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Class record

Carpenter

Artisan / Striker

Tier
1
Difficulty
2 / 5
Main role
Artisan
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Carpentry. You also gain 5 skill points to spend in Athletics, History or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power, Focus or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

On Sorthen's Marlone coast, where Lizardfolk pilehouses rise above the crashing waves, to the spires of Merlin's Academy of magic in Northi—wherever Carpenters go, civilization follows.

Since the first dawn of Lyr, these artisans were the backbone of civilization.  Between their awl, saw and hammer they built up military camps into fortresses and small villages into thriving metropolises.

Carpenters are far from just competent in their art and tools, they also understand that cooperation is necessary for great works.  It doesn't matter if its to erect a guildhall estate or to confront the threat of a siege of hobgoblin raiders—Carpenters always work together with their allies like hammer and nail.

Crafting far more than just still buildings, their carvings can be seen in hand and belt for many denizens of the realm.  From the first wooden tools, to finely tuned bows from the finest Yew—their equipment are trusted by all professions.  Expert carpenters also have the understanding of specialized oil coatings, imbuing their creations with special material qualities.

In every community, these artisans are known to be indispensable building blocks of society who work tirelessly to push civilization forward, one nail at a time.

Tactical guidance

Playing Carpenter

The carpenter is a crafting class that performs like a striker in combat. With Hammer and Nail, you get the option to do guaranteed damage at the cost of some RP and mana pretty frequently. Useful for ensuring you can finish of weakened enemies.

Felling Strike may look like a normal knockback move, but you get to move before doing the knockback, which lets you more easily do things like push enemies of ledges or knock an enemy back into your team.

Repair Wood Weapon is a simple repair ability. In the zone is a crafting ability that you want to use as late as possible. If you're not using another finishing move such as Standard Finish, it's best to always save it for the last dice. Gains more value the higher quality materials you use, as each extra dice you add to the total gives a +1.

Carpenter

Class features

Abilities unlocked

Complete rules for every ability granted by Carpenter.

Key ability

Carpenter Basics

Class feature

Benefit 1

You can use a carpenters chisel as a crafting tool for carpenters crafts and buildings.

Benefit 2

You can craft using Pine and Maple, as well as alloys. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You gain proficiency in axes. You also gain proficiency in either bows or crossbows.

Benefit 4

You can use the Carpenter's core crafting abilities.

No listed cost
Keywords
Interlude,Errand

Errand. You repair a broken carpentry weapon.

No listed cost

You add a crafting check to the item. This craft gains a +X bonus where X is equal to the amount of crafting dice spent this session.

Requirements

Must be in a crafting session. Costs 1 Crafting Dice

2 AP1 MP
Range
Melee Weapon Range

Make a heavy attack against a target enemy that is no larger than large size category. On damage, sidestep to any unoccupied space next to the target, of the same elevation as the target, and knockback the target 10ft.

Requirements

Axe, Chainsaw and Giant Scissors Only