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Ordinate/Subordinate: DEX/INT

Tier Path: Apprentice (non-chaotic) or Rogue (chaotic) or (if elven) Keiki -> Trader -> Craftslan -> Master -> Artist


  • Heart: Resourceful: Their mastery of tools allows them to improvise with very little.
  • Health: Critical Bonus: If they roll favorably or unemcumbered, they get a bonus action or stealth.
  • Head: Mastery of Tools: They can use most tools better than any other class (exception are tools specific to other classes: magic, weapons, .
  • Hands: Crafty: making items or taking them apart (disarming traps, for example).

XP gained by: loot and wares made (1cp = 1XP), bonus rounds won by dice.
Mana goes towards: extra speed (time-slot)
Dice Use: Double-damage on attacks with dagger (XXXThis is because of their extra round/stealth bonus -- a dagger keeps them unencumbered, so rolls are favorable and it's like a double-strike). Based on how light weight you are, get dice to see if you get a crit for any attacks or extra action. up to 6d6. For every 6lbs over your ideal (including your weapon and any lose-fitting clothes, but not including well-secured gold pieces), you lose one die, but still must roll over 18 (actually based on your weight and DEX score + sickness level). XXXIn other words, if you carry over 18lbs, you lose all your extra rounds (unless things are completely secure then, it’s double this weight — it takes some time for your DEX to acclimitize to this weight, however). If items are “loose” (like a scabbord dangling on your hip rather than secured on your back), halve this (3 lbs). Must roll over half the total to get a free action (or get stealth). If you use your free action you must ace your dice to get a crit, otherwise you can use it to get a crit on a regular action. For classic rogue style, use dice with pips. Rolled each round when you think you need it.
Real-World interactions: They can speak a thieves "cant" if highly chaotic and hiding in society: a specialized language specific to their guild or clan but since all guilds use language that belongs to all clans, so this is more a matter of how refined their speech. Otherwise, this specialized language is just the normal language used by any people (programmers, woodworkers, etc.) who have a high degree of specialization in a field that most do not. In case of disagreement, their XP is compared. The one with the lower XP must defer to the player with the higher XP. OR... a battle of wits ("Can you make a +2 battleaxe?"). Ref can determine when a win is made by one side or another. XP is lost.
Lore: Craftslans began with the desire to help their fellow citizens. (When this failed, they went rogue.) They originally focussed on making life easier for everyone. But after the land was explored, it became dominated by lords and others, and the rogue or thief subclass was made.
Alignment characteristics: Evil craftslan build things that destroy other things. A chaotic craftslan might use their special tools for survivalist ends, like picking locks to get loot.
Moral code: To build or provide something to the world that everybody appreciates.
God modifiers: Up to #_the_number_of_gods_in_favor dice for rolling crits or extra rounds. This is done for each event (i.e. do the gods favor your act?).

Ah, the Trader, the accelerator for innovation by swapping fine crafts across the realm. An honorable class. If they choose a guild, they can get the set of tools appropriate for them. There's metallurgy, stone masonry, and woodcraft. They're not the strongest of the party, but they make up for it by their dexterity, skills, and ability to fashion whatever might be needed. With their tools, they might fashion a longsword, unspring a trap, or make a bridge over the abyss. If their class is Dwarf, they get big tools, otherwise fine tools.

They have the pantheon of demi-gods who can dispense gifts by placing them in their world, hoping for their loyalty, in building up the city-state. These gifts are tools appropriate to their specialty. If they don't have a god, traders get the advantage of aceing their die rolls in battle-rounds. This is something the player will have to decide. Gods confer special luck when exploring the realm and equipment also.

Traders can go adventuring, looking for exotic or hard-to-find materials to create greater and greater items for trade and get XP. They have to learn where to look for things that are valuable, perhaps putting themselves in harm’s way.

The extra dice roll allows accumulation of some abilities, like stealth, but you only get one round's worth. So, for example, if a craftman/theif wants to sneak for a round, they'll need to succeed with their extra bonus dice (get over the half-way 18pip boundary) and they'll need to succeed or wait a round until they succeed to continue sneaking.

When rolling for a bonus round, their d6s can grant them flair, if they roll a 6. They can choose to use the 6 for flair or to count towards the total (18) for their bonus action. For example, they might roll their dice on while the DM is telling them the results of their normal action and see that they have rolled a 6, but they have to sacrifice the extra move or use it for flair on their present one. The flair can be used to get out of an offensive hit (add the 6(s, if multiple) to their AC to see if they can miss) or can be used to get a bonus action, an extra action or something as simple as grinning at their opponent. XXX The more flair, the more the bonus round resulted in something extraordinary (cf. One Ring RPG). For every point of flair, they get to talk at the game table, on any topic, for 5ft of a round or one time-slot, without raising the ire of the DM. 1ft of Speed is approximately 1/2s of time. The responses of others do not count against this classes time (if you have 6 flair points, a 5 second quip, countered with 10s of their time, still leaves you 10 sec to counter-respond). OR you can use it for magnaminity, aka "fab".

