God Smith (3.5e Prestige Class)
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A warrior who can create titan powered arms and armor to smite their enemies or protect their allies.
FOR HIGH POWERED CAMPAIGNS, meaning any campaign where character levels exceed 30+ levels.
Making a God Smith
Abilities: gain Strenght modifier +20 , Dexterity modifier +12 and Constitution modifier +15 and Wisdom modifier +15.
Base Attack Bonus: +15.
Special: Must have Craft Epic Magical Arms and Armor and Craft Epic Major Wondrous Item. Must be capable of passing the craft checks and crafting powerful arms and armors. Must have an item crafting class
Spell Casting Must have a Divine caster level of 9
|1st||+1||+2||+0||+2||God's Weapon, Weapon Specialization, Spells, Bonus Feat|
|2nd||+2||+3||+0||+3||Bonus Feat, God's Weapon|
|4th||+4||+4||+1||+4||Sturdy Mind, Bonus Feat|
|5th||+5||+4||+1||+4||God's Weapon, Well Learned|
|6th||+6/+1||+5||+2||+5||Bonus Feat, Duality of The Gods, Armor of the Gods|
|7th||+7/+2||+5||+2||+5||Divine Armor, God's Weapon|
|8th||+8/+3||+6||+2||+6||God's Weapon ,Bonus Feat|
|9th||+9/+4||+6||+3||+6||Bonus Feat, God's Weapon|
|10th||+10/+5||+7||+3||+7||God's Weapon, Bonus Feat, Divine Changes|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the God Smith.
Weapon and Armor Proficiency: The God Smith is proficient with all armors and weapons.
Weapon Specialization: The God Smith gains the Weapon Specialization feat for every kind of weapon he creates
God's Weapon: The smith tree that a God Smith picks is based off of their personal tastes. However, the weapon must be molded from a previous one. For example, to make a lance from lore, the God Smith must either purchase or create a fine lance of their own to draw and channel the powers. The available weapons are as followed, as well as what their true titles are. These weapons can be crafted with enhancements to damage, increasing natural enhancement to +20 and increased elemental damage of the weapons main element in addition to two other elements to max damage. Weapons created by the God Smith cannot harm the God Smith. God Smith's cannot make 2 of the same weapon at once, if the God Smith tries, the first weapon is immediately destroyed. Anything crafted I.E. weapon, armor, carriage, house, forge etc. is indestructible and cannot be destroyed or disintegrated.
BastardSmith Critical Range of all weapons made from this Smith tree is 15-20 x3
Ragnarok: The Sword that Destroys Worlds. According to the lore of this sword, Ragnarok is a massive, serrated edge, jet black bastard sword. At 11th character level, Ragnarok bestows the skill Razor Gale, which deals additional damage, 2 for every 5 points of AC the wielder has, with a -4 penalty to the attack roll, this is a standard action. At 15th character level, Ragnarok bestows the Serrated Fang skill, which deals AC damage instead of HP damage. The damage is rolled as normal, and lasts for 3 + Strength Mod Turns, this skill incurs a -5 to the attack roll, must be stated before attack. At 20th character level, Ragnarok removes the penalties from Razor Gale and Serrated Fang. At 25th character level, Ragnarok allows use of the Serrated Gale skill, which combines the effects of Razor Gale and Serrated Fang, in that order, at a -3 penalty to attacking rolls, can only use half of you attacks to use this skill. At 30th character Level, Razor Gale and Serrated Gale can be used on each attack the wielder has.
Flamberge: The Sword Bathed in Obsidian Flames. The lore of this sword says that the sword was bathe in a constant fire, that cannot be put out. At 11th character level, Flamberge deals half it's damage as Fire damage. At 15th character level, Flamberge allows use of the Black Fire skill, which deals a 50ft by 25 ft cone of Fire damage, dealing weapon damage + 1d8 per class level damage, cool down 1d6 rounds. At 20th character level, Flamberge doubles the damage of it's fires, be it from it's natural attack or Black Fire. At 25th character level, Flamberge allows use of the Undying Flame skill, when used, makes the target flames permanent, dealing half it's damage every turn, where the skill can only be used 5 times a day. At 30th character level, Flamberge changes 'Times a Day' Limit to 'Times Equal to Your Wisdom Modifier + 5'.
