The Forged [Custom Race + Classes - Shadows of Numilvara]

FORGED CUSTOM CLASSES

The Forged are a race made of stone, metal, and wood fibers. Originally born in manmade creation forges, one of their kind (revered now as their Father) engineered an adaptation allowing them to reproduce. Older forged without this capability are typically called “Warforged”, while the newer variety are sometimes referred to as “Reforged”. It is unknown if any creation forges still function.

Requirements

All Forged classes require a minimum Constitution score of 9, in addition to all other requirements.

Class Category Values

Divine: Forged classes with points in the Divine category always trade off their turn undead ability for the appropriate number of custom powers related to crafting and/or constructs.

Forged Value

Value

[Forged]

XP Cost

4

Warforged 4

1950

3

Warforged 3

1325

2

Warforged 2

775

1

Reforged 1

700

0

Reforged 0

125

 

When building a Forged custom class, assign between 0 and 4 build points to the class’s Forged Value. At Forged values of 0 or 1, the class is available to Reforged characters; those classes with a Forged Value of 2 or higher are Warforged.

Forged 0: At Forged 0, the class gains the following custom powers:

  • Reforged Body: The unusual nature of the reforged make them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks, unless they are specifically effective against constructs or the Forged.
  • Maintenance: Unlike the Warforged, a Reforged must periodically ingest small amounts of wood, stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged must enter a sleeplike state for four hours each night for system recalibration. These features allow the reforged to heal naturally. Magical healing benefits them as it would any other living creature.
  • Unarmed Fighting: While her fibrous skin is not hard enough to offer notable protection from attacks, it does enable her to make more effective unarmed attacks. All reforged gain the benefits of the unarmed fighting proficiency.
  • Tireless: Reforged do not tire like other humanoid races. Treat all forged classes as though they had the endurance proficiency.

Forged 1: At forged 1, the class receives all the forged 0 powers, with the following additional benefits:

  • Increased Resilience: Treat the class’s value in the Hit Dice category as one higher for all purposes, to a maximum Hit Dice value of 4.
  • Armored Body: The class develops a hardened skin, occasionally metal but often hardwood. The character gains a base AC of 1 instead of 0. The character can wear armor to increase this protection.

Forged 2: At forged 2, the class is fully warforged. Members of the class receive all of the forged 1 abilities, with the following additions and modifications:

  • Warforged Body: Warforged are immune to poison, gas, and sleep effects. They are not required to eat, breathe, or sleep to maintain normal function. They receive only half benefit from magical healing, and do not heal naturally (including through use of the healing proficiency). Instead, they are able to be repaired as constructs or automatons by characters with the appropriate proficiency. This replaces the Reforged Body and Maintenance powers listed above. Warforged are unable to reproduce naturally.
  • Living Construct: Warforged reduced to 0 HP or less are not destroyed as normal constructs would be. Instead, a successful repair proficiency throw (by another character) allows the character to roll on the mortal wounds table. When rolling on the mortal wounds table, the character may roll twice and take the preferred result. Additionally, subtract the character’s class level from the indicated “bed rest” time (required for internal recalibration and diagnostics after massive trauma).
  • Manufactured Soul: Warforged may be affected by restore life and limb and similar magic, but suffer a penalty on all tampering with mortality checks equal to their experience level.
  • Inhuman: Warforged receive a -1 penalty to the reactions, loyalty, and morale of humans and demihumans. However, they are respected by the forged and have a natural affinity for other constructs, granting them a +1 bonus on such rolls when dealing with them.
  • Improved Armored Body: The warforged have metal and hardwood skin, improving their base AC to 2 but reducing their base movement rate by 30’.

Forged 3: At forged 3, the warforged is built with sturdier materials, such as mithral or adamant. The class has the benefits described for Forged 2, with the following modifications:

  • Greater Armored Body: The base AC provided by the character’s armored body is increased to 3, and their movement rate is reduced by 60’ (instead of 30’).
  • Greater Resilience: Treat the class’s value in the Hit Dice category is increased by an additional point, to a maximum value of 4.
  • Inhumanity: The penalty on interactions with humanoids increases to -2, and the bonus to interactions with constructs increases to +2.

Forged 4: At Forged 4, the class is comprised of Warforged Juggernauts, who embrace their artificial nature. Classes with Forged 4 have the following modifications against the Forged 3 value:

  • Construct Body: The character is completely unaffected by healing magic and cannot be affected by restore life and limb or resurrection magic. At the Judge’s discretion, a wish or similar magic might be able to restore a destroyed juggernaut to functional status.
  • Construct Mind: The character is completely immune to enchantment effects (including sleep, charm, and hold effects).
  • Superior Armored Body: The character’s base AC is increased to 4. There is no further penalty to the character’s movement speed.
  • Superior Resilience: The class’s effective Hit Dice value is improved by an additional 1 point, to a maximum of Hit Dice value of 4.
  • Inhuman: The penalty on interactions with humans and demihumans is increased to -4, with a corresponding increase (to +4) on interactions with forged and constructs.
  • Natural Weapons: The juggernaut has spikes and horns covering his body, allowing him a natural spike/spike/horn attack routine which deals d3-1 damage per spike and d6-1 damage with the horn. This replaces the Unarmed Fighting ability.

