the Jester
Legend
How about this one?
The CLOCKWORK MASTER
Gears, pulleys, strange machines- the clockwork master’s arcane interests lie in areas shunned by most creatures. Constructs fascinate him to no end; he’s always trying to figure out how they work… and how to make them work better.
A character with no access to constructs finds it difficult to qualify for this prestige class. Clerics and wizards who make constructs sometimes enjoy taking this path, as do rogues with an interest in the mechanical.
Hit Die: d6
REQUIREMENTS: Disable Device- 4 ranks, Craft (clockwork)- 10 ranks, Craft (blacksmithing)- 6 ranks; Alignment- Lawful; Intelligence 15+; The Clockwork Master must have defeated (or been part of a group defeating) a construct at least once. Also, he must have taken a construct apart to try to figure out how it works.
THE CLOCKWORK MASTER
Base Attack: Poor (as wizard)
Good Saves: Will
Level Special
1- Mechanically inclined (+2), Clockwork Familiar
2- Clockwork Efficiency
3- Mechanically Inclined (+4), Minor Graft
4- Advanced Crafting
5- Mechanically Inclined (+8), Minor Graft
6- Rebuke Constructs
7- Mechanically Inclined (+12), Major Graft
8- Radiation Resistance 2, Reprogram
9- Mechanically Inclined (+16), Bugs in the Machine
10- Monkeywrenching, Major Graft
Class Skills: The clockwork master’s class skills are Alchemy (int), Concentration (con), Craft (int), Disable Device (int), Knowledge (arcana, engineering, history) (int), Open Lock (dex), Use Magic Device (cha). Skill points per level: 6+int bonus.
Class Features: All of the following are features of the clockwork master:
Weapon and Armor Proficiency: The clockwork master is proficient in all armor and shield. Furthermore, he is proficient in all weapons with moving parts (crossbows, flails, etc.)
Mechanically Inclined (Ex): The clockwork master’s knowledge of machines is so great that he receives a competence bonus on any disable device or open locks checks. Furthermore, this bonus also applies on any craft check made to create or repair machinery of any sort.
Clockwork Familiar (Su): The clockwork master constructs a small mechanical companion that will aid and serve him. Its characteristics vary with its construction, for it can be made of any of several materials as shown below. A clockwork master is constantly upgrading and tinkering with his clockwork familiar, and thus its abilities increase as the master’s level rises.
A clockwork familiar is size Tiny. Because it is delicate it has natural armor equal to its master’s class level despite its construction. All clockwork familiars have improved evasion. It shares your base attack and save bonuses and has half your hit points.
CLOCKWORK FAMILIARS:
Construction
Material Speed Hardness Attacks Special
wood 15' 5 Bite (1d3) Fly (50', poor)
metal 10' 10 Bite (1d4) -
stone 5' 8 Slam (1d4) Stunning fist 1/day
wax 10' 0 Slam (1d3) Fast healing 1 (can't heal fire damage)
bone 10' 6 Bite (1d3) Cause fear 1/day
MASTER'S
LEVEL STR DEX INT WIS CHA SPECIAL
1-2 6 14 4 10 7 Share Protections
3-4 8 16 6 10 8 Minor Upgrade
5-6 10 19 8 12 9 Minor Upgrade
7-8 10 22 10 12 10 Major Upgrade
9-10 10 22 12 14 11 Minor & Major Upgrades
(Constructs have no constitution scores.)
Share protections: The clockwork familiar is linked to the clockwork master. As long as it is within 5’ of its master it receives all his deflection and resistance bonuses. It also shares any damage resistance, spell resistance or energy resistance its master might have in play.
Minor upgrade: the clockwork master may choose any one of the following upgrades for his familiar:
Stat Increase: Any one stat receives a +2 inherent bonus. Note that inherent bonuses do not stack, but the master may upgrade multiple stats of his construct familiar.
Movement Increase: The clockwork familiar’s base movement is doubled. This upgrade can be taken only once.
Damage Increase: The clockwork familiar’s damage increases by one die type (d4 to d6, etc.) This upgrade may be taken multiple times.
Dart Launcher: The clockwork master incorporates a dart launcher into the construct, giving it a ranged attack. The launcher has a range increment of 20’ and fires a dart. This can, of course, be poisoned and whatnot. The construct can hold 4 darts before requiring reloading. If the master builds multiple dart launchers into the clockwork familiar it can fire them all in one round, but it only has room for 4 darts (unless it has the size increase major upgrade, in which case it can hold 40).
Speech: The clockwork familiar can speak one language that the master knows.
Major upgrades are much greater reworkings of the familiar’s construction. They can include any of the following:
Size increase: The clockwork familiar’s size increases by one category, with all that entails (see the Monster Manual). This upgrade may be taken more than once.
Defensive increase: Armoring the clockwork familiar gives it a +4 bonus on its natural armor rating and a +2 enhancement bonus to its hardness.
Sonic Attack: The clockwork familiar can unleash a sonic screech 3/day that has a range of 60’, requires a ranged touch attack, and deals 3d8 hp of damage plus requires a Fort save (DC19+your int bonus) to avoid being stunned for 1d3 rounds.
