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Blacksmith
This is an exercise to make a nonspellcasting magical arms and armor smith base class. This is from the class construction engine. Using it and 250 to start or more to make the class I desire.
Good Base attack bonus 50
Durable saves 15
6 to 10 class skills 10
2 skill points per level 15
d12 hit die 50
Weapon proficiency with all simple and marshal weapons 25
Proficiency with all types of Armor and shields 35
The total for this part is 200 leaving only 50 points for class abilities.
The class abilities are.
Fire Resistance 5
Bonus to Craft (Weaponsmith) and (Armorsmith) 10
Imbue Weapons and Armor 15
Forgo Tools 5
Decreased Experience Cost 15
Skill Focus Craft (Weaponsmith) 5
Skill Focus Craft (Armorsmith) 5
This brings the total for the class to 260 more than the class average.
This makes the class look something like this
PRESTIGE CLASS TABLE: BLACKSMITH
Level Base
Attack Bonus
Fort Ref Will
Save Save Save Special
1 +1 +2 +0 +0 Kiss of the Flame, Skill focus (weaponsmith) & (armorsmith)
2 +2 +3 +0 +0 Master the Forge (DC15, 250gp)
3 +3 +3 +1 +1 Master the Forge (+1)
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Master the Forge (+2), Craft skill +10
6 +6/+1 +5 +2 +2 Master the Forge (DC20, 500gp)
7 +7/+2 +5 +2 +2 Master the Forge (+3)
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Master the Forge (+4)
10 +10/+5 +7 +3 +3 Master the Forge (DC30, 1000gp), Craft skill +20,
11 +11/+6/+1 +7 +3 +3 Master the Forge (+1 ability), .75 XP
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Master the Forge (DC40, 2000gp),
15 +15/+10/+5 +9 +5 +5 Master the Forge (+3 ability) Craft skill +30, .50 XP
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Master the Forge (DC50, 4000gp)
19 +19/+14/+9/+4 +11 +6 +6 Master the Forge (+5 ability)
20 +20/+15/+10/+5 +12 +6 +6 .25 XP
Hit Die: d12.
Starting Gold: 4d4 x 10 (but the blacksmith buys all of his armor and weapons at half price)
Class Skills: The blacksmith's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), and Profession (Wis).
Weapon and Armor Proficiency: Blacksmiths are proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields
Kiss of the Flame: At 1st level, a blacksmith gains Fire Resistance equal to his level. This is an extraordinary ability
Skill Focus: A blacksmith gains Skill Focus Craft (Weaponsmith) and Skill Focus Craft (Armorsmith) as bonus feats.
Master of the forge: At 2nd level the blacksmith who has access to a forge, masterwork tools, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 15) to make 250 gold pieces per day worth of weapons or armor or shields. When working at this enhanced rate he must work for 8 hours out of 24 and may not take a day off. If a situation forces him to take a day off he must start over on whatever he was making. He may not make more then 1 item at day even if he exceeds his gold piece limit.
At 3rd level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +1 enhancement bonus. These cost 750 additional gold pieces for weapons and 250 for shields and armor to create. These weapons or armors are considered to be enchanted for the purposes of adding additional weapon or armor special abilities to them.
At 5th level, the blacksmith gains a +10 bonus to Craft (Weaponsmith) and Craft (Armorsmith). This increases to +20 at 10th level and +30 at 15th level. At this level he can also make a limited number of special non-magical items (see item table). The bonus they provide is equal to twice the bonus he can instill into a weapon or armor. These cost 38, 250, 500, and 750 more gold pieces to create based on the bonus he is instilling. He may also manufacture weapons and armor of such quality they function as if they had a +2 enhancement bonus. These cost 3,500 additional gold pieces for weapons and 1,500 for shields and armor to create.
At 6th level the blacksmith who has access to a forge, masterwork tools, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 20) to make 500 gold pieces per day worth of weapons or armor.
At 7th level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +3 enhancement bonus. These cost 8,000 additional gold pieces for weapons and 4,000 for shields and armor to create.
At 9th level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +4 enhancement bonus. These cost 15,000 additional gold pieces for weapons and 7,500 for shields and armor to create.
At 10th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 30) to make 1000 gold pieces per day worth of weapons or armor.
At 11th level, the blacksmith may imbue weapons and armor with a little magical ability granting them a +1 ability. The blacksmith may select a number of +1 weapon special abilities equal to his wisdom modifier, and a number of +1 armor or shield special abilities equal to his wisdom modifier. This costs experience equal to 1/25 the cost of the bonus in gold pieces. A character cannot spend so much experience that he or she loses a level. However, on gaining enough experience to achieve a new level, he or she can immediately expend experience on creating an item rather than keeping the experience to advance a level. These cost as many gold pieces as it costs to increase a magical weapon or suit of armor by +1. And from this point on the experience cost for all of the Blacksmith creations are multiplied by .75 or 3/100 the cost of magical item in gold pieces.
