Orzel
2010-02-15, 04:15 AM
The perfect traveling NPC buddy of the party who sits outside the dungeons/haunted manor and guards the pack mules and mounts. The guy you stop by after an adventure. Or the class for your friend who misses too many sessions.
Warsmiths are special beings gifted with the ability to see the flowing remains of past spells and old magic items. They learn to absorb them them and literally beat the energy into the form of magic they prefer. These ain't you daddy's blacksmiths.
The Warsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2| Favorite Craft, Wartending +1, Hammer Fighter
2nd|
+1|
+0|
+0|
+3| Strike Rhythm
3rd|
+2|
+1|
+1|
+3| Smithmagic 1/day, Breath of the Forge
4th|
+3|
+1|
+1|
+4|
5th|
+3|
+1|
+1|
+4|Forgebook, Wartending +2
6th|
+4|
+2|
+2|
+5| Dispel Magic
7th|
+5|
+2|
+2|
+5|Smithmagic 2/day
8th|
+6/ +1|
+2|
+2|
+6|
9th|
+6/+1|
+3|
+3|
+6| Halt magic item
10th|
+7/+2|
+3|
+3|
+7|Wartending +3
11th|
+8/+3|
+3|
+3|
+7|Smithmagic 3/day
12th|
+9/4|
+4|
+4|
+8|
13th|
+9/+4|
+4|
+4|
+8|
14th|
+10/+5|
+4|
+4|
+9| Arm the Masses
15th|
+11/+6/+1|
+5|
+5|
+9|Smithmagic 4/day, Wartending +4
16th|
+12/+7/+2|
+5|
+5|
+10|
17th|
+12/+7/+2|
+5|
+5|
+10|
18th|
+13/+8/+3|
+6|
+6|
+11|
19th|
+14/+9/+4|
+6|
+6|
+11|Smithmagic 5/day
20th|
+15/+10/+5|
+6|
+6|
+12|Wartending +5, Supreme Craft[/table]
Alignment: Any Alignment
Hit Die: d8
The Warsmith's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at First Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
A warsmith is proficient with all simple weapons, plus the light hammer and warhammer. He is also proficient with medium and light armor and shields (except tower shields).
Favorite Craft (Ex)
Warsmiths have a weapon or armor they prefer to work with. The warsmith may can choose any type of weapon, shield, or armor. He is now proficient with that item and gain a bonus to Craft checks to create this item equal to her Warsmith level.
Wartending (Ex)
A warsmith's knowledge of the flows of natural magic allows her to force latent magic directly into weapons and armor. Each day a warsmith can tend to a number of weapons, shields, and armors up to her warsmith level + the warsmith's Constitution modifier. Equipment tended to by the warsmith gain a +4 enhancement bonus to saving throws and are constantly affected by mending (as the spell) at the end of each round. Tended weapons gain +1 bonus to attack and damage rolls. Tended armors and shields gain a +1 bonus to AC. Tending to a item takes 10 minutes and its effects lasts for 12 hours. If the item is the warsmith's favorite craft, tending to it takes only 1 minute and lasts 24 hours.
At the 5th level and every five level thereafter, the enhancement bonus to the item tended by the warsmith increases by 1 (+2 at level , +3 at level 10, etc)
Hammer Fighter (Ex)
Warsmiths excel at fighting with a hammer in their off-hand. Warsmiths may treat warhammers as light weapons if they wish. Warsmiths are treated as having Two-Weapon Fighting feat, even if she does not have the prerequisite for it, but only when she is wielding a light hammer or warhammer.
Strike Rhythm (Ex)
At the 2nd level, a warsmith can set the tone for battle. As a standard action, a warsmith can begin the rhythm. This require concentration, which means the warsmith must take a standard action each round to maintain the ability. Rhythms requires focus so deaf or blind cannot start or maintain rhythm A warsmith cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word while maintaining the rhythm. The effect lasts for as long as the warsmith continues the rhythm and for 5 rounds thereafter. The rhythm affect each creature within 10ft per warsmith level of the warsmith. The warsmith may lower the range or end the rhythm if she wishes as a move action.
Any creature within the range of the rhythm of the warsmith (including the warsmith himself), loses any extra attacks they might receive from an action (such as a full attack attack, higher base attack bonus, the haste spell, Cleave feat, etc). Creatures within the range of the rhythm also have their normal speeds halved, lose any enhancement bonus to speed, lose any additional actions they may have gained, and cannot make immediate actions.
When a warsmith's rhythm ends, she is exhausted for 2d4 rounds.
Smithmagic (Sp)
At the 3rd level, a warsmith can mimic certain spells, once per day. She can use this ability one additional time per day for every four levels after the 3rd (twice per day at 7th, three times at 11th, and so forth). The Difficulty Class for a saving throw against this effect is is 10 + 1/2 the warsmith level + the warsmiths’s Wisdom modifier and the caster level is equal to the warsmith level. The warsmith can mimic these spells: chill metal, heat metal, make whole, shatter, sound burst, warp wood, wood shape.
