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Complete Craftsman

The dwarf brings down his hammer, and a shower of sparks answer.

The Complete Craftsman is the definitive version of our Craftsman class, built from the ground up to be awesome on every level. It's full of new crafting techniques and has four new subclasses, the Gearsmith, the Gunsmith, the Arcane Maester, and the Thunderlord. 

And that's only chapter one. This book has pages of tables, containing new weapons, armor, firearms, special ammunition, and explosives. Almost anything you can think of to destroy your enemies. After all, no Craftsman should be hurting for options when it comes to his next project. 

We've also included our advanced crafting rules, which detail more ways to craft more interesting things. Wanna craft a golem? Done.  Want to craft while you're doing a dungeon crawl? No problem. Do you want to know how to use every conceivable crafting tool in the game? We've got you covered.

Last, but certainly not least, we've included a number of new options for players including new feats and spells. 

Changelog:


Comments

is this the same PDF as the one on the store?

Daniel Sosa

Looks like on page 27 the description of a flashbangs effect cuts off at a table, then the text jumps to a description gnome rockets

Tom Clark

In starting equipment, There is no such thing as a traveler's pack. did you mean explorer's pack?

E Koebel

For context: Full Plate 18+Armigier: Defence 1+ Shield 2+Dex 2+Masterwork 1+ Superior 1 @lv9(optional) = 24- 25AC, prebuffed. hell, if you want to be a cheap ass, use Splint for an AC of -1 , and save yourself the money.

E Koebel

Finally got around to reading this one. Just Theory-crafting a little, Um, are you sure the Mithral Plating technique is balanced? am i missing something? I presume the main benefit is to allow dex-based fighters to use heavy armor, but it allows for a Base AC at lv6 of 24. That's bananas. At lv 9 you can tack on Superior and have an AC equal to a Ancient red dragon. This is assuming a no-magic item game, if you Maester, or start finding/crafting magic shields, cloaks, and spell buffs you'd be able to crack the 30 AC mark.

E Koebel

I could have sworn this was detailed somewhere, but I'll cover it again really fast for you: weapons with the spread property use slugs, weapons with the mortar property use mortar shells, cannons use cannonballs, and all other fireams use bullets. All weapons can use the appropriate Exotic Ammunition.

Mage Hand Press

I can't make heads or tails of the entirety of the firearms section. I'm excited to try and bring guns into my game, but which weapons can use which exotic ammunition? What guns take bullets? Which ones take shells? Which ones use mortals? It's not clearly marked anywhere. They all have the same Ammunition property. Some of these guns are also SUPER modern. I don't think the complexity is great, but I don't want to nerf the Gunsmith accidentally by removing any options since I haven't gotten a chance to playtest it yet.

Joshua Crouch

I think we covered this in the Weird West book

Mage Hand Press

I've added a clause about this in the proficiency section

Mage Hand Press

You can't make masterwork shields (doing so would result in crazy AC numbers.) Thundershield calls for a masterwork firearm and a /normal/ shield (though, I can see why the phrasing is misleading.)

Mage Hand Press

I just realized that no language suggests that shields can or cannot be upgraded with techniques. It's an armor piece, but the language specifically says "suits of armor" rather than armor. So, can a shield be upgraded just like a suit of armor, or are shields limited to other techniques that incorporate them such as Thundershield?

Jackson Walsh

I noticed that Gunsmiths get proficiency in explosives but I don't understand what that means since you don't make an attack with any of the explosives and it's an aoe save DC effect. Can you simply not use explosives without proficiency?

Justin Forkner

What are the firearm proficiencies for your classes? Like Alchemist, Warmage, Witch, etc.?

Stephan Gosswiller

Actually, any technique that can be applied to a "masterwork weapon" can be applied to a ranged weapon as well -- there's a lot of techniques that work for bows and crossbows. If you take Superior twice, it takes up both slots.

