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View Full Version : Codex Alera Crafter (PF, WiP) PEACH please!



ThatOneGuy79
2013-06-11, 11:33 PM
Hello all. I am a big fan of the Codex Alera series. Some time ago I made an attempt to create a class based on that world. I am going to post part of what I have (don't know how to do spoilers or make tables).

Crafter
Crafters are those who choose to take up a partnership with either a primal spirit or an elemental. This bonding grants a Crafter with a variety of powers. What these powers are depends on who they have bonded with.

Skills:
Each Crafter gets the following skills, with additional skills based on what type of crafter they are. If taking a second aspect, the Crafter gains two of the skills of the second list. This can only be done with two aspects.

Craft, Knowledge: Arcana, Knowledge: Local, Knowledge: Planes, Perception, Profession
Air: Acrobatics, Fly, Stealth
Earth: Handle Animal, Knowledge: Engineering, Knowledge: Geography
Fire: Diplomacy, Intimidate, Perform
Metal: Knowledge: Dungeoneering, Ride, Survival
Water: Bluff, Heal, Sense Motive, Swim
Wood: Knowledge: Nature, Stealth, Survival

Crafters also gain a bonus to any craft or profession skill that makes primary use of one of their aspects. (i.e. armorer for metalcrafter). This bonus is equal to one-third their level, minimum 2.



Base Attack/Saves/Weapon and Armor proficiencies:
A Crafter’s Primary Focus, chosen at first level, determines their base attack bonus, hit die, and saving throws throughout the rest of their levels.
Air: As per Rogue
Earth: As per Fighter
Fire: As per Cleric
Metal: As per Fighter
Water: As per Wizard
Wood: As per Ranger

Class Features:

Focus: A Crafter’s Focus is an area that they specialize in. At first level, a Crafter chooses one Primary focus. Whenever they gain a new Crafting or Aspect, they may choose abilities from that Focus. At 5th, 10th, and 15th level they may choose an additional focus, treating that new focus as five levels lower than the previous for purposes of power level. (i.e. a Crafter who has Metal as their primary focus and chooses Fire as a secondary focus at 5th level is considered a 1st level Firecrafter.)

Craftings: These are abilities that a Crafter can use actively. A Crafter’s foci determine what abilities they may take, and they are banned from taking abilities they have no focus in. Activating a Crafting is a full-round action that can be disrupted as if it were a spell. If a Crafting is disrupted, the Crafter takes 1d8 points of damage and must make a Will save (DC 20) or be stunned for one round. A Crafter receives one Crafting at first level and one additional one every odd level. Crafters may use a number of Craftings simultaneously equal to one-half their level (minimum 1). All Craftings are Extraordinary abilities, and are not subject to dispelling, dead magic, or anything similar.

Aspects: These are abilities representing the Focus (or Foci) has/have chosen that a Crafter gains as they go up in level,. Any Feat that a Crafter takes as an Aspect does not require the normal prerequisites.

Focus Sovereignty: Upon reaching 20th level, a Crafter is a master at their primary Focus. They may have a number of Aspects/Craftings active at one time equal to their primary stat modifier. These may be active for a number of rounds consecutively equal to their level.

Primal Companion: At first level a Crafter may choose a primal spirit that embodies their primary Focus. This ability functions as the Call Companion Druid class feature, with the following change. A Crafter’s companion may be summoned once a day for a total of one hour per Crafter level. At 5th level a Crafter may choose a second companion that embodies their second focus. A Crafter treats this companion as four levels lower in terms of advancement and abilities, as well as time summoned. A Crafter may never have more than two Primal Companions.

