It’s Friday, which means it’s time again for a look at the Warden and Master progression for one of the Disciplines included in the upcoming Earthdawn Companion. This week, we’re taking a look at the Weaponsmith. Morgan has some insight into the reasoning behind the changes over at his blog.

There are two talents unique to the Weaponsmith that Morgan mentions, but doesn’t go into a lot of detail on. I’ll take the opportunity to provide a bit more insight.

Living Weapon directly enhances the damage a target character deals in physical combat. This includes not only melee attacks, but unarmed and ranged attacks as well. The effect lasts for several minutes, so it’s a great thing to use to prepare your group to really dish out the pain.

Forge Flesh is the defensive counterpart, adding a bonus to the target’s Physical and Mystic Armor ratings. This talent also lasts for several minutes, and helps shore up your defensive capabilities. When facing legendary foes, a few extra points of damage reduction can mean the difference between being wounded… or even survival!

When you combine these talents with the additional damage potential of the Ninth Circle Blood Bound Forge ability, and the bonuses from Forge Weapon… it’s clear that a group with a dedicated, high-Circle Weaponsmith is a force to be reckoned with. Morgan used the term “force multiplier” and he’s not far wrong.

Warden Talent Options: Astral Sight, Evidence Analysis, Lion Spirit, Matrix Sight, Momentum Attack, Relentless Recovery, Spirit Strike, Steely Stare, True Sight, Unflinching Fortitude

Ninth Circle

  • Blood Bound Forge: The adept may enhance weapons or armor they have crafted. The adept must touch the item, infusing it with the power of their blood by taking 1 Blood magic Damage. Weapons gain a +3 Damage Step bonus, while armor gains +2 to Physical and Mystic Armor. Anyone using the item gains the benefit of the bonus. The adept can enhance a number of items up to their Thread Smithing rank, and can only enhance one item per round. The bonus lasts until the adept releases the bond (in which case the damage can be healed), or dies.
  • Karma: The adept may spend a Karma Point once per round on any test being performed by an adjacent ally.
  • Discipline Talent: Perfect Focus

Tenth Circle

  • Defense: The adept adds +2 to their Physical Defense
  • Recovery: The adept gains an additional Recovery test per day.
  • Discipline Talent: Dispel Magic

Eleventh Circle

  • Defense: The adept adds +1 to their Social Defense.
  • Karma: The adept may spend a Karma Point on any test to resist the effects of a spell or Horror power.
  • Discipline Talent: Living Weapon

Twelfth Circle

  • Defense: The adept adds +4 to their Mystic Defense.
  • Mystic Armor: The adept adds +2 to their Mystic Armor.
  • Discipline Talent: Forge Flesh

Master Talent Options: Burning Vigor, Crushing Blow, Ethereal Weapon, Resist Pain, Second Chance, Vital Strike, Vital Ward, Weapon Breaker

Thirteenth Circle

  • Mystic Grounding: Before the test is rolled, the adept can take 1 Strain to redirect a spell or Horror power targeting an ally to themselves. The ally must be within the adept’s Thread Smithing rank x 2 yards. The adept resists the effect as though they were the original target, including the option to use defensive or reactive abilities. This may be done a number of times per day up to the adept’s rank in Thread Smithing, but cannot be used to redirect area effect spells.
  • Defense: The adept adds +3 to their Physical Defense.
  • Karma: The adept increases their Karma +1 Step to a d8.
  • Initiative: The adept adds +1 to their base Initiative Step.
  • Discipline Talent: Aura Armor

Fourteenth Circle

  • Defense: The adept adds +5 to their Mystic Defense.
  • Recovery: The adept gains 2 additional Recovery tests per day.
  • Discipline Talent: Soul Aegis

Fifteenth Circle

  • Defense: The adept adds +2 to their Social Defense.
  • Mystic Armor: The adept adds +3 to their Mystic Armor.
  • Discipline Talent: Confront Horror