Westhart
2017-05-05, 06:30 AM
The Lord Smith of Avefrule
Hit Die: d8, seen a scrawny smith, eh?
Requirements
To qualify to become a Lord Smith, a character must fulfill all of the following criteria.
Skills: Craft (weaponsmithing) 10 ranks, Craft (Armorsmithing) 10 ranks, Craft (Metalworking) 10 ranks
Feats: Any Item Creation feat, Exotic weapon proficiency (any)
Special: The character must have completed all the following.
Crafted 12 masterwork weapons
Crafted 4 masterwork suits of armors, at least one being full plate
Crafted two masterwork shields
Out of the above 18 items, 2 must have been mithral, two adamantine and two of any other special material.
A two month apprenticeship under another lord smith and earn that smith’s approval; at this point they become part of the guild and may begin taking levels in the class.
Class Skills: The Smith Lord’s Class skills (and key modifiers for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable device (Int), Gather information (Cha), Knowledge (all), open lock (Dex), profession (Wis), sense motive (Wis), Speak language
Skill Points at Each Level: 6 + Int modifier
The Lord Smith
Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Class Features
1st
+1
+0
+2
+2
Versatile smith, Hammerborn, By My Own Hand, Skill of the Forger
2nd
+2
+0
+3
+3
Material specialization, Body of the Forge (Fire resistance 10)
Class Features
3rd
+3
+1
+3
+3
Item Creation Feat, Master metalists (one)
4th
+4
+1
+4
+4
No time to wait, Blue Shining, trust the metals
Class Features
5th
+5
+1
+4
+4
Increased Modification Capacity, Refined Materials
6th
+6
+2
+5
+5
Master Metalist (two), Body of the Forge (Fire resistance 20)
Class Features
7th
+7
+2
+5
+5
Item Modifications, Mjolner, Quake 3/day
8th
+8
+2
+6
+6
Item Creation Feat, Mastercraft Weapons and Armor, Weapon Display
Class Features
9th
+9
+3
+6
+6
Master metalists (three), Light armors and Weapons
10th
+10
+3
+7
+7
Body of the Forge (Fire Immunity), Hand and Mind of Creation
Class Features
Armor and weapon proficiency: Lord Smith’s are proficient with any weapon they craft; they may primarily make weapons but they are required to train with them, so they can protect the guild from attacks. This happens frequently, raiding guilds after some of the legendary weapons or armors the guild collects or makes. The guild does not care whether the Lord Smith is a fighter, a psion or a wizard, the sword training is mandatory.
Class Features: At each even level you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a lord smith, you must decide to which class to add each level for the purpose of determining class abilities
Versatile smith: A 1st level smith has been in the trade so long his mind instantly disassembles how to craft something and applies it to something else. From now on, every 5 points in a craft skill give a +2 bonus on all other craft checks. In addition for the purpose of making craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any craft category. This applies only to checks to deal with metal, such as goldsmithing, metalworking etc.
Hammerborn: The smith may treat the warhammer as a light weapon for all purposes, including TWF.
By My Own Hand: When wielding a weapon that the Lord Smith created he adds his level to attack rolls and 1/2 his level to damage rolls.
Skill of the Forger: The Smith may add any of the below properties to a weapon he makes with an increase to the masterwork DC as noted in each description. If the property is marked with an asterisk (*) then it can be added to a weapon after its creation. To add a property the smith requires 30 minutes per point the masterwork DC is increased by (can only be added to masterwork weapons) and he must succeed on a craft check for the masterwork component (but not the actual weapon).
Barbed* (Weapons): Barbs break off in the skin, causing tearing and great pain. If the weapon is used in a successful attack, the barbs break off (thus only usable once) causing 1 point of bleeding damage per 2 points the DC is increased by (max DC raise of 20 for +10). In addition the pain causes a -2 penalty on attack rolls, skill checks, and saves. A heal check (DC 15) or any spell that heals HP (such as cure spells, heal etc) stops the bleeding, although the penalty lasts for an additional 2d4 rounds afterwards.
Durable: Items with this template gain a +1 bonus on saves, +5 hardness, and +10 HP per 4 points the DC is increased.
