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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.

Fruchtkracher
2011-06-10, 12:15 PM
Really no comments?
Is it to bad? To uninteresting? Overpowered? Underpowered?
Come on, that's dissapointing
There must be some critique :/

Benly
2011-06-10, 01:20 PM
The plural of "bonus" is "bonuses". :smalltongue:

The medium-armor-specialty Energy Burst's move-action Dimension Door still prevents you from taking any further actions that round (since Dimension Door does that). Is that intentional?

One thing that comes to mind is that at high levels it is prohibitively expensive to maintain multiple level-appropriate enchanted weapons, so the multiple weapon specialties are unlikely to actually see use. It would help if the Craftknight had the ability to move enchantments around between weapons he's crafted himself - that is, if he's got a +5 flaming greatsword and a masterwork halberd he crafted himself, he can spend a full-round action or whatnot to turn them into a masterwork greatsword and a +5 flaming halberd.

Speaking of which, there's no specialization abilities listed for a lot of popular weapons (non-short swords, flails, maces, many polearms). Adding them would help the feel of "master of all different weapons" which seems from the picture to be what you're going for. If you do that, you might want to increase the rate at which the craftknight gets new specializations; doing this would increase versatility but not really change much with regard to actual power level, since you can still only use one at a time.

Fruchtkracher
2011-06-10, 03:25 PM
The plural of "bonus" is "bonuses". :smalltongue:
learned in my latin-classes that bonus is pluralised as boni :smallcool:


The medium-armor-specialty Energy Burst's move-action Dimension Door still prevents you from taking any further actions that round (since Dimension Door does that). Is that intentional?
Erm no, it was not, though that is changed and should work now as intended.
Actually forgot that part of the spell discription :/


One thing that comes to mind is that at high levels it is prohibitively expensive to maintain multiple level-appropriate enchanted weapons, so the multiple weapon specialties are unlikely to actually see use. It would help if the Craftknight had the ability to move enchantments around between weapons he's crafted himself - that is, if he's got a +5 flaming greatsword and a masterwork halberd he crafted himself, he can spend a full-round action or whatnot to turn them into a masterwork greatsword and a +5 flaming halberd.
that does make sense, I added the ability to focus for two rounds to exchange enhancements for one round per class-level. This should help, without eliminating the purpose of the Craftlord and High Craftlord features gained later on.


Speaking of which, there's no specialization abilities listed for a lot of popular weapons (non-short swords, flails, maces, many polearms). Adding them would help the feel of "master of all different weapons" which seems from the picture to be what you're going for. If you do that, you might want to increase the rate at which the craftknight gets new specializations; doing this would increase versatility but not really change much with regard to actual power level, since you can still only use one at a time.

You're right, I added swords, flails and maces. My problem with polearms is that most are esentially axes on sticks or axe/spear hybrids, so I'm kinda at a loss to really differentiate those. Creative input would be appreciated :smallsmile:

Benly
2011-06-10, 03:35 PM
learned in my latin-classes that bonus is pluralised as boni :smallcool:


Only if you're writing in Latin and writing about a good male thing. If you're writing in English about a granted benefit, the plural is bonuses. If you're writing in Latin about a gender-neutral granted benefit, the singular is bonum with plural bona.



that does make sense, I added the ability to focus for two rounds to exchange enhancements for one round per class-level. This should help, without eliminating the purpose of the Craftlord and High Craftlord features gained later on.

I would recommend either making it last longer or making the action considerably faster. As it is, the duration is too short to use it in advance of an anticipated fight, and the action is too long to use it any other way. Maybe as a swift action, only usable in a round where you simultaneously drop or sheathe one weapon and draw another?


You're right, I added swords, flails and maces. My problem with polearms is that most are esentially axes on sticks or axe/spear hybrids, so I'm kinda at a loss to really differentiate those. Creative input would be appreciated :smallsmile:

Well, you could just specify that polearms are classified as the most relevant other sort of weapon and include examples (as you do for halberds, for instance). It leaves out people who're into mancatchers and similarly odd exotic weapons, but oh well.

