Difference between revisions of "Forge (3.5e Class)"

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'''{{Anchor|Battle Technique}} ([[Ex]]):''' At 1st level the Forge gains a battle technique developed through their unparalleled understanding of materials and intense physical exertion. A Forge gains an additional new battle technique at 2nd level and every two levels thereafter.
 
'''{{Anchor|Battle Technique}} ([[Ex]]):''' At 1st level the Forge gains a battle technique developed through their unparalleled understanding of materials and intense physical exertion. A Forge gains an additional new battle technique at 2nd level and every two levels thereafter.
  
''{{Anchor|Bless Weapon}} ([[Sp]]):'' A Forge can gain the blessing of spirits to enhance their weapons temporarily. You gain the ability to cast ''[[SRD:Bless_Weapon|bless weapon]]'' as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. Treat this as spell-like ability as a 1st level spell for purposes referencing the spell level.
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''{{Anchor|Bless Weapon}} ([[Sp]]):'' A Forge can gain the blessing of spirits to enhance their weapons temporarily. You gain the ability to cast ''[[SRD:Bless_Weapon|bless weapon]]'' as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. Treat this ''bless weapon'' spell-like ability as a 1st level spell for purposes referencing the spell level.
  
''{{Anchor|Heat Metal}} ([[Sp]]):'' You need no furnace to do your work. You gain the ability to cast ''[[SRD:Heat_Metal|heat metal]]'' as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. The DC for the spell is 10 +1/2 class level + your Wisdom Modifier. Treat this as spell-like ability as a 2nd level spell for purposes referencing the spell level.
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''{{Anchor|Heat Metal}} ([[Sp]]):'' You need no furnace to do your work. You gain the ability to cast ''[[SRD:Heat_Metal|heat metal]]'' as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. The DC for the spell is 10 +1/2 class level + your Wisdom Modifier. Treat this ''heat metal'' spell-like ability as a 2nd level spell for purposes referencing the spell level.
  
 
''{{Anchor|Heat Tolerance}} ([[Su]]):'' A Forge is no stranger to extreme heat. You gain Energy Resistance 10 against Fire. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. This protects the recipient’s equipment as well.
 
''{{Anchor|Heat Tolerance}} ([[Su]]):'' A Forge is no stranger to extreme heat. You gain Energy Resistance 10 against Fire. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. This protects the recipient’s equipment as well.
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<br>At 7th level the Forge can smelt down and scrap very large amounts of material quickly.  Scrapping up to 500 lbs of material requires 10 minutes, plus 10 minutes for each additional 500 lbs of material. Scrapping in this manner is a Supernatural ability
 
<br>At 7th level the Forge can smelt down and scrap very large amounts of material quickly.  Scrapping up to 500 lbs of material requires 10 minutes, plus 10 minutes for each additional 500 lbs of material. Scrapping in this manner is a Supernatural ability
  
'''{{Anchor|Swift Repairs}} ([[Sp]]):''' At 2nd level the Forge can effect repairs to damaged armor and weapons with blinding speed. You gain the ability to cast ''[[SRD:Mending|mending]]'' at will as a spell-like ability cantrip. Treat this as spell-like ability as a 0th level spell for purposes referencing the spell level.
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'''{{Anchor|Swift Repairs}} ([[Sp]]):''' At 2nd level the Forge can effect repairs to damaged armor and weapons with blinding speed. You gain the ability to cast ''[[SRD:Mending|mending]]'' at will as a spell-like ability cantrip. Treat this ''mending'' spell-like ability as a 0th level spell for purposes referencing the spell level.
<br>At 3rd level you gain the ability to cast ''[[SRD:Make_Whole|make whole]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1) each day. You can also effect repairs on constructs as if you possessed the feat [[SRD:Craft_Construct|Craft Construct]]. Treat this as spell-like ability as a 2nd level spell for purposes referencing the spell level.
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<br>At 3rd level you gain the ability to cast ''[[SRD:Make_Whole|make whole]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1) each day. You can also effect repairs on constructs as if you possessed the feat [[SRD:Craft_Construct|Craft Construct]]. Treat this ''make whole'' spell-like ability as a 2nd level spell for purposes referencing the spell level.
<br>At 8th level you can use make whole to even repair destroyed magic items or complex technological items (items at 0 hit points or fewer). When using make whole you may restore the magic properties of the item if your caster level at least equal to that of the item. By expending two uses of make whole you may use it on one object of up to 100 cu. ft./ level, or 500 lbs per level, whichever is greater.
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<br>At 6th level you can use ''make whole'' to even repair destroyed magic items or complex technological items (items at 0 hit points or fewer). When using ''make whole'' you may restore the magic properties of the item if your caster level at least equal to that of the item. By expending two uses of ''make whole'' you may use it on one object of up to 100 cu. ft./ level, or 500 lbs per level, whichever is greater. Now treat this ''make whole'' spell-like ability as a 3rd level spell for purposes referencing the spell level.
  
