Classes/Craftsman

= Craftsman = Hit Die: d10

Type: Martial

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the craftsman.

Weapon and Armor Proficiency
A craftsman is proficient with all simple weapons and armor. Craftsmen gain additional proficiencies based upon their career focus (see below).

Stamina (Ex)
At 1st level, a craftsman gains access to a pool of stamina points that allow her to perform feats of strength and agility. This pool contains a number of stamina points equal to her Constitution modifier plus her levels in martial classes (minimum 1). This pool replenishes once per day after a long rest.

Career (Ex)
At 1st level, a craftsman chooses a focus for her chosen craft which grants her a number of bonuses when working with certain types of items or materials. Craftsmen gain skill ranks and a class bonus equal to their class level on profession skill checks of the types listed under their chosen focus (such as Stitching focus granting this bonus to both the Leatherworker and Weaver professions). Additionally, each focus grants a craftsman additional proficiencies if she does not already possess them.

At 3rd level, and every 2 levels thereafter, the craftsman gains an additional focus and its associated benefits. When gaining an additional focus, the craftsman may retrain up to her class level in skill ranks that she possesses in the profession skills under the new focus.

 Career Foci: 


 * Brewing (Alchemist, Potioner, Toxicologist) Career focus in Brewing grants proficiency in martial weapons with the throwing keyword, and grants the Throw Anything martial feat as a bonus feat even if the prerequisites are not met. At 3rd level, this also grants proficiency in exotic weapons with the throwing keyword.
 * Building (Stonemason, Woodworker) Career focus in Building grants proficiency in martial weapons with the polearm, shield, or spear keywords. As a standard action that provokes attacks of opportunity, a building focus craftsman may spend 1 stamina and 5 gp from her Material Cache to hastily erect a barricade in an unoccupied adjacent space. This barricade has a hardness of 5 + 1 at 3rd level and every odd level thereafter, a number of hit points equal to the higher of her ranks in Profession (Stonemason) or (Woodworker), and a CMD of 2x its current hit points. If the craftsman has a weapon with the brace property in hand, she may attach this to the barricade to allow it to make an attack against a creature charging the barricade (or if used as a readied action, to intercept a charge that would have passed through the space the barricade was erected in) as if the craftsman had made the attack. The craftsman may hastily build a temporary shelter in an open space by spending 10 minutes and 10 gp from her Material Cache. Increasing the size of the shelter by an additional 5-foot-square takes 5 minutes of work and an additional 10 gp of material. Each square of this structure has a hardness equal to 5 + her class level, a number of hit points equal to the higher of her ranks in Profession (Stonemason) or (Woodworker), and a CMD of 3x its current hit points. The shelter protects occupants from tier 1 weather effects, increasing by 1 tier at 3rd level and every 2 levels thereafter.
 * Carpentry (Bowyer, Woodworker) Career focus in Carpentry grants proficiency in martial weapons with the axe or bow keywords, wooden shields, and martial armors made of wood (see Special Materials).
 * Smithing (Armorsmith, Blacksmith) Career focus in Smithing grants proficiency in martial weapons with the hammer keyword, metal shields, and martial armors with the metal keyword.
 * Stitching (Leatherworker, Weaver) Career focus in Stitching grants proficiency in martial weapons with the blade keyword and martial armors made of cloth, leather, or hide (such as dragonhide; see Special Materials).
 * Tinkering (Jeweler, Mechanic) Career focus in Tinkering grants proficiency in martial weapons with the balanced or trigger keywords. At 3rd level, this also grants proficiency in exotic weapons with the balanced or trigger keywords.

Professional (Ex)
At 1st level, a craftsman gains the Self-Sufficient skill feat, and gains the benefit for all profession types associated with any career focus she possesses. If she already possesses this feat, she may instead select the Skill Focus skill feat for one of the profession types associated with her career focus.

A craftsman can substitute her profession modifier when making appraise checks on an item that would be created by a profession type associated with one of her career foci.

Strip Down (Ex)
A craftsman can quickly disassemble items into base materials and efficiently pack them away for later use. This process takes 1 round per 100 gp of the item’s value (as a full-round action that provokes attacks of opportunity).

Disassembling an item requires that the craftsman’s hands be free (other than holding the item or any tools). The craftsman may only disassemble unattended items within her reach. A locked object (such as a chest or a door) may not be disassembled, but the craftsman may attempt a profession check (using the appropriate profession type to craft the item) as a full-round action at a -10 penalty in place of a disable device check to pick the lock prior to attempting to disassemble the object. A magically locked object cannot be disassembled until the magic is dispelled or suppressed. Attempting to disassemble an unsprung trap or trapped object automatically triggers it, but the craftsman may attempt a profession check (using the appropriate profession type to craft the trap) as a full-round action at a -10 penalty in place of a disable device check to disarm the trap prior to attempting to disassemble the trap or trapped object. Disassembling a structure or natural object (such as a cave wall) instead takes 1 minute per 5-foot cube of material, and the craftsman may only disassemble structures or natural objects made of material with hardness less than 5 + 1 per class level.

