Blacksmithing

Blacksmithing is used to make plate armor, some mail armor, and metal weapons.

Crafted Items

Armor

You can make armor.

  • Mail armor: 5 sp
  • Plate armor: 2 gp

Armor can also be crafted from exceptional materials.

Weapons

Weapons consisting primarily of metal can be forged by a blacksmith.

Basic weapons, as described in the Weapons section, are as follows:

  • Light weapon: 1 sp
  • Medium weapon: 3 sp
  • Heavy weapon: 5 sp

Weapons may also be crafted from exceptional materials.

Horseshoes

You can make horseshoes, or similar items for non-hooved mounts.

Horseshoes of Speed

When fitted to a mount, these shoes improve tactical and overland speed by 50%.

  • Market Value: 4 gp

Horseshoes of a Zephyr

When fitted to a mount, these shoes allow the creature to run on a thin layer of air above the ground, improving tactical and overland speed by 50%, and removing all terrain penalties. The mount may run on water.

  • Market Value: 10 gp

Exceptional Materials

Weapons and armor may be forged of the below materials.

Material Rank Primary Trait

Mithral

1

Lightweight

Blue Steel

1

Harder, more resilient

Cold Iron

1

Spell penetration

Silver

1

Better for hybrids

Pyrite

2

En fuego

Dlarun

2

Frosty

Lodestone

2

Lightning, magnetism

Ironwood

3

Naturalistic

Truesilver

3

Holy, spell reflective

Darksteel

3

Super-strong, heavy

Flame

4

Super-fiery

Ice

4

Super-frosty

Lightning

4

Super-lightningy

Adamantium

5

Indestructible, cuts other metals

Glass

5

Super-lightweight, absorbs energy

Force

5

Pure force

Prismatic

5

Does many things

Ruby

6

Focuses the will into strength

Emerald

6

Rewards a powerful mind with defense

Sapphire

6

For the stout of heart, resilience

Diamond

7

Pretty much perfect.

Rank 1

Cold Iron

With patience, the right chemicals, and a back you don't mind breaking, it is possible to form iron into weapons and armor without it ever touching the heat of the forge. Physically speaking, this is pointless, but it is not the physics that matters...it is the magic.

Cold iron has power over magic--specifically, it absorbs and deflects it. Cold iron weapons can ignore and dispel magical protections, while cold iron armor protects its wearer against magic more aptly than ordinary steel.

  • Rank: 1
  • Effect on weapons: A weapon forged of cold iron gains 25% Spell Penetration, and gains 20% bonus damage against any creature composed primarily of magic, such as all fey, elementals, and summoned creatures.
  • Effect on armor: Cold iron armor grants 20% resistance to all damage caused by spells.
  • Market Value:
    • Light weapon: 1 gp
    • Medium weapon: 1.5 gp
    • Heavy weapon: 2 gp
    • Mail armor: 2 gp
    • Plate armor: 5 gp

Blue Steel

Blue Steel is a curious alloy known to few. It incorporates carbon, cobalt, and chromium into the alloy, causing a distinctive blue tint and a mirror sheen, even without polish. Blue Steel does not rust, and has superior strength to iron.

Blue Steel can hold a sharper edge than ordinary steel, and is therefore useful in armor-penetrating applications. It is also exceptionally resilient, and can be used in parrying maneuvers that would shatter lesser blades. In armor, this translates directly into greater soaking power.

  • Rank: 1
  • Effect on weapons: Weapon gains +20% Armor Penetration, +5% Hit Power, and +5% Parry.
  • Effect on armor: Armor gains +10% Soak and grants 10% physical resistance.
  • Market Value:
    • Light weapon: 1 gp
    • Medium weapon: 1.5 gp
    • Heavy weapon: 2 gp
    • Mail armor: 2 gp
    • Plate armor: 5 gp

Mithral

Mithral is an alloy of pure mithril and bronze. Pure mithril is a soft metalloid that is unsuitable for metalworking, but it adds great strength to bronze and actually decreases its weight. The bronze oxidizes slightly, without a reduction in strength. The final alloy appears a mottled teal color, inlaid with beautiful and subtle patterns. To some smiths, these are essentially random, but the master elven mithral smiths can deliberately cause certain patterns to appear through careful manipulation of the cooling metal.

