Sacred Blacksmith (3.5e Prestige Class)
Sacred Blacksmith
“ | Give me a second, I'll forge a vorpal sword. | ” |
—Mickey Adams, Human Sacred Blacksmith, Mickey Adams group facing a hydra. |
Becoming a Sacred Blacksmith
A Sacred Blacksmith is the epitome of smithing, the master crafter, the legendary weapon forger. He is the king of his craft. A Sacred Blacksmith can forge swords that are temporary, but take no time to make. Or he can craft masterfully made weapons and armor, that have magical properties even though they're made normally. A Sacred Blacksmith's key ability is his Intelligence score, because he must always perform the appropriate craft check, and then his Intelligence score for his magic.
Skills: | 5 total skill points in Craft (Weapon Smithing, Blacksmithing, Bow Making, or Armor Smithing). |
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Feats: | Skill Focus Craft:(Weapon Smithing, Bow Making, or Armor Smithing). |
Special: | Must have crafted a set of armor, or a weapon of masterwork quality. |
Level | Base Attack Bonus |
Saving Throws | Special | Spells Per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +0 | Craft Magic | 3 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +0 | 4 | 2 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
3rd | +1 | +3 | +1 | +1 | 4 | 2 | 1 | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
4th | +2 | +4 | +1 | +1 | Quick Craft | 5 | 3 | 2 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
5th | +2 | +4 | +1 | +1 | 5 | 3 | 2 | 1 | — | — | — | — | — | — | |||||||||||||||||||||||||||
6th | +3 | +5 | +2 | +2 | Magic Forge | 5 | 3 | 3 | 2 | — | — | — | — | — | — | ||||||||||||||||||||||||||
7th | +3 | +5 | +2 | +2 | 6 | 4 | 3 | 2 | 1 | — | — | — | — | — | |||||||||||||||||||||||||||
8th | +4 | +6 | +2 | +2 | 6 | 4 | 3 | 3 | 1 | — | — | — | — | — | |||||||||||||||||||||||||||
9th | +4 | +6 | +3 | +3 | 6 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |||||||||||||||||||||||||||
10th | +5 | +7 | +3 | +3 | 6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||||
11th | +5 | +7 | +3 | +3 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||
12th | +6 | +8 | +4 | +4 | Greater Quick Craft | 6 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — | ||||||||||||||||||||||||||
13th | +6 | +8 | +4 | +4 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||
14th | +7 | +9 | +4 | +4 | Detonate Forge | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | ||||||||||||||||||||||||||
15th | +7 | +9 | +5 | +5 | Master Craft | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | ||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level) |
Class Features
Spells: At each level, you gain new spells per day and an increase in caster level. To cast a particular spell, you must have a Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).
You cast spells as a cleric does, and you must prepare your spells from the list below. An epic Sacred Blacksmith’s number of spells per day does not increase after 15th level. Choose your spells from the following list:
0—Arrow's Flight, Deafening Pop, Uberball, Common Knowledge, Arcane Mark, Force Bolt, Gloves, Mage Hand, Mending, Open/Close, Zap, Touch of Fatigue.
1st—Almost Hit, Alter Accuracy, Call Armor, Call Weapon, Force Skin, Animate Rope, Ell's Handy Homunculus, Detect Heat, Mage Armor, Magic Weapon, Shield, Summon Guided Anvil.
2nd—Barrier Trap, Block, Energy Arrow, Explosive Arrow, Entropic Shield, Flame Blade, Bouncy Jelly Boots, Bound Weapon, Search Light, Unseen Craftsman, Make Whole, Shield Other, Protection From Arrows, Spiritual Weapon.
3rd—Armor Piercing, Arrows of Blasting, Flame Arrow, Force Binding, Medical Pond, Nondimensional Pocket, Razor Trap.
4th—Acidic Shield, Barrier,Disarmament, Lance of Foulness, Dragonfly, Ice Darts, Rusting Grasp, Transmute Solid.
5th—Annihilate Common Matter, Fabricate, Holy Sword, Common Forging, Secret Chest, Stoneskin, Break Enchantment, Permanency.
6th—Defencelessness, Glassteel, Dopple Arms, Io's Tears, Hardening, Ironwood, Repel Wood, Arcane Whip, Guards and Wards.
