Feruchemist (3.5e Class)

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A Feruchemist can use these same metals as holding units, or minds, to store up their own power. Basically, depending on the metal, a Feruchemist can become worse at something in exchange to be equally better in the future. No power is gained or lost. They work of the concept of enchanting and evoking, trading ill health for a time for faster healing when needed.

Making a Feruchemist[edit]

A Feruchemist is a character that can store their abilites and in some cases trasnfer them to others. They can be considered jack of all trades, however they work etremely well in groups as more often then not they require intense study or to be protected durning their "transfer-state'.

Abilities: Wisdom is the most important stat for Feruchemist, as their power must be spent wisely as they can run out quickly.

Races: Humans, Half-Elevs, Terrisman, Dwarves, and a growing number of Elves are the usual members of this class.

Alignment: Any, however they favor a Neutral stance.

Starting Gold: 6d4×10 gp (220 gp). 2d6×10 gp for every level after the first. Due to the need for expensive metals, all Feruchemists start with larger amounts of gold.

Starting Age: Complex

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Engineering,Metal Lore,History,Religon) (Int), Profession (Wis)
Table: The Feruchemist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Storage-Tap Points/Day
Fort Ref Will
1st +0 +2 +0 +2 Diligent, Metal Mind Focus (1), Metal Leech 2
2nd +1 +3 +0 +3 Metal Mind Focus (2),Surplus Metal Mind 4
3rd +1 +3 +1 +3 Toughness,Invisible Aura 6
4th +2 +4 +1 +4 Instinctive Initiative, Shared Tapping 10
5th +2 +4 +2 +4 Reinforce Metal 12
6th +3 +5 +2 +5 Skill Focus (Appraise),Surplus Metal Mind(2) 14
7th +3 +5 +2 +5 Warp Metal 16
8th +4 +6 +2 +6 20
9th +4 +6 +3 +6 Iron Will feat 22
10th +5 +7 +3 +7 Surplus Metal Mind (3), 24
11th +5 +7 +3 +7 26
12th +6/+1 +8 +4 +8 30
13th +6/+1 +8 +4 +8 32
14th +7/+2 +9 +4 +9 Surplus Metal Mind (4) 34
15th +7/+2 +9 +5 +9 Timeless Body 36
16th +8/+3 +10 +5 +10 40
17th +8/+3 +10 +5 +10 42
18th +9/+4 +11 +6 +11 Surplus Metal Mind (5) 44
19th +9/+4 +11 +6 +11 46
20th +10/+5 +12 +6 +12 50

Class Features[edit]

A Feruchemist is able to store abilities inside his Metal-Minds weakening himself for a time in order to boost his abilities at a later time. This allows someone to become nearly blind for a time to highly boost his sight when he requires keener sight. In some cases, a Feruchemist maybe be so well focused in his Metal-Minds that he is able to extend his abilities into others. Many often offer their services to others for a price, some even selling their blood to those foolish enough to buy it. All of the following are class features of the Feruchemist.

Weapon and Armor Proficiency: Feruchemist are proficient with light armor and simple weapons.

Storage-Tap Points/Day: A Feruchemist’s ability to manifest powers is limited by the Storage-Tap Points he has available.

Bonus Feat: At first level the Feruchemist gains the Feat Diligent from work with various metals.

Metal Leech (Ex): Due to his intensive study of metals and his quest to obtain new knowledge has led him to a unique ability. As a standard action, a Feruchemist may alter the hardness and Hit Points of a metal item by (2) x Character Level+(Wisdom Mod).

Focus Metal-Mind (Ex): From first level onwards, the Feruchemist gains a +2 Storage-Tap points bonus to each focused Metal-Mind Skill.

Iron (Ex):Stores Weight. Less weight slows descent. A Skimmer Ferring using this will decrease the pull of gravity on them in exchange for increasing it later. In combat storing weight increases Dexterity. Storing or Tapping this Metal-Mind shift 40 lbs. per point.

Steel (Ex):Stores Physical Speed. A Steelrunner Ferring using this will be physically slower now in exchange for being faster later. Each point spent increases land based speed by +5 Feet.

Tin (Ex):Stores Senses. A Windwhisperer Ferring using this will become less sensitive in one of the five senses of his choice (sight, hearing, touch, smell, taste) in exchange for heightening that sense later. Each point spent increases Spot (Sight), Listen (Hearing), Search (Touch), Tracking (Smell), Ingested Poison DC (Taste) by +3

Pewter (Ex):Stores Strength. A Brute Ferring using this will lessen the size of his muscles to increase them later. Every point spent tapping increases Str +1.

Zinc (Ex): Stores Mental Speed. A Sparker Ferring using this will think very slowly in exchange for thinking faster later. Each point spent tapping increases Will +1.

Brass (Ex): Stores Warmth. Firesoul Ferrings using this will cool themselves in exchange for being able to warm themselves later by tapping the metalmind. Every point spent (Storing) grants +1 Fire Resistance. Every Point spent (Tapping) grant +1 Cold Resistance.

