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View Full Version : D&D 3.x Class The Lord Smith of Avefrule



Westhart
2017-05-05, 06:30 AM
The Lord Smith of Avefrule
Hit Die: d8, seen a scrawny smith, eh?

Requirements
To qualify to become a Lord Smith, a character must fulfill all of the following criteria.
Skills: Craft (weaponsmithing) 10 ranks, Craft (Armorsmithing) 10 ranks, Craft (Metalworking) 10 ranks
Feats: Any Item Creation feat, Exotic weapon proficiency (any)
Special: The character must have completed all the following.

Crafted 12 masterwork weapons
Crafted 4 masterwork suits of armors, at least one being full plate
Crafted two masterwork shields
Out of the above 18 items, 2 must have been mithral, two adamantine and two of any other special material.
A two month apprenticeship under another lord smith and earn that smith’s approval; at this point they become part of the guild and may begin taking levels in the class.

Class Skills: The Smith Lord’s Class skills (and key modifiers for each) are: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable device (Int), Gather information (Cha), Knowledge (all), open lock (Dex), profession (Wis), sense motive (Wis), Speak language

Skill Points at Each Level: 6 + Int modifier

The Lord Smith


Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Class Features


1st
+1
+0
+2
+2
Versatile smith, Hammerborn, By My Own Hand, Skill of the Forger



2nd
+2
+0
+3
+3
Material specialization, Body of the Forge (Fire resistance 10)
Class Features


3rd
+3
+1
+3
+3
Item Creation Feat, Master metalists (one)



4th
+4
+1
+4
+4
No time to wait, Blue Shining, trust the metals
Class Features


5th
+5
+1
+4
+4
Increased Modification Capacity, Refined Materials



6th
+6
+2
+5
+5
Master Metalist (two), Body of the Forge (Fire resistance 20)
Class Features


7th
+7
+2
+5
+5
Item Modifications, Mjolner, Quake 3/day



8th
+8
+2
+6
+6
Item Creation Feat, Mastercraft Weapons and Armor, Weapon Display
Class Features


9th
+9
+3
+6
+6
Master metalists (three), Light armors and Weapons



10th
+10
+3
+7
+7
Body of the Forge (Fire Immunity), Hand and Mind of Creation
Class Features


Armor and weapon proficiency: Lord Smith’s are proficient with any weapon they craft; they may primarily make weapons but they are required to train with them, so they can protect the guild from attacks. This happens frequently, raiding guilds after some of the legendary weapons or armors the guild collects or makes. The guild does not care whether the Lord Smith is a fighter, a psion or a wizard, the sword training is mandatory.

Class Features: At each even level you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a lord smith, you must decide to which class to add each level for the purpose of determining class abilities

Versatile smith: A 1st level smith has been in the trade so long his mind instantly disassembles how to craft something and applies it to something else. From now on, every 5 points in a craft skill give a +2 bonus on all other craft checks. In addition for the purpose of making craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any craft category. This applies only to checks to deal with metal, such as goldsmithing, metalworking etc.

Hammerborn: The smith may treat the warhammer as a light weapon for all purposes, including TWF.

By My Own Hand: When wielding a weapon that the Lord Smith created he adds his level to attack rolls and 1/2 his level to damage rolls.

Skill of the Forger: The Smith may add any of the below properties to a weapon he makes with an increase to the masterwork DC as noted in each description. If the property is marked with an asterisk (*) then it can be added to a weapon after its creation. To add a property the smith requires 30 minutes per point the masterwork DC is increased by (can only be added to masterwork weapons) and he must succeed on a craft check for the masterwork component (but not the actual weapon).

Barbed* (Weapons): Barbs break off in the skin, causing tearing and great pain. If the weapon is used in a successful attack, the barbs break off (thus only usable once) causing 1 point of bleeding damage per 2 points the DC is increased by (max DC raise of 20 for +10). In addition the pain causes a -2 penalty on attack rolls, skill checks, and saves. A heal check (DC 15) or any spell that heals HP (such as cure spells, heal etc) stops the bleeding, although the penalty lasts for an additional 2d4 rounds afterwards.

Durable: Items with this template gain a +1 bonus on saves, +5 hardness, and +10 HP per 4 points the DC is increased.

Protective: This property is reinforced over weak points, and gives greater protection against critical hits and sneak attacks. For every two points the DC is increased the armor gains a 10% chance to negate any such attacks (as the fortification properties).

Master Artistry: Weapons and armor with this property look magnificent, and foes sually have respect or fear for those that possess them. This template gives a +1 competence bonus to Diplomacy and Intimidate checks for every 2 points the DC is raised (max 20, for +10 bonus).

Long Range: Any weapon with a ranged increment can have this template. Thrown weapons have thier ranges increased by 5' per 2 points the range is adjusted, while weapons like bows or crossbows increase by 10' per 2 points (Maximum +20 for thrown weapons, resulting in 50' added, max +30 for bows/crossbows, resulting in 150 added).

Spikes (Bludgeoning Weapon)*: This can be added to a bludgeoning weapon, and adds piercing to the type of damage done. In addition the spikes tend to find gaps in scales etc, negating 1 points of armor and natural armor bonus per 4 points the DC is increased by (MAX +20 max of 5 each)
Note: This could have been a simple bonus to hit but I like this better

Elf Haired (Bow)*: This is extremely rare, as it is made with the hair of an elven lord who *willingly* gave it. The wielder of this bow can use their dexterity for damage along with to hit rolls, and the base range of the bow is tripled. in addition the bows critical threat range is increased by 1.

