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JMAP94
2018-07-31, 01:46 PM
This is my homebrew version of an "Unchained Fighter".

Design Philosophy

"Warrior's Trade" are added in addition to the Fighter's stuff, and is not intended to replace anything. As such, they are meant to be compatible with any Fighter archetype.

"Warrior's Trade" represent a trade that the Fighter picked up to compliment his Fighting abilities. Maybe the Fighter started out in one of these trades, and that is what got them interested in learning more about fighting techniques (such as a blacksmith taking an interest in learning combat to use his own weapons) or maybe it happened the other way around with the character starting out as competent fighter, who sought proficiency in this trade to assist him (such as a soldier who learned under the quartermaster of his regiment, or a Gladiator who was tired of paying the local blacksmith to repair his/her weapons).

I put the benefits at every odd level simply because if you look at the Fighter's level advancement, the odd levels after 1st are pretty much just "Armor Training!" "Weapon Training!" doing a whole "Duck Season!" Rabbit Season!" routine, and I figured those levels needed the most spice.


EDIT: No longer replacing the bonus feat at 2nd level.


Unchained Fighter

Warrior Trades

Although devoted to the tried and true method of traditional fighting techniques of swordplay and archery, a true warrior understands that in order to win the battle, he must master other trades to compliment his acumen on the battlefield.

At 1st level, the fighter chooses a Warrior Trade, representing his devotion to a trade, or profession, that augments his fighting techniques. Once chosen, it cannot be changed. A fighter gains benefits from his Warrior's Trade at 1st, 3rd, 4th, 5th, 7th, 9th, 11th, 13th, 15th, 17, and 19 th levels.



Blacksmith

At 1st level, a Fighter with this Unique Trade gains Craft (blacksmithing) as a unique class skill. This skill counts as both Craft (weaponsmithing) and Craft (armorsmithing), and if he already has ranks in one or both of these skills, he may redistribute those ranks into any of his other skills, provided that he puts the maximum number of ranks allowed by his level into Craft (blacksmithing) this way. He effectively "loses" both Craft (weaponsmithing) and Craft (armorsmithing) as they are replaced by Craft (blacksmithing). He may also use this skill to craft non-metal portions of weapons created in the forge, such as sword hilts, leather straps, and axe handles. He may also add his Wisdom modifier if he wishes to Craft (blacksmithing) checks and does not apply his Intelligence modifier if it is negative.

In addition, he also gains Profession (blacksmith) as a class skill.

He also gains a free set of blacksmith's tools, and a free 15 lb anvil.

Make Your Mark

At 3rd level, the Fighter the Fighter creates a "signature mark" that is unique to his character that he may add item he crafts with Craft (blacksmithing). This signature mark is a unique cosmetic feature unique to his character's works. Anyone who is familiar with his work immediately knows that it is his if it possess this mark, and they get a +10 to identify counterfeit marks. Even someone that is not familiar with his work can still immediately tell that all items with the same mark were made by the same person.

Practice, Practice, Practice

At 4th level, the Fighter gains the ability to gain "Expertise Points" for Crafting specific item types, which represent how continued practice with crafting a specific item can help him rely on his experience as well as his proficiency in his craft.

In addition, the each time a Fighter uses Craft (blacksmith) and spends the necessary time to craft it, even if he is not successful, he gains an "Expertise Point" in for that particular item type. Specific item types include specific weapon types (such as longswords, shortswords, rapiers, katanas), specific armor types (chainmail, plate armor), specific shields (tower shields, steel shields), or other mundane items (keys, manacles, etc.) . He may have a maximum of 5 Expertise add his Expertise points per item type. He may add his Expertise Points as a competence bonus to Craft (blacksmithing) checks and Appraise checks involving that item.

For example, if the Blacksmith uses Craft (blacksmithing) to attempt to craft a katana, he gains +1 Expertise Points. The next time he crafts a Katana, he gets to add that Expertise Point next time he attempts to craft a Katana. Regardless of his success or failure the second time, afterwards, he will now have +2 Expertise Points for crafting Katanas.