Any chance of ranged weapons? The fellow in the picture seems to have some throwing blades strapped onto the pile, and you do have the Craftknight gaining proficiency with a lot of them. It'd also help alleviate the usual frontliner problem of "flight or gtfo".

(Although the Guardian Spirit can cast Fly, which is nice - but only two of them can cast it, and you're also just going to find yourself fighting a lot of flyers as levels go on. Ah, well.)

Fruchtkracher
2011-06-11, 02:44 PM
Only if you're writing in Latin and writing about a good male thing. If you're writing in English about a granted benefit, the plural is bonuses. If you're writing in Latin about a gender-neutral granted benefit, the singular is bonum with plural bona.
understood and corrected


I would recommend either making it last longer or making the action considerably faster. As it is, the duration is too short to use it in advance of an anticipated fight, and the action is too long to use it any other way. Maybe as a swift action, only usable in a round where you simultaneously drop or sheathe one weapon and draw another?
Reduced it to a standart action, with the ability to once per encounter use it as a swift action. Though I think that is way fast it should make it more useable.



Any chance of ranged weapons? The fellow in the picture seems to have some throwing blades strapped onto the pile, and you do have the Craftknight gaining proficiency with a lot of them. It'd also help alleviate the usual frontliner problem of "flight or gtfo".
You're right, added some that should help and that I now feel I should have added from the beginning on :smallfrown:



(Although the Guardian Spirit can cast Fly, which is nice - but only two of them can cast it, and you're also just going to find yourself fighting a lot of flyers as levels go on. Ah, well.)
That's precisely what Enhanced Guardian Spirit is for, which allows your Spirit to learn spells in addition to his own spell list.
So far, thanks for your input, those suggestions are very helpful indeed :smallsmile:

Benly
2011-06-11, 05:08 PM
Looking things over, Craftlord/High Craftlord could use some clarification. Does it just turn a weapon into a +4 weapon, or can it be used to make a +3 flaming weapon (for example)? Also, the "mustn’t surpass the bonuses that were already on the weapon" clause on High Craftlord is unclear - does that mean that he can enchant a plain axe to +8 but a +3 axe can't be made stronger than +3?

Elfstone
2011-06-11, 06:50 PM
This, is awesome. Although the guy in the picture needs some weapons on his weapons.

After reading over everything, it seems you have done an amazing job for your first time. Ill keep reading more indepth and give a longer response shortly.

Fruchtkracher
2011-06-12, 04:00 AM
Looking things over, Craftlord/High Craftlord could use some clarification. Does it just turn a weapon into a +4 weapon, or can it be used to make a +3 flaming weapon (for example)? Also, the "mustn’t surpass the bonuses that were already on the weapon" clause on High Craftlord is unclear - does that mean that he can enchant a plain axe to +8 but a +3 axe can't be made stronger than +3?

Updated both abilities which should clarify that, as well as boosted High Craftlord a bit.


This, is awesome. Although the guy in the picture needs some weapons on his weapons.

After reading over everything, it seems you have done an amazing job for your first time. Ill keep reading more indepth and give a longer response shortly.

This is, I have to admit, quite what I was hoping to hear :smallredface:
That review would be quite apreciated, as Benly already showed me that the class wasn't quite as flashed out as I had first imagined when I uploaded it.
And any further input is appreciated.

The Dark Fiddler
2011-06-12, 08:27 AM
I see a class based off a skill, one that's not often taken at that, that only has 2 skill points per level, and it makes me want to punch you. Change that, now.

In a less stand-offish and jerk-ish comment, you really do need to give it more skills. 2 per level is bad enough for fighters, clerics, and paladins, but this class pretty much NEEDS a craft, which bumps it down to 1/level in all practicality.

More in-depth review coming.

EDIT: More in depth-review in the spoiler.


At 10th level you learn to strike with such force that you deal damage equal to your class level times half your strength-modifier in an area adjacent to you with an area of 15 square feet. This ability can be used a number of times per encounter equal to your intelligence modifier.

Uh... what? I don't really get what this ability's supposed to do fluff-wise. Also, it's worded a bit strangely. I tried to fix it up a bit, and I bolded the word changing.


