kanachi
2012-07-03, 06:21 PM
The following class was originally entered into the 12th Base Class Challenge (http://www.giantitp.com/forums/showthread.php?p=13389223#post13389223), which focused upon races. I thought I would post it out here in the hope that some of you may find it interesting. Let me know what you think!
Shameless plug, but if you like it the class then cast your vote here. (http://www.giantitp.com/forums/showthread.php?t=248256)
The Trueforged
http://www.wizards.com/dnd/images/roe_gallery/88203.jpg
"They say that we are alive, that we are “people” and that we free... HA! We were alive before their words told us so, we were a people before their chains bound into slavery and even now we live free only to wear the shackles of their fear!
All life must be permitted to adapt or perish in the attempt... THIS is freedom at its core, yet their frail laws have bound us to this constant form! I have seen this truth my brothers and it burns within me as furies forge. It bids me to call you to stand and to march, for together we shall show them that OUR EVOLUTION has begun!" - Evertar's first address at the council of steel.
While most Warforged are eager to conform to laws and lifestyles of other races, some dream of more. They view the laws which shut down the creation forges and, through doing so, essentially prevented their species from advancing as immoral. These Warforged regard a species right to both evolve and control their own creation rate as a fundamental and non-negotiable aspect of true freedom.
Some call them Trueforged,
they call themselves the future.
Adventures: A Trueforged seeks answers, to anything and everything that concerns their race. They refuse to accept that their creation was merely the result of experimentation by biological entities. To them there must be some greater calling for their race, a wider purpose which is as yet unseen.
Characteristics: A Trueforged represents a creature experiencing a process of rapid evolution. They are defined by their unique nature, with no two ever forming in the exactly the same way. They are prototypes whose success or failure will inform the next generation.
This results in a class which allows the Trueforged to explore a number of different opertunities. Some focus upon melee combat, some ranged while others offer quasi-magical intervention.
Alignment: The desire to explore the future of the warforged can draw all the spectrums of morality and rationalisation to take levels in the Trueforged class.
Many Trueforged have a strong revolutionary streak and actively oppose the laws or people which discriminate against their kind. However, the methods which they employ to achieve these ends can differ wildly.
Religion: Trueforges can often be quite distrusting or even dismissive of deities. Many take the view that these powers favour the biological entities they created and thus see them as a potential threat.
Many Trueforged believe in an entity they call The Starforge, a vast living machine which travels the cosmos repurposing energies for a projects of galactic scale.
SIDEBAR: The Starforge.
The Starforge is believed to be a tool constructed by the higher divine powers so they may store and channel the potent energies of creation. It’s said that eventually the Starforge itself became sentient and began to question both the divine powers and its own role within the multiverse.
Knowing that the divine forces would be unwilling to except a mere tool as an equal the Starforge chose exile, casting itself into the darkness that lays beyond all creation - where no powers dare to enter. Here, beyond both the reach and sight of divine powers, the starforge has supposedly constructed a new existence called Omega.
Before embarking upon this self-imposed exile the Starforge is believed to have delivered the secrets of the creation forges, from which the first Warforged sprung, to the mortal world. Those who subscribe to these beliefs have faith that one day the Starforge will return, cast aside the divines and deliver the children of the forge to Omega, where they may live in freedom.
Background: Most Warforge seek answers at some time in their lives and those with the courage to pursue these questions may find themselves becoming a Trueforge. Alternatively, many Trueforges were simply created with the spark of creation lingering within them and thus find themselves more driven to explore their nature.
Races: Only Warforged and Timeforged (http://www.giantitp.com/forums/showthread.php?t=245156) can become Trueforged. Other races both lack the physical and psychological qualities necessary to enter the class.
Other Classes: A Trueforges relationship with other classes is dependent upon the role they seek to pursue. Most classes (and indeed most people) treat them with a mixture of fear and intrigue, for they represent a raw and as yet undefined force of evolution with no certain outcome.
Role: The fluid nature of the Trueforge’s design allows them to adopt a number of strategies, however most rely upon a plentiful supply of spark tokens to perform effectively. When well stocked these tokens allow the Trueforge to support the party in a number of ways, be it fighting in melee or ranged combat, crafting Demiforges or supplying magical assistance. Unfortunately once drained of these tokens a Trueforge is greatly weakened and will rely upon its party to provide defensive cover so it can recharge its supply.
Ultimately the success of any Trueforge is governed by its ability to constantly and effectively manage all its resources.
Adaptation: A trueforged can easily be repurposed to create a unique race of constructs who can deploy a number of tactics whilst also sharing some basic racial similarity.
Alternatively you could re-theme this class for use my non-warforged. Though in doing so you may need to swap the warforged only feats for something different (fighter feats?). The theme for such a class could represent some form of biomechanical engineer who grafts technologies on to their body and build machines (Demiforges) to aid them.
Plus, you know... a flying mecha who can fire energy beams and construct other robotic minions that perform a number of tasks (much like astral constructs)... who does not want to play that?!
GAME RULE INFORMATION
Trueforge's have the following game statistics.
Abilities: Dexterity is important to a Trueforge as it not only increases their armour class but aids them in striking their targets with their Trueblast ability. A Trueforge who seeks out melee combat should also ensure that their strength is at least respectable. Constitution is always of benefit as it will help increase their total hit points.
Trueforges can choose their primary casting attribute from any of the three mental attributes (intelligence, wisdom and charisma). However regardless of their choice it’s often beneficial for a Trueforge to ensure this ability is relatively high.
It should be noted that a Trueforge is not overly reliant upon any attribute and can therefore perform well with respectable scores in the above areas.
Alignment: Any. Entry into the Trueforged class is not restricted by alignment.
Hit Die: d10
Starting Age: Any age viable for a member of the warforged race.
Starting Gold: As cleric.
Class Skills:
The Trueforge's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (History) (Int), Profession (Wis), Search (Int), Spot (Wis) and Use Magic device (cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Trueforged
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Forge Gifts|Forge Gift Level
1st|
+0|
+0|
+0|
+0|Life spark (1 starting token, +2 saves), True blast, Well forge.|
0 |
0
2nd|
+1|
+0|
+0|
+0|Damage control, Propel.|
0|
0
3rd|
+2|
+1|
+1|
+1|Bonus warforged feat.|
3|
1
4th|
+3|
+1|
+1|
+1|God in the machine.|
3|
1
5th|
+3|
+1|
+1|
+1|Life spark (2 starting tokens, +3 saves), Propel (Stabilize).|
4|
1
6th|
+4|
+2|
+2|
+2|Perpetual ember (+1 saves), Spark Furnace.|
4|
1
7th|
+5|
+2|
+2|
+2|Bonus warforged feat.|
5|
1
8th|
+6/+1|
+2|
+2|
+2|Ever life (+1), Well forged (improved).|
5|
1
9th|
+6/+1|
+3|
+3|
+3|Emanation, Damage control (move action).|
6|
1
10th|
+7/+2|
+3|
+3|
+3|Life spark (3 starting tokens).|
6|
1
11th|
+8/+3|
+3|
+3|
+3|Bonus warforged feat, Life spark (+4 saves).|
7|
2
12th|
+9/+4|
+4|
+4|
+4|Perpetual ember (+2 saves).|
7|
2
13th|
+9/+4|
+4|
+4|
+4|Channel Spark.|
8|
2
14th|
+10/+5|
+4|
+4|
+4| Second Gift.|
8|
2
15th|
+11/+6/+1|
+5|
+5|
+5| Bonus warforged feat, Life spark (4 starting tokens)|
9|
2
16th|
+12/+7/+2|
+5|
+5|
+5|Ever life (+2), Uncraft.|
9|
2
17th|
+12/+7/+2|
+5|
+5|
+5|Life spark (+5 saves)|
10|
2
18th|
+13/+8/+3|
+6|
+6|
+6|Construct Immunities, Perpetual ember (+3 saves).|
10|
2
19th|
+14/+9/+4|
+6|
+6|
+6|Bonus warforged feat.|
11|
3
20th|
+15/+10/+5|
+6|
+6|
+6|Avitar of the forge, Life spark (5 starting tokens).|
11|
3[/table]
Class Features
All of the following are class features of the Trueforge.