Protective: This property is reinforced over weak points, and gives greater protection against critical hits and sneak attacks. For every two points the DC is increased the armor gains a 10% chance to negate any such attacks (as the fortification properties).
Master Artistry: Weapons and armor with this property look magnificent, and foes sually have respect or fear for those that possess them. This template gives a +1 competence bonus to Diplomacy and Intimidate checks for every 2 points the DC is raised (max 20, for +10 bonus).
Long Range: Any weapon with a ranged increment can have this template. Thrown weapons have thier ranges increased by 5' per 2 points the range is adjusted, while weapons like bows or crossbows increase by 10' per 2 points (Maximum +20 for thrown weapons, resulting in 50' added, max +30 for bows/crossbows, resulting in 150 added).
Spikes (Bludgeoning Weapon)*: This can be added to a bludgeoning weapon, and adds piercing to the type of damage done. In addition the spikes tend to find gaps in scales etc, negating 1 points of armor and natural armor bonus per 4 points the DC is increased by (MAX +20 max of 5 each)
Note: This could have been a simple bonus to hit but I like this better
Elf Haired (Bow)*: This is extremely rare, as it is made with the hair of an elven lord who *willingly* gave it. The wielder of this bow can use their dexterity for damage along with to hit rolls, and the base range of the bow is tripled. in addition the bows critical threat range is increased by 1.
Mithral Stringed (Bow)*: This string gives the bow great power. First the draw (strength rating) adjusts to whatever the wielder's happens to be. Second the critical multiplier is increased by 1. In addition all cover bonuses against the archer are halved.
Cold Iron String (Bow)*: This string is often used by those with magical power. Arrows launched from the bow ignore any magical barriers (besides those that are instantaneous such as wall of iron), magical bonuses to AC, and any magical miss chances or concealment. In addition they are not affected by magical weather.
Adamantine Stringed*: The Bow ignores 4 points of DR per 2 points the DC is increased by (Max 20, for 40 points of ignorance). They are shot with so much force that they can be used in any weather, and against any wind with no penalty.
Deceptive: Weapons with this ability are frowned upon by those who abide by the law. Often disguised as a cane, parasol or a similar item. For every 2 points this is raised (max +20 for +10 bonus), it gives a +1 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the weapon.
Caster Armor: For every 5 points the Lord Smith increases the masterwork DC of the armor he is making he reduces the armor spell failure chance by 5%
Lightweight: Armor with this property has its weight reduced by 20% or 1 lb, whichever is best. This increases the masterwork DC by 5, and if added to an armor with no ACP or speed reduction a character (such as a monk) that can not use abilities in armor may use it and still gain the normal abilities, as if they were not wearing armor at all.
Austinite Forged Edge: The weapon's damage die increases by 1 step per 5 points the DC is increased.
Razor edge*: Weapons with this property have +1 to damage per 8 points that the masterwork DC is increased.
Reinforced*: Armor with this property has +1 to its armor bonus per 8 points the masterwork DC is increased.
Enfolded: Weapons with this property are incredibly hard, and almost impossible to break. For every 2 points the masterwork DC is increased it gains +2 hardness and +10 HP.
Greater Serration*: (Requires serration) These weapons are cruel looking, brutally ripping the skin when they are used. For each points the masterwork DC is increased the weapon causes 1 point of bleeding damage with each attack. This damage stacks and continues to bleed until the target receives a healing spell or a heal check (DC: 15+number masterwork DC was increased by for serration ability).
Serration*: (Requires Austinite forging and durable) weapon with this property has its critical hit threat range increased by +2 and its multiplier by 1 per 10 points that the masterwork DC is increased.
Mobility: For every five points the Masterwork DC is increased by, the max dexterity is increased by 1.
Form fit*: This armor has been specially tailored to a certain individual. For every 3 points the smith increases the master work DC by the ACP is reduced by 1. In addition for that person the time it takes to don the armor is halved. If someone is trying to don armor with this property that was not made for them the benefits are inverted. This stacks with the bonus from masterwork armor.
Metal Inlay*: The Smith can alloy weapons but sometimes he is requested to modify an old weapon, such as a family heirloom. When such an item needs another metal type to overcome a creature’s defenses, instead of reforging it the smith may inlay the blade with a specific metal. He must make a DC 20 craft (weaponsmithing) check. If successful he inlays the material beautifully, making it look like it was part of the blade’s original design. The Smith may add up to three materials to a weapon.
