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Ehsteve
2010-04-10, 11:36 PM
Forgemaster


http://www.mattresspolice.com/images/sauron.jpg

"Into this Ring, he poured his cruelty, his malice, and his will to dominate all life. One Ring to rule them all."

Master craftsmen, the first forgers of magical items and those who saturated the worlds with their supernatural creations, the forgemasters are a dying breed. Bourne from the many corners of the world, scattered scarcely throughout the many towns, settlements and uninhabited regions of the earth the great forgemasters work ceaselessly to bring new magic into the world. By a mere touch they may divulge centuries and even millenia of secrets kept hidden by a magical item. Able to reforge shattered blades, mend broken armor and even break pieces down into their mere essences and reassemble them as he sees fit the forgemaster is unsurpassed in his understanding of the arcane and divine nature of artefacts both otherworldy and mundane.

Alignment: Any. The forgemasters are independent and work either completely towards their own end or for the good of others.

Class Skills: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (arcane), Knowledge (history), Knowledge (nobility and royalty), Open Lock, Profession, Search, Speak Language, Spellcraft, Use Magic Device and Use Psionic Device.

Skill Points at 1st Level
(6 + Int Modifier) x 4

Skill Points at Each Additional Level
(6 + Int Modifier)

Proficiencies: Martial Weapons, Simple Weapons, Light Armor & Medium Armor as well as shields excluding Tower Shields.

Hit Die:d8
{table]Level | BAB | Fort Save | Ref Save | Will Save | Special | Forgebound Points | Max Points Per Item
1 | +0 | +2 | +0 | +2 | Forgebound Link, Forge of Creation, Know Magic | 2 | 1
2 | +1 | +3 | +0 | +3 | Mark of the Craftsman, Craft Wondrous Item | 2 | 1
3 | +2 | +3 | +1 | +3 | Gift of the Forge, Heat of the Furnace | 3 | 1
4 | +3 | +4 | +1 | +4 | Brand of the Craftsman, Craft Magic Arms and Armor | 3 | 1
5 | +3 | +4 | +1 | +4 | Reforge the Blade, Restore Magic | 3 | 2
6 | +4 | +5 | +2 | +5 | Master Craftsman I, Skill Mastery | 3 | 2
7 | +5 | +5 | +2 | +5 | Forge Ring, Shatter the Sword | 4 | 2
8 | +6/+1 | +6 | +2 | +6 | Forge of Fortune, Servant of the Sacred Fire | 4 | 2
9 | +6/+1 | +6 | +3 | +6 | Craft Rod, Gift of Magic | 4 | 2
10 | +7/+2 | +7 | +3 | +7 | Soulforge, Transmute | 4 | 3
11 | +8/+3 | +7 | +3 | +7 | Craft Staff, Master Craftsman II | 5 | 3
12 | +9/+4 | +8 | +4 | +8 | Forge of Restoration, Malice | 5 | 3
13 | +9/+4 | +8 | +4 | +8 | Dominate, Will | 5 | 3
14 | +10/+5 | +9 | +4 | +9 | Master's Call | 5 | 3
15 | +11/+6/+1 | +9 | +5 | +9 | Cruelty, Manipulate Magic | 6 | 4
16 | +12/+7/+2 | +10 | +5 | +10 | Master Craftsman III | 6 | 4
17 | +12/+7/+2 | +10 | +5 | +10 | Bound | 6 | 4
18 | +13/+8/+3 | +11 | +6 | +11 | Forgebound Summons | 6 | 4
19 | +14/+9/+4 | +11 | +6 | +11 | Forge of Destiny | 7 | 4
20 | +15/+10/+5 | +12 | +6 | +12 | Forge of Immortality | 7 | 5
[/table]

Class Features
Forgebound Link (Su): So devoted is the forgemaster to his work that he invests not only his time and effort but his very essence into each of his creations, his works wrought tenfold better than any mundane blacksmith or ring forger. He gains a certain amount of points which he may invest in any item, even if it is not masterwork. If the item in question is a piece of armour or weaponry, it is bestowed an additional +1 to its enhancement bonus which stacks with any existing enhancements upon the weapon and even other forgebound points. If bestowed upon a piece of equipment that is not armor or weaponry he may choose to allow this ehancement to grant +5 to one skill or +2 towards an Ability Score. In addition to this for every forgebound point invested in an item it will gain additional hardness and HP equal to a quarter the forgemaster's class level. However there are limitations as the item in question may already be brimming with magical energy and any addition would be moot. The forgemaster may not increase a weapon’s enhancement bonus above +5 and may not invest more than 1 forgebound point on any one item at first level and 2 forgebound points at 5th level and an additional point every 5 levels thereafter. Forgebound Points take a total of 1 hour to bestow upon an item regardless of how many points are invested but may be restored as an immediate action. However, to retrieve spent forgebound points the forgemaster must physically touch the said item, if he is unable to do so he is unable to retrieve his forgebound points until the item is either destroyed or he manages to retrieve it.

Forge of Creation (Ex): The forgemaster is trained in the arts of every form of crafting, whether it is armour or weapons, any item that can be put to the anvil or delicate leatherwork. All forms of the Craft skill are now counted as a single skill Craft (universal) so that when the forgemaster puts any ranks in this skill he counts as gaining a skill point in all forms of the Craft skill.

