Blacksmith: Difference between revisions

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(Techsmiths don't actually get gadgets.)
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Normally sundering is considered terrible since you're destroying valuable loot like an idiot, but blacksmiths have the ability to quickly repair broken or even destroyed items. Of course, this does mean that if the enemy has a blacksmith and you don't, your more equipment-dependent members will be shit out of luck.
Normally sundering is considered terrible since you're destroying valuable loot like an idiot, but blacksmiths have the ability to quickly repair broken or even destroyed items. Of course, this does mean that if the enemy has a blacksmith and you don't, your more equipment-dependent members will be shit out of luck.


In addition to breaking everything, blacksmiths also get to create, repair and even reforge magical equipment, restoring destroyed magic swords or turning them into equally magic guns or the like. When they're not doing that, with 8 hours of rest they can perform armor maintenance on themselves and their allies, giving save bonuses, lower ACPs and so on. One archetype replaces armor maintenance with cooking, which is much faster but likely to pause the game as the players order yet another pizza and/or argue over the existence of potatoes in the game. Another makes them into ghetto [[Technician]]s, giving access to some technical insights and improvements from that class.
In addition to breaking everything, blacksmiths also get to create, repair and even reforge magical equipment, restoring destroyed magic swords or turning them into equally magic guns or the like. When they're not doing that, with 8 hours of rest they can perform armor maintenance on themselves and their allies, giving save bonuses, lower ACPs and so on.
Thanks to having a d10 hit die, Con as their practitioner modifier and good Fortitude and Will saves, Blacksmiths are some of the toughest bastards on the block even if they decide to go ranged.


Thanks to having a d10 hit die, Con as their practitioner modifier and good Fortitude and Will saves, Blacksmiths are some of the toughest bastards on the block even if they decide to go ranged.
The Blacksmith also has its share of [[archetype]]s, with quite a few of them being refluffs of their equipment maintenance.
*'''Barista''' changes the maintenance into caffeinated drinks, with the base drink giving boosts to initiative and saves against anything that'd put them to sleep, with an option to switch the sunder boost for Sneak Attack. This also opens you up to all sorts of derisive criticism for even humoring something so millennial.
*'''Essence Smith''' is a Champion archetype that grants access to the Enhancement sphere and - most significantly - the ability to tinker with all sorts of magical items. Sadly, this costs you your maintenance.
*'''Fleshforger''' replaces the maintenance with [[Fleshcrafting]], replacing the various brief improvements to gear with freakish extra organs.
*'''Iron Chef''' replaces the maintenance with creating food that provides various boosts depending on what you put into it and the flavor of it. Of course, this also will trigger issues like whether or not the setting has potatoes or if a pizza is totally doable.
*'''Spellforge''' is a Champion archetype that replaces the sunder boost with access to the Creation sphere.
*'''Techsmith''' grants limited access to the [[Technician]]'s technical insights as well as the ability to take an upgraded from their iimproved gear.


{{Pathfinder-Classes}}
{{PF-3PP-Classes}}
{{PF-3PP-Classes}}

Latest revision as of 18:29, 17 June 2023

Blacksmith is a Spheres of Might class focused on not just crafting items but also wrecking shit, getting a nice pile of bonus damage whenever they sunder or otherwise attack an item or construct as well as adding other penalties upon sundering. They can also sunder natural weapons and armor to penalize AC and attacks, so fighting regular monsters doesn't invalidate their entire playstyle.

Normally sundering is considered terrible since you're destroying valuable loot like an idiot, but blacksmiths have the ability to quickly repair broken or even destroyed items. Of course, this does mean that if the enemy has a blacksmith and you don't, your more equipment-dependent members will be shit out of luck.

In addition to breaking everything, blacksmiths also get to create, repair and even reforge magical equipment, restoring destroyed magic swords or turning them into equally magic guns or the like. When they're not doing that, with 8 hours of rest they can perform armor maintenance on themselves and their allies, giving save bonuses, lower ACPs and so on. Thanks to having a d10 hit die, Con as their practitioner modifier and good Fortitude and Will saves, Blacksmiths are some of the toughest bastards on the block even if they decide to go ranged.

The Blacksmith also has its share of archetypes, with quite a few of them being refluffs of their equipment maintenance.

  • Barista changes the maintenance into caffeinated drinks, with the base drink giving boosts to initiative and saves against anything that'd put them to sleep, with an option to switch the sunder boost for Sneak Attack. This also opens you up to all sorts of derisive criticism for even humoring something so millennial.
  • Essence Smith is a Champion archetype that grants access to the Enhancement sphere and - most significantly - the ability to tinker with all sorts of magical items. Sadly, this costs you your maintenance.
  • Fleshforger replaces the maintenance with Fleshcrafting, replacing the various brief improvements to gear with freakish extra organs.
  • Iron Chef replaces the maintenance with creating food that provides various boosts depending on what you put into it and the flavor of it. Of course, this also will trigger issues like whether or not the setting has potatoes or if a pizza is totally doable.
  • Spellforge is a Champion archetype that replaces the sunder boost with access to the Creation sphere.
  • Techsmith grants limited access to the Technician's technical insights as well as the ability to take an upgraded from their iimproved gear.
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Spheres of Guile: Agent - Courser - Envoy - Mastermind - Professional
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper
Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)