Rageforged Prestige Classes

New Rageforged Prestige Classes

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Metalrurgeon

The Rageforged are easily thought of as living weapons, organic machines whose only purpose or desire is to slaughter or inflict pain. Their Metalrurgeon take this to a new extreme. They are warriors who have learned some degree of artifice, and use magic to reshape their bodies, becoming true war machines.

Hit Dice: d10

Requirements
To qualify to become a Metalrurgeon, you must fulfill all the following criteria.
BAB: +5
Race: Warforged
Feats: Masterwork Weaponry
Skills: Craft 8 ranks, Use Magic Device 6 ranks
Infusions: Must be able to cast 1st-level infusions.
Proficiency: Must be proficient with at least one martial or exotic weapon.
Special: Must have the Rageforged feat.

Class Skills: The Arsenal Mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Open Lock (Dex), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special Infusions
1st +1 +2 +0 +2 Living Weapon
2nd +2 +3 +0 +3 +1 level of existing infusion-using class
3rd +3 +3 +1 +3 Iron Arsenal +1 level of existing infusion-using class
4th +4 +4 +1 +4 Enhanced Weapon +1 level of existing infusion-using class
5th +5 +4 +1 +4 +1 level of existing infusion-using class
6th +6 +5 +2 +5 Steel Arsenal +1 level of existing infusion-using class
7th +7 +5 +2 +5 +1 level of existing infusion-using class
8th +8 +6 +2 +6 Perfect Weapon +1 level of existing infusion-using class
9th +9 +6 +3 +6 Adamant Arsenal +1 level of existing infusion-using class
10th +10 +7 +3 +7 War Machine

Class Features
All the following are class features of the Metalrurgeon prestige class.

Weapon and Armor Proficiency: You gain no new weapon or armor proficiencies.

Infusions: Whenever you gain a new Metalrurgeon level, except 1st and 10th, you gain new infusions per day and spells or infusions known as if you had also gained a level of Artificer. You do not, however, gain any other benefit an Artificer would have gained.

Craft Reserve: Whenever you gain an odd Metalrurgeon level, you receive bonus XP for crafting items as if you had also gained a level of Artificer. In addition, you may add half your Metalrurgeon level, rounded down, to your Artificer level for determining the size of your craft reserve.

Living Weapon (Su): At 1st level, you gain the ability to reshape one of your arms into a weapon. You may use this ability at will as a swift action, and it lasts until you choose to revert your arm. You must choose one of the types of weapon below to shape your arm into; this choice cannot be changed once you have made it. Regardless of which weapon you choose, it deals 1d8 damage, is treated as a one-handed martial weapon, and has a critical threat modifier of x2. You cannot be disarmed of a living weapon, and a living weapon cannot be sundered or targeted separately from you by spells. The living weapon has an enhancement bonus equal to half your class level, rounded down. You cannot use your slam attack while your arm is transformed into a living weapon. The living weapon is treated as a manufactured weapon, but it is considered a natural weapon for the effects of any Warforged feats you have (but not any other feats). The types of living weapon you may choose from are:

Chainblade: A chainblade resembles a longsword, but it is edged with a razor-sharp, bladed chain that revolves at incredible speed, slicing through the flesh of anything it hits. A chainblade deals slashing damage and has a critical threat range of 19-20.

Death Jaw: A death jaw is a large, toothed clamping weapon that works much like a jaw. A death jaw deals both bludgeoning and piercing damage. You gain a +2 to grapple checks made when using the death jaw.

Living Chain: A living chain is a 5-ft. length of chain that you can fire from your arm and control like a tentacle. A living chain deals bludgeoning damage. You can make trip attacks with a living chain, and you gain a +2 bonus on opposed checks to disarm an opponent with a living chain.

Needle Cannon: A needle cannon is a crossbow-like device that fires razor sharp needles. A needle cannon deals piercing damage. Unlike most living weapons, a needle cannon is a ranged weapon, with a range increment of 100 ft. A needle cannon generates its own ammunition, and never needs to be reloaded.