Upon gaining this feature, he retroactively gains Expertise points for every item created using Craft (blacksmithing) before reaching 4th level.

He also gains additional benefits for crafting that item type when he reaches a certain number of Expertise Points in an item type:



1 Point : When you take 10, this item takes half as long to create. This only applies to the time it takes to physically craft the weapon, it does not apply to time added due to enchanting the weapon.

2 Points: You know how to cut corners, and still make a functional item. You may choose to craft a "Rough" version of this item at 1/4 the cost and time, but it cannot be made of special materials, and it gains a has a -1 penalty to attack and damage rolls if it is a weapon, has a -1 AC penalty if it is a piece of armor, has the fragile property, has 1/2 the regular amount of hit points, and the DC to break it is decreased by 10. This cost and time reduction only applies to crafting the weapon itself, and not to enchantments or anything else. Crafting a "Rough" version of this item only grants the Fighter +1/2 Expertise Points.

3 Points: You have become an expert at crafting this item. Taking 20 on a Craft (blacksmith) involving this item only takes two times as long.

4 Points: You have spent so much time crafting this item, you have come to understand it completely from inside out. You are considered proficient with this weapon, and gain the benefits of the Quick Draw feat with it.

5 Points: You have become an absolute master at crafting this item. If you take 20 on a Craft (blacksmithing) check involving this item, it is treated as a masterwork quality item at no additional cost.




Master Weapon Merchant

At 5th level, he gains Knowledge (local) as a class skill.

In addition, upon reaching 5th level, if he gains at least 200 gp total (calculated starting at his first Fighter level, and can be completed at any time) from selling items he has crafted using Craft (blacksmith) to NPC's, he gains the following three benefits:

he treats any Appraisal check made to assess the price, value, and or quality of any weapon, armor, shield, or any other item that is made primarily in a forge as if he had rolled a natural 20.
He may also treat any Knowledge (local) check made to find a buyer for an item he has made as a natural 20.
He gains Profession (merchant) as a class skill.


Exotic Smithing

Upon reaching 7th level, as he becomes more proficient in smithing, the Fighter takes on new challenges related to his craft in attempt to expand his reitoiree , make a name for himself, and/or to make himself more marketable. He may choose one of the following benefits:


Gun SmithingThe Fighter gains Gunsmithing as a bonus feat. If he already has the Gunsmithing, he may instead take a bonus feat he qualified for at the level he chose Gunsmithing. Once he gains a total of 5 expertise points with firearms, and spends at least 24 hours (does not have to be consecutive) practicing with firearms, he immediately gains the Amateur Gunslinger feat as well.
Historical Replica A fighter who has this feature who has at least 3 ranks in Knowledge (history) treats it as a class skill. He may also now create weapons that are replicas of famous historical weapons, provided he is able to craft that type of item. The DC to craft a historical replica is +10 above what a mundane version of that weapon would be, however the Fighter may add his ranks in Knowledge (history) to that check. The first time a Fighter sucessfully crafts a historical replica of a particular item, he gains +2 Expertise Points for that item.
Magic Weapons and Armor The Fighter gains the Craft Magic Arms and Armor feat, ignoring its prerequsites. However. he may only use it for creating weapons and items primarily created in a forge, and if there is a spell component to the item, he needs the services of someone who can cast those spells aiding him (though, they need not have any crafting experience), or he can expend a scroll of that spell as part of the crafting components instead.
Forge RingThe Fighter gains Forge Ring as a bonus feat, ignoring its prerequisites. However. if there is a spell component to the ring, he needs the services of someone who can cast those spells aiding him (though, they need not have any crafting experience), or he can expend a scroll of that spell as part of the crafting components instead.
Change in the FormulaThe Fighter gains Weapon Adept as a bonus feat. If he already has the Weapon Adept feat, he may instead take a bonus feat he qualified for at the level he chose Weapon Adept. He may also add this modification to a weapon at 1/2 the usual cost.