Rapier (and dagger):

These as a whole could probably use a save on the ability damage. Also, why is dagger in with rapier rather than shortsword, especially when punching dagger is with shortsword.



At 5th level your reach while using a spear increases by 5ft.

Does this mean a craftknight wielding a spear can now attack foes 15 feet away, but not foes 10 or 5 feet away?

Also, I'd suggest an ability that lets spear-focused craftknights attack directly adjacent units.



While beating up people using your fists you gain access to the monk’s unarmed strike and flurry of blows progression/abilities.

I think this is excessive. Focus in fists (which you can't even craft, so that seems like a weird choice) and you more or less get half of a different class?



At 5th level you gain the use of the snap kick and stunning fist feats while having only gauntlets or no weapon at all equipped.

You should probably specify that snap kick is from Tome of Battle. I'd also like to note that this is 3 levels earlier than anybody could normally have stunning fist, without actually taking monk.

I figure it's worth asking if the craftknight gets uses per day as a monk or a non-monk.



At 10th level you use quivering palm (as the monk feature) a number of times per day equal to your intelligence modifier. The safe DC is equal to (10 + half your class level + your constitution modifier.

Okay, I know the monk sucks but seriously? The solution is NOT to just add their class features to other classes like this. The craftknight gets this sooner and WAY better than the monk (a minimum of seven times more often).



At 10th level you can make one melee attack per round an automatic miss. You must declare the use of this ability before the attack-roll. If the attack would miss you anyways the use is spent anyways. This ability can be used a number of times per encounter equal to your intelligence modifier.

I'd note that this can only be used when you're the target. As written, I could prevent a melee attack from a thousand feet away. I'd also add that the craftknight can't be flat-footed.



At 10th level as a standard action you can make two attacks against any enemy in reach using your highest base attack bonus. This ability can be used a number of times per encounter equal to your intelligence modifier.

I don't have a problem with this ability specifically, but it's a bit weak compared to some of the others. Spear, for example, lets you make an attack against ALL enemies in reach, and has a larger reach too.

This is actually a bit of a problem, in that the different weapon specializations aren't equal.



At 10th level as a standard action you can make a stunning attack. If the target fails a fortitude save (DC damage dealt/3) it is stunned for one round This ability can be used a number of times per encounter equal to your intelligence modifier.

I think the DC is too low; you're going to need to deal 45 damage just for a DC 15.



While using a bow you gain the benefits of the Precision Shot feat and the Point Blank Shot feat.

I know of no feat called "Precision Shot", only precise shot.



At 10th level as a fullround action you can target an enemy within range. You can make one standard attack against this enemy and every enemy within 6 squares away from it.
Any target of this attack must make a reflex save or suffer twice the damage. This ability can be used a number of times per encounter equal to your intelligence modifier.

I don't like this ability. It's basically a 30-foot radius of death, so as long as you have some intelligence bonus, there's really no reason not to use this. Also, the reflex save needs a DC.



At 10th level as a standard action you can target one enemy within range with a ranged touch attack. If it hits you deal 1d10 damage for every 5 class-levels (so 2d10 at level 10). If the enemy fails a reflex save the enemy cannot move the next round. If it is flying it drops to the ground, taking normal falling damage, and is prevented from flying again for the next 1d6 rounds. This ability can be used a number of times per encounter equal to your intelligence modifier.

Again you need the DC, and I don't think this should be a touch attack.



At 5th level you learn throw throwing weapons faster than anyone else. You gain an additional attack, using your highest base attack bonus, and an additional one for every 5 class levels to a maximum at 4 bonus attack at 20.

Is this in addition to extra attacks from base attack bonus? Also, you don't list an action for this, so this applies to standard-action attacks too?

This also has the problem that full attacking with thrown weapons have; you can only make one attack. I'd give quick draw as a feat.



