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<blockquote data-quote="Neo" data-source="post: 1583805" data-attributes="member: 4139"><p><strong>DWARVEN FORGEPRIEST:</strong> </p><p></p><p>Among the Dwarven clans all across Faerun the skill of their smiths is undisputed, forging weapons and armour and constructing dwarfholds of incredible beauty and resilience, yet none are so skilled or respected among their number than the Forgepriests.</p><p>A forgepriest is one blessed by their deity with the secrets of crafting the likes of, which no normal smith can possibly hope to re-create. They can bind the elements to their creations or create items of incredible strength or resilience. All forepriests are well versed and trained in the ancient arts of runecrafting too and frequently enrune items they create with magical effects that can be called upon in times of need.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a Dwarven Forgrepriest, a character must fulfil all of the following criteria:</p><p><strong>Race:</strong> Any Dwarven subtype</p><p><strong>Patron:</strong> Dugmaren Brightmantle, Dumathoin, Laduguer or Moradin</p><p><strong>Base Fortitude Save:</strong> +6</p><p><strong>Skills:</strong> Craft (armoursmithing, Weaponsmithing or stonemasonry) 13 ranks, Craft (one of the other two not chosen) 8 ranks, Knowledge (religion) 4 ranks. </p><p><strong>Feats:</strong> Skill Focus (craft-any one of the three above), Craft Arms & Armour, Inscribe Rune</p><p><strong>Special:</strong> Ability to cast 5th level divine spells and access to the Craft domain. </p><p></p><p><strong>Class Skills</strong></p><p>The Forgepriest's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane) (Int), Knowledge (architecture & engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).</p><p></p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Dwarven Forgepriest prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> Forgepriests are proficient with all simple and martial weapons, and light armours.</p><p></p><p><strong>Spells Per Day:</strong> A forgepriests training focuses on magic that will aid him in his work of crafting magical arms and armour. Thus, when a character gains an odd level of forgepriest, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example).</p><p>If a character had more than one divine spellcasting class before he became a forgepriest, he must decide to which class he adds each level of forgepriest for purposes of determining spells per day when he adds the new level. </p><p></p><p><strong>Mastercrafting:</strong> A forgepriest is able to produce items of such craftsmanship that they are a class above masterwork. This new quality of items is referred to as masterpiece items. Masterpiece items as with masterwork may be weapons, armour, shields, or tools. As with masterwork items, masterpiece items confer a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterpiece item, you create the masterpiece component as if it were a separate item in addition to both the standard item and the masterwork item. The masterpiece component has its own price (1,200gp for a weapon or 600 gp for a suit of armour or a shield) and a craft DC, which varies depending upon the nature of the masterpiece effect. Once the standard, masterwork, and masterpiece components are completed, the masterpiece item is finished. Note: The cost you pay for the masterpiece item is one-third of the given amount, just as it is for the cost of raw materials.</p><p><strong>Masterpiece Effect Craft Skill Craft DC</strong></p><p>+1 Attack Bonus (on top of Masterwork bonus) Weaponsmithing 25</p><p>+1 Damage bonus Weaponsmithing 30</p><p>Increased Threat Range 1 step (20,19-20,17-20,15-20 etc.) Weaponsmithing 35</p><p>Increased Critical Multiplier +1 (x2, x3, x4, x5 etc.) Weaponsmithing 40</p><p>+1 Armour Bonus Armoursmithing 30</p><p>-1 Armour Check Penalty (on top of Masterwork bonus) Armoursmithing 25</p><p>+1 Maximum Dexterity Bonus Armoursmithing 30</p><p>10% Weight Reduction Armour or Weaponsmithing 25</p><p>+5 Hardness Armour or Weaponsmithing 30</p><p>+20% Hit Points Armour or Weaponsmithing 25</p><p>+50% Item value Varies 30</p><p>+2 Circumstance bonus to a Tool (on top of masterwork bonus) Varies 25</p><p></p><p>Masterpiece bonuses are varied as shown on the table above and are in addition to an items masterwork bonus. No more than one masterpiece effect can be applied to a single masterpiece item. So a masterpiece greataxe for example could have a +1 damage bonus or an increased threat range but could not have both.