Skip to content

# Craftsman

Craftsmen are builders, inventors, and creators who shape the world through skill and precision. In ELDRA, the Craftsman is the class that makes everything around them better — including other people’s equipment.

Root Node · 1 CLA

## Craftsman

Gain +1 to your Workload contribution while crafting any kind of item.

## Path of the Forger

T1 · 1 CLA

### All-Rounder Craftsman

Apply Crafts to any technical or artisan task without penalty. Treat any crafted item or tool as a weapon in an emergency, using Crafts for the attack and dealing damage equal to your Crafts skill level.

#### Quality Materials

When crafting a weapon or armor, spend 25 percent extra materials to treat the item as one Crafting Level higher for Masterwork rolls.

#### Expedited Work

When crafting during downtime, contribute double your Crafts skill in Crafting Points on one chosen day per item.
T2 · 1 CLA

### Masterwork Crafts

When you complete crafting any item, double your chance of creating a Masterwork version. Once per scene, spending 2 AP, analyze a creature to identify a weak point: attacks against it ignore Physical Defense equal to your Crafts skill (rounded down) until end of scene.

#### Reinforced Construction

Masterwork weapons and armor you craft gain one additional bonus tier on the Masterwork table.

#### On-the-Fly Repair

Once per scene, spending 2 AP, fully restore any broken or damaged item held by you or an adjacent ally. No materials required.
T3 · 1 CLA

### Efficient Crafting

All material costs for crafting are halved (rounded down), including rare magical components. All crafting time is halved (rounded down). These reductions stack with existing benefits. You may craft items above your Crafting Level at double cost and time.

#### Master Armorer

Weapons and armor you craft ignore the first point of durability damage from critical hits or environmental hazards.

#### Field Engineer

Once per session, construct a simple mechanical device (trap, barrier, or crude weapon) from available materials in 1 minute. Effectiveness determined by a Crafts check.

## Path of the Engineer

T1 · 1 CLA

### Field Devices

During a short rest, build one simple device from available materials: grappling launcher, noise lure, tripline, shield plate, or lantern rig. A device lasts until used or until your next long rest. You may deploy a built device for 1 AP.

#### Fast Assembly

Once per scene, deploy one prepared device as a free action.

#### Practical Design

Allies gain +1 to rolls made to use or benefit from your devices.
T2 · 1 CLA

### Siege Logic

Once per scene, spend 2 AP to place one battlefield device in an adjacent space: barricade (provides Half Cover), snare plate (the first creature entering must make a Reflex defend roll against your Crafts or becomes Prone), or shock coil (the first creature entering takes Lightning damage equal to your Crafts skill).

#### Reliable Mechanism

Your battlefield devices require 1 additional AP to disable, or a successful Crafts check against your Crafts.

#### Reposition Rig

Once per scene, one ally within 5m may use one of your deployed devices to move up to 4m as a free action.
T3 · 1 CLA

### Master Engineer

Once per session, during a short rest or by spending 3 AP in combat, assemble a major construct in an adjacent space. Choose turret, wall, or repeater. Turret: once per round, make an attack using your Crafts against one target within 15m dealing 1d6 plus half your Crafts in Physical damage. Wall: creates Full Cover in a 3m line until destroyed. Repeater: one ally adjacent to it may reload, draw, or use one Quick Utility action for 0 AP once per round.

#### Overclock

Once per scene, one deployed device or construct gains +2 to its relevant roll or damage until the end of your turn.

#### Emergency Retrofit

Once per scene, repair a destroyed device or damaged construct for 1 AP.

Solid required progression · Dashed optional node requires the one above it