Greatweapon Smith (3.5e Prestige Class)

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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

Fighters and other melee types are usually Greatweapon Smiths. Their strength and proficiency 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.

Prerequisites

  • Race: Orc
  • Feats: Monkey Grip, Power Attack, Weapon Focus (choose a two-handed weapon)
  • Skills: Craft (Weaponsmithing) +6
  • Special: Must have created a masterwork two-handed Martial weapon in the presence of another Greatweapon Smith


Table: The Greatweapon Smith
Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Great Smithy, Signature Weapon, Meat Cleaver
2nd +2 +3 +0 +0 Blade Block +1, Great Blade Reach
3rd +3 +3 +1 +1 Fast Smithy, Improved Signature Weapon, Weapon Sabotage
4th +4 +4 +1 +1 Blade Block +2, Death Grip, Great Swing
5th +5 +4 +1 +1 Master Smithy, Great Signature Weapon
6th +6 +5 +2 +2 Armor Rending Charge

Class Skills (4 + Int modifier per level)
Appraise (Int), Climb (Str), Craft (Int), Gather Info (Cha), Intimitade (Cha), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Swim (Str).


Class Features

All the following are class features of the Greatweapon Smith:

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

Fighter levels: Greatweapon SMith levels count as Fighter levels for the purposes of feats. You gain no other bonuses.


Greatsmithy (Ex): At level 1, a Greatweapon Smith is really handy at crafting 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): At level 1, a Greatweapon Smith specializes in one weapon and that becomes his signature weapon. When he is wielding the two-handed weapon chosen for the Weapon Focus feat, it becomes a +1 Weapon, or you can give it any of the following properties equal to a +1 bonus on the table below.

Meat Cleaver: At level 1, the Greatweapon Smith learns how to use the weight and force of the blade to cleave his enemies in twain. The Greatweapon Smith gains Cleave feat. If he already has the Cleave feat, he gains the Great Cleave feat. If he already has the Great Cleave feat, he gains a feat from the fighter feat selection that he meets the prerequisites for.


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

Great Blade Reach (Ex): At level 2, 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 level 3, 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 level 3, the Greatweapon Smith begins to unlock the extraordinary power of his signature weapon. He gains the Weapon Specialization feat. If he already has the Weapon Specialization feat, he gains the Greater Weapon Specialization feat. If he already has the Greater Weapon Specialization feat, he gains a feat from the fighter feat selection that he meets the prerequisites for.

Weapon Sabotage (Ex): At level 3, 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 rounded up when trying to sunder it.


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

Great Swing (Ex): At level 4, the Greatweapon Smith learns how to use the size of the blade to strike more than one target. 2/day + 1/day per point of Con modifier, a Greatweapon Smith may as a full-round action attack one target with his normal number of attacks, and make one extra attack against an adjacent foe at a -5 penalty on the attack roll. 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 character Level.

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 properties equal to a +3 bonus on the table below.

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.

Signature Weapon Enhancement Bonuses:

  • +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 Properties:

Collision, Disarming, Domineering, Energy Aura, Flaming Burst, Fleshgrinding, Icy Burst, Impendence, Metalline, Shocking Burst, Transmuting,


  • +3 Properties:

Speed

Kogthor

Male Orc Barbiarian 5/ Greatweapon Smith 6



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