From tenth level on every time you hit your enemy you may decide to have it roll a fortitude save. If it fails it suffers a negative status effect depending on the number of hits with thrown weapons by you this round. The save DC is equal to the total damage by the craftknight dealt this round.
1 – dazed for 1 round, 2 – nauseated for 1d3 rounds, 3 slowed for 2d4 rounds, 4 – 3d4 strength damage for 3d6 rounds (stacks), 5 – stunned for 1d4 rounds, 6 or more - death. This ability can be used a number of times per encounter equal to your intelligence modifier.

I think this ability is too strong. Assuming a +2 dex and +3 strength, which is probably too low for a tenth level character, and four attacks hitting (three of them are at full BAB!), this is a minimum DC 24 or 3d4 strength damage. The DC only goes up if the weapons are magical at all, or if the craftknight has higher stats, or if he rolls more than minimum damage.


At 18th level each of the abilities granted at 10th level can be used at will.

This only exasperates the problem, but it's level 18 so I guess it isn't THAT bad.


You gain aditional weapon specialisations as indicated on the table.

They get more than one of these? :smalleek:



Light armor: You have learned to use the lightest of armors to become more mobile than most creatures without armor can ever dream of. Light armors you craft and use yourself gain a +1 bonus on the armors AC, provide a +1 bonus on reflex saves, an additional 5 ft of movement each round and increase the maximum dexterity modifier by 1.

What type of bonuses are these, so we know what they do and don't stack with?


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 are both pretty powerful at level 2, but mildly useful after, even with the increase. That's not necessarily bad, though.



Battleforged: The heat of battle and the heat of your forge have steeled your body and your reflexes. At third level and every third level thereafter (6, 9 etc.) you may choose one of the following bonuses:

+1 enhancement bonus to either strength, dexterity or constitution

Useless beyond level three or so, as it doesn't stack with stat-boosting items.


+1 bonus to attack rolls
+1 bonus to natural armor
+2 bonus to weapon damage rolls

What type of bonus are these?



+5 perfection bonus to a single skill you have as a class skill;

I... I don't think there's such a thing as a perfection bonus.


+5ft increase to your base speed in any movement type you may posses

What type of bonus?



Burst of energy: From 4th level on you may trigger a boost, quite akin to the rage of a barbarian. Every burst of energy lasts for (3+CON-mod) rounds. Its effects depend on the kind of armor you have equipped:

If it's like a barbarian's rage, what's the downside when it ends?



Light armor: You gain a +2 bonus to strength and dexterity and a +10 ft. bonus to your movement speed in any movement type you may posses.

I'm starting to realize a problem here: you're giving this class WAY too many speed boosters. Most of them are only while wearing light armor, but still.


Medium Armor:
[INDENT] You gain a +2 bonus on strength, dexterity and constitution, as well as a +2 bonus to bull rush, trip and grapple checks (both while targeting someone with such an ability or being targeted)


Heavy Armor:
[INDENT] You gain a +4 bonus to strength and constitution, as well as an additional damage reduction of 2/- (which stacks with any X/- damage reduction you might already have). While using this burst your rate of movement is halved (rounded up to the next 5ft.) and you cannot fly at all.

This is more or less better than a barbarian's rage in every way, except for the movement halving.


These bonuses are improved by +2 for every 3 levels after 4th class level (so +2 at 7, +4 at 10 etc.)

Increases WAY too quickly.


The following bonuses are in effect no matter what kind of armor you wear:
If you have the light armor specialty you may use dimension door a number of times per encounter equal to your intelligence modifier as a movement or standard action while in Energy Burst. This does not end your turn. Your caster level is equal to your class level;
If you have the medium armor specialty you become immune to poisons, diseases, enchantment spells, death effects and ability damage while in Energy Burst.
If you have the heavy armor specialty you gain an additional damage reduction of 4/- (which stacks with any X/- damage reduction you might already have).


...what.

You know dimension door is a fourth level spell, right? And you're taking away one of the downsides to it, too. Oh, and you're giving it to a mundane class at level 4. No, just no.

The medium armor specialty gives a lot of immunities for level 4.

The heavy armor bonus here is just stupid, especially since this one doesn't specify that it only applies during energy burst. With heavy armor specialization, a craftknight gains damage reduction awfully quickly.