 

Hit Points per Level After 9th

All forged classes receive an additional hit point per level after 9th.

Experience Point Progression after 8th Level

Forged using the fighter or thief progression increase the amount of experience required to gain each level after 8th by 15,000 XP. Forged using the cleric or mage progression increase the amount of experience required to gain each level after 8th by 40,000 XP.

REFORGED ARTIFICER

Prime Requisite:

INT

Requirements:

Con 9

Hit Dice:

1d6

Maximum Level:

12

 

“Reforged” is the name given to the race of living constructs descended from the Warforged of old. After the Separation, a powerful warforged who called himself Father devised a means of imbuing his kind with the ability to procreate. Reforged who follow in Father’s path, seeking to perfect their own powers of creation, call themselves artificers.

At first level, reforged artificers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and as clerics, and in saving throws as mages. Artificers are practiced in only a narrow selection of weapons - they may only use crossbows, hammers, and one other weapon, chosen at the start of the character’s career. They may wear chain mail or lighter armor. They are trained to fight wielding a weapon and shield and wielding weapons two-handed. Reforged artificers may use any magical items available to clerics.

Unlike the warforged of old, a reforged must periodically ingest small amounts of stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged must enter a sleeplike state for four hours each night for system recalibration and maintenance. These features allow the reforged to heal naturally. Magical healing benefits them as it would any other living creature. Outside of this maintenance mode, however, reforged are tireless, not needing to rest every 6 turns as humanoid characters do. The character may force march for a number of days equal to his constitution bonus plus 1 before accruing penalties.

The unusual nature of a reforged body makes them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks, unless they are specifically effective against constructs or the Forged. The reforged artificer has also developed an armored body, giving him a base AC of 1 instead of 0, which stacks with any armor worn, and has the benefits of the unarmed fighting proficiency due to the natural strength and toughness of his appendages.

Reforged artificers are masters of creation, able to design, build, and repair automatons. See the dwarven machinist class in the ACKS Players companion for more information.

Reforged artificers are able to cast infusions, spells belonging to the Artifice magic type. They are studious casters, adding infusions to their repertoire in a manner similar to mages. The number and level of infusions the character may know is listed on the chart below.

Beginning at 1st level (Apprentice), the artificer may begin to brew potions. At 5th level, the character may research new infusions and scribe scrolls. At 7th level (Master Artificer), he is able to craft more powerful items such as weapons, rings, and staffs. At 9th level, the artificer may craft magical constructs. At 11th level, the master artificer may learn and cast ritual Artifice spells of 7th, 8th, and 9th level.

At 5th level, the reforged artificer develops a craft reserve. Each time he fails a magical research throw, half the gold piece value of wasted special components and precious materials is added to this reserve. Points from the craft reserve may be substituted for an equivalent value of some or all the special components or precious materials used during future magical research. A reforged artificer of 9th level or higher may also retain the essence of any magical item they possess, absorbing its magic to power future research. Doing so recovers half the base cost of the item into his craft reserve. This process takes 1 week per 1,000 gp of the item’s base cost, and requires a laboratory of value sufficient to create the item in question. This process renders the item nonmagical.

When the artificer reaches 9th level (Master Artificer), he can establish a reforged enclave. Ask your Judge for more details!

Reforged Artificer Proficiency List: Alchemy, Art, Bargaining, Battle Magic, Craft, Dungeon Bashing, Engineering, Inventing, Jury-Rigging, Knowledge, Leadership, Loremastery, Magical Engineering, Mapping, Martial Training, Mechanical Engineering, Military Strategy, Navigation, Personal Automaton, Precise Shooting, Quiet Magic, Riding, Running, Scavenging, Seafaring, Sensing Evil, Sensing Power, Siege Engineering, Signaling, Skirmishing, Theology, Tinkering, Unflappable Casting, Weapon Finesse

 

 

 

Reforged Artificer Level Progression

Reforged Artificer Spell Progression

Experience

Title

Level

Hit Dice

1

2

3

4

5

6

0

Apprentice

1

1d6

2

-

-

-

-

-

2,200

Mechanic

2

2d6

3

-

-

-

-

-

4,400

Shaper

3

3d6

3

1

-

-

-

-

8,800

Forger

4

4d6

3

2

-

-

-

-

17,600

Maker

5

5d6

3

2

1

-

-

-

35,200

Engineer

6

6d6

3

3

2

-

-

-

70,000

Machinist

7

7d6

4

3

2

1

-

-

140,000

Artificer

8

8d6

4

3

3

2

-

-

330,000

Master Artificer

9

9d6

4

4

3

2

1

-

520,000

Master Artificer, 10th level

10

9d6+2

4

4

3

3

2

-

710,000

Master Artificer, 11th level

11

9d6+4

5

4

4

3

2

1

800,000

Master Artificer, 12th level

12

9d6+6

5

4

4

3

3

2

SPELLCARVED SOLDIER

Prime Requisite:

STR and INT

Requirements:

CON 9

Hit Dice:

1d6

Maximum Level:

12

 

During and after the Last War, warforged trained in both the arcane and martial arts would carve magical runes into their armored bodies, granting them exemplary defensive and combat abilities. These traditions are now continued by reforged spellcasters in New Cyre.