Level Special
1 Primary Focus, 1st Crafting, Primal Companion
2 Aspect
3 Crafting
4 Aspect
5 Crafting, Second Focus, Second Companion
6 Aspect
7 Crafting
8 Aspect
9 Crafting
10 Aspect, Third Focus
11 Crafting
12 Aspect
13 Crafting
14 Aspect
15 Crafting, Fourth Focus
16 Aspect
17 Crafting
18 Aspect
19 Crafting
20 Focus Sovereignty

ThatOneGuy79
2013-06-11, 11:35 PM
Craftings

Air:
Enhanced Sight: With this ability an Aircrafter is capable of bending air and light to see further. This allows an Aircrafter to see three times as far as normal for their race. Enhanced Sight can be taken multiple times, with each time adding an additional multiplier to the distance. This ability can be used once per day per class level, for a number of rounds equal to the Aircrafters Wisdom score + 3

Enhanced Hearing: With this ability an Aircrafter is capable of bending air to hear at a greater distance. This allows an Aircrafter to hear three times as far as normal for their race. Enhanced Hearing can be taken multiple times, with each time adding an additional multiplier to the distance. This ability can be used once per day per class level, for a number of rounds equal to the Aircrafters Wisdom score + 3

Farspeak: This power allows an Aircrafter with the Enhanced Hearing ability to speak to a single target at a distance equal to their ability to hear. This ability can be used once per day per two class levels, for a number of rounds equal to the Aircrafters Wisdom score + 3

Levitate: An Aircrafter with this power can levitate, as per the spell, for number of minutes equal to their class level. This ability can be used a number of times per day equal to the Aircrafter level.

Flight: This ability confers the ability to fly at the character’s base land speed, with perfect maneuverability, for a number of hours equal to the Aircrafters level. The Aircrafter can use this once per day. An Aircrafter must have the levitate ability before this can be taken. This ability can be taken multiple times, each time increasing the speed by 20 feet.

Veil This ability functions as the Invisibility spell, with a caster level equal to the air foci level. If taken a second time, the Veil functions as Improved Invisibility

Whirlwind: A crafter with this ability can call upon the power of their companion to create a whirlwind, as per a Small Air Elemental’s ability. This ability can be used for a total number of rounds per day equal to the crafters level, though they need not be consecutive. This power may be taken multiple times, each time increasing the potency of the whirlwind by one size category.

Suffocate: Calling upon their companion, an Aircrafter can draw the air from an opponent’s lungs. A person targeted by this ability is allowed a single saving throw with a DC equal to 10 + the crafters wisdom modifier + the crafters level. This ability can be used a total number of times per day equal to the crafter’s wisdom modifier. It can be held for a number of rounds equal to 3 + the Crafter’s wisdom modifier.

Haste: An Aircrafter can use haste as per the spell for a number of rounds per day equal to their class level on themselves only.


Earth:

Surge of Power: With this ability an Earthcrafter can draw extra strength from the earth. Upon activation the crafter's strength is raised by half their level. This ability can be used once for every two levels an Earthcrafter has, and lasts for a number of rounds equal to their Con modifier.

Earthwave: An Earthcrafter with this ability is able to send a wave of earth out from them. This wave goes out for a distance of 5 feet per Crafter level. All those caught in this wave are treated as being Bull Rushed. The Crafter uses their CMB for this check. The Crafter may use this ability once per day per two levels.

Earthdrowse: This power allows an Earthcrafter to search for a specific mineral or mundane stone within the earth and retrieve it. The chance of successfully doing so is 35% + 3% per level. This ability can be used once per day per character level.

Vise of Stone: With this ability an Earthcrafter can attempt to capture someone within stone. Attempting to use this ability counts as a Grapple check using their CMB. The vise that is created has hardness 5 and 10 hp + 1 per character level. This power can be used once per day per every other level, and can be held for a number of rounds equal to 3 + their Con modifier.

Earthglide: An Earthcrafter with this ability can glide across the earth with ease. While touching earth or stone, they may quadruple all land-based movement speeds. This pace can be maintained for a total of 30 minutes per Crafter level per day. This time need not be all at once.

Bones of the Earth: This ability temporarily grants an Earthcrafter the ability to shrug off a portion of the damage they sustain. Once per day per three levels as a swift action the crafter gains DR 2/- for one round. This ability may be taken multiple times, with each time adding one to the DR granted.