Enhanced Guardian Spirit: The intense bond the craftknight has formed with his Guardian Spirit improves his spirit to aid you. This enables it to learn an additional spell from any of the other Guardian Spirit’s spell lists at 8th level and every 3 levels thereafter, up to the highest spell level he could cast from his own spell list.

The spirits you've given are just guidlines according to you, so this basically gives them any spell they want.




High Craft Lord: The skill the Craftknight possesses is worthy to be the topic of legends. He may enchant any weapon as a full round action for up to a +8 bonus, which is only in effect until the weapon leaves his hands, or spend a full round concentrating to change the bonuses the weapon already has (which stacks with enchantments already on the weapon as long as the total enchantments do not surpass the equivalent of a +10 weapon). Further, crafting time for any weapon, armor, wondrous item or weapon enchantment he performs is quartered and no item the Craftknight creates can be sundered.

So basically, any weapon the craftknight holds is a minimum of a +8? I guess I can't really complain, since this is a capstone. It and its previous form, Craftlord, seem to come out of nowhere with no lead-up, though.



Well, please critisize honestly:
-playable? Over-/underpowered? And if so, what specific parts?
-Interesting enough that anyone might play one?

I really hate to say this, but the class is pretty bad. It has potential, but it's riddled with problems. The balance is incredibly inconsistent, but simply picking the stronger abilities would make this pretty powerful, far stronger than most other mundane classes.

Benly
2011-06-12, 10:15 AM
What type of bonuses are these, so we know what they do and don't stack with?

Untyped bonuses exist and stack with everything.



I... I don't think there's such a thing as a perfection bonus.

Perfection bonuses exist in published WOTC material (the vows from BoED come to mind).



You know dimension door is a fourth level spell, right? And you're taking away one of the downsides to it, too. Oh, and you're giving it to a mundane class at level 4. No, just no.

Swordsages get per-encounter teleports at level 3. Wizards can get them as an immediate action at level 1.


I really hate to say this, but the class is pretty bad. It has potential, but it's riddled with problems. The balance is incredibly inconsistent, but simply picking the stronger abilities would make this pretty powerful, far stronger than most other mundane classes.

What says "mundane" about a class that casts spells and makes magic armor to you?

It's stronger than most melee classes, but most melee classes are frankly pretty bad. The thread title seems to imply this is intended to compete against the ToB classes, not the monk and fighter.

Lord_Gareth
2011-06-12, 10:18 AM
Untyped bonuses exist and stack with everything.

Perfection bonuses exist in published WOTC material (the vows from BoED come to mind).

Swordsages get per-encounter teleports at level 3. Wizards can get them as an immediate action at level 1.

What says "mundane" about a class that casts spells and makes magic armor to you?

It's stronger than most melee classes, but most melee classes are frankly pretty bad. The thread title seems to imply this is intended to compete against the ToB classes, not the monk and fighter.

All of this is quoted for Truth and GREAT JUSTICE.

The Dark Fiddler
2011-06-12, 10:58 AM
Untyped bonuses exist and stack with everything.

Untyped bonuses are often marked as such, which makes my question still be a reasonable one.



Perfection bonuses exist in published WOTC material (the vows from BoED come to mind).

Did not know that. Complaint rescinded.



Swordsages get per-encounter teleports at level 3. Wizards can get them as an immediate action at level 1.

A swordsage's teleport isn't that far of a range though, if I remember correctly, and the wizard ability you're mentioning is frequently noted for being too strong (and also not as far a range).


What says "mundane" about a class that casts spells and makes magic armor to you?

Again you make a good point, but this class barely casts any spells at all. It's less than a bard gets, even. It is a bit magical, but it's far more mundane leaning.


It's stronger than most melee classes, but most melee classes are frankly pretty bad. The thread title seems to imply this is intended to compete against the ToB classes, not the monk and fighter.

And this is why I should be fully awake before critiquing a class. Still, the thing needs to be internally balanced before we can start balancing it with other classes.

Elfstone
2011-06-12, 11:14 AM
Untyped bonuses are often marked as such, which makes my question still be a reasonable one.

