Forgemaster

d12 hit die, 2 + I skill points per level

Class skills: Aberrance, Alchemy, Arcana, Mysticism, Nature, Religion, Occult, Device, Athletics, Acrobatics, Tinker, Craft, Perform, Profession

Good resistances: Finesse, Vitality, Stature, Intellect

Proficiencies: Light, Medium, and Heavy Armors, Simple and Martial Weapons, Shields

Object Oriented:

A forgemaster’s MB does not grant them spells or the ability to cast. Instead, they use it only to determine the effects of their crafted items. For any necessary DCs or Spell Focus checks, forgemasters use their Intellect modifier. At 1st level, forgemasters gain Craft Magic Arms and Armors as a bonus feat even if they do not meet the prerequisites. They gain a bonus to Craft and Device checks equal to 1 + ½ their level.

Weapon Enhancements:

At 1st level, once per long rest, forgemasters can spend an hour performing a ritual in order to grant a +1 enhancement to a weapon, as if they had enhanced it by using the Craft Magic Arms and Armor feat, though the enhancement lasts for 24 hours or until the forgemaster’s next long rest. Creatures other than the forgemaster are unable to use the enhanced properties of this weapon. A full list of Weapon Enhancements can be found in the Game Master’s Guide. This does not incur the gold cost normally associated with creating magic weapons and does not count towards the maximum enhancement of a weapon. This enhancement stacks with any previous enhancements. At 4th level and every 4 levels thereafter, this bonus increases by 1 to a maximum of +6 at 20th level. This enhancement can be used to recreate special weapon enhancements. They can be distinguished from ordinary magic weapons with a Device check of 20 + MB + I.

Armor Enhancements:

At 2nd level, during the ritual to enhance their weapon, forgemasters can also imbue a set of armor with a +1 bonus. A full list of Armor Enhancements can be found in the Game Master’s Guide. This enhancement otherwise functions just as Weapon Enhancements. This enhancement increases by 1 at 6th level and every 4 levels thereafter to a maximum of +5 at 18th level.

Equipment Mastery:

At 3rd level and every 4 levels thereafter, forgemasters gain a bonus Combat, Equipment, or Item Creation Feat. For the purpose of qualifying for Item Creation Feats gained through Equipment Mastery, the forgemaster is considered to be able to cast any type of spell up to a spell level equal to their MB.

Swift Upgrades:

At 5th level, and every 5 levels thereafter, forgemasters select one of the following bonuses. Once per round they can grant themselves one of their selected bonuses for 2 rounds as a swift action. The duration of this bonus increases by 1 round at 10th level and every 5 levels thereafter. The bonuses cannot stack with themselves. The forgemaster can use this ability a number of times per long rest equal to half their level plus their Intellect modifier.

Armor - The forgemaster gains a +1 deflection bonus to AC, +1 DD, and +1 DR/-. These bonuses increase by 1 at 10th, 15th, and 20th level.

Armor Switch - The forgemaster changes the enhancements bestowed to the armor they wear by Armor Enhancements. A suit of armor may only be altered in this fashion once per long rest.

Body - The forgemaster gains +4 to resistances. This increases by 1 at 8th level and every 3 levels thereafter.

Calculations - The forgemaster gains +3 to any two skills. This increases by 2 at 10th, 15th, and 20th level.

Energy - One weapon wielded gains +1d6 elemental damage of one type. This increases by 1d6 at 10th, 15th, and 20th level.

Form - The forgemaster gains +4 to TEB and TED. This increases by 2 at 10th, 15th, and 20th level.

Shield - The forgemaster’s shield bonus increases by 2. This increases by 1 at 8th, 11th, 14th, 17th, and 20th level.

Speed - The forgemaster gains +20ft move speed. This increases by 10ft at 10th, 15th, and 20th level.

Weapon - One weapon wielded gains +1 to hit and damage. This increases by 1 at 10th, 15th, and 20th level.

Weapon Switch - The forgemaster changes the enhancements bestowed to one weapon they wield by Weapon Enhancements. A weapon may only be altered in this fashion once per long rest.

Imitated Magic:

At 6th level, The forgemaster gains a spellbook, to which they may add any spell they encounter in a stored magic item. When creating a magic item that requires a spell as a component, forgemasters can bypass this requirement for spells in their spellbook by making a skill check of the associated magic type (i.e. an Arcana check to replace an arcane spell) with a DC of 20 + twice the spell’s level, in a ritual requiring 1 hour per spell level (min 1). This ability can only be used to replace spells with a level of up to the forgemaster’s MB. Any material components needed for the spell are still required. At 12th level, the ritual requires 30 minutes per spell level. At 18th level, the ritual requires 20 minutes per spell level.

Share The Forge:

At 9th level, during the ritual to enhance their weapon, forgemasters can also imbue a similar power into other weapons or armors. They can affect a total number of weapons and armors up to their MB. The enhancement bonus given to any weapon cannot exceed half of the forgemaster’s Weapon Enhancement bonus. Other creatures, but not the forgemaster, can benefit from the enhancements of these items, but may only benefit from a single enhanced item at a time.

Rapid Upgrades:

At 13th level, an forgemaster can expend two uses of Swift Upgrades to grant themselves an upgrade as a free action. They may still only gain 1 upgrade per round.

Enduring Enhancements:

At 17th level, the benefits from the forgemaster’s Weapon Enhancements and Armor Enhancements last until the forgemaster performs their enhancement ritual again. With weapons enhanced with Share the Forge, they may choose to leave in place any number of their previous enhancements, but these weapons count against the total number they may have in effect as long as the forgemaster leaves them in effect.

Perfect Design:

At 20th level, forgemasters gain one of the following benefits:

Decided - When using Weapon Switch or Armor Switch, the change remains until changed again by the forgemaster.

Elemental Fury - Increase damage from the Energy Swift Enhancement to 5d10.

Exploit-Proof - Gain +5 to TEB and TED. Gain immunity to sunder, steal, and disarm for your enhanced weapons and armors.

Impenetrable - Gain DR 10/-.

Precision - Reduce the critical threshold with all enhanced weapons by 1.

Weightless - While wearing enhanced armor, count as free moving, as per the encumbrance level unless overencumbered. Additionally gain +10 move speed and +1 dodge bonus to AC while wearing enhanced armor.