Malapterus
2017-11-03, 09:47 PM
I really don't know what to call this class, but it's a crafty class.
The idea is that it will allow you to craft items, without the XP cost, and without as much investment of time and money.
The catch is, you need some specific materials you can't just go out and purchase - you have to collect them, and the things you collect from aren't so willing to give up their treasures as dungeons are. You must hunt monsters!
The class would mostly revolve around consumable items & gear with middle-of-the-road stuff like wands not really being an option.
By taking a piece of a monster, you can make an elixir or an item that has the qualities of said monster. You select one of the special abilities or special qualities of the monster and use its parts to replicate that for a humanoid user.
For example, if you collected the tissues of a Phantom Fungus you could brew them into an elixer that temporarily replicates the fungus's purge-proof greater invisibility - for no XP and a fraction of the cost and time of a Greater Invisibility potion, without even needing to know Greater Invisibility or be able to cast spells at all.
Maybe you can drain some ogre blood for an elixir of Bull's Strength, or boil some troll skin into an elixir of Cure Moderate Wounds.
At higher levels, you can start making actual gear. Skin that ogre and tan its hide into a Belt of Giant's Strength. Make some Dragonhide Armor that also grants natural armor based on the dragon it came from, or perhaps resistance to that dragon's energy type. Work those troll bones and sinews into some Bracers of Regeneration.
Off the top of my head, I think the caster level & craft DC would both be reliant on the HD of the host organism, and the cost and time would be based on the spell or enhancement it most closely reproduces.
Before you know it you'll be spiking your Barbarian teammate's Greatclub with blue dragon teeth to make it a +1 Shocking Burst weapon & he can save his money to buy some pants.
I've always wanted to be a crafter in a game but the XP, time, and money costs are very prohibitive if you want to supply gear to your whole team. I think that the trade-off of needing to find a source for your effect, one that often bites back, would be a fair trade-off for being allowed to do this.
One immediate problem is that you'd need to be sure the DM is running a monster-heavy game & will allow your party a minute here and there to hunt down a monster you need.
I also don't know if this should be a base class, or if it should be something that a Ranger, Druid, or Wizard would PrC into at a low level.
Right now I'm thinking it's be a base class with 2 good saves & a 3/4th BaB with these crafting abilities as class features & some other features to allow for the stalking, slaying, and skinning of monsters.
What do you guys think of this? Is XP-free quick crafting of potion-like items and gear going to unbalance the game? Is the flow of monster parts going to satisfy this class for the average game? I value your input & may try to write this up if need be.
note: Possible additional item type; harvest the stored breath weapons of monsters to make splash weapons.
note 2: contact elixirs you can throw at your allies for instant potion effects!
note 3: extract & handle monster poison as an optional class feature?
The idea is that it will allow you to craft items, without the XP cost, and without as much investment of time and money.
The catch is, you need some specific materials you can't just go out and purchase - you have to collect them, and the things you collect from aren't so willing to give up their treasures as dungeons are. You must hunt monsters!
The class would mostly revolve around consumable items & gear with middle-of-the-road stuff like wands not really being an option.
By taking a piece of a monster, you can make an elixir or an item that has the qualities of said monster. You select one of the special abilities or special qualities of the monster and use its parts to replicate that for a humanoid user.
For example, if you collected the tissues of a Phantom Fungus you could brew them into an elixer that temporarily replicates the fungus's purge-proof greater invisibility - for no XP and a fraction of the cost and time of a Greater Invisibility potion, without even needing to know Greater Invisibility or be able to cast spells at all.
Maybe you can drain some ogre blood for an elixir of Bull's Strength, or boil some troll skin into an elixir of Cure Moderate Wounds.
At higher levels, you can start making actual gear. Skin that ogre and tan its hide into a Belt of Giant's Strength. Make some Dragonhide Armor that also grants natural armor based on the dragon it came from, or perhaps resistance to that dragon's energy type. Work those troll bones and sinews into some Bracers of Regeneration.
Off the top of my head, I think the caster level & craft DC would both be reliant on the HD of the host organism, and the cost and time would be based on the spell or enhancement it most closely reproduces.
Before you know it you'll be spiking your Barbarian teammate's Greatclub with blue dragon teeth to make it a +1 Shocking Burst weapon & he can save his money to buy some pants.
I've always wanted to be a crafter in a game but the XP, time, and money costs are very prohibitive if you want to supply gear to your whole team. I think that the trade-off of needing to find a source for your effect, one that often bites back, would be a fair trade-off for being allowed to do this.
One immediate problem is that you'd need to be sure the DM is running a monster-heavy game & will allow your party a minute here and there to hunt down a monster you need.
I also don't know if this should be a base class, or if it should be something that a Ranger, Druid, or Wizard would PrC into at a low level.
Right now I'm thinking it's be a base class with 2 good saves & a 3/4th BaB with these crafting abilities as class features & some other features to allow for the stalking, slaying, and skinning of monsters.
What do you guys think of this? Is XP-free quick crafting of potion-like items and gear going to unbalance the game? Is the flow of monster parts going to satisfy this class for the average game? I value your input & may try to write this up if need be.
note: Possible additional item type; harvest the stored breath weapons of monsters to make splash weapons.
note 2: contact elixirs you can throw at your allies for instant potion effects!
note 3: extract & handle monster poison as an optional class feature?