Mithral Stringed (Bow)*: This string gives the bow great power. First the draw (strength rating) adjusts to whatever the wielder's happens to be. Second the critical multiplier is increased by 1. In addition all cover bonuses against the archer are halved.

Cold Iron String (Bow)*: This string is often used by those with magical power. Arrows launched from the bow ignore any magical barriers (besides those that are instantaneous such as wall of iron), magical bonuses to AC, and any magical miss chances or concealment. In addition they are not affected by magical weather.

Adamantine Stringed*: The Bow ignores 4 points of DR per 2 points the DC is increased by (Max 20, for 40 points of ignorance). They are shot with so much force that they can be used in any weather, and against any wind with no penalty.

Deceptive: Weapons with this ability are frowned upon by those who abide by the law. Often disguised as a cane, parasol or a similar item. For every 2 points this is raised (max +20 for +10 bonus), it gives a +1 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the weapon.

Caster Armor: For every 5 points the Lord Smith increases the masterwork DC of the armor he is making he reduces the armor spell failure chance by 5%

Lightweight: Armor with this property has its weight reduced by 20% or 1 lb, whichever is best. This increases the masterwork DC by 5, and if added to an armor with no ACP or speed reduction a character (such as a monk) that can not use abilities in armor may use it and still gain the normal abilities, as if they were not wearing armor at all.

Austinite Forged Edge: The weapon's damage die increases by 1 step per 5 points the DC is increased.

Razor edge*: Weapons with this property have +1 to damage per 8 points that the masterwork DC is increased.

Reinforced*: Armor with this property has +1 to its armor bonus per 8 points the masterwork DC is increased.

Enfolded: Weapons with this property are incredibly hard, and almost impossible to break. For every 2 points the masterwork DC is increased it gains +2 hardness and +10 HP.

Greater Serration*: (Requires serration) These weapons are cruel looking, brutally ripping the skin when they are used. For each points the masterwork DC is increased the weapon causes 1 point of bleeding damage with each attack. This damage stacks and continues to bleed until the target receives a healing spell or a heal check (DC: 15+number masterwork DC was increased by for serration ability).

Serration*: (Requires Austinite forging and durable) weapon with this property has its critical hit threat range increased by +2 and its multiplier by 1 per 10 points that the masterwork DC is increased.

Mobility: For every five points the Masterwork DC is increased by, the max dexterity is increased by 1.

Form fit*: This armor has been specially tailored to a certain individual. For every 3 points the smith increases the master work DC by the ACP is reduced by 1. In addition for that person the time it takes to don the armor is halved. If someone is trying to don armor with this property that was not made for them the benefits are inverted. This stacks with the bonus from masterwork armor.

Metal Inlay*: The Smith can alloy weapons but sometimes he is requested to modify an old weapon, such as a family heirloom. When such an item needs another metal type to overcome a creature’s defenses, instead of reforging it the smith may inlay the blade with a specific metal. He must make a DC 20 craft (weaponsmithing) check. If successful he inlays the material beautifully, making it look like it was part of the blade’s original design. The Smith may add up to three materials to a weapon.

Compact: A Lord Smith adding this to a weapon makes it one handedness lighter, from two handed to one handed and one handed to light. This can not be added to bows, but if added to a crossbow it functions as one lower (Such as heavy to light and light to hand). A crossbow with this property does not suffer a penalty for being used one handed.

Personal Grip*: The smith may add a personal grip to a weapon, giving a +1 bonus to attack rolls and an additional +1 to disarm attempts (including checks to avoid being disarmed) per 3 points that the DC is increased. Others using the weapon suffer the inverse of the bonus, taking it as a penalty. It takes a bace DC of 20 to ad said grip.

Basket Hilt*: The Smith may add a basket hilt to the sword, helping protect the wielder's hand and to help him form having his sword taken. The wielder gains a +1 bonus to AC (shield) and a +2 bonus to avoid being disarmed per 5 points the craft DC is increased by.
I am thinking on others (such as the basket hilt) atm.

Material Specialization: A Lord Smith never increases his crafting times for weapons made out of a special material such as adamantine, instead acting as if the item was made of steel.This counts only for crafting times, not for spells such as major creation, or the costs of the item, which remains the same.

Body of the Forge: As the Smith becomes more and more used to the fires and heat of the forge he gains fire resistance 10. At 6th level this becomes fire resistance 20 and at 10th he gains immunity to fire.

Item Creation Feat: The smith gains an item creation feat, substituting their level for any CL requirement. Besides CL they need not meet other prerequisites.

Master metalist: The lord smith can now alloy metals together. At 3rd level he can alloy one metal into a weapon (made of 2 metals), at 6th he may alloy in two different metals (resulting in a item made of 3 metals), and at 9th may add in three metals (Resulting with 4 total). The item has the properties of all the metals except for hardness and hitpoints, taking the best of these. AOKost has compiled a monstrously immensely wonderful list of materials here. Happy Forging :smallwink: (https://docs.google.com/document/d/1KhbGy01kAfRlrBbg0R7h7XYszd5S2xgkjNpgJuqlGq4/edit?usp=sharing)

No time to wait: A lord smith frequently has orders coming in by the boatload, his weekly progress is now doubled for using the craft skill and magical items take half as long to create. In addition when using the craft skill his weekly progress is counted in gp and daily in sp.

Blue Shining: The Lord Smith has mastered the craft of applying a special alchemical item made by the guild’s alchemist (another PrC coming at some point). This gives the items a faint blue sheen, and permanently protects it against acid damage and rust effects. A preexisting item can have this added to it, but it is very difficult and takes an hour of work along with a DC 25 alchemy check.