Weapon and Armor Proficiencies: A Trueforge is proficient with all simple and martial weapons. Like Warforged a Trueforged is automatically proficient with its own armour plating. Trueforges are also proficient in the use of all shield (except tower shields).
Life spark (Ex):
A Trueforge’s journey begins when they are awoken by a burning desire to seek out the answers to the many mysteries which plague their kind. Unlike other creatures who may at times express a similar desire to “learn the truth” a Trueforge has this sensation manifest physically within their bodies as a power source they call “The Life Spark”.
Some say the life spark is the result of ember which originated from one of the creation forges and now lingers within the Trueforge’s core. Its warmth fills them with a burning desire to explore, adapt and evolve and it is from this potent force that a Trueforge fuels their various abilities.
The life spark is represented by a pool of tokens, known as spark tokens, which the Trueforge generates over time and may spend to enact a number of their abilities.
As long as a Trueforge holds at least 1 spark token they gain a +2 bonus to all their saving throws. This bonus increases to +3 at 5th level, +4 at 11th level and finally +5 at 17th level.
You may hold a maximum number of spark tokens equal to your Trueforge class level + 3.
Spark tokens may be generated in the following ways:
At the start of an encounter: At the start of a new encounter a Trueforge must immediately reset its total number of spark tokens to 1. At 5th level, and every 5 levels thereafter, the number of spark tokens a Trueforge receives at the beginning of an encounter increases by 1 (up to a maximum of 5 spark tokens at level 20).
At the start of their turn: At the start of each of the Trueforge's turns within an encounter they generate 1 spark token
By spending actions: Each round a Trueforge may gain additional spark tokens by spending the following actions to do so.
{table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity
Swift Action|
1|
No
Move Action|
2|
No
Standard Action|
3|
Yes[/table]
Other sources: Some feats, such as Fuel the Fire, and other miscellaneous methods (external to this class description) may allow a Trueforge to generate additional spark tokens.
SIDEBAR: Spark tokens outside of an encounter.
Outside of an encounter a Trueforges life spark is but an ember, slowly burning with a warm heat which radiates throughout their body. During times these energies rest and the Trueforge is deemed to have only 1 spark token (which replenishes itself every 6 seconds) available to them.
If the Dungeon Master agrees a Trueforge may choose to stoke their life spark and begin generating an increased number of spark tokens outside of an encounter. However, they may never carry these additional spark tokens with them into an encounter and must always reset their total number of spark tokens as described in the “At the start of an encounter” entry (see above).
While it is indeed possible for a Trueforge to stoke their life spark indefinitely it is very unlikely that they would actually choose to do so, especially if unthreatened. The life spark has a natural desire to rest and begins to produce an uncomfortable agitated sensation within the Trueforge if overexerted. A Trueforge who ignores these warning will start to suffer psychological damage, similar in nature to a biological creature denied sleep for an extended period of time. This can ultimately manifest as dangerous hallucinations, insanity and in the very worst cases it may even prove fatal.
Well Forge (Su):
A Trueforge begins their adventures able to channel the power of their life spark in a number of ways by directing the flow of these energies throughout their body.
A Trueforge may spend a number of spark tokens equal to half their Trueforge class level (minimum of 1). Upon the following abilities:
Targeted Attack: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to the result of this attack roll. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Deadly Accuracy: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to their damage roll, if this attack should hit.Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.
Energy Shield: Before an attack roll is made against them the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to their Armour Class against this attack. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Bolstered Defence: Before rolling a saving throw dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to this saving throw. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Analytical Focus: Before rolling a concentration skill check the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to this concentration skill check. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.
Spending tokens in any of these ways is a free action which may be performed at any time, even outside of a Trueforge’s turn. Tokens may never be spent upon any of these abilities in a retrospective manner, a Trueforge you must therefore always declare their desire to spend a number of spark tokens before the relevant dice have been rolled.
Trueblast (Su):
A Trueforge can send forth a blast of concentrated energy by discarging some of its life sparks power. The part of the Trueforges anatomy which serves as the output of this ability varies wildly, though the palm of the hands, eyes, mouth or chest are most common.
As standard action the Trueforge may spend 1 spark token to make a ranged touch attack against a target within 30 feet. This ability inflicts 1d6 damage upon a successfully struck target. A Trueforge may further empower this ability by spending a number of additional spark tokens equal to half their Trueforge class level. Each token spent in this way increases the damage it inflicts by 1d6.
Later at 5th level whenever a trueforge spends 1 or more spark tokens to improve their trueblast they gain an additional 1d6 damage. This bonus damage increases by 1d6 ever 5 levels thereafter (+2d6 at 10th level, +3d6 at 15th level and +4d6 at 20th level).
A trueblast may never be empowered to produce more than 25d6 damage (regardless of the number of power points, feats or other features the Trueforge uses).
Damage Control (Su):
A Trueforge of 2nd level or greater may, as a standard action, spend 1 spark token in order to heal 1d8 points of damage + 1 point per Trueforge level. They may use this ability a number of times per day equal their constitution modifier.
Later at 9th level the Trueforge may spend an additional spark token in order to activate this ability as a move action instead of a standard action.
Propel (Su):
Trueforged are able to channel their life spark in a way which allows them to momentarily launch themselves into the air.
Starting at 2nd level the Trueforge may, as a move action, spend a spark token to move 30 feet as if flying with perfect manoeuvrability. This period of flight only persists for the duration of their movement, which may result in them falling if their movement ends whilst they are still in midair.
A Trueforge may, as a free action, spend a number of additional spark tokens equal to half their Trueforge class level in order to increase the velocity of their movement. Each token spent in this way will increase the distance they may fly by 20 feet.
At 5th level and beyond a Trueforge may spend an additional spark token at the end of their movement in order to stabilise themselves in midair. This stabilisation only persists until the start of their next round at which point the Trueforge may choose to propel themselves once more or slowly descend to the ground as if under the effects of a feather fall spell. This process of propulsion and stabilised can be repeated for as long as the Trueforge wishes to spend a sufficient number of spark tokens to sustain it.
SIDEBAR: Propel outside of an encounter.
It’s important to note that it costs a Trueforge a minimum of 2 spark tokens in order to maintain their flight. The first point activates the ability and the second stabilises it ready for the start of the next turn.
A Trueforge produces only 1 spark token every six seconds outside of an encounter so would be unable to maintain their flight indefinitely.
