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demonickin0
2012-05-13, 09:54 PM
Created this class for my summer campaign I’m running and I am curious to see if anyone has any additions they would like to make. This class is supposed to be based around utility.

http://www.islandbreath.org/2009Year/2009-10/091003blacksmith.jpg


Blacksmith (3.5 Class)

Abilities: Intelligence and Wisdom are ideal for the best Blacksmith, and Strength wouldn’t hurt if he is orientated towards fighting to get the materials he needs.
Races: The greatest non-magical forges in the world are usually run by the dwarves, but humans are common blacksmiths as well as Orcs.
Alignment: Any
Starting Equipment: Hammer, Whetstone, Blacksmith Apron, Blacksmith Gloves, 2d10×10 g (110g)
Starting Age: Usually Simple or older.
Hit Die: d10

Blacksmith
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0| Heat of the Forge

2nd|
+2|
+3|
+0|
+0|Basic Sharpening & Buffering

3rd|
+3|
+3|
+1|
+1| Recylce, Mold Creation.

4th|
+4|
+4|
+1|
+1| Alloy Creation.

5th|
+5|
+4|
+1|
+1| Hammer It In +1

6th|
+6/+1|
+5|
+2|
+2|Advanced Recycle

7th|
+7/+2|
+5|
+2|
+2| Hit the Soft Spot

8th|
+8/+3|
+6|
+2|
+2| Advanced Sharpening & Buffering

9th|
+9/+4|
+6|
+3|
+3|

10th|
+10/+5|
+7|
+3|
+3| Non-Magical Evocation Item Creation, Hammer It In +3

11th|
+11/+6/+1|
+7|
+3|
+3|

12th|
+12/+7/+2 |
+8|
+4|
+4| Forge Master Specialty

13th|
+13/+8/+3 |
+8|
+4|
+4|

14th|
+14/+9/+4 |
+9|
+4|
+4| Molten Grip

15th|
+15/+10/+5|
+9|
+5|
+5| Hammer It In +5

16th|
+16/+11/+6/+1|
+10|
+5|
+5| Armor Rupture

17th|
+17/+12/+7/+2 |
+10|
+5|
+5|

18th|
+18/+13/+8/+3 |
+11|
+6|
+6| Blunt Storm

19th|
+19/+14/+9/+4 |
+11|
+6|
+6| Anvil Crusher

20th|
+20/+15/+10/+5 |
+12|
+6|
+6| Hammer It In +7 [/table]

The Blacksmith’s class skills are Craft (Smithing) (INT), Knowledge (Nature, Smithing, Architecture and Engineering, and History) (INT), Profession (Blacksmith) (WIS), Spot (WIS), and Use Magic Device (CHA).
Skill Points at 1st Level: (4+ Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features:

Weapons and Armor Proficiency: A blacksmith is proficient in all simple weapons and Warhammers; if he makes the weapon he can wield it, and with up to heavy armor as well as all types of shields like tower shields.

Heat of the Forge: The Blacksmith is used to working in hot conditions and gets half of their Blacksmith level rounded down in Fire Resistance because of it.

Basic Sharpening and Buffering (Ex): At 2nd level a Blacksmith is able with a grindstone or hammer and table is able to sharpen or strengthen weapons for better use. Using this ability allows a Blacksmith out of combat, to give a weapon a temporary +1 attack bonus, or a piece of armor a temporary +1 to a piece of armor, that lasts for 24hrs, this ability doesn’t stack.

Recycle: At 3rd level a Blacksmith is observant enough to determine the properties of common metals from each other. Recycle allows a Blacksmith to melt down or make use of pieces of equipment made from common metals and break them down to core pieces to be used for new equipment made from Iron, Steel, Wood, Copper, Bronze, Brass, Leather, Silver, Gold, Bone, and Clay.

Mold Creation: Allows a 3rd level Blacksmith to make molds for weapons, armor, and jewelry.

