Creators of items of all sorts, magical and otherwise. Forgers are also exceptionally skilled at creating items on the fly.
4 Hit Points | 6 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Forgers gain proficiency with simple weapons and two of the following: sword, polearm, axe, hammer, bow, pistol, rifle, shotgun, or a single exotic weapon. They’re proficient with armor.
Knack
The Forger can create items on a whim, though doing so causes these items to be destroyed the instance they’re created. By spending the gold piece cost and spending a full-round action, the Forger can create an item of any kind. This item can only be used once if it has a per-use limit, and if not it lasts 1 minute. If the item in question is a wand, scroll, or staff the Forger must be of a level in which a spellcaster of equal level could cast the same spell (example, to create a Wand with a 3rd level spell in it, the Forger must be 10th level or higher).
Alternatively, Forgers also receive a pool of MP which can only be spent on their Knacks. This pool levels up as per a Mage’s MP, except it uses Smarts instead of Resistance. One MP is equal to 500 Gold.
Item Repair
As a standard action the Forger can lay their hands upon an item and repair it. This makes it so broken weapons, armor, and other such things are restored. The object in question also includes portions of walls (though not entire buildings) and vehicles.
Crafting Mastery
On any Artisan checks, the Forger adds +2k2 to the roll as well as adding ½ their level onto the check (even if it isn’t trained).
Inventions
The Forger creates many strange oddities which are specific to their own style of crafting. They gain an Invention at 2nd level and gain a new Invention at every even level thereafter, or can upgrade existing Inventions.
Name: Energy Reflector
Prerequisites: Forger 6th level
Description: As an immediate action you can activate the Energy Reflector to block up to 5 energy damage (except corruption, sonic, arcane, holy, unholy, telekinetic, or psychokinetic). This can be upgraded, increasing the energy resistance by 5.
Name: Enhanced Vision Goggles
Prerequisites: None
Description: As a free action you’re able to activate these goggles so long as they’re worn. Doing so grants you Darkvision 6 squares (or increases pre-existing Darkvision by 6 squares), and allows you to see through smoke and fog as if it were normal vision. This can be upgraded, increasing your Darkvision by 4 squares.
Name: Finalizer
Prerequisites: Forger 20th level
Description: If you’d die from an attack the Finalizer will activate on its own to stop you from death. So long as you wouldn’t be disintegrated or otherwise continue to die after its activation (such as being engulfed in lava) the attack against you is stopped and you heal 4 HP. This can only be activated once per day. This cannot be upgraded.
Name: Immune System Enhancer
Prerequisites: None
Description: You gain a +2 bonus to Bodily Defense. This can be upgraded, increasing the bonus by +1 each time.
Name: Mental Force Enhancer
Prerequisites: None
Description: You gain a +2 bonus to Mental Defense. This can be upgraded, increasing the bonus by +1 each time.
Name: Portable Portal
Prerequisites: Forger 10th level
Description: As a move action you can activate an on-hand portal. This portal can only teleport up to two beings within a 1,000 mile radius. This can be upgraded, increasing the range to within the same planet and each time upgrading the capacity by one being each. This Invention can only be used once per day.
Name: Reflex Enhancer
Prerequisites: None
Description: You gain a +1 bonus to Avoid. This can be upgraded, increasing the bonus by +1 each time.
Name: Spring Boots
Prerequisites: None
Description: These can be activated as part of a move action, counting as a “fly” speed of 4 squares. This can be upgraded, increasing the “fly” speed by 4 squares each time.
Wand Savant
Forgers are able to use wands without the need of Use Magic Device checks. In addition to this, wands can be crafted by the Forger without casting magic.
Magic Armor
Any armor the Forger wears gains a +1 bonus to its Deflection, Agility to Defense, and reduces its Armor Penalty by 1. This supersedes the bonuses from Superior quality.
Staff Savant
Forgers are able to use staffs without the need of Use Magic Device checks. In addition to this, staffs can be crafted by the Forger without casting magic.
Magic Weapon
Any weapon the Forger wields gains a +2 to its attack and damage, and increases its Penetration by 1. This supersedes the bonuses from Superior quality.
Cybernetic Implanter
So long as the Forger has a day’s worth of planning, they can implant a subject with a cybernetic without making an Artisan (Cybernetics) check.
Object of Power
The Forger can infuse powerful energies within an object of their choice. So long as the Forger has this high-powered object on them, they receive a +1k1 to all Artisan checks. In addition to this, items which the Forger creates while their Object of Power is on them are always considered Superior quality, and gains the benefits of a single material the Forger chooses (such as the Silver weapon quality).
Supreme Knack
Once per day the Forger can create an object using their Knack ability without even needing to spend the money in order to do so.
First Awakening
Artisan checks made by the Forger explode, so long as it is not used for the Knack ability or similar hasty applications of Artisan.
Heroic Awakening
Choose two of the following skills: Drive, Feats of Strength, Fortitude, Heal, Linguistics, Use Computers, or Use Magic Device. The skills chosen can instead be made as Artisan checks.
Unchained Awakening
Forgers receive proficiency with every weapon, and they must choose to no longer be affected by armor’s Agility to Defense or Armor Penalty. The other effect still affects the Forger as normal while they’re immune to the original choice.
True Awakening
As long as there’s a will, there’s a way; the Forger can no longer merely fail on Artisan checks. When attempting Artisan checks and the result is a “failure”, instead the check is a success but either the time spent is doubled or the resources spent are doubled.