 
'''{{Anchor|Muscles and Mind}} {{Ex}}:''' At 4th level Forges become ever stronger the more they refine their craft and their eye for detail also becomes more profound. You gain a +1 bonus to Strength and a +1 bonus to Wisdom, and every additional 4 levels you gain another +1 bonus to Strength and a +1 bonus to Wisdom.
 
'''{{Anchor|Muscles and Mind}} {{Ex}}:''' At 4th level Forges become ever stronger the more they refine their craft and their eye for detail also becomes more profound. You gain a +1 bonus to Strength and a +1 bonus to Wisdom, and every additional 4 levels you gain another +1 bonus to Strength and a +1 bonus to Wisdom.
  
'''{{Anchor|Shape Metal}} {{Sp}}:''' At 5th level Forges can reshape metal not just with their muscles, but just through sheer magical will. You gain the ability to cast ''metal shape'' as a spell-like ability a number of times per day equal to your Wisdom modifier (minimum 1). Treat this as ''[[SRD:Wood_Shape|wood shape]]'', except that it can only affect metals instead of wood. Metals so affected also are affected as though ''[[SRD:Heat_Metal|heat metal]]'' was cast upon it. The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this as spell-like ability as a 2nd level spell for purposes referencing the spell level.
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'''{{Anchor|Shape Metal}} {{Sp}}:''' At 5th level Forges can reshape metal not just with their muscles, but just through sheer magical will. You gain the ability to cast ''metal shape'' as a spell-like ability a number of times per day equal to your Wisdom modifier (minimum 1). Treat this as ''[[SRD:Wood_Shape|wood shape]]'', except that it can only affect metals instead of wood. Metals so affected also are affected as though ''[[SRD:Heat_Metal|heat metal]]'' was cast upon it. The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this ''shape metal'' spell-like ability as a 2nd level spell for purposes referencing the spell level.
  
 
'''{{Anchor|Magical Crafting}}:''' At 6th level the Forge can enchant magical items. You gain the benefits of [[SRD:Craft_Magic_Arms_and_Armor|Craft Magic Arms and Armor]] as a bonus feat, if you already possess the feat or later would gain it from another source, then instead you gain another [item creation] feat whose prerequisites you meet. As normal, if a Forge does not meet all the prerequisites to craft an item they may either have those steps supplied by a partner in crafting, or via other means of supplying spells such as casting from scrolls, if applicable.
 
'''{{Anchor|Magical Crafting}}:''' At 6th level the Forge can enchant magical items. You gain the benefits of [[SRD:Craft_Magic_Arms_and_Armor|Craft Magic Arms and Armor]] as a bonus feat, if you already possess the feat or later would gain it from another source, then instead you gain another [item creation] feat whose prerequisites you meet. As normal, if a Forge does not meet all the prerequisites to craft an item they may either have those steps supplied by a partner in crafting, or via other means of supplying spells such as casting from scrolls, if applicable.
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'''{{Anchor|Constructed Servitor}}:''' At 8th level the Forge gains [[SRD:Craft_Construct|Craft Construct]] as a bonus feat, regardless of whether they meet the prerequisites.
 
'''{{Anchor|Constructed Servitor}}:''' At 8th level the Forge gains [[SRD:Craft_Construct|Craft Construct]] as a bonus feat, regardless of whether they meet the prerequisites.
  
'''{{Anchor|Fabrication}} {{Sp}}:''' At 9th level a Forge can magically reshape not just metal but any material they are familiar with crafting. You gain the ability to cast ''[[SRD:Fabricate|fabricate]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). Treat this as spell-like ability as a 5th level spell for purposes referencing the spell level.
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'''{{Anchor|Fabrication}} {{Sp}}:''' At 9th level a Forge can magically reshape not just metal but any material they are familiar with crafting. You gain the ability to cast ''[[SRD:Fabricate|fabricate]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). Treat this ''fabrication'' spell-like ability as a 5th level spell for purposes referencing the spell level.
  
