Smith PrC's (P.E.A.C.H) [Archive] - Wizards Community

Post/Author/DateTimePost
Watsyurname529

10-10-07, 08:40 PM
Okay, so here are 3 PrC's I made for the Races of the Horde (for the links check my sig). They all have a theme for weapon forging. They are technically race specific, but you can change that--which is up to the DM. Anyway, I want some more feedback on the overall quality. Here's the first:

The Greatweapon Smith

"You want big weapon? I got big weapon, made it this mornin'. It cut through elfs like butter."
- Greatsmith Thokk Elfrender

Every Orc tribe needs a blacksmith to create their weapons of destruction, you are that orc. You can create fierce weapons and be just as deadly with them. You specialize in two-handed weapons and you know how you cut down many creatures with them.

Becoming a Greatweapon Smith (aka Greatsmith)
Fighters and other melee types are usually Greatweapon Smiths. Their strenght and profiency with two-handed martial weapons make them ideal for the class. Rangers and Barbarians especially are also really good as their higher skill points make it easier to get the required skills.

Game Rule Information:
The Greatweapon Smith has the following game stats.
Abilities: Int is pretty important as is gives them skill points and helps determine their caster level when they can create magical arms and armor. A decent Con helps out as it helps determine the number of uses for a couple of the Greatsmith's abilities. A good Str is also pretty important since you are using two-handed weapons.
Alignment: Any
Hit Die: d10

Entry Requirements:
To qualify to become a Greatweapon Smith, a character must fulfill all the following criteria:
Race: Orc
Skills: Craft (Weaponsmithing) +6
Feats: Monkey Grip, Power Attack
Special: Must have created a masterwork two-handed martial weapon in the presence of another Greatweapon smith.

Class skills
The Greatweapon Smith class skills (and the key ability modifier for each skill) are: Appraise (Int), Climb (Str), Craft (Int), Gather Info (Cha), Intimitade (Cha), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Swim (Str)
Skill Points at Each Level: 4 + Int modifier.


The Greatweapon Smith
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Great Smithy, Signature Weapon, Meat Cleaver
2 +2 +3 +0 +0 Blade Block +1, Great Blade Reach
3 +3 +3 +1 +1 Fast Smithy, Improved Signature Weapon, Weapon Sabotage
4 +4 +4 +1 +1 Blade Block +2, Death Grip, Great Arc Swing
5 +5 +4 +1 +1 Master Smithy, Great Signature Weapon
6 +6 +5 +2 +2 Blade Block +3, Armor Rending Charge

Class features
All of the following are class features of the Greatweapon Smith prestige class.

Weapon and Armor Proficiency: A Greatweapon Smith is proficient with all Simple and Martial Weapons. They are proficent with light and medium armors but not with shields.

Great Smithy (Ex): A Greatweapon Smith is really adept at creating weapons. A Greatweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Greatweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Signature Weapon (Ex): A Greatweapon Smith specializes in one weapon and that becomes his signature weapon. This blade is a masterwork blade that the Greatsmith created. A Greatweapon Smith chooses one Two-Handed Weapon and gains Weapon Focus as well as a +1 on Damage.

Meat Cleaver: At 1st Level, the Greatweapon Smith learns how to use the weight and force of the blade to conintue with a swing that kills one of his enemies. The Greatweapon Smith gains Cleave as a bonus feat.

Blade Block (Ex): At 2nd Level, the Greatweapon Smith learns how to use the size of the blade to block incoming attacks. The Greatweapon Smith adds +1 to his AC as a Shield Bonus. This improves at 4th and 6th level to +2 and +3 respectively.

Great Blade Reach (Ex): At 2nd Level, the Greatweapon Smith learns how to use the length of the blade to gain a bigger advantage. The Greatweapon Smith may make a Great Blade Reach attack. As a Full-Round action you may make an attack 10ft away with a -3 Attack Penalty and only adding x1 Strength bonus.

Fast Smithy (Ex): At 3rd Level, the Greatweapon Smith improves on his already amazing smithy skills. He learns how to rush jobs to make weapons faster. A Greatweapon Smith may choose to do twice the amount of work in one week cutting the time down by one week to make. A Greatweapon Smith can do this 1 + Con Mod times per weapon. If the Craft Check fails and you make no progress, you still make 1 week progress. After the Greatweapon Smith finishes the weapon, he takes 4 Temp Con damage until he rests for 3 complete days.