Raise Earth: This ability functions as the Wall of Stone spell, with the Crafter’s level as the caster level. This ability can be used a number of times per day equal to 3 + their Con modifier.


Fire:

Enrage: A Firecrafter with this ability can enter a rage state identical to the Barbarian ability a number of times per day equal to their Cha modifier +3.

Pyrotechnics: This power acts as the spell and can be used once per day per two Crafter levels.

Immolate: This ability allows a Firecrafter to deal fire damage with a touch. With a successful touch attack they can deal 1d6 fire damage per Crafter level to their target. This ability can be used once per day per Crafter level.

Firebolt: A Firecrafter with this power can use their Immolate ability at a range equal to ten feet per Crafter level. This ability can be used once per day per Crafter level. This power can’t be taken until Immolate has been. This ability can be used once per day per caster level, but takes up a use of Immolate. Firebolt may be taken multiple times, each time adding an additional 5 feet per level.

Fireball: This ability allows a Firecrafter with the Firebolt ability to use it as an area of affect. The range and damage stay the same, but the damage affects foes in a twenty foot radius. This ability can be used once per day per caster level, but takes up a use of Firebolt.

Turmoil: This ability allows a Firecrafter of 7th level or higher to use their Influence Emotions power on a group of people. The number of people that can be affected by this is equal to the Crafter’s level. This ability can be used for a number of minutes equal to the Crafter’s Wisdom score + 3

Wall of Fire: This power acts identically to the spell. It can be enacted a number of times per day equal to the Firecrafters Con + 3.


Metal:

Shrug off: A Metalcrafter who takes this ability may choose any one status effect (stunned, sickened, etc) to “shrug off”. When chosen, the Crafter becomes immune to said effect. This ability may be taken multiple times, choosing a different status effect each time.

Sense Metal: This power allows a Metalcrafter to sense when someone is bringing metal to bear against them. If a Metalcrafter with this ability is attacked with a weapon primarily made of metal, they may add one quarter of their level to their AC (minimum of one). This ability may be used once per day per class level, and it lasts for a number of rounds equal to the Crafters Con modifier + 3. This ability may be taken a second time, allowing a Metalcrafter to instead sense any metal an opponent may be using. This allows the Crafter to add one-quarter of their level to their attack rolls. With two uses of Sense Metal, these abilities may be used simultaneously.

Shape Metal: This ability allows a Metalcrafter to modify existing metal. This ability can be used to shape one pound of metal per class level, once per day per class level. Metal can be shaped into any form except for weapons and armor.

Form Armaments: A Metalcrafter with the Shape Metal ability may use the Craft (weaponsmith) or Craft (armorer) to create base equipment out of other metal.

Refine Metal: A Metalcrafter with the Shape Metal ability may fortify an existing metal item or structure. This allows the Crafter to triple its hardness. The ability may be used for a number of rounds equal to the Crafter’s class level per day. If the Metalcrafter has the Form Armaments ability, they may instead modify any armor they wear or weapon they grasp, making it masterwork (if mundane) or mastercraft (if masterwork).

Web of Steel: This ability allows a Metalcrafter to double their number of attacks for a total number of rounds per day equal to their Dex modifier + 1. This ability cannot be taken until 10th level.

Scorn Death: This ability cannot be taken until a Metalcrafter is 14th level. Once this ability has been acquired, a Metalcrafter does not drop to unconsciousness until they reach their negative Constitution score. Furthermore, they do not die until they have reached twice their Con score in negative hit points.

Adamantite Strike: When this ability is taken the Crafter can make their weapons strike with the durability of adamantite.


Water:

Status: This ability functions as the spell.

Curative Touch: This ability functions as the Cure Light Wounds spell with a caster level equal to the Crafters class level. A Crafter can take this ability multiple times, each time raising the level of the spell. (Cure Light to Cure Moderate, etc). It may be used once per day per class level

Cure Disease: This ability functions as the spell with a caster level equal to the Crafter level. It may be used a number of times per day equal to 3+ the Crafter's Wis modifier.