He may choose an additional benefit from this list upon reaching 9th and 15th level.

Master Smith

Starting at 11th level, as soon as the Fighter gains a total of 10 Expertise Points, he gains his choice of Skill Focus for Craft (blacksmithing) or Signature Skill Craft (blacksmithing). If he already possess the feat he would gain from this feature, he may instead gain a bonus feat that he qualtified for when he chose Skill Focus or Signature Skill (for Craft (blacksmithing). In addition, the Fighter can now add double his Expertise Points with a particular item to craft checks as a competence bonus.

In addition, if he has a cohort through the Leadership feat, he may take them in as their apprentice if they are willing. As long as they are with him, they may use their bonus to Craft (blacksmithing) checks, and anything that they create with materials you provide, they will consider part of their training and will consider those items to be yours.

Black Hammer Guild Initiate

At 13th level, the Fighter is offered a chance to join the Blackhammer Guild, a society of Master Smiths who have existed for generations and seek to elevate other masters of the craft by providing them with better access to materials. The Fighter gains contacts with the guild, through which he can purchase crafting material, including mundane materials, special materials, and magic scrolls. He may also buy special "Black Hammer Scrolls" which are 1/2 the cost for any spell, but they can only be used to craft items per the Magic Weapons class feature.

Guild Grand Master

At 17th level, the Fighter gains the rank of Grand Master within the Black Hammer Guild. He is given a "Obsidian Forge" for free and the "Obsidian Hammer." The Blackhammer Forge is a magically augmented forge, which includes an avil, bellows, and a chest for item storage. This Forge exists in a pocket dimension inside the Obsidian Hammer. The obsidian hammer is considered to be a masterwork blacksmith tool. Once per day, as a standard action, while weilding the Obsidian Hammer, the Fighter can summon the Obsidian Forge from the pocket dimension inside the hammer to an unoccupied and unobstructed space that is no more than 30 ft from the Fighter and is at least 50 feet wide.

Magnum Opus

After reaching 19th level, you can choose to start work on your Magnum Opus, a perfected armor or weapon. You must take 20 on your Craft check to complete it, and you must choose a type of armor, weapon, or shield that is primarily made in a forge. Once you use this feature, you cannot use it again. If you were to gain negative levels, or otherwise lose levels in this class, and then were to level up again, you do not regain this feature. The weapon you create through this cannot be replicated, even by use of a wish spell.

When creating your magnum opus, you can combine up to three special materials. The item crafted gains the benefits of all three special materials. It is considered a masterwork item, at no additional cost. In addition, if you create a weapon this way, increase the dice size of the weapon damage by 2 steps. If you create a shield, it gains +1 bonus to AC that stacks with any other benefits. If you create an armor this way, it grants +2 AC which stacks with any other benefits.

You can enchant your magnum opus up to a +12 enchantment.

Usually a Magnum Opus, being made of a specific combination of materials, will have a look that is unique to it, and it alone. You must assign a name to your Magnum Opus. If you show the Magnum Opus to the Black Hammer Guild, word will spread quickly. You will find that a lot of people, especially smiths, will recognize you by name, and your Magnum Opus on sight.




Spell Sword

At 1st level, the Spell Sword gains Knowledge (arcana) as a class skill.

Magic Savant

At 3rd level, The Fighter with this Trade selects one of the following spells lists: bard, cleric, druid, magus, psychic, shaman, sorcerer/wizard, or witch. Once this decision is made, the selection cannot be changed. The Fighter chooses two 0-level spell from this list, and gains the ability to cast each once a day as a spell like ability.

At 5th level, the Fighter selects a 1st level spell from the same list, and gains the ability to cast it once a day as a spell like ability.

At 9th level, the Fighter selects an additional 1st level spell from the same list, and gains the ability to cast it once a day as a spell like ability This is in addition to the other 1st level spell chosen at 5th level, which he may also cast once a day as a spell like ability.