7th—Auto Repair, Animate Objects, Eldritch Enemy, Earthquake, Veles Missile, Instant Summons, Modenkainen's Sword, Transmute Metal to Wood,Transmute Metal to Jelly.
8th—Mystic Forging, Rithaniel's Revert, Svarog's Sword, Vorpal Spray, Warrant, Perun Bolt, Iron Body, Repel Metal or Stone.
Craft Magic: At 1st level, a Sacred Blacksmith learns how to create magical weapons and armor through forging. Any weapon or armor created in this way must be masterwork, and a separate craft check must be made, similar to crafting a masterwork item. The Dc for crafting a magical item in this way is 25+5 for each magical enhancement. Meaning a +1 Vorpal sword (+6 enhancement) has a craft DC of 55 for a Sacred Blacksmith. It is possible to add enchantments onto a weapon that is already magical, but doing so adds the base enhancement to the crafting. Adding Vorpal to a +3 blade costs the same as making a +8 magic item, DC 65. Crafting a magical weapon or armor in this way works similar to crafting a normal weapon or armor, see below. Enhancing a weapon, suit of armor, or shield uses up raw materials costing one-half of it's total price.
To determine how much time and money it takes to add magical enhancements, follow these steps.
1. Find the price of the magic enhancement your crafting. Or the total enhancement of the weapon or armor, if it already has an enhancement or enchantment.
2. Pay one-half of the enhancement's price for the cost of raw materials.
3. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result times the DC equals the price of the enhancement, then you have completed the item. (If the result times the DC equals double or triple the price of the enhancement, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result times the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the enhancement's price.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. The +1 Enhancement from being Masterwork doesn't add into the magical enhancement to determine the price or dc.
Quick Craft: A Sacred Blacksmith can forge items faster then the average blacksmith. Starting at 4th level, a Sacred Blacksmith can craft anything in 3/4 the amount of time it normally takes.
Magic Forge: The magical forge is the Sacred Blacksmith's art. He creates a 3ft wide sphere of fire that doesn't burn him. Anyone that enters the square the forge is in takes 1d6/level of fire damage. The forge forms directly in front of the Sacred Blacksmith, and requires him to focus on it completely. Creating the forge is a full round action. Once the forge is created, the Sacred Blacksmith can craft anything as a standard action, as long as he makes the craft dc. Anything forged inside the magic forge however is held together by magic, and only lasts a number of rounds equal to his Sacred Blacksmith level, plus 2 times his Intelligence modifier. It is mainly used to craft weapons, or misc. items.
If the Sacred Blacksmith has the "Craft Magic" Ability, he can create magic weapons, armors, shields, and items using his forge. Doing so requires him to roll to create the item masterwork, then another craft check equal to crafting the same item normally using the "Craft Magic" ability.
Greater Quick Craft: A Sacred Blacksmith of 12th level can craft items at 1/2 the normal crafting time.
Detonate Forge: At 14th level, a Sacred Blacksmith learns to use his magic forge as a weapon. He must still create it as normal, and can only use it if he stands next to it and concentrates. However now he may concentrate to move the forge 10ft, Concentration DC 20. Doing so is considered a move action, and provokes an attack of opportunity. He may detonate the forge as a standard action, causing it to explode with a swell of magic. Doing so causes 1d8/level fire damage to all those within 20ft of the forge, Reflex DC 10+Level+Cha modifier for half damage.
Master Craft: At 15th level, a Sacred Blacksmith no longer needs to roll to create an item masterwork. Anytime he succeeds on a craft check, the item is automaticlly masterwork, furthermore, the DC for any craft check the Sacred Blacksmith rolls is decreased by his Intelligence modifier. If this lowers the DC to 5 or lower, he creates the item as a standard action.
Ex-Sacred Blacksmiths
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->
Playing a Sacred Blacksmith
Combat:
Advancement:
Resources:
Sacred Blacksmiths in the World
“ | ” |
NPC Reactions:
Sacred Blacksmith Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | . |
16 | . |
21 | . |
26 | . |
Sacred Blacksmith in the Game
Adaptation:
Sample Encounter:
EL whatever:
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