Lore Smith (3.5e Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
A warrior who creates their own divine weapon to smite foes in combat.
Making a Lore Smith
A Lore Smith is a warrior who uses what their class names says: Lore. By spending as much time as they can reading books of ancient texts, mainly of religious and traditional stories. By fusing their own weapons with the actual lore, they can create their own weapons, making them literal walking gods. However, the tolls of the mind on the Lore Smith usually causes them to be more anti-social.
Abilities: Lore Smith are very versatile. Due to this, their needed Abilities vary. Warrior Lore Smiths need Strength and Constitution for combat, and Intelligence and Wisdom for the later levels. Rangers and Rogue based Lore Smiths require Dexterity, as well as Intelligence and Wisdom for the same reason Warriors do. Magic based Lore Smiths require Intelligence and Wisdom, and need Constitution for Concentration checks, and dexterity for their Armor Class
Races: Any race can become a Lore Smith, but mainly races with a vast amount of lore and gods tend to become Lore Smiths, mainly due to the wider variety of weapons to pick from.
Alignment: Lore Smiths tend to be any Alignment, but tent to be the Alignment of the god of the weapon they have taken, but all Lore Smiths must have a Deity of some kind.
Starting Gold: 4d6×10 gp .
Starting Age: Moderate.
|1st||+1||+2||+0||+2||Oath of the Gods, God's Weapon, Weapon Specialization, Spells|
|5th||+5||+4||+2||+4||God's Weapon, Well Learned|
|10th||+10/+5||+7||+4||+7||God's Weapon, Bonus Feat, Duality of the Gods|
|11th||+11/+6/+1||+7||+5||+7||Armor of the Gods|
|15th||+15/+10/+5||+ 9||+7||+9||God's Weapon|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Lore Smith.
Weapon and Armor Proficiency: The Lore Smith is proficient with light and medium armor, and all small and medium shields. However, they are not proficient with any weapons until they pick their Weapon Specialization.
Oath of the Gods: In order to be a Lore Smith, a person must make a pact to use the power that the God has bestowed upon them wisely, and to never tarnish the God's name via their actions. However, due to the loose nature of the contract, it is only needed to promise the terms in the contract, not uphold them, as the Gods know how fickle and weak-minded mortals are.
Weapon Specialization: In order to cut back on the stress and time needed to train, a Lore Smith only chooses one weapon, and one weapon only to learn and train with. Once picked, they may not change their weapon. The Weapons for specialization are from the weapons listed below.
God's Weapon: The weapon that a Lore 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 Lore 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.
Ragnarok: The Sword that Ends Worlds. According to the lore of this sword, Ragnarok is a massive, serrated edge, jet black bastard sword. At 1st level, Ragnarok bestows the skill Razor Gale, which deals additional damage, 2 for every 5 points of AC the target has. Razor Gale cannot add more than 5 damage this way, with a -4 penalty to the attack roll, and can only be used 3 times a day. At 5th 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 turns, with the skill being able to be used 3 times a day at a -5 penalty to attack rolls. At 10th level, Ragnarok removes the penalties from Razor Gale and Serrated Fang. At 15th 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, as well as a 3 time a day limit. At 20th Level, Ragnarok changes the 'Times a Day' limit to 'As many times as your Intelligence Modifier', as well as removing the Penalty for Serrated Gale.
Flamberge: The Sword Bathe in Obsidian Flames. The lore of this sword says that the sword in bathe in a constant fire, that cannot be put out. At 1st level, Flamberge deals half it's damage as Fire damage. At 5th level, Flamberge allows use of the Black Fire skill, which deals a 35ft by 10 ft cone of Fire damage, dealing 1d8 damage, 3 times a day. At 10th level, Flamberge doubles the potency of it's fires, be it from it's natural attack or Black Fire. At 15th 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 2 times a day. At 20th level, Flamberge changes 'Times a Day' Limit to 'Times Equal to Your Wisdom Modifier'.
Masamune: The Sword of Eternal Darkness. This sword's lore has many stories of it coupled with swirling darkness. At 1st level, it grants 60 ft Dark vision. At 5th level, it grants the Demon Slicer skill, which deals an additional 1d6 Evil damage to the target, at a -3 to your attack roll, and 3 times a day. At 10th level, it grants the Devil Slicer skills, which deals an additional 2d6 Evil damage, with a -4 to your attack roll, and a 3 time a day limit. At 15th Level, Masamune grants the Angel Slayer Skill, which deals an additional 2d6 Good damage, at a -4 to your attack roll, and a 3 time a day limit. At 20th 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.