At 13th level, the Fighter selects a 2nd level spell from the same list, and gains the ability to cast it once a day as a spell like ability.

At 17th level, the Fighter selects a 3rd level spell from the same list, and gains the ability to cast it once a day as a spell like ability.

The caster level for these abiltiies is equal to the Fighter’s level. The save DC for this spell is equal to 10 + the fighter’s Intelligence modifier (for magus, psychic, sorcerer/wizard, and witch spells), Wisdom (for cleric, druid, and shaman spells), or Charisma (for bard spells).

Study of Magic Devices

Starting at 4th level, as long as the Fighter has 4 or more ranks in Use Magical Device, he treats it as a class skill.

Shared Power

At 7th level, As a standard action, the Fighter can touch a willing spellcasting ally (this ally must have spell slots) and transfer his magical enemy to that ally. When he does this, the Fighter can expend a daily use of one spell he can cast with the Magical Savant class feature. If he does, the spell caster may recover any number of spell slots as long as their total level does not exceed the Fighter's sacrificed spell (for example, if the Fighter sacrifices his 3rd level spell, the spellcaster can recover an expended 3rd level spell slot, a 2nd level and 1st level spell slot, or three 1st level spell slots). In addition, the spell caster regains hit points equal to quintuple the sacrificed spell's level.

Minor Spellstrike

At 11th level, the Fighter with this trade chooses a 0-th level with the range of touch from any spell list. No matter what list he chose the spell from, he uses the spell casting ability he chose for Magic Savant. He may cast this 0-th level spell twice a day as a spell like ability in addition to the one he chose for Magic Savant. In addition, he gains the Magus' Spellstrike class feature, but may only use it once per day, and may only use it to cast either the cantrip he gained through Magic Savant at 3rd level, or the 0-th level spell gained at this level. He may also apply this ability to a ranged attack using a weapon he is proficient with.

Spell Breaker

At 15th level, the Fighter gains Spell Resistance equal to 8 + his Fighter level. He also gains +4 competence bonus to Will saves against spells that require one. He may, as a standard action, voluntarily suspend or resume his Spell Breaker features.

Untamed Power

When the Fighter reaches 19th level, the GM selects a 9th level spell from any class' list, except for Wish. He does not tell the player what spell it is. The Fighter can choose to unleash is "Untamed Power" at any time outside of combat, and during combat at the start of his turn. Once he decides to use it however, he cannot stop. The Fighter is told the spell and must cast it as a spell like ability. He may forego any materials needed. Once he uses this ability, he must make a DC 30 Fortitude save or fall unconcious for 1d6 rounds. Immediately after this ability is used, he loses it, and gains the "Tamed Power" feature in its place. If he were to ever gain negative levels, or loses levels in this class in any way, he does not regain this feature from leveling up, and instead regains the Tamed Power feature.

Tamed Power

This class feature can only be gained after using the "Untamed Power" class feature. The Fighter may now cast the 0-th level he gained from Magic Savant and from the Minor Spell strike at will. In addition, he may cast the 1st and 2nd level spells gained through Magic Savant one additional time per day.


Thug

Street Smarts

At first level, a Fighter with this trade gains Street Smarts as a bonus feat.

Intimidating Physique

At 3rd level, the Fighter gains the ability to use his threatening physique to intimidate others. The Fighter may add his Strength modifier to Intimidate checks as long as the target can see him or knows of his Strength.

He may instead add his Dexterity modifier to Intimidate checks instead of his Strength with this feature, but in order to do so, he must go a step further in demonstrating his ability to harm the target this way (such as twirling a blade right near the target's face, or shooting an arrow near the target).