Alloy Creation (Ex): A 4th level Blacksmith understands the potential for stronger or more flexible materials by creating alloys. This allows the Blacksmith to create mixtures of materials in his forge for either cosmetic changes such as adding different colors to metals or creating stronger materials such as Black Steel, stainless steel, bronze, granite, limestone, glass, etc. (To do so roll a Craft (Smithing) check, DC ≈15 [To work with said materials efficiently])

Hammer It In: At 5th level a Blacksmith knows how to use his hammer. When wielding a hammer of anykind, he gains +1 to his attack rolls and damage rolls. This increases to +3 at level 10, +5 at level 15, and +7 at level 20.

Advanced Recycle: A 6th level Blacksmith has seen more exotic metals and allows and is able to makes full use of the materials my melting them down or reworking them. This allows a blacksmith to make items from other equipment made from Adamantine, Alchemical Silver, Platinum, Titanium, Cold Iron, Deep Crystal, Mundane Crystal, Darkwood, Dragonhide, and Mithral.

Hit the Soft Spot (Ex): A 7th level Blacksmith has an eye for shoddy workmen ship and can spot the soft spots in equipment, this makes the Blacksmith able to distort and ruin metal objects with a heavy precise blow. As part of a melee attack, a Blacksmith can attack a metal item on the target without provoking an attack of opportunity. If it hits, they take damage as normal and the item must make a Will save (DC 10 + 1/2 HD + Constitution) or become warped and distorted. Weapons take a penalty to attack and damage equal to 1/2 the Blacksmith's class level (minimum 1), and armor and shields take an AC penalty equal to the same (to a minimum of 0 AC). Metal objects of other sorts become functionally useless and bent. This ability otherwise functions as warp wood, but on metal. Like the spell, this ability can also be used to unwarp metal objects.

Advanced Sharpening & Buffering (Ex): At 8h level a Blacksmith has worked with enough weapons and armor to understand the way to turn items into wonderful pieces of equipment. This allows Blacksmiths to create +1 Masterwork items out of existing items in about 2 hours.

Non-Magical Evocation Item Creation (Ex): A 10th level blacksmith understands the possibility of using alchemic materials in the creation of weapons and armor can give the items advanced properties. Such as pouring Alchemist’s fire into a mold at the same time as the metal allow causes the blade, when finished, to cause fire damage i.e. adds 1d6 fire damage and glows red hot. (To do so roll a Craft (Smithing) check, DC ≈15 [To work with said materials efficiently]).

Forge Master Specialty (Ex): A 12th level Blacksmith has become a master of his forge and is able to produce items with a special quality about them. At level 12, choose only one ability from the list. You may apply only apply this ability and no other Forge Master Specialty, you may only apply this ability once per item.

Ablative Armor: When making the armor it is coated with a thick enamel that gives the wearer Damage Reduction -5 for a number of hits equal to the the Blacksmith's level. Ablative shields give an additional DMR -3. The Damage Reduction can be restored by having the same Blacksmith repair it (DC=25).

Intense Barbed Armor: Armor gains bifurcated armor spikes, better at climbing (+3 on climb checks), hurt grapplers by 3d6, looks similar to a porcupine.

Muffle Armor: Armor is crafted in a way to decrease the noise made while wearing it. You gain a +3 bonus to move silently.

Quickdon Armor: Armor gains ability to be donned as a free action.

Ultralite Armor: Armor acts as if it is one armor class lighter. (Heavy to Medium, Medium to Light).

Earthforged Equipment: Earthforged equipment gives the wear/wielder +2 to Constitution as long as it’s donned. More than one Earthforged equipment doesn’t stack the bonuses.

Windforged Equipment Windforged equipment gives the wear/wielder +5 to base land speed and +10 to flight speed as long as it’s donned. More than one Windforged equipment doesn’t stack the bonuses.

Brutal Weapon: Weapon gains extra damage on Critical Hits, 1d6 per Crit-Hit multiplier.

(Type) Bane: Weapon gains the enchantment "Bane" against selected creature type or subtype.