Improved Signature Weapon (Ex): At 3rd Level, The Greatweapon Smith begins to develop extraorndinary power with his signature weapon. The weapon becomes a +1 Weapon in his hands.

Weapon Sabotage (Ex): At 3rd Level, The Greatweapon Smith knows how to create weapons really well, and he also knows how to destroy them just as well. The Greatweapon Smith may ignore half the weapons hardness when trying to sunder it.

Death Grip (Ex): At 4th Level, The Greatweapon Smith's grip on his weapon tightens even more as he can use it more effeciently. The Greatweapon Smith may ignore the -2 Attack Penalty from Monkey Grip.

Great Arc Swing (Ex): At 4th Level, The Greatweapon Smith learns how to use the size of the blade to strike more than one target, and still with deadly force. A Greatweapon Smith may, as a Full-Round action, attack two targets that are adjacent to each other with a -3 penalty on the second attack. A Greatweapon Smith can do this 2 + Con Mod times per day. If the attack misses, you still use up one of your attempts for the day.

Master Smithy (Sp/Su?): At 5th Level, The Greatweapon Smith masters his abilities and learns how to create magical arms and armor. A Greatweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Greatweapon Smith Level + (2 * Int Mod).

Great Signature Weapon (Ex): At 5th Level, The Greatweapon Smith further masters his use of his signature weapon and crafting. The weapon becomes a +3 Weapon, or you can give it any of the following properities equal to a +3 bonus.

+1 Properties:
Bane
Berserker
Bloodfeeding
Brash
Brutal Surge
Chargebreaker
Corrosive
Fiercebane (req: Bane)
Flaming
Frost
Hunting
Impact
Impaling
Keen
Knockback
Maiming
Mage Bane
Mighty Cleaving
Screaming
Shock
Sundering
Sweeping
Vicious
Whirling

+2 Bonus:
Collision
Disarming
Domineering
Energy Aura
Flaming Burst
Fleshgrinding
Icy Burst
Impendence
Metalline
Shocking Burst
Transmuting

Armor Rending Charge (Ex): At 6th Level, The Greatweapon Smith learns how to turn a charge into an attack that hits so hard it ignores armor. The Greatweapon Smith may, at the end of a charge, forgo the +2 attack bonus and make a Armor Rending Strike. An Armor Rending strike is a Melee Touch Attack that if hits, deals an extra +1d12 Damage. A Greatweapon Smith may use this 2 + Con Mod times per day.

Kogthor

Male Orc Barbiarian 5/ Greatweapon Smith 6
CE Medium Humanoid (Orc) Height: 6' 4'' Weight: 232 lbs.
Languages: Common, Orc, Goblin
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Init: +2
AC 23 (21 Raging) (+1 Dex, +5 Mwk Chain Shirt, +3 Shield, +2 Nat. Armor, +2 Deflection), touch 13, flat-footed 23
HP 88 (5d12 + 10 + 6d10 +12) (HP 110 Raging)
Fort +11, Ref +8, Will +5 (+7 Raging)
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Speed: 40 ft. (8 Squares)
Melee: +17/+12/+7 +1 Keen Berserker Large Greatsword (3d6+10 17-20/x2 Slashing)
Ranged: +14/+9/+4 Mwk. (+1 Str) Composite Shortbow (1d8+1, 20/x3, 70ft)
BAB: +11/+6/+1; Grp: +14
Attack Options: Rage 2/Day, Armor Rending Charge, Weapon Sabotage, Great Arc Swing, Improved Sunder
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Abilities: Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8 (28 Point Buy)
SQ: Darkvision 60ft, Fast Movement, Trap Sense +1, Improved Uncanny Dodge, Master Smithy, Blade Block +3, Greater Signature Weapon, Death Grip
Feats: Powerful Charge (+1d8 on Charge), Power Attack, Monkey Grip, Cleave, Improved Sunder, Weapon Focus (Greatsword)
Skills: Appraise +4, Balance +3, Climb +7, Craft (Weaponsmithing) +14, Intimidate +7, Jump +13, Listen +6, Ride +4, Spot +6, Survival +5, Swim +9, Tumble +7
Possessions: +1 Keen Berserker Large Greatsword, +1 Agility Chain Shirt, Amulet of Nat. Armor +2, Helmet of Relfexsive Will (+2 Ref, +2 Will), Ring of Protection +2, 2 Potions of CSW, Potion of Shield of Faith +4 100gp
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Watsyurname529

10-10-07, 08:40 PM
The second:

The Sneakyweapon Smith

"You need a weapon? I got's many of them. They easy to hide and kill with"
- Sneakyweapon Smith Dirrik Blackhide

Every Goblin tribe or camp needs a blacksmith to create their weapons of destruction, you are that goblin. You can create sneaky and deadly weapons and be just as good using them. You specialize in light sneaky weapons and you know how you presicely kill nearly any creature with them.