A disassembled item provides materials equal to ¼ the cost of the item (or the item’s material crafting cost, including masterwork or rarity components, if this would be lower) into the craftsman’s Material Cache. Items disassembled in this way can no longer be used or sold. Raw materials, such as a stack of mithril ingots, can be added to the craftsman’s Material Cache at their full value with no time required to disassemble them.

Material Cache (Ex)
A craftsman may carry a maximum value of materials equal to 100 gp x class level squared x her Constitution modifier (minimum 1) in her material cache; thus, a 3rd level craftsman with a 14 Constitution could carry up to 1,800 gp of materials. The craftsman’s Material Cache does not count against her carry capacity or maximum load. These materials may be sold for their full value (not the value of the item that was disassembled) at any market that deals in junk, scrap, or raw materials, and the craftsman may purchase materials to fill her cache at this same rate.

A craftsman may use materials from her cache to supply the material crafting cost when creating items. If the craftsman disassembles an item made from a special material type, she is considered to have enough material to craft up to ½ that item’s value in other items from that same special material; for example a 2000 gp adamantine weapon could be disassembled into 500 gp of materials, which could be used to craft a 1000 gp adamantine weapon and 1000 gp of non-adamantine weapons. If her material cache is fully emptied (such as by selling the materials at market) a craftsman loses access to any special material types it had held until she visits a market which sells such a special material type.

At the GM’s discretion, a craftsman attempting to craft items in the field using materials from her cache may be limited by the type of material (such as wood, metal, or cloth) she has disassembled to fill her cache. After visiting a market, the craftsman is presumed to have a variety of materials at her disposal equal to the value of her material cache (limited only by the availability of rare materials at that market).

Tools of the Trade (Ex)
If this is the character’s 1st level in a martial class, she chooses a bonus stance feat based upon the career focus chosen at 1st level, even if she does not meet the prerequisites. At 2nd level, and every 2 levels thereafter, a craftsman gains a bonus stance feat from one of her career foci, even if she does not meet the prerequisites. If she already possesses this feat, she may instead choose to gain a feat which uses it as a prerequisite, but must meet all other prerequisites for that feat.


 * Brewing: Blade and Brew Stance or Whirlwind Stance
 * Building: Defensive Stance or Skirmisher Stance
 * Carpentry: Power Stance or Precision Stance
 * Smithing: Defensive Stance or Power Stance
 * Stitching: Duelist Stance or Whirlwind Stance
 * Tinkering: Duelist Stance or Precision Stance

Efficient Work (Ex)
Starting at 2nd level, when a craftsman makes a profession check to determine progress on an item, she multiplies the item’s base progress per day by her class level before applying other modifiers (such as from degrees of success); thus, a 4th level craftsman crafting a martial weapon would use 16 gp as her base progress per day, which would be increased by 16 gp per degree of success.

A craftsman may make a profession check to determine progress on an item each day, even if she did not devote a day to working; the craftsman is assumed to be doing work during breaks, at mealtimes, and during short and long rest periods. If she chooses to devote an entire day to work, she may make two profession checks.

Batch Production (Ex)
At 3rd level, when a craftsman makes a profession check to determine progress on an item, she may divide the progress among multiple items which are made by the same type of profession check and require the same or lower DC.

In example, if a craftsman makes 90 gp of progress on an uncommon alchemical item, she could choose to complete: a uncommon rank 1 item (50 gp, 20 DC), a common rank 3 item (20 gp, 20 DC), a common rank 2 item (15 gp, 15 DC), and make 5 gp of progress towards a common rank 1 item (10 gp, 10 DC).

Deluxe (Ex)
At 4th level, a craftsman may add a modification slot to a weapon, armor, or implement in addition to any modification slots granted by the item’s masterwork quality. She may maintain this bonus slot on a number of items equal to the higher of her Intelligence or Wisdom modifier. She may apply these bonus slots during any rest long enough to restore her stamina, and any modifications which rely on this additional slot cease to function if she has not had an opportunity to perform maintenance on the item within 24 hours.

The craftsman may add a 1-slot modification to the item at no cost as a part of adding this bonus slot. Additionally, when adding a bonus slot, the craftsman may also reforge the existing modifications on the item with no extra time required. She may pay the reforging cost from her available materials (see the Strip Down feature).

Craftsman’s Pride (Ex)
At 5th level, when a craftsman utilizes equipment that she personally crafted she gains certain bonuses.


 * Weapon: +1 morale bonus on attack and damage rolls with this weapon
 * Ammunition: ignore range penalty for 1 increment for this ammunition
 * Armor or shield: +1 morale bonus to AC rolls and reduce required strength rating by 1 while worn or wielded
 * Clothing: +1 morale bonus to all save rolls while worn
 * Implement: +1 morale bonus on attack and save attack rolls with spells cast through this implement
 * Poison: increase save DC by 1
 * Drug: lower side-effect and addiction DC by 1
 * Splash Weapon: increase damage dealt by 1 point per rank of item
 * Potion: increase BCB of potion effect by 1