Know Magic (Ex): Whilst forgemaster do not actively users magic in the way that wizards and sorcerers do, hurling arcane bolts and creating illusions with their arts, they are nonetheless masters of weaving this same magic into physical items bestowing lasting properties that are bonded with the very matter comprising the object. The forgemaster must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, a forgemaster would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

Furthermore, a forgemaster will remember any and all magic he identifies and uses. Beginning at 1st level a forgemaster will know 4 level 0 spells and 3 level 1 spells from any spell or power list available - arcane or divine and even psionic - but he may not cast these spells or powers. Instead he notes these spells down as known spells and will not have to make any further Use Magic Devices checks to create a magic item with any of his known spells or powers. If an item requires two powers of which the forgemaster knows only one, he will still need to make a successful Use Magic Device check to gain access to the spell which he does not know in order to create the magical item.

For purposes of meeting item prerequisites, a forgemaster's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the forgemaster’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the forgemaster’s actual level (if it is higher). Thus, a 3rd-level forgemaster can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

Craft Wondrous Item: At 2nd level, a forgemaster gains Craft Wondrous Item as a bonus feat.

Mark of the Craftsman (Su): All it takes is a touch for the forgemaster to discern all of an objects hidden uses. By taking 1 minute (or 10 rounds) to examine an item the forgemaster acts as if he were casting the identify spell with the exception that he does not have to pay any material expense for his part.

Gift of the Forge (Su): The forgemaster understands the intricate arts of bestowing magical properties upon items greater than any wizard or artificer. By using himself as proxy the forgemaster may change the properties of any magical item to a certain extent. The forgemaster upon obtaining a magical item examine it to discern its magical abilities and then deduce its enhancement value, upon finding this value he may redistribute its abilities as he wishes so that the total enhancement value is equal to that of original item. For example a +2 flaming longsword could be reworked into a +3 longsword or a +1 holy longsword. This ability takes a number of hours equal to the total enhancement value of the item to use. The forgemaster is limited to changing half his class level of enhancement bonuses per day.

Heat of the Furnace (Ex): The forgemaster will not always have at his disposal a full smithy complete with anvil and a furnace capable of melting steel, so he must improvise his tools and even the flame of a campfire may be enough to suit his needs. A forgemaster is always counted as having artisan's tools capable of performing all Crafting checks without penalty. He may still benefit from masterwork artisan's tools and other such tools and skill kits.

Brand of the Craftsman (Ex): When creating a mastercrafted item the forgemaster does not craft the mastercrafted aspect of the item separately for the purpose of determining time taken. Any masterwork component is counted as being created at the same time as the main item.

Craft Magic Arms and Armor: At 4th level, a forgemaster gains Craft Magic Arms and Armor as a bonus feat.

Reforge the Blade (Su): By taking the weapon or armor to the blazing heat of the forge the forgemaster may shape his item at will without harming any of the magical properties of the object. The forgemaster may take any weapon or armor, then may melt it down and forge it into a new masterwork item. The item keeps all applicable enhancements. Weapons may only be reforged as weapons and armor may only be reforged as armor. A forgemaster will still have to acquire all relevant materials and pay all crafting costs to create his intended masterwork base weapon.

Restore Magic (Su): Even in the smallest fragment, in the speck left behind from the smallest weapon rended to dust by the most powerful spellcaster, there still resides magic. With the strength of his arm and the heat of the furnace the forgemaster can restore the weapon to its former glory. The forgemaster needs only a single piece of the weapon - even if it is just a small shard or scrap, so long as it is part of the original item - and to identify the magical properties which requires a Spellcraft check DC 20 + Caster Level of the item. If the broken item has all of its original pieces, then the forgemaster gains his class level as a bonus to this Spellcraft check. If the forgemaster has previously identified all magical properties or even created in the item in question he is not required to make this check and may proceed to the next stage. If the forgemaster fails to make his Spellcraft check to identify the magical properties of the broken item he many not attempt another check for 24 hours. After this the forgemaster must recraft a masterwork quality base weapon and then spend 1/25th of the total weapons cost in gold and 1/25th of that already reduced amount in XP. For example a +2 longsword would cost a minimum of 105gp for raw materials for the masterwork quality longsword component and another 332gp 5sp + 13xp to complete (in total 437gp 5sp + 13xp). Restoring a magical item takes a total of 1 day of undisturbed crafting.

Master Craftsman: The forgemaster does not waste materials nor does he use them needlessly, instead his supplies will last near twice as long before needing to restock than your regular run-of-the-mill smithy.
Master Craftsman I—For the purpose of determining the XP and gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is halved.
Master Craftsman II—For the purpose of determining the gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is reduced to 1/5th of regular. This ability does not further discount the already reduced XP cost.
Master Craftsman III—For the purpose of determining the gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is reduced to 1/10th of regular. This ability does not further discount the already reduced XP cost.

Skill Mastery: At 6th level, a forgemaster can take 10 when making a Spellcraft, Use Magic Device or Use Psionic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device or Use Psionic Device check.

Forge Ring: At 7th level, a forgemaster gains Forge Ring as a bonus feat.

Shatter the Sword: The power of the forgelink overpowers all bonds of the material and ethereal. When this link is broken it causes a crack in the fabric of reality, unleashing a powerful shockwave which causes a can knock an enemy off his feet or even break his weapons with the resonance of the blast. As a standard action the forgemaster may voluntarily break a single item which he has invested forgebound points in, this item is broken instantly regardless of hardness, or hit points. All enemies within 60 feet of the forgemaster must make a Reflex Save DC (10 + 1/2 forgemaster levels + Charisma modifier) or be knocked prone. Creatures which have additional legs or are more stable than the average human will gain a bonus against this save. In additional all weapons wielded and armor donned by the enemy including shields must make a Will Save DC (10 + 1/2 forgemaster levels + Charisma modifier) or take 1d10 + Charisma modifier per forgebound point invested in the broken item, damage bypassing the item's hardness.