Breath of the Furnace (Su)
At the 3rd level, the warsmith can bring the heat of the forge to battle. She gains a breath weapon that deals deals 1d6 points of fire damage per warsmith level (Reflex halves) in a 5ft high, 5ft wide, and 30ft long line. The DC of the breath weapon is 10 + 1/2 class level + Con modifier. The breath weapon can be used only once every 10 rounds and spends one of the warsmith's daily wartending uses.
Forgebook
At the 5th level, a warsmith can create a special kind of spellbook, called a forgebook. This forgebook functions just like a wizard's spellbook except it also allows the warsmith to cast spells for the purpose of crafting magical items. Each spell casted this way expends one use of the warsmith's wartending class feature. Furthermore, the warsmith can craft magical weapon and armor as if she had the Craft Magic Arms And Armor and Craft Wondrous Item Feats as long as she has possession of the forgebook.
Upon crafting a forgebook, a warsmith may add up to five 3rd level or lower spells to it . For each point of Intelligence bonus the warsmith has, the forgebook holds one additional. At each new warsmith level, she gains two new spells of any spell level that is at least 1/2 of her warsmith level.
Dispel Magic (Sp)
At the 6th level, a warsmith can weaken magical items The warsmith can cast the dispel magic (as the spell) but only as a targeted spell against a magic item. The caster level for the spell is equal to the warsmith's class levels. The warsmith can use the ability a number of turns equal to her Intelligence modifier (minimum 1).
Halt magic item (Su)
At the 9th level, the warsmith strike rhythm halts the use of wands and scrolls. Scrolls and wands cannot be used within the range of the warsmith's rhythm unless the user makes a Will save (DC 10 + 1/2 class level + Con modifier).
Arm the Masses (Su)
At the 14th level, a warsmith can produce 100 copies of her favorite craft instantly. Each copy is tending to as if a warsmith did so. These items last for 24 hours and disappears. Using this ability costs 10 usages of her wartending ability and takes a 1 hour.
Supreme Craft (Su)
Upon reaching the 20th level, a warsmith can produce an amazing specimen of her favorite craft. She can create her favorite craft with a +10 total enhancement bonus. Doing this takes 4 hours and costs 10 usages of her wartending ability The items lasts for 24 hours then either disappears or remains whole for another day with 10 more usages of her wartending ability.
How do you like?
Warsmiths are special beings gifted with the ability to see the flowing remains of past spells and old magic items. They learn to absorb them them and literally beat the energy into the form of magic they prefer. These ain't you daddy's blacksmiths.
The Warsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2| Favorite Craft, Wartending +1, Hammer Fighter
2nd|
+1|
+0|
+0|
+3| Strike Rhythm
3rd|
+2|
+1|
+1|
+3| Smithmagic 1/day, Breath of the Forge
4th|
+3|
+1|
+1|
+4|
5th|
+3|
+1|
+1|
+4|Forgebook, Wartending +2
6th|
+4|
+2|
+2|
+5| Dispel Magic
7th|
+5|
+2|
+2|
+5|Smithmagic 2/day
8th|
+6/ +1|
+2|
+2|
+6|
9th|
+6/+1|
+3|
+3|
+6| Halt magic item
10th|
+7/+2|
+3|
+3|
+7|Wartending +3
11th|
+8/+3|
+3|
+3|
+7|Smithmagic 3/day
12th|
+9/4|
+4|
+4|
+8|
13th|
+9/+4|
+4|
+4|
+8|
14th|
+10/+5|
+4|
+4|
+9| Arm the Masses
15th|
+11/+6/+1|
+5|
+5|
+9|Smithmagic 4/day, Wartending +4
16th|
+12/+7/+2|
+5|
+5|
+10|
17th|
+12/+7/+2|
+5|
+5|
+10|
18th|
+13/+8/+3|
+6|
+6|
+11|
19th|
+14/+9/+4|
+6|
+6|
+11|Smithmagic 5/day
20th|
+15/+10/+5|
+6|
+6|
+12|Wartending +5, Supreme Craft[/table]
Alignment: Any Alignment
Hit Die: d8
The Warsmith's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at First Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency
A warsmith is proficient with all simple weapons, plus the light hammer and warhammer. He is also proficient with medium and light armor and shields (except tower shields).
Favorite Craft (Ex)
Warsmiths have a weapon or armor they prefer to work with. The warsmith may can choose any type of weapon, shield, or armor. He is now proficient with that item and gain a bonus to Craft checks to create this item equal to her Warsmith level.
