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- Apr 2006
"Within my chest is the fire that forges the divine!" [Invoker]
There is magic in the act of creation, a certain exaltation that comes from the realization of a design and advancement born from the work of one's hands. Nowhere is this more evident in the act of creating consciousness and life. This magic is the truth carved into the forehead of the golem, the spiritual path that drives the creation of the warforged's Becoming God. A forgeheart disciple taps into this power and draws it into herself, reshaping her flesh and improving upon it, seeking further transcendence. She communes with the spirits that birth the elemental powers that forge consciousness and bestow it on metal and engenders that power in her own heart and soul.
Adventures: A forgeheart disciple adventures to prove herself, to fight against stagnation and test her skills and flesh in the harshest circumstances. She may seek inspiration or forgotten arts, great sources of magic or simply because she does not feel at home in society, for many forgeheart disciples are iconoclasts, forsaking expectation and tradition in search of new heights.
Characteristics: Magic flows within a forgeheart disciple, strengthening her and allowing her to sculpt her form into strange new shapes. Her power may come from inspiration or careful study, but always lies in her creativity and intellect, driven by a need to progress. With her armored skin protecting her and wreathed in elemental energies, a forgeheart disciple can wade into danger and constantly emerge victorious.
Alignment: A good aligned forgeheart disciple is a champion of progress, putting herself on the forefront of experimentation in the hopes of improving life for all. An evil forgeheart disciple turns her talents purely towards her own motivations, turning herself into a terrifying engine of unstoppable might in the name of self advancement. A lawful forgeheart disciple works with the flow of society, advancing it from within and raising guilds, while a chaotic forgeheart disciple turns against the grain, seeking to challenge its perceptions and forge a new path and way of life.
Religion: Many forgeheart disciples are spiritual, but there are many who claim no god. The predominate religion of forgeheart disciples, however, is the religion of the Becoming God, and they take on the task of forging the body of their divine as readily as they shape themselves.
Background: Forgeheart disciples are often born in the center of civilization and magical and technological progress and are inspired by the works they see. All of them feel the fire of creation inside them and the need to use it.
Races: The vast majority of forgeheart disciples are warforged and other constructs who are naturally attuned to the forces of creation and the elemental spirits that empower them, but other races, particularly those with significant technological advancement, do feel the calling from time to time.
Class Skills (2 + Int modifier per level, x4 at 1st level): Appraise, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Intimidate, Jump, Knowledge (all skills, taken individually), Open Lock, Listen, Profession, Search, Spellcraft, Spot, Swim, Use Magic Device
Level BAB Fort Ref Will Special Invocations Fuel 1 +0 +2 +0 +2 Elemental Furnace 1d4, Least Invocations, Plating 1 0 2 +1 +3 +0 +3 Bonus Feat 2 1 3 +2 +3 +1 +3 Elemental Furnace 2d4 3 1 4 +3 +4 +1 +4 Reforging, Plating +1 4 1 5 +3 +4 +1 +4 Elemental Furnace 3d4 4 2 6 +4 +5 +2 +5 Bonus Feat, Lesser Invocations 5 2 7 +5 +5 +2 +5 Elemental Furnace 4d4, Plating +2 6 2 8 +6/+1 +6 +2 +6 Reforging 7 3 9 +6/+1 +6 +3 +6 Elemental Furnace 5d4 8 3 10 +7/+2 +7 +3 +7 Bonus Feat, Plating +3 8 4 11 +8/+3 +7 +3 +7 Elemental Furnace 6d4, Greater Invocations 9 4 12 +9/+4 +8 +4 +8 Reforging 10 5 13 +9/+4 +8 +4 +8 Elemental Furnace 7d4, Plating +4 11 5 14 +10/+5 +9 +4 +9 Bonus Feat 12 5 15 +11/+6/+1 +9 +5 +9 Elemental Furnace 8d4 12 6 16 +12/+7/+2 +10 +5 +10 Reforging, Plating +5, Paragon Invocations 13 6 17 +12/+7/+2 +10 +5 +10 Elemental Furnace 9d4 14 7 18 +13/+8/+3 +11 +6 +11 Bonus Feat 15 7 19 +14/+9/+4 +11 +6 +11 Elemental Furnace 10d4, Plating +6 16 7 20 +15/+10/+5 +12 +6 +12 Reforging 16 8
Weapon and Armor Proficiency: You are proficient with simple weapons, but not armor or shields. Like spellcasters, a forgeheart disciple wearing armor (other than their plating) or using a shield incurs a chance of spell failure (all invocations have somatic components).