Mage Hand Press

First typo fixed; the second one is intentional, because a target having an AC of 20 or more is a much rarer occurrence.

Mage Hand Press

A bayonet is its own weapon for the purposes of crafting techniques, but it need not be masterwork to be attached to a masterwork gun.

Mage Hand Press

I noticed two errors. First it says on the lvl table that laymans is a lvl ten ability but the description says it's a ninth level ability. Second, i'm not sure if this is a typo, but the Serrated crafting technique says that it only works on creatures that arent wearing manufactured armor AND have an AC of less than 20. I feel like this should be "OR" instead of "AND" because it narrows the applications of the technique in comparison to the Spiked technique

Silver Wing

a question about guns: i want to put a bayonet on a masterwork gun, so i assume i'd have to make a master work bayonet, but would that count as it's own weapon for the purposes of crafting techniques, or would affixing a bayonet to a firarm have be a crafting technique itself?

Silver Wing

I noticed something when it came to bows and crossbows for Apprentice Techniques. The only applicable Apprentice technique for these weapons is the Sighted modification, but that benefit is already given by the Sharpshooter feat (which is near-essential for ranged attack builds). Is it possible for you to add another Apprentice option for Bows and Crossbows that is not made redundant? In addition, I have a question about the Superior technique. When you take it the second time (as a Legendary modification), does it take up both the Journeyman and the Legendary slot, or just the Legendary slot?

Jackson Walsh

Exotic smithing actually only covers crafting exotic weapons, which does not include using crafting techniques. Any Craftsman, therefore, can use crafting techniques on firearms.

Mage Hand Press

So, I know you all are probably busy with the other cool releases and are done with this class for now but I have just one quick question: If you don't take the Gunsmith archetype, can you still use the crafting techniques that require firearms? I would assume not because of the Exotic Smithing ability that comes with the Gunsmith archetype but I'd just like some clarification on that part.

Snowfire

First off, I have to say this entire book is fantastic! However, I am confused on why the Arcane Maester can't enchant his masterwork weapons or armors without losing their crafting techniques. If masterwork items can't be enchanted for balance purposes it should probably say so in the Metallurgy feature, otherwise people will just have the party wizard enchant all their masterwork items.

Justin Forkner

By RAW, it still takes the monk a reaction, but it's an automatic catch.

Mage Hand Press

You /do/ have to max out Dexterity to make that happen, however.

Mage Hand Press

Correct.

Mage Hand Press

When you normally craft a weapon, you only expend half the weapon's normal price in materials. When you apply a technique, you add 100 gp to that cost in materials (it is not halved) and to the time. Your crafting time is still reduced, as per the smithy feature.

Mage Hand Press

This is a mistake on our part -- it should be the Exotic Ammunition table.

Mage Hand Press

For most of the exotic weapons, you can't make them masterwork, but you can directly implement them using crafting techniques. The exotic weapons generally represent pre-modified weapons, and this leaves you with a simple trade: you can go with some pre-modified weapons (which is also useful if you're giving a weapon to an ally) or you can extensively modify a smaller number of weapons.

Mage Hand Press

I think I'm missing something here. Just putting a character together and it seems I have all these really cool exotic weapon and armours that I'm proficient in (great!), however, I can't make them masterwork (which I'm OK with) but that means I can't apply any crafting techniques to them either. This seems like the class loses access to its crafting techniques if I want some interesting flavoured weapons/armour. Is this intentional?

Christopher Hartland

So I may be overlooking it but i don't see the mortal shell table referenced in the grenade launcher description. I see a table of exotic ammunition, but that doesn't show how much damage normal shells are supposed to deal. Am I missing something?