Trust the Metals: A Lord Smith trusts armor more then he does his own mother... well almost. The armor bonus provided by armor is increased by 1/3 his class level, and once per round he may attempt to deflect an attack with it. He makes an opposing attack roll, and if better he deflects the blow. This works as a normal attack roll except the Lord Smith gains his intelligence bonus on it.

Increased Modification Capacity: When creating a weapon (and using Lemmy’s Custom Weapon Generation System (http://www.giantitp.com/forums/showthread.php?500649-Lemmy-s-Custom-Weapon-Generation-System)) the craft points a weapon can have is increased by ½ the lord smith’s intelligence modifier.

Refined Materials: The Lord Smith gains a bonus equal to 1/2 his level on refinement checks (http://www.giantitp.com/forums/showthread.php?525278-Metal-refinements-(variant-rule))

Master of Iron (Su)1: At 6th level, the Lord Smith develops such a close affinity with metals that he can shape raw ore with his bare hands. He bends metal, twists it into the desired shape, and sharpens it simply by smoothing it with his hands. As long as the DM judges that he has enough raw material on hand, he can shape a weapon or tool of his own size in an hour. Reduce this time by half for each category the weapon or tool is below the character’s size, and double it for each category above his own size. A Lord Smith cannot use this ability on magical items, as the energy flowing through them makes them too durable to reshape without a hot forge.
The Lord Smith does not gain any power to snap weapons in two or rend armor to pieces. He must slowly and carefully soften the metal, and it hardens again within moments. In addition, he must be able to handle an entire object to learn its pattern and break it down. For example, a Lord Smith could destroy a padlock by turning it into a dagger. He could not forge a hole in a wall unless he could easily reach both sides.

Item Modifications: When using the craft skill to make weapons or armor the smith may add “magical” Abilities to the weapon. These are extraordinary in nature thus they function normally in dead magic zones. They may add an amount of bonuses on one item equal to their intelligence modifier, and they may not add enhancement bonuses only special abilities. These do not count as magic for synergy abilities, or other things of that nature. This enables a nonmagical keen, but if the smith wants flaming they need to have a metal with an innate link to fire, otherwise they can not get it.

Mjolner: Weapons created by the lord smith now have some of the legendary might of one of the most powerful hammers. Hammers he makes have the threat range increased by 1/4 his level and the multiplier by 1. In addition the weapon gains the returning property. The increased threat range stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat.

Quake: As a full round action the smith may slam his hammer to the ground, resulting in a deadly shock wave. All enemies within 1/2 level*5 feet take 1d6/level+2*str damage and must make a reflex save (DC= 10+1/2 level+Str modifier) or be knocked prone and stunned for 1 round.

Mastercraft Weapons and Armor: The Smith can make weapons that are even better then masterwork, although for purposes that require masterwork (such as enchanting) they qualify as if masterwork. Each degree of masterwork has a different DC and better benefits as below, and an item can not be Mastercraft and masterwork. In addition each tier of mastercraft adds 5 to the item's hardness and increases its HP by 10


Degree
DC
Armor Benefits
Weapon Benefits
Item Benefits


1
20
ACP -1 (min 0), -5% ASF
+1 inherent bonus to attack rolls
+5 bonus


2nd
30
ACP -2 (min 0), max dexterity bonus +1, -10% ASF
+2 inherent bonus to attack rolls, +1 inherent bonus to damage, +1 threat range
+10 bonus


3rd
40
ACP -3 (min 0), max dexterity bonus +2, -15% ASF
+3 inherent bonus to attack rolls, +1 inherent bonus to damage, +2 threat range
+15 bonus


4th
50
ACP -4 (min 0), max dexterity bonus +3, +30 HP, -20% ASF
+4 inherent bonus to attack rolls, +2 inherent bonus to damage, +3 threat range
+20 bonus


5th
60
ACP -4 (min 0), max dexterity bonus +4, +40 HP, -25% ASF
+5 inherent bonus to attack rolls, +2 inherent bonus to damage, +4 threat range, +1 Critical multiplier
+25 bonus


Same Pattern
Same Pattern
Same Pattern
Same Pattern
Same Pattern


The increased threat range multiplier stacks with, but is not doubled by, the keen weapon special quality or the Improved Critical feat. The item gains a bonus as indicated in addition to that it normally grants.

Weapon Display: When wielding a weapon he created the Lord Smith can use it more efficiently with his intimidate checks. This reduces the time for an intimidate check to a full round action (changing behaviour), or a move action (demoralize opponent)

Light Armor and Weapons: Most nobles value finesse over brute force, and the smith usually makes custom weapons for the nobility. Someone using a weapon made by the smith may add their dexterity instead of strength to attack and damage rolls. Unfortunately the nobility likes to go to war, usually dress like a large bucket. The Smith’s craft has come to factor in this; any armor he makes has its weight reduced by ¼ (25%), the ACP is 2 lower, the ASF is reduced by 10%, and the wearer’s speed is not reduced. In addition they count as one category lighter; such as heavy to medium and medium to light (minimum light).

Hand and mind of Creation: The Lord Smith pays only 50% of the xp cost for creating magic items, the GP cost is reduced by 10%, and he is always counted as having any prerequisites needed for the creation of a magical item. (Spells, alignment, race, etc)

For another large thing, (this dealing with item templates) that you may like if you are into item crafting, here (https://docs.google.com/document/d/1CjfQBn6J8jvj-4PuztkRS42xC2PAVeeipJ6fKUBiAxQ/edit?usp=sharing). Courtesy of AOKost.