Invocations: A forgeheart disciple has a repertoire of attacks, defenses, and other abilities known as invocations, which allow her to focus the divine energies of her ascending form. A forgeheart disciple can use any invocation she knows at will.
A forgeheart disciple's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a forgeheart disciple can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a forgeheart disciple is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A forgeheart disciple's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the forgeheart disciple's Int modifier. Since spell-like abilities are not spells, a forgeheart disciple cannot benefit from the Spell Focus feat She can, however, benefit from the Ability Focus feat (MM p.303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and paragon. A 1st-level forgeheart disciple begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a forgeheart disciple learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Invocations, below, for a list of available invocations.
Unlike other spell-like abilities, a forgeheart disciple's invocations are subject to arcane spell failure chance from sources other than their plating.
Finally, just like warlocks (see Complete Arcane), forgeheart disciples can qualify for some prestige classes usually intended for spellcasters.
Elemental Furnace (Su): At 1st level, you gain the ability to emanate a burst of elemental force from your furnace soul once per turn as a swift action. Your elemental furnace deals 1d4 fire damage to all creatures in a 5ft radius emanation centered on you; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. As you gain levels your elemental furnace damage increases, as shown on the class table.
At the levels indicated on the table you gain fuel abilities of your choice. Fuel uses the same four grades as invocations, and you may only select fuel of grades you have access to. Whenever you use your elemental furnace you may apply one Element fuel and one Shape fuel.
Plating (Ex): A forgeheart disciple's skin hardens, their body taking on the armored skin of the warforged. This grants a +2 armor bonus that does not stack with other armor bonuses and occupies the body slot, preventing armor and magic items such as robes from being worn. This plating also incurs a 5% spell failure chance as if it were light armor. However, spell failure from plating (from this feature or from a warforged racial feature) never applies against a forgeheart disciple's invoking.
A forgeheart disciple who already has plating from another source (such as the warforged racial ability) instead increases the armor bonus of their plating by 1.
At 4th, a forgeheart disciple's plating gains a +1 enhancement bonus which increases by 1 each three levels thereafter, to a maximum of +6 at level 19.
At 2nd level and each four levels thereafter, a forgeheart disciple gains a bonus Warforged feat that she qualifies for. A forgeheart disciple counts as a warforged for qualifying for warforged feats, and may select feats normally restricted to level 1, but may not pick more than one that would change the type of plating they possess.
At 4th level and each four levels thereafter, a forgeheart disciple gains an reforging of her choice from the reforging list.
SpoilerAlloyed Skin (Ex)
A forgeheart disciple with this reforging gains Damage Reduction 1/Adamantine, which stacks with damage reduction from the Adamantine Body feat, but no other sources of damage reduction. This reforging may be selected multiple times, improving the forgeheart disciple's damage reduction by 1 each time it is selected.
Cleansing Crucible (Ex)
The forgeheart disciple gains immunity to disease.
Distilled Soul (Ex)
The forgeheart disciple gains immunity to poison.
Furnace Light (Ex)
You possess a strange internal lantern. You may choose to have its light radiate from any part of your body, and may choose to have it turned off, shed light in a 30ft radius and shadowy illumination in a 60ft radius, or shed light in a 60ft cone and shadowy illumination in a 120ft cone, and may switch between these options as a move action. This lantern works underwater and without oxygen or fuel.
Hollowed Cavity (Ex)
A portion of your body has been safely hollowed out and may be used to store an object or group of objects of tiny size or less. Retrieving an item from this cavity is a move action. Finding this cavity and its contents requires a DC 25 search check.
Integrated Weapon (Ex)
Choose a single light melee weapon you are proficient with. You gain an integrated version of that weapon in one of your arms, and may draw or sheathe it with that hand as a free action. You cannot be disarmed of this weapon, and it is a part of your body, though you continue to treat it as a manufactured weapon for all purposes. You may pay to have it made of a special material or possess special features as normal for a weapon, as well as enchant it.
Magic Resonance (Su)
Your unarmed strikes and natural weapons are treated as magic for bypassing DR/Magic, and you may enchant them as if they were masterwork manufactured weapons.
Perfected Oil (Ex)
When you heal ability damage by resting, you may heal additional ability damage equal to your constitution modifier for an ability of your choice. Alternately, you may heal an amount of ability drain to one score equal to half your constitution modifier.
Refitted Plating (Ex)
Your plating's armor check penalty is reduced 2.
