DISCIPLINE |
Weaponsmith |
||||||||
CIRCLE |
TALENT AVAILABLE |
Discipline Talent |
CIRCLE |
TALENT AVAILABLE |
Discipline Talent |
||||
1 |
KARMA RITUAL |
13 |
SPECIAL ABILITY: + 1 Physical Defense |
||||||
Forge Blade |
D |
Forge Golem |
|||||||
Melee Weapon |
OPTIONAL |
||||||||
Steel Thought |
14 |
SPECIAL ABILITY: Create Orichalcum |
|||||||
OPTIONAL |
First Ring of Perfection |
D |
|||||||
OPTIONAL |
OPTIONAL |
||||||||
2 |
DURABILITY |
15 |
SPECIAL ABILITY: + 1 Spell Defense |
||||||
Curse Mastery |
Spirit Strike |
||||||||
Steel Lungs |
OPTIONAL |
||||||||
3 |
Astral Hammer |
D |
Special Ability Descriptions Evaluate Weapon: The Weaponsmith makes a Forge Blade Test against the Spell Defense of the weapon. A successful test reveals the approximate worth of the weapon and how well it is made. Blood Edge: For a permanent cost of 2 Damage Points, the Weaponsmith uses blood magic to put a Blood Edge on a weapon. Blood Edge increases the Damage step of the weapon by 2 steps, or 3 steps if the weapon is used to attack an opponent in astral space. Create Orichalcum: Using blood magic and the proper mix of the five elements - air, fire, water and wood - a Weaponsmith can create orichalcum. Each attempt costs 1 point of permanent damage. The combined value of the elements must equal or exceed the worth of the orichalcum to be created. The Difficulty Number for creating orichalcum is equal to 15 + (the value of the orichalcum in thousands of silver pieces). The Weaponsmith uses the Forge Blade talent to create the magic metal. |
||||||
OPTIONAL |
|||||||||
4 |
SPECIAL ABILITY: Evaluate Weapon |
||||||||
THREADWEAVING |
|||||||||
Exploding Coals |
|||||||||
5 |
SPECIAL ABILITY: + 1 Social Defense |
||||||||
Temper Self |
|||||||||
Haggle |
|||||||||
6 |
SPECIAL ABILITY: + 1 Spell Defense |
||||||||
Spot Armor Flaw |
D |
||||||||
OPTIONAL |
|||||||||
7 |
SPECIAL ABILITY: + 1 Initiative |
||||||||
Circle of Astral Armor |
D |
||||||||
OPTIONAL |
|||||||||
8 |
SPECIAL ABILITY: + 1 Recovery Test / Day |
||||||||
Wound Shield |
|||||||||
OPTIONAL |
|||||||||
9 |
SPECIAL ABILITY: + 1 Physical Defense |
||||||||
Repair |
|||||||||
Warp Missile |
|||||||||
OPTIONAL |
|||||||||
10 |
SPECIAL ABILITY: +1 Recovery Test / Day |
||||||||
Forge Armor |
D |
Discipline DescriptionFocus: Weaponsmiths are driven by a need to create things which others usually find to be merely functional; the trappings of war. However, for this discipline, these trappings are beautiful combinations of form and function. To a Weaponsmith, the forging and care of war-gear is a transcendent experience that is seldom overshadowed even by the joy of using that gear to rid Barsaive of the many evils that beset it.Racial Restrictions: NONE |
|||||||
OPTIONAL |
|||||||||
11 |
SPECIAL ABILITY: Blood Edge |
||||||||
Soften Blade |
|||||||||
OPTIONAL |
|||||||||
12 |
SPECIAL ABILITY: + 10 Karma Point Maximum |
||||||||
Defense |
|||||||||
OPTIONAL |
|||||||||