Jeff Wilder
First Post
I created this class as a route for my 9th-level dwarven cleric to take. I'd appreciate comments as to flavor and balance. The table isn't formatted, but it should be understandable enough.
The fluff text isn't in here ... you know, the stuff about it being intended for cleric, paladins, and fighter/clerics. The basic idea is that forge seekers are somewhat akin to favored souls, in that they're simply chosen by Moradin to be his emissaries in the world. They're diplomats, but mostly they gain goodwill for dwarves by "doing" -- forge blessing and general adventuring -- rather than by talking, the idea being that if you make a man's work go well for him, it's easy to count on him as a friend.
I'm torn on whether the abilities are too weak or too strong, which I suppose is a pretty good indication they're just right. Despite the fact that the runecaster -- and several other clerical PrCs -- don't cost any spellcasting, I just couldn't go to that length of cheesiness ... there has to be some reason to stay a plain ol' cleric, and turning undead isn't enough. (Obviously, that's especially true for Korbec.) I wouldn't argue too much if you wanted to restore the 7th level of casting, but I can live without it.
As it stands now, Korbec needs another 4 ranks of Diplomacy to qualify, which'll be 10th level, so he'd enter the class at 11th (and immediately miss out on 6th-level spells, ouch).
Forge Seeker
Hit Die: d8.
Requirements:
Alignment: Lawful Good, Neutral Good, Lawful Neutral.
Deity: Moradin.
Skills: Diplomacy 8 ranks.
Craft (skill involving use of a forge) 8 ranks.
Feats: Proficient with warhammer.
Spells: Able to cast divine spells.
Special: Must have traveled at least 100 leagues and worked, during that travel, before at least 10 different forges.
Class Skills: Concentration (Con), Craft (Int), Diplomacy, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (religion), Profession (Wis), Spellcraft (Int), Survival.
Skill Points at Each Level: 2 + Int modifier.
Class Features:
Table: The Forge Seeker
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1
+0
+2
+0
+2
Find forge; Battle hammer (damage)
-
2
+1
+3
+0
+3
+1 divine
3
+2
+3
+1
+3
Fire resistance 5
+1 divine
4
+3
+4
+1
+4
Forge blessing
+1 divine
5
+3
+4
+1
+4
+1 divine
6
+4
+5
+2
+5
Fire resistance 10
+1 divine
7
+5
+5
+2
+5
Battle hammer (attacks); Refine soul
-
8
+6
+6
+2
+6
+1 divine
9
+6
+6
+3
+6
Fire immunity
+1 divine
10
+7
+7
+3
+7
Forged anew
+1 divine
Spells Per Day: At appropriate levels, add spellcasting to any existing divine spellcasting class. This does not improve anything other than spells per day and caster level, such as Turning Undead.
Find forge (Su): With concentration, a forge seeker always knows the direction – and only the direction -- of the nearest forge at which he will be able to work his craft. There is no range limit, but the ability doesn’t function across planes.
Battle hammer (Ex): At 1st level, a forge seeker’s skill with a hammer is such that it transcends the arena of the forge. With any hammer or warhammer, the forge seeker may add his Wisdom bonus (minimum 1) as an insight bonus to weapon damage rolls.
At 7th level, the forge seeker may add half his Wisdom bonus (round down, minimum 1) as an insight bonus to attack rolls with any hammer or warhammer.
Fire resistance (Ex): Long hours at the forge have toughened the forgeseeker to the point where he barely notices heat. At 3rd level he has fire resistance 5; this increases to fire resistance 10 at 6th level.
Forge blessing (Su): If a forge seeker actively works at a forge for 10 days in a row, at least eight hours per day, he calls the attention of Moradin, who blesses the forge. For the next 20 days, any LG, LN, or NG worker at that forge may choose either to gain a +10 sacred bonus to an appropriate Craft skill, or to gain a discount of 10 percent on gold piece cost and XP costs when using an appropriate item creation feat. (In general, this includes Craft Magic Arms and Armor and Forge Ring, although there may be exceptions; e.g., horseshoes of speed, as a wondrous item).
Any evil being working at a blessed forge gains one negative level. This negative level can never become permanent, but nor can it be removed by spells such as restoration.
Any being working at a blessed forge knows that Moradin is the source of the blessing.
Any given forge can receive the forge blessing no more often than once per year.
Refine soul: At 7th level, a forge seeker can choose any one bonus feat (for which he otherwise qualifies) that permanently improves his saving throws or skill modifiers.
Fire immunity (Su): At 9th level, the forge seeker is immune to fire, magical or otherwise.
Forged anew (Ex): At 10th level, the forge seeker becomes tireless. He has no need for sleep, and may work (or travel, or otherwise engage in strenuous activity) with limitations only by circumstances. (For example, he could craft two days toward completion of a magic item in one 24 hours period; not three days, because he still must eat, drink, and otherwise attend to his body.) His skin takes on a dull lustrous metallic sheen, and he gains DR 3/adamantine.
Ex-Forge Seekers: If a forge seeker should cease to worship Moradin – including changing alignment outside the requirements, he loses any Supernatural abilities gained from the class and may no longer advance in it until he properly atones.