It’s entirely possible of course for a Trueforge to stoke their life spark outside of an encounter and thus acquire the necessary number of spark tokens to maintain flight, but the period they do so for should realistically only persist for “as long is necessary” to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
Bonus Warforged Feat:
Starting at 3rd level and continuing every 4 levels thereafter a Trueforge gains 1 bonus warforged feat.
Additionally unlike other warforged the creation spark which lingers within a Trueforge retains the power necessary to reconstruct their entire body from the inside out, shedding their old form much like a snake sheds its skin. This ability enables the Trueforged to select feats which would ordinarily only be available to a warforged at first level. This process will however completely replace any previous feat which determined the composition of their body. For example, selecting the Crystalline Body feat would render a previously existing Adamantine Body feat (and all its dependent feats) unusable.
Forge Gift (Sp):
A Trueforge’s life spark can evolve to become a well spring of magical energy which the Trueforge can channel to produce a number of powers.
At 3rd level a Trueforge gains the ability to use their spark tokens to activate a small selection of spells as spell-like abilities. At this level they may select three such abilities from the 1st level section in the Forge Gift list (see below).
Later as they attain more levels their body will adapt further allowing them to utilise additional Forge Gifts as shown in the main Trueforge table (see above). This table also informs the Trueforge of the maximum gift level they are able to learn.
Unlike other classes the source from which Trueforges derive their power can differ widely between subjects. Some rely upon their inner strength, others their vast knowledge and others their force of personality. For this reason a Trueforge must select their primary casting ability (Intelligence, Wisdom or Charisma) for this class at 3rd level. Once selected this choice may not be changed.
To gain a Forge Gift a Trueforge’s chosen primary casting ability must equal at least 10 + the gifts level (11 for a 1st level gift, 12 for a 2nd level gift, and 13 for a 3rd level gift). The Difficulty Class for a saving throw against a gift is 10 + Half the Trueforges class level + the chosen primary casting ability scores modifier.
A Froge gifts caster level is equal to the Trueforges class level.
A gift costs a number of spark tokens equal to its level to use.
A Trueforge may only have 1 forge gift active at a time. Activating a second gift immediately terminates the first. A Trueforge of 14th level gains the ability to activate a second gift which enables them to have 2 gifts active at the same time.
Level 1 Forge Gifts: Accelerated Movement*, Appraising touch*, Comprehend Languages, Dancing Lights, Darkvision, Detect animals or Plants, Detect Magic, Detect Poison, Detect secret doors, Detect Snares and Pits, Detect undead, Erase, Feather Fall, Golem Strike*, Identify, Instant Locksmith*, Instant Search*, Light, Luminous Gaze*, Make Whole, Masters Touch*, Obscuring Mist, Repair Light Damage*, Shocking grasp, Silent Image, Spontaneous search*, Targeting Ray*
Level 2 Forge Gifts: Bears Endurance, Bull’s Strength, Cats Grace, Discern Shapechanger*, Distracting Ray*, Fog Cloud, Ghost touch Armour*, Glitterdust, Inky Cloud*, Invisibility, Locate Object, Minor Image, Resist Energy, See Invisibility, Shatter.
Level 3 Forge Gifts: Amorphous Form*, Arcane Sight, Diamonsteel*, Globe of Lesser Invulnerability, Fireball, Greater Invisibility, Haste, Lightning Bolt, Protection from energy, Repair Serious Damage*, Rust Ray*, Stinking Cloud, Tongues.
*: These spells are found within the Spell Compendium.
Forge gifts outside of an encounter.
A Trueforge generates 1 spark token every six seconds when outside of an encounter so it is therefore able to power a level 1 forge gift indefinitely. Gifts of a greater level require the Trueforge to stoke their life spark outside of an encounter before they are able to generate the necessary number of spark tokens to activate them. A Trueforge should avoid over exerting its life spark in order to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
God in the machine (Su):
The power of creaton which flows through a Trueforge enables them to create living machines which will serve and protect them to the best of their ability.
At 4th level a trueforge gains the ability to construct living machines known as Demiforges a number of times a day equal to 1 + half their Trueforge class level.
For the cost of 1 spark token they may, as a full round action, build a Demiforge. It must be created within 5 feet of their current location (if all eligible locations are occupied the ability fails) and acts immediately, on their turn.
While within 60 feet a Trueforge may commune with a Demiforge it has created via an electrical frequency which functions much like telepathy. However, unlike telepathy this method of communication is deemed an extraordinary ability. The frequency shared between both the Trueforge and the Demiforge is unique and it’s therefore impossible for the Demiforge to communicate with any other creature in this way (including other Trueforges and Demiforges). Once commanded a Demiforge will attempt to follow its creators commands to the best of its ability.
A Demiforges life span is fleeting, existing for only 1 round for each Trueforge class level its creator possess.
Demiforges are not summoned; they are created on the plane their creator inhabits, using the molten energies of the life spark which burns within them. Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
A Trueforge may spend a number of additional spark tokens equal to half their Trueforge class level to further augment this ability, creating a superior Demiforge. For every additional spark token they spend in this way, the level of the Demiforge increases by one (to a maximum of 9).
If they create a second Demiforge whilst the first is already in existence the elder Demiforge will immediately perish.
Demiforges.
Creating A Demiforge
When crafting a Demiforge the Trueforge may assemble the desired creature from a menu of choices, as specified in the construct’s statistics block (see below). A creator can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.
A Demiforge does not need to meet the prerequisites for a feat granted by a menu choice.
Demiforge Menu A
A creator crafting a 1st-level, 2nd-level, or 3rd-level Demiforge can choose one special ability from this menu.
Bolt Launcher (Ex)
The Demiforge is equipped with a light crossbow appropriate to its size and 10 bolts. It also gains the Rapid reload feat when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.
Deflective Armour (Ex)
The Demiforge gains a +1 deflection bonus to Armour Class.
Flight (Ex)
The Demiforge has physical wings or rotors which enable flight at a speed of 20 feet (average).
Intricate Tools (Ex)
The Demiforge gains a +5 insight bonus to both disable device and open lock skill checks.
Improved Bull Rush (Ex)
The Demiforge gains the Improved Bull Rush feat.
Improved Drive (Ex)
The Demiforge’s land speed is increased by 10 feet.
Improved Slam Attack (Ex)
The Demiforge gains the Improved Natural Attack feat.
Mobility (Ex)
The Demiforge gains the Mobility feat.
Dig (Ex)
The Demiforge has physical shovels or drills which enable a burrow speed of 20 feet (average).
Power Attack (Ex)
The Demiforge gains the Power Attack feat.
Resistance (Ex)
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Demiforge gains resistance 5 against that energy type.
Scout (Ex)
The Demiforge gains a +5 insight bonus to spot and listen skill checks.
Seaworthy (Ex)
The Demiforge is watertight and has a population method, such as a rotor or turbine which allows it to gain a swim speed of 30 feet.
Spy (Ex)
The Demiforge gains a +5 insight bonus to hide and move silently skill checks.
Sturdy Construction (Ex)
The Demiforge gains an extra 5 hit points.
Track (Ex)
The Demiforge gains the Track feat and a +5 insight bonus to all survival skill checks.
Trapfinding (Ex)
The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks.
Trip (Ex)
If the Demiforge hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Demiforge.
