int19h
21-10-2007, 16:11
In light of the upcoming additions to the crafting system, I propose to add a number of strictly non-combat prestige classes to reflect dedication to a certain craft or other non-combat-related occupation. Examples of such classes could be:
- Alchemist
- Fletcher
- Healer
- Jeweller
- Loremaster
- Weaponsmith
And so on, with more classes added as the crafting system is extended. Such classes would mostly be confined to skill bonuses, free skill-related feats, and improved rolls for craft-related activities. E.g. Weaponsmith gets skill focus in Craft Weapon and Craft Armor on lvl1, and has a certain chance of recovering components that would otherwise be lost on an unsuccessful crafting attempt; Healer gets skill focus in Heal, and can craft more kits from the same number of ingredients; etc. All those classes limited to something like 5 levels max, and adding some bonus on every level (perhaps culminating with epic skill focus in the associated skill?). HD should be generally around that of the primary class you'd expect to be associated with that skill, or otherwise something that makes sense in comparison: e.g. d10 for Weaponsmith, d8 for Fletcher, d6 for Healer, d4 for Jeweller etc.
To make these more useful in general, the suggestion is to furthermore remove the existing "2 classes max" restriction on multiclassing, but require that the 3rd class, if any, is one of those described above.
The general idea is to allow for more diverse characters by providing the opportunity to trade more combat skills for improved crafting capabilities.
On the technical side, this all is fairly easy to implement, since there are no new active feats and such. All it needs is the class definitions themselves (easy), and the corresponding checks in the crafting scripts for the more special abilities (those that are not just plain skill bonuses).
What do you think?
- Alchemist
- Fletcher
- Healer
- Jeweller
- Loremaster
- Weaponsmith
And so on, with more classes added as the crafting system is extended. Such classes would mostly be confined to skill bonuses, free skill-related feats, and improved rolls for craft-related activities. E.g. Weaponsmith gets skill focus in Craft Weapon and Craft Armor on lvl1, and has a certain chance of recovering components that would otherwise be lost on an unsuccessful crafting attempt; Healer gets skill focus in Heal, and can craft more kits from the same number of ingredients; etc. All those classes limited to something like 5 levels max, and adding some bonus on every level (perhaps culminating with epic skill focus in the associated skill?). HD should be generally around that of the primary class you'd expect to be associated with that skill, or otherwise something that makes sense in comparison: e.g. d10 for Weaponsmith, d8 for Fletcher, d6 for Healer, d4 for Jeweller etc.
To make these more useful in general, the suggestion is to furthermore remove the existing "2 classes max" restriction on multiclassing, but require that the 3rd class, if any, is one of those described above.
The general idea is to allow for more diverse characters by providing the opportunity to trade more combat skills for improved crafting capabilities.
On the technical side, this all is fairly easy to implement, since there are no new active feats and such. All it needs is the class definitions themselves (easy), and the corresponding checks in the crafting scripts for the more special abilities (those that are not just plain skill bonuses).
What do you think?