Dwarves, Half-Giants, Goliaths, Gnomes, and similar races of stone find themselves before the forge like no other. They become champions of their craft, and become as hard as their forges yet as flexible and fluid as hot metal.

Hit Die

To qualify to become a Forged Champion, a character must fulfill all the following criteria.

· Craft-Armor; 5 Ranks
· Craft-Weapons; 5 Ranks
· Profession-Smithy; 5 Ranks
· Religion; 5 Ranks

· Ancestral Relic or Craft Arms and Armor or Item Familiar
· Weapon Focus in Deities’ Favored Weapon

· Caster Level 3
· Domain Access; Metal

Lvl Bab Fort Ref Will Special Spells Per Day
1st +1 +1 +0 +1 Forged of Iron +1 level of existing class
2nd +2 +1 +1 +1 Mithral Veined +1 level of existing class
3rd +3 +2 +1 +2 Adamantine Touch +1 level of existing class
4th +4 +2 +2 +2 Specialization +1 level of existing class
5th +5 +3 +2 +3 Reforged Form +1 level of existing class
6th +6 +3 +3 +3 +1 level of existing class
7th +7 +4 +3 +4 Greater Specialist +1 level of existing class
8th +8 +4 +4 +4 +1 level of existing class
9th +9 +5 +4 +5 Refinements +1 level of existing class
10th +10 +5 +5 +5 War Hulk +1 level of existing class

All the following are Class Features of the Forged Champion prestige class

Weapon and Armor Proficiency
A Forged Champion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Spells per Day/Spells Known
When a new Forged Champion level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Forged Champion to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Forged of Iron (Ex): Toiling at the forge has increased your physical stature leading to massive muscles and deceptive girth. You gain the Powerful Build racial feature, allowing you to function in many ways as though you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You can wield weapons sized for this larger size category and gain Reach as a larger sized creature.

Mithral Veined (Su): Your blood is steeped in the ores of your forge. You gain a Sacred Bonus on Initiative Checks equal to your CON Modifier. You also gain a 10’ Sacred Bonus on your Base Speed.

Adamantine Touch (Su): Infused with the touch of Forge, your weapons and armor function as though composed of Adamantine. Melee attacks are considered Adamantine for the purposes of Damage Reduction and Hardness. You also gain Damage Reduction equal to the magical Enhancement Bonus of your Armor and Shield which cannot be bypassed.

Specialization (Ex): You gain Bonus Feats related to your Chosen Weapons and Armor; Armor Specialization, Shield Specialization, and Weapon Specialization. The effects of these feats are limited to equipment which you have crafted, have as an Ancestral Relic, Item Familiar, or Weapon Focus feats associated to the equipment.

Reforged Form (Su): More metal than flesh, your are not unlike a construct in many ways. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You no longer age, gaining mental score increases without suffering physical score decreases though you still die of old age.

Greater Specialist (Ex): You gain Bonus Feats related to your Chosen Weapon; Greater Weapon Focus and Greater Weapon Specialization. The effects of these feats are limited to equipment which you have crafted, have as an Ancestral Relic, Item Familiar, or Weapon Focus feats associated to the equipment.

Refinements (Su): You have learned how to incorporate sacred refinements into your equipment. Enhancement Bonuses for Arms and Armor are treated as Sacred Bonuses. The Enhancement Bonus for your Armor and Shield are renamed as a Sacred Enhancement Bonus which modifies your Touch armor class accordingly. Your Weapon is considered Good Aligned for the purposes of Damage Reduction and the Critical Multiplier of your weapon is increased by 1.

War Hulk (Su): You are a living extension of the weapons and armor you wield and your Wisdom Modifier as a Natural Armor Enhancement Bonus. Your weapons deal additional damage based on your Wisdom Modifier.


OC Monthly Gamers faerundm