</p><p></p><p><strong>Productivity:</strong> A forgepriest is so adept at crafting items on a large scale and with such regularity that when crafting normal non-magical, non-masterwork items they are always created in half the time normally required. For purposes of crafting they only need to meet have the items price for it to be complete instead of the full amount.</p><p></p><p><strong>Built to Last (Ex):</strong> From 2nd level, a forgepriest has mastered the Dwarven techniques of forging as taught to them by thier god, enabling them to create items or structures that will last for hundreds of years. A forgepriest adds +1 hardness for every other level of this prestige (round down), and +5 hit points as a bonus to any item they craft for each and every level in this prestige. For example: Durenor, has 5 levels of Forgepriest and adds +2 hardness and 25 hit points to the basic hardness and hit points of the material for a common item of that type when he crafts one. So when crafting a greataxe, which normally has 5 hardness and 10 hit points, the ones he crafts have 7 hardness and 35 hit points.</p><p></p><p><strong>Bonus Feats:</strong> Starting from 3rd level, a forgepriest receives a bonus feat every third level (3rd, 6th, and 9th), which must be either an Item Creation feat, Magical Artisan, or a Metamagic feat.</p><p></p><p><strong>Bind Element (Su):</strong> Upon reaching 4th level, a forgepriest learns the secrets of the elements and how to bind them to there magical craftings. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.</p><p><strong>Element Special Ability (weapon) Price Special Ability (armour) Price</strong></p><p>Earth Shock +1 bonus Electricity Resistance +18,000gp</p><p>Air Throwing +1 bonus Sonic Resistance +18,000gp</p><p>Fire Flaming +1 bonus Fire Resistance +18,000gp</p><p>Water Frost +1 bonus Cold Resistance +18,000gp</p><p></p><p>For example: <em>If Durenor the 7th level Cleric / 5th level Forgepriest was crafting a +1 Greataxe it would normally cost 320gp for the masterwork great axe + bonus squared (1x1=1) x 2,000gp = 2,000gp for a total cost of 2,320gp and 93 xp. He decides to bind the element of fire to the axe, which as a +1 bonus is priced the same as the +1 greataxe, therefore costing him another 2,320gp but does NOT cost another 93 xp. So Durenor binds the element to the +1 Great Axe, making it a +1 Elemental Great Axe (Fire) and it costs him 2,320gp to make (remember half the base price is the cost to produce a magic item), and it has a market price 4,640gp and 93 xp to make and will take five days to make.</em> </p><p></p><p><strong>Runecraft (Ex):</strong> A forgepriest from 5th level gains a +1 bonus on Craft checks made to inscribe runes. Magical runes are commonly applied to arms and armours they make.</p><p><strong>Number of Uses or Trigger Method Base Price Forgepriest Level1</strong></p><p>One Spell level1 x caster level x 50 gp -</p><p>Charges3 Spell level1 x caster level x charges x 50 gp 3rd </p><p>Charges per day3 Spell level1 x caster level x charges x 400 gp 8th </p><p>Permanent (Until spell level1 x caster dispelled) level x 2,000 gp 8th </p><p>Works when touched Base cost -</p><p>Works when read Base cost x 2 or passed 3rd </p><p>1 A 0-level spell counts as ½ level.</p><p>2 The minimum forgepriest level to inscribe a rune of this type. “_” indicates the default ability granted by inscribe rune feat.</p><p>3 If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune.</p><p>4 If the spell has a component or XP cost, add 100 times that cost to the base price of the rune.</p><p></p><p><strong>Improved Runecasting (Su):</strong> A forgepriest of 3rd level and again at 8th level, gain the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table.</p><p></p><p><strong>Fortified Item (Su):</strong> Upon reaching 7th level, a forgepriest learns the secrets of magical girding their creations. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.