Hǫfuð:, Guardian blade of the Bifrost, lore states this blade belonged to Heimdallr who was the guardian of the Bifrost. At 11th character level it grants the Guardian's Gaze passive ability, which grants the wielder true seeing. At 15th character level it grants the Path Guardian passive ability, which grants the wielder bonus AC equal to half of their total AC. At 20th character level it grants Sentry's Rage skill, costing a -5 penalty to attack but dealing double damage to the target and pushing the target back 2ft per wielder's strength mod, cool down 1d6 rounds. At 25th character level it grants the Bifrost Beam skill, which allows the wielder to fire a 15ft by 450ft beam dealing weapon damage plus 15d12, cool down 1d12 rounds.
SlenderSmith Critical Range for all weapons made from this Smith tree is 14-20x3
Masamune: The Sword of Eternal Darkness. This sword's lore has many stories of it coupled with swirling darkness. At 8th character level, it grants 60 ft Dark vision. At 11th character level, it grants the Demon Slicer skill, which deals an additional 1d8 Evil damage per class level to the target, at a -5 to your attack roll, must state this before attacking. At 15th character level, it grants the Demon Slicer' skills, which deals an additional 2d8 Evil damage, with a -8 to your attack roll, also must stat this before attacking. At 20th character Level, Masamune grants the Angel Slayer Skill, which deals an additional 2d8 Good damage, at a -8 to your attack roll, as before must state before attacking. At 25th character level, removes all roll penalties from the skills, and grants immunity to all physical sight altering effects, and a +2 Will save to all magical sight altering effects per a class level.
Kusanagi: The Sword of Myths. This single blade has been known in many myths to do nearly impossible feats. At 8th character level, Kusanagi provides a +2 per class level to any save for the duration of the battle. At 13th character level, Kusanagi provides a +5 per class level to AC when dodging attacks. At 15th character Level, Kusanagi provides the Silver Serpent Killer skill, which deals three attacks per one attack the wielder can make in one turn, at the cost of a cumulative penalty of -4 per an attack, cool down 1d12 rounds. At 20th level, Kusanagi removes the penalty from Silver Serpent Killer. At 20th character level, Kusanagi allows use of the Serpent Slayer skills, dealing eight attacks per one attack the wielder can make in one turn, incurs a -5 cumulative penalty per attack, cool down 3d12 rounds.
AssassinSmith Critical Range for all weapons made from this Smith Tree are 15-20 x4
Gandring: The Dagger of Ill-Omen. The Dagger's lore states that the one who wields it shall be cursed. At 11th character level, it grants the Bad Luck Blade skill and allows an attack to cause the target to fail on the next attack if they roll below the wielder's total base attack bonus, incurs a -8 penalty to attack, cool down 1d4 rounds. At 15th character Level, Gandring grants the Shatter Slasher skill, which at the cost of -5 to your attack roll, disarms the target instantly instead of dealing damage. At 20th character level, Gandring removes all penalties from Bad Luck Blade and Shatter Slasher. At 25th character level, Gandring grants the Cursed Assault which deals an extra 1d8 damage for every turn in battle the fight has been going, with each attack taking a cumulative -2 penalty to attack roll. At 30th character level, Gandring removes the penalty for Cursed Assault.
Fragarch: The Dagger that Trumps All. The Dagger's lore tells stories of it able to trump any negative effects to allow the wielder to come out victorious. At 11th character level, it grants the Reverse Luck skill, which must be called before the attack roll, with the effect of 'Reversing your roll', making 1's into 20's, 2 into 19'2, and so on, cool down 1d4 rounds. At 15th character level, grants the Black Strike passive ability, which has a 25% chance (a 1 on a d4) to deal triple damage. At 20th character level, Fragarch grants the Arcane Devourer skill, which if your attack roll is greater than the target's magic attack roll, you destroy the spell, only works against spells that require a ranged touch attack or a touch attack. At 25th character character level, Fragarch grants the passive skill Sure Luck, which cuts the duration of negative effects in half, though it cannot cause an effect to be less than 1 turn.