Becoming a Sneakyweapon Smith
Rogues and other sneaky types made good Sneakyweapon smiths. Rangers also make good Sneakyweapon Smiths. Their high-skill points and Dex make them ideal for the class. Spellcasters make somewhat good Sneakyweapon Smiths, but more for making weapons and sneak attacking.

Game Rule Information:
Sneakweapon Smith has the following game stats.
Abilities: Int is really important as it helps give them skill points and determines some of their abilities. Dex is also good as it governs how sneaky and good you are at dodging blows. A decent Con helps to gain more hitpoints or a decent Cha helps for those silver-tounged characters.
Alignment: Any
Hit Die: d8

Entry Requirements
To qualify to become a Sneakyweapon Smith, a character must fulfill all the following criteria:
Race: Goblin
Skills: Craft (Weaponsmithing) +6, Hide +5, Move Silently +5
Feats: Weapon Finesse
Special: Must have created a masterwork finessable weapon in the presence of another Sneakyweapon Smith

Class skills
The Sneakyweapon Smith class skills (and the key ability modifier for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Info (Cha), Hide (Dex), Knowledge (Arch & Engineering) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex)
Skill Points at Each Level: 6 + Int modifier.


Sneakyweapon Smith
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Great Smithy, Signature Weapon, Quick Draw
2 +1 +0 +3 +0 Finesse Block +1, Sneak Attack +1d6, Versatile Weaponry
3 +2 +1 +3 +1 Intelligent Smithy, Improved Signature Weapon, Weapon Sabotage
4 +3 +1 +4 +1 Finesse Block +2, Sneak Attack +2d6, Sneaky Sunder
5 +3 +1 +4 +1 Master Smithy, Great Signature Weapon
6 +4 +2 +5 +2 Finesse Block +3, Sneak Attack +3d6, Construct Destroyer

Class features
All of the following are class features of the Sneakyweapon Smith prestige class.

Weapon and Armor Proficiency: Sneakyweapon Smith's are proficent with all Simple weapons and light Martial weapons as well as any Finessable weapons. They are proficent with Light Armor and shields.

Great Smithy (Ex): A Sneakyweapon Smith is really adept at creating weapons. A Sneakyweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Sneakyweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Signature Weapon (Ex): A Sneakyweapon Smith specializes in one weapon and that becomes his signature weapon. This blade is a masterwork blade that the Sneakyweapon Smith created. A Sneakyweapon Smith chooses one Finessable Weapon and gains Weapon Focus as well as a +1 on Damage.

Quick Draw: A Sneakyweapon Smith knows how to draw his blades faster to get an edge on combat. A Sneakyweapon Smith gains the Quick Draw feat.

Finesse Block (Ex): A Sneakyweapon Smith learns how to use the grace and finesse of the weapon to parry and block incoming attacks. The Sneakyweapon Smith adds +1 Shield to AC. This improves at 4th and 6th Levels.

Sneak Attack (Ex): This functions exactly like the Rogue class feature. This stacks with any other sneak attack gained from another source (such as Rogue Levels)

Versatile Weaponry (Ex): At 2nd Level, The Sneakyweapon Smith learns after making, working, and practicing with different types of weapons to deal any type of damage with any weapon. As a swift action, you may change the type of damage of any melee weapon to either Slashing, Piercing, or Bludgeoning. This lasts until you switch it again or until you sheath the weapon at which it returns to normal; if handed to someone else the type returns to normal also. Any feats related to weapon damage type use the normal type, not the changed type.

Intelligent Smithy (Ex): At 3rd Level, A Sneakyweapon Smith works with weapons and crafting them so much that they have developed short cuts for decreasing time and cost to create. A Sneakyweapon Smith may subtract their Int Mod from the number of weeks required to create the weapon. Also, the cost is 1/4 the base price to create instead of 1/3.