Thank you to AOKost for a lot of help, and to fire_insideout for pointing out the versatile mistake.
1Taken from the Hammer of Urgan PrC, Book of Hallowed Might II

fire_insideout
2017-05-05, 10:09 AM
Versatile smith: A 1st level smith has been in the trade so long his mind instantly disassembles how to craft something and applies it to something else. From now on, every 5 points in a craft skill give a +2 bonus on all other craft checks. In addition for the purpose of making craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any craft category.

This is interesting if I understand it correctly. If I have 15 ranks in craft (weaponsmithing) that'll give me a +6 bonus to my craft (basketweaving) skill and my craft (basketweaving) checks will be done as if I had 15 ranks in that skill, ending up in the smith being better att crafting all other things than weapons.

Besides that it depends on what you're balancing this against. I'd say that it's a T4/T5 class in a standard D&D setting where magic items are common and characters follow WBL. It's also not super interesting, IMO. You don't get a lot to do during encounters. Most of the abilities are tied to down time activities, so it doesn't feel like a super fun class to go adventuring with. I would probably try to give it something to do during combat or other NPC interactions.

That being said, if it's for a specific campaign/adventure centered around the guild where the focus is on crafting and the characters are mostly mundanes, then it's probably fine.

Westhart
2017-05-05, 10:12 AM
This is interesting if I understand it correctly. If I have 15 ranks in craft (weaponsmithing) that'll give me a +6 bonus to my craft (basketweaving) skill and my craft (basketweaving) checks will be done as if I had 15 ranks in that skill, ending up in the smith being better att crafting all other things than weapons.

Besides that it depends on what you're balancing this against. I'd say that it's a T4/T5 class in a standard D&D setting where magic items are common and characters follow WBL. It's also not super interesting, IMO. You don't get a lot to do during encounters. Most of the abilities are tied to down time activities, so it doesn't feel like a super fun class to go adventuring with. I would probably try to give it something to do during combat or other NPC interactions.

That being said, if it's for a specific campaign/adventure centered around the guild where the focus is on crafting and the characters are mostly mundanes, then it's probably fine.

Hmm, my brother plans on using it, funny thing was that I said he would be bored with it... and this happened:
"No I won't"
"There is nothing to do in combat though."
"You just don't want to make it..."
And so on, trying to think of some combat stuff to give them before I send the link to my brother :smallbiggrin:
EDIT:
thinking maybe letting them specialize in either using a two handed hammer, or twf war hammers and treating them light (as the dervish treats scimitars)

Westhart
2017-05-05, 01:47 PM
hmm, have any other suggestions? I gave them a few hammer combat abilities...

rferries
2017-05-05, 04:27 PM
Looks like an awesome NPC class (and not too shabby for some PCs too!). Bursting with flavour!

AOKost
2017-05-05, 05:37 PM
I love the essence and feel of this prestige class... but I feel that Mjolner ability is too powerful.

You should also specify if it affects a weapon before or after Keen/Improved Critical. I like the feel of increasing weapon damage while the Smith wields it, but I feel that it should be more limited, so that only weapons they create gain this benefit. The addition of an additional die is too powerful to be combined with the rest. I'd suggest keeping the multiplier increase.

Versatile Smith is a little too potent too... I feel it should be made so that it only affects the Weaponsmithing, Armorsmithing/Leatherworking, and Metalworking/Blacksmithing Crafts, and Appraise checks dealing with them similar to the dwarven Stonecunning racial ability. A bonus to all the other skills doesn't make sense.

I'd also suggest decreasing the HD to d8... or at most a d10.

Everything else is pure gold and would totally allow!

nonsi
2017-05-06, 04:35 AM
.
Seems like a good time to lose the "Class Features" column.

Westhart
2017-05-06, 05:09 PM
Added a thing using lemmy's weapon mods, will update monday no time atm unfortunately, saved page and will consider advice as I work on it offline. (No internet at the moment :smallwink:)

Also why would I lose class feature column? Then they are losing too much from what they had previously...

AOKost
2017-05-07, 03:13 PM
Hmm, my brother plans on using it, funny thing was that I said he would be bored with it... and this happened:
"No I won't"
"There is nothing to do in combat though."
"You just don't want to make it..."
And so on, trying to think of some combat stuff to give them before I send the link to my brother :smallbiggrin:
EDIT:
thinking maybe letting them specialize in either using a two handed hammer, or twf war hammers and treating them light (as the dervish treats scimitars)

You could easily give them a special trait that works similarly to Lightning Mace, but it works only with Warhammers, that have been made into Light weapons with another class feature, and the class could also increase critical threat range, and maybe modifier, but those are all not very thematically appropriate as that's more along the lines of a weapons specialist approach and not crafting specific...

I'd suggest adding templates that can be added to weapons and armor that require a DC increase to add them that only this prestige class has access to. Similar to a prestige class... I can't remember the exact name of it, but it's not official D&D... It's a 3rd party, Green Ronin I think, something like the hammer of Durgan. It required a pilgramage to the wold forge, and the crafting of a suite of armor or weapon that had a base GP cost of something like 25,000 gp to enter into the class, but the class offered a slew of mundane templates that could be added to equipment, such as weight reduction, ACP and ASF reductions, AC and Attack increases, Max Dex bonus increase, and all kinds of other things! That is by far one of my favorite 'crafting' prestige classes for mundane templates!

