able to, from a very limited list.
Guardian Spirit: The Guardian Spirit is a creature from a different plane that is bound to you, in order to help you in battle or in crafting. In general friendly or helpful to you, they posses no body, and as such cannot be harmed in any way, nor can they assist you physically. However, each can use a number of spells. Each Guardian Spirits starts with one spell at first level and learns an aditional spell every 2 levels after that. The Spirit can take any appearance the player desires with a maximum size of medium. It cannot stray further than 60ft. from the Craftknight and normaly floats around him somewhere in reach. Indicated are the levels at which the spirit learns to cast which spell, and the stat used for DCs. Caster Level equals the Craftknights classlevel. For save DCs against the spells the Guardian Spirit casts use the mental scores of the Craftknight.
Spirit of Light(wisdom):
1 – Cure light wounds
3 – Hold Person
5 – Silence
7 – Seering Light
9 – Cure Critical Wounds
11 – Fly
13 – Dimensional Anchor
15 – Righteous Might
17 – Heal
19 - Ressurection
Spirit of Fire(Intelligence):
1 – Burning Hands
3 – Flaming Sphere
5 – Scorching Ray
7 – Fireball
9 – Heroism
11 – Wall of Fire
13 – Fly
15 – Dominate Person
17 – Heroism, Greater
19 – Power Word Stun
Spirit of Power(Charisma):
1 – Divine Favour
3 – Bulls Strength
5 – Shatter
7 – Heroism
9 – Greater Magic Weapon
11 – Restoration
13 – Righteous Might
15 – Slay Living
17 – Heal
19 – Shout, Greater
A Guardian Spirit may cast up to ten spells+the corresponding modifier per day, spontaneously. The latest learned spell may only be cast twice a day.
Spells that have a range of personal affect the Craftknight.
These Spirits are only examples and should serve as a rough guideline.
Craftknight in Training: The constant practice and the special training a craftknight is exposed to (in whatever form is up to the player) enables him to create better weapons or armors than most people. A Craftknight gains his level as a perfection bonus on craft(weapon) and craft(armor) skill checks.
A Craftknight may emulate any spell for the purpose of crafting that is necessary for crafting magic items that are neither staffs, wands, scrolls or potions, of a spell level up to half his class level (first level spells at class level 2, second level spells at class level 4, etc).
Also, the Craftknight can use a standard action to exchange the bonuses from one weapon with those from another one, overriding those existant on the second weapon. For example a Craftknight with a +3 flaming longsword and a +2 greataxe can focus for 2 rounds to turn the +2 greataxe into a +3 flaming greataxe, while the longsword is reduced to a +2 weapon. This lasts for one round per class-level, after which the weapons return to their original state.
Once per encounter this ability can be used as a swift action.
Weapon Specialisation: Your constant crafting and training you’re your crafted weapons has improved your skills with a chosen type of weapons from the list below:.
Axe(and halberd):
You have learned to use the power of the axe two strike through several enemies at once. You can use the Cleave feat while having an axe equipped.
At 5th level you can use the Great Cleave feat while using an axe.
At 10th level your mastery has improved and allows you to use one standard action to deal twice damage on a touch attack. This ability can be used a number of times per encounter equeal to your intelligence modifier.
Shortsword (and katar, fist-dagger or similar):
You have learned to use a light weapon such as the shortsword to deadly effect – its lightness allows you to use the spring attack feat while using a shortsword.
At 5th level you can move an additional 10 feet every round.
At 10th level you can make an additional attack for every point of dexterity-modifier while using a shortsword during your spring attack. This ability can be used a number of times per encounter equeal to your intelligence modifier.
Hammer:
The power of hammer-weapons can be used to strike with greater power. You may use the Power Attack feat while using a hammer.
At 5th level you gain a bonus to your damage with hammers equal to your class level.