Spellcarved soldiers advance in attack throws as fighters, but advance in saving throws as mages. They increase their base damage from successful missile and melee attacks by +1 at 1st level, and by an additional +1 every third level. Spellcarved soldiers can wield any missile or melee weapons, and may fight with a weapon in each hand or with a two-handed weapon. They may not wear any armor, nor use shields. Spellcarved Soldiers may use any magical items available to fighters or mages.

Unlike the warforged of old, a reforged must periodically ingest small amounts of stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged must enter a sleeplike state for four hours each night for system recalibration and maintenance. These features allow the reforged to heal naturally. Magical healing benefits them as it would any other living creature. Outside of this maintenance mode, however, reforged are tireless, not needing to rest every 6 turns as humanoid characters do. The character may force march for a number of days equal to his constitution bonus plus 1 before accruing penalties.

The unusual nature of a reforged body makes them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks, unless they are specifically effective against constructs or the Forged. The reforged artificer has also developed an armored body, giving him a base AC of 1 instead of 0, which stacks with any armor worn, and has the benefits of the unarmed fighting proficiency due to the natural toughness of his appendages.

The spellcarved soldier’s armored body is carved with runes of fortification, granting a +2 bonus to AC and decreasing the damage from non-magical attacks by 1 point per die. At 7th level, the AC bonus increases to +4, and damage is reduce by 2 points per die from non-magical attacks. This bonus does not stack with armor, but does stack with most other magical effects. Note that monsters with 5 or more hit dice, as well as monsters which are immune to non-magical weapons, are considered magical for purposes of this effect.

Beginning at 2nd level, the spellcarved soldier can cast arcane spells as a mage of one half his level (rounded up). He also carves himself with a rune of striking. Whenever he successfully strikes a target with a melee attack (including his unarmed strike), he may expend one of his daily spell slots to increase the damage dealt by 1d6 per level of the expended spell slot.

At 4th level, the spellcarved soldier carves a rune of storing, allowing him to store a spell in a weapon he carries (or inside his own body, to be discharged as part of an unarmed strike). The spell to be stored must be one that targets a single creature, and it remains stored for up to 1 turn before discharging harmlessly. If the character stores the spell in a weapon, it will also discharge harmlessly if that weapon is sundered or dropped.

At 9th level, the spellcarved soldier creates his rune of mastery. This final rune grants him a +1 bonus on initiative when casting spells and he is considered to be two levels higher than his actual caster level for purposes of dispelling magic or penetrating magic resistance.

When a spellcarved soldier reaches 9th level (Warmage), he can also establish a reforged enclave and attract followers. Ask your Judge for more details!

At 10th level, the spellcarved soldier can brew potions, scribe scrolls, and research new spells as a 5th level mage.

Spellcarved Soldier Proficiency List: Alchemy, Alertness, Battle Magic, Blind Fighting, Combat Reflexes, Combat Trickery, Craft, Dungeon Bashing, Elementalism, Engineering, Fighting Style, Intimidation, Knowledge, Labor, Loremastery, Magical Engineering, Manual of Arms, Military Strategy, Navigation, Precise Shooting, Running, Sensing Power, Siege Engineering, Signaling, Sniping, Swashbuckling, Survival, Unflappable Casting, Weapon Finesse, Weapon Focus.

 

 

 

Spellcarved Soldier Level Progression

Spellcarved Soldier Spell Progression

Experience

Title

Level

Hit Dice

Damage Bonus

1

2

3

0

Runecarved Veteran

1

1d6

+1

-

-

-

3,550

Arcanist-Warrior

2

2d6

+1

1

-

-

7,100

Theurgist-Swordsmaster

3

3d6

+2

2

-

-

14,200

Theurgist-Hero

4

4d6

+2

2

-

-

28,400

Magician-Exemplar

5

5d6

+2

2

1

-

56,800

Magician-Myrmidon

6

6d6

+3

2

1

-

115,000

Thaumaturge-Champion

7

7d6

+3

2

2

-

230,000

Epic Thaumaturge-Hero

8

8d6

+3

2

2

-

420,000

Warmage

9

9d6

+4

2

2

1

610,000

Warmage, 10th level

10

9d6+2

+4

2

2

1

800,000

Warmage, 11th level

11

9d6+4

+4

2

2

2

990,000

Warmage, 12th level

12

9d6+6

+5

2

2

2

 

 

These look great!