Rather than XP being their focus, they create and can sell or trade, gathering funds to adventure. You never know what they might come up with right when you need it and what rewards you may receive by your assistance. They level by creating greater concoctions from various skill categories. They must both be architect (make a special key that rotates and pushes a mechanism) and engineer (precisely file each of several notches along with a mechanical spring) of their item. The more you've imagined the item, the more worthy it is. If PCs or the DM asks questions about it, craftslans should be allowed to separate, out-of-game, to research any details that they don't know and come back as if they never left the gaming table -- even if they come back with the knowledge at a separate session.

One nice thing about this class, is that you can level quickly, if you choose the chaotic variant (rogue/thief). No need to travel out-of-town, just steal stuff and then sell it. You should be at level 10 in hardly any time at all. (Cheeky)

As long a they aren't over-exerting themselves (like fighting STR-based battles (~1.5x the mana consumption per time-quanta) or burdened to their limit), they gain an extra 100mana per round. This can be applied to fine craftlanship or having more SPEED. They never should gain more than 200 extra mana per 2 rounds unless they are also PER class (Explorer) and it`s level is more than this class. Extra mana can be used here for trading for an extra time-slot of stealth and speed, up to two time-slots each round. This makes them good pickpockets. They need 100 mana per extra time-slot of freedom they wish -- up to two.

XXXThis class gets this extra mana only if they stay ronin or if the rest of their party stays below level 20. If more than half of the party is beyond level 20, they do NOT get an extra time-slot nor mana. XXX Women can gift the trader with dice with sides no more than their level for rolling for extra time-slots. If the trader doesn’t want to roll so many dice they can trade them for fewer dice, such that 2d4, for example, can be traded for 1d8.

Traders use DEX as their predominant ability, but use INT to innovate, ASM to develop their talents, CHR can help them buy or sell the goods they need, and have INT in reserve.

XXXintegrate: The bonus action roll can be used for countering an attrack from an opponent or an extra round (for offense, for example).

This class can hire NPC understudies that have the same level of "XP" equivalent as needed to make the items. A 20cp item needs an approx 2000XP NPC to create it, for example, but they can create as much as time and resources allow. These may be offered to the city, forming a market for their goods. This can run continuously even when away from the game, if you keep the raw materials on-hand, accumulating wealth that they can pick up when they return. You'll have to determine how many time slots it takes to make each item to calculate what you can make. (Watch for villians and those who might kill your understudies.) You might find partners who have storemarkets in which to show your goods. As they fetch better prices, you get to benefit as well. Magistrates may charge a sales tax for all items sold by any trader's guild located in the city (or leaders if you're city`s developed them and has made it policy). Whether they pay it is up to them, but they should probably keep in mind that the location in a city (for example) affords them more business and sales.

Traders can level quickly by establishing a skill and offering the items they make for sale, but they may plateau and find it difficult to level further, depending on how inventive they are.

If a craftslan starts a guild or becomes guild-master, their gains (related to # of NPC members) can be calculated by how many guild-made items the DM copies within the game.

If a craftlan rolls all 6’s on their roll, they get an automatic death throw — the NPC will die unless it saves. XXXperhaps treat it like poker. The highest rolls (6 of a kind) gets a death, but there can be 2 three of a kinds, 3 pairs, straight runs (of 3, 4, 5, or 6) gashes? creating an extra 100 to 400 mana lost per round. These can range from piercing damage (“bleeding” — losing mana each round), limb separation, decapitation, to death. This creates some interesting moral dillemas — if a character is losing 400 mana each round, then they either can’t defend themselves or can’t attack. What will your character do?

Leveling for the Trader is by the money they get for created OR pilfered/found items OR by offering their skills. However, if they're Aziahn race (ex. Samurai class), then regular XP for kills, traps, acrobatics, etc is approved for levelling (1000XP where 1gp was required -- the smaller amount means they might be tempted to corrupt themselves with fast gains through killing -- this cannot be backpropagated for lower levels because the relationship is linear, not exponential -- a level 10 would be 1/2gp (actually 3/4 but the system is imperfect)) in addition to selling items. Development must proceed level by level and cannot skip merely because they found some item they can sell at 10x their present level requirement (they can however advance to their next level and taking a loss, or save it, until they can sell. At various tiers, a toolset

appropriate for your craft is given from the guild, should you stay loyal. The Lord or Countess of the area can determine the rate for getting a dwelling in their territory. They can then develop this land (perhaps making crops) and get space in which to improve their craft. If they plant trees and wait for the growth the height of man or establish a stone fence big enough to raise sheep, they can establish a dwelling on unclaimed territory. As they establish tools and wares (kilns, forges, etc), they can advance levels. STUB Forge capable of melting iron: 3000XP equivalent = $ 30 gp ?