Compact: A Lord Smith adding this to a weapon makes it one handedness lighter, from two handed to one handed and one handed to light. This can not be added to bows, but if added to a crossbow it functions as one lower (Such as heavy to light and light to hand). A crossbow with this property does not suffer a penalty for being used one handed.
Personal Grip*: The smith may add a personal grip to a weapon, giving a +1 bonus to attack rolls and an additional +1 to disarm attempts (including checks to avoid being disarmed) per 3 points that the DC is increased. Others using the weapon suffer the inverse of the bonus, taking it as a penalty. It takes a bace DC of 20 to ad said grip.
Basket Hilt*: The Smith may add a basket hilt to the sword, helping protect the wielder's hand and to help him form having his sword taken. The wielder gains a +1 bonus to AC (shield) and a +2 bonus to avoid being disarmed per 5 points the craft DC is increased by.
I am thinking on others (such as the basket hilt) atm.
Material Specialization: A Lord Smith never increases his crafting times for weapons made out of a special material such as adamantine, instead acting as if the item was made of steel.This counts only for crafting times, not for spells such as major creation, or the costs of the item, which remains the same.
Body of the Forge: As the Smith becomes more and more used to the fires and heat of the forge he gains fire resistance 10. At 6th level this becomes fire resistance 20 and at 10th he gains immunity to fire.
Item Creation Feat: The smith gains an item creation feat, substituting their level for any CL requirement. Besides CL they need not meet other prerequisites.
Master metalist: The lord smith can now alloy metals together. At 3rd level he can alloy one metal into a weapon (made of 2 metals), at 6th he may alloy in two different metals (resulting in a item made of 3 metals), and at 9th may add in three metals (Resulting with 4 total). The item has the properties of all the metals except for hardness and hitpoints, taking the best of these. AOKost has compiled a monstrously immensely wonderful list of materials here. Happy Forging :smallwink: (https://docs.google.com/document/d/1KhbGy01kAfRlrBbg0R7h7XYszd5S2xgkjNpgJuqlGq4/edit?usp=sharing)
No time to wait: A lord smith frequently has orders coming in by the boatload, his weekly progress is now doubled for using the craft skill and magical items take half as long to create. In addition when using the craft skill his weekly progress is counted in gp and daily in sp.
Blue Shining: The Lord Smith has mastered the craft of applying a special alchemical item made by the guild’s alchemist (another PrC coming at some point). This gives the items a faint blue sheen, and permanently protects it against acid damage and rust effects. A preexisting item can have this added to it, but it is very difficult and takes an hour of work along with a DC 25 alchemy check.
Trust the Metals: A Lord Smith trusts armor more then he does his own mother... well almost. The armor bonus provided by armor is increased by 1/3 his class level, and once per round he may attempt to deflect an attack with it. He makes an opposing attack roll, and if better he deflects the blow. This works as a normal attack roll except the Lord Smith gains his intelligence bonus on it.
Increased Modification Capacity: When creating a weapon (and using Lemmy’s Custom Weapon Generation System (http://www.giantitp.com/forums/showthread.php?500649-Lemmy-s-Custom-Weapon-Generation-System)) the craft points a weapon can have is increased by ½ the lord smith’s intelligence modifier.
Refined Materials: The Lord Smith gains a bonus equal to 1/2 his level on refinement checks (http://www.giantitp.com/forums/showthread.php?525278-Metal-refinements-(variant-rule))
Master of Iron (Su)1: At 6th level, the Lord Smith develops such a close affinity with metals that he can shape raw ore with his bare hands. He bends metal, twists it into the desired shape, and sharpens it simply by smoothing it with his hands. As long as the DM judges that he has enough raw material on hand, he can shape a weapon or tool of his own size in an hour. Reduce this time by half for each category the weapon or tool is below the character’s size, and double it for each category above his own size. A Lord Smith cannot use this ability on magical items, as the energy flowing through them makes them too durable to reshape without a hot forge.
