Artisan
About this class
When you create a “Project” in combat it only lasts for the scene of combat, and if you want to make what you made PERMANT then proceed to make it as your Down time action Project. If you want to not wait for your downtime then by dm’s choice THE PLAYER must pass a Knowledge roll of passing a 18 dc. Failure equals the item breaks, but the process to make it during your downtime action gets longer.
(WHATEVER CRAFTING PROCESS YOU USING AND MAKE IT LEAST ONE LEVEL HARDER)
You can upgrade your “Projects” as a downtime action discus what process you do to upgrade them: If its a Gear item ex. armor, weapon you follow the weapon path of getting the next tier in stats. That includes of using one of your Infusions to make Gear different. Ex “You have a shortsword and you swap the Great sword Reroll ability for the shortsword” that can be done by means of downtime action or “ON THE SPOT FORGING” If its a Consumable, then follow the features list of what the potions do.
AT DMS DISSCRESTION “if you allow your Players to CREATE THEIR OWN POTIONS, then be sure you don’t let them create game breaking stuff.”
Included subclasses
Domains
Codex
Valor
Starting stats
Hope feature
Class features
-
Craftsmen
On the Fly Craft/infuse a item/gear in your possession or a willing allies gear with a temporary infusion. (Infuseion last the scene or task you need it to do"
Follow form the Infusion Table.-Turn Phy to Mag damage
-Swap a feature with another gear/items feature
- grant a status effect to cast on target
-increase item/gears stats by player/s chosen stat. (Agility stat increase and all the base effects it normally does) -
Projects
At character Creation design one of the following. 'Construct', 'Gear', 'Consumable', when finishing its design and what it does with dm. add it to your person as whatever it is.
Spend a stress to also Craft a any of the three for a scene on the fly for specific duty or goal.
Class items
- Notebook of Ideas, bag/tool box for your creations, something that's worn and used for crafting your "projects"
Character questions
Background prompts
- what made you take up the Craft?
- How did you learn this craft?
- what was it like when you saw one of your "Creations" work?
Connection prompts
- Do you have any Rivals back where you form?
- How did they see your little Creations when they first meet ya?
- if you two use the Creations to be "Mischievous" what was the first instances of it?
Subclass cards
Printable via header menu
Metallier
Foundation
SPELLCAST TRAIT: Knowledge
Novice Smith: Any Infused/created Weapon or damage dealing consumable given to another player the item gains a Bonus to Damage, hit Rolls, by adding a number of d4 dices of THAT player's choice stat.
(Ex. if player has a sword that uses their finesse but has a higher instinct ability for the duration of the infusion the player can use their instinct instead)
Metallier
Specialization
Apprentice Smith: Up to Two infusions ca now be Placed on a item at a time. Dc to make Item Permeant out side Down Time actions is lowered to 15, stress is still needed.
Armor, and Consumable Items that get a infusion gains a Bonus of +2 their scores of either thresholds. or damage outputs
Metallier
Mastery
Master Smith: Four infusions can be Applied at a time to a single item, And no stress needed to make a item that was created during combat.
Dc to make a On the fly Item is lowered to 12.
Bonus dice to all created/infused Items go to a d6.
Chemist
Foundation
SPELLCAST TRAIT: Knowledge
Brewer: All potions that get a infusion gain a bonus to the effects value by +2.
Can Create a Potion you never created/seen before when you get effected by said potion, also gain the ability with any potion you craft now has a counter token to how many times you can drink the same potion before needing to recreate it. Follow the original tier labels for counters.
Teir 1- 4
Tier2- 6
Chemist
Specialization
Mixologist: Combine more then one Potion effect into a singular potion.
All Potions Effects values are increased by +4, along with turning charms. into potions by using least one charm once to craft the potion.
By study, analyzing brew a potion Called
"Creature's Blessing": One ability of a creature of your choosing and, for the duration of the scene you gain the creature's ability. (Ex. if they choose a adversary they can use one of their traits/abilities they have as if they where the adversary)
Token Counter
Tier3- 8
Chemist
Mastery
Brew Master: Amongst the lists of Potions you can now create a potion that can temporary grant you ONE race Feature for a short time by replacing the corresponding race feature of your own. (Last for a scene or taken serve damage) potion Name "Grant me Thy Power"
Counter Token
Tier4-10
Artisan
When you create a “Project” in combat it only lasts for the scene of combat, and if you want to make what you made PERMANT then proceed to make it as your Down time action Project. If you want to not wait for your downtime then by dm’s choice THE PLAYER must pass a Knowledge roll of passing a 18 dc. Failure equals the item breaks, but the process to make it during your downtime action gets longer.
