Weapon-Smith (Class)

## 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]).