The Lord Smith does not gain any power to snap weapons in two or rend armor to pieces. He must slowly and carefully soften the metal, and it hardens again within moments. In addition, he must be able to handle an entire object to learn its pattern and break it down. For example, a Lord Smith could destroy a padlock by turning it into a dagger. He could not forge a hole in a wall unless he could easily reach both sides.
Item Modifications: When using the craft skill to make weapons or armor the smith may add “magical” Abilities to the weapon. These are extraordinary in nature thus they function normally in dead magic zones. They may add an amount of bonuses on one item equal to their intelligence modifier, and they may not add enhancement bonuses only special abilities. These do not count as magic for synergy abilities, or other things of that nature. This enables a nonmagical keen, but if the smith wants flaming they need to have a metal with an innate link to fire, otherwise they can not get it.
Mjolner: Weapons created by the lord smith now have some of the legendary might of one of the most powerful hammers. Hammers he makes have the threat range increased by 1/4 his level and the multiplier by 1. In addition the weapon gains the returning property. The increased threat range stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat.
Quake: As a full round action the smith may slam his hammer to the ground, resulting in a deadly shock wave. All enemies within 1/2 level*5 feet take 1d6/level+2*str damage and must make a reflex save (DC= 10+1/2 level+Str modifier) or be knocked prone and stunned for 1 round.
Mastercraft Weapons and Armor: The Smith can make weapons that are even better then masterwork, although for purposes that require masterwork (such as enchanting) they qualify as if masterwork. Each degree of masterwork has a different DC and better benefits as below, and an item can not be Mastercraft and masterwork. In addition each tier of mastercraft adds 5 to the item's hardness and increases its HP by 10
Degree
DC
Armor Benefits
Weapon Benefits
Item Benefits
1
20
ACP -1 (min 0), -5% ASF
+1 inherent bonus to attack rolls
+5 bonus
2nd
30
ACP -2 (min 0), max dexterity bonus +1, -10% ASF
+2 inherent bonus to attack rolls, +1 inherent bonus to damage, +1 threat range
+10 bonus
3rd
40
ACP -3 (min 0), max dexterity bonus +2, -15% ASF
+3 inherent bonus to attack rolls, +1 inherent bonus to damage, +2 threat range
+15 bonus
4th
50
ACP -4 (min 0), max dexterity bonus +3, +30 HP, -20% ASF
+4 inherent bonus to attack rolls, +2 inherent bonus to damage, +3 threat range
+20 bonus
5th
60
ACP -4 (min 0), max dexterity bonus +4, +40 HP, -25% ASF
+5 inherent bonus to attack rolls, +2 inherent bonus to damage, +4 threat range, +1 Critical multiplier
+25 bonus
Same Pattern
Same Pattern
Same Pattern
Same Pattern
Same Pattern
The increased threat range multiplier stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat. The item gains a bonus as indicated in addition to that it normally grants.
Weapon Display: When wielding a weapon he created the Lord Smith can use it more efficiently with his intimidate checks. This reduces the time for an intimidate check to a full round action (changing behaviour), or a move action (demoralize opponent)
Light Armor and Weapons: Most nobles value finesse over brute force, and the smith usually makes custom weapons for the nobility. Someone using a weapon made by the smith may add their dexterity instead of strength to attack and damage rolls. Unfortunately the nobility likes to go to war, usually dress like a large bucket. The Smith’s craft has come to factor in this; any armor he makes has its weight reduced by ¼ (25%), the ACP is 2 lower, the ASF is reduced by 10%, and the wearer’s speed is not reduced. In addition they count as one category lighter; such as heavy to medium and medium to light (minimum light).
Hand and mind of Creation: The Lord Smith pays only 50% of the xp cost for creating magic items, the GP cost is reduced by 10%, and he is always counted as having any prerequisites needed for the creation of a magical item. (Spells, alignment, race, etc)
For another large thing, (this dealing with item templates) that you may like if you are into item crafting, here (https://docs.google.com/document/d/1CjfQBn6J8jvj-4PuztkRS42xC2PAVeeipJ6fKUBiAxQ/edit?usp=sharing). Courtesy of AOKost.
Thank you to AOKost for a lot of help, and to fire_insideout for pointing out the versatile mistake.