MaulSmith Critical Range for all weapons made from this Smith Tree are 15-20 x4
Mjölnir: The Hammer of Thunder. The hammer's lore describes it as a powerful maul forged in the heart of a dying star. At 11th character level, Mjölnir deals half it's damage as Lightning damage. At 15th character level, Mjölnir may be thrown to deal Base Damage + 2d8 per class level in a straight line, and after the attack if done, it returns back to it's owner dealing the same damage to any standing targets. At 20th character level, Mjölnir allows the Lightning Striker passive ability to be used, dealing twice it's damage added on as pure lightning. , Mjölnir algo allows use of the Mighty Strike skill, a melee strike dealing twice it's total damage as additional Lightning Damage, cool down 1d12 rounds. At 25th character level, increase the damage of throwing Mjölnir to Base Damage + 4d8. At 30th character level, Mjölnir allows use of the Midgar Storm skill, costing a -5 to your attack roll, but dealing immediate critical damage if it connects, the crit multiplier is x6, used as a Standard or Movement Action.
Sharur: The Maul of Shattering. The weapon's lore holds legends of it's namesake, shattering. At 11th character level, Sharur ignores 2 points of AC per 5 total BAB when dealing attacks. At 15th character level, Sharur grants the Power Shield passive ability, which adds your Strength Mod and Constitution Mod to your AC. At 20th character level, Sharur ignores 4 points of AC per 5 total BAB when dealing attacks. At 25th character level, Sharur has a 25% chance (1 on a d4), to shatter armor from a target, removing their Armor bonus to their AC for the duration of the battle, used 3 times per an encounter. At 30th character Level, Power Shield increases AC by an additional 2x strength and constitution mod, as well as ignoring 6 points of AC per BAB for dealing attacks.
LanceSmith Critical Range for all weapons made from this Smith Tree are 13-20 x3
Gae Bolg: The Lance that Pierces Hearts. This weapon's lore states that once thrown, it always aims for the target's heart. At 11th character level, Gae Bolg may be thrown to deals it's base damage + 4d8, and once it hit's it's target, it will return to it's owner's hand. At 15th character level, Gae Bolg grants the Heart Breaker skill, which deals base damage plus 2d4 Constitution damage, cool down 1d3 rounds. At 20th character level, Gae Bolg can be wielded in one hand, and used in conjunction with any shield. At 25th character level, Gae Bolg allows the user to add their Jump Skill to attack rolls made during a leaping attack or an attack made from a Charge. At 30th character level, when Gae Bolg is thrown, and hits it's target, it has a 25% chance (1 on a d4) to instantly kill the target if it has lower than 1/3rd it's HP.
Amenonuhoko: The Lance that Bridges Mortals and Gods. This weapon's lore states that it was used to pave the way for Gods and their people. At 11th character level, Amenonuhoko deals half it's damage as Cold damage. At 15th character level, Amenonuhoko grants the Marsh Storm skill, which deals an additional (2d6 + Dexterity Modifier)x2 Cold damage, cool down 1d4 rounds. At 20th character level, Amenonuhoko may be used in one hand, and allows a light shield or buckler to be equipped. At 25th character level, Amenonuhoko grants the Marshland Surge skill, which deals an additional (3d6 + Dexterity Modifier)x3 Cold damage, cool down 1d4 rounds. At 30th level, Marshland Surge deals an additional (4d8 + Dexterity Modifier)x4 Cold damage, cool down 1d4 rounds.
Gungnir:, the spear who pierce's all. At 11th level it grants the Sure Strike passive skill, which grants the wielder a base attack bonus equal to half their highest total base attack bonus. At 15th level it grants the Flame Strike skill, which allows the wielder to add 5d8 fire damage to each attack, if all attacks connect then the last attack deals triple damage, cool down 1d6 rounds. At 20th level it grants the Odin's Throw skill, which allows the wielder to throw the spear 150ft dealing damage to all enemies in a straight line before returning back to the wielder's hand. At 25th level it grants the Perfect Strike passive skill, which increases the wielders base attack bonus by a quarter of their highest total base attack bonus. At 30th character level it grants the Fenrir Slayer skill, which allows the wielder to make an attack that deals an additional 10d12 fire damage and acting as a confirmed critical hit dealing an additional x3 damage.