At 10th level you learn to strike with such force that you deal damage equal to your class level.times half your strenght-modifikator in an area adjectant to you equal to 15 x 15 ft. This ability can be used a number of times per encounter equal to your intelligence modifier.
Rapier (and dagger):
The swiftness of the Rapier allows you to strike vital areas of your enemies.
You may choose on each strike to forfeit the damage you would normaly deal to either deal one point of strength or dexterity damage or reduce your foe’s movement-speed by 5 ft. Enemies that suceed on a fortitude save(DC = 10 + half your class level + strength modifier) take normal weapon damage instead.
At 5th level this damage increases to 1d4 strength or 1d2 dexterity-damage, or 1 constitution damage, the movementspeed reduction is increased to 10ft..
At 10th level this damage increases to 1d8 strength or 1d3 dexterity-damage, or 1d2 constitution damage, the movementspeed reduction is increased to 15ft..
You may also combine two of these effects on a single attack a number of times each encounter equal to your intelligence modifier.
Spear:
Your mastery of the Spear grants you the combat reflex feat while using a spear of any kind.
At 5th level your maximum reach while using a spear increases by 5ft. and you can attack all targets within range (adjectant ones as well).
At 10th level you can make one attack against all enemies within your reach as a standard action. This ability can be used a number of times per encounter equeal to your dexterity modifier.
Gauntlets(or fists):
While beating up people using your fists you gain access to the monk’s unarmed strike and flurry of blows progression/abilities..
At 5th level you gain the use of the snapkick and stunning fist feats while having only gauntlets or no weapon at all equipped.
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).
Longsword:
While using a longsword or a similar weapon you may add your intelligence bonus to AC as an insight bonus.
At 5th level your crit-range while using longswords increases by one. This stacks with all other increases to your crit-range you might have.
At 10th level you can make one melee attack that targets you per round an automatic miss. You must declare the use of this ability before the attack-roll is made. 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, but not while flat-footed.
Greatsword:
While using a greatsword or a similar weapon you may treat your weapon as one size larger than it is for the purpose of damage dealt.
At 5th level your crit-modifier with greatswords and such increases by one. Additionaly, your reach with such weapons increases by 5 ft..
At 10th level as a standard action you can make two attacks against each 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.
Flail:
You have learnt using the flail more effectively. At every attack with a flail that hits its target you may initiate a bull-rush attemt (DC = damage dealt). The target is pushed a number of squares equal to a tenth of the damage dealt, minimum 1 square. You may choose to follow it, moving to a square adjectant to it. Neither your movement nor the target’s provoke attacks of opportunity.
At 5th level you gain a bonus to trip attacks with a flail equal to your intelligence modifier.
At 10th level as a standard action you can make a stunning attack. If the target fails a fortitude save (DC damage dealt/2) it is stunned for one round This ability can be used a number of times per encounter equal to your intelligence modifier.
Mace:
You have learnt using the mace more effectively. At every attack with a mace that hits its target you may initiate a bull-rush attemt (DC = damage dealt). The target is pushed a number of squares equal to a tenth of the damage dealt, minimum 1 square. You may choose to follow it, moving to a square adjectant to it. Neither your movement nor the target’s provoke attacks of opportunity.
At 5th level you learn to deal more damage to objects. You can ignore 5 points of hardness, and sunder attempts with a mace gain a bonus equal to your intelligence modifier.
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.
Longbow and shortbow:
While using a bow you gain the benefits of the Precise Shot feat and the Point Blank Shot feat.
At 5th level you learn to aim more precisely at greater range. The range increment for both the shortbow and the longbow doubles. This increase stacks with any other similar increases. Further, you gain the benefit of the manyshot feat with bows.
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 3 squares away from it.
Any target of this attack must make a reflex save (DC = 10 + half your class level + your intelligence modifier) or suffer twice the damage. This ability can be used a number of times per encounter equal to your intelligence modifier.
Crossbow:
While using a crossbow you gain the benefit of the rapid reload feat. In addition any deal bonus damage with a crossbow equal to your intelligence modifier.