Restoration: This ability functions as the spell with a caster level equal to the Crafter level. It may be used a number of times per day equal to 3+ the Crafter's Wis modifier.

Alter Self: This ability functions as the spell, with a caster level equal to the Crafter level. This ability may be used once per day per character level, and held for one minute per Crafter level.

Emotional Resonance: This ability allows a Watercrafter to create a connection with another person. This bond allows the Crafter and the person they are connected to the ability to sense the emotions of the other at a range of one mile per Crafter level. It can be taken multiple times. Each time this ability is taken the Crafter may connect with an additional person.

Detect Alignment: This ability functions as the spell, and may be used at will.

Telepathy: This ability functions as the spell. A Watercrafter must be 7th level or above before they can take this ability. It may be used a number of times per day equal to 3+ the Crafter's Wis modifier.

Aura of Calm: This ability allows a Watercrafter with the Soothe class feature to use it on a group of people. This power affects one person per Crafter level. It may be used a number of times per day equal to the Watercrafters Wisdom modifier + 3.

Drown: Calling upon their companion, a Watercrafter can drown an opponent who is standing near water. A person targeted by this ability is allowed a single saving throw with a DC equal to 10 + the crafters wisdom modifier + the Crafters level. This ability can be used a total number of times per day equal to the Crafter’s wisdom modifier.


Wood:

Camouflage: This functions as per the Ranger ability, and may be used at will.

Evasion: A Woodcrafter who chooses this gains the Evasion class feature

Entangle: This ability functions as per the spell, using the Woodcrafter’s level as the Caster level. It may be used a number of times per day equal to 3 + the Crafters Wis modifier.

Warp Wood: This ability functions as per the spell, using the Woodcrafter’s level as the Caster level. It may be used a number of times per day equal to 3 + the Crafters Wis modifier

Wall of Thorns: This ability functions as per the spell, using the Woodcrafter’s level as the Caster level. It may be used a number of times per day equal to 3 + the Crafters Wis modifier.

Swift Tracker: This ability functions as the class feature.

Hail of Arrows: A Woodcrafter must have the Manyshot feat before they can take this. With this ability a Woodcrafter may take one shot at every foe within their bow range. This ability may be used once per day per two Woodcrafter levels.

ThatOneGuy79
2013-06-13, 02:18 PM
(bump)
(breaking up wall of text)

whydoibover
2013-06-13, 05:21 PM
Hey, I love Jim Butcher and all his works.

Looking through, everything seems pretty damn good up to a point. I like what you're trying to do, and I like what you've done, so if it seems like I'm being quite critical, that's because I want it to be awesome, not because I think it's bad.

I'm going to say two types of things: Things that are there which I think should be changed, and things which are not there which I think should be.

Very much in the first group is some of your wordings/omissions.
What are Aspects? By the end of play a crafter has 9 of them (every even level bar 20) and the only thing I can guess at is that they're feats without prerequisites or something. It's possible they're a list of feat choices to go with your primary focus, in which case that's okay, but kinda dull (let's face it, feats aren't made of love/the blood of enemies)
What is the action for all of these abilities? Where they say "as the spell" are they subject to Arcane Failure, concentration checks etc. or are they being used as Sp/Ex/Su abilities?
"Shrug off" from the Metal group especially doesn't compute- is it a swift action, an immediate action, an immunity or a full-round action? Does the status still technically exist or is the Metalcrafter not affected anymore?

In terms of balance/theme, there's some oddities. The Sense Metal ability is a more circumstantial attack roll bonus equal in magnitude to the Surge of Power ability's attack roll bonus, for example (SoP also increases damage). And as all these bonuses are untyped, they can be stacked (so you can raise your STR by your level by using it twice) as written.
Some of these abilities are WAY cooler than others. In Metal, the Scorn death ability is boring- they're still inactive during that time. Also those crafting craftings are boring. [Making Rari (who seems to have pretty much only Metal abilities) somewhat empty of abilities. This can be cured with an injection of MOAR abilities, but that is a story for another day.]

