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Weaponsmith 

A Weaponsmith trains to gain an iron will and a very critical eye. Weaponsmiths borrow a bit from elemental magic, and a bit from wizardry as well. Weaponsmiths help identify and create legendary weapons. Nearly every community in Barsaive values Weaponsmiths

Allowed Classes fighter, sorcerer (Elementalist spell list), expert 

Discipline Main Statistic Wisdom

Racial Restrictions None

Saves

NOTE: the bonuses granted by Forge Blade and Forge Armor are Enchantment bonus and as such do not stack with other Enchantment bonuses.

Talents

Forge Blade 1 Karma the weaponsmith adds a +1 enchantment bonus to either damage or attack to one weapon the bonus lasts for one week. The weapon must be worked for a total of 8 hours within 1 week. Each extra Karma can add to either the damage bonus, attack bonus or add one week to the duration. NOTE: Total bonuses to attack and damage may not be greater than +1 for every 2 Weaponsmiths Discipline Levels. (i.e. +2 +3 at 10th level)

Forge Armor 1 Karma the weaponsmith adds a +1 enchantment bonus to the Armor Bonus of one suit of armor the bonus lasts for one week. The Armor must be worked for a total of 8 hours within 1 week. Each extra Karma can add to the Armor Bonus, lower the Armor check penalty by one or add one week to the duration. For 5 extra Karma raise the max speed by 5 feet. NOTE: Total Armor Bonus may not be greater than +1 for every 4 Weaponsmith Discipline Levels. (i.e. +1 at 1-4th +2 at 5th-8th etc.)

Steel Thought 1 Karma grants 1/- Damage Reduction for one combat the damage reduction only stops spell/psionic damage the bonus lasts for one combat. Each extra Karma adds 1/- Damage Reduction or +1 to all will saves or a +1 deflection bonus to Armor Class vs magical attacks only (any touch attacks to discharge a spell count for this bonus) 

Abate Curse 1 Karma allows the Weaponsmith a Will save to negate a cursed items effects that the Weaponsmith is in possession of. The duration is one turn. The save DC is at the DM’s discretion; a rule of thumb is 10 + 1 for each 1,000-3,000 GP of market price. If the save is made the item will function as it did before the curse revealed itself for the duration. The bonus adds to the will save for personality conflicts with intelligent items. Each extra Karma adds one to the will save or one Turn to the duration.

Temper Self 1 Karma adds a +1 Enchantment bonus to the Weaponsmiths Natural Armor Bonus for one round. Each extra Karma adds an additional +1 to the NAB or one round to the duration.

Spot Armor Flaw 1 Karma grants the Weaponsmith a bonus of +1 to hit one opponent for one combat. Each extra Karma grants an additional +1 to hit. The bonus may not be larger than the opponents Armor Bonus.

Weapon History 1 Karma to attune an item after 7 days the Weaponsmith makes a Knowledge check vs. the DC of the item, if successful she learns one key knowledge of the item. At the end of the 7 days the Karma cost is equal to the levels of the Key Knowledge’s learned added together. The maximum Key Knowledge level that can be learned is equal to the Discipline level of the Weaponsmith. Each extra Karma gives a +1 bonus to the Knowledge check. This Talent will only work on Weapons or Armor

Conceal Weapon 1 Karma allows the Weaponsmith to place a weapon of a size class equal to themselves in an extra-dimensional space for 10 minutes. The Weaponsmith makes a Craft Weapons roll with a +6 bonus to determine the DC of a search or spot roll to find the weapon. Each extra Karma adds 2 to the DC or 10 minutes to the duration. Frisking the Weaponsmith does not add a +4 bonus for the searcher. The Weaponsmith may remove the weapon from the extra-dimensional space as a free action as if he had Quick Draw