  • Rank: 1
  • Effect on weapons: Weapon gains +5% Hit Chance, +5% Critical Chance, and +10% Melee Haste.
  • Effect on armor: Decreases Dodge Penalty by half and Spell Effectiveness penalty by 15%. Can sleep or rest in mithral mail with no ill effect.
  • Market Value:
    • Light weapon: 1 gp
    • Medium weapon: 1.5 gp
    • Heavy weapon: 2 gp
    • Mail armor: 2 gp
    • Plate armor: 5 gp

Silver

Silver is valued in blacksmithing for its affinity with magic. By itself, silver is far too expensive and weak to be used in the crafting of weapons and armor; however, as an alloy of iron, it gains strength while retaining its magical properties.

Silver weapons and armor are, naturally, exceptionally shiny, but also very susceptible to corrosion. It is therefore necessary to keep them well-oiled and well-maintained, if one cares about appearance. However, unlike pure iron, a silver alloy will only corrode on the outside; the oxidized silver will protect the inner iron from further rusting. So, if one does not mind a black patina on one's weapon or armor, one may ignore these duties.

For some reason, silver weapons seem to be able to affect incorporeal creatures, where other weapons do not.

  • Rank: 1
  • Effect on weapons: Weapon gains 10% of wielder's Charisma factor as bonus arcane damage.
  • Effect on armor: Armor grants 5% spell reflection.
  • Market Value:
    • Light weapon: 1 gp
    • Medium weapon: 1.5 gp
    • Heavy weapon: 2 gp
    • Mail armor: 2 gp
    • Plate armor: 5 gp

Rank 2

Pyrite

Pyrestone, a curious rock sometimes found in dormant volcanoes, is highly flammable. While it has various uses in heating applications, it can also be refined and added to an alloy of iron, called Pyrite. A weapon forged of Pyrite can be set aflame, adding fire damage to its attacks. This would tend to oxidize the iron content very quickly, so magic binding salts are used to limit the damage to the iron; this has the added effect of preventing the pyrite from being consumed by the burning, if burning is done sparingly.

With pyrite armor, it is not desirable to be set on fire, so such armor is made from depleted pyrite, which has been fully burned, and is highly resistant to fire damage. As pyrite burns, it becomes more and more gold in color, ultimately achieving a hue and sheen resembling brass. Alloys retain this coloring, and thus pyrite armor is sometimes confused for "gold" armor, which would be absurd.

  • Rank: 2
  • Effect on weapons: Weapon can be set aflame by any normal source of ignition, such as a flint-and-steel. Thereafter, it is immolated in fire, and causes 20% of base weapon damage as bonus fire damage on each strike. The weapon may be extinguished by dousing the flames; an iron scabbard suits this purpose well. You may burn the the blade for up to 5 minutes per day with no ill effect; each minute beyond that causes 1% fatigue to the weapon, requiring repair.
  • Effect on armor: Armor grants 50% fire resistance.
  • Market Value:
    • Light weapon: 3 gp
    • Medium weapon: 5 gp
    • Heavy weapon: 7 gp
    • Mail armor: 7 gp
    • Plate armor: 10 gp

Dlarun

Dlarun, sometimes called whitesteel, is a greenish-white stone found in riverbank deposits where glacial water runs. Its most common use is in sculpting: when heated, it gains the consistency of clay, and can be shaped with metal tools; upon cooling, it takes an appearance similar to ivory.

However, the dwarves discovered a unique process by which one might forge weapons of exceptional quality using Dlarun. First, they heat the ore and work the refined metal into the desired shape. Then, they freeze the worked metal in a contained block of ice. As the ice cools, it expands, causing pressure on the metal. The process only works if the ice can be cooled to exceptionally low temperatures; the dwarves use a combination of the natural cold of extreme climates with proprietary machinery.

The resultant item takes the appearance of cobalt glass, though in anything but the coldest, dryest air it is soon swathed in a thin layer of frost. At rest, the substance remains unearthly cold. Weapons of Dlarun are usually fitted with special scabbards which scrape off frost as the weapon is inserted; a Dlarun weapon is so cold that it can freeze enemies' flesh on contact, but the effect is ruined if too much frost accumulates on the blade.

Dlarun is not usually forged directly into armor, but rather worked into an alloy of iron. This creates a dull, gray metal which can absorb a great deal of cold, with minimal frost effect.