Copper (Ex):Stores Memories. An Archivist Ferring using this will be able to store memories inside copper, forget it, then will be able to recall it with perfect clarity later while withdrawing it from the metal. Every Point spent tapping allows a +4 to Knowledge Skills.

Bronze (Ex): Stores Wakefulness. A Sentry Ferring using this will sleep or be drowsier now in exchange for staying awake longer later. Each point spent tapping allows 1 point of health to be healed while staying awake. This can replace ‘sleep healing’.

Coldiron (Ex): Stores Breath. A Gasper Ferring may hyperventilate while storing breath in exchange for eliminating or reducing the need to breathe later on. Each point spent tapping grants a +4 on Dc checks due to lack of breathable air or inhaled poisons.

Bendalloy (Ex): Stores Energy. A Subsumer Ferring using this can consume large quantities or food and store the calories in the metalmind, in exchange for the ability to forgo eating later. Each point spent tapping Bendalloy counts as a Trail Ration’s worth of food.

Gold (Ex): Stores Health. A Bloodmaker Ferring using this will feel sick now in exchange for increased regeneration and healing later. Each point spent (Storing) counts a -2 to Hp, each point spent (Tapping) grants +2 Hp as healing

Chromium (Ex): Stores Fortune. A Spinner Ferring will become unlucky during active storage in exchange for increased fortune later. Every 5 Points spent Tapping Allows a Feruchemist to re-roll a failed Check, with a +5 bonus. However storing Luck results in a failed Skill check.

Mithril (Ex):Stores Connection. A Connector Ferring can store spiritual connection inside a metalmind, reducing friendship and outside awareness during active storage, in exchange for the ability to quickly form friendships and relationships while tapping. Each Point spent (Storing) counts as -2 to Diplomacy and Bluff. Each Point spent (Tapping) grants +3 Diplomacy and Bluff.

Iridium (Ex): Stores Fortitude. A Steelskin Ferring can store bodily resolve to harden their epidermis. Each Point spent (Storing) counts as -2 Armor Class. Each point (taping) grants +2 Damage Reduction points.

Surplus Metal Mind (Ex): At level 2 and every 4 levels afterward, a Feruchemist is able to gain a base of Storage-Tap points for all the metals he possess. Focused Metal-Minds gain +2 Storage-Tap points.

Toughness (Ex): The Feruchemist gains this feat at Lv 3 due to his bodies reaction to the constant presences of metal around the body.

Invisible Aura (Su): At Lv3 a Feruchemist possesses no aura. She may alter her aura and the aura of her possessions to make them appear non-magical as magic aura. This ability can be used at will and has no duration.

Instinctive Initiative: At the fourth level Feruchemist's body is always on edge and prepared for whatever happens around it, due to the countless experiments that have been commited. At the beginning of an encounter, the Feruchemist may roll two dice for initiative and take the better result.

Shared Tapping (Ex): At level 4 a Feruchemist is able to transfer his abilities to living ally. The Feruchemist gains no bonus when sharing his abilities.

Reinforce Metal (Ex): At level 5 his years of metalworking have granted him another ability. As a standard action, a Feruchemist may reinforce metal objects hardness by (Wisdom Mod) and Hit Points by 2 x (Wisdom Mod).

Warp Metal (Sp): At Level 7 a Feruchemist gains (Warp Metal) as an ability usable once every 24 hours.

Place Holder (Ex): In Progress

Timeless Body (Ex): After attaining 15th level, a Feruchemist no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.


Feruchemists retain their abilites even after they end their study, however they can only keep their abilities on the Metal-Minds they have focused on.

Campaign Information[edit]

Playing a Feruchemist[edit]

Religion: Feruchemist generally study the terris reigion. Most of it's lore is not actually known, but, typically it is thought of as Preservation and Ruin. Two gods to keep balance and harmony in the world.

Other Classes: The Feruchemist usually does not interact with the other classes. For example does not let others know of their power or how it works.

Combat: A Feruchemist may sometimes fight on the front lines, but prefers to stay back. The Feruchemist may also become a healer if one of their medical matalminds is used.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Feruchemists in the World[edit]

Why do you think I was sick all those days? It was to make sure when the time rose, my health could be yours.
—Kesler Levin,Human Feruchemist

Feruchemist live side by side with Clerics of all gods. As their ability relfects of the personality and study of Metal-Minds, they often are either extremely shy or manic to a point of irritation. However it is rare that any Feruchemist would openly speak of their ability.

Daily Life: A Feruchemist is part Alchemist and part Metal Worker. They often use blacksmithing or a jeweler's business as a cover for finding or obtain rare metals.

NPC Reactions: A Feruchemist is regarded as dangerous and unpredictable due to the role of their Metal-Minds. For one can emit a burst of speed or become a lumbering hulk in a matter of moments.

Feruchemist Lore[edit]

Characters with ranks in Metalworking Professions can research Feruchemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Feruchemist can use metal to gain powers.
10 Feruchemist have a standard sixteen metals that can make them very valuable.
15 Feruchemist can draw power from metal that they have stored themselves. It is not uncommon for them to have large amounts of gold on their person.
20 A famed Feruchemist was able to store his age in a metal, to become immortal.

Feruchemists in the Game[edit]

<-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.->.

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