Forge of Fortune (Ex): Blessed with achaic knowledge that evades even the most learned smithy, a forgemaster can leave the strike of his anvil to the toss of a coin or blind luck when he makes a critical error. A forgemaster may reroll his Crafting checks, but must take the second result even if it is lower.

Servant of the Sacred Fire (Ex): A forgemaster does not wield magical weapons, nor done magical armor lightly. Such is his understanding of the inner workings of the arcane and divine when woven into the material that he takes on every aspect of the weapon, the same magic that possesses the weapon is controlled and shaped by his movements and thoughts. When wielding a magic weapon with an enhancement bonus or wearing armor of the same nature, the forgemaster gains the full enhancement bonus as a bonus to his attack roll and damage or AC regardless of it's special abilities. For example if the forgemaster chooses to wield a +1 flaming longsword he would gain a +2 enhancement bonus to his attack roll and damage from enhancement whilst still gaining the benefit of the flaming property. Also a +1 ghost touch chain short would act as granting a +8 armor bonus whilst still having the ghost touch quality.

Craft Rod: At 9th level, a forgemaster gains Craft Rod as a bonus feat.

Gift of Magic (Su): Magic is nothing to be squandered or misused, like many things it can be repurposed and utilized in another form. The forgemaster may take any magical item and attempt to drain it of its properties in order to firstly absorb the essence and then manipulate its form into another vessel. After firstly discovering the item's cost the forgemaster may drain the base item until it is as its base weapon and then transfer a total of half the items magical qualities (being either enhancement or special qualities) in value to another item. For the purpose of determining enhancement value to special qualities and vice versa, an enhancement is worth 5,000gp. For example a +4 longsword (total magical worth of 20,000gp) could be transfered into a ring, giving it special qualities equal to 10,000gp or less. The forgemaster does not need to pay any gold or xp cost for this transfer and the qualities of the end item are as he desires. The forgemaster must have either the base item (a ring or amulet) or a masterwork quality weapon, shield or armor available to transfer into.

Soulforge (Su): Which a forgemaster devotes enough of his own spirit and energy into the creation of an item it can take on aspects of sentience and intelligence. When devoting a total of 3 or more forgebound points on a single item the item counts as being an intelligent item. The intelligent item is completely submissive to the forgemaster so as such he will not have to make any Will Saves against the item’s ego. In addition the intelligent item’s alignment will always be the same as the forgemaster’s own even if it does change over time. The item acts as if it were under the constant effect of the obscure object spell which prevents scrying effects, however once per day per object as a standard action the forgemaster may attempt to discern the location of this object as if he had cast the scrying spell and the object had automatically failed its Will Save, this spell is at no cost for the material component for the forgemaster.

{table]Forgebound Points | Mental Ability Scores | Communication | Capability | Senses
+3 | Two at 13, one at 10 | Empathy1 | Two lesser powers | 60 ft. vision and hearing
+4 | Two at 16, one at 10 | Speech2 | Three lesser powers | 60 ft. darkvision and hearing
+5 | Two at 19, one at 10 | Speech and Telepathy3 4 | Four lesser powers and three greater powers5 | 120 ft. darkvision, blindsense, and hearing[/table]
1. The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
2. Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically with the wielder.
3. The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
4. The item can read all languages as well as use read magic.

Transmute (Su): The power of magical items is not always restricted to the vessel that holds it, the essence can be harvested and harnessed by the forgemaster for a limited period, the raw magic empowering his being. A forgemaster may as an immediate action permanently break, then drain the magical essence from a magical item and gain a series of benefits dependent upon the value of the item consumed. Any item that is Transmuted will have all magical properties removed, not just a single portion. The values shown below are equal to or exceeding the shown value up to the next bracket, you cannot sacrifice a potion worth 50gp to gain 100gp worth of bonuses.

Table of Transmution
{table]Item value |
Transmute Value
100gp | 1
500gp | 2
2,500gp | 3
7,500gp | 4
15,000gp | 5
25,000gp | 6
[/table]

A forgemaster may choose any combination of bonuses of this list up to but not exceeding the Transmute value:

Table of Bonuses
{table]Bonus | Transmute Value
+2 to Ability Score | 1
+5 to one Skill | 1
Damage Reduction 2/- | 1
Increase size one category | 2
Restore all hit points and cure all ailments | 3
[/table]

The bonuses granted by the Transmute class feature stack with any existing bonuses the forgemaster has, these ability also stack with themselves, however multiple uses of this ability refresh the abilities rather than stacking with them. These bonuses last for 1 round/class level or until refreshed. For example a 10th level forgemaster may destroy a magical item worth 2,500pg and gain 3 bonuses, he may choose to select upgrading a single ability score by +6 if he wishes or upgrade 3 abilty scores by +2 or any combination, these bonuses will last for 10 rounds. If before this time is up the forgemaster chooses to destroy a magical item worth only 500gp he will gain only 2 bonuses and the bonuses from the previous Transmute will end and the duration of the Transmute bonuses will be 10 round again.

Craft Staff: At 11th level, a forgemaster gains Craft Staff as a bonus feat.