SaberSmith Critical Range for all weapons made from this Smith Tree are 14-20 x3
Dáinsleif: The Sword of Sanguine. It's legend says that it requires the taste of blood in combat before it can be returned to it's sheath. At 11th character level, Dáinsleif drains 1/4th total damage dealt from target and heals you for that damage. At 15th character Level, Dáinsleif gains the Blood Drinker skill, which allows the wielder to sacrifice 1 HP to increase the attack or damage roll by 1, each up to a max of 10, and cannot bring your HP below 10, cool down 1d4 rounds. At 20th character level, Dáinsleif gains the Blood Sport passive skill, which every time it kills an enemy, during that encounter it gains a +20 to it's damage rolls and heals for half that targets HP. At 25th character Level, Dáinsleif drains half it's damage as HP from target and heals you for that amount. At 30th character level, Dáinsleif gains the Soul Sucker ability, which at the cost of Half your HP, deals additional damage equal to that x3, cool down 1d10 rounds, but cannot bring your HP lower than 25 using this skill.
Hrunting: The Sword of Poison. It's lore states it's lathered in a deadly poison. At 11th character level, if Hrunting is successful in dealing a blow, it leaves behind a poison dealing 1d4 + 1/10 of the total damage per turn, can stack 3 times. At 15th character level, Hrunting grants the Slathering Blade skill, that deals an immediate 3d6 poison damage attack in addition to it's normal attack. At 20th character level, the poison dealt by Hrunting's natural attacks deal 2d4 damage + 1/5 of the total damage per turn, can stack 4 times. At 25th characterlevel, Hrunting poison deal 1d4 Constitution damage in addition to it's natural damage. At 30th character level, Hrunting poison deals 3d4 damage + 1/2 of the total damage per turn, can stack 5 times, and allows the poison to bypass all natural immunity to poison.
Lævateinn:, the twig plucked from Death's gate, lore says this sword belonged to the god Freyr, brother of Freya and son of Njord. At 11th character level it grants the Life Time passive skill allowing the wielder to tell the lifepoints of every being the wielder gaze's upon. At 15th character level it grants Touch of Death skill, which gives the wielder a 25% chance (or 1 on a 1d4) to instantly strike a foe, who is below 30% total life, dead. At 20th character level it grants the Coffin of Nine skill, which allows the wielder to summon a sarcophagas to entomb the target, once entombed the target takes 5d6 points of constitution damage and is bounded for 1d4 rounds, reflex save of (10 + character level + intelligence mod) negates the effect, cool down 1d12 rounds. At 25th character level it grants the Gates of Death skill, which grants the wielder the ability to summon the gates of death to drag target to the void, the gates have a 30% chance of appearing a will save (10 + character level + intelligence mod) negates the effects.
ArcherSmith Critical Range for all weapons from this Smith Tree are 14-20 x4
Gandiva: The Bow of Thunder. It's lore states that each twang of the bow created a bellow of thunder. At 11th character level, Gandiva deals half it's damage as Sonic damage. At 15th character level, Gandiva gains the Thundering Pierce skill, which deals 1 point of damage for every 1 points of total BAB the wielder has. At 20th character level, Gandiva allows use of the Lightning Touch skill, which allows Gandiva to deal Lightning and Sonic damage at the same time, (5d8 lightning + 5d8 Sonic)x2, cool down 1d4 rounds. At 25th character level, Gandiva gains the Tempest Storm passive ability Lightning Touch damage to all enemies withing 40ft of target. At 30th character level, Lighting Touch deals (8d10 lightning + 8d10 Sonic)x3 damage, cool down 1d4 rounds.
Narayanastra: The Bow of Rain. It's lore states that it is capable of firing off countless arrows at a single time. At 11th character level, Narayanastra allows the simultaneous firing of an additional three arrows. At 15th character level, Narayanastra gains the Sky Bolt Shot ability, which fires 10 + any other amount the wielder is able to fire in a single attack, arrows towards a group of targets, with a total of a -5 to your attack roll, and deals it's damage x3, cool down 1d6 rounds. At 20th character level, Narayanastra can fire an additional 6 arrows at once. At 25th character level, Narayanastra gains the Arrow Hailstorm skill, which fires 20 arrows + any amount able to fire in a single attack, every two dealing an additional 2d8 damage, damage dealt is x4, cool down 1d8 rounds. At 30th character level, Narayanstra allows the simultaneous firing of an additional 9 arrows.