Kusanagi: The Sword of Lore. This single blade has been known in many myths to do nearly impossible feats. At 1st level, Kusanagi provides a +2 to any save for the duration of the battle, while this effect can only be used 3 times a day. At 5th level, Kusanagi provides a +2 to AC when dodging attacks, while this skill can only be used 3 times a day. At 10th Level, Kusanagi provides the Silver Serpent Killer skill, which deals three attacks in one turn, at the cost of a penalty of -2 on attack and damage rolls, as well as a 2 time a day limit. At 15th level, Kusanagi removes the penalty from Silver Serpent Killer. At 20th level, Kusanagi allows use of the Serpent Slayer skills, dealing eight attacks in one turn, each dealing full damage at a -3 attack roll penalty to each attack, and can only be used once a day.
Gandring: The Dagger of Ill-Omen. The Dagger's lore stats that the one who wields it shall be cursed. At 1st 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 a set value, which is the Lore Smith's Int and Wis Modifier + 10, and if the check fails, the target's rolls count for half their value for three turns, and the skill itself can only be used 3 times a day. At 5th Level, Gandring grants the Shatter Slasher skill, which at the cost of -5 to your attack roll, disarms the target instead of dealing damage. At 10th level, Gandring removes all penalties from Bad Luck Blade and Shatter Slasher. At 15th level, Gandring grants the Cursed Assault which deals an extra d6 damage for every turn in battle the fight has been going, with each attack taking a cumulative -2 penalty to attack rolls, and can only be used 1 a day. At 20th 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 1st level, it grants the Reverse Luck skill, which must be called before the attack roll, and can be used 3 times a day, with the effect of 'Reversing your roll', making 1's into 20's, 2 into 19'2, and so on. At 5th level, grants the Black Strike which has a 25% chance (a 1 on a d4) to deal triple damage, at a 3 times a day limit, and replaces critical damage for the turn Black Strike was used. At 10th 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, and can be used 3 times a day. At 15th level, all three skills up to this point change from 'Times a day' to 'Times equal to your Wisdom Modifier'. At 20th level, Fragarch grants the passive skill Sure Luck, which cuts the duration of negative effects in half, though it cannot cause a skill to be less than 1 turn. All of the skills listed come at a -3 penalty.
Mjölnir: The Hammer of Thunder. The hammer's lore describes it as a powerful maul bathe in lightning. At 1st level, Mjölnir deals half it's damage as Lightning damage. At 5th level, Mjölnir may be thrown to deal Base Damage + Half Strength Mod in a straight line, and after the attack if done, it returns back to it's owner. At 10th level, Mjölnir allows the Lightning Striker skill to be used, dealing twice it's damage roll as pure lightning damage, at a 3 time a day limit. At 15th level, Mjölnir allows use of the Mighty Strike skill, a melee strike dealing twice it's Strength Modifier as additional Lightning Damage, at 3 times a day. At 15th level, the 'Times a day' limit becomes 'Times a day equal to your Strength Modifier'. At 20th level, Mjölnir allows use of the Midgar Storm skill, costing a -5 to your attack roll, but dealing immediate critical damage if it connects. All skills, minus Midgar storm, have a -3 to their attack rolls.
Sharur: The Maul of Shattering. The weapon's lore holds legends of it's namesake, shattering. At 1st level, Sharur ignores 2 points of AC when dealing attacks. At 5th level, Sharur grants the Power Pulse skill, which adds your Strength Mod to your AC for the turn this skill was activated, with a 3 time a day limit. At 10th level, Sharur ignores 4 points of Ac when dealing attacks. At 15th 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, and can be used 3 times a day. At 20th Level, Power Pulse changes from a 'Times a Day' limit, to 'Times equal to your Strength Modifier', as well as ignoring 6 points of Ac for dealing attacks.
Gae Bolg: The Lance that Pierces Hearts. This weapon's lore states that once thrown, it always aims for the target's heart. At 1st level, Gae Bolg may be thrown to deals it's base damage, and once it hit's it's target, it will return to it's owner's hand. At 5th level, Gae Bolg grants the Heart Breaker skill, which deals base damage plus 2d4 Constitution damage, and can be used 3 times a day. At 10th level, Gae Bolg can be wielded in one hand, and used in conjunction with a small shield or buckler. At 15th 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 20th 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 1/4th it's HP.