Westhart
2017-05-07, 03:23 PM
You could easily give them a special trait that works similarly to Lightning Mace, but it works only with Warhammers, that have been made into Light weapons with another class feature, and the class could also increase critical threat range, and maybe modifier, but those are all not very thematically appropriate as that's more along the lines of a weapons specialist approach and not crafting specific...

I'd suggest adding templates that can be added to weapons and armor that require a DC increase to add them that only this prestige class has access to. Similar to a prestige class... I can't remember the exact name of it, but it's not official D&D... It's a 3rd party, Green Ronin I think, something like the hammer of Durgan. It required a pilgramage to the wold forge, and the crafting of a suite of armor or weapon that had a base GP cost of something like 25,000 gp to enter into the class, but the class offered a slew of mundane templates that could be added to equipment, such as weight reduction, ACP and ASF reductions, AC and Attack increases, Max Dex bonus increase, and all kinds of other things! That is by far one of my favorite 'crafting' prestige classes for mundane templates!

Those sound good, but my google fu has failed me, if you find it please tell me where :smallsmile: Sounds good.

EDIT: But, I can always make my own :smallbiggrin:

AOKost
2017-05-08, 04:18 AM
Those sound good, but my google fu has failed me, if you find it please tell me where :smallsmile: Sounds good.

EDIT: But, I can always make my own :smallbiggrin:

It took some doing, but I managed to find it again! XD It's found in The Book of Hallowed Might II, p. 47, called the Hammer of Urgen, a parody of Moradin... It's a great prestige class, and the section right before talks about Masterpieces of equipment, quality beyond Masterwork, so that might be worth a look as well. If you're interested, I've got a document of every template, material, and special quality that can be added to equipment... 90% is RAW and the rest is what I could find from 2nd and 3rd party sources, and a few homebrew special materials.

Westhart
2017-05-08, 06:31 AM
It took some doing, but I managed to find it again! XD It's found in The Book of Hallowed Might II, p. 47, called the Hammer of Urgen, a parody of Moradin... It's a great prestige class, and the section right before talks about Masterpieces of equipment, quality beyond Masterwork, so that might be worth a look as well. If you're interested, I've got a document of every template, material, and special quality that can be added to equipment... 90% is RAW and the rest is what I could find from 2nd and 3rd party sources, and a few homebrew special materials.

Well, if it is allowed by giantitp (no copyright problems :smallwink:) then that would be great


EDIT:
here is what I got while thinking about it.

Caster Armor: For every two points the Lord Smith increases the masterwork DC of tthe armor he is making he reduces the aromor spell failure chance by 5%
Lightweight: Armor with this property has its weight reduced by 20% or 1 lb, whichever is best. This increases the masterwork DC by 2
Razor edge: Weapons with this property have +1 to damage per 2 points that the masterwork DC is increased.
Reinforced: Armor with this property has +1 to its armor bonus oer 3 points the masterwork DC is increased.
Enfolded: Weapons with this property are incredibly hard, and almost impossible to break. For every 2 points the masterwork DC is increased it gains +2 hardness and +10 HP.
Serration: These weapons are cruel looking, brutally ripping the skin when they are used. For each 2 points the masterwork DC is increased the weapon causes 1 point of bleeding damage with each attack. This damage stacks and continues to bleed until the target receives a healing spell or a heal check (DC: 15+number masterwork DC was increased by for serration ability).
Mobility: For every four points the Masterwork DC is increased by, the max dexterity is increased by 1.

Westhart
2017-05-15, 07:01 AM
Bumping this because I am not sure whether AOKost is going to post the PDF or not...

AOKost
2017-05-15, 08:07 AM
Bumping this because I am not sure whether AOKost is going to post the PDF or not...

Sorry I didn't respond very quickly. I love your concepts, though I would change the lower DCs (2 and 3) to 5 at the least. At higher levels, characters can 'afford' the investment if they are going to this extreme anyway. For the Reinforced quality and similar, I'd suggest something a bit higher, like 8 or 10 DC increase...

I'd suggest including a property similar to your "enfolded" that increases the critical threat range and critical multiplier that can only be added to equipment so many times.

You should also think about adding rules about letting equipment be modified after it's done. A sword could get a new hilt with basket to prevent disarming attempts and sharkskin grip to further increase that. Or adding serrations or spikes to a weapon after it's been forged or crafted. A Elfhair bowstring could provide some kind of bonus, or you could have a "Mithral String" and "Adamantium Stringed" weapons that increase the range and HD of the weapon and have natural Strength Modifiers of the person using it...

On a sidenote, I've always felt that if armor had no ACP and no Arcane Spell Failure chance, then a monk and similar classes should be able to wear it without penalty to their abilities as the piece of equipment is essentially free to move in...

AOKost
2017-05-15, 08:13 AM
Bumping this because I am not sure whether AOKost is going to post the PDF or not...

I was able to find this link to a PDF: https://www.yumpu.com/en/document/view/55476174/45055244-book-of-hallowed-might-ii

Westhart
2017-05-15, 08:28 AM
Sorry I didn't respond very quickly. I love your concepts, though I would change the lower DCs (2 and 3) to 5 at the least. At higher levels, characters can 'afford' the investment if they are going to this extreme anyway. For the Reinforced quality and similar, I'd suggest something a bit higher, like 8 or 10 DC increase...

Alright, and no problem, was not sure if it got buried or what, and I was working on some other things anyhow :smallbiggrin:


I'd suggest including a property similar to your "enfolded" that increases the critical threat range and critical multiplier that can only be added to equipment so many times.