Wartending (Ex)
A warsmith's knowledge of the flows of natural magic allows her to force latent magic directly into weapons and armor. Each day a warsmith can tend to a number of weapons, shields, and armors up to her warsmith level + the warsmith's Constitution modifier. Equipment tended to by the warsmith gain a +4 enhancement bonus to saving throws and are constantly affected by mending (as the spell) at the end of each round. Tended weapons gain +1 bonus to attack and damage rolls. Tended armors and shields gain a +1 bonus to AC. Tending to a item takes 10 minutes and its effects lasts for 12 hours. If the item is the warsmith's favorite craft, tending to it takes only 1 minute and lasts 24 hours.
At the 5th level and every five level thereafter, the enhancement bonus to the item tended by the warsmith increases by 1 (+2 at level , +3 at level 10, etc)
Hammer Fighter (Ex)
Warsmiths excel at fighting with a hammer in their off-hand. Warsmiths may treat warhammers as light weapons if they wish. Warsmiths are treated as having Two-Weapon Fighting feat, even if she does not have the prerequisite for it, but only when she is wielding a light hammer or warhammer.
Strike Rhythm (Ex)
At the 2nd level, a warsmith can set the tone for battle. As a standard action, a warsmith can begin the rhythm. This require concentration, which means the warsmith must take a standard action each round to maintain the ability. Rhythms requires focus so deaf or blind cannot start or maintain rhythm A warsmith cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word while maintaining the rhythm. The effect lasts for as long as the warsmith continues the rhythm and for 5 rounds thereafter. The rhythm affect each creature within 10ft per warsmith level of the warsmith. The warsmith may lower the range or end the rhythm if she wishes as a move action.
Any creature within the range of the rhythm of the warsmith (including the warsmith himself), loses any extra attacks they might receive from an action (such as a full attack attack, higher base attack bonus, the haste spell, Cleave feat, etc). Creatures within the range of the rhythm also have their normal speeds halved, lose any enhancement bonus to speed, lose any additional actions they may have gained, and cannot make immediate actions.
When a warsmith's rhythm ends, she is exhausted for 2d4 rounds.
Smithmagic (Sp)
At the 3rd level, a warsmith can mimic certain spells, once per day. She can use this ability one additional time per day for every four levels after the 3rd (twice per day at 7th, three times at 11th, and so forth). The Difficulty Class for a saving throw against this effect is is 10 + 1/2 the warsmith level + the warsmiths’s Wisdom modifier and the caster level is equal to the warsmith level. The warsmith can mimic these spells: chill metal, heat metal, make whole, shatter, sound burst, warp wood, wood shape.
Breath of the Furnace (Su)
At the 3rd level, the warsmith can bring the heat of the forge to battle. She gains a breath weapon that deals deals 1d6 points of fire damage per warsmith level (Reflex halves) in a 5ft high, 5ft wide, and 30ft long line. The DC of the breath weapon is 10 + 1/2 class level + Con modifier. The breath weapon can be used only once every 10 rounds and spends one of the warsmith's daily wartending uses.
Forgebook
At the 5th level, a warsmith can create a special kind of spellbook, called a forgebook. This forgebook functions just like a wizard's spellbook except it also allows the warsmith to cast spells for the purpose of crafting magical items. Each spell casted this way expends one use of the warsmith's wartending class feature. Furthermore, the warsmith can craft magical weapon and armor as if she had the Craft Magic Arms And Armor and Craft Wondrous Item Feats as long as she has possession of the forgebook.
Upon crafting a forgebook, a warsmith may add up to five 3rd level or lower spells to it . For each point of Intelligence bonus the warsmith has, the forgebook holds one additional. At each new warsmith level, she gains two new spells of any spell level that is at least 1/2 of her warsmith level.
Dispel Magic (Sp)
At the 6th level, a warsmith can weaken magical items The warsmith can cast the dispel magic (as the spell) but only as a targeted spell against a magic item. The caster level for the spell is equal to the warsmith's class levels. The warsmith can use the ability a number of turns equal to her Intelligence modifier (minimum 1).
Halt magic item (Su)
At the 9th level, the warsmith strike rhythm halts the use of wands and scrolls. Scrolls and wands cannot be used within the range of the warsmith's rhythm unless the user makes a Will save (DC 10 + 1/2 class level + Con modifier).
Arm the Masses (Su)
At the 14th level, a warsmith can produce 100 copies of her favorite craft instantly. Each copy is tending to as if a warsmith did so. These items last for 24 hours and disappears. Using this ability costs 10 usages of her wartending ability and takes a 1 hour.
Supreme Craft (Su)
Upon reaching the 20th level, a warsmith can produce an amazing specimen of her favorite craft. She can create her favorite craft with a +10 total enhancement bonus. Doing this takes 4 hours and costs 10 usages of her wartending ability The items lasts for 24 hours then either disappears or remains whole for another day with 10 more usages of her wartending ability.
How do you like?