Amenonuhoko: The Lance that Bridges Mortals and Gods. This weapon's lore states that it was used to pace the way for Gods and their people. At 1st level, Amenonuhoko deals half it's damage as Cold damage. At 5th level, Amenonuhoko grants the Marsh Storm skill, which deals an additional 1d6 + Dexterity Modifier Cold damage, and can be used 3 times a day at a -3 to your attack roll. At 10th level, Amenonuhoko may be used in one hand, and allows a light shield or buckler to be equipped. At 15th level, Amenonuhoko grants the Marshland Surge skill, which deals an additional 2d6 + Dexterity Modifier Cold damage, at a -4 to your attack roll, and 3 times a day. At 20th level, all 'Times a day' limits change to 'Times equal to your Dexterity Modifier' and remove all penalties from skills.
Dáinsleif: The Sword of Blood. It's legend says that it requires the taste of blood in combat before it can be returned to it's sheath. At 1st level, Dáinsleif drains 1/4th total damage dealt as HP. At 5th 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 3, and cannot bring your HP below 10, with a 3 time a day limit. At 10th level, Dáinsleif gains the Blood Sport passive skill, which every time it kills an enemy, during that encounter it gains a +1 to it's damage rolls. At 15th Level, Dáinsleif drains half it's damage as HP. At 20th level, Dáinsleif gains the Soul Sucker ability, which at the cost of Half your HP, deals additional damage equal to that, at a 3 time a day limit, but cannot bring your HP lower than 25 using this skill, and changes the 'Times a Day' limit to 'Times equal to your Constitution Modifier'.
Hrunting: The Sword of Poison. It's lore states it's lathered in a deadly poison. At 1st level, if Hrunting is successful in dealing a blow, it leaves behind a poison dealing 1d4 damage per turn, even if damage is not done. At 5th level, Hrunting grants the Slathering Blade skill, that deals an immediate 1d4 poison damage attack in addition to it's normal attack, at a -3 to their attack roll and at a 3 time a day limit. At 10th level, the poison dealt by Hrunting's natural attacks deal 2d4 damage. At 15th level, Hrunting poison deal 1d4 Constitution damage in addition to it's natural damage. At 20th level, the penalties for Slathering Blade vanish, and Hrunting poison deals 3d4 damage, and allows the poison to bypass all natural immunities to poison.
Gandiva: The Bow of Thunder. It's lore states that each twang of the bow created a bellow of thunder. At 1st level, Gandiva deals half it's damage as Sonic damage. At 5th level, Gandiva gains the Thundering Pierce skill, which deals 1 point of damage for every 4 points of AC the target has, though the damage cannot exceed 5 points this way, and has a 3 time a day limit, and takes a -4 to it's attack roll. At 10th level, Gandiva allows use of the Lightning Touch skill, which allows Gandiva to deal Lightning and Sonic damage at the same time, 3 times a day, and lasts 3 turns. At 15th level, Gandiva gains the Tempest Storm attack, dealing half it's damage to all targets in Lightning and Sonic damage, at a -5 to it's attack roll and 3 times a day. At 20th level, all skills lose their penalties, and changes the 'Times a day limit' to 'Times equal to your Dexterity Modifier' limit.
Narayanastra: The Bow of Rain. It's lore stats that it is capable of firing off countless arrows at a single time. At 1st level, Narayanastra allows the simultaneous firing of three arrows, each with a -3 attack roll. At 5th level, Narayanastra gains the Sky Bolt Shot ability, which fires 10 arrows towards a group of targets, with a total of a -5 to your attack roll, and deals it's regular damage, at a 3 time a day limit. At 10th level, Narayanastra can fire 5 arrows at once, with a -4 to attack rolls. At 15th level, Narayanastra gains the Arrow Hailstorm skill, which fires 20 arrows, every two dealing 2d6 damage, at a cost of -5 to attack rolls, and a 3 time a day limit. At 20th level, removes all penalties to attack rolls, and changes the 'Times a limit' to 'Times equal to your Dexterity Modifier' limit.