Well they can add the keen ability as nonmagical due to one of the class features but that works.


You should also think about adding rules about letting equipment be modified after it's done. A sword could get a new hilt with basket to prevent disarming attempts and sharkskin grip to further increase that. Or adding serrations or spikes to a weapon after it's been forged or crafted. A Elfhair bowstring could provide some kind of bonus, or you could have a "Mithral String" and "Adamantium Stringed" weapons that increase the range and HD of the weapon and have natural Strength Modifiers of the person using it...

Ooooh o.0 love those!


On a sidenote, I've always felt that if armor had no ACP and no Arcane Spell Failure chance, then a monk and similar classes should be able to wear it without penalty to their abilities as the piece of equipment is essentially free to move in...
Hehehe, evil ideas have spawned

I was able to find this link to a PDF: https://www.yumpu.com/en/document/view/55476174/45055244-book-of-hallowed-might-ii
Well, I meant the pdf you mentioned having with all the materials templates etc, not the book :smalltongue:
(Anyhow, the library I work at blocks most copyright stuff anyhow)
EDIT: well I guess it was a document, not necessarily a pdf :smallsmile:

AOKost
2017-05-15, 09:09 AM
Well, I meant the pdf you mentioned having with all the materials templates etc, not the book :smalltongue:
(Anyhow, the library I work at blocks most copyright stuff anyhow)
EDIT: well I guess it was a document, not necessarily a pdf :smallsmile:

lol DOW!

https://docs.google.com/document/d/1CjfQBn6J8jvj-4PuztkRS42xC2PAVeeipJ6fKUBiAxQ/edit?usp=sharing

https://docs.google.com/document/d/1KhbGy01kAfRlrBbg0R7h7XYszd5S2xgkjNpgJuqlGq4/edit?usp=sharing

To be thorough, I hope you have some time on your hands XD But you may know a lot of it already anyway.

Westhart
2017-05-15, 09:13 AM
o.0
wow...
...
...
So much for finishing this before vacation XD
Time to start some major edits
...
ROFL

AOKost
2017-05-15, 09:19 AM
o.0
wow...
...
...
So much for finishing this before vacation XD
Time to start some major edits
...
ROFL

It's been a work of love and patience to gather from as many sources as I could over the years that were at least mostly compatable. I've always felt there was a lack of special materials in particular, and of templates too. Other than Experts, and Artificers, and the rare caster that crafts the odd trinket here and there, there's not too much in the way of crafts people in most settings and it's something I've always mourned.

The first has doc has several prestige classes from various sources, as well as templates, and alternate rules for crafting in general.

The second doc contains every special material I could find, including some net finds and homebrews but not all homebrews by any means.

There should be notes and references as to where most of the materials were found to make referencing easier XD

Westhart
2017-05-15, 09:45 AM
It's been a work of love and patience to gather from as many sources as I could over the years that were at least mostly compatable. I've always felt there was a lack of special materials in particular, and of templates too. Other than Experts, and Artificers, and the rare caster that crafts the odd trinket here and there, there's not too much in the way of crafts people in most settings and it's something I've always mourned.

The first has doc has several prestige classes from various sources, as well as templates, and alternate rules for crafting in general.

The second doc contains every special material I could find, including some net finds and homebrews but not all homebrews by any means.

There should be notes and references as to where most of the materials were found to make referencing easier XD

Working through the first... not sure exactly how to work it in but we shall see what happens ^^

AOKost
2017-05-15, 10:45 AM
o.0
wow...
...
...
So much for finishing this before vacation XD
Time to start some major edits
...
ROFL

You made my morning! I feel like this could be one of the best complements I could have gotten for all the work I put into those :smallbiggrin: I could definitely clean up the templates doc, but I've been working on other projects...

Westhart
2017-05-16, 07:18 AM
No need, I can read it :smallsmile:

EDIT: is it alright if I cannibalize the item templates to add, and link to the special materials?

AOKost
2017-05-16, 11:05 AM
[QUOTE=NothingAbnormal;22000104EDIT: is it alright if I cannibalize the item templates to add, and link to the special materials?[/QUOTE]

Fine by me. I've got the original on a flashdrive and several other places XD I'm a little paranoid about loosing that info but please feel free! That's why I uploaded it! :smallbiggrin:

Westhart
2017-05-16, 12:57 PM
linked materials, cannibalizing begins tomorrow/tonight/when I get the time :belkar:

Westhart
2017-05-18, 02:07 PM
There, I believe it is wrapped up fpr vacation, now need to make sure the monk is there too.

AOKost
2017-05-19, 08:11 AM
linked materials, cannibalizing begins tomorrow/tonight/when I get the time :belkar:

How did the cannibalization go? What did you keep and trash?

khadgar567
2017-05-19, 08:34 AM
How did the cannibalization go? What did you keep and trash?
25 % less arcane spell failure chance gimme gimme and please f ing take my gold sir

Westhart
2017-05-19, 10:28 AM
How did the cannibalization go? What did you keep and trash?
Well, the only things that I really had time to work in was metal refining and master craft items, although I did link to both of those I believe, so they can use others if DM approves, sorry about not putting in more, just running out of time. :smallfrown: We are probably leaving tomorrow... and be gone a while... if things go according to schedule :smallwink:

25 % less arcane spell failure chance gimme gimme and please f ing take my gold sir