You've based the Wood craftings off the ranger class. And it shows. The only thing above and beyond a ranger they get is an epic feat equivalent, and their spells are more specific but available more often. I realize that this crafter also gets access to the other craftings, but not until level 5. The Wood guys also don't get any bonus to attack with their bow and arrows (the woodcrafters can practically curve their arrows in Codex Alera) or the ability to hide others with their camouflage ability (which doesn't work, bte, because they don't have favoured terrain)

Fire crafters are clerics. You have given clerics Rage as barbarians. 1/day. Please alter. Increasing BAB to their level and giving them some other snacks would be cool, but the rage is just plain worse than a lot of other, cooler abilities.
Actually, Fire crafters are pretty damn boring. They don't rain fire, they putter it out really slowly. Immolate, at level 20, gets 20 uses. Of 10d6 damage. As a touch attack in a small radius. And it's fire type (which is thematically appropriate, but still going to suck for them). They're probably not going to run out, but they have less damage than a rogue, at a max of only 3 times the range w/o rogue talents, and no sweet skills to show for the lack.

Water is okay, more useful because it lost the thematics of requiring a bath, but you could do a better, stronger healer by taking cleric. Healing is pretty boring. Give them a touch attack (they get it in the books!) because that way they can have fun in battle, not just service the party waiting for that one fight near water.

Air is okay. Taken without the others, it's probably comparable to rogue except in terms of damage. They get flight, which is awesome, but at level 20 they have 400 rounds of flight, which is not enough to get anywhere well. Give them longer flight, or another crafting for longer flight, and a way to do damage please.

I've mentioned a lot of the second group, but here's some more: Give more flavour based on primary crafting. Make them more the same too though. I'd like it better if the baseline was cleric, and they all got pretty even buffs on top of it. Basically, Water gets too little at the moment, and for all what they gets lacks some fluff (maybe give watercrafters automatically empowered effects if the targets are mostly submerged, and metalcrafters bonuses to their use of metal items, give firecrafters the ability to set fire to things)
I think a lot of these tips could be done better by use of aspects and a primary crafting bonus.


I haven't really been able to critique the abilities from a pick-and-choose perspective, but at the moment it's clear to me that I want Earth for killing things and Metal+Air for making that killing things, a lot & quickly from close by.

TLDR: Love fluff. Want more craftings to choose from, but also want crafting usage to be clear and explicit. Want aspects to be a good thing. Want less of a gap between baseline, but want some necessary thematics when you get a focus (such as firecrafters actually being able to make fires, and watercrafters sensing emotions passively)

ThatOneGuy79
2013-06-13, 11:15 PM
Aspects:

Air:

Evasion

Uncanny Dodge

Improved Evasion (must have Evasion first)

Improved Uncanny Dodge (must have Uncanny Dodge first)

Sneak Attack (as per Rogue - 4)

Any of the following feats can count as an Aspect of Air: Acrobatic, Agile Maneuvers, Combat Reflexes, Dodge, Mobility, Spring Attack, Wind Stance, Lightning Stance, Improved Initiative, Lightning Reflexes, Stealthy, or Weapon Finesse



Earth:

Stability (as the Dwarven racial feature)

Powerful Build: When an Earthcrafter gains this ability, their size counts as one size larger in any way that would be beneficial to them (i.e. weapon use, CMB, etc)

Mighty Build: When an Earthcrafter gains this ability, their size counts as two sizes larger in any way that would be beneficial to them (i.e. weapon use, CMB, etc) Must have Powerful Build first

Influence Emotion: An Earthcrafter with this ability can affect the emotions of those around them. For a total of one minute per level, the Crafter may attempt to provoke a specific emotion. The Crafter chooses a specific emotion to evoke and the target(s) roll a Will save (DC 10 + CL + CHA modifier) This can affect up to one target per two levels.

