Weapon-Smith (Class)

== Overview of the Weapon-Smith Class ==
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== Class Table ==
Level 	Mastery Bonus	Feature 	Action Dice		Level 	Mastery Bonus	Feature 	Action Dice
Level 1 	+0 	Specialized Skillset: 
Tier I	1d10 		Level 21	+5 	 	
1d30 	 	 	 		 	 	 	
Level 2 	+0 	-- 	1d10 		Level 22	+5 	-- 	1d30
Level 3 	+1 	Developing Artisan: Tier I	1d10 		Level 23	+5 	 	
1d30 	 	 	 		 	 	 	
Level 4 	+1 	-- 	1d10 		Level 24	+5 	-- 	1d30
Level 5 	+1 	Ammunition's Expert: 
Tier I	1d12 		Level 25	+5 	 	
1d30 	 	 	 		 	 	 	
Level 6 	+2 	Personal Touch: Tier I 	1d12 		Level 26	+6 	 	
1d30+1d4	 	 	 		 	 	 	
Level 7 	+2 	Nothing Wasted: Tier I 	1d12 		Level 27	+6 	 	
1d30+1d4	 	 	 		 	 	 	
Level 8 	+2 	Specialized Skillset: 
Tier II	1d12 		Level 28	+6 	 	
1d30+1d4	 	 	 		 	 	 	
Level 9 	+2 	Developing Artisan: 
Tier II	1d12 		Level 29	+6 	 	
1d30+1d4	 	 	 		 	 	 	
Level 10	+3 	Ammunition's Expert: 
Tier II	1d12 		Level 30	+6 	Stat Reallocation (1)	1d40
Level 11	+3 	-- 	1d20 		Level 31	+6 	 	
1d40 	 	 	 		 	 	 	
Level 12	+3 	Personal Touch: Tier II 	1d20 		Level 32	+6 	 	
1d40 	 	 	 		 	 	 	
Level 13	+3 	Specialized Skillset: 
Tier III	1d20 		Level 33	+7 	 	
1d40 	 	 	 		 	 	 	
Level 14	+3 	-- 	1d20 		Level 34	+7 	 	
1d40 	 	 	 		 	 	 	
Level 15	+4 	Developing Artisan: 
Tier III	1d20+1d4-2 		Level 35	+7 	 	
1d40+2d4	 	 	 		 	 	 	
Level 16	+4 	Ammunition's Expert: 
Tier III	1d20+1d4-2 		Level 36	+7 	-- 	1d40+2d4
Level 17	+4 	-- 	1d20+1d4-2 		Level 37	+7 	-- 	1d40+2d4
Level 18	+4 	Developing Artisan: 
Tier IV	1d20+1d4-2 		Level 38	+7 	-- 	1d40+2d4
Level 19	+4 	Secondary Class Leveling 	1d20+1d4 		Level 39	+7 	 	
1d40+2d4	 	 	 		 	 	 	
Level 20	+5 	Stat Reallocation (2) 	1d20+1d4 		Level 40	+7 	Stat Reallocation (2)	1d40+2d4
== Features ==
=== Specialized Skillset: ===
Tier I: You have unlocked the ability to craft one of the following types of items with your mastery bonus: Swords, Scythes, Axes, Handguns, Rifles, Assault Weapons, Droid Guns, or Ship Guns.
Tier II: You have unlocked the ability to craft two of the following types of items with your mastery bonus: Swords, Scythes, Axes, Handguns, Rifles, Assault Weapons, Droid Guns, or Ship Guns.
Tier III: You have unlocked the ability to craft three of the following types of items with your mastery bonus: Swords, Scythes, Axes, Handguns, Rifles, Assault Weapons, Droid Guns, or Ship Guns.
Developing Artisan:
Tier I: You have unlocked the ability create up to Grade 2 weaponry through the use of a crafting roll (Grade 3 on a critical success). On the result of a failure, your machine/crafting parts are rendered useless. 
Tier II: You have unlocked the ability create up to Grade 5 weaponry through the use of a crafting roll (Grade 6 on a critical success). On the result of a failure, your machine/crafting parts are rendered useless. You have advantage on creating Grade 3 and lower weaponry.
Tier III: You have unlocked the ability create up to Grade 6 weaponry through the use of a crafting roll (Grade 7 on a critical success). On the result of a failure, your machine/crafting parts are rendered useless. You have advantage on creating Grade 4 and lower weaponry.
Tier IV: You have unlocked the ability create up to Grade 7 weaponry through the use of a crafting roll (Grade 8 on a critical success). On the result of a failure, your machine/crafting parts are rendered useless. You have advantage on creating Grade 5 and lower weaponry.
=== Ammunitions Expert: ===
Tier I: You can craft crude ammunition at 200% normal crafting cost. On the result of a failure, your create questionable ammunition. This ammunition has a 1d4 chance to not work(1), explode(2), or work as intended (2-4). Crude ammunition only does 2/4 of the intended damage.
Tier II: You have unlocked the ability to craft normal ammunition at 100% crafting cost. On the result of a failure, your machine/crafting parts are rendered useless. Ammunition made in this way does normal damage.
You can craft crude ammunition at 50% normal crafting cost. On the result of a failure, your create questionable ammunition. This ammunition has a 1d4 chance to not work(1), explode(2), or work as intended (2-4). Crude ammunition only does 3/4 of the intended damage.
Tier III: You have unlocked the ability to craft normal ammunition at 75% crafting cost. On the result of a failure, your machine/crafting parts are rendered useless. Ammunition made in this way does normal damage.
You can craft crude ammunition at 20% normal crafting cost. On the result of a failure, your create questionable ammunition. This ammunition has a 1d4 chance to not work(1), explode(2), or work as intended (2-4). Crude ammunition only does 3/4 of the intended damage.
=== Personal Touch: ===
Tier I: When party members uses ammunition made by you, they can add their mastery bonus to the damage result.
Tier II: When party members uses ammunition made by you, they can add 2x of their mastery bonus to the damage result.
=== Nothing Wasted: ===
Tier I: You can gather used shells/ammunition from the battlefield and save them as crafting parts with a 1d4 roll(You obtain 50% of spent ammunition [1-2] or you obtain nothing [3-4]). 
Tier II: You can gather used shells/ammunition from the battlefield and save them as crafting parts with a 1d4 roll(You obtain 100% of spent ammunition [1] or you obtain 50% of spent ammunition [2-3] or you obtain nothing [4]).