Improved Signature Weapon (Ex): At 3rd Level, The Sneakyweapon Smith begins to develop extraorndinary power with his signature weapon. The weapon becomes a +1 Weapon in his hands.

Weapon Sabotage (Ex): At 3rd Level, The Sneakyweapon Smith knows how to create weapons really well, and he also knows how to destroy them just as well. The Sneakyweapon Smith may ignore half the weapons hardness when trying to sunder it.

Sneaky Sunder (Ex): At 4th Level, The Sneakyweapon Smith learns how to sneak attack his enemies weaponry, and that some times, an enemy without a weapon is better than just dealing damage--especially if the weapon is twice your size. Whenever your foe is denied their Dex bonus to AC, you may make a Sneaky Sunder. Roll a Sunder check against 10 adding weapon size bonuses (i.e. +4 for Two-Handed Weapons, -4 for Light Weapons; but not for size Small, Medium, etc.). If you hit you deal damage equal to half you sneak attack damage (Weapon Sabotage does apply).

Master Smithy (Sp/Su?): At 5th Level, The Sneakyweapon Smith masters his abilities and learns how to create magical arms and armor. A Sneakyweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Sneakyweapon Smith Level + Int Mod.

Great Signature Weapon (Ex): At 5th Level, The Sneakyweapon Smith further masters his use of his signature weapon and crafting. The weapon becomes a +3 Weapon, or you can give it any of the following properities equal to a +3 bonus.


+1 Bonus:
Bane
Corrosive
Deadly Precision
Defending
Defensive Surge
Dislocator
Dislocator, Great (req. Dislocator)
Dispelling
Dispelling, Great (req. Dispelling)
Eager
Fiercebane (req. Bane)
Flaming
Frost
Ghost Strike (req. Ghost Touch)
Ghost Touch
Hunting
Impact
Keen
Lucky
Magebane
Merciful
Morphing
Precise (Ranged Weapons Only)
Returning (Ranged Weapons Only)
Screaming
Sreaming Burst (req. Screaming)
Shock
Stunning (req. Screaming)
Throwing
Warning

+2 Bonus:
Blindsighted
Blurstrike
Disarming
Energy Aura
Flaming Burst
Icy Burst
Impendence
Metalline
Parrying
Shocking Burst
Transmuting

Construct Destroyer (Ex): At 6th Level, The Sneakyweapon Smith learns how to dismantle constucts with their weapons when they're not looking. The Sneakyweapon Smith can sneak attack Constructs even though they are immune to sneak attack. The Sneakyweapon Smith deals half their sneak attack damage when sneak attacking a Construct.

Dirrik

Male Goblin Rogue 7/ Greatweapon Smith 6
CE Medium Humanoid (Goblin)
Languages: Common, Goblin, Orc, Undercommon
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Init: +4
AC 25 (+4 Dex, +5 Mwk Chain Shirt, +3 Shield, +1 Size, +2 Nat. Armor), touch 15, flat-footed 25
HP 51 (HD 7d6+7 +6d8+6)
Fort +5, Ref +14, Will +5
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Speed: 30 ft. (6 Squares)
Melee: +16/+11 +1 Shadowstrike Deadly Precision Keen Rapier (1d4+3 16-20/x2)
Ranged: +15/+10 +1 Light Crossbow (1d6+1 19-20/x2 80ft) or +14/+9 Dagger (1d4+1 19-20/x2 10ft)
BAB: +9/+4; Grp: +6
Attack Options: Sneakattack +8d6, Constuct Destroyer, Sneaky Sunder, Arterial Strike
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Abilities: Str 12, Dex 19, Con 12, Int 16, Wis 12, Cha 8 (28 Point Buy)
SQ: Darkvision 60ft, Trap Sense +2, Uncanny Dodge, Master Smithy, Finesse Block +3, Greater Signature Weapon, Weapon Sabotage
Feats: Weapon Finesse, Quick Draw, Weapon Focus (Rapier), Arterial Strike, Telling Blow, Persistent Attacker, Combat Reflexes
Skills: Appraise +8, Balance +13, Bluff +10, Craft (Weaponsmith) +25, Decipher Script +8, Diplomacy +9, Disable Device +10, Escape Artist +7, Forgery +6, Gather Info +9, Hide +22, Knowledge (Arch & Engineering) +3, Knowledge (Local) +8, Listen +9, Move Silently +18, Search +10, Sense Motive +5, Sleight of Hand +18, Spot +9, Tumble +14, Use Magic Device +15, Use Rope +9
Possessions: +1 Shadowstrike Deadly Precision Keen Rapier, +1 Light Crossbow, +1 Blueshine Nimbleness Chainshirt, Stealth Cloak (http://forums.gleemax.com/showpost.php?p=12964155&postcount=41), Amulet of Natural Armor +2, Eternal Wand of CLW, Wand of Grease (CL 3rd 25 Charges) Potion of CSW, 10 Daggers, 100gp
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Watsyurname529