Draw Durability: This allows an Earthcrafter to shrug off a portion of Strength or Constitution damage. With a successful Fortitude save they can ignore up to their Con bonus in ability damage once per day per two Crafter levels.

Any of the following feats can count as an Aspect of Earth: Endurance, Great Fortitude, Improved Unarmed Strike, Improved Grapple, Stunning Fist, Power Attack, Improved Bull Rush, and Toughness.



Fire:

Start Fire: Firecrafters can start any flammable materials on fire with a touch. This requires a swift action.

Incite: When a Firecrafter gains this ability, they can cause an opponent to be temporarily enraged. This causes the opponent to lose their standard action for one round per two Crafter levels. To use this ability the Firecrafter must make a touch attack. If this attack succeeds, the opponent is entitled to a Will save (DC 10 + the Crafter’s level + the Crafter’s Cha modifier) to resist. If the opponent resists, they are immune to the ability for 24 hours.

Influence Emotion: An Earthcrafter with this ability can affect the emotions of those around them. For a total of one minute per level, the Crafter may attempt to provoke a specific emotion. The Crafter chooses a specific emotion to evoke and the target(s) roll a Will save (DC 10 + CL + CHA modifier) This can affect up to one target per two levels.

Any of the following feats can count as an Aspect of Fire: Combat Expertise, Improved Feint, Greater Feint, Disruptive, Spellbreaker, and Dazzling Display.



Metal:

Damage Reduction: This Aspect gives a Crafter DR 1/-. It may be taken a total of five times, each time adding one to the DR.

Any melee-based Combat feat counts as an aspect of Metal.



Water:

Curing Touch: A Crafter with this Aspect may use the Cure Minor Wounds spell at will

Ageless Features: A Crafter with this Aspect stops physically aging, to all appearances. While this does not actually extend a their lifespan, their aging appears to slow and they suffer fewer aging penalties. Every three years that a Crafter with this ability ages, their appearance ages one year. Furthermore, they do not take penalties for aging until they would reach the next age category. (Middle Age penalties at Old, etc).

Soothe: When a Crafter gains this ability, they may cause anyone they touch to be temporarily soothed. This causes the person touched to be more focused, giving them a +1 on their Will saves and enacting a Calm Emotions spell upon them. To use this ability the Watercrafter must touch their intended target. This ability lasts for one round per two crafter levels after the crafter stops touching their target.

Sense Emotion: A Crafter with this Aspect can sense the surface emotions of those around them. The range of this ability is equal to 5 feet per level.

Any of the following feats can count as an Aspect of Water: Alertness, Deceitful, Iron Will, Improved Iron Will, Persuasive, Brew Potion.



Wood:


Track

Wild Empathy

Woodland Stride

Precise Strike: Add Dex or Wis modifier to damage with ranged attacks.

Any of the following feats can count as an Aspect of Wood: Deadly Aim, Point-Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Pinpoint Targeting, Shot on the Run, Rapid Shot, or Manyshot

ThatOneGuy79
2013-06-13, 11:24 PM
Hey, I love Jim Butcher and all his works.

TLDR: Love fluff. Want more craftings to choose from, but also want crafting usage to be clear and explicit. Want aspects to be a good thing. Want less of a gap between baseline, but want some necessary thematics when you get a focus (such as firecrafters actually being able to make fires, and watercrafters sensing emotions passively)


Take a look at the Aspects, if you have the time. :)

whydoibover
2013-06-14, 05:33 AM
Wow, aspects are certainly thematic. And they answer a bunch of questions I had about missing abilities.

Let's see though, there are a few things I'd alter somewhat.

For starters, some aspect groups are just clearly better than others in terms of awesome and killing. This is confounded by there not being a clear line as to whether aspects should be stronger or craftings, or whether they should be on a par. (I'm looking at the DR and evasion abilities here)

Looking at Air aspects, you've solidified my belief that an aircrafter must spend 4 levels being a rogue sans damage (when they pick up another crafting they can be something else too). Woodcrafters are still just rangers with a freer choice of feats because no prereqs.
Speaking of no prereqs... Metal aspects. A metal craftter can pick ALL of the woodcrafter aspect feats (and more if he wants to specialize in ranged combat, because all woodcraft feats are combat). Or he could pick up anything else he liked. It says something about PF combat feats that I think that rolling 4 times the damage or making full-round whirlwind trips are probably the better combat feats, but it's still mixing up the orders.