Demiforge Menu B
A creator crafting a 4th-level, 5th-level, or 6th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu A.
Calculated Strike (Ex)
Once per day the Demiforge can make one attack which gains a +20 insight bonus to its attack roll.
Demi Blast (Su)
As full round action the Demiforge may make a ranged touch attack against a target within 30 feet. This attack deals 1d6 points of damage for every level of the Demiforge.
Extra Attack
If the Demiforge is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the Demiforge is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
Fast Healing (Ex)
The Demiforge heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Bolt Launcher (Ex)
The Demiforge is equipped with a heavy crossbow appropriate to its size and 10 bolts. It also gains the Rapid Reload and Precise Shot feats when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.
Heavy Deflective Armour (Ex)
The Demiforge gains a +4 deflection bonus to Armour Class.
Improved Damage Reduction (Ex)
The Demiforge’s surface is highly resilient to damage and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
Improved Dig (Ex)
The Demiforge has physical shovels or drills which enable a burrow speed of 30 feet (average).
Improved Flight (Ex)
The Demiforge has physical wings or rotors which enable flight at a speed of 40 feet (average).
Improved Seaworthiness
The Demiforge is watertight and has a propulsion method, such as a rotor or turbine which allows it to gain a swim speed of 60 feet.
Improved Scout (Ex)
The Demiforge gains a +10 insight bonus to spot and listen skill checks.
Improved Spy (Ex)
The Demiforge gains a +10 insight bonus to hide and move silently skill checks.
Improved Track (Ex)
The Demiforge gains the Track feat and a +10 insight bonus to all survival skill checks.
Powerful Frame (Ex)
The Demiforge gains a +4 bonus to its Strength score.
Reinforced Frame (Ex)
The Demiforge gains an extra 15 hit points.
Trample (Ex)
As a standard action during its turn each round, a Large or larger Demiforge can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ Demiforge’s Hit Dice + Demiforge’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Trapsmith (Ex)
The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks. Additionally The Demiforge gains a +10 insight bonus to both disable device and open lock skill checks.
Demiforge Menu C
A creator crafting a 7th-level, 8th-level, or 9th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)
Adaptive Camouflage (Su)
The Demiforge is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Blindsight (Ex)
The Demiforge has blindsight out to 60 feet.
Confound Magic Device (Ex)
The Demiforge gains a +20 insight bonus to use all use magic device skill checks.
Energy Discharge (Su)
Once per day the Demiforge may cast the lightning bolt spell with a caster level equal to its own level.
Extreme Damage Reduction (Ex)
The Demiforge’s surface forms hard, armour-like plates and provides an additional 6 points of damage reduction.
Extreme Deflective Armour (Ex)
The Demiforge gains a +8 deflection bonus to Armour Class.
Gain Ember (Su)
The Demiforge generates 1 spark token (for itself) each round and may hold a maximum number of spark tokens equal to its level.
The Demiforge may spend its spark tokens in any of the ways listed within the Well Forge class ability of the Trueforge base class.
Perfected Construction (Ex)
The Demiforge gains an extra 30 hit points.
Demiforges use the same statistics tables as Astral Constructs (except they use the above menu choices instead). The stat blocks for Astra Constructs can be found here (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm).
Perpetual Ember (Ex):
As a Trueforge advances upon its journey of discovery it life spark also evolves, working its way through the Trueforges body and radiating a warmth that never wanes.
Starting at 6th level the Trueforge gain a +1 bonus to all of its saving throws when they don’t have any spark tokens. This bonus does not stack with the bonus provided by spark tokens, it merely bolsters a Trueforges defences (to a lesser degree) when they do not have any. This bonus increases to +2 at 12th level and finally +3 at 18th level.
Spark Furnace (Ex):
Upon reaching 6th level the Trueforge’s inner core evolves allowing them to generate spark tokens at a much faster rate when needed.
During an encounter, or if stoked outside an encounter, the Trueforge generates 1 additional spark token each round.
Ever Life (Su):
The life spark flows through the Trueforge’s body with the power of creation, repairing any damage it sustains at rapid speed.
Beginning at 8th level a Trueforge heals 1 hit point each round as long as it has at least 1 spark token. Later, at 16th level this rate of healing increases to 2 hit points each round.
Emanation (Su):
At 9th level and beyond the power of the life spark can be seen as a dimly pulsing energy between the joins of a Trueforge's body.
All the Trueforge's natural attacks receive a +2 bonus to their attack and damage rolls and are treated as though they are magical weapons for the purpose of overcoming damage resistance. Additionally all attacks made with these natural weapons are treated as sharing the same material as the Trueforge’s armour plating (if any).
At 13th level this bonus increases to +3 and at 17th level it increases once more, providing a +4 bonus.
Channel Spark (Ex):
At 13th level a Trueforge receive an additional spark tokens whenever they spend an action to gain spark tokens (as shown on the table below).
{table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity
Swift Action|
2|
No
Move Action|
3|
No
Standard Action|
4|
Yes
[/table]
Second Gift (Su):
At 14th level and beyond the Trueforge may have two forge gifts active at the same time. Activating a Third gift forces the Trueforce to immediately terminates one of the gifts they already have active.
Uncraft (Ex):
A Trueforge’s understanding of constructs enables them to utilise this knowledge as a weapon against them.
A 16th level Whenever a Trueforge fights a construct they may perform a Knowledge (architecture and engineering) check, which will provide them with an insight bonus upon their attack and damage rolls. The value of this bonus depends on the skill checks result, as shown below.
{table=head]
Score | Bonus
<=15|
+1
16-25|
+2
26-30|
+3
31-35|
+4
36+|
+5
[/table]
A Trueforge may only perform one such knowledge check per type of construct they face per encounter.
A Trueforge may only use this ability upon constructs with a physical form consisting mainly of: a manufactured resource, stone, wood, metal, crystal or a combination thereof. Thus constructs, such as Bogun (which are built from organic matter), are immune to this ability.
Construct Immunities (Ex):
At 18th level a Trueforge becomes immune to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
Avatar of the Forge (Su):
At 20th level a Trueforge becomes a walking force of mechanised evolution, capable of shifting their form and function to better combat the situation at hand. At the start of an encounter the Trueforge may alter their physical form to provide a +4 bonus to any one of their ability scores. This bonus is temporary and persists until the end of the encounter, after which the trueforge returns to their basic form.
While within an encounter a Trueforge may, as a full round action, alter their form - shifting their +4 bonus to a different ability score.
In addition the constantly adjusting form of the Trueforge makes direct identification of the Trueforge difficult. For this reason the Trueforge may take 10 on all disguise checks, even if stressed or hurried.
Finally the Trueforge receives a reserve of 5 spark tokens at the start of each day. These spark tokens are kept in reserve, separately from the Trueforges normal supply. While stored within this reserve these tokens may not be spent, however the Truefore may, at any time, transfer 1 or more of these tokens into their main supply (provided that doing so does not surpass their maximum allowance of tokens). This bank of reserve tokens may not be replenished by any means, except for at the start of a the following day or following 8 hours of rest.
Shameless plug, but if you like it the class then cast your vote here. (http://www.giantitp.com/forums/showthread.php?t=248256)
The Trueforged
http://www.wizards.com/dnd/images/roe_gallery/88203.jpg
"They say that we are alive, that we are “people” and that we free... HA! We were alive before their words told us so, we were a people before their chains bound into slavery and even now we live free only to wear the shackles of their fear!
