User:Teresa Kayne/Sandbox

The Battlesmith
Alignment: Any.

Hit Dice: d10.

Base Attack: Good.

Saves: Good Fortitude, Poor Reflex, Poor Willpower.

Requirements To qualify to become a battlesmith, a character must fulfill all the following criteria.
 * Base Attack Bonus: +5
 * Skills: Craft (Armorsmothing) 5 ranks, Craft (Weaponsmithing) 5 ranks.
 * Feats: Endurance, Incredible Artisan, Iron Will.
 * Special: The character must have created a masterwork weapon or set of armor and used it personally in battle.

Class Skills

The battlesmith’s class skills are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

The Battlesmith Table

Class Features

Weapon and Armor Proficiency: A battlesmith is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

One With The Hammer (Ex): A battlesmith learns to create armor, weapons, and shields of great quality easier then most. All such creations the battlesmith creates are considered masterwork, with no extra effort or cost required on the battlesmith's part. In addition, whenever the battlesmith uses or wears armor, weapons, or shields she crafted herself for her own use, she gains the following benefits.


 * Armor: The battlesmith gains Damage Reduction 1/- equal to her class level (max DR 5/-)
 * Weapon: The battlesmith gains a +1 bonus on damage rolls equal to her class level (max +5). This bonus is doubled for two-handed weapons (max +10).
 * Shield: The battlesmith gains a +1 bonus on reflex saving throws equal to her class level (max +5).

These benefits do not apply when someone else dons her armor.

Secrets of the Forge (Ex): A battlesmith learns some of the great secrets of forging weapons and armor. A battlesmith receives Craft Magic Arms and Armor as a bonus feat, regardless of her caster level. Multiply the battlesmith's class level by 4 to determine her effective caster level for the purpose of creating magic arms and armor (this benefit stacks with any other caster levels the battlesmith might have).

The battlesmith must still meet any other prerequisites for the item's creation. This stipulation might mean that she needs the assistance of other characters to complete the creation of an item.

Flesh of My Flesh (Ex): No armor fits so well as that created by a battlesmith for her own use. When wearing any armor that she has crafted herself, a battlesmith of 2nd level or higher gains an additional +1 armor bonus ontop of that granted by her armor normally. At 4th level, this bonus further increases to +2.

Forged in Fire (Ex): At 3rd level, a battlesmith becomes inured to the effects of fatigue and exhaustion, and can ignore their effects for a number of hours equal to her class level each day. This time need not be consecutive, but each use lasts a minimum of one hour. In addition, all armor, weapons and shields crafted by the battlesmith gain an additional 2 hit points and 1 hardness per battlesmith level (to a max of +10 hp, +5 hardness). This causes the base market value of all such items made after completion to be increased by 50%.

Gift of the Forge (Ex): At 5th level, a battlesmith can spend one hour taking measurments of a specific individual before crafting armor, weapons, or a shield for them. If the battlesmith does this, he may apply the benefits of his ability, One With the Hammer, to those items crafted for that individual. The objects base market values after they are completed are increased by 200%. Due to the battlesmiths intimate knowledge of every object he crafts, he bypasses any damage reduction or bonus to reflex saves granted by armor or shields he has crafted for others, and the bonus to attack and damage granted by weapons he has crafted are ignored when used against the battlesmith.

Imbue Item (Su): A battlesmith of 5th level can use her supernatural power to create magic weapons and armor, even if she does not know the spells required to make an item (although he must know the appropriate item creation feats, see Secrets of the Forge, above for details). He can substitute a Craft (Weaponsmithing or Armorsmithing) check (DC 25 + spell level) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the battlesmith can create the item as if he had cast the required spell. If it fails, she cannot complete the item.

Crafting Feats
Forgeborn (General) Benefit: You gain a +2 bonus to all craft checks. When crafting objects with the craft skill, you make progress by the day in silver peices, and progress by the week in gold peices.

Incredible Artisan (General) Benefit: When crafting an object, you now only require one sixth of the base market value in raw materials to begin crafting. In addition, once per day you may reroll any one check with that craft skill immediately, before the DM announces the result, and take the better of the two results.

Legendary Arms and Armor (General) Prerequisites: Craft (Armorsmothing) 5 ranks, Craft (Weaponsmithing) 5 ranks. Benefit: You gain a +2 bonus on all craft checks related to crafting armor, weapons, and shields. Whenever you craft a a masterwork weapon, that weapon deals an additional +1 masterwork bonus to damage. Masterwork armor provides an additional +1 armor bonus to armor class, while masterwork shields provide an additional +1 shield bonus to armor class. Upon completing the crafting of such items, add an additional 150 gold (if a weapon) or 75 gold (if a suit of armor of shield) to their market value.

Skill Focus (General) Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Homebrew Varients;

Masterwork gives a 'masterwork bonus' to weapon attack rolls, and in the case of the Legendary Arms and Armor feat, a masterwork bonus to damage rolls as well. This bonus now stacks with enchantment bonuses to attack and damage, which are now properly labelled as 'enchantment bonus'. The physical quality and magical quality of weapons are quite distinct, and both impact its abilities differently, their should be no reason why these effects cannot stack.

Masterwork Costs;

Armor Piercing
Applying this to a peircing weapon or ammunition allows it to strike more deeply into enemys with thicker skin. Against an enemy that possesses a combination of +4 or higher armor bonus and/or natural armor bonus, the attack made with a armor piercing weapon is done at a +2 attack bonus and deals an additional point of piercing damage.

Cost: +125 gp

Requirement: Piercing weapons or ammunition only.

Mercurial Balance
Applying this to a slashing weapon allows it to strike with much greater force, as the inside blade is made hollowed and filled with liquid mercury. As the blade is swung, it carrys more momentum as the liquid pushs to the tip. All base damage of mercurial slashing weapons is improved by one dice step (d4 to d6, d6 to d8, etc), and the critical multiplyer is increased by 1 (from x2 to x3, x3 to x4, etc). However, such weapons are unweildly, and attacking with a mercurial weapon inflicts a -2 penalty to attacks made with that weapon.

Cost: +200 gp.

Requirement: Slashing melee weapons only.

Weighted
Applying this to a blunt weapon allows it to stroke much, much harder, but at the cost of accuracy. Likely given a iron or heavy metal internal structure for the added weight, these massive weapons inflict tremendous blows each strike. All attacks made with a weighted weapon are made at a -2 penalty. However, all damage dice are improved by one step (d4 to d6, d6 to d8, etc), and the critical multiplyer is increased by 1 (from x2 to x3, x3 to x4, etc). These weapons also weigh twice as much as their normal counterparts.

Cost: +125 gp, x2 weight.

Requirement: Blunt melee weapons only.

Perfect Balance
Having a suit of armor made custom made for perfect balance increases the maximum dexiterty bonus by 1 and reduces armor check penalties by 1, but only for the wearer it was specifically designed for. In addition, the armor is considered to weigh 50% less to determine swim check penalties.

Cost: +100 gp.

Requirement: Armor only.

Flute Ribs
Having a breastplate or a suit of half-plate and fullplate installed with ring-like rib linings inside the plates increase its overall durability and protection from blunt and slashing attacks. Fluted armor in this fashion gives the wearer Damage Reduction 3/piercing.

Cost: +150 gp.

Requirement: Breastplates, Half-Plates, Full-Plates only.