10-10-07, 08:41 PM
The third:

Fierceweapon Smith

"Steel? Bah...steel not always good. My forged claws can rip you to shreads in seconds and you'll feel excruciating pain through each slash, can your steel do that?"
- Fierceweapon Smith Zvark Kelvach

Deep in some ravenous races of the horde tribes there lies a Fierceweapon Smith. Through radical experimentation and sheer desire, they have created something truly wicked and horrifing. They have realized that the best weapons are not always steel and iron, but those found on our body, and when properly made, can create tools of death and destruction. These Fierceweapon Smiths forge their own hands into vicious claws that can tear through flesh and rend armor. In doing so, they have become vicious and blood-thirsty and whenever they taste blood, they gain a power boost and turn into monsters of destruction, all with their own hands.

Game Rule Information:
Fierceweapon Smith has the following game stats.
Abilities: Strength and Con are pretty important as they determine your effectiveness as a fighter and most of their abilities are based off Con. A decent Dex also helps your AC and stalking abilities. Inteligence is useful for skills and their caster level for Craft Magic Arms & Armor.
Alignment: Any
Hit Die: d10

Entry Requirements
To qualify to become a Fierceweapon Smith, a character must fulfill all the following criteria:
Race: Orc, Hobgoblin, Goblin
Skills: Craft(Weaponsmithing) +8, Craft(Alchemy) +4
Feats: Toughness or Improved Toughness, Power Attack or Weapon Finesse
Special: Must have created your own natural weapons with a Fierceweapon Smith.

Class skills
The Fierceweapon Smith class skills (and the key ability modifier for each skill) are:
Appraise (Int), Climb (Str), Craft (Int), Gather Info (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier.


Fierceweapon Smith
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Great Smithy, Natural Weapons, Signature Weapon
2 +2 +3 +0 +0 Claw Block +1, Multi-Attack, Blood-Thirsty
3 +3 +3 +1 +1 Fast Smithy, Improved Signature Weapon, Improved Natural Weapon
4 +4 +4 +1 +1 Claw Block +2, Dreadful Charge
5 +5 +4 +1 +1 Master Smithy, Greater Signature Weapon, Greater Natural Weapon
6 +6 +5 +2 +2 Claw Block +3, Gory Wound, Blood-Vicious
7 +7 +5 +2 +2 Forge Natural Weapon, Master Natural Weapon

Class features
All of the following are class features of the Fierceweapon Smith prestige class.

Weapon and Armor Proficiency:The Fierceweapon Smith gains proficiency in all simple weapons and light armor, medium armor, and shields.

Greatsmithy (Ex): A Fierceweapon Smith is really adept at creating weapons. A Fierceweapon Smith adds his class level to Craft (Weaponsmithing) checks. Also, a Fierceweapon Smith works in the hot forge so much that their body adapts to the extreme heat; their body can resist hot temperatures as the Endure Elements spell.

Natural Weapons (Ex): A Fierceweapon Smith gains a set of natural weapons upon entering this PrC. They forge them out of their hands and turn them into deadly weapons. The natural weapons are a set of claw attacks which deal 1d6 Damage Slashing and Piercing (1d4 for Small) and are primary natural weapons (when using a manufactured weapon they are secondary attacks).

Signature Weapon (Ex): A Fierceweapon Smith specializes with his natural weapons. A Fierceweapon Smith gains Weapon Focus(Claws) and Weapon Specialization(Claws).

Claw Block (Ex): At 2nd Level, A Fierceweapon Smith learns how to block incoming attacks with his claws. A Fierceweapon Smith gains a +1 Shield bonus to AC. This improves at 4th and 6th Level.

Multi-Attack: At 2nd Level, the Fierceweapon Smith learns how to attack multiple times with their claws, and still with deadly accuracy. They gain the feat Multi-Attack for free.