Shady Practices

At 4th level, the Fighter with this trade gains either the Black Market Connections or the Poison Use Rogue Talent. In addition, starting at 4th level, the Fighter qualifies for the Extra Rogue Talent feat, and can take this feat in place of his fighter bonus feats, treating 1/2 his Fighter level as his Rogue level for the purposes of meeting prerequisites. However, he may only do this with two of his bonus feats (the talent gained by this feature does not count towards this total). Also, he cannot select an Advanced Rogue Talent, he cannot select the Ninja Trick Rogue talent, and he cannot select any Rogue talent that modifies a feature he does not possess (such as talents that modify sneak attack).

If he chooses the Black Market Connections Rogue Talent, , or later gains it through other means, the Black Market Connections Rogue Talent, he may use his Wisdom modifier in place of his intelligence modifier for the Knowledge (local) check for Black Market Connections if it is higher.

Criminal Reputation

At 5th level, the Fighter gains Criminal Reputation as a bonus feat without having to meet the prerequisites. If he already possess this feat, he may instead gain any bonus feat he qualified for at the level he gained Criminal Reputation.

Underhanded Techniques

At 7th level, the Fighter gains his choice of either Catch Off-Guard or Improved Dirty Trick as a bonus feat, and does not have to meet its prerequisites. If he already has this feat upon gaining this level, he may instead select a bonus feat that he qualified for when he gained Catch Off-Guard or Improved Dirty Trick.

Non-Stop Thuggery!

At 9th level, once per round, while the fighter is moving, he can make one attack as a free action against an unattended object in the way of his path, such as a door or table. If his attack deals enough damage to destroy the object, he can continue to move. If he doesn’t destroy the object, his move ends. This attack is made as part of his move action and doesn’t count against his attacks this round. If his attack inadvertently targets a creature (such as a mimic), it automatically misses and his move ends (although he can still attack the creature as normal at the end of his movement).

Beatdown Boulevard

At 11th level, the Fighter gains Improved Unarmed Strike as a bonus feat. If he already possess this feat, he may instead gain the Greater Unarmed Strike. If he has both of these feats, he may instead gain a bonus feat he qualified for at the level he gained Greater Unarmed Strike.

In addition, whenever he hits an opponent who is Prone or Helpless, before the attack roll he may take a -2 penalty on the damage roll to make the target sickened for one round. He may also choose to apply this ability to any unarmed strike he makes (regardless of the status of the target).

Greater Underhanded Techniques

Depending on what benefit you chose for "Underhanded Tecniques" at 7th level, you gain a different benefit at 13th level.



If you chose to gain "Catch Off Guard" at 7th Level, you now gain "improvised Weapon Master."

If you chose to gain "Improved Dirty Trick" at 7th Level, you now gain "Greater Dirty Trick."




Demoralizing Beatdown

At 15th level, whenever the Fighter scores a Critical hit,deals damage to a prone or helplpess opponent, hits an opponent with an unarmed strike, or makes a successful grapple against an opponent, he may make a free Intimidate check to demoralize the target.

Thug Life

At 17th Level, once per day, you may add your Strength or Dexterity modifier to any saving throw as an immediate action. You can choose to do this after making the saving throw, but before learning the result. If you apply your Dexterity modifier to a Reflex save this way, you are essentially adding your Dexterity twice.

Supreme Villainy

At 19th level, the Fighter gains a single Master Rogue talent, treating your Fighter level as your effective Rogue level for this one talent. He must meet the prerequisites for this talent, he may not select the Master Ninja Trick rogue talent, and he may not choose any talent that modifies a class feature he does not possess. He is treated as having the "advanced Talent" class feature for the prerequisites.





Woodsman

At 1st level, a Fighter with this Unique Trade gains Craft (woodcraft) as a unique class skill. This skill counts as Craft (bows) and Craft (carpentry). It also counts as Craft(weapons), and Craft (armor) for the purposes of crafting mostly wood weapons and armor. If he already has ranks in Craft (bow) and/or Craft (carpentry) he may redistribute those ranks into other skills provided he puts the maximum amount of ranks allowed to Craft (woodcraft). He effectively "loses" both Craft (bows) and Craft (carpentry) as it is replaced by Craft (woodcraft). He may also add his Wisdom modifier if he wishes to Craft (woodcraft) checks and does not apply his Intelligence modifier if it is negative.