Forge of Restoration (Su): The forgebound link is based upon a channel of energy, and when the forgemaster recovers this channel he find himself restored, healed and with new vitality. Whenever the forgemaster recovers forgebound points, he will instantly gain 1 hit point per class level per forgebound point recovered. For example if a 15th level forgemaster recovers 2 forgebound points from a single item he will regain 30 hit points (15 x 2 = 30). the hit points regained via this method cannot exceed the forgemaster's total hit points nor does he gain any temporary hit point via this method.

Malice (Su): The life force of the forgemaster invested willingly in any object takes on a form of sentience, and if provoked by being stolen from it's master or found by those who do not intent to return it, the item will not submit to any other rule than that of it's true creator. If anyone steals, or takes possession without permission, any item which the forgemaster has invested any Forgebound points it will bestow one negative level upon the wielder until either the forgemaster willingly acknowledges the player's right to use it or it is returned. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells).

Dominate (Su): The forgebound link carries along with it a strong power of persuasion, the thought of the power one could hold with but one of these legendary items is beyond inticing. In this case it becomes that the person no longer controls the item, but the item controls it. Any item with forgebound points has the ability to cast suggestion once per day as a standard action, with a DC of 13 + forgemaster's Charisma modifier. The item is always subserviant to the forgemaster and can never attempt this power on the forgemaster himself.

Will (Su): Any item with forgebound points will gain the forgemaster's Will Save or it's own, whichever is highest, even if the forgemaster is not the one holding the item.

Master's Call (Su): The forgebound link extends beyond the physical, beyond boundaries that few humans could even comprehend. Through this link it is how the forgemaster and his items communicate, if stolen or lost they will respond to his call and make their presence known, even betraying those who now carry them. Any item which the forgemaster has invested forgebound points in acts as if under the constant effect of the located object spell. The forgemaster will always know the general direction towards the object and be able to discern what the item is.

Cruelty (Su): There is always an inherant danger when attempting to control an item created and subserviant to another. Whenever a character takes hold of an item which the forgemaster has invested forgebound points in, the forgmaster may elect to make the item rebel and resist unhindered usage. In this case a forgemaster may elect a chance for the item to stop working whenever it is used, up to but not exceeding 50%. This check is made after the character passess relevant tests in order to use it including prerequisites and Use Magic Device checks. If this check is failed, then all magical properties of the item fail to work for 1 round. The character may attempt these checks again the next round.

Manipulate Magic (Su): A forgemaster has an intimate knowledge of all the traps and pitfalls of magical items, some are cursed, others that rebel if their user is not compatible with their alignment and cause the person great pain. Whenever a forgemaster uses a cursed item or item which would bestow negative levels or other penalties associated with incompatibility or usage (such as being unable to equip other items), he is not affected by these penalties, though they would still affect anyone without this ability.

Bound (Ex): The forgebound link binds both master and item together, to seperate a forgemaster from his creation is as much attempting to pull a child from a mother's arms. A forgemaster will gain his class level as a bonus against any disarm or sunder attempt against any item on his person with which the forgemaster has invested forgebound points.

Forgebound Summons (Su): An item holding the forgemaster's life force will always answer to it's master's call. All a forgemaster has to do is reach out his hand and the forgebound link will summon it to within his grasp with but a thought. As a free action the forgemaster may summon any item within 30 feet which he has invested forgebound points to his hand, so long as that hand is free.

Forge of Destiny (Ex): The hammer and anvil are not simply tools with which one shapes instruments of metal, they are the tools with which one shapes their own destiny. What is will be, and destiny will see to it what must happen will happen. Any weapon that the forgemaster has invested 4 or more forgebound points in will gain a reroll to both attack and damage rolls once a day, these rolls need not be in succession, but the forgemaster will gain only one reroll to attack roll and one reroll to damage roll with attacks made by that weapon. The forgemaster must accept the second result. If the forgemaster has invested more than 4 forgebound points in armor he may make his enemy reroll their attack and damage rolls once a day so long as that armor is equipped. These rolls do not need to be made in succession. Again the forgemaster must accept the second result. If more than 4 forgebound points are made upon any magic items with a numerical effect that is not a weapon or armor (for example a wand or ring that casts a spell) he may reroll the effect once per day. For example if a 19th level forgemaster has a wand of fireball which he casts successfully, but only deals 15 damage out of a possible 60, he may reroll his damage once per day; if it was a wand of confusion he may reroll the effect upon an enemy once per day.

Forge of Immortality (Ex): Once an item has been invested with enough of the forgemaster's life force, it gains a new level of sentience. So strong is this bond that now the forgemaster's life is intrinsically tied to the survival of this one master item. Once a forgemaster invests 5 or more forgebound points in a single item, this item will now act as his phylactery, and he cannot truely die until this item is destroyed once and for all. If the forgemaster is killed and yet this item survives, the forgemaster will reappear in 1d10 days after his apparent death.



Forgemaster Feats

Forgelink [Forgemaster]
"But the power of the ring could not be undone..."
Prerequisites: Forgebound Link class feature, 1st level only.
Benefits: The forgemaster gains one additional forgebound link point.
Normal: Without this feat the forgemaster's forgebound link are restricted by the amount specified in his class entry.
Special: This feat may only be taken once.

