Metallors are the chosen of Walgrim, dedicated to the advancement of crafting, specifically metalworking. They accomplish this by seeking ancient crafting techniques, funding the creation of forges, and training aspiring smiths. The metallor also participates in semi-annual craft trade fairs, displaying their wares in prominent bazaar and marketplaces. They also seek to encourage friendly competition between metalworkers of different guilds or nations, often displaying the wares of one city within the walls of their rivals.Metallors tend to be quiet and determined, much like their god. They seek to promote the building of new structures and items wherever they go, often assisting the locals with such projects. Occasionally a metallor takes on an apprentice, shaping the young smith into a master such as himself. Such lessons are often combined with the teachings of Walgrim, bringing a new smith into the faith in the same manner as they were recruited years ago.
Clerics are the most common metallors, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Metallor, a character must meet the following criteria.
Alignment: Lawful NeutralPatron Deity: Walgrim
Base Attack Bonus: +4
Skills: Craft (any smithing) 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Skill Focus (Craft (any smithing))
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become metallors must have access to the Metal domain.
Class Skills
The Metallor’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (architecture and engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Metal Spells, Craftsman - 2 +1 +3 +0 +3 Extension of Self, Forge Heart (5) +1 caster level 3 +2 +3 +1 +3 Heat Metal - 4 +3 +4 +1 +4 Second Skin, Forge Heart (10) +1 caster level 5 +3 +4 +1 +4 Minor Absorb Ore - 6 +4 +5 +2 +5 Shape Metal, Forge Heart (15) +1 caster level 7 +5 +5 +2 +5 Major Absorb Ore - 8 +6 +6 +2 +6 Reforging (duplicate enchantments), Forge Heart (20) +1 caster level 9 +6 +6 +3 +6 Greater Absorb Ore - 10 +7 +7 +3 +7 Reforging (destroy curses) +1 caster level
Class Features
All of the following are class features of the Metallor prestige class.
Weapon and Armor Proficiency: Metallors are proficient with all simple weapons, all types of hammers, all types of armor, and with shields. Metallors prefer to use their deity’s favored weapon, a hammer, which they refer to as “Craftmaster."
Spellcasting: A metallor continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Metal Spells: A metallor can pray for and receive any Metal domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Metal domain list.
Craftsman (Ex): Metallors develop a keen sense of the workmanship of metal goods, as well as increase their skills in crafting such objects. The metallor adds his class level to all Appraise and Craft checks concerning items composed primarily of metal. Additionally, the metallor receives the Craft Magic Arms and Armor feat as a bonus feat, but may only use it to craft metal weapons and armor. When using this feat, the metallor may add his class level to his caster level for the purposes of determining how powerful of an item he may craft.
Extension of Self (Ex): A metallor of 2nd level or higher is able to craft custom weapons for a specific individual, balancing them perfectly to match that individual’s unique fighting style. Such weapons must be masterwork and primarily metal, and the metallor must study the individual in either actual or simulated combat for a week in order to balance the weapon just right. When wielding a custom weapon, the matching individual gains a +1 perfection bonus on attack and damage rolls. This bonus stacks with both magical and masterwork bonuses (the magical and masterwork bonuses still do not stack, however), but only for that specific individual. Should someone else use the weapon, they do not receive this bonus, though the weapon is still a masterwork weapon.
Forge Heart (Su): Beginning at 2nd level, Walgrim rewards the metallor for his devotion by making his body more resilient to the searing flames of a forge. The metallor gains fire resistance of 5.This resistance increases by 5 additional points every two levels, increasing to 10 at 4th level, 15 at 6th level, and 20 at 8th level. At 10th level, the metallor becomes immune to fire damage.