Isla Ross

Also, you guys did a really good job on this class, thank you for all the amazing content

Silver Wing

I have a question about crafting techniques. As craftsmen we can apply 50 gp x our level to crafting over a long rest. Naturally this means that we can craft stuff pretty fast at higher levels. My question is do we apply this to the crafting techniques, or does a techniques time and cost remain the same no matter what our crafting level. Does it always take 1 day and a full 100 gp to apply an beginner technique or is it ACTUALY a long rest and 50 gold as per the 'smithy' ability

Silver Wing

Just a question. For the grenade launcher, it says if you fail the dex save you take half damage. So if you succeed you take no damage?

Trevor H Callaghan

Longbow deals 1d8, not d10.

John Hoffman

The Greatbow deals the same damage as a longbow. I think it should deal a D12, instead of a D10?

Joseph Blanc

Also! How would you rule Monks's Deflect Missile with special ammunition that doesn't deal damage?

John Hoffman

So, with Mithril Plating on Full Plate and DEX 20, is my AC 24? 18+5(DEX)+1(Masterwork)? Or 22 with half plate? This seems a bit on the powerful side.

John Hoffman

Yeah, it doesn't make sense. I've removed the light property.

Mage Hand Press

Ah, those should all be 10. That's been added

Mage Hand Press

Are the servitor's mental stats the same as the crafter's?

Stephan Gosswiller

I have a small question about the Dervish. In its properties it is listed as having both the Light and Two-handed property, but to my understanding , don't those two counteract each other? It would be impossible to dual wield dervishes, as they both require two hands to wield.

R Aiden Marsden

The bonus proficiencies are pretty rad, to be sure. Stat requirements are: Str 13 and Int 13. You get light armor, medium armor, shields, simple weapons, and martial weapons, plus the whole thing from the Bonus Proficiencies feature

Mage Hand Press

I have a question about multiclassing, what do you get if you MC into craftsman and what are it's stat requirements. Since the book came out i have a lot of players taking a level dip into the class to get the Bonus Proficiencies instead of taking a feat and its frustrating me.

luke maxwell

Thanks for pointing that out -- should be fixed now.

Mage Hand Press

Just a small thing, in the Table of Contents, Chapter 4 , the "List of Tools and Products" & "Magic Items" suddenly go to page 25 & 27 (its kinda weird because chapter four starts at page 36)

Patrick van der Linde

Finally got a chance to look through this. I love the cover art! I like the leather bound manual look you guys use, but this one is perfect. Content looks great, can't wait for a player to try and tackle this one

Christopher Schroeder

No, that's a typo, I thought it got cleaned up already..

Jaron Mortimer

Under the Crafting Magic weapons table, the level required column has gold values, is there something I'm missing, or is it a typo?

Stephan Gosswiller

Heh, good catch. It's updated now, even though I didn't think it was quite deserving of a changelog note

Mage Hand Press

In starting gear, you can get a bow and arrows or a crossbow and arrows. I know its a minor thing, but a crossbow should have bolts

Joseph Blanc

Good question! Folded steel makes all exotic and masterwork weapons you craft count as magic. Because a ranged weapon confers its traits on its ammunition, bullets fired any masterwork or exotic firearm you craft counts as magic. Hand Load makes all bullets you craft count as magic. If you load these bullets into a nonmagical firearm you didn't craft, they still count as magic. Hope that answers everything.

Mage Hand Press

So i was reading over this, and had one question concerning two of the abilities. It says under the level 6 ability Folded Steel; Masterwork and exotic weapons crafted by you count as magical for the purposes of overcoming damage resistance and immunity. meanwhile the level 7 Gunsmith feature Hand Load says: bullets and explosives you craft are treated as magical for the purposes of bypassing damage resistance and immunity. Im wonder how those are supposed to interact with masterwork and exotic firearms. do they count as magical or not?

Snowfire

Flat bonus per attack.

Jaron Mortimer

When applying the 1d4 damage of high powered rounds, is that a flat bonus to the damage calculation or is that considered 1d4 per bullet? I ask because i am unclear how this interacts with the 'Automatic' technique and the gattling gun's area fire.