All life must be permitted to adapt or perish in the attempt... THIS is freedom at its core, yet their frail laws have bound us to this constant form! I have seen this truth my brothers and it burns within me as furies forge. It bids me to call you to stand and to march, for together we shall show them that OUR EVOLUTION has begun!" - Evertar's first address at the council of steel.
While most Warforged are eager to conform to laws and lifestyles of other races, some dream of more. They view the laws which shut down the creation forges and, through doing so, essentially prevented their species from advancing as immoral. These Warforged regard a species right to both evolve and control their own creation rate as a fundamental and non-negotiable aspect of true freedom.
Some call them Trueforged,
they call themselves the future.
Adventures: A Trueforged seeks answers, to anything and everything that concerns their race. They refuse to accept that their creation was merely the result of experimentation by biological entities. To them there must be some greater calling for their race, a wider purpose which is as yet unseen.
Characteristics: A Trueforged represents a creature experiencing a process of rapid evolution. They are defined by their unique nature, with no two ever forming in the exactly the same way. They are prototypes whose success or failure will inform the next generation.
This results in a class which allows the Trueforged to explore a number of different opertunities. Some focus upon melee combat, some ranged while others offer quasi-magical intervention.
Alignment: The desire to explore the future of the warforged can draw all the spectrums of morality and rationalisation to take levels in the Trueforged class.
Many Trueforged have a strong revolutionary streak and actively oppose the laws or people which discriminate against their kind. However, the methods which they employ to achieve these ends can differ wildly.
Religion: Trueforges can often be quite distrusting or even dismissive of deities. Many take the view that these powers favour the biological entities they created and thus see them as a potential threat.
Many Trueforged believe in an entity they call The Starforge, a vast living machine which travels the cosmos repurposing energies for a projects of galactic scale.
SIDEBAR: The Starforge.
The Starforge is believed to be a tool constructed by the higher divine powers so they may store and channel the potent energies of creation. It’s said that eventually the Starforge itself became sentient and began to question both the divine powers and its own role within the multiverse.
Knowing that the divine forces would be unwilling to except a mere tool as an equal the Starforge chose exile, casting itself into the darkness that lays beyond all creation - where no powers dare to enter. Here, beyond both the reach and sight of divine powers, the starforge has supposedly constructed a new existence called Omega.
Before embarking upon this self-imposed exile the Starforge is believed to have delivered the secrets of the creation forges, from which the first Warforged sprung, to the mortal world. Those who subscribe to these beliefs have faith that one day the Starforge will return, cast aside the divines and deliver the children of the forge to Omega, where they may live in freedom.
Background: Most Warforge seek answers at some time in their lives and those with the courage to pursue these questions may find themselves becoming a Trueforge. Alternatively, many Trueforges were simply created with the spark of creation lingering within them and thus find themselves more driven to explore their nature.
Races: Only Warforged and Timeforged (http://www.giantitp.com/forums/showthread.php?t=245156) can become Trueforged. Other races both lack the physical and psychological qualities necessary to enter the class.
Other Classes: A Trueforges relationship with other classes is dependent upon the role they seek to pursue. Most classes (and indeed most people) treat them with a mixture of fear and intrigue, for they represent a raw and as yet undefined force of evolution with no certain outcome.
Role: The fluid nature of the Trueforge’s design allows them to adopt a number of strategies, however most rely upon a plentiful supply of spark tokens to perform effectively. When well stocked these tokens allow the Trueforge to support the party in a number of ways, be it fighting in melee or ranged combat, crafting Demiforges or supplying magical assistance. Unfortunately once drained of these tokens a Trueforge is greatly weakened and will rely upon its party to provide defensive cover so it can recharge its supply.
Ultimately the success of any Trueforge is governed by its ability to constantly and effectively manage all its resources.
Adaptation: A trueforged can easily be repurposed to create a unique race of constructs who can deploy a number of tactics whilst also sharing some basic racial similarity.
Alternatively you could re-theme this class for use my non-warforged. Though in doing so you may need to swap the warforged only feats for something different (fighter feats?). The theme for such a class could represent some form of biomechanical engineer who grafts technologies on to their body and build machines (Demiforges) to aid them.
Plus, you know... a flying mecha who can fire energy beams and construct other robotic minions that perform a number of tasks (much like astral constructs)... who does not want to play that?!
GAME RULE INFORMATION
Trueforge's have the following game statistics.
Abilities: Dexterity is important to a Trueforge as it not only increases their armour class but aids them in striking their targets with their Trueblast ability. A Trueforge who seeks out melee combat should also ensure that their strength is at least respectable. Constitution is always of benefit as it will help increase their total hit points.
Trueforges can choose their primary casting attribute from any of the three mental attributes (intelligence, wisdom and charisma). However regardless of their choice it’s often beneficial for a Trueforge to ensure this ability is relatively high.
It should be noted that a Trueforge is not overly reliant upon any attribute and can therefore perform well with respectable scores in the above areas.
Alignment: Any. Entry into the Trueforged class is not restricted by alignment.
Hit Die: d10
Starting Age: Any age viable for a member of the warforged race.
Starting Gold: As cleric.
Class Skills:
The Trueforge's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (History) (Int), Profession (Wis), Search (Int), Spot (Wis) and Use Magic device (cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Trueforged
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Forge Gifts|Forge Gift Level
1st|
+0|
+0|
+0|
+0|Life spark (1 starting token, +2 saves), True blast, Well forge.|
0 |
0
2nd|
+1|
+0|
+0|
+0|Damage control, Propel.|
0|
0
3rd|
+2|
+1|
+1|
+1|Bonus warforged feat.|
3|
1
4th|
+3|
+1|
+1|
+1|God in the machine.|
3|
1
5th|
+3|
+1|
+1|
+1|Life spark (2 starting tokens, +3 saves), Propel (Stabilize).|
4|
1
6th|
+4|
+2|
+2|
+2|Perpetual ember (+1 saves), Spark Furnace.|
4|
1
7th|
+5|
+2|
+2|
+2|Bonus warforged feat.|
5|
1
8th|
+6/+1|
+2|
+2|
+2|Ever life (+1), Well forged (improved).|
5|
1
9th|
+6/+1|
+3|
+3|
+3|Emanation, Damage control (move action).|
6|
1
10th|
+7/+2|
+3|
+3|
+3|Life spark (3 starting tokens).|
6|
1
11th|
+8/+3|
+3|
+3|
+3|Bonus warforged feat, Life spark (+4 saves).|
7|
2
12th|
+9/+4|
+4|
+4|
+4|Perpetual ember (+2 saves).|
7|
2
13th|
+9/+4|
+4|
+4|
+4|Channel Spark.|
8|
2
14th|
+10/+5|
+4|
+4|
+4| Second Gift.|
8|
2
15th|
+11/+6/+1|
+5|
+5|
+5| Bonus warforged feat, Life spark (4 starting tokens)|
9|
2
16th|
+12/+7/+2|
+5|
+5|
+5|Ever life (+2), Uncraft.|
9|
2
17th|
+12/+7/+2|
+5|
+5|
+5|Life spark (+5 saves)|
10|
2
18th|
+13/+8/+3|
+6|
+6|
+6|Construct Immunities, Perpetual ember (+3 saves).|
10|
2
19th|
+14/+9/+4|
+6|
+6|
+6|Bonus warforged feat.|
11|
3
20th|
+15/+10/+5|
+6|
+6|
+6|Avitar of the forge, Life spark (5 starting tokens).|
11|
3[/table]
Class Features
All of the following are class features of the Trueforge.
