Metalcrafter - Codex Alera


Homebrew and House Rules

Silver Crusade

I thought there was a thread on this before but couldn't find it. MY group is playing around with the concepts of furycrafting found in Butcher's Codex Alera Series. This is my first draft of the Metalcrafter. Will be appreciative of some feedback.
DB link to .doc file

Couple of notes.. The 14th level ability of metal fury is up in the air, and may be part of the changes to help damage.
The exact spell list is to be determined, but will be very limited (3-4 for each level). The reason he gets 0 lvl spells is to simulate the crafting everyone knows. The spells will be things like Spark, for fire, Resistance for Metal, etc.


I feel like Metal Fury could play with the 'ignore pain' ability. Something to fight at negative HP, like Ferocity. If you want to get really nasty, let it scale so eventually you can keep going at full steam (full attack, etc) even when you're badly wounded. Maybe:

1st: As free action a Metalcrafter can call upon his elemental to toughen his body. He gains a +2 to his natural AC and DR/1. Both of these increase by 1 for every 5 levels the Metalcrafter has. The ability can be used for a number of rounds each day equal to 3 + ½ Level + Con Modifier. These uses do not have to be consecutive. Further, once per day, when a Metalcrafter is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying

7th: When a Metalcrafter calls upon his elemental, it provides a +4 Natural Armor Bonus and DR 2/-. When brought below 0 HP, a Metalcrafter may continue on as if disabled for any amount of time, rather than falling unconscious.

14: When a Metalcrafter calls upon his elemental, it provides a +6 Natural Armor Bonus and DR 3/-. When brought below 0 HP, a Metalcrafter remains conscious, and may take a single move or standard action each round without suffering further damage, even if it is strenuous. A Metalcrafter may decide to take a swift, move, and standard action instead, but doing so causes him to lose 2 HP.

Imbue Weapon should explicitly add the ability to overwhelm other forms of DR as well, assuming the bonus is high enough.

Toughness is a really boring level. I'd try to replace that or add something else.

Energy Resistance really doesn't feel like it fits. Quite the opposite, Araris was explicitly vulnerable to cold when he went all-out against the Vord Queen.

Class needs a capstone. I'd try to pull something akin to their "turn their body into metal" trick. Possibly just give them Iron Body X/day (or at will), but I'd think it could be made more interesting/unique than that.

Silver Crusade

kestral287 wrote:

I feel like Metal Fury could play with the 'ignore pain' ability. Something to fight at negative HP, like Ferocity. If you want to get really nasty, let it scale so eventually you can keep going at full steam (full attack, etc) even when you're badly wounded. Maybe:

1st: As free action a Metalcrafter can call upon his elemental to toughen his body. He gains a +2 to his natural AC and DR/1. Both of these increase by 1 for every 5 levels the Metalcrafter has. The ability can be used for a number of rounds each day equal to 3 + ½ Level + Con Modifier. These uses do not have to be consecutive. Further, once per day, when a Metalcrafter is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying

7th: When a Metalcrafter calls upon his elemental, it provides a +4 Natural Armor Bonus and DR 2/-. When brought below 0 HP, a Metalcrafter may continue on as if disabled for any amount of time, rather than falling unconscious.

14: When a Metalcrafter calls upon his elemental, it provides a +6 Natural Armor Bonus and DR 3/-. When brought below 0 HP, a Metalcrafter remains conscious, and may take a single move or standard action each round without suffering further damage, even if it is strenuous. A Metalcrafter may decide to take a swift, move, and standard action instead, but doing so causes him to lose 2 HP.

Imbue Weapon should explicitly add the ability to overwhelm other forms of DR as well, assuming the bonus is high enough.

Toughness is a really boring level. I'd try to replace that or add something else.

Energy Resistance really doesn't feel like it fits. Quite the opposite, Araris was explicitly vulnerable to cold when he went all-out against the Vord Queen.

Class needs a capstone. I'd try to pull something akin to their "turn their body into metal" trick. Possibly just give them Iron Body X/day (or at will), but I'd think it could be made...

Thank you for the feedback. I really like the idea of a keep fighting ignoring the pain mechanic. I think I am going to make changes to the metal fury ability to help out with damage, but you are right about the the energy resistance. I forgot that. That might be a good space to add the ignore pain items.


I like this idea! I thought about doing the same thing after I read those books but I never actually did it.