At 14th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 40) to make 2000 gold pieces per day worth of weapons or armor.
At 15th level the experience cost for all of the Blacksmith creations are multiplied by .50 from this point on or 1/50 the cost of the item in gold pieces. And the blacksmith may imbue weapons and armor with a little more magical ability granting them a up to a +3 ability. The blacksmith may select a number of +3 or less weapon special abilities equal to his wisdom modifier, and a number of +3 or less armor or shield special abilities equal to his wisdom modifier.
At 18th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 50) to make 4000 gold pieces per day worth of weapons or armor.
At 19th level, the blacksmith may imbue weapons and armor with a little magical ability granting them a +5 ability. The blacksmith may select a number of +5 or less weapon special abilities equal to his wisdom modifier, and a number of +5 or less armor or shield special abilities equal to his wisdom modifier.
At 20th level and higher the experience cost for all of the Blacksmith creations are multiplied by .25 or 1/100 the cost of the item in gold pieces.
SPECIAL ITEM TABLE: BLACKSMITH
Horseshoes (4) Never wear out and cause the horse to tire at half the normal rate.
Plow Never dulls and provides the farmer with a +2,4,6, or 8 to profession checks.
Axe (Woodsman’s) Never dulls and provides the woodsman with a +2,4,6, or 8 to profession checks.
Hammer Never wears out and provides an artisan with a +2,4,6, or 8 to profession checks.
Anvil Never wears out and provides a smith with a +2,4,6, or 8 to profession checks.
Chisel Never wears out and provides an artisan with a +2,4,6, or 8 to profession checks.
Needles (10) These never dull and provide a +2,4,6, or 8 to profession checks.
Hooks (10) These never dull and provide a +2,4,6, or 8 to wilderness lore checks to fish.
Flint and Steel These never dull and provide a +2,4,6, or 8 to wilderness lore checks to start a fire.
Manacles Never wear out and provide a +5,10,15, or 20 increase in the Escape Artist DC.
Chain Never wears out and provides a +2,4,6, or 8 increase in the Break DC.
Nails (50) Are very well balanced and provide a carpenter +2,4,6, or 8 to profession checks.
This is an exercise to make a nonspellcasting magical arms and armor smith base class. This is from the class construction engine. Using it and 250 to start or more to make the class I desire.
Good Base attack bonus 50
Durable saves 15
6 to 10 class skills 10
2 skill points per level 15
d12 hit die 50
Weapon proficiency with all simple and marshal weapons 25
Proficiency with all types of Armor and shields 35
The total for this part is 200 leaving only 50 points for class abilities.
The class abilities are.
Fire Resistance 5
Bonus to Craft (Weaponsmith) and (Armorsmith) 10
Imbue Weapons and Armor 15
Forgo Tools 5
Decreased Experience Cost 15
Skill Focus Craft (Weaponsmith) 5
Skill Focus Craft (Armorsmith) 5
This brings the total for the class to 260 more than the class average.
This makes the class look something like this
PRESTIGE CLASS TABLE: BLACKSMITH
Level Base
Attack Bonus
Fort Ref Will
Save Save Save Special
1 +1 +2 +0 +0 Kiss of the Flame, Skill focus (weaponsmith) & (armorsmith)
2 +2 +3 +0 +0 Master the Forge (DC15, 250gp)
3 +3 +3 +1 +1 Master the Forge (+1)
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Master the Forge (+2), Craft skill +10
6 +6/+1 +5 +2 +2 Master the Forge (DC20, 500gp)
7 +7/+2 +5 +2 +2 Master the Forge (+3)
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Master the Forge (+4)
10 +10/+5 +7 +3 +3 Master the Forge (DC30, 1000gp), Craft skill +20,
11 +11/+6/+1 +7 +3 +3 Master the Forge (+1 ability), .75 XP
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Master the Forge (DC40, 2000gp),
15 +15/+10/+5 +9 +5 +5 Master the Forge (+3 ability) Craft skill +30, .50 XP
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Master the Forge (DC50, 4000gp)
19 +19/+14/+9/+4 +11 +6 +6 Master the Forge (+5 ability)
20 +20/+15/+10/+5 +12 +6 +6 .25 XP
Hit Die: d12.
Starting Gold: 4d4 x 10 (but the blacksmith buys all of his armor and weapons at half price)
Class Skills: The blacksmith's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), and Profession (Wis).
Weapon and Armor Proficiency: Blacksmiths are proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields
Kiss of the Flame: At 1st level, a blacksmith gains Fire Resistance equal to his level. This is an extraordinary ability
Skill Focus: A blacksmith gains Skill Focus Craft (Weaponsmith) and Skill Focus Craft (Armorsmith) as bonus feats.