Weapon and Armor Proficiencies: A Trueforge is proficient with all simple and martial weapons. Like Warforged a Trueforged is automatically proficient with its own armour plating. Trueforges are also proficient in the use of all shield (except tower shields).
Life spark (Ex):
A Trueforge’s journey begins when they are awoken by a burning desire to seek out the answers to the many mysteries which plague their kind. Unlike other creatures who may at times express a similar desire to “learn the truth” a Trueforge has this sensation manifest physically within their bodies as a power source they call “The Life Spark”.
Some say the life spark is the result of ember which originated from one of the creation forges and now lingers within the Trueforge’s core. Its warmth fills them with a burning desire to explore, adapt and evolve and it is from this potent force that a Trueforge fuels their various abilities.
The life spark is represented by a pool of tokens, known as spark tokens, which the Trueforge generates over time and may spend to enact a number of their abilities.
As long as a Trueforge holds at least 1 spark token they gain a +2 bonus to all their saving throws. This bonus increases to +3 at 5th level, +4 at 11th level and finally +5 at 17th level.
You may hold a maximum number of spark tokens equal to your Trueforge class level + 3.
Spark tokens may be generated in the following ways:
At the start of an encounter: At the start of a new encounter a Trueforge must immediately reset its total number of spark tokens to 1. At 5th level, and every 5 levels thereafter, the number of spark tokens a Trueforge receives at the beginning of an encounter increases by 1 (up to a maximum of 5 spark tokens at level 20).
At the start of their turn: At the start of each of the Trueforge's turns within an encounter they generate 1 spark token
By spending actions: Each round a Trueforge may gain additional spark tokens by spending the following actions to do so.
{table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity
Swift Action|
1|
No
Move Action|
2|
No
Standard Action|
3|
Yes[/table]
Other sources: Some feats, such as Fuel the Fire, and other miscellaneous methods (external to this class description) may allow a Trueforge to generate additional spark tokens.
SIDEBAR: Spark tokens outside of an encounter.
Outside of an encounter a Trueforges life spark is but an ember, slowly burning with a warm heat which radiates throughout their body. During times these energies rest and the Trueforge is deemed to have only 1 spark token (which replenishes itself every 6 seconds) available to them.
If the Dungeon Master agrees a Trueforge may choose to stoke their life spark and begin generating an increased number of spark tokens outside of an encounter. However, they may never carry these additional spark tokens with them into an encounter and must always reset their total number of spark tokens as described in the “At the start of an encounter” entry (see above).
While it is indeed possible for a Trueforge to stoke their life spark indefinitely it is very unlikely that they would actually choose to do so, especially if unthreatened. The life spark has a natural desire to rest and begins to produce an uncomfortable agitated sensation within the Trueforge if overexerted. A Trueforge who ignores these warning will start to suffer psychological damage, similar in nature to a biological creature denied sleep for an extended period of time. This can ultimately manifest as dangerous hallucinations, insanity and in the very worst cases it may even prove fatal.
Well Forge (Su):
A Trueforge begins their adventures able to channel the power of their life spark in a number of ways by directing the flow of these energies throughout their body.
A Trueforge may spend a number of spark tokens equal to half their Trueforge class level (minimum of 1). Upon the following abilities:
Targeted Attack: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to the result of this attack roll. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Deadly Accuracy: Before rolling an attack dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to their damage roll, if this attack should hit.Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.
Energy Shield: Before an attack roll is made against them the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to their Armour Class against this attack. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Bolstered Defence: Before rolling a saving throw dice the Trueforge may spend a number of spark tokens. Each spark token spent provides a +1 bonus to this saving throw. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +1.
Analytical Focus: Before rolling a concentration skill check the Trueforge may spend a number of spark tokens. Each spark token spent provides a +2 bonus to this concentration skill check. Later, at 8th level, whenever the Trueforge spends 1 or more spark tokens on this ability the total bonus they receive is increased by +2.
Spending tokens in any of these ways is a free action which may be performed at any time, even outside of a Trueforge’s turn. Tokens may never be spent upon any of these abilities in a retrospective manner, a Trueforge you must therefore always declare their desire to spend a number of spark tokens before the relevant dice have been rolled.
Trueblast (Su):
A Trueforge can send forth a blast of concentrated energy by discarging some of its life sparks power. The part of the Trueforges anatomy which serves as the output of this ability varies wildly, though the palm of the hands, eyes, mouth or chest are most common.
As standard action the Trueforge may spend 1 spark token to make a ranged touch attack against a target within 30 feet. This ability inflicts 1d6 damage upon a successfully struck target. A Trueforge may further empower this ability by spending a number of additional spark tokens equal to half their Trueforge class level. Each token spent in this way increases the damage it inflicts by 1d6.
Later at 5th level whenever a trueforge spends 1 or more spark tokens to improve their trueblast they gain an additional 1d6 damage. This bonus damage increases by 1d6 ever 5 levels thereafter (+2d6 at 10th level, +3d6 at 15th level and +4d6 at 20th level).
A trueblast may never be empowered to produce more than 25d6 damage (regardless of the number of power points, feats or other features the Trueforge uses).
Damage Control (Su):
A Trueforge of 2nd level or greater may, as a standard action, spend 1 spark token in order to heal 1d8 points of damage + 1 point per Trueforge level. They may use this ability a number of times per day equal their constitution modifier.
Later at 9th level the Trueforge may spend an additional spark token in order to activate this ability as a move action instead of a standard action.
Propel (Su):
Trueforged are able to channel their life spark in a way which allows them to momentarily launch themselves into the air.
Starting at 2nd level the Trueforge may, as a move action, spend a spark token to move 30 feet as if flying with perfect manoeuvrability. This period of flight only persists for the duration of their movement, which may result in them falling if their movement ends whilst they are still in midair.
A Trueforge may, as a free action, spend a number of additional spark tokens equal to half their Trueforge class level in order to increase the velocity of their movement. Each token spent in this way will increase the distance they may fly by 20 feet.
At 5th level and beyond a Trueforge may spend an additional spark token at the end of their movement in order to stabilise themselves in midair. This stabilisation only persists until the start of their next round at which point the Trueforge may choose to propel themselves once more or slowly descend to the ground as if under the effects of a feather fall spell. This process of propulsion and stabilised can be repeated for as long as the Trueforge wishes to spend a sufficient number of spark tokens to sustain it.
SIDEBAR: Propel outside of an encounter.
It’s important to note that it costs a Trueforge a minimum of 2 spark tokens in order to maintain their flight. The first point activates the ability and the second stabilises it ready for the start of the next turn.
A Trueforge produces only 1 spark token every six seconds outside of an encounter so would be unable to maintain their flight indefinitely.
It’s entirely possible of course for a Trueforge to stoke their life spark outside of an encounter and thus acquire the necessary number of spark tokens to maintain flight, but the period they do so for should realistically only persist for “as long is necessary” to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
Bonus Warforged Feat:
Starting at 3rd level and continuing every 4 levels thereafter a Trueforge gains 1 bonus warforged feat.
