Master of the Forge

"Bring forth your sword, so that I can bless it with the fury of the gods."

Prerequisite: Runepriest

The forge rune is a rare divine rune that few runepriests learn to master. Only by toiling at a forge for years in training can one hope to learn its secrets. You are one such runepriest. During your apprenticeship, you learned not only the mysteries of divine magic but also the subtle powers of the forge. Guided by the gods and your teachers, you crafted weapons and armor and learned to care for the spiritual and material needs of those who fight for the gods.

A master of the forge draws power from the forge rune, imbuing allies’ weapons and armor with divine power. At your behest, blades slice through stone with ease, and armor deflects even a dragon’s claws.

Dwarf runepriests are the most common followers of this path. The dwarven heritage of metalwork makes the forge rune a common topic of study among them.

MASTER OF THE FORGE PATH FEATURES

    Forge Rune Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you gain a +4 bonus to weapon damage rolls until the end of your next turn.
    Runes of the Blade Smith (11th level): When you take a short or an extended rest, you can touch one weapon that you or an ally carries. That weapon then gains a +1 bonus to damage rolls until you grant this bonus to a different weapon.
    Indomitable Steel (16th level): When you take a short or an extended rest, you can touch one suit of heavy armor that you or an ally wears. That armor gains a +1 bonus to AC until you grant this bonus to a different suit of armor.

Master of the Forge Attack 11Call of Iron

As you strike your foe, you awaken within your allies’ weapons and armor the indomitable power of iron.

Encounter        Divine, Runic, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage.

  Rune of Destruction: Until the end of your next turn, each ally who hits the target with a weapon attack deals 1[W] extra damage.

  Rune of Protection: Each ally within 5 squares of you gains a +2 power bonus to AC, or a +4 power bonus if the ally is wearing heavy armor. The bonus lasts until the end of your next turn.


Master of the Forge Utility 12Blessing of the Forge

At your touch, your ally’s armor gains unmatched strength, causing even the mightiest blow to bounce off it.

At-Will        Divine
Minor Action      Melee touch

Target: One ally

Effect: Until the end of your next turn, the target gains a +2 power bonus to AC, or a +4 power bonus if the target is wearing heavy armor.

Special: You can use this power only once per round.


Master of the Forge Attack 20Fury of the Forge

As your weapon crashes into your foe, you call on the forge rune to scorch that enemy

Daily        Divine, Fire, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier fire damage, and ongoing 10 fire damage (save ends).

Miss: Half damage, and ongoing 5 fire damage (save ends).

Effect: Until the target saves against the ongoing fire damage, your allies deal 1d6 extra fire damage when they hit it with melee attacks.


Published in Player's Handbook 3, page(s) 114.