ErrantX
2012-11-08, 11:39 PM
The Forge Hammer
http://www.wizards.com/dnd/images/foe_gallery/99877.jpg
“I’ll never forget the sight of that lone warforged standing tall against that hoard of aberrations. His body seemed to shine like pure silver and he stood his ground as wave after wave of horrendous monsters assaulted him.”
- Gareth of Breland, Adventurer
Warforged are creatures born of war and conflict, more suited to the battlefield life than that of peace. Many warforged choose to shun this destiny, but some embrace it fully. Their manufactured bodies have little need for physicians or priests, and instead require the need of skilled artificers and mechanics to maintain them and their gear. Thus the birth of the forge hammers, warforged who consider themselves born, quite literally, upon war’s anvil and seek to find their perfect path to personal evolution and growth through skill at arms and knowledge of their form to unlock the destiny that exists for them.
Most forge hammers start their careers as either warblades or crusaders multiclassed with artificer. The one thing most forge hammers have in common is strength of mind and strength of body forged from long years of battle and an indifferent society. The path to the life of a forge hammer is usually a personal journey, though some elder forge hammers have begun training promising warforged in order to keep the newly formed brotherhood strong.
Hit Die: d10
Prerequisites:
Race: Warforged
Alignment: Any non-chaotic
Feats: Adamantine Body or Mithral Body, any other warforged feat
Skills: Craft (Armorer) 7 ranks, Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks
Infusions: Ability to use 2nd level infusions
Maneuvers: Ability to initiate 1st level maneuvers of the Stone Dragon discipline.
Special: Ability to retain essence as class feature (see the artificer class, Eberron Campaign Setting).
The Forge Hammer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Infusions per Day
1st|
+1|
+2|
+0|
+2|Attune magic weapon, personal craft reserve|
2nd|
+2|
+3|
+0|
+3|Hammer on anvil strike, acute awareness|+1 level of infusing-using class
3rd|
+3|
+3|
+1|
+3|Improved damage reduction|+1 level of infusing-using class
4th|
+4|
+4|
+1|
+4|Weapon familiar|+1 level of infusing-using class
5th|
+5|
+4|
+1|
+4|Personal improvement|+1 level of infusing-using class
6th|
+6|
+5|
+2|
+5|Improved damage reduction|+1 level of infusing-using class
7th|
+7|
+5|
+2|
+5|Unmaking the anvil|+1 level of infusing-using class
8th|
+8|
+6|
+2|
+6|Shining steel|+1 level of infusing-using class
9th|
+9|
+6|
+3|
+6|Improved damage reduction|+1 level of infusing-using class
10th|
+10|
+7|
+3|
+7|Personal evolution|[/table]
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
0|
0
2nd|
0|
0|
0
3rd|
1|
1|
1
4th|
0|
0|
0
5th|
1|
0|
0
6th|
0|
1|
0
7th|
1|
0|
0
8th|
0|
0|
1
9th|
1|
1|
0
10th|
0|
0|
0[/table]
Class Skills (4 + Int modifier per level): Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Class Features
The following class features reflect the forge hammer’s strength of body and mind as well as his aptitude with the basic workings of magic.
Weapon and Armor Proficiency: Forge hammers gain no proficiency in any weapon or armor.
Infusions: At every level but 1st and 10th level, the forge hammer gains infusions as if he raised his effective artificer level. He does not gain bonus feats or class features, but does gain more infusions per day.
Maneuvers Known and Readied: At 1st, 3rd, 5th, 7th, and 9th level, a forge hammer gains new maneuvers known from the Diamond Mind, Iron Heart, and Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full forge hammer levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, 6th and 9th, you gain additional maneuvers readied per day.
Stances Known: At 3rd and 8th level, you learn a new martial stance from the Diamond Mind, Iron Heart, and Stone Dragon disciplines. You must meet the stances prerequisites to learn it.
Attune Magic Weapon (Ex): At 1st level, the forge hammer learns the secret of attune magic weapons, granting some of his melee weapons additional power. The forge hammer gains Attune Magic Weapon as a bonus feat even if he does not meet the prerequisites.
Personal Craft Reserve (Su): The forge hammer has a craft reserve from which he may store experience points for making magical items and wares. This functions exactly as the artificer class feature using his level in forge hammer as his effective artificer level for this ability and it may only be used to augment his composite plating through Craft Magic Arms and Armor or Craft Wondrous Item (for imbedded components).