Absorb Ore (Su): Beginning at 3rd level, the metallor gains the ability to magically fuse his body with a specific metal, granting him special powers. The amount of metal must be at least one pound, and is absorbed over the course of a day-long ritual, destroying it in the process. The metallor may return to his natural state by performing a shot ritual lasting ten minutes. A metallor may only have his body fused with one metal at any given time. This ritual transforms the metallor’s body into living metal, granting him several powerful resistances and abilities, as well as increasing his weight by a factor of ten.The metallor gains a +2 natural armor bonus, and becomes immune to critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or effects that would affect his physiology or respiration. His speed is reduced to half, though, and he suffers a 50% arcane spell failure chance, as well as a -8 armor check penalty. He cannot drink (and thus cannot use potions) or play wind instruments. The metallor’s unarmed attacks deal damage as if they were clubs (1d4 for small characters or 1d6 for medium characters) and he is considered armed when making unarmed attacks.
Additionally, the metallor gains additional abilities depending upon what type of metal he absorbed. As he advances, the metallor gains the ability to absorb different types of ore.
Minor: Steel (additional +4 natural armor bonus), Iron (+4 bonus on all saving throws), Tin (+4 to Spot and Listen checks), or Lead (gains the Stability ability as a dwarf, or, if already a dwarf, doubles the bonuses granted by that ability).Major: Bronze (+4 enhancement bonus to Strength), Brass (+4 enhancement bonus to Dexterity), Electrum (+4 enhancement bonus to Constitution), Silver (+4 enhancement bonus to Intelligence), Copper (+4 enhancement bonus to Wisdom), or Gold (+4 enhancement bonus to Charisma).
Greater: Mithril (fast healing 5), Adamantine (Damage Reduction 10/–), or Platinum (+2 perfection bonus to attack rolls, damage rolls, saving throws, skill checks, and ability checks).
Second Skin (Ex): A metallor of 4th level or higher is able to craft custom armor for a specific individual, literally crafting the armor around them. Such armor must be masterwork and primarily metal, and the individual who will wear the armor must be present for the entire process of creation. When wearing custom armor, the matching individual gains a +2 perfection bonus to Armor Class, as well as an additional -1 reduction in the custom armor’s armor check penalty (these stack with any enhancement bonuses the armor may later acquire, as well as the reduction in armor check penalty for the armor being masterwork). Should someone else wear the custom armor, they do not receive these bonuses, though the armor is still masterwork armor.
Heat Metal (Sp): At 5th level, the metallor never lacks a forge. He gains the ability to cast heat metal at will, as per the spell of the same name. This ability is usable as if cast by a sorcerer of the metallor’s character level.
Shape Metal (Su): At 6th level, the metallor gains the ability to mold metal into any shape that suits his purposes. He needs only touch metal no larger than 10 cubic feet + 1 cubic foot per class level, and concentrate upon the shape he desires (a standard action). While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work. Sentient objects receive a Will save (DC 10 + metallor’s class level + Character’s Charisma modifier) to resist this ability.
Reforging (Su): A metallor of 8th level or higher has begin to grasp the secrets of enchanted steel, and can now reforge magical metal objects into new magical objects. If the metallor melts down any magical metal item previous to crafting a new item, he may apply the spells used in the creation of the original item to the new item, allowing him to ‘carry over’ enchantments (should the item be cursed, however, that will carry over as well). Additionally, since the metallor is already working with magical metal, he may apply 50% of the original item’s base gp and xp costs towards the gp and xp cost of the new item. Any ‘leftover’ gp or xp not used in the creation of the new item is lost.The metallor must still possess the appropriate item creation feat to use this ability, and the original and new items must both be composed primarily of metal. A metallor may create more powerful magical items by melting down multiple original items, but each additional item only contributes 25% of its xp and gold costs to the new item.
At 10th level, the metallor is able to reforge cursed items, destroying any curses the original items may have held in the process. In addition, additional magical items now contribute 50% of the original item’s base gp and xp costs towards the gp and xp cost of the new item.
Ex-Metallor
A metallor who willingly changes alignment or who ceases the worship of Walgrim immediately loses all benefits of this class. In addition, any metal that the character touches pits and corrodes instantly, rendering it worthless (as per the rusting grasp spell). He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
Back to Prestige Classes
Migdalia Home