Not all of them.. The very meaning on untyped implies that you wouldn't need to specify a type on them.


Anyway, the swordsages teleport can be up to 50 ft... Im not even going to comment on balancing the wizard.. Polymorph?

This is a melee class, who needs magic? The fighter? I think not. This class provides options, which is what every class needs to be awesome. The wizard class is so strong BECAUSE it has options.

The monk.... Unfixed, makes me cry.

The only thing I agree on is that you really do need more skill points per level, or if your reluctant to change it from the melee base (which, by ToB should be 4) add in a passive ability that grants an inherent bonus to the craft skill. Call it Extensive Training or something. Make it scale by level. Infact, make it equal to your levels in the class.

Vendevor
2011-06-12, 12:27 PM
I think this is a beast class and might use it in a campain, but its kinda underpowered, or just a few are kinda useless. The ability to be able in all of these weapons is great, but my characters usually use 1 main weapon, a ranged wep, and mabe a secondary. so alot of those would be wasted. Same with the armor. Still,really cool

Daremonai
2011-06-12, 02:00 PM
...how often can a Guardian Spirit cast? You clearly point out how many spells it can know, but as far as I could see, you don't mention if they're 1/day, at-will or what.

Benly
2011-06-12, 02:02 PM
...how often can a Guardian Spirit cast? You clearly point out how many spells it can know, but as far as I could see, you don't mention if they're 1/day, at-will or what.

It's at the bottom of the spoiler block listing the spells. "A Guardian Spirit may cast up to ten spells+the corresponding modifier per day, spontaneously. From 5th level on the two latest learned spells may only be cast once a day. "

This has the odd consequence that at fifth level you suddenly stop being able to use one of your existing spells as much as you could before, which is probably not intended.



Again you make a good point, but this class barely casts any spells at all. It's less than a bard gets, even. It is a bit magical, but it's far more mundane leaning.

At low levels it will have more spells per day than even a wizard due to the odd per-day mechanism Guardian Spirit uses. The bard doesn't catch up to its base spells per day until level 8.

Fruchtkracher
2011-06-12, 05:13 PM
@ the Dark Fiddler - I worked in most of your balancing suggestions, some things I admit I simply overlooked (like the missing save DCs, added those now)
The monk features I wish to keep, seeing how forfeiting the use of weapons is mostly a nerf in comparison to the skills weapons add. Though I reduced the DC for Quivering palm, so that the higher number of uses might be more acceptable.
You gain more than one Weapon Specialisation for more flexibility, as more than one doesn't really affect your power level since you can only use one (or two) weapon/s at the same time anyways. You admittedly gain quite a few uses for the per-day-abilities, but I'll think of a fix for that I hope.
The enhancement-bonus type on the stat-boosts in Battleforged is intended, as otherwise anyone would probably just stack con- or strength-boosts. As it is it can help to free item slots and money for other magic items.
I'd rather say that barbarian rage increases way to slowly. Burst of Energy provides quite noticeable improvements over the course of the career.

Bonuses I did not specify are indeed intended to be untyped ones, I kinda figured not typing the out would be clear enough... although I guess with the many other mistakes I made that reaction only makes sense.

I increased the skill points to 4 per level. A high intelligence modifier is kinda expected seeing how quite a few things depend on intelligence. Should you still feel it needs more, I feel opposed to more skillpoints, seeing how the craftknight definitely is not a skill monkey.
I also fixed the maximum range of the craftknights dimension door to base speed (which can get quite high indeed, but that was intended). I misremembered the maximum range of dimension door somewhere around 50 ft.. I quess I really should have waited longer before I uploaded the class, but the valuable input I can get here makes this so much easier for me. Thanks for that :smallsmile:
The things I didn't change already I'll rework later today, as it is past midnight here in Germany already, and I don't want to make too much more mistakes tonight anymore...

@ Elfstone - I increased the skillpoints to 4 per level rather than add a new ability that would increase all craft skills. I don't want the class to necessarily be able to craft alchemy better, for example. But with 4 skillpoints and probably a rather high int mod this problem should be reduced.