Blood-Thirsty (Ex): At 2nd Level, the Fierceweapon Smith becomes blood-thirsty and the smell and taste of blood fuel his rage and power. Whenever you score a critical hit with your claws, you gain one of the abilities below:
Power Surge: +2 Str and +2 Con
Adrenaline Rush: +2 Dex and +2 Con
Heated Blood: +2 Str and +2 Dex
The bonuses last a number of rounds equal to your Fierceweapon Smith Level + Con Mod. Multiple Critical Hits do stack (Max +6). Once you pick the ability, it can not be changed.

Fast Smithy (Ex): At 3rd Level, the Fierceweapon Smith improves on his already amazing smithy skills. He learns how to rush jobs to make weapons faster. A Fierceweapon Smith may choose to do twice the amount of work in one week cutting the time down by one week to make. A Fierceweapon Smith can do this 1 + Con Mod times per weapon. If the Craft Check fails and you make no progress, you still make 1 week progress. After the Fierceweapon Smith finishes the weapon, he takes 4 Temp Con damage until he rests for 3 complete days.

Improved Signature Weapon (Ex): At 3rd Level, the Fierceweapon Smith gains extraordinary skills with their claws. The become a +1 weapon and become magic for overcoming damage reduction.

Improved Natural Weapon (Ex): At 3rd Level, the Fierceweapon Smith's improves on his claws through more forging. You can choose one of the following improvements:
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one (to 19-20)
Vicious Critical: Increase the critical multiplier by one (to x3)
Silver Veins: Treat them as silver for overcoming damage reduction.

Dreadful Charge (Ex): At 4th Level, the Fierceweapon Smith charges with extreme power. The Fierceweapon Smith gains Pounce (Ex). At the end of a charge, the Fierceweapon Smith may make a full-attack.

Master Smithy (Sp/Su?): At 5th Level, The Fierceweapon Smith masters his abilities and learns how to create magical arms and armor. A Fierceweapon Smith gains Craft Magical Arms & Armor with a Caster Level equal to his Greatweapon Smith Level + (2 * Int Mod).

Greater Signature Weapon (Ex): At 5th Level, The Fierceweapon Smith becomes even more masterful of his claws as weapons. They become equal to a +3 Weapon.

Greater Natural Weapon (Ex): At 5th Level, the Fierceweapon Smith improves upon his claws through more forging. You can choose one of the following improvements:
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one
Vicious Critical: Increase the critical multiplier by one
Silver Veins: Treat them as silver for overcoming damage reduction.
Posion Slash: You can store a single dose of injury or contact poison in your claws that release on your next hit.

Gory Wound (Ex): At 6th Level, the Fierceweapon Smith is able to deliver really gory wounds with their claws that continue to bleed and cause antagonizing pain. Whenever you score a critical hit with your claws, the wound continues to bleed, 2 HP a round, for a number of rounds equal to your Fierceweapon Smith level + Str Mod. 1 point of magical healing or a DC (15+Your Str Mod) check stops the bleeding.

Blood Vicious (Ex): At 6th Level, the Fierceweapon Smith's lust for blood and the power he gains from it becomes even greater. Whenever you score a critical hit with your claws, Pick another one of the following:
Iron Skin: Gain DR (5+Con Mod)/-
Spell-Rejection: Gain SR = to your (Fierceweapon Smith Level + Con Mod)
Rejuvenating Blood: Gain Fast Healing = Con Mod
Each trait only uses your inherent Con Mod. They stack with Blood-Thirsty and last just as long. Once you pick the ability, it can not be changed.

Forge Natural Weapon (Ex): At 7th Level, the Fierceweapon Smith masters his craft as a blacksmith and learns how to forge natural weapons on anyone, or improve them. You can create a set of claws or a bite attack for any humanoid creature. If they already have a set of natural weapons, you can improve them slightly.


Forging Natural Weapons: Forging a set of natural weapons is a long and painful process. It takes 3 weeks and 3000gp of supplize to prepare the components for the operation. The acutal operation takes 1 week and 1000gp to complete, for a total of 4 weeks and 4000gp (all done by a 7th Level Fierceweapon Smith) and you must succeed on a DC 25 Craft (Weaponsmithing) check on the operation (failure listed below). The operation is extremely painful and debilitating and you suffer 4 temp. points of Con damage & 2 points of Str damage for a minimum of one week which then it takes 2 days of full rest to return to normal. The weapons are claws which do 1d6 Slashing and Piercing (1d4 Small) and are secondary natural weapons (1/2 Str Bonus, etc.).