1Taken from the Hammer of Urgan PrC, Book of Hallowed Might II
Hit Die: d8, seen a scrawny smith, eh?
Requirements
To qualify to become a Lord Smith, a character must fulfill all of the following criteria.
Skills: Craft (weaponsmithing) 10 ranks, Craft (Armorsmithing) 10 ranks, Craft (Metalworking) 10 ranks
Feats: Any Item Creation feat, Exotic weapon proficiency (any)
Special: The character must have completed all the following.
Crafted 12 masterwork weapons
Crafted 4 masterwork suits of armors, at least one being full plate
Crafted two masterwork shields
Out of the above 18 items, 2 must have been mithral, two adamantine and two of any other special material.
A two month apprenticeship under another lord smith and earn that smith’s approval; at this point they become part of the guild and may begin taking levels in the class.
Class Skills: The Smith Lord’s Class skills (and key modifiers for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable device (Int), Gather information (Cha), Knowledge (all), open lock (Dex), profession (Wis), sense motive (Wis), Speak language
Skill Points at Each Level: 6 + Int modifier
The Lord Smith
Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Class Features
1st
+1
+0
+2
+2
Versatile smith, Hammerborn, By My Own Hand, Skill of the Forger
2nd
+2
+0
+3
+3
Material specialization, Body of the Forge (Fire resistance 10)
Class Features
3rd
+3
+1
+3
+3
Item Creation Feat, Master metalists (one)
4th
+4
+1
+4
+4
No time to wait, Blue Shining, trust the metals
Class Features
5th
+5
+1
+4
+4
Increased Modification Capacity, Refined Materials
6th
+6
+2
+5
+5
Master Metalist (two), Body of the Forge (Fire resistance 20)
Class Features
7th
+7
+2
+5
+5
Item Modifications, Mjolner, Quake 3/day
8th
+8
+2
+6
+6
Item Creation Feat, Mastercraft Weapons and Armor, Weapon Display
Class Features
9th
+9
+3
+6
+6
Master metalists (three), Light armors and Weapons
10th
+10
+3
+7
+7
Body of the Forge (Fire Immunity), Hand and Mind of Creation
Class Features
Armor and weapon proficiency: Lord Smith’s are proficient with any weapon they craft; they may primarily make weapons but they are required to train with them, so they can protect the guild from attacks. This happens frequently, raiding guilds after some of the legendary weapons or armors the guild collects or makes. The guild does not care whether the Lord Smith is a fighter, a psion or a wizard, the sword training is mandatory.
Class Features: At each even level you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a lord smith, you must decide to which class to add each level for the purpose of determining class abilities
Versatile smith: A 1st level smith has been in the trade so long his mind instantly disassembles how to craft something and applies it to something else. From now on, every 5 points in a craft skill give a +2 bonus on all other craft checks. In addition for the purpose of making craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any craft category. This applies only to checks to deal with metal, such as goldsmithing, metalworking etc.
Hammerborn: The smith may treat the warhammer as a light weapon for all purposes, including TWF.
By My Own Hand: When wielding a weapon that the Lord Smith created he adds his level to attack rolls and 1/2 his level to damage rolls.
Skill of the Forger: The Smith may add any of the below properties to a weapon he makes with an increase to the masterwork DC as noted in each description. If the property is marked with an asterisk (*) then it can be added to a weapon after its creation. To add a property the smith requires 30 minutes per point the masterwork DC is increased by (can only be added to masterwork weapons) and he must succeed on a craft check for the masterwork component (but not the actual weapon).
Barbed* (Weapons): Barbs break off in the skin, causing tearing and great pain. If the weapon is used in a successful attack, the barbs break off (thus only usable once) causing 1 point of bleeding damage per 2 points the DC is increased by (max DC raise of 20 for +10). In addition the pain causes a -2 penalty on attack rolls, skill checks, and saves. A heal check (DC 15) or any spell that heals HP (such as cure spells, heal etc) stops the bleeding, although the penalty lasts for an additional 2d4 rounds afterwards.
Durable: Items with this template gain a +1 bonus on saves, +5 hardness, and +10 HP per 4 points the DC is increased.
Protective: This property is reinforced over weak points, and gives greater protection against critical hits and sneak attacks. For every two points the DC is increased the armor gains a 10% chance to negate any such attacks (as the fortification properties).
