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Complete Craftsman (Redux 2.0)

Strike the glowing steel until it yields, quench it, and begin again.

The Complete Craftsman is back! With our third (fourth?) complete rework of this class, the elaborate and finely-engineered crafting class is now better than ever. Playing a craftsman means designing and wielding your own experimental weapons by fiddling with the weapon properties directly, engineering new and devastating exotic weapons as you go. Not only are the wealth of crafting properties more balanced and polished, the entire class is more straightforward and easy to use than ever. You can still get lost in the possibilities of inventing the perfect rocket-powered-shotgun-axe, but you’ll never have trouble figuring out how much it costs or how powerful it is.

In this book, you’ll find the full assortment of twelve craftsman subclasses, called Artisan’s Guilds, which let you do everything from design the perfect wardrobe to pilot a powerful mech suit. Additionally, the book comes with a colossal nine pages of new weapons! It includes simple and martial weapons that could show up in any campaign, and a comprehensive set of exotic weapons that only skilled users and craftsmen can use. It also introduces entire suites of firearms and blasters, organized by era, so you can introduce a new dimension balanced ranged combat into your campaign. Whether you’re looking for a parrying dagger, a portable ballista, an antimatter carbine, or a crossbow axe, there’s a weapon for you in this book.

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After months of work, this is about 99% finished. You'll notice a ton of space on the final page, which is begging for some art, and a complete lack of expanded crafting rules. We'd like to resurrect the more interesting and often-used crafting rules for a short chapter, but we need to go over them with a fine-tooth comb and compare them against official options that have been published since we last revisited this class. Stay tuned as we put even more work into polishing this!

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Changelog: 

Comments

Blasters should be able to have automatic

Ray Nayar

Your blaster section has weapons with the Automatic property, even though only weapons with the reload trait can have Automatic.

gage rush

This sounds like a great class for making a RWBY campaign

Anonymoose238

is there a describtion for the weapons anywhere since there aren't any in the book

Zac Carpenter

Yup!

Mage Hand Press

Quick question, when you craft masterwork items, does the extra gold for materials add to the time it takes to craft the item?

Trivik

I don't know if you're still considering adding weapons, but since the renaissance exotic section as a bit short, I thought I might recomend the 'punt gun' as a mounted scatter weapon. Look it up, if you have time

Joseph Blanc

I missed that. Thanks!

Joseph Blanc

The reload time is the big thing here. Rocket launcher takes an action to reload, multi just has the loading property.

John Hoffman

Oh. Picked the wrong minute to check I guess

Joseph Blanc

Is the Multirocket launcher supposed to be weaker that the Rocket launcher, even at close range? The RL deals 2d10 at 80ft, while the MRL deals 2d10 at 15ft or 2d8 out to 30. Shouldn't the exotic version be better, if more specialized?

Joseph Blanc

Good catch!

Mage Hand Press

Weapon Properties list is missing Trip.

John Hoffman

Links were down for like 60 seconds as I updated the files. Should be up now!

Mage Hand Press

I dont see the downloads for Craftsman or Necromancer

Joseph Blanc


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