Celestial Weapon: Weapon gains +3 damage vs evil, +4 vs evil outsiders.

Fiendsih Weapon: Weapon gains +3 damage vs good, +4 vs good outsiders.

Moonforged Weapon: In the moonlight the blade extends; double’s it’s reach.

Runeforged Weapon: Weapon etched with ancient runes gains a +2 to damage rolls for magic users.

Skycraft Weapon: Weapon gains throwing range, two handers can be thrown as standard actions or attack actions. Mithril weapons double the throwing range.

Molten Grip (Ex): Working at the forge for so long has strengthened his callused hands. On a successful grapple check with his hands he may roll a Constitution check (DC=15) causing the held person or object to take 2d6 of fire damage. As his grip superheats what is in it’s grip.

Armor Rupture (Ex): At 16th level a Blacksmith has the ability to identify the way armors are put together, by rolling a Knowledge (Smithing) check (DC=25) and rolling an attack roll against their AC, if the attack hits, the target’s armor falls off if it’s hardness is higher than 25, bellow 25 it shatters.

Blunt Storm (Ex): At 18th level a Blacksmith understands his hammers are meant for more than standard work, as an attack action while wielding a warhammer, you may send out a 15 foot cone shaped burst of 3d6 sonic damage, your opponent may make a fortitude-save (DC=15+Damage dealt) for half the damage. You're target must also make a reflex-save (DC=15+Blacksmith Level) or be knocked prone. "Swinging his Warhammer with an awesome fury he crushes the earth in front of him sending a deafening wave and shaking his opponent's to the ground."

Anvil Crusher (Ex): At 20th level a blacksmith has become well renown throughout the land as one of, if not, the greatest blacksmith in the realm.. During combat if a target becomes helpless, The Blacksmith has the ability to make a coup de grace as a free action against that opponent if he is in an adjacent square. Out of combat he may take a 5 to score a critical hit with your weapon against a stationary object.

Debihuman
2012-05-14, 06:30 AM
Forge Master Specialty (Ex): A 12th level Blacksmith has become a master of his forge and is able to produce items with a special quality about them. At level 12, choose an ability from the list. You may apply the ability once per item.

This is too easy to abuse. Where's the cost involved?

Debby

demonickin0
2012-05-14, 11:21 AM
This is too easy to abuse. Where's the cost involved?

Debby

This is really only a cosmetic class, and so at level 12 he should be able to put his specialty on each item and most abilities don't stack. There is no extra cost because it is a special quality the Blacksmith can apply because he is so experienced.

lorddrake
2012-05-15, 10:58 AM
Basic Sharpening and Buffering (Ex): At 2nd level a Blacksmith is able with a grindstone or hammer and table is able to sharpen or strengthen weapons for better use. Using this ability allows a Blacksmith out of combat, to give a weapon a temporary +1 attack bonus, or a piece of armor a temporary +1 to a piece of armor, this ability doesn’t stack.

Temporary for how long?



Non-Magical Evocation Item Creation (Ex): A 10th level blacksmith understands the possibility of using alchemic materials in the creation of weapons and armor can give the items advanced properties. Such as pouring Alchemist’s fire into a mold at the same time as the metal allow causes the blade, when finished, to cause fire damage i.e. adds 1d6 fire damage and glows red hot. (To do so roll a Craft (Smithing) check, DC ≈15 [To work with said materials efficiently]).

This seems to imply there are other uses to this class feature. Is there? If there is it must be explicit in the text.

demonickin0
2012-05-15, 03:28 PM
Temporary for how long?

This is still a work in progress, but I believe it should last for 24 hours



This seems to imply there are other uses to this class feature. Is there? If there is it must be explicit in the text.

No it doesn't, this is a feat to encourage creativity! What is appropriate, is at the DM's discretion.

GnomeGninjas
2012-05-17, 06:10 AM
The average of 2d10x10 is 110 not 100.

demonickin0
2012-05-17, 10:55 AM
The average of 2d10x10 is 110 not 100.

*facepalm*