Forgebound Strength [Forgemaster]
The forgemaster draws his power from the bond between himself and his item, giving him supernatural strength.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Strength.
Normal: Without this feat the forgemaster gains no Strength bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Forgebound Dexterity [Forgemaster]
The forgemaster finds his hands more dextrous, his feet more agile from the power of the forgebound link.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Dexterity.
Normal: Without this feat the forgemaster gains no Dexterity bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Forgebound Constitution [Forgemaster]
The forgemaster becomes more resilient, he feels less the heat of the forge and the biting edge of his enemy's blade.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Constitution.
Normal: Without this feat the forgemaster gains no Constitution bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Forgebound Intelligence [Forgemaster]
The forgemaster finds his mind is sharper, his measurements more precise than before from the power of the bond.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Intelligence.
Normal: Without this feat the forgemaster gains no Intelligence bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Forgebound Wisdom [Forgemaster]
The forgemaster draws sagely wisdom and his decisions are more measured from the strength of the forgebound bond.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Wisdom.
Normal: Without this feat the forgemaster gains no Wisdom bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Forgebound Charisma [Forgemaster]
The forgemaster's words are silvered, his arguements more persuasive from the swaying power of the forgebound link.
Prerequisites: Forgebound Link class feature, Reforge the Blade class feature.
Benefits: For every 2 forgebound points invested in a single item the forgemaster will gain a +1 untyped bonus to his Charisma.
Normal: Without this feat the forgemaster gains no Charisma bonus from the forgebound link.
Special: A forgemaster must specify what ability score he shall gain from any single item with forgebound points when he bestows them, he cannot gain a bonus to more than one ability score from any single item.

Shrapnel [Forgemaster]
When the sword is sundered or the shield broken, it does not simply fall to the ground in pieces. Instead it explodes in a shower or sharp, deadly shards.
Prerequisites: Forgebound Link class feature, Shatter the Sword class feature.
Benefits: When a weapon or other item has been sundered via the Shatter the Sword class feature, the wielder takes an amount of damage equal to that taken in breaking the item.
Normal: Usually only items take damage from the Shatter the Sword class feature
Special: Regardless of the item's previous damage type (if it had one at all) this damage is dealt as piercing and slashing. If the sundered weapon is magical, this damage counts as magical for the purpose of bypassing Damage Reduction.

Terrible Power [Forgemaster]
The power resonating from the forgelink is enough to set fear in the heart of even the most battle-hardened warrior.
Prerequisites: Forgebound Link class feature, Shatter the Sword class feature.
Benefits: When actively wielding a weapon, armor or item which has forgebound points in it, the forgemaster exudes a 15 foot aura of fear. All enemy creatures which enter this area must make a Will Save DC 10 + forgebound points invested in item + Charisma modifier. The forgemaster only benefits from the most powerful aura of fear at any one time, the effects do not stack.
Normal: The forgemaster does not exude an aura of fear.
Special: The range of the aura of fear will increase by 5 feet for every 1 forgebound point above 1 (20' at 2, 25' at 3 etc).



TBC



Yep, this class flavor is based off LotR and in particular the Gwaith-i-Mirdain (or the Elven-Smiths) which has been adapted towards utility and practicality in the D&D 3.5e system. Please feel free to comment on the class as it progresses along towards completion!

draco_nite
2010-04-10, 11:48 PM
I see a lot of dead levels, but I also see a TBC at the end, which I assume to mean To Be Continued. This class looks pretty solid, although you should probably add more skills.

If I may be so bold, I'd suggest ripping a page off of the warlock:


Imbue Item – You can create magic items based on
spells you cannot cast. You must take the
appropriate Item Creation Feat and then make a Use
Magic Device check vs. DC 15 + Spell level for
Arcane spells –or– DC 25 + Spell level for Divine
spells.

Also, you'll probably want to give bonus item creation feats.

The only real aesthetic problem that I see with the class is Reforge the Blade. While it sounds awesome, it just doesn't make any sense to turn a quarterstaff into a double axe, or full plate into leather. Also, do special materials (Adamantine, Cold Iron) fall under the category of enhancements, because it REALLY doesn't make sense to turn cold iron into adamantine.

The one thing I don't really like about this class is that you can essentially just decide what loot you get. The DM gives you a +3 flaming warhammer, but you wanted a vorpal longsword? Just hand it to the forgemaster.

Kuma Kode
2010-04-10, 11:51 PM
May the forgemaster withdraw his forgebound points from an item, or is it permanently stuck in that object? Given how few they get, it would suck if they couldn't get them back.

If they can, this class performs similarly to the binder, in which they fill whatever role they need to for that day by setting their class features (or distributing their forgepoints) as they see fit.

You might want to consider a list of other special abilities they can add to items beyond the standard +1 enhancement/+5 bonus/+2 Ability score to help facilitate the "jack of all trades, master of none" idea, since that's the vibe I'm getting from this class.

Ehsteve
2010-04-11, 12:04 AM
The only real aesthetic problem that I see with the class is Reforge the Blade. While it sounds awesome, it just doesn't make any sense to turn a quarterstaff into a double axe, or full plate into leather. Also, do special materials (Adamantine, Cold Iron) fall under the category of enhancements, because it REALLY doesn't make sense to turn cold iron into adamantine.

The one thing I don't really like about this class is that you can essentially just decide what loot you get. The DM gives you a +3 flaming warhammer, but you wanted a vorpal longsword? Just hand it to the forgemaster.

