Blacksmith (3.5e Class)
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Every village, town and city has its own blacksmith. Some, however, become fed up of hammering iron all day, and put their skills to use as adventurers. Years of forging have already hardened them against the elements, and their blades are constantly perfect.
Making a Blacksmith
A blacksmith is able to help his and his companions' attacks by encouraging them and improving their weapons.
Abilities: Strength is the primary ability for a blacksmith, as it helps them with damage and also affects some of their offensive abilities. Constitution is also important to increase durability, and charisma can also be used for abilities that help allies.
Races: All races need someone to forge their weapons, so any race can qualify.
Starting Gold: starting gold; 5d6 ×10 gp; average gold 175gp
Starting Age: Moderate.
|1st||+1||+2||+0||+0||Skin Tempering, Weapon Perfection +1|
|4th||+4||+4||+1||+1||Hilt Binding, Weapon Perfection +2|
|7th||+7/+2||+5||+2||+2||Weapon Perfection +3|
|10th||+10/+5||+7||+3||+3||Over Thrust, Weapon Perfection +4|
|13th||+13/+8/+3||+8||+4||+4||Weapon Repair, Weapon Perfection +5|
|16th||+16/+11/+6/+1||+10||+5||+5||Melt Down, Weapon perfection +6|
|19th||+19/+14/+9/+4||+11||+6||+6||Weapon Perfection +7|
|20th||+20/+15/+10/+5||+12||+6||+6||Full Adrenaline Rush|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Skin Tempering: Years of working round the forge have hardened your skin and made you used to the heat. You gain a +2 natural bonus to AC, and fire resistance equal to your level.
Weapon Perfection: Weapons that you create and wield yourself have an enhancement bonus equal to 1 every 3 Blacksmith levels.
Hammerfall: Once per day, you can swing your weapon around, battering enemies with the blunt end. You make a melee touch attack against every enemy within your melee reach. The attack deals damage equal to your strength modifier, and are stunned if the attack hits.
Hilt Binding: A weapon that is created by you for a specific individual cannot be disarmed.
Maximize Power: If you ever roll a 1 on a damage roll for a melee attack, then the dice can be re-rolled once per round.
Over Thrust: You gain a +4 bonus to the damage of opportunity attacks.
Adrenaline Rush: You can activate the Adrenaline rush mode once per encounter as a free action. When in this mode, you add +5' to your land speed, and gain an extra attack per round. in the meantime, however, you cannot regain any hit points until you end the stance as a free action.
Forgemaster: You add your class level to all Weaponsmithing rolls you make.
Weapon Repair: You can repair broken weapons with no DC and no materials, just an appropriate heat source.
Melt Down: You can superheat your weapons at will, giving them a chance to break oppenents' equipment. On a confirmed critical hit, any non-magical weapon the target is wielding is destroyed. When this mode is active, your attacks deal fire damage.
Full Adrenaline Rush: As adrenaline rush, but all allies within 10' gain an extra attack per round equal to their highest attack bonus.
Weapon Refine: Any weapon that you have created yourself can be upgraded by combining it with another copy of the same weapon. If you succeed on a Weaponsmithing DC equal to the DC required to make the item, then the item allows you to add your Strength bonus to the weapon's damage again. This is independent of any other damage bonuses, is added after all other bonuses are calculated and is applied last. If you fail the DC roll, then both weapons break.
Weapon and Armor Proficiency: Simple Weapons, Martial Weapons and light and medium armor.
|21st||Improved Melt Down|
|22nd||Improved Skin Tempering|
|24th||Improved Hilt Binding|
4 + Int modifier skill points per level.
Improved Melt Down: As melt down, but your attacks now deal an extra weapon dice of fire damage.
Improved Skin Tempering: Your AC bonus from Skin Tempering now gives you a +5 natural bonus.
Improved Hilt Binding: Weapons you create now cannot be broken or disarmed by physical or magical means.
Mastersmith: You always succeed when trying to create a weapon.
Mammonite: You can make a melee touch attack against an adjacent opponent. The attack is an automatic critical hit, but you add another 2x to the critical modifier of the attack. (e.g. A longsword would be 1d8 x 2, but it would become 1d8 x 4.)This attack consumes 10% of your total GP.
Human Blacksmith Starting Package
Skill Selection: Weaponsmithing, Appraise, Diplomacy, Intimidate
Feat: Power Attack.
Bonus Feats: Toughness.
Playing a Blacksmith
Religion: All religions and all races need blacksmiths to create their weapons, so any religion goes.
Other Classes: Most combat-focused classes greatly respect smiths, but most magic classes have no need of them.
Combat: A blacksmith is great at diving into the fight, being a mostly offensive character. He supports the team with the weapons he has made and grants them extra attacks.
Advancement: Whilst most blacksmiths stay pure blacksmiths, some may take a few levels of fighter to grant them bonus feats. Barbarians can add some offensive capability to the class, whereas a few levels of bard could enhance the leadership aspect of the class.
<-class name-> Lore
Characters with ranks in Knowledge can research Blacksmiiths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.