In addition, he also gains Knowledge (nature) as a class skill.

He also gains wood carving tools, a saw, a hammer, and 100 nails.

Nature Soul

At 3rd level, the Fighter gains Nature Soul as a bonus feat.

Practice, Practice, Practice

At 4th level, the Fighter gains the ability to gain "Expertise Points" for Crafting specific item types, with Craft (woodcraft) which represent how continued practice with crafting a specific item can help him rely on his experience as well as his proficiency in his craft.

In addition, the each time a Fighter uses Craft (woodcraft) and spends the necessary time to craft it, even if he is not successful, he gains an "Expertise Point" in for that particular item type. Specific item types include specific weapon types include bows, arrows, wooden figurines, bird houses, tables, etc. He may have a maximum of 5 Expertise add his Expertise points per item type. He may add his Expertise Points as a competence bonus to Craft (woodcraft) checks and Appraise checks involving that item.

For example, if the Blacksmith uses Craft (woodcraft) to attempt to craft a bow, he gains +1 Expertise Points. The next time he crafts a bow, he gets to add that Expertise Point next time he attempts to craft a bow. Regardless of his success or failure the second time, afterwards, he will now have +2 Expertise Points for crafting Bows.

Upon gaining this feature, he retroactively gains Expertise points for every item created using Craft (woodcraft) before reaching 4th level.

He also gains additional benefits for crafting that item type when he reaches a certain number of Expertise Points in an item type:



1 Point : When you take 10, this item takes half as long to create. This only applies to the time it takes to physically craft the weapon, it does not apply to time added due to enchanting the weapon.

2 Points: You know how to cut corners, and still make a functional item. You may choose to craft a "Rough" version of this item at 1/4 the cost and time, but it cannot be made of special materials, and it gains a has a -1 penalty to attack and damage rolls if it is a weapon, has a -1 AC penalty if it is a piece of armor, has the fragile property, has 1/2 the regular amount of hit points, and the DC to break it is decreased by 10. This cost and time reduction only applies to crafting the weapon itself, and not to enchantments or anything else. Crafting a "Rough" version of this item only grants the Fighter +1/2 Expertise Points.

3 Points: You have become an expert at crafting this item. Taking 20 on a Craft (woodcraft) involving this item only takes two times as long.

4 Points: You have spent so much time crafting this item, you have come to understand it completely from inside out. You are considered proficient with this weapon, and gain the benefits of the Quick Draw feat with it.

5 Points: You have become an absolute master at crafting this item. If you take 20 on a Craft (woodcraft) check involving this item, it is treated as a masterwork quality item at no additional cost.



Wood Crafter

At 5th level, the Fighter gains Wood Crafter as a bonus feat. If the Fighter already has this feat, they may instead gain any feat they qualified for at the level they gained Wood Crafter.

Master Craftsman

Starting at 11th level, as soon as the Fighter gains a total of 10 Expertise Points, he gains his choice of Skill Focus for Craft (woodcraft) or Signature Skill Craft (woodcraft). If he already possess the feat he would gain from this feature, he may instead gain a bonus feat that he qualtified for when he chose Skill Focus or Signature Skill (for Craft (woodcraft). In addition, the Fighter can now add double his Expertise Points with a particular item to craft checks as a competence bonus.

In addition, if he has a cohort through the Leadership feat, he may take them in as their apprentice if they are willing. As long as they are with him, they may use their bonus to Craft (woodcraft) checks, and anything that they create with materials you provide, they will consider part of their training and will consider those items to be yours.

Survival Paths

You have become well versed in natural lore to the point where your very essence is bonded to it. Now, that you are a part of it, you must decide how you will survive. Are you to be a predator, or a protector? Is nature something to be protected and cherished, or is it a storm to be weathered? Will you befriend the animals, or will you hunt them? Will you thank the trees for providing you the shining emerald skies, or will you cut down every last one that dares stand in your way?

