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Will we get to see Amiri and Lem in the first Shattered Star miniature preview?


Cheapy wrote:

Instead of Primal Strike and Power Blow, look at Penetrating Strike and the increases to it.

I have been thinking about writing a guide like this at some point. I'll be working on my first full base class, and may as well document the journey.

It'll be really helpful for noobie people like me. I'll look into that skill.


Rasmus, mostly that is what its suppose to be in away. I hope I don't sound rude by saying this, if so I am sorry. But I think that each class no matter what it is it can all be rooted back to certain RPG archetypes. Light DPS, Heavy DPS, caster DPS, healer, tank and so forth and some are mixed and match for flavor (Healer and Warrior for example makes Paladin). Just a few mechanics actually set them apart.

The reason behind the grab-bag type effects is mostly because even though he is good at say battle he is still a blacksmith at heart, so being able to carry more items, repairs, discounts and item sell spiking is still in his blood as a artisan.

For the terminology, its mostly just a shorthand for me, it has a ideal of what I want it to do, but mostly wrote in a shorthand for myself. (I make my own tabletop games with rules I make myself and all of that stuff.) So I'm used to doing this for shorthand. Sorry about it, that was why I said it needed a bit of editing so it can get the official terms.

Now for a better explainable of Primal Strike and Power Blow. The damage it does is like ok I'm going to attack and I will roll say 2d6 to result in 8, so it deals 8 damage no bonus or any other type of damage will be added, but that damage can not be stopped, reduced or anything of that type. Unblock able was just abit easier for me to short hand for now. If you could help me place that into game terms I will be very thankful.

Hopefully that explained a little bit. So I guess the goal is basically a fighter who can rip off people and get a little bit more out of weapons, armor and items. I'll go back and try to explain in better detail and use more game terms.

EDIT: Thank you guys for checking this out.


Ok here it is. As you can probably see it needs a bit more fleshed out and edited a bit.

Starting Gold: 5d6 x 10

Hit Die: 10d

Skill Ranks: 4 + Int modifier

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)

Proficient with Simple and Martial weapons, Proficient with Light, Medium and Heavy Armor, Proficient with Shields (except Tower Shields)

Battlesmiths gain crafting for weapons and armor as a bonus.

Level BAB FORT REF WILL Special
1st +1 +2 +0 +0 Artisan Power, Weapon Research

2nd +2 +3 +0 +0 Quick Draw Feat

3rd +3 +3 +1 +1 Artisan Power

4th +4 +4 +1 +1 Bonus Feat

5th +5 +4 +1 +1 Weapon Research

6th +6/+1 +5 +2 +2 Power Attack Feat

7th +7/+2 +5 +2 +2 Artisan Power

8th +8/+3 +6 +2 +2 Bonus Feat

9th +9/+4 +6 +3 +3 Weapon Research

10th +10/+5 +7 +3 +3 Cleave Feat

11th +11/+6/+1 +7 +3 +3 Artisan Power

12th +12/+7/+2 +8 +4 +4 Bonus Feat

13th +13/+8/+3 +8 +4 +4 Weapon Research

14th +14/+9/+4 +9 +4 +4 Improved Sunder Feat

15th +15/+10/+5 +9 +5 +5 Artisan Power

16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat

17th +17/+12/+7/+2 +10 +5 +5 Weapon Research

18th +18/+13/+8/+3 +11 +6 +6 Greater Sunder Feat

19th +19/+14/+9/+4 +11 +6 +6 Artisan Power

20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Master Artisan

Quick Draw Feat: At the 2nd level the battlesmith gains the Quick Draw feat.

Power Attack Feat: At the 6th level the battlesmith gains the Power Attack Feat.

Cleave Feat: At the 10th level the battlesmith gains the Cleave Feat.

Improved Sunder Feat: At the 14th level the battlesmith gains the Improved Sunder Feat.

Greater Sunder Feat: At the 18th level the battlesmith gains the Greater Sunder Feat.