Master of the forge: At 2nd level the blacksmith who has access to a forge, masterwork tools, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 15) to make 250 gold pieces per day worth of weapons or armor or shields. When working at this enhanced rate he must work for 8 hours out of 24 and may not take a day off. If a situation forces him to take a day off he must start over on whatever he was making. He may not make more then 1 item at day even if he exceeds his gold piece limit.
At 3rd level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +1 enhancement bonus. These cost 750 additional gold pieces for weapons and 250 for shields and armor to create. These weapons or armors are considered to be enchanted for the purposes of adding additional weapon or armor special abilities to them.
At 5th level, the blacksmith gains a +10 bonus to Craft (Weaponsmith) and Craft (Armorsmith). This increases to +20 at 10th level and +30 at 15th level. At this level he can also make a limited number of special non-magical items (see item table). The bonus they provide is equal to twice the bonus he can instill into a weapon or armor. These cost 38, 250, 500, and 750 more gold pieces to create based on the bonus he is instilling. He may also manufacture weapons and armor of such quality they function as if they had a +2 enhancement bonus. These cost 3,500 additional gold pieces for weapons and 1,500 for shields and armor to create.
At 6th level the blacksmith who has access to a forge, masterwork tools, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 20) to make 500 gold pieces per day worth of weapons or armor.
At 7th level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +3 enhancement bonus. These cost 8,000 additional gold pieces for weapons and 4,000 for shields and armor to create.
At 9th level, the blacksmith may also manufacture weapons and armor of such quality they function as if they had a +4 enhancement bonus. These cost 15,000 additional gold pieces for weapons and 7,500 for shields and armor to create.
At 10th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 30) to make 1000 gold pieces per day worth of weapons or armor.
At 11th level, the blacksmith may imbue weapons and armor with a little magical ability granting them a +1 ability. The blacksmith may select a number of +1 weapon special abilities equal to his wisdom modifier, and a number of +1 armor or shield special abilities equal to his wisdom modifier. This costs experience equal to 1/25 the cost of the bonus in gold pieces. A character cannot spend so much experience that he or she loses a level. However, on gaining enough experience to achieve a new level, he or she can immediately expend experience on creating an item rather than keeping the experience to advance a level. These cost as many gold pieces as it costs to increase a magical weapon or suit of armor by +1. And from this point on the experience cost for all of the Blacksmith creations are multiplied by .75 or 3/100 the cost of magical item in gold pieces.
At 14th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 40) to make 2000 gold pieces per day worth of weapons or armor.
At 15th level the experience cost for all of the Blacksmith creations are multiplied by .50 from this point on or 1/50 the cost of the item in gold pieces. And the blacksmith may imbue weapons and armor with a little more magical ability granting them a up to a +3 ability. The blacksmith may select a number of +3 or less weapon special abilities equal to his wisdom modifier, and a number of +3 or less armor or shield special abilities equal to his wisdom modifier.
At 18th level the blacksmith who has access to a fire, anvil, and the proper raw materials (worth half the value of the item he intends to craft) may make a craft check (DC 50) to make 4000 gold pieces per day worth of weapons or armor.
At 19th level, the blacksmith may imbue weapons and armor with a little magical ability granting them a +5 ability. The blacksmith may select a number of +5 or less weapon special abilities equal to his wisdom modifier, and a number of +5 or less armor or shield special abilities equal to his wisdom modifier.
At 20th level and higher the experience cost for all of the Blacksmith creations are multiplied by .25 or 1/100 the cost of the item in gold pieces.
SPECIAL ITEM TABLE: BLACKSMITH
Horseshoes (4) Never wear out and cause the horse to tire at half the normal rate.
Plow Never dulls and provides the farmer with a +2,4,6, or 8 to profession checks.
Axe (Woodsman’s) Never dulls and provides the woodsman with a +2,4,6, or 8 to profession checks.
Hammer Never wears out and provides an artisan with a +2,4,6, or 8 to profession checks.
Anvil Never wears out and provides a smith with a +2,4,6, or 8 to profession checks.
Chisel Never wears out and provides an artisan with a +2,4,6, or 8 to profession checks.
Needles (10) These never dull and provide a +2,4,6, or 8 to profession checks.
Hooks (10) These never dull and provide a +2,4,6, or 8 to wilderness lore checks to fish.
Flint and Steel These never dull and provide a +2,4,6, or 8 to wilderness lore checks to start a fire.
Manacles Never wear out and provide a +5,10,15, or 20 increase in the Escape Artist DC.
Chain Never wears out and provides a +2,4,6, or 8 increase in the Break DC.
Nails (50) Are very well balanced and provide a carpenter +2,4,6, or 8 to profession checks.