At 7th,9th and 11th level, the Fighter may choose one of the benefits from the following list. However, each option on this list excludes the Fighter from picking another option.


Tree BondThe Fighter gains the ability to summon a tree once a day. The tree can be no more than 60 ft tall, and 40 ft in diameter, but can be any feasible dimensions you wish within that limit. This functions similar to the Tree Feather Token. The Fighter also gains Tree Leaper as a bonus feat. In addition, once per day, you can cast Speak with Plants once per day as a Spell Like Ability. A Fighter with this Survival Path cannot select the Plant Bane Survival Path.

Plant Bane As an at-will swift action, the Fighter can grant his weapon the Bane against Plants until the end of turn. In addition, the Fighter can cut down a tree in 1/4 the normal time. A Fighter with this Survival Path can never select the "Tree Bond" survival Path.

Animal Ally A Fighter with this Survival Path gains Animal Ally as a bonus feat. A Fighter with this survival Path cannot select the Beast Slayer Survival Path. At 15th level, a Fighter with this Survival Path gains Boon Companion as a bonus feat, ignoring its prerequisites.

Beast Slayer A Fighter with this Survival Path gains the Favored Enemy class feature for Ranger, but must choose Beasts. At 10 th level, he gains Favored Enemy for Magical Beasts. These Favored Enemy bonuses increase as the Fighter gains levels, but he treats his effective Ranger level as his Fighter level -5 for this feature. Unlike a Ranger, he may not select additional (beyond beasts and Magical Beasts) Favored Enemies at higher levels. A Fighter with this Survival Path cannot select the Animal Ally Survival Path, but may still take the Animal Ally feat through other means.





Magnum Opus

After reaching 19th level, you can choose to start work on your Magnum Opus, a perfected armor or weapon that can be created with Craft (woodcraft). You must take 20 on your Craft check to complete it, and you must choose a type of armor, weapon, or shield that is primarily made in a forge. Once you use this feature, you cannot use it again. If you were to gain negative levels, or otherwise lose levels in this class, and then were to level up again, you do not regain this feature. The weapon you create through this cannot be replicated, even by use of a wish spell.

When creating your magnum opus, you can combine up to three special materials. The item crafted gains the benefits of all twospecial materials. It is considered a masterwork item, at no additional cost. In addition, if you create a weapon this way, increase the dice size of the weapon damage by 2 steps. If you create a shield, it gains +1 bonus to AC that stacks with any other benefits. If you create an armor this way, it grants +2 AC which stacks with any other benefits.

You can enchant your magnum opus up to a +14 enchantment.

Usually a Magnum Opus, being made of a specific combination of materials, will have a look that is unique to it, and it alone. You must assign a name to your Magnum Opus.

[I]Woodsman is a work in progress

JMAP94
2018-08-01, 01:47 PM
Update: Changed a lot of features for Blacksmith. Original goal was to create a slight buff, versatility, and stuff that rewards doing things other than hitting stuff, not to give it a ton of "on meta" feats like Exotic Weapon Proficiency

Started work on Spell Sword and Thug.

JMAP94
2018-08-01, 02:44 PM
WOOPS! BIG MISTAKE!

Meant to make Spell Sword SLA's once a day....

I took the design from "Minor Magic" vigialnte talent and i forgot to change it to once instead of twice.

JMAP94
2018-08-01, 10:59 PM
Update: Finished Spell Sword and most of Thug.

Do you think an Advanced Rogue Talent's too Op as a cap stone?

khadgar567
2018-08-02, 01:39 AM
news flash buddy all classes get their unchained treathment in 9 hours on paizo's site as the good old second edition playtest starts.

JMAP94
2018-08-02, 07:26 AM
news flash buddy all classes get their unchained treathment in 9 hours on paizo's site as the good old second edition playtest starts.

Thanks for your contribution to the thread.