Yes this was one of the issues I have forseen and as such I have limited these to per day and per class level abilities. As for turning a quarterstaff into a double axe: why can't the quarterstaff be the shaft? There might be some less fitting hypotherical transferrals but this is all up to the DMs discretion. I however feel that if you want to make a +3 throwing axe into a +3 longspear so your fighter gets something nice once in a while this is an advantage to the party and not overly powerful, weapons can only be weapons and armor can only be armor.

Another note to make is that you must craft the second base item, this can take weeks to complete if you want to make for example a +1 leather armor into a +1 mithral shirt (not to mention the cost of creating the item).


May the forgemaster withdraw his forgebound points from an item, or is it permanently stuck in that object? Given how few they get, it would suck if they couldn't get them back.

Yes, I forgot to add in that particular area about this: "forgebound point take 1 hour to bestow upon an item but may be removed immediately, however the forgemaster must physically touch the object to retrieve the forgebound points". They are not permanent but still last until they are retrieved by the forgemaster. For example a +1 longsword will remain a +1 longsword regardless of the distance between the forgemaster and the weapon.

I liked this idea seeing as it again ties into the LotR feel with the one ring and sauron, he must obtain it physically in order to make full use of its power. This is later realized by the Soulforge ability making it sentient.


You might want to consider a list of other special abilities they can add to items beyond the standard +1 enhancement/+5 bonus/+2 Ability score to help facilitate the "jack of all trades, master of none" idea, since that's the vibe I'm getting from this class.

This is up to the DM to gauge the power of some effects. I mean a forgemaster could ask his DM if it would be possible to add a knockback effect to his unarmed strikes if he wears a particular ring he has imbued with forgebound points. At some later point I may add effects with certain values into a table but for the moment I am focusing upon finishing the class then fleshing out the options.

Cute_Riolu
2010-04-11, 12:11 AM
Hmmmn... maybe an ability to allow them to repair a broken magic item to its full power, or harvest the magical energy from it?

Ehsteve
2010-04-11, 12:22 AM
Hmmmn... maybe an ability to allow them to repair a broken magic item to its full power, or harvest the magical energy from it?

my thoughts exactly. I am trying to gauge which level this would be most appropriate to and the amount harvested (I mean how would it be stored? It can't be forgebound or else he'd have unlimited potential at the level he gained it). I'm also trying to see exactly how different this ability would be from Reforge the Blade and Gift of the Forge (potentially allowing you to make any weapon into anything you want)

Fortuna
2010-04-11, 12:33 AM
I almost wonder whether this might, just possibly, work better as an Artificer PrC. Even though it is a work in progress, it feels too close to the Artificer concept, and too narrow in its scope, to make it a full base class in itself.

Ehsteve
2010-04-11, 12:59 AM
I almost wonder whether this might, just possibly, work better as an Artificer PrC. Even though it is a work in progress, it feels too close to the Artificer concept, and too narrow in its scope, to make it a full base class in itself.

Well I guess that was the aim of the class after I got the inspiration: to put as much distance between this class and artificer as possible so it could stand on its own merit. I wanted to focus upon weapons, armor and rings and staves instead of scrolls and wands. With the amount of abilities I have planned, You'd never think I'd be able to cram this much into a 10-level PrC.

Fortuna
2010-04-11, 05:45 AM
Fair enough. Just a knee-jerk reaction on seeing it, I'll let you get back to your work. If and when you finish, I'll have another look.

Ehsteve
2010-04-11, 11:04 PM
Update:

Added abilities:

- Master Craftsman: gold costs are halved for spell materials and crafting materials for the purpose of crafting mundane and magical items.
- Servant of the Sacred Fire: when using magical weapons/armor, enhancements which cost enhancement bonuses (like flaming costing +1) still grant bonuses to attack roll and damage, special abilities on armor costing enhancement bonus still grant enhancement bonus to AC.
- Finished the Soulforge class feature entry.
- Added in all bonus crafting feats (Craft Wondrous Item, Craft Magic Arms and Armor, Forge Ring, Craft Rod and Craft Staff) and possibly adding in bonus feats.

Others:

- Fixed some spelling errors and corrected the Craft Magic Arms and Armor which was originally under Craft Wondrous Items.

Coming Up:

- Bonus Feats (including section for new homebrew forgemaster feats)
- Ability rendering any single item with 5 forgebound points invested to be indestructible by all means except one to be negotiated with the DM (you WILL get the reference!).
- Expanding the Master Craftsman class feature to soon reduce cost of crafting materials and spell materials to 1/5th then finally 1/10th.
- Ability allowing forgemaster to take 10 on all Spellcraft and use Magical Device checks.
- Ability allowing large amount of invested Forgebound Points in any item to make that item as a Lich's phylactery, meaning the forgemaster cannot be truely killed unless the item is destroyed.
- Ability to harvest enhancement bonus from weapons/armor and bestow them upon others.
- Ability to reforge destroyed weapons/armor/equipment without the need for xp cost (even if it is completely destroyed so long as he has at least one part). Ability may allow restoring of magical essences like recharging wands and other limited use/one-use items.
- Ability adding the forgemaster's class levels to the hardness and HP of items which have been bestowed with forgebound points.

Ehsteve
2010-04-13, 02:43 AM
Update:

Added abilities:

- Restore Magic: allows broken magical items to be restored to their former glory, even without the complete remains.
- Skill Mastery: allowing take 10 on all Spellcraft, Use Magic Device and Use Psionic Device checks.
- Shatter the Sword: break items with forgebound points to knock enemies prone/sunder their items.
- Added in forgemaster feats: Forgelink, Forgebound Strength, Forgebound Dexterity, Forgebound Constitution, Forgebound Intelligence, Forgebound Wisdom and Forgebound Charisma.