Silver Wing

I'm not entirely understanding your question here. I can confirm that Exotic Weapons can't also be Masterwork, and therefore can't accept weapon Techniques. Could you clarify where this raises a problem for you?

Mage Hand Press

i have a question about masterwork weapons and armor. it says that you can't make masterwork versions of exotic arms and armor, but many class abilities give you masterwork add ons that would be pointless without the ability to apply masterwork crafting . is this intentional, am i misreading the section or is this a typo?

Silver Wing

Yes, more or less. The trapsmith is coming soon.

Jaron Mortimer

So I'm guessing the Gadgeteer class prototype got merged into Craftsman archetypes. Didn't get much time playtesting it, but I think this actually works better, especially the gunsmith archetype

Josh Smyth

Ah, not quite. You gain proficiency in those three tool sets, and then you gain your Craftsmans tool set, which allows you to add your proficiency bonus to the check for anything you make. This is specifically different, because you cannot use your Craftsman's tools as a prerequisite for, say, Expertise in a crafting skill.

Jaron Mortimer

Huh. That seems to have been a copy-paste error. We'll get it fixed ASAP.

Jaron Mortimer

Hmm...I'll have to take a look at that. I'm not terribly certain that the caster is a valid target for a spell that requires an attack roll. If so, I'll have to re-work that ability.

Jaron Mortimer

Something I noticed that seemed a little strange. In the Proficiency section of the character you get 3 tool proficiencies, then the level 1 Feature gives you proficiency in all artisan's tools.

Josh Smyth

I dont seem to understand the crafting magic item section. It says that you need to be of the appropriate level to craft the desired rarity, but i am not seeing the level requirement . The minimum level section of the crafting table is written in GP. Is that the requirement i need to be able to do ta rarity level ? Like do i need to be able to craft at least 400GP per day to craft a rare magic item ?

Kasai

As written, the Thunderlord's Lightning Rod ability and Jolt ability allow them to regain charge points at will by using Shocking Grasp on themselves, thus dealing lightning damage and gaining a charge point.

Grand Moff Xela

Tracer ammo doesn't actually have the tracing property

Joseph Blanc

Thanks John! (I could use a glass of strong simple land vehicles tonight!) I'll get to cracking at the typo and copypasta errors, and I'll send the Palm in to crunch the numbers on the crafting rates (it's his baby, after all.)

Mage Hand Press

Deckhammer deals slashing damage all the to,e despite being a hammer. Beer wine and spirits are listed as simple land vehicles. With two feats and the Instant Worker spell, at level eight (when you can have taken two feats) you can produce a specific type of item at a rate of 6,400 go a day. Or 19,200 if it's magical. Simply amazing. If I did my maths right. I imbibed a few too many simple land vehicles perhaps.

John Hoffman

It looks like I failed to copy over the Servitor feature -- my bad; I'll fix it ASAP. I've rephrased Ballistic and fixed the typo with Blood Render. I believe that Hardened Barrel is supposed to remove the Unreliable property, not the Volatile property. EDIT: All these errors should be fixed!

Mage Hand Press

It seems I failed to copy over a sizeable feature. I'll get that in the book ASAP

Mage Hand Press

Whoops sorry didn't read the other comments before I posted my own

Richard Belmont Potts III

Gearsmith is missing something about the mechanical servitor. Do you guys mean the drone? Or do you get the drone and something else to do stuff?

Richard Belmont Potts III

yeah the servitor seems to be missing

Silver Wing

What's a Servitor? I can't seem to find it. The Ballistic technique says "reduce the effects or piercing weapons and bullets." In the weapons table, the Blood Render is called the Beast Render. Is Hardened Barrel supposed to be for Volatile, instead of Unreliable? Expert Artisan has the same effects as Exotic Craftsman. I love this class, I love these weapons, I love everything about this. I especially appreciate the addition of the Ignition Fist, and the similarities between the Thunderlord and the WIP Gadgeteer class.

Dathan


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