'''{{Anchor|Blades Bar the Way}} {{Sp}}:''' At 13th level a Forge can manifest the essence of their past creations, generating a barrier of swirling force weapons. You gain the ability to cast ''[[SRD:Blade_Barrier|blade barrier]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this as spell-like ability as a 6th level spell for purposes referencing the spell level.
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'''{{Anchor|Blades Bar the Way}} {{Sp}}:''' At 13th level a Forge can manifest the essence of their past creations, generating a barrier of swirling force weapons. You gain the ability to cast ''[[SRD:Blade_Barrier|blade barrier]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this ''blade barrier'' spell-like ability as a 6th level spell for purposes referencing the spell level.
  
 
'''{{Anchor|Forged Masterpiece}} {{Su}}:''' At 16th level a Forge can create unique items of unsurpassed craftsmanship. You gain the ability to make lesser artifacts. When you craft a magic item you may designate it as a lesser artifact, making it invulnerable to damage (but you and the DM must agree on a method of destruction). You may craft a number of artifacts equal to 1/3rd your Forge level.
 
'''{{Anchor|Forged Masterpiece}} {{Su}}:''' At 16th level a Forge can create unique items of unsurpassed craftsmanship. You gain the ability to make lesser artifacts. When you craft a magic item you may designate it as a lesser artifact, making it invulnerable to damage (but you and the DM must agree on a method of destruction). You may craft a number of artifacts equal to 1/3rd your Forge level.
  
'''{{Anchor|Forge's Blade}} {{Sp}}:''' At 17th level a Forge can manifest their favourite weapon as an animate force weapon. You gain the ability to cast ''[[SRD:Mage's_Sword|mage's sword]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The attack ability for this spell uses the Forge's Wisdom modifier rather than Intelligence or Charisma. The weapon deals 4d6+3 damage as the spell, but the weapon's threat range and critical multiplier are determined by the weapon chosen by the Forge. Treat this as spell-like ability as a 7th level spell for purposes referencing the spell level.
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'''{{Anchor|Forge's Blade}} {{Sp}}:''' At 17th level a Forge can manifest their favourite weapon as an animate force weapon. You gain the ability to cast ''[[SRD:Mage's_Sword|mage's sword]]'' as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The attack ability for this spell uses the Forge's Wisdom modifier rather than Intelligence or Charisma. The weapon deals 4d6+3 damage as the spell, but the weapon's threat range and critical multiplier are determined by the weapon chosen by the Forge. Treat this 'mage's sword'' spell-like ability as a 7th level spell for purposes referencing the spell level.
  
  

Revision as of 00:42, 7 October 2024

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Author: ErikOfWiki (talk)
Date Created: Sep 17, 2023; Updated Oct 6, 2024
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When it comes to creating arms and armor, you are a master of your craft. Your expertise even lends itself to the practical usage of your creations, after all the best way to learn about how to make the best weapons is by using them!

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Forge

A Forge is muscular powerhouse who can hit hard, though without the finesse or expertise of many martial archetypes. Forges also bring some versatility to their party thanks to their ability to create specialized items.

Making a Forge

Abilities: The shaping of metal is tough work and as such a high Strength is of great importance to a Forge. Also a keen eye for detail and awareness is critical for a Forge, so most Forges have a high Wisdom.

Races: The first Forges were Dwarves, said to be gifted a holy understanding of metals from their god Moradin, though the knowledge now is possessed by most races that use metalworking, as each race studied the creation of metal weapons and armor these master artisans have arisen. Most Forges learn through apprenticeship under an experienced Forge, but some rare prodigies come into the skills on their own.

Alignment: Any. Most Forges tend to be Lawful due to the order needed to maintain the highest standards of quality and consistency, but there is no requirement that they be a particular alignment.

Starting Gold: 5d6x10 gp; 165 gp average starting gold.