Other:

- Reworded Brand of the Craftsman

Coming Up:

- Ability rendering any single item with 5 forgebound points invested to be indestructible by all means except one to be negotiated with the DM (you must take the ring to mount doom!)
- Expanding the Master Craftsman class feature to soon reduce cost of crafting materials and spell materials to 1/5th then finally 1/10th.
- Ability allowing large amount of invested Forgebound Points in any item to make that item as a Lich's phylactery, meaning the forgemaster cannot be truely killed unless the item is destroyed.
- Ability to harvest enhancement bonus from weapons/armor and bestow them upon others.
- Expanding Forgebound Link to recharging one-use/charge items like scrolls/wands
- Ability adding the forgemaster's class levels to the hardness and HP of items which have been bestowed with forgebound points.

Ehsteve
2010-04-16, 07:55 AM
Roadblock!

I've been trying to get some more work done but I'm stuck trying to name an ability allowing a forgemaster to transfer 1/2 the value (per +1 enhancement equivalent to 5k gp and vice versa) for no cost from one item to another, for example from a Ring of invisibility (20k) so I could make a +2 longsword (total worth 8315gp) you can spend the gold as you wish on this item. It's basically reusing magic.

You need a masterwork version of the other item before you can transfer.

I know it may sound trivial but if I'm pretty particular about how I get my classes done, the name is everything.

FlamingKobold
2010-04-16, 09:28 AM
Transfer Essence? Preserve the Craft? Continue the Magic?

Ehsteve
2010-05-28, 01:34 AM
Update:

Added abilities:

- Know Magic: as per Artificer Item Creation...with some slight changes
- Forge of Fortune: reroll all Craft checks, take 2nd result
- Transmute: break magical items, gain temporary bonus relative to value
- Forge of Restoration: When recovering forgebound points, regain 1hp/class level/point regained
- Malice: unauthorized use of forgebound items = negative level
- Will: all items with forgebound points gain forgemaster's Will Save if higher, forgemaster doesn't need to hold weapon for it to gain this bonus
- Master's Call: forgemaster always knows general direction of all items which has has invested with forgebound points
- Cruelty: forgemaster can make items with forgebound points have up to 50% chance of losing all magical properties for 1 round when used.
- Manipulate Magic: forgemaster is not penaltized for incompatible alignment with intelligent weapons, no longer affected by cursed items
- Forge of Immorality: item with 5 or more forgebound points = phylactery


Coming Up:

- Expanding Forgebound Link to recharging one-use/charge items like scrolls/wands

brujon
2010-05-28, 12:59 PM
Reforge the Blade (Su): By taking the weapon or armor to the blazing heat of the forge the forgemaster may shape his item at will without harming any of the magical properties of the object. The forgemaster may take any weapon or armor, then may melt it down and forge it into a new masterwork item. The item keeps all applicable enhancements. Weapons may only be reforged as weapons and armor may only be reforged as armor.


One additional nitpick: Interpreted as RAW, we could take a Medium Masterwork Longsword and reforge it as a Colossal Longsword, which is much more expensive? This could break the class. The ability should read that the armor and weapons reforged have to be the same size, or if reforging into a larger size, materials amounting to 2 items the size of the original item have to be provided for each size category increase.

So if you want to make a Medium Longsword into a Large Longsword(Greatsword), you have to provide materials equivalent to 2 other longswords to compensate the increase in size. In higher levels of play, this increase will be irrelevant, but also will prevent abuses when someone tries to reforge an Adamantine weapon... Which by RAW, you could almost magically produce by increasing weapons/armors size category without providing base materials.

Master Craftsman: The forgemaster does not waste materials nor does he use them needlessly, instead his supplies will last near twice as long before needing to restock than your regular run-of-the-mill smithy.
Master Craftsman I—For the purpose of determining the XP and gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is halved.
Master Craftsman II—For the purpose of determining the gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is reduced to 1/5th of regular. This ability does not further discount the already reduced XP cost.
Master Craftsman III—For the purpose of determining the gold cost of raw materials to create items as well as the material costs of spells for enchanting items, the effective cost is reduced to 1/10th of regular. This ability does not further discount the already reduced XP cost.

Another minor nitpick. I think 90% reduction in cost is a bit much, even in level 16. You have to think of that as basically multiplying the WBL for that level by a factor of 10. That's too powerful. I'm assuming you're aiming to a Tier 1 like the Artificer, but even he, when fully optimized, can't go to a 90% reduction in cost. My suggestion, is to make this a 1/2 -> 1/3 -> 1/4 reduction, so as to prevent overt abuse of magic items in the campaign. Items drastically change the power level, and with 1/5 reduction at level 11, you'll quickly notice the PC's starting to snowball hard with loads of powerful, top tier items. I mean, money will not even be an issue, seeing that the Forgemaster can just sell items for massive profit and fund even more powerful items... So as to prevent snowballing, i call for a more modest progression.

Ehsteve
2010-05-28, 07:38 PM
yes, you could reforge it into a colossal longsword, but you are still required to make a masterwork base weapon of a colossal longsword in order to make this work at all. So medium masterwork longsword: 315gp (15gp base + 300gp masterwork) so that's 105gp minimum materials cost. So using a bit of common sense a colossal longsword would cost 540gp (240gp base + 300gp masterwork) or 180gp minimum materials cost.