Hmmm, at that point with a seperate DC of 60 *on top* of the item I feel it is fair, although working in a cost may be in order :smalltongue:

noob
2017-05-24, 12:35 PM
This class + fabricate and 12 int modifier makes a setting change in a few days.
for example simple two handed crossbow with 2 times damage increase and two times burst and one flaw as well as improved storage.
It costs 7 gold per weapon of this kind and they deal around 27 damage per use.
You can create easily a whole lot of them due to low cost and by providing them to mundane armies it can start killing all magical creatures(except those with teleport and other high level spells) and it make every low level fight super lethal.
Now in a few decades if you spam the creation of those weapons(which will be quick since you both do progress in gold coins and can craft two times faster) warfare in the entire setting is about using those weapons.(fabricate build a dozen weapons at a time but you can also use the craft skill and produce them with a result of 40 in craft you can reliably create 228 of them per week and it keeps growing quadratically as you increase craft(for example you get guidance of the avatar and 5 +20 items that an artificer modify to make them give different kind of boosts you can make 3657 of those weapons per week))
Furthermore since those weapons are really awesome(27 damage per attack and as easy to use as a simple weapon) you can probably charge them a dozen gold coins and keep getting richer and afford becoming a necropolitan and keep churning out weapons forever gaining money quickly forever.

khadgar567
2017-05-24, 01:05 PM
This class + fabricate and 12 int modifier makes a setting change in a few days.
for example simple two handed crossbow with 2 times damage increase and two times burst and one flaw as well as improved storage.
It costs 7 gold per weapon of this kind and they deal around 27 damage per use.
You can create easily a whole lot of them due to low cost and by providing them to mundane armies it can start killing all magical creatures(except those with teleport and other high level spells) and it make every low level fight super lethal.
Now in a few decades if you spam the creation of those weapons(which will be quick since you both do progress in gold coins and can craft two times faster) warfare in the entire setting is about using those weapons.(fabricate build a dozen weapons at a time but you can also use the craft skill and produce them with a result of 40 in craft you can reliably create 228 of them per week and it keeps growing quadratically as you increase craft(for example you get guidance of the avatar and 5 +20 items that an artificer modify to make them give different kind of boosts you can make 3657 of those weapons per week))
Furthermore since those weapons are really awesome(27 damage per attack and as easy to use as a simple weapon) you can probably charge them a dozen gold coins and keep getting richer and afford becoming a necropolitan and keep churning out weapons forever gaining money quickly forever.
you my mate just become a boss for adventure setting of your choosing

Westhart
2017-08-23, 08:40 AM
Well, AOKost wanted some new properties and it did need a brushing up, so here it is, revised.

AOKost
2017-08-24, 01:44 AM
Well, AOKost wanted some new properties and it did need a brushing up, so here it is, revised.

LOVE what I'm seeing with the new properties... though I might suggest that the bowstrings possibly be made separately so you could change them out when you want the property of a different bowstring... You already allow them to be added after the weapon was made, and that's a very good idea.

Considering you have Durable and Razor Edge (you could add another one called Ultra Sharp :smallamused:) I understand why you didn't use my suggestion about giving Austinite Forging a damage and Hardness bonus, but I do love that you used it to increase a weapons damage die!

You might consider either switching Greater Serration with Serration for which one comes first, or you could require Austinite Forging or Durable or something like that before you can take Serration if you want one of them to have a prerequisite... I personally like the Austinite Forging since it would make the blade extremely durable and work great to take a serrated edge! But I was wondering why Greater Serration didn't have an (*) indicating that it could be added after the item was created, while Serration does, and Greater Serration requires Serration too... So are you saying that Serration can be added after the weapon is made, but if you add it during creation, you can also add Greater Serration?

Could you add Blue Shining to an item after it was created?

Master of Iron is actually my favorite ability from Hammer of Urgan... :smallamused: There's some other really sweet class abilities that can be gained, but the spells and Feats that it adds are really nice, if you haven't checked those out in the Book of Hallowed Might II. They are right in the section with The World Forge, between Urgan and the Hammer of Urgan prestige class... I'm not suggesting them specifically for this prestige class, but definitely helpful!

I think you may have forgotten to add Hardness values to Armor in the Mastercraft table... Maybe decrease the ACP of tier 5 armor to -5 to continue the pattern. A quick question: why did you give armor bonus HP a tier after weapons? You have the line "In addition each tier of mastercraft adds 5 to the item's hardness and increases its HP by 10" right above the table. Was that from when you said you'd altered the hardness of Armors? I think that's actually the best way to go about it, 5 Hardness and 10 HP per tier... or maybe figure out how many HP to Hardness there is and give the appropriate amount for 5 Hardness each level :) I've actually been working on that ;)

As for Epic Progression... That's a monster that might be difficult to tame but some things remain the same. HP / level stays the same, and anything increased by x level in thee prestige class. Maybe add further gp boosts to craft checks for the purpose of crafting time. You could also reduce the cost of crafting something by a certain amount. Maybe get specific bonuses to Refined Materials, as well as Mastercraft checks or reducing DCs by 1 every level. Eventually the character should get an ability that makes it so they automatically succeed any time they craft a certain kinds of item, such as armor, or weapons.

A little more succinctly, the next ability that the character should get should state something like 'any time the smith makes a Craft roll, if they roll less than 10, they automatically take 10.' and then the next upgrade to that would be 15, then 20, etc. You still roll, and add your result to the minimum after you reach the 'minimum of 20' you still roll a d20, to add to the check, and any time you roll a 20, you roll again, adding the next result, ad continuum.

You could give Divine, or Extraordinary bonuses. The smith should gain multiplanar noteriaty at some point... maybe they will want to go and smith with a god of creation for a while to get out of the limelite...