Weapon Research: At the 1st level and every 4 levels beyond the battlesmith can research one group of weapons, this increases his chance to break a weapon of the enemy using that weapon in combat. It also increases the damage from the battlesmith's damage when he is using that weapon.

Bonus Feat: At the 4th level and 4 levels beyond the battlesmith can choose a bonus feat from the Combat feats.

Artisan Powers: At certain levels the battlesmith can choose artisan powers which allow him to use abilities he has learned in the forge in combat. He may only choose one of these powers when able to choose an Artisan power.

Repair Item: At the 1st level the Battlesmith can repair a broken effect on any weapon or armor without making a DC or using any gp.

Hilt Binding: At the 1st level the battlesmith cannot be disarmed or drop his weapon by any means.

Deal: At the 1st level the battlesmith will know how to deal with merchants and can purchase items a little bit cheaper than other classes, discount on items by 10%.

Greed: At the 1st level the battlesmith with know how to deal with merchants and can sell items a little bit higher than most classes, overcharge for items by 10%.

Hammerfall: At the 3rd level the battlesmith can slam his hammer to the ground distracting everyone within a 30 feet space, unless they make a perception check of 20 or higher, this effect includes PC, NPCs and monsters.

Weapon Maximization: At the 3rd level the battlesmith can generate the most power out of a weapon as possible. He will always deal max weapon damage from his attack rolls.

Ant Haul: At the 3rd level the battlesmith can increase the amount of weight he can carry by his strength ability, every 1 point increases the amount by 10 pounds.

Primal Strike: At the 3rd level the battlesmith can choose primal strike which deals 2d6 of unblock able damage.

Bond the Hammer: At the 7th level when using a weapon the battlesmith crafts himself, he gains a bonus attack bonus by +2 on all attacks.

Bond the Armor: At the 7rd level when wearing armor the battlesmith crafts himself, he gains a +1 bonus on all saves and +1 to his AC.

Steel Grade Flesh: At 7th level the battlesmith has been working in the forge for so long his skin has harden and he gains a +1 bonus on FORT saves and +2 to his AC.

Power Blow: At the 7th level the battlesmith can choose power blow which deals 3d6 of unblock able damage that has a chance to stun the target for 1 round.

Forged in Fire: At the 11th level the battlesmith gains +3 bonus on all saving throws against fire type effects or damage.

Molten Burst: At the 11th level the battlesmith may heat up his weapon and imbue it with the fire property. This effect stays in place until he sheaths his weapon.

Quenching: At the 11th level the battlesmith can forge an item that becomes harder and also is imbued with the cold property. Although through this process the weapon becomes easier to break.

Damascus Steel: At the 11th level the battlesmith is able to create a weapon out of Damascus Steel which makes that weapon indestructible.

Spiritual Draw: At the 15th level the battlesmith can draw out the magical abilities of any item once per day, this does not count for the items ability being used. He may do this with 1 magical item per day.

Master Artisan: At the 20th level the battlesmith can choose two more of his Artisan abilities.

The class is inspired based on the blacksmith in Ragnarok Online. Like I said in the upper part, It still needs some fleshing out. Hopefully this type of format is readable. If you have any questions please ask.

EDIT: Forgot to put how his role works. He is suppose to be a front line fighter type, being able to deal damage and stand toe to toe with enemies.


I'm mostly just having difficulty in not over powering it. I want something that is really balanced. I done what mostly pretty much said what you guys said, by comparing it. Maybe if I post what I have it'll help and let some people try to help me balance it?


I'll try to help. I watch alot of TV with this kind of thing. Try to make around 6 enemies total, including the mastermind. Something to do though is try to add some "filler". Side adventures help to take off the annoying run down a new villain every week. Making subplots in the middle of your bigger arch, could help the PCs find clue about villains whereabouts and other information on them, such as their powers, ways to defeat them and so on and so fort.


Hello, is there any guides around that could be helpful to making a home brewed class? I have a general ideal of what I want in the class and some of the abilities, I just don't want to overpower/under power the class. A guide for this would be great. Thanks.