Master Artistry: Weapons and armor with this property look magnificent, and foes sually have respect or fear for those that possess them. This template gives a +1 competence bonus to Diplomacy and Intimidate checks for every 2 points the DC is raised (max 20, for +10 bonus).
Long Range: Any weapon with a ranged increment can have this template. Thrown weapons have thier ranges increased by 5' per 2 points the range is adjusted, while weapons like bows or crossbows increase by 10' per 2 points (Maximum +20 for thrown weapons, resulting in 50' added, max +30 for bows/crossbows, resulting in 150 added).
Spikes (Bludgeoning Weapon)*: This can be added to a bludgeoning weapon, and adds piercing to the type of damage done. In addition the spikes tend to find gaps in scales etc, negating 1 points of armor and natural armor bonus per 4 points the DC is increased by (MAX +20 max of 5 each)
Note: This could have been a simple bonus to hit but I like this better
Elf Haired (Bow)*: This is extremely rare, as it is made with the hair of an elven lord who *willingly* gave it. The wielder of this bow can use their dexterity for damage along with to hit rolls, and the base range of the bow is tripled. in addition the bows critical threat range is increased by 1.
Mithral Stringed (Bow)*: This string gives the bow great power. First the draw (strength rating) adjusts to whatever the wielder's happens to be. Second the critical multiplier is increased by 1. In addition all cover bonuses against the archer are halved.
Cold Iron String (Bow)*: This string is often used by those with magical power. Arrows launched from the bow ignore any magical barriers (besides those that are instantaneous such as wall of iron), magical bonuses to AC, and any magical miss chances or concealment. In addition they are not affected by magical weather.
Adamantine Stringed*: The Bow ignores 4 points of DR per 2 points the DC is increased by (Max 20, for 40 points of ignorance). They are shot with so much force that they can be used in any weather, and against any wind with no penalty.
Deceptive: Weapons with this ability are frowned upon by those who abide by the law. Often disguised as a cane, parasol or a similar item. For every 2 points this is raised (max +20 for +10 bonus), it gives a +1 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the weapon.
Caster Armor: For every 5 points the Lord Smith increases the masterwork DC of the armor he is making he reduces the armor spell failure chance by 5%
Lightweight: Armor with this property has its weight reduced by 20% or 1 lb, whichever is best. This increases the masterwork DC by 5, and if added to an armor with no ACP or speed reduction a character (such as a monk) that can not use abilities in armor may use it and still gain the normal abilities, as if they were not wearing armor at all.
Austinite Forged Edge: The weapon's damage die increases by 1 step per 5 points the DC is increased.
Razor edge*: Weapons with this property have +1 to damage per 8 points that the masterwork DC is increased.
Reinforced*: Armor with this property has +1 to its armor bonus per 8 points the masterwork DC is increased.
Enfolded: Weapons with this property are incredibly hard, and almost impossible to break. For every 2 points the masterwork DC is increased it gains +2 hardness and +10 HP.
Greater Serration*: (Requires serration) These weapons are cruel looking, brutally ripping the skin when they are used. For each points the masterwork DC is increased the weapon causes 1 point of bleeding damage with each attack. This damage stacks and continues to bleed until the target receives a healing spell or a heal check (DC: 15+number masterwork DC was increased by for serration ability).
Serration*: (Requires Austinite forging and durable) weapon with this property has its critical hit threat range increased by +2 and its multiplier by 1 per 10 points that the masterwork DC is increased.
Mobility: For every five points the Masterwork DC is increased by, the max dexterity is increased by 1.
Form fit*: This armor has been specially tailored to a certain individual. For every 3 points the smith increases the master work DC by the ACP is reduced by 1. In addition for that person the time it takes to don the armor is halved. If someone is trying to don armor with this property that was not made for them the benefits are inverted. This stacks with the bonus from masterwork armor.
Metal Inlay*: The Smith can alloy weapons but sometimes he is requested to modify an old weapon, such as a family heirloom. When such an item needs another metal type to overcome a creature’s defenses, instead of reforging it the smith may inlay the blade with a specific metal. He must make a DC 20 craft (weaponsmithing) check. If successful he inlays the material beautifully, making it look like it was part of the blade’s original design. The Smith may add up to three materials to a weapon.
