Difference between revisions of "Craftmaster (Apath)"

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These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
 
* Bravery
 
* Bravery
 +
* Bonus Feats
 
* Weapon Training
 
* Weapon Training

Revision as of 12:43, 2 April 2013

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Unofficial rules compendium

A craftmaster is a warrior, often a dwarf, who combines excellent crafting skills, magic item creation, and physical fighting. Unable to cast spells, he still has a spellcaster level and spell list, solely for the purpose of creating magic items.

Virtual Caster Level

A craftmaster is not a spellcaster, but he has a spellcaster level equal to his craftmaster level solely for the purpose of creating magic items. The craftmaster uses the cleric spell list, and can use clerical spell trigger items. In order to use a spell in item creation, the craftmaster must have an Intelligence equal to or higher than the spell's level +10.

Note that craftmasters do not have Spellcraft as a class skill. Most craftmasters use the appropriate Craft or Profession skills to create magic items. If a craftsmaster is enchanting an item he has created himself using craft skills, add +5 to the Craft or Profession skill roll to enchant the item. Time spend crafting an item also counts against the time it takes to enchant that item.

This replaces Bravery.

Bonus Feats

Craftmasters select their bonus feats from combat feats, item creation feats, or Skill Focus (a Profession or Craft of their choice).

Signature Weapon (Ex)

Starting at 5th level, a craftmaster gains a bonus when attacking with signature weapons. This is one specific type of weapon chosen when this ability is first gained, as well as any weapon the craftmaster has made for himself – no-one else can make skill rolls in the crafting or enchanting of such a weapon, tough others can assist with spell prerequisites.

Whenever he attacks with a weapon like this, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), the bonus increases by +1.

A craftmaster also adds this bonus to any combat maneuver checks made with such weapons. This bonus also applies to the craftmaster's Combat Maneuver Defense when defending against disarm and sunder attempts made against signature weapons.

This replaces Weapon Training.

Craftsmans's Disability

At 12th level, a craftmaster gains a disability from long hours of hard work with dangerous materials. Select one of the following penalties.

  • Forgetfulness: Reduce the craftmaster's virtual caster level by 2.
  • Greed: The craftsmaster gets over-attached to his work, and refuses to lend, give away, or give a discount on anything he creates, even to close friends.
  • Hard of Hearing: The craftsmaster takes a -5 penalty on hearing Perception tests.
  • Limp: The craftmaster cannot run.
  • Premature Aging: The craftsmaster goes bald, gets thin white hair, looks wasted, suffers permanent bad breath, or otherwise seems aged and generally unattractive. Take a -5 penalty on Charisma checks and Charisma-based skills to flirt.
  • Twitches: The craftsmaster suffers from periodic twitches, reducing his CMD by -2.

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Bravery
  • Bonus Feats
  • Weapon Training