Journeying Jormungandr

GLOGtober 2023 #7: Dwarven Smith - racial-archetype as class

GLOGtober 2023 prompts are here.

2. Dwarves.

Race-as-class is fun in theory, but most fantasy races have a handful of archetypes of particular note. For example, for dwarves, we might have Dwarven Smith, Dwarven Berserker, and Dwarven Tinker.

Here's a Dwarven Smith.

Templates

Starting Equipment: Portable smithing kit, 1H hammer

Skills: Smithing and 1d3: History, Masonry, Logistics

A: Blacksmith

You are a master smith. You treat an entire portable smithing kit (including a 1H hammer suitable for use as a weapon, an anvil, porta-forge, and other such items) as a single slot item. You have a [2 + templates]-in-6 chance of automatically identifying the function and properties of any objects of primarily metal construction, including magical functions and properties.

You are trained in the use of all hammers as weapons.

A: Boons

At each level, you choose a relic to study. Each relic has associated boons, which can be lesser or greater boons, and are applied to your equipment. You can also learn new relics in the field by examining related special items, histories, spells, or other such phenomena, at the GM's discretion. Generally, 4 distinct examples will be adequate to learn a new relic, with extraordinary samples counting double and an instance of the relic in question instantly granting full progress.

You can only choose any given boon once, though you may choose multiple boons from a single relic. You can change your boons whenever you rest. You can choose a lesser boon in place of a greater boon.

Most boons are discharged when used. When you use those abilities, you cannot use them again until they recharge. At the start of your turn, if you are conscious, you have a [1 + templates]-in-6 chance of recharging an ability of your choice. You do not have to recharge an ability if you do not want to.

B: Hammer Time

You may make an additional attack each round, so long as both attacks are made with hammers. You treat all items you have a boon associated with as though they were in quick slots.

B: Improvise

You may carry metals scraps of a given value and number of slots which you can combine and work into useful objects. The total value of items created from the scraps cannot exceed the scrap's value, and you can have at most [templates] such items in existence at any one time - creating a new one causes the oldest to fall apart after 1d6 rounds. You can break down an item created this way in to scrap as an action.

Improvising an item takes 10 minutes, doubled for every slot past the first, or halved if the item is less than 1 slot. You can only improvise items that are primarily made of metal, and cannot create items that require secret knowledge (such as a key you do not know the pattern of) or involve sophisticated machinery (such as clockworks).

C: Supercharged

You make an additional recharge check at the start of your turn.

D: Masterwork

Choose one of your relics. You always gain its greater and lesser boons, and automatically succeed on recharge checks for that relic. You may change your masterwork with a week of crafting and study.

Relics

This list is non-exhaustive, and is better viewed as a collection of examples.

1. Hammer of Thunderbolts

A hammer softly crackling with energy.

2. Belt of Giant Strength

A large, sturdy belt.

3. Boots of the Dwarf

Stolid, quality boots.

4. Gauntlets of Ogre Power

Brutish gauntlets.

5. Armor of Invincibility

Particularly sturdy-looking armor.

6. Aegis Shield

An oddly reflective heavy shield.

7. Belt of Dwarvenkind

An old but well-kept belt with an intricate geometric pattern.

8. Foecrushing Hammer

A particularly heavy-looking hammer.

9. Flagon of Quaffing

A flagon that always seems to have a swallow left.

10. Horned Helm

A helmet with large, sharp-looking horns.

#class #glog #glogtober