Additionally unlike other warforged the creation spark which lingers within a Trueforge retains the power necessary to reconstruct their entire body from the inside out, shedding their old form much like a snake sheds its skin. This ability enables the Trueforged to select feats which would ordinarily only be available to a warforged at first level. This process will however completely replace any previous feat which determined the composition of their body. For example, selecting the Crystalline Body feat would render a previously existing Adamantine Body feat (and all its dependent feats) unusable.
Forge Gift (Sp):
A Trueforge’s life spark can evolve to become a well spring of magical energy which the Trueforge can channel to produce a number of powers.
At 3rd level a Trueforge gains the ability to use their spark tokens to activate a small selection of spells as spell-like abilities. At this level they may select three such abilities from the 1st level section in the Forge Gift list (see below).
Later as they attain more levels their body will adapt further allowing them to utilise additional Forge Gifts as shown in the main Trueforge table (see above). This table also informs the Trueforge of the maximum gift level they are able to learn.
Unlike other classes the source from which Trueforges derive their power can differ widely between subjects. Some rely upon their inner strength, others their vast knowledge and others their force of personality. For this reason a Trueforge must select their primary casting ability (Intelligence, Wisdom or Charisma) for this class at 3rd level. Once selected this choice may not be changed.
To gain a Forge Gift a Trueforge’s chosen primary casting ability must equal at least 10 + the gifts level (11 for a 1st level gift, 12 for a 2nd level gift, and 13 for a 3rd level gift). The Difficulty Class for a saving throw against a gift is 10 + Half the Trueforges class level + the chosen primary casting ability scores modifier.
A Froge gifts caster level is equal to the Trueforges class level.
A gift costs a number of spark tokens equal to its level to use.
A Trueforge may only have 1 forge gift active at a time. Activating a second gift immediately terminates the first. A Trueforge of 14th level gains the ability to activate a second gift which enables them to have 2 gifts active at the same time.
Level 1 Forge Gifts: Accelerated Movement*, Appraising touch*, Comprehend Languages, Dancing Lights, Darkvision, Detect animals or Plants, Detect Magic, Detect Poison, Detect secret doors, Detect Snares and Pits, Detect undead, Erase, Feather Fall, Golem Strike*, Identify, Instant Locksmith*, Instant Search*, Light, Luminous Gaze*, Make Whole, Masters Touch*, Obscuring Mist, Repair Light Damage*, Shocking grasp, Silent Image, Spontaneous search*, Targeting Ray*
Level 2 Forge Gifts: Bears Endurance, Bull’s Strength, Cats Grace, Discern Shapechanger*, Distracting Ray*, Fog Cloud, Ghost touch Armour*, Glitterdust, Inky Cloud*, Invisibility, Locate Object, Minor Image, Resist Energy, See Invisibility, Shatter.
Level 3 Forge Gifts: Amorphous Form*, Arcane Sight, Diamonsteel*, Globe of Lesser Invulnerability, Fireball, Greater Invisibility, Haste, Lightning Bolt, Protection from energy, Repair Serious Damage*, Rust Ray*, Stinking Cloud, Tongues.
*: These spells are found within the Spell Compendium.
Forge gifts outside of an encounter.
A Trueforge generates 1 spark token every six seconds when outside of an encounter so it is therefore able to power a level 1 forge gift indefinitely. Gifts of a greater level require the Trueforge to stoke their life spark outside of an encounter before they are able to generate the necessary number of spark tokens to activate them. A Trueforge should avoid over exerting its life spark in order to avoid the potential effects detailed in the side bar “Spark tokens outside of an encounter” (see above).
God in the machine (Su):
The power of creaton which flows through a Trueforge enables them to create living machines which will serve and protect them to the best of their ability.
At 4th level a trueforge gains the ability to construct living machines known as Demiforges a number of times a day equal to 1 + half their Trueforge class level.
For the cost of 1 spark token they may, as a full round action, build a Demiforge. It must be created within 5 feet of their current location (if all eligible locations are occupied the ability fails) and acts immediately, on their turn.
While within 60 feet a Trueforge may commune with a Demiforge it has created via an electrical frequency which functions much like telepathy. However, unlike telepathy this method of communication is deemed an extraordinary ability. The frequency shared between both the Trueforge and the Demiforge is unique and it’s therefore impossible for the Demiforge to communicate with any other creature in this way (including other Trueforges and Demiforges). Once commanded a Demiforge will attempt to follow its creators commands to the best of its ability.
A Demiforges life span is fleeting, existing for only 1 round for each Trueforge class level its creator possess.
Demiforges are not summoned; they are created on the plane their creator inhabits, using the molten energies of the life spark which burns within them. Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
A Trueforge may spend a number of additional spark tokens equal to half their Trueforge class level to further augment this ability, creating a superior Demiforge. For every additional spark token they spend in this way, the level of the Demiforge increases by one (to a maximum of 9).
If they create a second Demiforge whilst the first is already in existence the elder Demiforge will immediately perish.
Demiforges.
Creating A Demiforge
When crafting a Demiforge the Trueforge may assemble the desired creature from a menu of choices, as specified in the construct’s statistics block (see below). A creator can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.
A Demiforge does not need to meet the prerequisites for a feat granted by a menu choice.
Demiforge Menu A
A creator crafting a 1st-level, 2nd-level, or 3rd-level Demiforge can choose one special ability from this menu.
Bolt Launcher (Ex)
The Demiforge is equipped with a light crossbow appropriate to its size and 10 bolts. It also gains the Rapid reload feat when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.
Deflective Armour (Ex)
The Demiforge gains a +1 deflection bonus to Armour Class.
Flight (Ex)
The Demiforge has physical wings or rotors which enable flight at a speed of 20 feet (average).
Intricate Tools (Ex)
The Demiforge gains a +5 insight bonus to both disable device and open lock skill checks.
Improved Bull Rush (Ex)
The Demiforge gains the Improved Bull Rush feat.
Improved Drive (Ex)
The Demiforge’s land speed is increased by 10 feet.
Improved Slam Attack (Ex)
The Demiforge gains the Improved Natural Attack feat.
Mobility (Ex)
The Demiforge gains the Mobility feat.
Dig (Ex)
The Demiforge has physical shovels or drills which enable a burrow speed of 20 feet (average).
Power Attack (Ex)
The Demiforge gains the Power Attack feat.
Resistance (Ex)
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Demiforge gains resistance 5 against that energy type.
Scout (Ex)
The Demiforge gains a +5 insight bonus to spot and listen skill checks.
Seaworthy (Ex)
The Demiforge is watertight and has a population method, such as a rotor or turbine which allows it to gain a swim speed of 30 feet.
Spy (Ex)
The Demiforge gains a +5 insight bonus to hide and move silently skill checks.
Sturdy Construction (Ex)
The Demiforge gains an extra 5 hit points.
Track (Ex)
The Demiforge gains the Track feat and a +5 insight bonus to all survival skill checks.
Trapfinding (Ex)
The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks.
Trip (Ex)
If the Demiforge hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Demiforge.
Demiforge Menu B
A creator crafting a 4th-level, 5th-level, or 6th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu A.