Comparitive proft:
{table]Base Cost | Materials Cost | Expected Profit
315gp | 105gp | 210gp
540gp | 180gp | 360gp
[/table]

This longsword would weigh 64 lb, which is not big deal for your S20 fighter, but that is still a lot of room taken up by a single item which gains you in total a profit of...

So taking into account that the weapon is already a medium longsword, you are spending 180gp and a few days of your precious uninterupted time to make a profit of...45gp (225gp difference in selling price - 180gp for materials) maximum if there are no setback in your rolling. This is of course if your DM allows you to sell the weapon at full market value, if they go for the 1/2 actual price, this profit drops to 22gp 5sp.

so for making it into a large longsword: I don't see much problem there, so your half-giant fighter wants something nice for once, the chance a DM is going to randomly roll a large longsword with better enhancements than his current sword is unlikely, so the nice forgemaster makes it happen by spending his precious time making life easier for all the party members!

I will conceed that it was not worded that the forgemaster must still supply all materials in order to craft this other base weapon, but this was my intention. You can turn a +1 medium longsword into a +1 adamantine longsword, but you still require all the materials, I never put in there that they had the ability to pull magical materials out their behinds.

As for the reduction, well they don't get free XP like your good ol' artificer, they're spending XP like any modest joe, and any non-sadist DM would allow an artificer's pool to stack retroactively into one nice lake of XP. A forgemaster starting in any campaign would have to first gain XP in some way shape or form before crafting his first magical item (that is of course if he doesn't use his forgebound link to make a few nice things).

-------

I will make changes to the wording of that ability, I got someone else to surmize my 2 page essay on that ability with all it's if/and/or/buts and examples.

If that's all the criticism someone has got of this class then I think I've done a pretty good job of creating an original crafting class :smallbiggrin:

brujon
2010-05-28, 08:58 PM
yes, you could reforge it into a colossal longsword, but you are still required to make a masterwork base weapon of a colossal longsword in order to make this work at all. So medium masterwork longsword: 315gp (15gp base + 300gp masterwork) so that's 105gp minimum materials cost. So using a bit of common sense a colossal longsword would cost 540gp (240gp base + 300gp masterwork) or 180gp minimum materials cost.

Comparitive proft:
{table]Base Cost | Materials Cost | Expected Profit
315gp | 105gp | 210gp
540gp | 180gp | 360gp
[/table]

This longsword would weigh 64 lb, which is not big deal for your S20 fighter, but that is still a lot of room taken up by a single item which gains you in total a profit of...

So taking into account that the weapon is already a medium longsword, you are spending 180gp and a few days of your precious uninterupted time to make a profit of...45gp (225gp difference in selling price - 180gp for materials) maximum if there are no setback in your rolling. This is of course if your DM allows you to sell the weapon at full market value, if they go for the 1/2 actual price, this profit drops to 22gp 5sp.

so for making it into a large longsword: I don't see much problem there, so your half-giant fighter wants something nice for once, the chance a DM is going to randomly roll a large longsword with better enhancements than his current sword is unlikely, so the nice forgemaster makes it happen by spending his precious time making life easier for all the party members!

I will conceed that it was not worded that the forgemaster must still supply all materials in order to craft this other base weapon, but this was my intention. You can turn a +1 medium longsword into a +1 adamantine longsword, but you still require all the materials, I never put in there that they had the ability to pull magical materials out their behinds.

As for the reduction, well they don't get free XP like your good ol' artificer, they're spending XP like any modest joe, and any non-sadist DM would allow an artificer's pool to stack retroactively into one nice lake of XP. A forgemaster starting in any campaign would have to first gain XP in some way shape or form before crafting his first magical item (that is of course if he doesn't use his forgebound link to make a few nice things).

-------

I will make changes to the wording of that ability, I got someone else to surmize my 2 page essay on that ability with all it's if/and/or/buts and examples.

If that's all the criticism someone has got of this class then I think I've done a pretty good job of creating an original crafting class :smallbiggrin:

You did a pretty damn good job! It's just that i'm used to seeing potential exploits on every piece of ruling i read. I used to frequent assiduously the CO boards on the Wizards forum, you see...

I know you didn't put anything in there saying that the guy could pull rare and expensive materials from their behinds, but by not saying he should supply surplus materials, a clever player could very well abuse that, the way i described. With your fix, however, that does not come into play. I feel glad i contributed something of worth.

As for the crafting... I still got a feeling that it could be abused. I mean, there ARE Thought Bottles which with a little bit of munchkinery, can be turned into nigh-infinite supply of crafting XP... By a non artificer to boot. I don't remember the exact mechanics involved, but, anyway, with the 9/10 of gold you won't be expending on magic items, you could very well "buy" xp, in various forms, ranging from help or bottled souls from the depths of Hell. (I think the Book of Vile Darkness has something on using Souls to substitute XP costs in creating magic items). And, anyway, even if he doesn't make all of the party items, which he could do very easily by following the experience river(When you voluntarily stay 1 level behind the rest of the party as to provide the extra XP gained to fuel crafting), he could still use the rest of the gold to simply buy it. 90% reduction on cost is too much, even if he has to pay most of the XP. By bringing into table a smoother progression, you prevent most of the abuses, and the potential horror that would be if a Forgemaster got himself a Artificer cohort...

I think this is a very enjoyable class, and a real alternative to the artificer. It brings even more to the table because he can tailor his party weapons to any challenge they may face, be it a dragon of any color, elemental or undead. All at close to no cost.