Some of these abilities, again, are less than obvious in usage - Draw durability is an offender.

The influence emotion abilities aren't thematic enough. They all just double CHA mod. Having actual fear or excitement effects (or whatever else from the books, Uncle) would be more awesome.



Again, I realize I'm looking at this more from the point of view of a single crafter. I'm going to build up a few characters from this ruleset and compare their competencies with a more standard class (I think Metal/Earth/Air crafter at level 10 versus a level 10 fighter would be interesting). This'll help me get a handle on how the abilities come together, and I reckon I'll find that Aircrafters need more damage as do Firecrafters, and that Watercrafters are in an annoying niche (I hate healing), Woodcrafters are comparable diretly to rangers, and I have no idea whether metal/earth boys will be able to stand against fighters.

ThatOneGuy79
2013-06-15, 07:35 PM
(Updated the Aspects)

whydoibover
2013-06-16, 09:04 AM
Right, so I made my Earth/Metal/Air crafter using 20pt buy and compared him to a Fighter with the same equipment.

The fighter has lower numbers: His +2 bonus from weapon training is overshadowed by the +5 bonus to strength and damage from Surge of Power. His weapon is two sizes smaller, and his CMB/CMD are 2 lower. The fighter can move faster (but would be unable to if I'd taken Earthglide instead of the comparatively useless Sense Metal).

The fighter didn't have backup in the form of 2 companions (didn't bother making them, but I'm mentioning them), nor does he have DR2/-

The fighter has some annoying pre-req requirements, but if the crafter wants a combat feat, he can take it.

The crafter has battlefield control. In this case he had wall of stone and a 50' radius bull-rush- which he can spend the feats to have a +4 bonus with, as well as his +2 from size increases and +5 from SoP.

All in all, a Crafter is more powerful than a Fighter. This isn't really saying all that much, I realize, because the Fighter is weak.

The fall-off due to the level difference in foci is steep. I found that Sense Metal is pretty much a +1 difference because of this (comparable to the fighter having feats to spare on those boring focus and spec trees), and think that taking Aircrafter Craftings will only push me down, if this crafter wants flight he should get it magicalls. Maybe think of making the lower crafting level less of a thing, like 3 rather than 5. The only Metal ability this build really wants is the one that doubles the number of attacks, which is set at a good level of "not yet" the holding on for life ability, however, is not that powerful, let metalcrafters pick it up sooner.

Again, I urge you to clear up your wording on everything. If these self-buffs take a full-round action, and if they last for less than a combat, then they're much less awesome than I've been using rating them.

ThatOneGuy79
2013-06-20, 12:02 AM
Updated a bunch of stuff for your perusal. :D

whydoibover
2013-06-24, 01:25 PM
Right, you've cleaned it up a lot and I have a much better handle on the class now.

It's normally going to be better than a fighter/Ranger, on par with a rogue (though its damage comes from different sources), or worse than a proper spellcaster. It can buff itself quite handily, but the buffing takes a full-round action so can't be done in combat. It has battlefield control, but less nuanced and slower than most spells.

(I might make the haste ability and the earthglide abilities exceptions to the crafting action rules by the way)

If they were explicitly spell-like abilities, then you could take meta-SLA feats and make them really cool (if I ever use these, I'll probably try this)

This is nice homebrew, as I come back to them I'll find more things that I want tweaking,

ThatOneGuy79
2013-06-24, 09:14 PM
Glad to hear that you like it! Now that the core class is pretty well done, I intend to create a feat tree that reflects the Aleran world. For instance, a Citizen is going to be on a different level than a High Lord.