Hammer on Anvil Strike (Ex): With a practiced strike that only a warrior-smith could have, the forge hammer brings his weapon down with the precision and force of a smith’s hammer and the knowledge of a soul who is one with their weapon. This is a specialized strike of 4th level belonging to the Stone Dragon discipline and may be readied as such (if the character is incapable of using 4th level strikes, he gains this strike as soon as he is capable of initiating 3rd level strikes). The character gains the following strike:
Hammer on Anvil Strike
Stone Dragon (Strike)
Level: 4
Prerequisites: 1 Stone Dragon maneuver
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)
By striking with a forge hammer’s strength, the initiator may crush his foe’s body with a resounding “clang”. The character makes a melee attack against a target creature; if successful this attack inflicts an additional 8d6 points of damage, and the entire attack is treated as half weapon damage, half sonic. The target must also make a Fortitude save to avoid being knocked prone due to the vibrations inherent in this strike (DC 14 + Strength modifier negates being knocked prone).
Acute Awareness (Su): The forge hammer has nearly spent countless months and years fully alert simply observing the world around him. At 2nd level, the forge hammer gains darkvision out to 60 feet and a +2 bonus on all Listen and Spot checks.
Improved Damage Reduction (Ex): At 3rd level, the forge hammer gains Improved Damage Reduction as a bonus feat even if he does not meet the prerequisites. The forge hammer is considered to have the Adamantine Body feat for the purposes of determining how many times he can take Improved Damage Reduction. He gains improved damage reduction as a bonus feat again at 6th and 9th level.
Weapon Familiar (Su): The forge hammer gains a weapon familiar as per the warforged artificer racial alternate levels class feature in Races of Eberron. The weapon familiar must be the weapon he has as his attuned weapon per the Attune Magic Weapon feat.
Personal Improvement (Ex): As the forge hammer continues to gain experience, his body grows to match the size of his thoughts and determination through personal modifications to his body and composite plating. At 5th level, whenever the forge hammer is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the forge hammer is treated as if one size larger if doing so is advantageous to him. However, his space and reach remain those of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subjects size. Add +1d4 to the forge hammer’s height and +4d12 to the forge hammer’s weight. Lastly, due to his increased physical bulk and thicker plating, the forge hammer increases his composite plating's armor bonus to his AC by +2 and a +2 bonus to his Constitution score.
Unmaking the Anvil (Su): Elder forge hammers know that while they may be born of magic, may wield tools of magic, they also possess the knowledge and ability to destroy magic and the tools of others. By adopting this stance, the forge hammer may wreak great destruction upon magic-using foes. This is a specialized Stone Dragon stance of 6th level. If the character is incapable of initiating and using a 6th level stance, he gains this stance immediately upon gaining an initiator level that would allow him access. The character gains the following stance:
Unmaking the Anvil
Stone Dragon (Stance)
Level: 6
Prerequisites: 2 Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As the creator creates, so can he become a destroyer and destroy. While in this stance, the character may make sunder attempts against weapons or objects held in a target’s hands without provoking attacks of opportunity. Any magical item sundered in this way is destroyed as normal, but the forge hammer may make a Spellcraft check (DC equal to 10 + the caster level of the item) to be able to make use of his retain essence class feature as a free action (as part of the successful sundering attempt). Additionally, targets that have spellcasting or infusion using ability struck by the forge hammer in this stance suffer an additional 2d6 points of damage from his melee attacks.
Shining Steel (Ex): As the forge hammer continues to grow and learn his body begins to gradually take on a bright silver sheen. At 8th level, the forge hammer’s composite plating takes on a pure silver sheen that seems to sparkle and flash in bright light, granting the forge hammer immunity to all rust-based attacks and spells, as well as adding his Charisma modifier to saving throws to resist gaze attacks or spell and effects with the [Light] descriptor (due to his mirror like shine). In addition the chest plate of the forge hammer manifests a unique arcane rune or sigil that best exemplifies the personal code of the forge hammer, which allows him to use an infusion with the range of personal or touch upon himself as a standard action a number of times per day equal to 3 + his Intelligence modifier.
Personal Evolution (Ex): As the forge hammer continues to gain experience, his body grows with his upgrades and tinkering once again to match his utter determination in the face of an indifferent world. At 10th level, is considered to be one size larger when determining whether a creature’s special attacks (such as improved grab or swallow whole) can affect him. A forge hammer can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subjects size. Add +1d4 to the forge hammer’s height and +4d12 to the forge hammer’s weight. Lastly, due to this increased durability, power, and strength of form, the forge hammer gains a +2 racial bonus to his Strength score and immunity to critical hits.