Razor Saw: A razor saw is a circular disc with tiny blades lining its edge, which spins with great force. A razor saw deals slashing damage and has a critical hit modifier of x3.

War Drill: A war drill is a long, iron spike that revolves rapidly, boring through foes’ armor. A war drill deals piercing damage. When you attack a foe wearing armor with a war drill, their armor bonus to AC is treated as being one less.

Iron Arsenal (Ex): At 3rd level, the damage dealt by your living weapon increases to 1d10.

Enhanced Weapon (Su): At 4th level, you gain the ability to enhance your living weapon with artifice. To use this ability, you must expend an infusion slot of second level or higher as a swift action. The enhancement to your living weapon lasts for a number of minutes equal to your class level. The enhancement depends upon your weapon, as below:

Chainblade: The chainblade’s edge becomes even sharper, causing its critical threat range to increase to 17-20.

Death Jaw: Your clamping arm-jaws become capable of locking onto an enemy. Whenever you are grappling someone, you can full full weapon damage to them with a successful grapple check.

Living Chain: The living chain extends to a length of 10 ft., allowing it to be used as a reach weapon.

Needle Cannon: A small scope extends from the cannon, allowing you to target foes more accurately. The needle cannon ignores any miss chances, such as from concealment.

Razor Saw: The razor saw’s edges become jagged, cruelly maiming foes. Whenever you make a critical hit with the razor saw, the creature hit takes one point of Constitution damage.

War Drill: The war drill becomes able to bore past damage reduction. Whenever you attack a creature with damage reduction with your war drill, you may subtract half your class level, rounded down, from the amount of that creature’s damage reduction.

Steel Arsenal (Ex): At 6th level, the damage dealt by your living weapon increases to 2d6.

Perfect Weapon (Su): At 8th level, you can perfect your living weapon, transforming it into the ultimate tool of war. To use this ability, you must extend an infusion slot of fourth level or higher as a swift action. The enhancement to your living weapon lasts for a number of minutes equal to your class level. When you enhance your weapon with the perfect weapon class feature, it also gains the benefits of the enhanced weapon class feature. The enhancement depends upon your weapon, as follows:

Chainblade: Your chainblade lightens as if alloyed with mithril, allowing you to make swifter attacks with it. Whenever you make a full attack with your chainblade, you may make one additional attack at your highest base attack bonus. This does not stack with other effects that grant you additional attacks.

Death Jaw: The teeth in your death jaw are strengthened and better able to bite right into flesh and never leave. Whenever you are in a grapple, you automatically deal weapon damage with your death jaw and if you succeed on a grapple check it is treated as a critical hit and does full possible damage.

Living Chain: You can use your living chain like a tentacle to grapple your enemies. Whenever you hit an enemy of your own size or smaller with the living chain, you may attempt to start a grapple as a free action, without provoking an attack of opportunity.

Needle Cannon: The needles you fire from the needle cannon split in two before they hit their target. Both needles hit the same target, but you make attack and damage rolls separately for each one.

Razor Saw: Your saw’s blade lengthen and extrude cruel spikes, making them ideal for rending flesh. Whenever you damage a foe with your Razor Saw, they take one point of Constitution damage. One a critical hit, they instead take a point of Constitution burn, rather than damage.

War Drill: Your drill can bore straight through armor. Each round, the first attack you make with your war drill is treated as a touch attack.

Adamant Arsenal (Su): At 9th level, your living weapon is treated as being made of adamantine for overcoming damage reduction and sundering items.

War Machine (Su): At 10th level, you can become a true war machine, transforming into a living behemoth. Once per day, as a full-round action, you may transform into a Warforged Titan, as the polymorph spell. You do not gain the normal natural weapons of the Titan; instead, both of your arms become living weapons of Huge size, that deal 3d6 damage each. The penalties to attack rolls if you choose to fight with both weapons are reduced to -2 for each. The transformation lasts for 10 minutes.