I agree capstone is necessary, Iron Form is the right idea but maybe just add the effect to Metal Fury something like:
At 20th level the metalcrafter has become one with the spirits of metal at all times he adds his con modifier to damage with metal weapons and has DR equal to half his con modifier. When he uses his metal furry ability he manifests himself into a nigh indestructible juggernaut. His DR increase to twice his Con modifier and is no longer bypassed by adamant, his damage bonus with metal weapons increases to twice his con modifier, additionally he gains spell resistance equal to 20 + twice his con modifier.

Also I think he should get a bonus on crafting metal items, just for flavor, + Class Level on all craft checks involving metal. Could even go further and give him options for manipulating metal traps and locks, we mostly see combat oriented metalcraft in the books but having a communion with spirits of elemental metal should help in lock picking or at least is is reasonable to assume it would, maybe a feat tree.(of course maybe they would just cut through the door).

I think the Hunter class from Advanced Class guide would work well for a Marat, or at least be a good starting point.

Overall I feel the class is a little weak but I would need to do a more in depth analysis to say for sure. I'd suggest comparing it to a blood rager.


The biggest issue I ran into when looking at a codex Alera conversion was that the setting isn't really compatible with a d20 based RPG. Many characters in the setting are severely multi-disciplined and abilities relating to furycrafting don't always progress in the same order. The scaling HP also doesn't really fit the setting. Because of this I had to find a different rpg as a base.

Hopefully you have better luck than I did connecting pathfinder to codex Alera. If I were to try again I think I would do each of the fury related classes as a lvl 1-10 class with a couple of non-casting pathfinder classes also available. (Probably fighter, rogue, spell-less ranger). Otherwise high lords would have to have around 40 levels spread between the furycrafting classes to adequately represent them.

Silver Crusade

Browman wrote:

The biggest issue I ran into when looking at a codex Alera conversion was that the setting isn't really compatible with a d20 based RPG. Many characters in the setting are severely multi-disciplined and abilities relating to furycrafting don't always progress in the same order. The scaling HP also doesn't really fit the setting. Because of this I had to find a different rpg as a base.

Hopefully you have better luck than I did connecting pathfinder to codex Alera. If I were to try again I think I would do each of the fury related classes as a lvl 1-10 class with a couple of non-casting pathfinder classes also available. (Probably fighter, rogue, spell-less ranger). Otherwise high lords would have to have around 40 levels spread between the furycrafting classes to adequately represent them.

Thanks. I think it might be a bit underpowered also. I tested it last weekend and it did ok, but it was only a lvl 4 test. The newest version has changed the metalcrafting a bit added a damage bonus. I was thinking of a bonus crafting and some other stuff from the book like being able to get a better AC from opp. using metal weapons, but it was building up too much and I had to tone it down. I'm trying to capture the flavor in a PF class, rather than recreate the book version completely. Capstone Will be an iron body type power. I just never have games that high, so it is always an afterthought.

For high lords.. The other classes are all going to get companions. (The furys). They will be like animal companions. They I was going with an archtype to replace the companion with a second element, to kind of simulate the ay they are skilled in multiple elements, but don;t really think in the furies as individual beings.

I


You'd almost have to do a High Lord as their own class, since they can use all of the elements. Or just reserve them for NPC shenanigans, since High Lords are kind of ridiculous.


kestral287 wrote:
You'd almost have to do a High Lord as their own class, since they can use all of the elements. Or just reserve them for NPC shenanigans, since High Lords are kind of ridiculous.

Or

spoiler:
Set the story after the last book when furrycraft become directly related to practice and dedication, making classes a better approximation. High lords would then need to invest more time aka multiclass.

Silver Crusade

For anyone interested, I worked up the woodcrafter and this is the first attempt. I have a dead level, and am missing a capstone still.
Woodcrafter

My philosophy was to break up the classes into two martial heavy with no elemental companion. Those are wood and Metal. Going off book a bit, but trying to also keep classes balanced and have some consistency.
Then there will be two classes with full elemental companions and med spellcasting (6 levels) 3/4 BAB (Thinking Air and Earth). Last two heavy spell user with elemental companions at lvl -4 and 9 level casting 1/2 BAB (Fire and Water). I was thinking kineticist for Fire at first, but they are more than one trick ponies.. so I think I will stay will spellcasting and give each of the heavy caster a domain like ability. Maybe firebolt and healing touch..

If anyone has feedback I would be happy to hear.

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