===
Made this a while back for someone as a request, but for the life of me I can't remember who it was for or why. If anyone has any comments on it or what have you, fire away! :smallsmile:
-X
http://www.wizards.com/dnd/images/foe_gallery/99877.jpg
“I’ll never forget the sight of that lone warforged standing tall against that hoard of aberrations. His body seemed to shine like pure silver and he stood his ground as wave after wave of horrendous monsters assaulted him.”
- Gareth of Breland, Adventurer
Warforged are creatures born of war and conflict, more suited to the battlefield life than that of peace. Many warforged choose to shun this destiny, but some embrace it fully. Their manufactured bodies have little need for physicians or priests, and instead require the need of skilled artificers and mechanics to maintain them and their gear. Thus the birth of the forge hammers, warforged who consider themselves born, quite literally, upon war’s anvil and seek to find their perfect path to personal evolution and growth through skill at arms and knowledge of their form to unlock the destiny that exists for them.
Most forge hammers start their careers as either warblades or crusaders multiclassed with artificer. The one thing most forge hammers have in common is strength of mind and strength of body forged from long years of battle and an indifferent society. The path to the life of a forge hammer is usually a personal journey, though some elder forge hammers have begun training promising warforged in order to keep the newly formed brotherhood strong.
Hit Die: d10
Prerequisites:
Race: Warforged
Alignment: Any non-chaotic
Feats: Adamantine Body or Mithral Body, any other warforged feat
Skills: Craft (Armorer) 7 ranks, Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks
Infusions: Ability to use 2nd level infusions
Maneuvers: Ability to initiate 1st level maneuvers of the Stone Dragon discipline.
Special: Ability to retain essence as class feature (see the artificer class, Eberron Campaign Setting).
The Forge Hammer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Infusions per Day
1st|
+1|
+2|
+0|
+2|Attune magic weapon, personal craft reserve|
2nd|
+2|
+3|
+0|
+3|Hammer on anvil strike, acute awareness|+1 level of infusing-using class
3rd|
+3|
+3|
+1|
+3|Improved damage reduction|+1 level of infusing-using class
4th|
+4|
+4|
+1|
+4|Weapon familiar|+1 level of infusing-using class
5th|
+5|
+4|
+1|
+4|Personal improvement|+1 level of infusing-using class
6th|
+6|
+5|
+2|
+5|Improved damage reduction|+1 level of infusing-using class
7th|
+7|
+5|
+2|
+5|Unmaking the anvil|+1 level of infusing-using class
8th|
+8|
+6|
+2|
+6|Shining steel|+1 level of infusing-using class
9th|
+9|
+6|
+3|
+6|Improved damage reduction|+1 level of infusing-using class
10th|
+10|
+7|
+3|
+7|Personal evolution|[/table]
Maneuvers
{table=head]Level|Known|Readied|Stances
1st|
1|
0|
0
2nd|
0|
0|
0
3rd|
1|
1|
1
4th|
0|
0|
0
5th|
1|
0|
0
6th|
0|
1|
0
7th|
1|
0|
0
8th|
0|
0|
1
9th|
1|
1|
0
10th|
0|
0|
0[/table]
Class Skills (4 + Int modifier per level): Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Class Features
The following class features reflect the forge hammer’s strength of body and mind as well as his aptitude with the basic workings of magic.
Weapon and Armor Proficiency: Forge hammers gain no proficiency in any weapon or armor.
Infusions: At every level but 1st and 10th level, the forge hammer gains infusions as if he raised his effective artificer level. He does not gain bonus feats or class features, but does gain more infusions per day.
Maneuvers Known and Readied: At 1st, 3rd, 5th, 7th, and 9th level, a forge hammer gains new maneuvers known from the Diamond Mind, Iron Heart, and Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full forge hammer levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, 6th and 9th, you gain additional maneuvers readied per day.
Stances Known: At 3rd and 8th level, you learn a new martial stance from the Diamond Mind, Iron Heart, and Stone Dragon disciplines. You must meet the stances prerequisites to learn it.
Attune Magic Weapon (Ex): At 1st level, the forge hammer learns the secret of attune magic weapons, granting some of his melee weapons additional power. The forge hammer gains Attune Magic Weapon as a bonus feat even if he does not meet the prerequisites.
Personal Craft Reserve (Su): The forge hammer has a craft reserve from which he may store experience points for making magical items and wares. This functions exactly as the artificer class feature using his level in forge hammer as his effective artificer level for this ability and it may only be used to augment his composite plating through Craft Magic Arms and Armor or Craft Wondrous Item (for imbedded components).
