Maintenance
* Can assist companions to get the most out of their gear each day. 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 blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected.
* Rapid Maintenance: The blacksmith’s skill at performing maintenance improves and he may now perform multiple maintenances at once. At 9th, 13th, and 17th level, the blacksmith may perform 1 additional maintenance during an 8 hour rest (for a total of 4 maintenances per affected creature at 17th level).
- Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.
Skilled Craftsman (Ex)
* Starting at 2nd level, the blacksmith may use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.
* Sharpen Weapons: The blacksmith and his allies gain a +2 bonus to all damage rolls made with manufactured weapons. This bonus increases by +2 at 5th level and every 5 levels thereafter.
Artisan Savant
* Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item.
* In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.
Reforge
* See class page. Can remake and change enchantments.
Insights
* Lvl 2: Shieldsmith - The blacksmith learns how to position the straps and clasps on a shield in such a way that he can wield it without hampering the use of an arm; the blacksmith may wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.
* Lvl 4: Master Shieldsmith (Requires Shieldsmith) - The blacksmith’s shieldcraft has reached its pinnacle, allowing him to craft shields whose intricate details are too refined for anyone but him to truly master. The blacksmith does not lose his shield bonus to AC when attacking with a weapon wielded with his shield arm, and does not take two-weapon fighting penalties for his off-hand attacks when using a shield bash as one of his weapons when two-weapon fighting. This also negates the penalties from the Dual Wielding sphere.