Starting Age: Moderate

Table: The Forge

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Battle Technique, Break, Master Smith, Metalworking Specialty
2nd +1 +3 +0 +0 Battle Technique, Swift Repairs(mending)
3rd +2 +3 +1 +1 Metalworking Specialty, Scrap, Swift Repairs(make whole)
4th +3 +4 +1 +1 Muscles and Mind, Battle Technique
5th +3 +4 +1 +1 Shape Metal, Metalworking Specialty
6th +4 +5 +2 +2 Magical Crafting, Battle Technique, Swift Repairs(make whole magic repairs)
7th +5 +5 +2 +2 Metalworking Specialty, Scrap(smelter)
8th +6/+1 +6 +2 +2 Muscles and Mind, Battle Technique, Constructed Servitor
9th +6/+1 +6 +3 +3 Fabrication, Metalworking Specialty
10th +7/+2 +7 +3 +3 Battle Technique
11th +8/+3 +7 +3 +3 Metalworking Specialty
12th +9/+4 +8 +4 +4 Muscles and Mind, Battle Technique
13th +9/+4 +8 +4 +4 Blades Bar the Way, Metalworking Specialty
14th +10/+5 +9 +4 +4 Battle Technique
15th +11/+6/+1 +9 +5 +5 Metalworking Specialty
16th +12/+7/+2 +10 +5 +5 Muscles and Mind, Battle Technique, Forged Masterpiece
17th +12/+7/+2 +10 +5 +5 Forge's Blade, Metalworking Specialty
18th +13/+8/+3 +11 +6 +6 Battle Technique
19th +14/+9/+4 +11 +6 +6 Metalworking Specialty
20th +15/+10/+5 +12 +6 +6 Muscles and Mind, Battle Technique

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).


Class Features

All of the following are class features of the Forge.

Weapon and Armor Proficiency: Forges are proficient with all simple and martial weapons. Forges are proficient with light, medium, and heavy armor, and with shields and great shields (tower shields). Forges are also proficient with any specific weapon or armor that they crafted or helped craft.

Break (Ex): A Forge can see the stress lines and weaknesses of objects, and knows just where to hit to to break it. You may treat objects as though their hardness was 1 point lower per class level (minimum 0), and also you gain a +1 bonus per class level to checks made to break or burst items. A Forge gains a bonus equal to their Wisdom modifier on Sunder checks.

Master Smith: A Forge who cannot work metals is not a Forge at all. The Forge has gains bonus skill ranks in Craft (metalworking) up to their class level. You gain a +3 bonus on all craft checks and craft mundane items twice as fast as normal, and may make Improved Masterwork items. You also have an arcane caster level equal to your hit dice, though no spell list or spells known, allowing you to potentially enchant magic items and qualify for item creation feats. Your caster level is used for your spell-like abilities, if any, and your Wisdom is used to determine your casting modifier for abilities granted by this class.

Battle Technique (Ex): At 1st level the Forge gains a battle technique developed through their unparalleled understanding of materials and intense physical exertion. A Forge gains an additional new battle technique at 2nd level and every two levels thereafter.

Bless Weapon (Sp): A Forge can gain the blessing of spirits to enhance their weapons temporarily. You gain the ability to cast bless weapon as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. Treat this bless weapon spell-like ability as a 1st level spell for purposes referencing the spell level.

Heat Metal (Sp): You need no furnace to do your work. You gain the ability to cast heat metal as a spell-like ability usable a number of times up to your Wisdom Modifier (minimum 1) each day. The DC for the spell is 10 +1/2 class level + your Wisdom Modifier. Treat this heat metal spell-like ability as a 2nd level spell for purposes referencing the spell level.

Heat Tolerance (Su): A Forge is no stranger to extreme heat. You gain Energy Resistance 10 against Fire. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. This protects the recipient’s equipment as well.

Heavy Lifting (Ex): Long hours spent hammering and shaping metal each day develops the muscles of a Forge to be able to carry a great deal of weight. You gain Heavy Build as a bonus feat. You also add your class level to your strength score for the purpose of determining your carrying capacity.

Heavy Strike (Ex): You gain Improved Power Attack. You may gain a +3 bonus on your melee damage rolls for every —2 penalty you take on your melee attack rolls (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Hammer Swinger (Ex): You gain Supreme Power Attack. You may gain a +2 bonus on your melee damage rolls for every —1 penalty you take on your melee attack rolls (or +4 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack. The Forge must have taken Heavy Strike already to take this option. May not be taken earlier than 10th level.

Item Breaker (Ex): You gain Improved Sunder as a bonus feat, even if you do not meet the prerequisites. When you successfully make a sunder attempt you deal an extra 1d6 points of bonus damage +1d6 per every 2 class levels after the first. This bonus damage is not multiplied on a critical hit.