ScytheSmith Critical Range for all weapons made from this Smith Tree are 12-20 x5
Chronos' Scythe: The Scythe of the Time Lord. It's legend lore states that it can pierce through all, despite it's vile past. At 11th character level, it bypasses 2 points of AC per 1 point of AC of the wielder. At 15th character Level, Chronos' Scythe gains the ability to strike twice per one attack, at the cost of -4 to it's attack roll. At 20th character level, Chronos' Scythe provides the Gender Discretion passive skill, increase either all attack rolls or all damage rolls against a permanent, specified gender by 2 per 4 AC of the wielder, however ambiguous targets or targets without gender do not count. At 25th character level, Chronos' Scythe ignores 4 points of Ac per 1 point of AC of the Wielder. At 30th character Level, Chronos' Scythe ignores 8 points of AC per 1 point of AC of the wielder, and increases Gender Discretion to 6.
Harpe: The Sickle that Reaps all. It's legend states that it's blows can never be cured. At 11th character level, Harpe deals 2d6 + 1/4 total damage as Bleeding damage. At 15th character level, Harpe gains the Solid Sickle skill, dealing half it's damage to all enemies within threat range for half it's damage roll, must state before making the attack. At 20th character level, Harpe's bleed damage increases to 4d8 + half the total damage. At 25th character level, Harpe gains an additional 20ft to it's reach. At 30th character level, Harpe's bleeding damage is increased to 6d10 + half of total damage.
StaffSmith Critical Range for all weapons made from this Smith Tree are 16-20 x3
Caduceus: The Staff Of Protection. It's lore holds this staff as the staff known for it's protection of the damned. At 11th character level, Caduceus grants a +2 to AC for every 1 total BAB of the wielder. At 15th character Level, Caduceus grants the Serpent's Strike to all spells cast, dealing an additional 2d6 damage as Acid damage. At 20th character level, Caduceus increases the wielder's spell caster level by Int mod + class level. At 25th character level, Caduceus allows the use of your Intelligence Modifier in your AC. At 30th character level, Caduceus provides a +3 per 1 point of AC of wielder to all damage rolls dealt by spells.
Spells: If a God Smith chooses to become a ScytheSmith or StaffSmith, she gains spells. The list for spells learned, and how to use them is the same as the rules for a Wizard.
Sturdy Mind: At 3rd level, the God Smith can make a Concentration check to keep on focus, allowing half his Concentration to be added to his Will save in the cases of Mind Altering effects that bypasses immunity to the such and is immune to all super natural, extraordinary, spell-like, spellcasted and divine fear and mind effects.
Well Learned At 5th level, the God Smith's vast knowledge, be it Arcane, Religious, Local etc come into play, he gains 4 times his intelligence mod to knowledge checks the option to re-roll for any failed Knowledge Check once, acting as if the previous roll never happened.
Duality of the Gods: The God Smith may now dual wield any weapons created through the God Smith Class.
Armor of the Gods: At 11th level, the God Smith can craft one of two armors to wear into battle, they can be enhanced and enchanted.
Golden Armor: This armor renders the wearing invincible to all forms of damage and harmful effects from all beings short of Gods (divine rank 1 or lower and boss creatures DM digression), but in order to keep the armor active, the wearer loses 10ft of movement speed, and takes 100 points of damage each turn. If their HP drops to 20 in any way, the armor refuses to work, and becomes the base armor the God Smith crafted. Can only be used if above 25% health. May spend half of the God Smith's current health to activate it as an immediate action, such as any time during anybody's turn, during any action being made.
Helix Armor: This armor grants the God Smith 3x their Strength and Constitution Modifier into their damage rolls, however the God Smith can only move and attack while wearing the armor, also the wearer deals and takes double damage. Vanishes if health drops below 20 HP in any way and becomes the base armor the God Smith crafted. Can only be used if above 90% health. May spend half of the God Smith's current health to activate it as an immediate action, such as any time during anybody's turn, during any action being made.
Ancile:, shield that beckons war. Lore is that this shield fell from the heavens as a gift from Ares to protect the mightiest warrior. At 11th character level it grants the Tempered In War passive skill, which grants the wielder an attack and damage bonus equal to half their armor class. At 15th character level it grants the War God's Bash skill, which allows the wielder to make a shield bash that deal x4 damage to all enemies in their threat range, this incurs a -10 to attack and cool down 1d8 rounds. At 20th character level it grants the Herald of War passive skill, which grants the wielder and allies within threat range a morale bonus of 10 + 5 per character level to attack, damage and saves. At 25th character level it grants the Beast of Carnage skill, which allows the wielder to summon the legendary war beast Carnage.