@Vendevor - Of course you do not have to use all weapons or armor types - but it gives more options, and not every weapon or armor is good for every situation. Though especially after the Dark Fiddler's review I find the "too weak" interesting

@Benly - I've changed the restriction to the latest learnt spell, this way the problem you stated does not apply. Maybe I should drop that restriction completly?

and well, I like the idea of a fixed number of spells - the spells are mainly as assistance anyways, and they improve both by caster level and number of choices (of up to 8th level spells, which is quite high for a melee-class) anyways. This makes sure the user has to keep a balance between blasting and utility-spells.
And as the Dark Fiddler correctly stated, in effect Enhanced Guardian Spirit lets you add about any spell that is around the level of the spells you already can cast you might need. This way you can customise your spell choices as well without focussing on casting, as the number of spells known and per day is both kept quite low.

As always, thanks for the valuable input :smallsmile:

deuxhero
2011-06-13, 12:09 AM
I can't tell if the similarity is intentional or not. It stops at the name and two class features.


Also: Picture wields all sorts of weapons, class features a specilization ability (not that it isn't accurate to WotC, see:disciple of peace, which requires VoP and the picture is tricked out in magic items). Picture is also male and the clas (seems) to reference one of the most yurilusious games that actually got to the US in recent memory.

As for the class itself, the battleforged


Also: No penalties for wearing someone else's underwear going into battle with somebody else's sword. A simple fluff bit (though admitedly counter productive to a dungeon crawler).


I imagined "craftknight" would be more a gish PRC for artificers that focused on sundering (giving you the full value of what you sundered for the purpose of crafting) for class features.

Demidos
2011-06-13, 12:43 AM
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. From 5th level on the latest learned spell may only be cast once a day.
Spells that have a range of personal affect the Craftknight.
These Spirits are only examples and should serve as a rough guideline.



I would suggest taking out the clause stating " From 5th level on the latest learned spell may only be cast once a day. ". Otherwise the cleric/wizard will cry at first level (you can CLW/burning hands maybe 12-4 times/day, without an action?). Admittedly there is better first level spells, but 12 times/day seems a bit excessive at level one. Just my opinion.

deuxhero
2011-06-13, 12:46 AM
Also: Why do you need saves if you can't be harmed?

Fruchtkracher
2011-06-13, 03:49 AM
I can't tell if the similarity is intentional or not. It stops at the name and two class features.
...
As for the class itself, the battleforged
...
Also: Why do you need saves if you can't be harmed?
I'm sorry, but I didn't quite get that



Also: Picture wields all sorts of weapons, class features a specilization ability (not that it isn't accurate to WotC, see:disciple of peace, which requires VoP and the picture is tricked out in magic items). Picture is also male and the clas (seems) to reference one of the most yurilusious games that actually got to the US in recent memory.
Well that game you referenced was indeed the starting point, but while building the class it kinda developed from there. The crafting became less important in focus of fighting, and seeing how how the new class specialises in nearly a dozen of weapons I think the picture I chose in the end fits better.





Also: No penalties for wearing someone else's underwear going into battle with somebody else's sword. A simple fluff bit (though admitedly counter productive to a dungeon crawler).
The armor bonuses only work on armor you "craft and use yourself" - so no wearing someone elses underwear. The weapon abilities are class features of the craftknight itself and as such useable by only him/her anyways.
And I do not see how penelizing the party's crafter would be a good solution.



I imagined "craftknight" would be more a gish PRC for artificers that focused on sundering (giving you the full value of what you sundered for the purpose of crafting) for class features.
Yeah, well as stated above the original focus was more on crafting (though I do not have the book the artificer is in, so never really looked into the class)
I figured there would not be enough people to know the game, besides I still kinda like the outcome.

@demidos - Yeah, on second thought you're right. I removed the "from level 5 on" part but upped it to twice per day. Still, the cleric for example had the options to cast different spells than just one, so I thought that would balance it out...

deuxhero
2011-06-13, 12:35 PM
(The "be like wearing their underwear" is a line from the 2nd game)

The Guardian text says it can't be harmed, but also mentions it getting saves.

The Battleforged abilties look very linear and subpar.