</p><p><strong>Fortification (weapon) Price Special Ability (armour) Price</strong></p><p>Fortified +1 +1 bonus 25% Fortification +1 bonus</p><p>Fortified +2 +2 bonus 50% Fortification +2 bonus</p><p>Fortified +3 +3 bonus 75% Fortification +3 bonus</p><p></p><p>A Fortified weapon counts as being a greater enhancement than normal for the purposes of overcoming damage reduction. For example <em>a +1 longsword with the Fortified +1 bonus counts as a +2 weapon for the purposes of overcoming damage reduction. The +1 longsword however still only adds +1 to attack and damage rolls as normal.</em></p><p></p><p><strong>Bind Item (Su):</strong> finally upon reaching 10th level, a forgepriest is able to specifically bind a weapon or armour to a specific individual during it’s crafting. To do this the person it is to be bound to must be present and a ceremony that takes 4 hours and ends in the forgepriest expending some gold pieces in raw materials and experience points to forge the bond as follows.</p><p>Caster level of Item + level of person being bonded x 500 gp and costs 1/25 Xp also.</p><p>So for example: <em>Durenor our 7th level Cleric / 7th level Forgepriest is forging a +1 Battleaxe for his nephew, he pays the usual gold and xp costs to make the item as usual and at the end of the ceremony he decided to bind the axe to his nephew. His nephew spends the next four hours in his uncles forge while Durenor performs the ceremony. His nephew is a 5th level Fighter.</em></p><p><em>Durenor made the battle axe as a 3rd level item so the cost to forge the bond is 3rd x 5th x 500gp = 7,500gp and will cost 300 xp, the gold and experience is deducted and the ceremony completes with the bond having been forged.</em></p><p>Once an item is bound to an individual they can as a free action “recall” the item to their hand when called from any distance, provided it is on the same plane of existence. This means that the weapon or armour cannot be lost, stolen or otherwise misplaced.</p><p></p><p><strong>Dwarven Forgepriest Advancement</strong></p><p><strong>Level Attack Fort Ref Will Special Spells / Day</strong></p><p>1st +0 +2 +0 +2 Mastercrafting, Productivity +1 level of existing divine class</p><p></p><p>2nd +1 +3 +0 +3 Built to Last -</p><p></p><p>3rd +2 +3 +1 +3 Bonus Feat, Improved Runecasting +1 level of existing divine class</p><p></p><p>4th +3 +4 +1 +4 Bind Element -</p><p></p><p>5th +3 +4 +1 +4 Runecraft +1 +1 level of existing divine class</p><p></p><p>6th +4 +5 +2 +5 Bonus Feat -</p><p></p><p>7th +5 +5 +2 +5 Fortified Item +1 level of existing divine class</p><p></p><p>8th +6 +6 +2 +6 Improved Runcasting -</p><p></p><p>9th +6 +6 +3 +6 Bonus Feat +1 level of existing divine class</p><p></p><p>10th +7 +7 +3 +7 Bind Item -</p></blockquote><p></p>
[QUOTE="Neo, post: 1583805, member: 4139"] [b]DWARVEN FORGEPRIEST:[/b] Among the Dwarven clans all across Faerun the skill of their smiths is undisputed, forging weapons and armour and constructing dwarfholds of incredible beauty and resilience, yet none are so skilled or respected among their number than the Forgepriests. A forgepriest is one blessed by their deity with the secrets of crafting the likes of, which no normal smith can possibly hope to re-create. They can bind the elements to their creations or create items of incredible strength or resilience. All forepriests are well versed and trained in the ancient arts of runecrafting too and frequently enrune items they create with magical effects that can be called upon in times of need. [b]Hit Die:[/b] d8 [b]Requirements[/b] To qualify to become a Dwarven Forgrepriest, a character must fulfil all of the following criteria: [b]Race:[/b] Any Dwarven subtype [b]Patron:[/b] Dugmaren Brightmantle, Dumathoin, Laduguer or Moradin [b]Base Fortitude Save:[/b] +6 [b]Skills:[/b] Craft (armoursmithing, Weaponsmithing or stonemasonry) 13 ranks, Craft (one of the other two not chosen) 8 ranks, Knowledge (religion) 4 ranks. [b]Feats:[/b] Skill Focus (craft-any one of the three above), Craft Arms & Armour, Inscribe Rune [b]Special:[/b] Ability to cast 5th level divine spells and access to the Craft domain. [b]Class Skills[/b] The Forgepriest's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane) (Int), Knowledge (architecture & engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). [b]Skill Points at Each Level:[/b] 2 + Int modifier. [b]Class Features[/b] All the following are class features of the Dwarven Forgepriest prestige class: [b]Weapon and Armour