Blacksmith (3.5e Class)
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Every village, town, and city has its own blacksmith. Some, however, become restless of simply working at their profession and put their skills to use as adventurers. Years of forging have already hardened them against the elements, and their blades are often a mark of great care and dedication.
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; it helps with damage output and also affects certain offensive abilities. Constitution is an important to increase durability, and a high Charisma improves abilities that help allies.
Races: All races require a blacksmith for their tools, weapons, and armour, and as such a blacksmith can be of any race.
Starting Gold: Random Starting Gold: 5d6 ×10 gp; Average Gold: 175gp
Starting Age: Moderate.
|1st||+1||+2||+0||+0||Flesh Tempering, Maintenance, Weapon Feat|
|2nd||+2||+3||+0||+0||Weapon Perfection, Armor Skin|
|4th||+4||+4||+1||+1||Armor Perfection, Hilt Binding|
|5th||+5||+4||+1||+1||Maintenance 2, Weapon Feat|
|6th||+6/+1||+5||+2||+2||Weapon Perfection 2|
|8th||+8/+3||+6||+2||+2||Armor Perfection 2, Weapon Repair|
|10th||+10/+5||+7||+3||+3||Weapon Perfection 3, Maintenance 3|
|12th||+12/+7/+2||+8||+4||+4||Armor Perfection 3, Forgemaster|
|14th||+14/+9/+4||+9||+4||+4||Weapon Perfection 4, Armor Skin 2|
|16th||+16/+11/+6/+1||+10||+5||+5||Armor Perfection 4, Weapon Feat|
|18th||+18/+13/+8/+3||+11||+6||+6||Weapon Perfection 5|
|19th||+19/+14/+9/+4||+11||+6||+6||Full Adrenaline Rush, Weapon Feat|
|20th||+20/+15/+10/+5||+12||+6||+6||Armor Perfection 5, Maintenance 5|
Weapon and Armor Proficiency: You are proficient with: Simple Weapons, Martial Weapons, Shields (non-tower) and Light/Medium Armor.
Flesh Tempering: Years of working the forge have hardened your skin and you've acclimated to the heat. You gain a +1 natural bonus to AC, and fire resistance equal to your half of your level.
Maintenance: At the 1st level, the blacksmith learns how to preform maintenance of his and his party members gear; by sharpening weapons, polishing, refitting armor, and reinforcing gear. During at least 8 hours of rest, the blacksmith can spend a small amount of time to perform these tasks without interfering with his rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum of 1) one of the following benefits for 24 hours, or until their another 8 hour or longer rest. The blacksmith may select a different maintenance for each ally to be affected.
Armor Maintenance - The armor check penalty of all armor worn is reduced by by 1 (minimum 0), and increases the armor bonus by +1 (does not apply to shields). The armor bonus increases by +1 and the armor check penalty is reduced by an additional 1 for every 5 class levels the blacksmith possesses.
Sharpen Weapons - Gain a +2 bonus to all damage rolls made with one chosen manufactured weapon. This bonus increases by +2 for every 5 class levels the blacksmith possesses.
Polish n' Shine - Metal armor, weapons, and shields, are polished, shining them till they can even deflect magical attacks. When an affected ally would normally be hit by a ray attack, they may deflect it as a free action that can be taken even when it is not their turn so that they take no damage and are unaffected by it. This may be used once. The ally must be aware of the attack and not flat-footed. One extra ray per day may be deflected for every 5 class levels the blacksmith possesses.
Willful Reinforcements - Small filtering linings are sown into helmets and head gear, small packets of smelling salts are stuffed into glove linings, and other alterations are done to give an advantage in resisting harmful mental effects; all creatures affected by this maintenance gain a +1 competence bonus to Will saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
Rushing Reinforcements - Oiling the joints and treating the leather of gear, the blacksmith grants a +1 competence bonus to Reflex saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
Stability Reinforcements - Special herbal packets and temporary reinforcements are added to armor making it heartier and more resistant; all creatures affected by this maintenance gain a +1 competence bonus to Fortitude saves, plus an additional +1 for every 5 class levels the blacksmith possesses.
Armor Skin: Your experience with armorcraft has helped you developed a natural affinity to protective gear. Wearing it more as a second skin then armor. Armor and shield armor check penalties are reduced by 1, reducing by and additional 1 at the 14th level.
Weapon Perfection: With a successful DC check, weapons created for creature that you have studied for 1 week cannot be sundered, +5 to the craft DC (reducing by 1 per level of this ability).
Hilt Binding: A weapon that is created by you for a specific individual cannot be disarmed, +5 to the craft DC. This can be preformed in addition to Weapon Perfection.
Armor Perfection: With a successful DC check, armors created for creature that you have studied for 1 week increases it's max Dex bonus to its current dex modifier, +5 to the craft DC (reducing by 1 per level of this ability).
Forged Feats: You've trained with weapons and armor that you've created or otherwise obtained to the extent that you now have greater control and skill when you use it. You gain this at level 1, and every 4 levels afterwards. You may choose one of the following feats to add to your class:
Armor Proficiency: Heavy, Cleave, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency, Greater Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Greater Shield Focus, Improved Critical, Improved Disarm, Improved Feint, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Shield Proficiency, Shield Focus, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization, Whirlwind Attack.
Maximize Power: Once per round, if you roll a 1 on a damage roll for a melee attack, then the dice can be re-rolled.
Weapon Repair: You can repair any broken weapons or armor that you'd crafted with no DC and at most a small amount of resources depending on the extent of the break and the type of weapon/armor. You may require a heat source also, depending on the weapon/armor.
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. This can be used for [Constitution Modifier + 1/2 Class Level] rounds per day at most, and all rounds need not be used up at one time.
Forgemaster: Add half of your class level (rounded down) to all Weaponsmithing/Armorsmithing rolls you make.
Full Adrenaline Rush: As adrenaline rush, but all allies within 10' gain an extra attack per round equal to their highest attack bonus.
Playing a Blacksmith
Religion: All religions require a blacksmith for their tools, weapons, and armour, and as such a blacksmith can be of any religion.
Other Classes: Most combat-focused classes greatly respect Blacksmiths, however Wizards, Druids and spellcasters of the like have little 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 his powerful stance on the battlefield.
Advancement: Whilst many blacksmiths do not stray from their path, many train in the ways of fighting as a standard Fighter either concurrently or after making their mark in their trade. Some favour the path of a bard, having proven their discipline and applying it to a new field, allowing them to better help their allies.