Renegade Mastermaker

(Magic of Eberron variant, p. 81)

A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations.


Skills: Craft (armorsmithing) 8 ranks or Craft (blacksmithing) 8 ranks or Craft (gemcutting) 8 ranks or Craft (sculpting) 8 ranks

Feats: Craft Magic Arms and Armor , Craft Wondrous Item

Type: Humanoid.

Hit die


Skill points

4 + Int

Class Features

Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Battlefist (Ex): You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least.

You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon.

At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon.

Craft Master (Ex): You are extremely skilled at construction and repair. You add your renegade mastermaker level to all Craft checks you make.

Self-Repair (Su): Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself.

Supporting Construction (Ex): By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you.

At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct.

Damage Reduction (Ex): As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1/adamantine. This benefit increases to damage reduction 2/adamantine at 8th level.

Embed Component (Ex): Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist.

Each warforged component you embed or attach grants you 1 bonus hit point.

Construct Exemplar: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the EBERRON Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites.

You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body.


Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Battlefist, craft master
2nd +1 +3 +0 +3 Battlefist (+1), self-repair +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Supporting construction +1 level of existing spellcasting class
4th +3 +4 +1 +4 Damage reduction 1/adamantine +1 level of existing spellcasting class
5th +3 +4 +1 +4 Battlefist (+2) +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Embed component
8th +6 +6 +2 +6 Damage reduction 2/adamantine +1 level of existing spellcasting class
9th +6 +6 +3 +6 Battlefist (+3) +1 level of existing spellcasting class
10th +7 +7 +3 +7 Construct exemplar +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Concentration CON no no
Craft INT no no
Disable Device INT yes no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (the planes) INT yes no
Open Lock DEX yes no
Profession WIS yes no
Search INT no no
Spellcraft INT yes no
Use Magic Device CHA yes no

Spells for Renegade Mastermaker

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