Armor Breaker (Ex): The Forge discovers how to sunder armor being worn on the body. When making a sunder attack you may also target the opponents armor, instead of their shield or a held item. The Forge must have taken Item Breaker already to take this option.
Punch Through (Ex): The Forge has mastered the follow through of sundering to harm the wielder or wearer of a sundered object. When the Forge sunders to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder or wearer. Additionally, when making a Sunder check, if the Forge rolls a number on the die that would have been a threat on an attack roll and the Sunder check is successful, then the Forge may roll their Sunder check again, and if both checks were successful then the Forge deals damage on the Sunder as though they scored a critical hit (normally Sunder checks cannot crit, and this still does not increase bonus damage from the Item Breaker ability). The Forge must have taken Item Breaker and Armor Breaker already to take this option.
Combat Brute (Ex): The Forge's devotion to breaking things has led them to learn multiple weapon's techniques. The Forge gains Combat BruteCW as a bonus feat, even if they do not meet the prerequisites. The Forge must have taken Item Breaker already to take this option.
Counter Smash (Ex): The Forge can sunder even on defense. When someone attempts to sunder your weapon and you make the opposed attack roll to defend you may add any bonuses you have to sunder checks, and if successful on the opposed check you instead deal damage to the opponents weapon as if you had successfully sundered it. The Forge must have taken Item Breaker already to take this option.
Steel Driver (Ex): The Forge can blast through fortifications and mountains through sheer power alone. You may use a digging tool or pick to reduce earth or stone to rubble, effectively gaining a burrow speed of 5' and which leaves a tunnel in place (assuming the surrounding material is able to support it, as this does not allow a Forge to breathe when buried). This is exhausting work and the Forge can only maintain it for 1 minute + 1 minute per Constitution modifier before needing to rest for a duration equal to the amount of time spent breaking rock. If you spend another minute working without adequate rest then you will become Exhausted. The Forge must have taken Item Breaker already to take this option.

Object Lesson (Ex): A Forge knows the weak points on objects. You may make critical hits and inflict precision damage on constructs and objects.

Tireless (Ex): A Forge's long hours pounding metal has built up an incredible endurance. You are immune to fatigue, with the exception of that when an effect would leave you exhausted you are fatigued instead. You gain Endurance as a bonus feat.

Unstoppable (Ex): You are immune to Fatigue and Exhaustion effects. You gain DR 6/- against nonlethal damage. The Forge must have taken Tireless already to take this option.

Weapon Focus (Ex): You gain the Weapon Focus FPL feat from Koumei's Feat Per Level list[1]. With a week of practice you may reassign which weapons you favour.

You have a favourite weapon to use.
Select up to three weapons, such as "Short Sword, Battle Axe, Halberd". You gain a +2 bonus to hit and damage with them, and +4 to resist being deprived of these through Disarm or Sunder attempts.
At level ten, your threat range with such weapons is doubled.

Weapon Style (Ex): A Forge's intense devotion to their craft can pay off in specialized knowledge with the weapons they have crafted. You gain a Style feat as a bonus feat (up to High Balance). You need not meet the prerequisites for this feat. This Battle Technique may be take multiple times, each time learning a new Style Feat.

Metalworking Specialty: A Forge's creations are unmatched. You can modify equipment to improve it using the original craft DC modified by any improvements, or build in special features to equipment during the creation process. When adding any improvements on Weapons and Armor such as with Improved Masterwork or Metalworking Specialty the Forge may decrease the DC by 1 per Forge level (all cost modifiers still apply). You may also learn one of the specialty benefits listed below, and gain an additional new metalworking specialty at 3rd level and every 2 levels thereafter.

Alloyed (Ex): With expert metallurgical expertise, the Forge can combine two different materials when creating arms and armor. The item takes on properties of both materials, or the most advantageous as chosen by the Forge if there is an overlap or conflict. Cost is equal to the combined costs of the materials +5000 gp, and +15 to the craft DC.

Armors Airtight (Ex): You craft a suit of armor which can seal or unseal completely air tight as a swift action. This specialty takes up the head slot as a helmet is required (the helmet can be enchanted, but non-helmet head slot items will not do). With a move action you can lock your suit of armor airtight, making you immune to gases, water sealed, yet still able to see out of your visor. You have a limited air supply equal to the creator's class level in minutes. Airtight armor has more limited mobility, increasing the armor check penalty by 3, arcane spell failure by +10%, and reducing maximum Dexterity modifier to AC by 1 (or imposes a maximum Dexterity modifier of +7 if there was no limit previously). Cost is +3750, and the craft DC increases by +10.