Wrist Grapple (Ex)
You may produce 50ft of thin cable that is attached to your wrist, along with a grappling hook. It may be broken with a DC 26 strength check, has hardness 8 and 10 hit points. Due to its natural integration with your form, you gain a +8 racial bonus to Use Rope checks with your Wrist Grapple. If the cable is broken, damaged, or destroyed, it is automatically repaired after 8 hours of rest.
Brilliant Energy: Dazzles your enemies.
Coolant Release: Deals cold damage.
Shaped Venting: Allows you to alter the shape of your furnace.
Storm Capacitor: Deals electric damage.
Weapon Charge: Adds your elemental furnace damage to a single weapon attack.
Caustic Chemicals: Deals acid damage and sickens enemies.
Elemental Bolt: Shapes your furnace into a line.
Forgewrought Hands: Deals your elemental furnace damage as a slam attack.
Staggering Force: Deals lethal or nonlethal Bludgeoning damage.
Anvil Cacophony: Deals sonic damage, doubled against objects.
Coil Furnace: Gives your furnace a mutable area.
Elemental Burst: Increases the range of your furnace.
Entropy Engine: Deal negative energy damage and penalizes strength.
Cataclysmic Force: Deals untyped damage and disintegrates.
Genesis Forge: Restore hit points instead of dealing damage.
Redoubled Toil: Use your furnace twice.
Unceasing Furnace: Turns your furnace into a constant aura.
Your elemental furnace deals sonic damage instead of fire damage, and deals double damage against objects. If the shape you use would offer a Reflex save for half damage, it becomes a Fortitude save for half damage instead.
The blaze of your elemental furnace overwhelms the eyes. Creatures that fail their Reflex save against your elemental furnace damage are dazzled for 5 rounds. A successful Reflex save reduces the duration to 1 round.
Your elemental furnace deals untyped damage instead of fire damage and deals 1 additional damage per die of damage. Creatures reduced to 0 or fewer hp by cataclysmic force are entirely disintegrated (as the disintegrate spell). Like disintegrate, cataclysmic force destroys force effects within its area.
Your elemental furnace deals acid damage instead of fire damage. In addition, all creatures that take damage must make a Fortitude save or be sickened for 1 round.
When you activate your elemental furnace you deal damage to all creatures within a number of 5ft cubes equal to the number of elemental furnace dice you have. You may place these cubes in any configuration you wish, so long as each 5ft cube is adjacent to you or another 5ft cube.
Your elemental furnace deals cold damage instead of fire damage.
Your elemental furnace deals its damage to all creatures in a 20ft line, allowing a Reflex save for half damage as normal.
This shape increases the radius of your elemental furnace to 15ft.
Your elemental furnace deals negative energy damage, harming living creatures and healing undead. Creatures that take damage must make a Fortitude save or be suffer a -4 penalty to strength for 1 minute.
As a free action you may cover your hands with the power of your elemental furnace to gain a slam attack that deals your elemental furnace damage and gains the benefits of any element applied to it. You cannot use your normal elemental furnace ability and forgewrought hands in the same turn.
Your elemental furnace restores hit points instead of dealing fire damage, even repairing objects and restoring undead. You may only use this element once every 3 rounds.
As a single swift action you can use your elemental furnace twice in its normal area.
You may exclude any number of squares from being affected by your elemental furnace. In addition, when your activate your elemental furnace you may choose a single 5ft square adjacent to its area and affect that square as well.
Your elemental furnace deals either lethal or nonlethal bludgeoning damage, chosen when you apply the element. Hardness applies against this damage. If the shape you use would offer a Reflex save for half damage, it becomes a Fortitude save for half damage instead.
Your elemental furnace deals electric damage instead of fire damage.
You may activate your elemental furnace as a free action, and it lasts until the beginning of your next turn. Unceasing furnace affects anyone in the area, even creatures you pass by or who quickly pass through it.
As a free action once per round, you may apply your elemental furnace damage to a single weapon attack. You must choose to use this shape before making the attack.
Breath of the Night
Leaps and Bounds
See the Unseen
Flee the Scene
Ignore the Pyre
One With Earth
Work the Waters
Aura of Flame
Shield of the Depths
Wall of Perilous Flame
Draconic Flight, Greater
Facets of Nature
Master of Earth and Stone
Sing the Winds
Invocation Source Guide:
Black: Complete Arcane
Indigo: Complete Mage
Dark Red: Dragon Magic
Green: Kingdom of Gaia
Dark Orange: Make a Contract With Me
Navy: Mastering the Elements