Master of the Forge Fire (3.5e Class)

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Master of Forge Fire[edit]

Masters of Forge Fire are blacksmiths that have made a pact with an entity of fire to amplify their work. With this pact they forge weapons of great power and are able to bring out the true capabilities of any weapon.

Making a Master of Forge Fire[edit]

Role: Masters of the Forge Fire not only deal solid damage to enemies at close range, they also may support their party members by crafting and maintaining equipment for their party.

Abilities: As front line fighters, Strength and Constitution are important to Master of the Forge Fire. With heavy armor available, Dexterity and Charisma may take a back seat in this build.

Races: Races with deep ties to metalworking are more likely to take this class.

Alignment: Any.

Starting Gold: 4d6 × 10 gp.

Starting Age: Moderate.

Table: The Master of Forge Fire

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +2 +0 Master Smith,Inner Flames +1d6
2nd +1 +3 +3 +0 Searing Arc 2/day
3rd +2 +3 +3 +1
4th +3 +4 +4 +1 Portable Forge
5th +3 +4 +4 +1
6th +4 +5 +5 +2 Inner Flames +2d6
7th +5 +5 +5 +2 Searing Arc 4/day
8th +6/+1 +6 +6 +2
9th +6/+1 +6 +6 +3
10th +7/+2 +7 +7 +3
11th +8/+3 +7 +7 +3 Inner Flames +3d6
12th +9/+4 +8 +8 +4 Searing Arc 6/day
13th +9/+4 +8 +8 +4
14th +10/+5 +9 +9 +4
15th +11/+6/+1 +9 +9 +5
16th +12/+7/+2 +10 +10 +5 Inner Flames +4d6
17th +12/+7/+2 +10 +10 +5 Searing Arc 8/day
18th +13/+8/+3 +11 +11 +6
19th +14/+9/+4 +11 +11 +6
20th +15/+10/+5 +12 +12 +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Profession (Wis).


Class Features[edit]

All of the following are class features of the Master of Forge Fire.

Weapon and Armor Proficiency: A Master of Forge Fire is proficient with all simple and martial weapons, and all Hammers, with light and medium armor, and with all shields except tower shields.

Craftsman's Eye: Due to extensive experience in their field, Masters of Forged Fire add their class level to Appraise, Profession: Blacksmith, or Craft checks on metal equipment or items.

Inner Flames: When a Master of Forge Fire wields a metal melee weapon, he is able to channel forge fire through the weapon. On their next damaging strike with this weapon, they deal an additional 1d6 fire damage, increasing with level.

Searing Arc: When the character wields a metal melee weapon that they forged, by focusing forge fire on the tip of the weapon and swinging the weapon the character can make a 20 ft ranged touch attack that would deal their current inner fire damage.

Portable Forge: Masters of Forged Fire can Forge Metal weapons at any medium sized fire.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

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

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> 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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