Pressurized (Su): Pressurized armor is an expansion on the capabilities of airtight armor. The air supply is unlimited thanks to arcane filtering and allows the wearer to ignore the effects of the void of vacuum, and at ocean floor depths so long as it is sealed. This improvement may only be added to airtight armor and the Forge must learn how to make airtight armor before learning this specialty. Cost is +6250, and the craft DC increases by +10.

Anchored (Ex): This armor is designed to enable the wearer to seamlessly keep their grip and stance locked and tight when desired while wearing gauntlets and greaves. While wearing anchored armor the wearer gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). This stacks with dwarven stability. The wearer also gains a +10 bonus against disarm attempts. This benefit does not stack with the use of a locked gauntlet. Cost is +2000 gp, and +5 to the craft DC.

Barbed (Ex): Any armor capable of being fitted with armor spikes can become barbed armor. Treat barbed armor has having armor spikes, but dealing 1d8 damage for medium size. A creature that strikes the wearer with a melee weapon, an unarmed strike, or a natural weapon takes the armor spike damage (1d8 for medium size) as piercing damage from the barbs. Melee weapons with reach do not endanger an attacker in this way. Barbed armor may be used as climbing tools granting a +2 circumstance bonus to Climb checks. If grappled, the opponent takes the armor's spike damage (1d8, no strength added) each time they attempt a grapple check. However, the barbed armor is also clumsy and difficult to wear. Donning barbed armor takes twice as long. The armor check penalty rises by +3, arcane spell failure increases by +10%, and maximum Dexterity modifier to AC is reduced by 1. Cost is +3750, and the craft DC increases by +5.

Dragonbond (Ex): Any item made from dragon hide or scales can be made as dragonbond. Dragonbond armor and shields retain some of the elemental properties of the associated dragon it is made from, up to energy resistance 30. Cost increases by +2000 gp, and Craft DC rises by +1 for every 3 points of energy resistance added (maximum energy resistance 30 for 20,000 gp and +10 to the craft DC).

Mechanized (Ex): You may modify heavy armors with clockwork reinforcements that allow burdens to have their weight redistributed for greater balance and ease. The wearer also may treat their strength as 14 if proficient in the armor. If the wearer is already stronger than a strength of 14, then instead it supplements the wearer's strength for purposes of carrying capacity by +4. The armor's weight is doubled. The time to don this armor is doubled, however, it can be donned without assistance thanks to its sophistication. Cost increases by +5000 gp, and Craft DC rises by +10.

Titanic (Ex): You may significantly modify mechanized armor by adding additional armor plating and supports to increase its size. The armor's size increases by one step, and when worn by a proficient user one size smaller than the armor, then the user's size is treated as one step larger. The wearer also may treat their strength as 18 if proficient in the armor. If the wearer is already stronger than a strength of 18, then instead it supplements the wearer's strength for purposes of carrying capacity by +4 (stacking with the bonus for increased size). The armor's weight is quadrupled. This improvement may only be added to mechanized armor and the Forge must learn how to make mechanized armor before learning this specialty. Cost increases by +25000 gp, and Craft DC rises by +15.

Mobile (Ex): You may craft armors that are so well-fitted and designed that they are treated as 1 armor category lighter (Heavy becomes Medium, Medium becomes Light, Light becomes non-armor) for all purposes when beneficial to do so; however, the weight and other characteristics of the armor are unchanged. Cost is +5000 gp, and +5 to the craft DC.

Quick-Don Armor (Ex): Quick-Don armor and shields are modified to be equipped very quickly, as seen below. Cost is +500 gp, and +5 to the craft DC.

Armor Type Don Don Hastily Remove
Shield (any) Free action Free action
Non Armor Move action Swift action Swift action
Light Armor 4 rounds full round action standard action
Medium Armor 1 minute1 4 rounds 2 rounds1
Heavy Armor 1 minute2 1 minute 1d4+2 rounds1
  1. If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can’t help each other don armor at the same time.
  2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Weapons Aligned (Su): Crafted in hellfire and cooled in blood, or perhaps forged in purest light and doused in holy water- the manner of creation has bestowed a small essence of a planar trait upon your weapon. The weapon gains a permanent benefit of align weapon as the alignment chosen by the Forge in creation. Cost is +2500 gp and the craft DC increases by +5.