Benly
2011-06-13, 01:16 PM
The Battleforged abilties look very linear and subpar.

The issue with the Battleforged abilities in my view isn't that they're not all that good (they appear to be basically just "here's an extra bit of candy for you") but rather than some of them aren't worth taking at all. Enhancement bonuses to a stat or a bonus to natural armor don't stack with common (arguably "standard") magic items, while the untyped bonuses to attack and damage stack with everything and the enhancement bonus to saves and perfection bonus to skills are unusual types for what they're boosting and thus likely to stack with the usual bonuses.

Fruchtkracher
2011-06-13, 02:05 PM
(The "be like wearing their underwear" is a line from the 2nd game)
well that explains, I have to admit I liked the first one much more and as such played through the second one only once so far. It seems I forgot that line.



The Guardian text says it can't be harmed, but also mentions it getting saves.

those are supposed to be the save DCs against spells it can cast. I'll edit that at once as that really is unclear.



The Battleforged abilties look very linear and subpar.
I changed most bonuses to perfection bonuses, this way they are slightly less powerful then untyped ones while nevertheless usefull. Not every ability has to be ultra powerful I think, this one's mostly a little bonus on the side.
And seriously, 6 bonus feats, equivalents to epic feats or the other options do not seem too little to me.

Gideon Falcon
2011-06-14, 07:48 PM
Problem: As written, 18th level Craftknights with Gauntlet specialization get quivering palm at will.

Quellian-dyrae
2011-06-14, 09:39 PM
I would say to revise some of the 10th level weapon specializations.

The axe one looks pretty powerful to me, although I tend to be leery of both touch attacks and damage multipliers in general. Eh...maybe it's not too bad, actually.

Short sword, though, could get nuts. Especially with the light armor speed boosts. It's solid for someone who has Dex as say a tertiary stat, but if they pump Dex, go light armor, hit burst of energy...you could deal massive harm and they'd be completely unable to full attack you back. Then Quick Draw a spear and make sure they don't pounce/ubercharge you.

I'm...a little unsure why rapier deals so much more Str damage than Dex. My usual theory for ability damage is Con > Int = Wis = Cha > Str = Dex. Could be wrong though.

Spear is solid...kind of combines the best benefits of normal Whirlwind Attack and Mithral Tornado. This might be the best balanced of them.

Gauntlets...I'm fine with stealing the monk's features. The more options there are for playing an unarmed fighter the better. But a multiple use per day save-or-die at 10th is pretty scary. Flip side, the DC's really low...maybe too low to be useful. Yeah, this one seems kinda broken in both directions, might need a trip back to the drawing board.

Longsword is fine. Myself, I prefer to keep invulnerability-type effects up in the 17th+ level range if at all, just because the notion of a tenth level auto-blocking, say, the Tarrasque's attack just seems off to me, but I don't think it's at all mechanically unsound.

Greatsword is strictly better than spear. I know spear has more reach inherently, but even so. And in general, doing more damage to fewer foes is better than less damage to more, I believe.

Mace is basically just a weaker version of Flail (did you change the DC of one but not the other?) Myself, I'd say avoid DC's based on damage dealt. Damage is very, very swingy. The tried and true 10 + 1/2 level + appropriate ability modifier always works fine and is easy to keep track of.

Longbow seems basically to have all the best benefits of Greatsword and Spear, but at range. Well, and with a save to avoid the doubling. I am in favor of making sure a melee combatant is competent with its bow...but this might be too much in terms of internal balance.

While the damage for Crossbow isn't great, a ranged attack that drops falling enemies is just...good to have in your pocket.

Throwing...might be the most broken. Status effects up to and including death (on a multi-use per encounter basis), damage-based DC based on all attacks, and builds off abilities that give extra attacks and allow double ability scores to damage and, more importantly, attack rolls. I could see a Craftknight 10/Do You Need Another Class To Qualify For Master Thrower? X/Master Thrower 5 being absolutely devastating.

Don't get me wrong, I like the idea of a weapons master class, and the by-weapon abilities are really cool, but they do need to be brought more in line with each other, I think.