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    Barbarian in the Playground
     
    Scarlet-Devil's Avatar

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    Question Sorcerous ironsmiths? (3.5)

    Inspired by certain African folklore which portrays ironsmiths as sorcerers and wise-men, I want to create a country in which the typical smith is actually a spellcaster capable of creating wonders. I was thinking of statting them as something like Sorcerer 6, with Craft Magic Arms and Armor and Craft Wondrous Item.

    My question is: what spells should these smiths know, that might allow them to create great weapons and works of art in record time, or might otherwise enhance their craft?
    Ponified Remilia avatar by Kurien.
    Quote Originally Posted by BayardSPSR View Post
    Do you have 'craft: disturbing mental image' as a class skill?
    Attempt at converting the characters of Touhou to the world of D&D 3.5: http://www.giantitp.com/forums/showthread.php?t=181050

    Attempt at converting Berserk characters to 3.5: http://www.giantitp.com/forums/showthread.php?t=186155

    Attempt at converting Geralt of Rivia to 3.5:
    http://www.giantitp.com/forums/showthread.php?t=208270

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    Titan in the Playground
     
    Telonius's Avatar

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    Default Re: Sorcerous ironsmiths? (3.5)

    I'll probably be ninja'd on this, but something like Artificer could work particularly well for what you want. There are also some time/gold/xp reducing feats in the Eberron campaign setting. If you're sure about wanting Sorcerer, just make sure they can cast the prerequisite spells of the typical items you're planning on having.

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    Titan in the Playground
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    Default Re: Sorcerous ironsmiths? (3.5)

    You might want to try wizards instead for the int bonus to crafting, unless you plan on restricting them to enhancing existing weapons without ever using an actual forge.

    Level 1-5 Spells to consider: [greater] magic weapon, flame arrow, mage armor (can target others), identify, obscure object, shatter, keen edge, shrink item, Leomund's secret chest, major creation, fabricate.

    2e magic missile was actual "missiles" i.e. arrows. You could flavor their magic missiles that way along with Melf's acid arrows. Telekinesis + shrink item Large greatswords is a good combo to fling a dozen 3d6 swords at foes for damage. Takes 2 rounds though, 1 to deploy & unshrink and 1 to fling. But after that you can refling the same swords. You could also create them with major creation or enhance the shrunken ones ahead of time with greater magic weapon.

    Besides arms and armor there are some wondrous items that fit the flavor. Whip feather token at low levels for a dancing whip, or an instant fortress at high levels, for example. Especially the wondrous items that also require crafts arms and armor (search the page for those words).
    Last edited by ericgrau; 2011-01-28 at 02:50 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

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    Ogre in the Playground
     
    Diarmuid's Avatar

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    Default Re: Sorcerous ironsmiths? (3.5)

    For spells, I would say look at the most common weapon enchantments you envision these peoples using and pick the required spells.

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    Barbarian in the Playground
     
    Scarlet-Devil's Avatar

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    Default Re: Sorcerous ironsmiths? (3.5)

    Quote Originally Posted by Telonius View Post
    I'll probably be ninja'd on this, but something like Artificer could work particularly well for what you want. There are also some time/gold/xp reducing feats in the Eberron campaign setting. If you're sure about wanting Sorcerer, just make sure they can cast the prerequisite spells of the typical items you're planning on having.
    Yeah... I had kind of forgotten about artificers 'cause I never use Eberron, but I guess in this case they really might be best.

    In particular though, I was looking more for spells that would give them bonuses on craft checks, to enable them to effortlessly make masterwork items and reduce the crafting time.
    Ponified Remilia avatar by Kurien.
    Quote Originally Posted by BayardSPSR View Post
    Do you have 'craft: disturbing mental image' as a class skill?
    Attempt at converting the characters of Touhou to the world of D&D 3.5: http://www.giantitp.com/forums/showthread.php?t=181050

    Attempt at converting Berserk characters to 3.5: http://www.giantitp.com/forums/showthread.php?t=186155

    Attempt at converting Geralt of Rivia to 3.5:
    http://www.giantitp.com/forums/showthread.php?t=208270

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: Sorcerous ironsmiths? (3.5)

    Fabricate (level 5) is the best way to reduce the craft time. 1 round. Uses the caster's craft modifier. Only ways I know to boost the actual modifier are the dwarf's racial bonus, feats, custom magic items (require DM approval, questionable), and a high int. Even with a high modifier it takes weeks. Spells may be a better bet. Even if the caster isn't 10th level a head caster could fabricate piles of swords or the casters could stick to enhancing existing swords. Or a custom 4th level spell that only makes 1 weapon at a time instead of the huge volume of fabricate might fit the bill.
    Last edited by ericgrau; 2011-01-28 at 02:54 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

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    Ogre in the Playground
     
    Pika...'s Avatar

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    Default Re: Sorcerous ironsmiths? (3.5)

    There's a magic hammer and a thungs in some book (Faerun?) which gives +10ish to craft Armorsmithing and Weaponsmithing respectfully.
    I just want someone to hold me and tell me they love me. Especially when I am sad.


    Quote Originally Posted by Skami Pilno View Post
    The man who is dominated by fear of death is already dead.

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    Barbarian in the Playground
     
    Khatoblepas's Avatar

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    Default Re: Sorcerous ironsmiths? (3.5)

    Midgard Dwarves in Frostburn might fit the bill. CR5, and they have a +8 racial bonus on Craft checks, 8+Int skills per level (And a +4 bonus to Int), and the following ability:

    Quote Originally Posted by Frostburn
    Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.
    They could easily accrue the favor of rich nations of produce an Anvil of Fabrication (a 1/day item costs 9000gp to make, I believe, so it'll make back it's investment after 28.5 longswords... which is one casting of Fabricate, maybe even less. Mark up your prices for "Guarenteed Quality", or mine Adamantine for a quicker revenue boost), so they can pump out armor and weapons lead by a talented Dwarf, while lesser dwarves can make magical trinkets to sell.

    With a minimum roll of 22, they could make Masterwork items in their sleep.

    Other considerations are:
    Divine Insight, 5+CL bonus on one skill check. Being level 5, these guys could get a +10 bonus on their crafting.
    Unseen Servant can Aid Another 50% of the time for a +2 circumstance bonus. Mass Unseen Servant can give you more.
    Guidance gives you a +1 competence bonus, and is a cantrip. Get the wise man type to grant you this until you can get them to craft their own competence items (+1 competence is only a 100gp item!!)

    Note that Sorcerers actually make really bad crafters compared to wizards and archivists, because of the lack of Int synergy. Even a Cloistered Cleric could be preferable, because of Divine Insight and:
    http://www.d20srd.org/srd/divine/domains.htm
    The Artifice Domain, giving you an untyped +4 on your craft checks.

  9. - Top - End - #9
    Dwarf in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Sorcerous ironsmiths? (3.5)

    Warlocks or Wizards might work better...

    Sorcerers have a limited spell list, and while they can just use a scroll, Wizards certainly benefit from Intelligence being their main casting ability which also happens to apply to Craft...

    And a level 12 Warlock doesn't actually NEED to know a spell, either divine or arcane, for crafting assuming he can make a UMD check of DC 15+ spell level for Arcane spells and DC25+ spell level for Divine spells.

    And UMD is a warlock class skill; they also get other bonuses to it like being able to take 10 on it.

    So in that sense, outside of various prestige classes (to gain access to divine spells along with the arcane spells), a warlock is probably the most versatile when it comes to crafting. I know nothing about Artificer, however, and considering its reputation it probably easily beats warlock at this job.

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