Although dwarves are renowned for their battle prowess in battle, they are also well known for their skill at forging powerful weapons and armor. The battle forger utilizes both dwarven combat training and their inherent metalsmithing skills to defeat their foes.
The battle forger has the following class features.
War Smith (Ex): Battle forgers are not only masters of creating masterwork items made of metal, but also of fashioning masterwork arms and armor of every kind. When a battle forger crafts weapons, armor, or shields, he can infuse them with a tiny fraction of his own inherent martial power—this enables the creation with powerful effects, but also binds the effects to the creator. When using Craft (armorsmithing), Craft (weaponsmithing), or another required Craft skill to create a masterwork mundane item, a battle forger gains a competence bonus equal to his battle forger level on the Craft check. In addition, a battle forger can use Craft (armorsmithing) or Craft (weaponsmithing) to identify magical arms and armor as if using detect magic. He must hold the weapon or armor for 1 round to make such a check.
A battle forger can employ his mystical martial energies to convert a non-masterwork weapon, suit of armor, or shield into its masterwork equivalent. In so doing, a normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, and so on at a phenomenal rate. A battle forger can transform a number of non-masterwork item weapons, armor, or shields into masterwork items a number of times each day equal to his Constitution modifier.
To transform a mundane item into a masterwork equivalent requires 1 hour of work and a Craft skill check against the appropriate DC (see Table 4-4: Craft Skills). Doing so also consumes special reagents, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. The battle forger can affect 50 pieces of ammunition as if they were one weapon, and he can decide if the object’s appearance changes to reflect this improved quality. If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), the battle forger must choose one option of the object to affect (though he can expend another use of this ability to affect another option). If the target object has no masterwork equivalent, then this ability has no effect.
Should a battle forger expend all his daily uses of this transformative ability, he can create masterwork items through the usual methods as normal (see Craft Masterwork Items on p. 93 of the Core Rulebook). In either case, a battle forger must have the necessary tools at hand when crafting the desired item, such as a forge or similar implements. This ability replaces the bonus feat gained at 1st level.
Forgehand (Ex): Starting at 2nd level, a battle forger gains a +1 bonus on Fortitude saves against nonlethal damage from hot conditions (see Heat in the Environmental Rules section of the Game Masters Guide), and on Reflex saves against fire-based spells and effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Master Smith (Ex): At 2nd level, a battle forger gains Master Craftsman as a bonus feat, even if he does not have the normal prerequisites. When using this feat to craft magical weapons, armor, shields, or bracers, the battle forger uses his level as his caster level and is considered to have all necessary requirements (including spells) to construct the item. As normal, he must spend the appropriate gp and time costs for its construction. This ability replaces the bonus feat gained at 2nd level.
War Forging (Su): Starting at 3rd level, a battle forger can greatly enhance masterwork arms and armor. He can grant a masterwork weapon, suit of armor, shield, or set of bracers a semi-permanent +1 enhancement bonus. For every four levels beyond 3rd, the battle forger can add another +1 enhancement bonus to the target item, to a maximum of +5 at 19th level. These bonuses can also be added to magical arms and armor, stacking with existing armor or shield enhancement to a maximum of +5 (+8 for bracers of armor). The target item must be of masterwork quality before these enhancements can be added. Enhancing masterwork arms or armor requires that he expend one use of his war smith ability and 2 hours of work for each +1 enhancement bonus added to the target item, and the effect lasts for a number of days equal to 3 + the battler forger’s Constitution modifier.
If the battle forger performs 24 additional hours of work on an individual item, and spends the appropriate construction costs, he can make enhanced items permanent. A battle forger can add special weapon or armor properties to a permanent item using the same cost and time requirements as normal (see Master Smith). This ability replaces armor training and armor mastery.
Battle Pool (Su): Stating at 5th level, a battle forger gains a reservoir of martial energy that he can draw upon to enhance his arms or armor. This pool has a number of points equal to 1/2 his battle forger level (minimum 1) + his Constitution modifier. The pool refreshes once per day when the battle forger rests. A battle forger can use his battle pool to enhance arms and armor in the following ways.
A battle forger can expend 1 point from his battle pool as a swift action to grant any weapon, armor, shield, or set of bracers he is holding or wearing a +1 enhancement bonus for 1 minute. For every three levels beyond 5th, the target item gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the target item, stacking with existing item enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
In addition, these bonuses can be used to add special weapon or armor properties to the target item. Adding these properties temporarily consumes an amount of bonus equal to the property’s base price modifier (see Table 15–9 in the Core Rulebook). These properties are added to any the target item already has, but duplicates do not stack. If the target item is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the battle pool point is spent and cannot be changed until the next time the battle forger uses this ability. These bonuses do not function if the target item is wielded or worn by anyone other than the battle forger. A battle forger can only enhance one weapon and one suit of armor or set of bracers, and one shield in this way at one time. If he uses this ability again on a similar target item, the first use immediately ends. The target item imparts no bonuses if it is held or worn by anyone other than the battle forger, but resumes giving bonuses if returned to the battler forger. A battle forger can add the following special properties according to the target item type.
Armor and Shields: A battle forger can use his enhancement bonus to add any of the following armor or shield properties: arrow catching, arrow deflection, energy resistance, improved energy resistance, invulnerability, light fortification, and medium fortification. The battle forger may also add these properties to a set of bracers.
Weapons: A battle forger can use his enhancement bonus to add any of the following melee or ranged weapon properties to appropriate type of weapon: cunning, defending, distance, keen, mighty cleaving, returning, seeking, speed, throwing, vicious, vorpal, and wounding. These bonuses apply to only one end of a double weapon, and the battle forger must spend an additional point from his martial pool to add properties to the other end of a double weapon.
This ability replaces weapon training.
Swift Forging (Ex): At 6th level, a battle forger can create masterwork items with astounding speed. It takes a battle forger half the normal amount of time to create masterwork items, either using his martial powers to transform mundane items into masterwork equivalents, or through the normal methods used for crafting such items. This ability replaces the bonus feat gained at 6th level.
Improved Metalworks (Ex): At 10th level, whenever a battle forger crafts masterwork or magical arms and armor (including bracers of armor), his construction costs is reduced to 75% of the normal cost. This ability replaces the bonus feat gained at 10th level.
Persistent Forging (Su): At 14th level, the effects of battle forging last for 1 hour. This ability replaces the bonus feat gained at 14th level.
Greater Metalworks (Ex): At 18th level, whenever a battle forger smith crafts masterwork or magical arms and armor (including bracers of armor), his construction costs is reduced to 50% of the normal cost. This ability replaces the bonus feat gained at 18th level.
Battle Mastery (Su): At 20th level, whenever a battle forger uses his battle pool, he can add special properties for 1 point fewer (minimum 0) than usual. If the number of battle points to add a property is reduced to 0, the battle forger can add this property as long as he has at least 1 battle point. The property’s effect remains until the ability ends as normal.
In addition, the battle forger can add the greater energy resistance and heavy fortification armor (bracers) or weapon property for a +5 bonus. The cost to add these bonuses is not reduced by the battle mastery ability. This ability replaces weapon mastery.
Table: Battle Forger
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