Master-At-Arms
Master-At-Arms-Blacksmith.png
The Master-At-Arms Blacksmith
Pay What You Want

Where a blacksmith finds home in the heat and embers of the forge, a master-at-arms both outfits their allies with the weapons of war while also training their bodies and minds. The master- at-arms is able to prepare their allies for unusual environments, challenging encounters, and strange foes by pushing himself and his allies through strict drills and imparting his combat wisdom.

The master-at-arms is an archetype for the Spheres of Might blacksmith class.

Drills (Ex)

Starting at 1st level, the master-at-arms learns to perform and instruct his allies through training drills. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the master-at-arms can set aside a small period of time to perform these drills without interfering with his normal rest to give him and a number of allies equal to 1 + his practitioner modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The master-at-arms may select a different drill for each ally to be affected.

  • Conditioning: The master-at-arms runs his students through grueling physical tasks, enhancing their athletic prowess. Each ally trained with this drill selects a single combat maneuver. The creatures gain a +1 bonus on combat maneuver checks with that maneuver, and to their combat maneuver defense when defending against that maneuver. In addition, the creature receives a +1 bonus on all Strength and Dexterity-based skill checks. These bonuses increase by +1 for every 4 class levels the master-at-arms possesses.
  • Endurance: To prepare for long marches, the master-at-arms instructs his students in the art of proper weight distribution and marching technique. Each ally trained with this drill increases their maximum Hit Points by an amount equal to the master-at-arms’s class level. In addition, each ally trained with this drill gains a bonus equal to 1/2 the master-at-arms’s class level on all Constitution checks and Fortitude saving throws made against environmental hazards (such as nonlethal damage from hot or cold environments). The affected creatures also gain DR/- equal to 1/2 the master-at-arms’s class level against nonlethal damage. This DR stacks with other damage reduction the creature may possess.
  • Perseverance: The master-at-arms pushes his students to their absolute limit, and shows them how to go beyond them. Each ally trained with this drill may, once per day as a free action, reduce the exhausted or nauseated conditions to fatigued or sickened respectively. Alternatively, the trained ally may cure the fatigued or sickened condition by using this ability.This free action may be used even when a creature is normally unable to take free actions, such as when nauseated. A drilled ally may benefit from this drill 1 additional time per day for every 5 class levels the master-at-arms possesses.
  • Positioning: The master-at-arms demonstrates the value of always moving, instructing others in proper footwork and movement techniques. Each ally trained with this drill gains a +2 bonus on Acrobatics checks made to tumble and a +5 bonus to their base speed. These benefits increase by +2 and + 5 ft. for every 4 class levels the master-at-arms possesses.
  • Precision: By teaching techniques in a controlled environment, the master-at-arms can train a practitioner to compensate for some of the innate riskiness of a technique. Each ally trained with this drill reduces any self inflicted attack roll penalties (such as from the combat expertise feat or the barrage sphere base ability) on the first attack roll they make in a round by 1 + 1 per 3 class levels the master-at-arms possesses.
  • Reaction: Through sparring and shadowboxing, the master-at-arms shows his students how to think quicker on their feet. Each ally trained with this drill gains a +2 bonus on initiative checks and may make 1 additional attack of opportunity each round. These benefits increase by +2 and 1 additional attack of opportunity respectively for every 5 class levels the master-at-arms possesses.
  • Repetition: Through the repeated reinforcement of a technique, the master-at-arms brings out the best in his students. Each ally trained with this drill selects one combat sphere they possess, treating their base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 5 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than the creature’s character level.
  • Sidestepping: The master-at-arms knows that footwork is the foundation of any martial art and instructs his students mercilessly in this fact. The affected creatures gain a +1 dodge bonus to AC +1 per 5 class levels the master-at-arms possesses.

This replaces maintenance

Teamwork Training (Ex)

At 1st level, the master-at-arms receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the master-at-arms can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two class levels the master-at-arms possesses. Allies do not need to meet the prerequisites of these bonus feats. This ability counts as the tactician ability for the purpose of qualifying for feats and abilities that list tactician as a prerequisite.

This replaces thunderous blows

Rapid Drill

The master-at-arms’s skill at performing drills improves and he may now perform multiple drills at once. At 9th, 13th, and 17th level, the master-at-arms may perform 1 additional drill during an 8 hour rest (for a total of 4 drills per affected creature at 17th level).

This replaces rapid maintenance.


New Smithing Insights

Teamwork Tactics

The master-at-arms gains the Warleader sphere as a bonus sphere. If the master-at-arms possesses any drawback that removes the ability to use (tactics), then this talent must be used to buy off that drawback. When the master-at-arms uses their teamwork training ability, the master-at-arms may choose a single (tactic) they know, sharing the benefits of that (tactic) with himself and each affected ally for the teamwork training ability’s duration. Affected allies are always treated as being within the range of the shared (tactic)’s effects so long as they can see and hear you.


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