  • Rank: 2
  • Effect on weapons: Once unsheathed, the weapon gains 20% bonus frost damage with all strikes for the next 5 rounds, after which it is too covered in frost to work correctly. After battle, the frost must be scraped off. The weapon does not accumulate frost in a scabbard.
  • Effect on armor: Armor grants 50% frost resistance.
  • Market Value:
    • Light weapon: 3 gp
    • Medium weapon: 5 gp
    • Heavy weapon: 7 gp
    • Mail armor: 7 gp
    • Plate armor: 10 gp

Rank 3

Darksteel

Darksteel is an alloy of iron and adamantium. It is very difficult to forge, but not as difficult as pure adamantium. It has a matte black appearance.

Darksteel is about 50% heavier than normal steel, but much stronger. So strong, in fact, that although a sword made of darksteel doesn't bend, it doesn't need to in order to resist shattering. Darksteel is harder than most metals, and many attacks on darksteel armor simply bounce off with no effect.

  • Rank: 3
  • Effect on weapons: Weapon gains +25% Hit Power, +50% Critical Power, and +50% Armor Penetration, but suffers -15% Hit.
  • Effect on armor: Grants +10% Soak and +25% Push Resistance, but doubles Dodge and Spell Effectiveness penalties. Also grants Hardness: 50% chance to avoid physical attacks inflicting light damage, 25% chance vs medium damage.
  • Market Value:
    • Light weapon: 10 gp
    • Medium weapon: 15 gp
    • Heavy weapon: 20 gp
    • Mail armor: 20 gp
    • Plate armor: 30 gp

Rank 4

Rank 5

Item Enhancements

Customization

A blacksmith can customize any mostly metal weapon for its wielder.

Balanced

An exceptionally-balanced weapon is quicker to respond, both on the offensive and on the defensive.

  • +5/10/15/20/25% Parry
  • +5/10/15/20/25% Haste
  • Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp

Lightweight

An extra-light weapon can be maneuvered more quickly into the right vector.

  • +5/10/15/20/25% Hit Chance
  • +5/10/15/20/25% Critical Chance
  • Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp

Hardened

A hardened blade is reinforced at the tip, good for penetrating thick armor.

  • +20/40/60/80/100% Armor Penetration
  • +10/20/30/40/50% Critical Power
  • Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp

Weighty

A blade made deliberately heavy is slower to wield, but hits a bit harder.

  • +10/20/30/40/50% Hit Power
  • Market Value: 5 sp / 2 gp / 6 gp / 18 gp / 54 gp

Feats

  • Alloy: You may add a second special material to a Blacksmithing item, conferring all normal benefits, at the normal cost.
  • Armor Tailoring: Your own plate or mail armor fits you like none other could. While wearing armor you created with your own Blacksmithing, you suffer only half the normal penalties to Dodge and SP.
  • Extra Socket: You may fit your armor or weapon with an extra socket for Jewelcrafting gems. The gem may be any color except white or black. May only be taken twice; once for armor, and once for weapon.
  • Practiced Hand: When wielding a weapon created with Blacksmithing, you gain the benefits one weapon enhancement of your choice, of appropriate rank, stacking with any the weapon possesses.
  • Strong Arm: You get quite a workout beating hard iron for hours on end. You have exceptional physical endurance and strength. You gain +10% Hit Power and +20% Hit Points.

Reforging

Blacksmiths can customize any item they can craft to the specifications of its intended wielder or wearer.

How It Works

Reforging is an item enhancement; each smithed item may have only one reforge effect, but a smith may replace an old effect to create a new one.

The Cost

Reforging costs 10% of the item's market value in raw materials, and thus has a market value of twice that. It takes 10% of the time that crafting the item required.

The Effect

Reforging allows a smith to swap one attribute of an item for another. This is limited by the skill of the smith. For each skill point of Blacksmithing, the smith may lower any one attribute by 1 point, and raise any other the item already possesses by 1 point.

Critical Power is 2-for-1 when used in reforging.

For example:

  • Kaine has a greatsword, whose attributes are Hit -3, Hit Power +3, Crit -2, Crit Power +50.
  • A blacksmith with 7 ranks reforges the sword. He chooses to lower Hit by an additional 3 points, and add 3 points of Hit Power.
  • With his 4 remaining points, he lowers the Critical Power by 8 points, and adds 4 points of Critical Chance.
  • The item's attributes have now become: Hit -6, Hit Power +6, Crit +2, Crit Power +42.
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