The fluff text isn't in here ... you know, the stuff about it being intended for cleric, paladins, and fighter/clerics. The basic idea is that forge seekers are somewhat akin to favored souls, in that they're simply chosen by Moradin to be his emissaries in the world. They're diplomats, but mostly they gain goodwill for dwarves by "doing" -- forge blessing and general adventuring -- rather than by talking, the idea being that if you make a man's work go well for him, it's easy to count on him as a friend.
I'm torn on whether the abilities are too weak or too strong, which I suppose is a pretty good indication they're just right. Despite the fact that the runecaster -- and several other clerical PrCs -- don't cost any spellcasting, I just couldn't go to that length of cheesiness ... there has to be some reason to stay a plain ol' cleric, and turning undead isn't enough. (Obviously, that's especially true for Korbec.) I wouldn't argue too much if you wanted to restore the 7th level of casting, but I can live without it.
As it stands now, Korbec needs another 4 ranks of Diplomacy to qualify, which'll be 10th level, so he'd enter the class at 11th (and immediately miss out on 6th-level spells, ouch).
Forge Seeker
Hit Die: d8.
Requirements:
Alignment: Lawful Good, Neutral Good, Lawful Neutral.
Deity: Moradin.
Skills: Diplomacy 8 ranks.
Craft (skill involving use of a forge) 8 ranks.
Feats: Proficient with warhammer.
Spells: Able to cast divine spells.
Special: Must have traveled at least 100 leagues and worked, during that travel, before at least 10 different forges.
Class Skills: Concentration (Con), Craft (Int), Diplomacy, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (religion), Profession (Wis), Spellcraft (Int), Survival.
Skill Points at Each Level: 2 + Int modifier.
Class Features:
Table: The Forge Seeker
Level
BAB
Fort
Ref
Will
Special
Spellcasting
1
+0
+2
+0
+2
Find forge; Battle hammer (damage)
-
2
+1
+3
+0
+3
+1 divine
3
+2
+3
+1
+3
Fire resistance 5
+1 divine
4
+3
+4
+1
+4
Forge blessing
+1 divine
5
+3
+4
+1
+4
+1 divine
6
+4
+5
+2
+5
Fire resistance 10
+1 divine
7
+5
+5
+2
+5
Battle hammer (attacks); Refine soul
-
8
+6
+6
+2
+6
+1 divine
9
+6
+6
+3
+6
Fire immunity
+1 divine
10
+7
+7
+3
+7
Forged anew
+1 divine
Spells Per Day: At appropriate levels, add spellcasting to any existing divine spellcasting class. This does not improve anything other than spells per day and caster level, such as Turning Undead.
Find forge (Su): With concentration, a forge seeker always knows the direction – and only the direction -- of the nearest forge at which he will be able to work his craft. There is no range limit, but the ability doesn’t function across planes.
Battle hammer (Ex): At 1st level, a forge seeker’s skill with a hammer is such that it transcends the arena of the forge. With any hammer or warhammer, the forge seeker may add his Wisdom bonus (minimum 1) as an insight bonus to weapon damage rolls.
At 7th level, the forge seeker may add half his Wisdom bonus (round down, minimum 1) as an insight bonus to attack rolls with any hammer or warhammer.
Fire resistance (Ex): Long hours at the forge have toughened the forgeseeker to the point where he barely notices heat. At 3rd level he has fire resistance 5; this increases to fire resistance 10 at 6th level.
Forge blessing (Su): If a forge seeker actively works at a forge for 10 days in a row, at least eight hours per day, he calls the attention of Moradin, who blesses the forge. For the next 20 days, any LG, LN, or NG worker at that forge may choose either to gain a +10 sacred bonus to an appropriate Craft skill, or to gain a discount of 10 percent on gold piece cost and XP costs when using an appropriate item creation feat. (In general, this includes Craft Magic Arms and Armor and Forge Ring, although there may be exceptions; e.g., horseshoes of speed, as a wondrous item).
Any evil being working at a blessed forge gains one negative level. This negative level can never become permanent, but nor can it be removed by spells such as restoration.
Any being working at a blessed forge knows that Moradin is the source of the blessing.
Any given forge can receive the forge blessing no more often than once per year.
Refine soul: At 7th level, a forge seeker can choose any one bonus feat (for which he otherwise qualifies) that permanently improves his saving throws or skill modifiers.
Fire immunity (Su): At 9th level, the forge seeker is immune to fire, magical or otherwise.
Forged anew (Ex): At 10th level, the forge seeker becomes tireless. He has no need for sleep, and may work (or travel, or otherwise engage in strenuous activity) with limitations only by circumstances. (For example, he could craft two days toward completion of a magic item in one 24 hours period; not three days, because he still must eat, drink, and otherwise attend to his body.) His skin takes on a dull lustrous metallic sheen, and he gains DR 3/adamantine.
Ex-Forge Seekers: If a forge seeker should cease to worship Moradin – including changing alignment outside the requirements, he loses any Supernatural abilities gained from the class and may no longer advance in it until he properly atones.