Compact: A Lord Smith adding this to a weapon makes it one handedness lighter, from two handed to one handed and one handed to light. This can not be added to bows, but if added to a crossbow it functions as one lower (Such as heavy to light and light to hand). A crossbow with this property does not suffer a penalty for being used one handed.
Personal Grip*: The smith may add a personal grip to a weapon, giving a +1 bonus to attack rolls and an additional +1 to disarm attempts (including checks to avoid being disarmed) per 3 points that the DC is increased. Others using the weapon suffer the inverse of the bonus, taking it as a penalty. It takes a bace DC of 20 to ad said grip.
Basket Hilt*: The Smith may add a basket hilt to the sword, helping protect the wielder's hand and to help him form having his sword taken. The wielder gains a +1 bonus to AC (shield) and a +2 bonus to avoid being disarmed per 5 points the craft DC is increased by.
I am thinking on others (such as the basket hilt) atm.
Material Specialization: A Lord Smith never increases his crafting times for weapons made out of a special material such as adamantine, instead acting as if the item was made of steel.This counts only for crafting times, not for spells such as major creation, or the costs of the item, which remains the same.
Body of the Forge: As the Smith becomes more and more used to the fires and heat of the forge he gains fire resistance 10. At 6th level this becomes fire resistance 20 and at 10th he gains immunity to fire.
Item Creation Feat: The smith gains an item creation feat, substituting their level for any CL requirement. Besides CL they need not meet other prerequisites.
Master metalist: The lord smith can now alloy metals together. At 3rd level he can alloy one metal into a weapon (made of 2 metals), at 6th he may alloy in two different metals (resulting in a item made of 3 metals), and at 9th may add in three metals (Resulting with 4 total). The item has the properties of all the metals except for hardness and hitpoints, taking the best of these. AOKost has compiled a monstrously immensely wonderful list of materials here. Happy Forging :smallwink: (https://docs.google.com/document/d/1KhbGy01kAfRlrBbg0R7h7XYszd5S2xgkjNpgJuqlGq4/edit?usp=sharing)
No time to wait: A lord smith frequently has orders coming in by the boatload, his weekly progress is now doubled for using the craft skill and magical items take half as long to create. In addition when using the craft skill his weekly progress is counted in gp and daily in sp.
Blue Shining: The Lord Smith has mastered the craft of applying a special alchemical item made by the guild’s alchemist (another PrC coming at some point). This gives the items a faint blue sheen, and permanently protects it against acid damage and rust effects. A preexisting item can have this added to it, but it is very difficult and takes an hour of work along with a DC 25 alchemy check.
Trust the Metals: A Lord Smith trusts armor more then he does his own mother... well almost. The armor bonus provided by armor is increased by 1/3 his class level, and once per round he may attempt to deflect an attack with it. He makes an opposing attack roll, and if better he deflects the blow. This works as a normal attack roll except the Lord Smith gains his intelligence bonus on it.
Increased Modification Capacity: When creating a weapon (and using Lemmy’s Custom Weapon Generation System (http://www.giantitp.com/forums/showthread.php?500649-Lemmy-s-Custom-Weapon-Generation-System)) the craft points a weapon can have is increased by ½ the lord smith’s intelligence modifier.
Refined Materials: The Lord Smith gains a bonus equal to 1/2 his level on refinement checks (http://www.giantitp.com/forums/showthread.php?525278-Metal-refinements-(variant-rule))
Master of Iron (Su)1: At 6th level, the Lord Smith develops such a close affinity with metals that he can shape raw ore with his bare hands. He bends metal, twists it into the desired shape, and sharpens it simply by smoothing it with his hands. As long as the DM judges that he has enough raw material on hand, he can shape a weapon or tool of his own size in an hour. Reduce this time by half for each category the weapon or tool is below the character’s size, and double it for each category above his own size. A Lord Smith cannot use this ability on magical items, as the energy flowing through them makes them too durable to reshape without a hot forge.