Carnage, The Beast of War:
- Size: Colossal (80ft tall) (Ironclad Mauler creature)
- Base Attributes: All attributes of this legendary beast is 5x the corresponding wielder's attributes. Also gains the legendary monster template. -
- Hit Dice: D12 (10+character HD)x4 + Con modifier x2
- Armor: Natural armor of 15, plus dex (if any), plus 1/3 of wielders AC
- Reach/Space: 40 feet / 40 feet
- Base Attack: +70
- Damage: 5d10 + Strength mod + 1d6 per wielder's wisdom mod. This damage is treated as all types for purposes of bypassing damage reduction and resistances. I.E. the damage is treated to come from a weapon with the Lawful, Chaotic, Holy, Unholy, Good, Evil, Neutral, Epic, Force, Magical and Psionic, whichever bypasses the damage reduction and resistance is the type of the attack.
- Attacks per round: (excludes strength modifier) +74/+74/+69/+64
- Damage Reduction: Epic Damage Reduction equal to wielder's highest Damage Reduction
- Spell Resistence: 2x Wielder's Spell Resistance.
- Movement Speed: 400ft land speed, 200ft Flying (perfect)
Carnage Controlled: Once summoned, Carnage remains until willed away by the wielder. Carnage follows only the wielder of Ancile commands. Carnage is not affected by any mind-altering, mind-controlling and fear effects
War Mount: The wielder of Ancile may ride Carnage without making a ride check allowing him to perfectly ride Carnage. The wielder may also participate in all combat without the mounted-combat feat.
Destructive Strike: Carnage may make a full round attack adding twice his strength modifier to all attack and damage rolls
Summoning Carnage: Carnage may summon creatures called Carnage Spawn, he may summon 3 every 5 rounds. Carnage Spawn have half all the stats of Carnage, The Beast of War.
Megingjörð:, Belt of unmatched strength. Lore is Thor wore this to double his already prodigious strength. At 11th character level it grants the God's Strength passive skill, which grants doubles the strength score of the wearer. At 15th character level it grants Thor's Endurance passive skill, which doubles the constitution score of the wearer. At 20th character level it grants Odin's Wisdom passive skill, which doubles the wisdom score of the wearer. At 25th character level it grants the Freya's Swiftness passive skill, which doubles the dexterity score of the wearer. At 30th level it grants the Loki's Cunning skill, which doubles the intelligence score of the wearer.
Divine Armor: If they God Smith is wearing armor with the Golden Armor enchant crafted into it, then all attempts to bypass the God Smith's DR fails.
Divine Changes: The God Smith transcends mortality to a point, such as he no longer needs to eat or drink, sleep or breath any longer. Further more he gains +5 to all ability scores and his HD increases by 7 .
When a God Smith loses his alignment through willingness, then he looses all abilities and traits from the God Smith class and has to redeem himself to gain back the lost abilities and traits
Epic God Smith
|20th||Bonus Feat, Divinity|
4 + Int modifier skill points per level.
Divinity: The God Smith has spent such a vast amount of time with their weapon, that the God's power itself has brushed off on them. At 30th level, a God Smith does not age anymore and is immune to all magical and supernatural and spell like poisons and diseases.
Playing a God Smith
Crafting: Having a decent craft score can help a lot in the creation of these weapons, especially if you wish to increase their strength.
Other Classes: God Smiths tend to deal well with other classes of their same Alignment, meaning Lawful Good God Smiths have a better bond with any other class in the Lawful Alignment than the Chaotic alignment, but will continue to travel with them.
Combat: In combat, God Smiths tend to be front liners defending their party or leading a march.
Advancement: God Smiths generally do not multiclass.
God Smiths in the World
Organizations: Most God Smiths tend not to gather in groups, as their religious beliefs tend to clash with other God Smiths.
NPC Reactions: Many people tend to shy away from God Smiths, while many guilds and mercenary groups tend to grab God Smiths for allies in combat due to their powers.