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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 |