(WHATEVER CRAFTING PROCESS YOU USING AND MAKE IT LEAST ONE LEVEL HARDER)
You can upgrade your “Projects” as a downtime action discus what process you do to upgrade them: If its a Gear item ex. armor, weapon you follow the weapon path of getting the next tier in stats. That includes of using one of your Infusions to make Gear different. Ex “You have a shortsword and you swap the Great sword Reroll ability for the shortsword” that can be done by means of downtime action or “ON THE SPOT FORGING” If its a Consumable, then follow the features list of what the potions do.
AT DMS DISSCRESTION “if you allow your Players to CREATE THEIR OWN POTIONS, then be sure you don’t let them create game breaking stuff.”
Domains
Codex + Valor
Starting Evasion
10
Starting Hit Points
7
Class Items
- • Notebook of Ideas, bag/tool box for your creations, something that's worn and used for crafting your "projects"
Artisan’s Hope Feature
Light the Forge : Give all allies temporary boosts to their gears by using one of their own stats. If they don't have mag damage output they now can for the duration of the scene.
Class Features
Craftsmen
On the Fly Craft/infuse a item/gear in your possession or a willing allies gear with a temporary infusion. (Infuseion last the scene or task you need it to do" Follow form the Infusion Table. -Turn Phy to Mag damage -Swap a feature with another gear/items feature - grant a status effect to cast on target -increase item/gears stats by player/s chosen stat. (Agility stat increase and all the base effects it normally does)
Projects
At character Creation design one of the following. 'Construct', 'Gear', 'Consumable', when finishing its design and what it does with dm. add it to your person as whatever it is. Spend a stress to also Craft a any of the three for a scene on the fly for specific duty or goal.
Artisan Subclasses
Choose either the Metallier or Chemist subclass.
Metallier
Gear head that creafts mostly gear, and items of a Physical nature
Spellcast Trait
Knowledge
Foundation Features
Novice Smith: Any Infused/created Weapon or damage dealing consumable given to another player the item gains a Bonus to Damage, hit Rolls, by adding a number of d4 dices of THAT player's choice stat.
(Ex. if player has a sword that uses their finesse but has a higher instinct ability for the duration of the infusion the player can use their instinct instead)
Specialization Feature
Apprentice Smith: Up to Two infusions ca now be Placed on a item at a time. Dc to make Item Permeant out side Down Time actions is lowered to 15, stress is still needed.
Armor, and Consumable Items that get a infusion gains a Bonus of +2 their scores of either thresholds. or damage outputs
Mastery Feature
Master Smith: Four infusions can be Applied at a time to a single item, And no stress needed to make a item that was created during combat.
Dc to make a On the fly Item is lowered to 12.Bonus dice to all created/infused Items go to a d6.
Chemist
Potion making SPECIALTY
Spellcast Trait
Knowledge
Foundation Features
Brewer: All potions that get a infusion gain a bonus to the effects value by +2.
Can Create a Potion you never created/seen before when you get effected by said potion, also gain the ability with any potion you craft now has a counter token to how many times you can drink the same potion before needing to recreate it. Follow the original tier labels for counters.
Teir 1- 4
Tier2- 6
Specialization Feature
Mixologist: Combine more then one Potion effect into a singular potion.
All Potions Effects values are increased by +4, along with turning charms. into potions by using least one charm once to craft the potion.
By study, analyzing brew a potion Called
"Creature's Blessing": One ability of a creature of your choosing and, for the duration of the scene you gain the creature's ability. (Ex. if they choose a adversary they can use one of their traits/abilities they have as if they where the adversary)
Token Counter
Tier3- 8
Mastery Feature
Brew Master: Amongst the lists of Potions you can now create a potion that can temporary grant you ONE race Feature for a short time by replacing the corresponding race feature of your own. (Last for a scene or taken serve damage) potion Name "Grant me Thy Power"
Counter Token
Tier4-10
Background Questions
Answer any of the following, or create your own.
- • what made you take up the Craft?
- • How did you learn this craft?
- • what was it like when you saw one of your "Creations" work?
Connections
Ask one of the following, or improvise.
- • Do you have any Rivals back where you form?
- • How did they see your little Creations when they first meet ya?
- • if you two use the Creations to be "Mischievous" what was the first instances of it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.