The Lord Smith does not gain any power to snap weapons in two or rend armor to pieces. He must slowly and carefully soften the metal, and it hardens again within moments. In addition, he must be able to handle an entire object to learn its pattern and break it down. For example, a Lord Smith could destroy a padlock by turning it into a dagger. He could not forge a hole in a wall unless he could easily reach both sides.
Item Modifications: When using the craft skill to make weapons or armor the smith may add “magical” Abilities to the weapon. These are extraordinary in nature thus they function normally in dead magic zones. They may add an amount of bonuses on one item equal to their intelligence modifier, and they may not add enhancement bonuses only special abilities. These do not count as magic for synergy abilities, or other things of that nature. This enables a nonmagical keen, but if the smith wants flaming they need to have a metal with an innate link to fire, otherwise they can not get it.
Mjolner: Weapons created by the lord smith now have some of the legendary might of one of the most powerful hammers. Hammers he makes have the threat range increased by 1/4 his level and the multiplier by 1. In addition the weapon gains the returning property. The increased threat range stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat.
Quake: As a full round action the smith may slam his hammer to the ground, resulting in a deadly shock wave. All enemies within 1/2 level*5 feet take 1d6/level+2*str damage and must make a reflex save (DC= 10+1/2 level+Str modifier) or be knocked prone and stunned for 1 round.
Mastercraft Weapons and Armor: The Smith can make weapons that are even better then masterwork, although for purposes that require masterwork (such as enchanting) they qualify as if masterwork. Each degree of masterwork has a different DC and better benefits as below, and an item can not be Mastercraft and masterwork. In addition each tier of mastercraft adds 5 to the item's hardness and increases its HP by 10
Degree
DC
Armor Benefits
Weapon Benefits
Item Benefits
1
20
ACP -1 (min 0), -5% ASF
+1 inherent bonus to attack rolls
+5 bonus
2nd
30
ACP -2 (min 0), max dexterity bonus +1, -10% ASF
+2 inherent bonus to attack rolls, +1 inherent bonus to damage, +1 threat range
+10 bonus
3rd
40
ACP -3 (min 0), max dexterity bonus +2, -15% ASF
+3 inherent bonus to attack rolls, +1 inherent bonus to damage, +2 threat range
+15 bonus
4th
50
ACP -4 (min 0), max dexterity bonus +3, +30 HP, -20% ASF
+4 inherent bonus to attack rolls, +2 inherent bonus to damage, +3 threat range
+20 bonus
5th
60
ACP -4 (min 0), max dexterity bonus +4, +40 HP, -25% ASF
+5 inherent bonus to attack rolls, +2 inherent bonus to damage, +4 threat range, +1 Critical multiplier
+25 bonus
Same Pattern
Same Pattern
Same Pattern
Same Pattern
Same Pattern
The increased threat range multiplier stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat. The item gains a bonus as indicated in addition to that it normally grants.
Weapon Display: When wielding a weapon he created the Lord Smith can use it more efficiently with his intimidate checks. This reduces the time for an intimidate check to a full round action (changing behaviour), or a move action (demoralize opponent)
Light Armor and Weapons: Most nobles value finesse over brute force, and the smith usually makes custom weapons for the nobility. Someone using a weapon made by the smith may add their dexterity instead of strength to attack and damage rolls. Unfortunately the nobility likes to go to war, usually dress like a large bucket. The Smith’s craft has come to factor in this; any armor he makes has its weight reduced by ¼ (25%), the ACP is 2 lower, the ASF is reduced by 10%, and the wearer’s speed is not reduced. In addition they count as one category lighter; such as heavy to medium and medium to light (minimum light).
Hand and mind of Creation: The Lord Smith pays only 50% of the xp cost for creating magic items, the GP cost is reduced by 10%, and he is always counted as having any prerequisites needed for the creation of a magical item. (Spells, alignment, race, etc)
For another large thing, (this dealing with item templates) that you may like if you are into item crafting, here (https://docs.google.com/document/d/1CjfQBn6J8jvj-4PuztkRS42xC2PAVeeipJ6fKUBiAxQ/edit?usp=sharing). Courtesy of AOKost.
Thank you to AOKost for a lot of help, and to fire_insideout for pointing out the versatile mistake.
1Taken from the Hammer of Urgan PrC, Book of Hallowed Might II