Improving Forged Natural Weapons: Improving upon a forged set of natural weapons is a less painful and much shorter process and if you are serious about fighting with them, you should upgrade them. You can preform any of the following improvements upon forged natural weapons:
Improve Damage: Improve the damage die up one step (Max 1d12): 3000gp, Craft DC 20
Improve Critical: Improve the critical threat range by one (Max 18-20): 4000gp, Craft DC 22
Vicious Critical: Improve the critical multiplier by one (Max x4): 4000gp, Craft DC 22
Poison Slash: Store a single dose of injury or contact poison in your claws that releases on your next hit: 2000gp Craft DC 22
Silver Veins*: Treat as silver for overcoming damage reduction: 3000gp, Craft DC 24
Cold Iron Caps*: Treat as Cold Iron for overcoming damage reduction: 3000gp, Craft DC 24
Adamantine Nails*: Treat them as Adamantine for overcoming damage reduction: 6000gp, Craft DC 26
*You can only have one type of special material in the natural weapons.

Improving Natural Weapons: You can also improve upon a creatures natural weapons as well. Although, since you are improving what is truly natural, you can only go so far. You can only preform one improvement per natural weapon. The creature must be willing or helpless. You can preform any of the improvements listed above, but with no max on the damage die.

All improvements take 3 weeks to complete plus the cost listed. It takes 2 weeks to prepare the materials, and 1 week for the operation. After the operation, the creature suffers 2 Temp. points of Con damage until they get 2 full days of rest (or an equivilent amount of rest).

You must succeed on a Craft (Weaponsmithing) check against the DC listed in the improvement. Each succeful operation adds +3 to the DC of the next to not screw up. Failure means the operation failed and you need to pay 1000gp for new materials can try again; Failure by 5 or more means you failed and ruined the materials and have to pay the cost again, and the patient suffers 4 Temp Con damage; Failure by 10 or more means you horribly screwed up the operation, you fail and the patient suffers 2 permanent Con damage (only a Wish or Miracle can restore); God forbid you fail by 15 or more, then the patient loses the function of their hands and suffers 2 permanent Con Damage (only Wish or Miracle can restore damage or use of hands.

Master Natural Weapon (Ex): At 7th Level, the Fierceweapon Smith masters his claws into vicious and deadly weapons. You can choose another improvement below.
Increased Damage: Increase the Damage die by one step
Improve Critical: Increase the threat range by one (18-20 Max)
Vicious Critical: Increase the critical multiplier by one (x4 Max)
Silver Veins: Treat them as silver for overcoming damage reduction.
Posion Slash: You can store a single dose of injury or contact poison in your claws that release on your next hit.
Adamantine Nails: Treat them as Adamantine for overcoming damage reduction.
Watsyurname529

10-12-07, 09:58 AM
:bump: Not giving up just yet...
DonThelonious

10-13-07, 09:57 AM
:D I love these things. But you knew that already:detect: ...
----
Hehe, sorry to get your hopes up, but I just had to say something.
Watsyurname529

10-13-07, 12:10 PM
Yea, I did change the Greatweapon Smith slightly though. I gave it a new power, Great Blade Reach.
Watsyurname529

10-15-07, 09:44 PM
Come on people, 71 views and only 1 post?! Ack...:bump:
Watsyurname529

10-18-07, 07:36 AM
One last :bump:
DonThelonious

10-18-07, 09:32 AM
Poor dude:raincloud . This could mean one of two things:

1. The classes are so well made and balanced that nobody sees any reason to critique them. They are perfect and nothing needs to be said.

Or

2. People have absolutly no interest in these, apparantly, purely flavor classes. Except us fellow contributers to the Races Of The Horde.

I feel your pain. My Goblin Potshot Sniper got no love either:( .
gullas

10-18-07, 09:58 AM
COULD you maybe qualify them if your an Half-orc raised among orcs?
Watsyurname529

10-18-07, 04:42 PM
On the Race requirement, it is up to DM's choice. I wrote the classes for Orcs, Goblins, and Hobgoblins. But the DM can change that requirement as it's their game.
gullas

10-19-07, 05:55 AM
I was just wandering cause Int isnt the greatest stat for orcs normally so...