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 1st level, it bypasses 2 points of AC. At 5th Level, Chronos' Scythe gains the ability to strike twice in one turn, at the cost of -4 to it's attack roll, and a 3 time a day limit. At 10th 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, however ambiguous targets or targets without gender do not count. At 15th level, Chronos' Scythe ignores 4 points of Ac. At 20th Level, Chronos' Scythe ignores 6 points of AC and increases Gender Discretion to 4.
Harpe: The Sickle that slays all. It's legend states that it's blows can never be cured. At 1st level, Harpe deals 1d4 additional damage as Bleeding damage. At 5th level, Harpe gains the Solid Sickle skill, dealing half it's damage to all targets within striking range for half it's damage roll, at a -3 to attack rolls, and 3 time a day limit. At 10th level, Harpe's bleed damage increases to 2d4. At 15th level, Harpe gains the an additional 15ft to it's reach. At 20th level, Harpe's bleeding damage is increased to 3d4.
Caduceus: The Staff Of Protection. It's lore holds this staff as the staff known for it's protection of the damned. At 1st level, Caduceus grants a +2 to AC. At 5th Level, Caduceus grants the Serpent's Strike to all spells cast, dealing an additional 1d4 damage as Acid damage, three times a day. At 10th level, Caduceus allows for the use of one spell rank higher than your highest spell rank, one time a day, and once all spell classes have been used, this provides a +1 slot for the highest level spell. At 15th level, Caduceus allows the use of your Intelligence Modifier in your AC. At 20th level, Caduceus provides a +2 to all damage rolls dealt by spells.
(New weapons may be added to the list with proper discussion between DM and player)
Spells: If a Lore Smiths 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.
Bonus Feat: Starting at 2nd level, and every 4 levels after that, a Lore Smith may pick a feat from the Fighter list of Feats.
Sturdy Mind: At 4th level, the Lore 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 such as Charm. This can only be used once a day.
Well Learned At 5th level, the Lore Smith's vast knowledge, be it Arcane, Religious, or Local, come into play. He gains the option to reroll for any failed Knowledge Check once, acting as if the previous roll never happened.
Solidarity: Lore Smiths do spend time to themselves. Starting at 7th level, if she is more than 20ft away from her allies in combat, she gains a +2 to her Base Attack bonus. This bonus ends if she is brought into, or if an ally moves into a space that is within 20ft of the Lore Smith.
Duality of the Gods: At 10th level, the Lore Smith may chose chose to stop learning with their current weapon, and chose to learn a new weapon. If they do, their old weapon cannot grow any stronger, and their new weapon only benefits from the next few God's Weapon feats.
Armor of the Gods: At 11th level, the Lore Smith may make an additional contract to their God in order to receive armor, as well as their weapon.
Golden Armor: This armor renders the wearing invincible to all forms of damage, but in order to keep the armor active, the wearer losses half their Movement speed, and takes 1d8 damage each turn. If their HP drops to 20 in any way, the armor refuses to work, and becomes the base armor the Lore Smith was previously wearing. The Golden can only be used once per day, and ends at the end of the current battle.
Helix Armor: This armor grants the Lore Smith half their Strength and Constitution Modifier into their damage rolls, however the Lore Smith can only move and attack while wearing the armor, and the armor lasts 3 turns before vanishing, and takes double the damage while wearing the armor.
(Armors may be added with proper discussion between DM and player.)
Divine Armor: At 12th level, the Lore Smith's armor becomes classified as Good or Evil armor for the purpose of reducing damage.
Devil's Deal: Once at 13th level, the Lore Smith may temporarily break the pact with their God, and not lose their powers. Once per day, the Lore Smith may active this skill to turn their weapon Demonic and allow all damage to be considered Evil for the purpose of overcoming damage reduction, which lasts the entire day.
Divine Changes: At 17th level, the Lore Smith may change his Abilities score for 3 turns in battle in a chance to aid him in combat.
When a Lore Smith slanders their God's name to the point where the Lore Smith poses a clear and present danger to the current worshiping of their God, they lose all skills relating to the Lore Smith class, along with the God's Weapon until they receive an Atonement Spell from a Cleric from a similar Alignment.
Epic Lore Smith
|23rd||Reworking the Contract|
|30th||Bonus Feat, Divinity|
6 + Int modifier skill points per level.
Bonus Feats: The epic Lore Smith gains a bonus feat from the Fighter Bonus Feats list at level 22, then every 4 levels after that.