Battlecrafted (Ex): Battlecrafted weapons are even finer than masterwork, attuned for war. The weapon gains a +1 competence bonus on attack and damage instead of the usual +1 enhancement on attack masterwork grants. Cost is +2000 gp, and the craft DC increases by +5.

Bloodchanneling (Ex): Bloodchanneling weapons keep wounds bleeding even after the blow. An attack with a bloodchanneling weapon causes the target to bleed out 1 hp a round until they make a DC 15 Heal check, or get any form of curative magic such as from cure light wounds. This bleed damage does not stack with itself or other bleed damage. Cost is +3000 gp, and the craft DC increases by +5.

Brutal (Ex): Brutal weapons are slashing weapons designed with sawed teeth and jagged or serrated edges for extra damage on a critical hit. The weapon gains an additional 1d6 points of damage if it is a x2 weapon, 2d6 for a x3 weapon, and 3d6 for a x4 weapon. This damage is not multiplied on a critical hit. Cost is +3000 gp, and the craft DC increases by +5.

Chaos (Su): Chaos weapons have a prismatic oily sheen from being alchemically treated metal to possess a mutable characteristic. When a chaos weapon deals damage to a creature with damage reduction the weapon's metal subtly alters and gains the ability to penetrate that creature's damage reduction(s) for 24 hours or until it is cleaned or damages a creature with a different damage reduction and is altered to negate that damage reduction instead. Cost is +2500 gp and the craft DC increases by +10.

Crystalline Matrix (Su): These weapons incorporate a crystalline matrix, often into the hilt or pommel or haft, rather than the actual point of impact. This matrix allows the wielder to channel psionic energy into their attacks. Once per round the wielder may as a free action expend 1 power point to deal +1d4 bonus weapon damage on a successful attack. The wielder may even spend an additional 2 power points per additional +1d4 bonus weapon damage up to the wielder's manifester level. Cost is +8000 gp and the craft DC increases by +10.

Powerforged Weapon (Ex): Powerforged weapons are designed big, unwieldy, but very powerful. The weapon deals damage one size category larger, but doubles in weight, requires a minimum Str 13 to use, and gives a -1 penalty on attack rolls. Cost is +3000 gp and the craft DC increases by +5.

Runecrafted (Su): Runecrafted weapons have etched in channels for magical energy to flow, granting boons to those who can cast spells. If a person with spellcasting ability expends either a prepared spell or a spell slot while wielding a runecrafted weapon they may as a standard action to make a rune strike with the weapon, gaining a bonus on their attack roll equal to the spell level expended, as well as extra force damage equal to +1d4 points x the level of the spell expended. Cost is +10000 gp, and the craft DC increases by +10.

Skycraft (Su): Skycraft weapons are meant to be thrown. Thrown weapons double their range increment (weapons without a throwing range gain a throwing range of 10 ft). In addition, two-handed weapons may be thrown as a standard action. Skycraft weapons benefit from lighter weight, mithral or similarly lightweight material throwing weapons triple their range increment (such skycraft weapons without a throwing range gain a throwing range of 30 ft), and lightweight material two-handed weapons may be thrown as an attack action. Cost is +2000 gp, and the craft DC increases by +5. For mithral and other lightweight material weapons, cost is +6000 gp, and the craft DC increases to +10.

Scrap (Ex)/(Su): At 2nd level Forge can break down items into scrap materials for future items. So long as they are capable of damaging the item (as if they rolled maximum damage or rolled a 20 on the break DC), they can scrap any item up to one size category bigger than them in 10 minutes. You acquire the physical materials the majority of it is composed of, and add 1/2 of its market value as scrap for the purpose of building other items. For example, you can scrap 100 greatswords (50 gp each, for a total of 5000 gp) and gain 2500 gp of scrap for building any material composed of iron. Scrap itself is without value outside of the purposes of crafting physical materials. A sundered item may be scrapped for full value so long as the pieces are all recovered. Scrapping up to 50 lbs of material requires 1 hour, plus 1 hour for each additional 50 lbs of material.
At 7th level the Forge can smelt down and scrap very large amounts of material quickly. Scrapping up to 500 lbs of material requires 10 minutes, plus 10 minutes for each additional 500 lbs of material. Scrapping in this manner is a Supernatural ability