Westhart
2017-08-24, 06:59 AM
I'll look at the feats and spells later (when I get the chance, have college starting up so homebrew time has dropped) and go through your comment also, thinking of making a Base (probably NPC) class because the PrC is getting rather crowded on features...

Westhart
2017-08-24, 09:21 AM
LOVE what I'm seeing with the new properties... though I might suggest that the bowstrings possibly be made separately so you could change them out when you want the property of a different bowstring... You already allow them to be added after the weapon was made, and that's a very good idea.

How the properties function (add to masterwork) are going to change soon, I'll add the bowstring idea though.


Considering you have Durable and Razor Edge (you could add another one called Ultra Sharp :smallamused:) I understand why you didn't use my suggestion about giving Austinite Forging a damage and Hardness bonus, but I do love that you used it to increase a weapons damage die!

Yeah, thought about replacing them with it but decided to just do that instead.


You might consider either switching Greater Serration with Serration for which one comes first, or you could require Austinite Forging or Durable or something like that before you can take Serration if you want one of them to have a prerequisite... I personally like the Austinite Forging since it would make the blade extremely durable and work great to take a serrated edge! But I was wondering why Greater Serration didn't have an (*) indicating that it could be added after the item was created, while Serration does, and Greater Serration requires Serration too... So are you saying that Serration can be added after the weapon is made, but if you add it during creation, you can also add Greater Serration?

Fixed some of this, swapped and edited, see how you like it now.


Could you add Blue Shining to an item after it was created?

Added a clause enabling that, but making it very difficult.


Master of Iron is actually my favorite ability from Hammer of Urgan... :smallamused: There's some other really sweet class abilities that can be gained, but the spells and Feats that it adds are really nice, if you haven't checked those out in the Book of Hallowed Might II. They are right in the section with The World Forge, between Urgan and the Hammer of Urgan prestige class... I'm not suggesting them specifically for this prestige class, but definitely helpful!

0.o Forgot to say where I got that from! Fixed. Will look at the spells and feats over the weekend or possibly sooner depending.


I think you may have forgotten to add Hardness values to Armor in the Mastercraft table... Maybe decrease the ACP of tier 5 armor to -5 to continue the pattern. A quick question: why did you give armor bonus HP a tier after weapons? You have the line "In addition each tier of mastercraft adds 5 to the item's hardness and increases its HP by 10" right above the table. Was that from when you said you'd altered the hardness of Armors? I think that's actually the best way to go about it, 5 Hardness and 10 HP per tier... or maybe figure out how many HP to Hardness there is and give the appropriate amount for 5 Hardness each level :) I've actually been working on that ;)

Table fixed, you wouldn't happen to have figured out the Hardness : HP ratio have you XP


As for Epic Progression... That's a monster that might be difficult to tame but some things remain the same. HP / level stays the same, and anything increased by x level in the prestige class. Maybe add further gp boosts to craft checks for the purpose of crafting time. You could also reduce the cost of crafting something by a certain amount. Maybe get specific bonuses to Refined Materials, as well as Mastercraft checks or reducing DCs by 1 every level. Eventually the character should get an ability that makes it so they automatically succeed any time they craft a certain kinds of item, such as armor, or weapons.

Hmmm, well I am thinking that this would be better and better as a NPC base class (except it would be more powerful then some PC classes if I did XD *cough*Fighter*ahem*monk*cough*)


A little more succinctly, the next ability that the character should get should state something like 'any time the smith makes a Craft roll, if they roll less than 10, they automatically take 10.' and then the next upgrade to that would be 15, then 20, etc. You still roll, and add your result to the minimum after you reach the 'minimum of 20' you still roll a d20, to add to the check, and any time you roll a 20, you roll again, adding the next result, ad continuum.

That could be easily added


You could give Divine, or Extraordinary bonuses. The smith should gain multiplanar noteriaty at some point... maybe they will want to go and smith with a god of creation for a while to get out of the limelite...

And what happens when they best Urgan at the forge XP

AOKost
2017-08-24, 02:45 PM
Making this into a full class could be fun... And it would give some room to manipulate where to put special abilities... But then again you could give the class a random number of levels. There are a few prestige classes that have as few as 3 levels, and at least 1 I can think of that has 12...

I love the Austinite Forging and Durable prerequisites for Serration! Great thinking!

I keep wanting to suggest that at a certain level the Smith learns how to craft objects as other races, allowing them to add templates such as Dwarven, Elven, Illithid Wrought, etc... but I'm not sure where you would put it without making the class feel bloated... maybe it could be added into a pre-existing class feature, like Versatile Smith...

You might think about increasing the number of metals that can be added to an item to (Base Number @ given level + Int Mod)... That just feels appropriate to me... but up to you.

I like the way you added Blue Shining so it can be added later. Maybe add a small cost to the process of adding it to an item later, like 100 gp in reagents?

Maybe for No Time To Wait you could have it increase at 8th level to Platinum Pieces (or whatever you're using that's the next valued higher than gold pieces) per day instead of Gold.

You still have +30 HP and +40 HP on the Mastercraft Armor table :smallbiggrin:

This class is looking beautiful!

AOKost
2017-08-24, 02:52 PM
I was tired when I sent that message last night. For the ability I was trying to describe with the minimum roll numbers... what I was trying to say was it was impossible for them to roll anything less than a 10, so therefore it was impossible for them to roll a 1 in their specific crafts... And later that would increase to 15, and 20, etc... I hope that was obvious but looking back at it I felt I making it confusing lol