At 5th level you learn to aim more precisely at greater range. The range increment for crossbow doubles. This increase stacks with any other similar increases.
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 (DC = 10 + half your class level + your intelligence modifier) 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.
Throwing weapons (such as knives):
With your extensive use of throwing weapons you have learned to add both your dexterity and strength modifier to both attack and damage.
At 5th level you learn throw throwing weapons faster than anyone else. You gain an additional attack with any attack action you take using thrown weapons, using your highest base attack bonus, and an additional one for every 5 class levels to a maximum at 4 bonus attacks at 20. You also gain the benefits of the quick draw feat.
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 half 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.
At 18th level each of the abilities granted at 10th level can be used at will.
You gain aditional weapon specialisations as indicated on the table.
Armor Speciality: The huge time you spend both wearing and crafting your armor has increased your understanding of it better and allows you to craft better ones that enhance your abilities. At 2nd, 9th and again at18th level you choose one kind of armor you become better in.
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.
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:
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 bonuses increase by one at 5th level and every 4 levels thereafter (9, 13 etc). (Movement speed increases by 5ft per +1)
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 perfection bonus to either strength, dexterity or constitution;
+1 insight bonus to attack rolls;
+1 dodge bonus to armor class;
+2 insight bonus to weapon damage rolls;
+1 perfection bonus to either reflex, fortitude or will saves;
+5 perfection bonus to a single skill you have as a class skill;
+5ft increase to your base speed in any movement type you may posses;
a fighter bonus feat;
Each time you get the Battleforged special ability you may choose either a different bonus or a new one. If you choose the same bonus more than once it stacks.
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:
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.
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 beeing targeted)
Heavy Armor:
You gain a +4 bonus to strength and constitution, as well as an aditional damage reduction of 2/- (which stacks with any X/- damage reduction you might already have). While using this burst your rate of movement is halfed (rounded up to the next 5ft.) and you cannot fly at all.
These bonuses are improved by +2 for every 3 levels after 4th classlevel (so +2 at 7, +4 at 10 etc.)
After the Burst of Energy fades the Craftknight is exhausted for as many rounds as the Burst lasted.
The following bonuses are in effect no matter what kind of armor you wear:
If you have the light armor speciality you may use dimension door with a maximum reach equal to your base speed 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 speciality you become immune to poisons, diseases, enchantment spells, death effects and ability damage while in Energy Burst.
If you have the heavy armor speciality you gain an aditional damage reduction of 4/- while in Energy Burst (which stacks with any X/- damage reduction you might already have).
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 aditional 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.
Craft Lord: The Craftknight has honed his skills so far that he has reached the level of Craft Lord, a master at Craftsmanship, at 16th level. He may enchant any weapon as a fullround action with enchantments equivalent up to a +5 bonus (for example a +5 weapon, or a +2 keen flaming burst weapon) which is only in effect until the weapon leaves his hands.This replaces any bonuses that might be on the weapon for the duration . Further, crafting time for any weapon, armor, woundrous item or weapon enchantment he performs is halved.
High Craft Lord: The skill the Craftknight posesses is worthy to be the topic of legends. He may enchant any weapon as a fullround 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, woundrous item or weapon enchantment he performs is quartered and no item the Craftknight creates can be sundered.
Edit 1: - Added mace, flail and sword-specialties, small corrections
Edit 2: - Added ranged masteries.
Well, please critisize honestly:
- playable? Over-/underpowered? And if so, what specific parts?
- Interesting enough that anyone might play one?
Though I probably ain’t supposed to say that, it IS my first self-made class, though please don’t hold back with negative comments (as long as you state reasons for them)
And since english isn’t my first language I may have overseen a few spelling mistakes, please point the most catastrophic out (if possible by pm =)
As well I am totally at a loss which tier I should try to balance this to, but I’d say 3 should be about right.