Calculated Strike (Ex)
Once per day the Demiforge can make one attack which gains a +20 insight bonus to its attack roll.
Demi Blast (Su)
As full round action the Demiforge may make a ranged touch attack against a target within 30 feet. This attack deals 1d6 points of damage for every level of the Demiforge.
Extra Attack
If the Demiforge is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the Demiforge is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
Fast Healing (Ex)
The Demiforge heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Bolt Launcher (Ex)
The Demiforge is equipped with a heavy crossbow appropriate to its size and 10 bolts. It also gains the Rapid Reload and Precise Shot feats when using this weapon. This weapon and its bolts are intricately interwoven with the constructs body and cannot be separated from it in a usable form.
Heavy Deflective Armour (Ex)
The Demiforge gains a +4 deflection bonus to Armour Class.
Improved Damage Reduction (Ex)
The Demiforge’s surface is highly resilient to damage and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
Improved Dig (Ex)
The Demiforge has physical shovels or drills which enable a burrow speed of 30 feet (average).
Improved Flight (Ex)
The Demiforge has physical wings or rotors which enable flight at a speed of 40 feet (average).
Improved Seaworthiness
The Demiforge is watertight and has a propulsion method, such as a rotor or turbine which allows it to gain a swim speed of 60 feet.
Improved Scout (Ex)
The Demiforge gains a +10 insight bonus to spot and listen skill checks.
Improved Spy (Ex)
The Demiforge gains a +10 insight bonus to hide and move silently skill checks.
Improved Track (Ex)
The Demiforge gains the Track feat and a +10 insight bonus to all survival skill checks.
Powerful Frame (Ex)
The Demiforge gains a +4 bonus to its Strength score.
Reinforced Frame (Ex)
The Demiforge gains an extra 15 hit points.
Trample (Ex)
As a standard action during its turn each round, a Large or larger Demiforge can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ Demiforge’s Hit Dice + Demiforge’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Trapsmith (Ex)
The Demiforge gains the Trapfinding class feature (see the rogue) and a +5 insight bonus to all search skill checks. Additionally The Demiforge gains a +10 insight bonus to both disable device and open lock skill checks.
Demiforge Menu C
A creator crafting a 7th-level, 8th-level, or 9th-level Demiforge can choose one special ability from this menu. Alternatively, the Demiforge can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)
Adaptive Camouflage (Su)
The Demiforge is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Blindsight (Ex)
The Demiforge has blindsight out to 60 feet.
Confound Magic Device (Ex)
The Demiforge gains a +20 insight bonus to use all use magic device skill checks.
Energy Discharge (Su)
Once per day the Demiforge may cast the lightning bolt spell with a caster level equal to its own level.
Extreme Damage Reduction (Ex)
The Demiforge’s surface forms hard, armour-like plates and provides an additional 6 points of damage reduction.
Extreme Deflective Armour (Ex)
The Demiforge gains a +8 deflection bonus to Armour Class.
Gain Ember (Su)
The Demiforge generates 1 spark token (for itself) each round and may hold a maximum number of spark tokens equal to its level.
The Demiforge may spend its spark tokens in any of the ways listed within the Well Forge class ability of the Trueforge base class.
Perfected Construction (Ex)
The Demiforge gains an extra 30 hit points.
Demiforges use the same statistics tables as Astral Constructs (except they use the above menu choices instead). The stat blocks for Astra Constructs can be found here (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm).
Perpetual Ember (Ex):
As a Trueforge advances upon its journey of discovery it life spark also evolves, working its way through the Trueforges body and radiating a warmth that never wanes.
Starting at 6th level the Trueforge gain a +1 bonus to all of its saving throws when they don’t have any spark tokens. This bonus does not stack with the bonus provided by spark tokens, it merely bolsters a Trueforges defences (to a lesser degree) when they do not have any. This bonus increases to +2 at 12th level and finally +3 at 18th level.
Spark Furnace (Ex):
Upon reaching 6th level the Trueforge’s inner core evolves allowing them to generate spark tokens at a much faster rate when needed.
During an encounter, or if stoked outside an encounter, the Trueforge generates 1 additional spark token each round.
Ever Life (Su):
The life spark flows through the Trueforge’s body with the power of creation, repairing any damage it sustains at rapid speed.
Beginning at 8th level a Trueforge heals 1 hit point each round as long as it has at least 1 spark token. Later, at 16th level this rate of healing increases to 2 hit points each round.
Emanation (Su):
At 9th level and beyond the power of the life spark can be seen as a dimly pulsing energy between the joins of a Trueforge's body.
All the Trueforge's natural attacks receive a +2 bonus to their attack and damage rolls and are treated as though they are magical weapons for the purpose of overcoming damage resistance. Additionally all attacks made with these natural weapons are treated as sharing the same material as the Trueforge’s armour plating (if any).
At 13th level this bonus increases to +3 and at 17th level it increases once more, providing a +4 bonus.
Channel Spark (Ex):
At 13th level a Trueforge receive an additional spark tokens whenever they spend an action to gain spark tokens (as shown on the table below).
{table=head]Action|Spark Tokens Gained|Draws Attack of Opportunity
Swift Action|
2|
No
Move Action|
3|
No
Standard Action|
4|
Yes
[/table]
Second Gift (Su):
At 14th level and beyond the Trueforge may have two forge gifts active at the same time. Activating a Third gift forces the Trueforce to immediately terminates one of the gifts they already have active.
Uncraft (Ex):
A Trueforge’s understanding of constructs enables them to utilise this knowledge as a weapon against them.
A 16th level Whenever a Trueforge fights a construct they may perform a Knowledge (architecture and engineering) check, which will provide them with an insight bonus upon their attack and damage rolls. The value of this bonus depends on the skill checks result, as shown below.
{table=head]
Score | Bonus
<=15|
+1
16-25|
+2
26-30|
+3
31-35|
+4
36+|
+5
[/table]
A Trueforge may only perform one such knowledge check per type of construct they face per encounter.
A Trueforge may only use this ability upon constructs with a physical form consisting mainly of: a manufactured resource, stone, wood, metal, crystal or a combination thereof. Thus constructs, such as Bogun (which are built from organic matter), are immune to this ability.
Construct Immunities (Ex):
At 18th level a Trueforge becomes immune to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects.
Avatar of the Forge (Su):
At 20th level a Trueforge becomes a walking force of mechanised evolution, capable of shifting their form and function to better combat the situation at hand. At the start of an encounter the Trueforge may alter their physical form to provide a +4 bonus to any one of their ability scores. This bonus is temporary and persists until the end of the encounter, after which the trueforge returns to their basic form.
While within an encounter a Trueforge may, as a full round action, alter their form - shifting their +4 bonus to a different ability score.
In addition the constantly adjusting form of the Trueforge makes direct identification of the Trueforge difficult. For this reason the Trueforge may take 10 on all disguise checks, even if stressed or hurried.
Finally the Trueforge receives a reserve of 5 spark tokens at the start of each day. These spark tokens are kept in reserve, separately from the Trueforges normal supply. While stored within this reserve these tokens may not be spent, however the Truefore may, at any time, transfer 1 or more of these tokens into their main supply (provided that doing so does not surpass their maximum allowance of tokens). This bank of reserve tokens may not be replenished by any means, except for at the start of a the following day or following 8 hours of rest.