Hammer on Anvil Strike (Ex): With a practiced strike that only a warrior-smith could have, the forge hammer brings his weapon down with the precision and force of a smith’s hammer and the knowledge of a soul who is one with their weapon. This is a specialized strike of 4th level belonging to the Stone Dragon discipline and may be readied as such (if the character is incapable of using 4th level strikes, he gains this strike as soon as he is capable of initiating 3rd level strikes). The character gains the following strike:
Hammer on Anvil Strike
Stone Dragon (Strike)
Level: 4
Prerequisites: 1 Stone Dragon maneuver
Initiating Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude (partial)
By striking with a forge hammer’s strength, the initiator may crush his foe’s body with a resounding “clang”. The character makes a melee attack against a target creature; if successful this attack inflicts an additional 8d6 points of damage, and the entire attack is treated as half weapon damage, half sonic. The target must also make a Fortitude save to avoid being knocked prone due to the vibrations inherent in this strike (DC 14 + Strength modifier negates being knocked prone).
Acute Awareness (Su): The forge hammer has nearly spent countless months and years fully alert simply observing the world around him. At 2nd level, the forge hammer gains darkvision out to 60 feet and a +2 bonus on all Listen and Spot checks.
Improved Damage Reduction (Ex): At 3rd level, the forge hammer gains Improved Damage Reduction as a bonus feat even if he does not meet the prerequisites. The forge hammer is considered to have the Adamantine Body feat for the purposes of determining how many times he can take Improved Damage Reduction. He gains improved damage reduction as a bonus feat again at 6th and 9th level.
Weapon Familiar (Su): The forge hammer gains a weapon familiar as per the warforged artificer racial alternate levels class feature in Races of Eberron. The weapon familiar must be the weapon he has as his attuned weapon per the Attune Magic Weapon feat.
Personal Improvement (Ex): As the forge hammer continues to gain experience, his body grows to match the size of his thoughts and determination through personal modifications to his body and composite plating. At 5th level, whenever the forge hammer is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the forge hammer is treated as if one size larger if doing so is advantageous to him. However, his space and reach remain those of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subjects size. Add +1d4 to the forge hammer’s height and +4d12 to the forge hammer’s weight. Lastly, due to his increased physical bulk and thicker plating, the forge hammer increases his composite plating's armor bonus to his AC by +2 and a +2 bonus to his Constitution score.
Unmaking the Anvil (Su): Elder forge hammers know that while they may be born of magic, may wield tools of magic, they also possess the knowledge and ability to destroy magic and the tools of others. By adopting this stance, the forge hammer may wreak great destruction upon magic-using foes. This is a specialized Stone Dragon stance of 6th level. If the character is incapable of initiating and using a 6th level stance, he gains this stance immediately upon gaining an initiator level that would allow him access. The character gains the following stance:
Unmaking the Anvil
Stone Dragon (Stance)
Level: 6
Prerequisites: 2 Stone Dragon maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As the creator creates, so can he become a destroyer and destroy. While in this stance, the character may make sunder attempts against weapons or objects held in a target’s hands without provoking attacks of opportunity. Any magical item sundered in this way is destroyed as normal, but the forge hammer may make a Spellcraft check (DC equal to 10 + the caster level of the item) to be able to make use of his retain essence class feature as a free action (as part of the successful sundering attempt). Additionally, targets that have spellcasting or infusion using ability struck by the forge hammer in this stance suffer an additional 2d6 points of damage from his melee attacks.
Shining Steel (Ex): As the forge hammer continues to grow and learn his body begins to gradually take on a bright silver sheen. At 8th level, the forge hammer’s composite plating takes on a pure silver sheen that seems to sparkle and flash in bright light, granting the forge hammer immunity to all rust-based attacks and spells, as well as adding his Charisma modifier to saving throws to resist gaze attacks or spell and effects with the [Light] descriptor (due to his mirror like shine). In addition the chest plate of the forge hammer manifests a unique arcane rune or sigil that best exemplifies the personal code of the forge hammer, which allows him to use an infusion with the range of personal or touch upon himself as a standard action a number of times per day equal to 3 + his Intelligence modifier.
Personal Evolution (Ex): As the forge hammer continues to gain experience, his body grows with his upgrades and tinkering once again to match his utter determination in the face of an indifferent world. At 10th level, is considered to be one size larger when determining whether a creature’s special attacks (such as improved grab or swallow whole) can affect him. A forge hammer can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subjects size. Add +1d4 to the forge hammer’s height and +4d12 to the forge hammer’s weight. Lastly, due to this increased durability, power, and strength of form, the forge hammer gains a +2 racial bonus to his Strength score and immunity to critical hits.
===
Made this a while back for someone as a request, but for the life of me I can't remember who it was for or why. If anyone has any comments on it or what have you, fire away! :smallsmile:
-X