The level values below are for graduating from that level. So, once you sell something at 20cp, you've passed level 1 and start level 2. Like other classes, you level by an integer-delta exponential rate.

An interesting quirk about this class having an extra time-slot is that if they don't use it, they get bored or antsy. If they are chaotic, they will go stirring up the hornet's nest somewhere. If they are lawful, they'll go empire-building somewhere and gather a party to join them. If they are neutral? They'll multi-class and become a leader or perhaps study new arcana as a wizard.XXX No this is only because of unresolved karma.

Female crafters know intuitively whatever similarly-aligned women have built, where men have guilds.

  1. 20 cp or lock pick set; iow, you can choose to sell something and get 10cp, or receive a lock pick set and upon learning the skill, you've completed that level -- "learn and earn".
  2. 30 cp, gains nightvision when one calls for it using one Time Slot -- lasts until end of round (iow, uses up one time-slot each round of use).
  3. 40 cp
  4. 50 cp
  5. 60 cp
  6. 70 cp OR small tool set
  7. 80 cp
  8. 90 cp
  9. 100 cp
  10. 10 sp OR small dwelling out in the country, owned by the ruling Lord or Countess (note same delta is not a typo)
  11. 20 sp
  12. 30 sp
  13. 40 sp
  14. 50 sp
  15. 60 sp
  16. 70 sp,
  17. 80 sp
  18. 90 sp
  19. 10 gp OR small cottage in the village, if or when one is available, again with some obligations to the city.

Level 31: ? pp OR now have your own space to earn and train experience for others. etc.

DM notes:

  • Thief/rogue is really just a sub-class of this: craftsman/craftswoman. If you have players wanting to play this, the moral code is something more about the excess of the rich vs. the poor and you can find a way for them to reign victorious, while weaving in the greater super-class of the craftslan (or subsume it as a lesser class of a multiclassed self, like perhaps they're truly fighters, not thieves, inside.).
  • The number of dice the rogue gets to roll for an extra round shoudl be determined by an equation based on DEX as well as their excess weight. this can determine the mininum sum for an extra round. If their DEX is 20 and they’ve 0 excess weight, they should always get an extra round. Otherwise, DEX=10 (average) and no excess weight, they should get an extra bonus action half of the time.
  • Weight calculations for determining extra rounds can be affected by how much riches they have. If their not wealthier, they’re stealthier. That is, penalize them for getting fat from their riches. Subtract a die or more when they start flaunting it.
  • The god modifier is run through the power equation, so that their DEX score weighs in whether they can get an extra action in.
  • Women can give men or men can give women dice for affection, but don’t over allow it — consider that each face is worth approximately 100gp, so a 1d6 gift is about 600gp—would she sacrifice that much to her man? It should come as a consequence of spending their loot on love or virtuous-making activities.
  • Using dice with pips should give a slight bonus — especially if they make or find their own, like a d20 with a novel pip design.
  • If rolling isn’t done each round (because it’s a chore or they don’t know what to do), their boredom level may increase until they become more aggressive.
  • Special Ability: Gets an extra time-slot for extra hits or crits.
  • Special equipment: lock picks, or other items they make themselves.
  • If a player plays this class as a “thief”, whent they are overencumbered (loot or equipment), there should be 50% chance penalty that they randomly lose some item (even 1cp) each round. BUT you can choose to enforce this ONLY if they drop character.
  • For the extra action, the roll may have to be over 20 if they're wearing standard clothes (+2lbs).
  • This DEX-base class, as long as their DEX is over average, always succeeds on stealth for a round as long as their bonus dice succeed. Other classes have to pass the DC check, but this class only has to succeed on half the normal DC value (which nearly always is a success if they pass their bonus dice?).
  • Thief's dice can be used for extra rounds, but also to check to see if successful stealth occurred (rather than a DC check).
  • Crafty skill gives an advantage roll on DC checks for assembling an item or disabling a trap OR you can track proficiency and give an automatic +bonus on the DC. These autobonuses happen when you use your Critical Round for it and come about from it, so you cannot get an extra action if you use it for an advantage on crafty skill (or stealth).
  • Double-damage should occur after a LVL is reached (10?) or be a more sophisticated equation of level + proficiency. Also consider target's AC normally nullifies some amountof DAM, but the rogue can be more precise with good DEX. So maybe, instead of double damange, you get the daggr DAM + (DEX-10). More sophisticated is to use the power equation: (mod1 + (dice * (DEX/10)^god_bonus) -mod2).

Consider that this class should have a constant damage attack (6) or single dice set (1d12) so that the dice are rolled to see if a double-damage occurs.

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