Swift Repairs (Sp): At 2nd level the Forge can effect repairs to damaged armor and weapons with blinding speed. You gain the ability to cast mending at will as a spell-like ability cantrip. Treat this mending spell-like ability as a 0th level spell for purposes referencing the spell level.
At 3rd level you gain the ability to cast make whole as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1) each day. You can also effect repairs on constructs as if you possessed the feat Craft Construct. Treat this make whole spell-like ability as a 2nd level spell for purposes referencing the spell level.
At 6th level you can use make whole to even repair destroyed magic items or complex technological items (items at 0 hit points or fewer). When using make whole you may restore the magic properties of the item if your caster level at least equal to that of the item. By expending two uses of make whole you may use it on one object of up to 100 cu. ft./ level, or 500 lbs per level, whichever is greater. Now treat this make whole spell-like ability as a 3rd level spell for purposes referencing the spell level.

Muscles and Mind (Ex): At 4th level Forges become ever stronger the more they refine their craft and their eye for detail also becomes more profound. You gain a +1 bonus to Strength and a +1 bonus to Wisdom, and every additional 4 levels you gain another +1 bonus to Strength and a +1 bonus to Wisdom.

Shape Metal (Sp): At 5th level Forges can reshape metal not just with their muscles, but just through sheer magical will. You gain the ability to cast metal shape as a spell-like ability a number of times per day equal to your Wisdom modifier (minimum 1). Treat this as wood shape, except that it can only affect metals instead of wood. Metals so affected also are affected as though heat metal was cast upon it. The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this shape metal spell-like ability as a 2nd level spell for purposes referencing the spell level.

Magical Crafting: At 6th level the Forge can enchant magical items. You gain the benefits of Craft Magic Arms and Armor as a bonus feat, if you already possess the feat or later would gain it from another source, then instead you gain another [item creation] feat whose prerequisites you meet. As normal, if a Forge does not meet all the prerequisites to craft an item they may either have those steps supplied by a partner in crafting, or via other means of supplying spells such as casting from scrolls, if applicable.

Once you have 14 ranks in a craft skill the crafting time of both mundane and magic items you craft is reduced to a maximum of 8 hours. You can also enchant magic items as though you knew every spell required if you have at least 14 ranks in the appropriate craft skill.

Constructed Servitor: At 8th level the Forge gains Craft Construct as a bonus feat, regardless of whether they meet the prerequisites.

Fabrication (Sp): At 9th level a Forge can magically reshape not just metal but any material they are familiar with crafting. You gain the ability to cast fabricate as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). Treat this fabrication spell-like ability as a 5th level spell for purposes referencing the spell level.

Blades Bar the Way (Sp): At 13th level a Forge can manifest the essence of their past creations, generating a barrier of swirling force weapons. You gain the ability to cast blade barrier as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The DC for the spell is 10 + 1/2 your class level + your Wisdom Modifier. Treat this blade barrier spell-like ability as a 6th level spell for purposes referencing the spell level.

Forged Masterpiece (Su): At 16th level a Forge can create unique items of unsurpassed craftsmanship. You gain the ability to make lesser artifacts. When you craft a magic item you may designate it as a lesser artifact, making it invulnerable to damage (but you and the DM must agree on a method of destruction). You may craft a number of artifacts equal to 1/3rd your Forge level.

Forge's Blade (Sp): At 17th level a Forge can manifest their favourite weapon as an animate force weapon. You gain the ability to cast mage's sword as a spell-like ability usable a number of times per day equal to your Wisdom modifier (minimum 1). The attack ability for this spell uses the Forge's Wisdom modifier rather than Intelligence or Charisma. The weapon deals 4d6+3 damage as the spell, but the weapon's threat range and critical multiplier are determined by the weapon chosen by the Forge. Treat this 'mage's sword spell-like ability as a 7th level spell for purposes referencing the spell level.


(CW = Complete Warrior)


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Facts about "Forge (3.5e Class)"
Article BalanceHigh +
AuthorErikOfWiki +
Base Attack Bonus ProgressionModerate +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Intimidate +, Jump +, Open Lock +, Profession +, Search +, Spellcraft +, Spot +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryWhen it comes to creating arms and armor, you are a master of your craft. Your expertise even lends itself to the practical usage of your creations, after all the best way to learn about how to make the best weapons is by using them! +
TitleForge +
Will Save ProgressionPoor +