Renegade Mastermaker

Description:

In a world so preoccupied with magical creations and wondrous machines, it is unsurprising that there will be the occasional craftsman that becomes obsessed with his projects, and that obsession takes root to alter the very soul of his world. And while some groups, like House Cannith, go so far as to nurture this form of insanity to get the results needed to fill the obligations and orders, there are those that cross some unspoken line, blurring the distinction between creator and created. When the introduction of the warforged and other living constructs came during the final thirty years of the Last War, there were those that were concerned that these creations would rise up.

The Renegade Mastermaker is the savoir and terror of both possibilities.

First discovered within the ranks of House Cannith, renegade mastermakers took the remains of fallen warforged and developed the first series of construct grafts. The idea of sacrificing the flesh for the steel terrified others, but to the renegade mastermakers, it was the natural evolution of the process that created these sentient machines. Nowadays, these crazed craftsmen are rare, but they often attract power to them, putting their keen mind to pursuing goals that are probably only knowable to them.

Role: The renegade mastermaker is often an artificer, or the rare wizard, obsessed with constructs, almost to the point of madness. While his constructs do allow him to get much closer to the fight than other spellcasters would, many see his intentional sacrifice of his 'self' to the machine as a sign of the unhinged. Whether this is true or not is dependent on the individual, but all agree that a renegade mastermaker is an ally you keep at arm's length.

Source: MoE, pg. 81

Alignment: Renegade makers tend to be chaotic, but with varying degrees of good or evil. Many do sincerely wish to help people, but often take what they need from otherwise innocent warforged.

Hit Dice: d6

Requirements:

To qualify to become a renegade mastermaker, a character must fulfill all the following criteria.

Race: Any race without the living construct subtype

Skills: Craft (armorsmithing, blacksmithing, weaponsmithing) 5 ranks

Feats: Craft Implant (construct), Craft Magic Arms and Armor, Craft Wondrous Item

Special: Ability to cast 3rd level arcane spells or 3rd level infusions, must the Mighty Arms construct implant

Class Skills:

The renegade mastermaker's class skills (and the key abilities for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Chr).

Skill Points at Each Level: 4 + Int modifier.

Table: The Renegade Mastermaker

Class Features:

All of the following are class features of the renegade mastermaker prestige class.

Weapons and Armor Proficiency: Renegade mastermakers do not gain any new proficiencies with weapons or armor.

Spells per Day / Spells Known: At the indicated levels, a renegade mastermaker gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one spellcasting class before becoming a renegade mastermaker, he must decide to which class she adds the new level for the purpose of determining spells per day. Once this decision is made, it cannot be changed. Artificers and their infusions count as an arcane spellcasting class for this prestige class.

Craft Master (Ex): Starting at 1st level, you gain a competence bonus to all Craft checks equal to your renegade mastermaker level. You also get the same bonus to any Spellcraft checks made to make magical armor, magical weapons, constructs or construct grafts, and Heal checks to implant construct implants, but not other kind of implants.

Graft Resilience (Ex): Starting at 1st level, you increase the limit on implantation points by 1, but only for the purposes of construct implants.. You can choose to apply this to either your Constitution or your Intelligence, but once the choice has been made, it cannot be changed. At 3rd level, and every odd level thereafter, this increases by 1 point to a maximum of 5 points at 9th level. At 5th level and again at 9th level, choose one internal slot. You can fit one additional implant into that internal slot.

Improved Battle Fist (Su): At 2nd level, 6th level and 10th level, one of your Mighty Arm implants either gains a +1 enchantment bonus or increases the existing enchantment bonus by +1. If you have more than one Mighty Arm implant, you choose which one to apply the bonus each time this class fature is applied. Once chosen, it cannot be changed. No single Mighty Arms implant can have more than a +5 enchantment bonus and this enchantment bonus is lost if the implant is removed.

Improved Natural Attack: At 2nd level, you get the Improved Natural Attack feat as a bonus feat, but specifically for the slam attack provided to you by your Mighty Arms construct implant(s).

Construct Exemplar (Su): At 10th level, you have merged enough with your construct implant(s) that your creature type and subtype changes to construct with the living construct subtype. This does not change your attributes, hit dice or size category, but you do replace any other race traits, including alternate racial traits, with those of a warforged. Physically, you are only barely recognizable anymore, but other warforged know you were not made as they were, because you lack the gultha symbol on your forehead. If you have feats, traits or class abilities that are forbidden to constructs with the living subtype, they are lost, but you can immediately replace them at a one-to-one ratio for ones that you do qualify for, using the rules for retraining, but without the necessary time or gold piece expenditure.

Once your conversion into a living construct has been recalculated, you also get one additional bonus feat that you qualify for and any construct implants you currently have implanted may automatically be recycled and reapplied to other construct implants. This is handled as per the artificer's Retain Essence class feature followed by standard magical item improvement, but without the need for any time, checks or spell requirements. The gold piece value of the reagents gained in this way can only be used to improve other existing construct implants you already have, however. Once the decisions on which implants, if any, to be recycled, which implants to improve and how to improve them have been made, they cannot be changed.