Proficiency:[/b] Forgepriests are proficient with all simple and martial weapons, and light armours. [b]Spells Per Day:[/b] A forgepriests training focuses on magic that will aid him in his work of crafting magical arms and armour. Thus, when a character gains an odd level of forgepriest, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example). If a character had more than one divine spellcasting class before he became a forgepriest, he must decide to which class he adds each level of forgepriest for purposes of determining spells per day when he adds the new level. [b]Mastercrafting:[/b] A forgepriest is able to produce items of such craftsmanship that they are a class above masterwork. This new quality of items is referred to as masterpiece items. Masterpiece items as with masterwork may be weapons, armour, shields, or tools. As with masterwork items, masterpiece items confer a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterpiece item, you create the masterpiece component as if it were a separate item in addition to both the standard item and the masterwork item. The masterpiece component has its own price (1,200gp for a weapon or 600 gp for a suit of armour or a shield) and a craft DC, which varies depending upon the nature of the masterpiece effect. Once the standard, masterwork, and masterpiece components are completed, the masterpiece item is finished. Note: The cost you pay for the masterpiece item is one-third of the given amount, just as it is for the cost of raw materials. [b]Masterpiece Effect Craft Skill Craft DC[/b] +1 Attack Bonus (on top of Masterwork bonus) Weaponsmithing 25 +1 Damage bonus Weaponsmithing 30 Increased Threat Range 1 step (20,19-20,17-20,15-20 etc.) Weaponsmithing 35 Increased Critical Multiplier +1 (x2, x3, x4, x5 etc.) Weaponsmithing 40 +1 Armour Bonus Armoursmithing 30 -1 Armour Check Penalty (on top of Masterwork bonus) Armoursmithing 25 +1 Maximum Dexterity Bonus Armoursmithing 30 10% Weight Reduction Armour or Weaponsmithing 25 +5 Hardness Armour or Weaponsmithing 30 +20% Hit Points Armour or Weaponsmithing 25 +50% Item value Varies 30 +2 Circumstance bonus to a Tool (on top of masterwork bonus) Varies 25 Masterpiece bonuses are varied as shown on the table above and are in addition to an items masterwork bonus. No more than one masterpiece effect can be applied to a single masterpiece item. So a masterpiece greataxe for example could have a +1 damage bonus or an increased threat range but could not have both. [b]Productivity:[/b] A forgepriest is so adept at crafting items on a large scale and with such regularity that when crafting normal non-magical, non-masterwork items they are always created in half the time normally required. For purposes of crafting they only need to meet have the items price for it to be complete instead of the full amount. [b]Built to Last (Ex):[/b] From 2nd level, a forgepriest has mastered the Dwarven techniques of forging as taught to them by thier god, enabling them to create items or structures that will last for hundreds of years. A forgepriest adds +1 hardness for every other level of this prestige (round down), and +5 hit points as a bonus to any item they craft for each and every level in this prestige. For example: Durenor, has 5 levels of Forgepriest and adds +2 hardness and 25 hit points to the basic hardness and hit points of the material for a common item of that type when he crafts one. So when crafting a greataxe, which normally has 5 hardness and 10 hit points, the ones he crafts have 7 hardness and 35 hit points. [b]Bonus Feats:[/b] Starting from 3rd level, a forgepriest receives a bonus feat every third level (3rd, 6th, and 9th), which must be either an Item Creation feat, Magical Artisan, or a Metamagic feat. [b]Bind Element (Su):[/b] Upon reaching 4th level, a forgepriest learns the secrets of the elements and how to bind them to there magical craftings. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item. [b]Element Special Ability (weapon) Price Special Ability (armour) Price[/b] Earth Shock +1 bonus Electricity Resistance +18,000gp Air Throwing +1 bonus Sonic Resistance +18,000gp Fire Flaming +1 bonus Fire Resistance +18,000gp Water Frost +1 bonus Cold Resistance +18,000gp For example: [i]If Durenor the 7th level Cleric / 5th level Forgepriest was crafting a +1 Greataxe it would normally cost 320gp for the masterwork great axe + bonus squared (1x1=1) x 2,000gp = 2,000gp for a total cost of 2,320gp and 93 xp. He decides to bind the element of fire to the axe, which as a +1 bonus is priced the same as the +1 greataxe, therefore costing him another 2,320gp but does NOT cost another 93 xp. So Durenor binds the element to the +1 Great Axe, making it a +1 Elemental Great Axe (Fire) and it costs him 2,320gp to make (remember half the base price is the cost to produce a magic item), and it has a market price 4,640gp and 93 xp to make and will take five days to make.[/i] [b]Runecraft (Ex):[/b] A forgepriest from 5th level gains a +1 bonus on Craft checks made to inscribe runes. Magical runes are commonly applied to arms and armours they make. [b]Number of Uses or Trigger Method Base Price Forgepriest Level1[/b] One Spell level1 x caster level x 50 gp - Charges3 Spell level1 x caster level x charges x 50 gp 3rd Charges per day3 Spell level1 x caster level x charges x 400 gp 8th Permanent (Until spell level1 x caster dispelled) level x 2,000 gp 8th Works when touched Base cost - Works when read Base cost x 2 or passed 3rd 1 A 0-level spell counts as ½ level. 2 The minimum forgepriest level to inscribe a rune of this type. “_” indicates the default ability granted by inscribe rune feat. 3 If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune. 4 If the spell has a component or XP cost, add 100 times that cost to the base price of the rune. [b]Improved Runecasting (Su):[/b] A forgepriest of 3rd level and again at 8th level, gain the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table. [b]Fortified Item (Su):[/b] Upon reaching 7th level, a forgepriest learns the secrets of magical girding their creations. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item. [b]Fortification (weapon) Price Special Ability (armour) Price[/b] Fortified +1 +1 bonus 25% Fortification +1 bonus Fortified +2 +2 bonus 50% Fortification +2 bonus Fortified +3 +3 bonus 75% Fortification +3 bonus A Fortified weapon counts as being a greater enhancement than normal for the purposes of overcoming damage reduction. For example [i]a +1 longsword with the Fortified +1 bonus counts as a +2 weapon for the purposes of overcoming damage reduction. The +1 longsword however still only adds +1 to attack and damage rolls as normal.[/i] [b]Bind Item (Su):[/b] finally upon reaching 10th level, a forgepriest is able to specifically bind a weapon or armour to a specific individual during it’s crafting. To do this the person it is to be bound to must be present and a ceremony that takes 4 hours and ends in the forgepriest expending some gold pieces in raw materials and experience points to forge the bond as follows. Caster level of Item + level of person being bonded x 500 gp and costs 1/25 Xp also. So for example: [i]Durenor our 7th level Cleric / 7th level Forgepriest is forging a +1 Battleaxe for his nephew, he pays the usual gold and xp costs to make the item as usual and at the end of the ceremony he decided to bind the axe to his nephew. His nephew spends the next four hours in his uncles forge while Durenor performs the ceremony. His nephew is a 5th level Fighter. Durenor made the battle axe as a 3rd level item so the cost to forge the bond is 3rd x 5th x 500gp = 7,500gp and will cost 300 xp, the gold and experience is deducted and the ceremony completes with the bond having been forged.[/i] Once an item is bound to an individual they can as a free action “recall” the item to their hand when called from any distance, provided it is on the same plane of existence. This means that the weapon or armour cannot be lost, stolen or otherwise misplaced. [b]Dwarven Forgepriest Advancement Level Attack Fort Ref Will Special Spells / Day[/b] 1st +0 +2 +0 +2 Mastercrafting, Productivity +1 level of existing divine class 2nd +1 +3 +0 +3 Built to Last - 3rd +2 +3 +1 +3 Bonus Feat, Improved Runecasting +1 level of existing divine class 4th +3 +4 +1 +4 Bind Element - 5th +3 +4 +1 +4 Runecraft +1 +1 level of existing divine class 6th +4 +5 +2 +5 Bonus Feat - 7th +5 +5 +2 +5 Fortified Item +1 level of existing divine class 8th +6 +6 +2 +6 Improved Runcasting - 9th +6 +6 +3 +6 Bonus Feat +1 level of existing divine class 10th +7 +7 +3 +7 Bind Item - [/QUOTE]
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