Reworking the Contract: Once at 23rd level, a Lore Smith can choose to 'rework' their contracts, so to speak, and allow them to learn up to five (5) weapons at once, mixing them as long as they spend five points in their weapons. Example, a Lore Smith can have Hrunting, learning the skills as if Hrunting was being used by a 15th Level Lore Smith, and Gandiva, learning the skills as if Gandiva was being used by 5th level Lore Smith. All points must be used, and one weapon is a valid choice.
Devil Forged: The Lore Smith's weapon has been at their side for so long, they can do with it as they pleased. At 29th level, the Lore Smith can forsake their God and turn their weapon Evil. If this is done, they break their ties with their God and lose their God's Armor skill.
Divinity: The Lore 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 Lore Smith becomes physically immortal, meaning they cannot die from battle, ceases to age and is immune to all spells that deal with age. The Lore Smith still dies, however, when their time is up.
Human Lore Smith Starting Package
Weapons: Halberd/Gae Bolg God's Weapon (1d10, 20, x3).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Focus: Polearm.
Gear: Mithral Breastplate, bedroll, tent, trail rationsx4, water skin, flint&steel.
Gold: 4d6×10 gp.
Playing a Lore Smith
Religion: Lore Smiths are highly religious, mainly due to their weapons. They tend to pray and offer sacrifice, be in incense, gold, fresh foods such as meats and fruits, or even warfare, a Lore Smith can be found at many of the religious centers of any town, or usually holding their own religious practices in private.
Other Classes: Lore Smiths tend to deal well with other classes of their same Alignment, meaning Lawful Good Lore Smiths have a better bond with any other class in the Lawful Alignment than the Chaotic alignment, but will continue to travel with them. They will, at first, be spiteful, if not mocking to any warrior they do not find worthy. Until they prove themselves in combat, a Lore Smith will not accept them as warriors. A Lore Smith will never talk foul about a fellow Cleric or Paladin who follows a fellow God, or a God of the same Alignment.
Combat: In Combat, Lore Smiths tend to stay in the fray for as long as they can, only escaping to gathering their breath or call upon Divine Intervention from their respective Gods. if this fails, they will be willing to lay their lives on the line for the god they worship.
Advancement: Lore Smiths tend to stay inside the Lore Smith class, and not Multiclass.
Lore Smiths in the World
|“||Powers such as mine are rare, expensive, and powerful. If you can give me a reason why you think you should see them, tell me now.||”|
|—Garnet Kurayami, Third Generation LanceSmith.|
Daily Life: They tend to pray and offer sacrifice, be in incense, gold, fresh foods such as meats and fruits, or even warfare, a Lore Smith can be found at many of the religious centers of any town, or usually holding their own religious practices in private. Not all Lore Smiths are highly religious. Some Lore Smiths simply 'steal' the powers of the Gods.
Notables: Alais Kurayami: Mother of the Lore Smith society and master BastardSmith, a Lore Smith who uses Bastard and Greatswords to shatter and sunder foes. Lani Kurayami: Daughter of Alais Kurayami, and the one who gave Lore Smiths a name in the world. Creator of the Guild known as Heart of Kurayami (Heart of Darkness). A Master KatanaSmith, a Lore Smith who uses Katana and other slender swords to dance across the battlefield. Garnet Kurayami: The Daughter of Lani Kurayami, and a LanceSmith and ArcherSmith, training in Lances and Bows in tandem for creative attacks. She is currently in training.
Organizations: Most Lore Smiths tend not to gather in groups, as their religious beliefs tend to clash with other Lore Smiths. Heart of Kurayami is one of the few safe havens for Lore Smiths to gather.
NPC Reactions: Many people tend to shy away from Lore Smiths, while many guilds and mercenary groups tend to grab Lore Smiths for allies in combat due to their powers.
Lore Smith Lore
Characters with ranks in Knowledge(Religion) can research Lore Smiths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Lore Smiths pray to various Gods and Deity for their powers.|
|10||A Lore Smith's weapon tends to look normal, but grows with the power of Legends as the Lore Smith wielding it grow stronger.|
|15||Many Lore Smiths only pick one weapon of lore, and after years of training, are masters of their weapon, and can be called a 'Demi-God' due to their weapon.|
|20||Within time, the Lore Smith's weapon can become a clone of the true weapon of the lore it is taken from, with the powers to match.|