Enhanced Attacks: The clockwork familiar has melee attack capabilities at odds with its small size. It has been given both claws and teeth, honed to razor sharpness and given a strong locking mechanism on its jaws. The clockwork familiar gains a bite attack that deals 2d4 damage and two claws that deal 1d8 hp each. All of these attacks have a threat range of 19-20. Furthermore, the clockwork familiar has the improved grab special ability with its bite attack and gains a competence bonus to its check equal to its master’s class level due to the sophistication of the locking jaw. As long as it maintains a hold, the clockwork familiar does automatic bite damage each round.
Energy Resistance: the master may grant his familiar his choice of acid, fire, electrical, cold or sonic resistance 20.
Clockwork Efficiency (Ex): When using skills over a long period of time (such as when taking 20 on searching a large room) your systematic approach allows you to complete tasks more quickly than most others would. You may reduce the time required to complete any task that would take you 10 minutes or longer by 25%. Furthermore, if you are leading (not aiding) others in similar activities, they too may benefit from your clockwork efficiency and finish the task quickly.
Minor Graft (Su): The clockwork master has begun to replace his own body with mechanisms and clockwork. For each minor graft he may choose from the following options:
Clockwork Ear: The clockwork master gains a +10 competence bonus on listen checks and has sound-based blindsight, 30’ radius.
Clockwork Hand: One of the clockwork master’s hands has been replaced by an artificial clockwork hand. This hand functions as a locked gauntlet for purposes of being disarmed; it allows the clockwork master to make a slam attack at his full base attack bonus (dealing 2d4 damage and counting as an armed attack); and it has a strength of 20 for purposes of crushing objects that can be held in one hand.
Clockwork Eye: A strange mechanical eye has been implanted in the clockwork master’s socket. It grants him darkvision to a range of 60’, as well as a +5 competence bonus to Spot and Search checks.
Clockwork Lungs: The character’s lungs have been reinforced and strengthened with clockwork apparatus. This allows the clockwork master to hold his breath five times as long as normal (10 rounds per point of constitution). It also gives him a +4 circumstance bonus to saving throws vs. gas-related attacks.
Advanced Crafting (Ex): The clockwork master excels at constructing things. He may craft things too clever and advanced for creatures of his normal cultural level to match. It still takes time and money to construct advanced machinery.
Rebuke Construct (Su): The clockwork master may rebuke, though not command, constructs just as an evil cleric rebukes undead. He may use this ability 3+cha bonus/day.
Major Graft (Su): At 7th and 10th levels a clockwork master may replace or supplement a major body part or organ with machinery. Much like a minor graft, the clockwork master may choose from among the following options:
Bolt Thrower: The clockwork master may implant a bolt thrower in one of his forearms. This bolt thrower fires crossbow bolts (heavy for a medium creature, light for a small creature) with a range increment of 90’. The character’s arm can hold up to 6 bolts, which can be fired at the character’s full rate.
Clockwork Arm of Manipulation: One of the clockwork master’s arms is threaded through with machinery, including tiny fine manipulators that can be extruded from his fingertips. These small tools give a +8 competence bonus to disable device and open locks checks and allow the master to use said skills even if he is untrained.
Clockwork Heart: The clockwork master’s heart itself has been replaced by a mechanical pump. The clockwork master receives a +4 circumstance bonus on all Fortitude saves
Clockwork Leg: A leg has been replaced by metal, increases the clockwork master’s base speed by 20’. This also gives a +10 bonus on Jump checks and removes the limitations on jumping distance based on the clockwork master’s height.
Internal Repair System: The clockwork master’s body is supplemented by several enhancements to aid in healing and resisting damage of certain types. It lets him heal 4 hp/level/day, regardless of rest conditions or long term care and it gives a +4 resistance bonus on followup saving throws against poison or disease.
Strong Arm of Battle: One of the clockwork master’s arms is replaced by a strong mechanical arm. That arm wields weapons and otherwise performs feats of strength with a strength of 22. It gives the clockwork master a natural slam attack (base damage 2d4).
Reprogram (Sp): Once per day the clockwork master can attempt to reprogram a construct in one of two basic ways: to ignore the clockwork master (and one additional creature per point of charisma bonus) or to obey the clockwork master.
An attempt to reprogram a construct requires a full round action (which triggers attacks of opportunity) that culminates in a touch attack by the clockwork master (if need be he can hold the charge for up to four rounds). If he hits, the construct must make a Will save (DC18+Cha bonus) or be reprogrammed.
A construct that is reprogrammed to ignore the clockwork master and his allies will not acknowledge their presence thereafter. This is a permanent effect. A construct reprogrammed to obey the clockwork master will do so to the best of its ability, but a clockwork master may only have one construct at a time that is reprogrammed to serve him. Reprogramming a second one to serve him instantly breaks his hold on the first.
Bugs in the Machine (Sp): The clockwork master can cause a construct or machine within close range (25’+5’/2 levels) to suddenly act strangely as he interferes with its programming (Will save, DC15+cha bonus negates). A construct acts as though confused. A machine does the best it can to act confused, though it may not be able to attack or wander off. This is not a mind-affecting ability and will affect golems or other constructs normally impervious to most magic. A clockwork master can use this ability 3/day.
Monkeywrenching (Sp): Once per day the clockwork master may attempt to totally destroy a construct by pointing at it. This effect is treated as a ray that can reach out to medium range (100’+10’/level); a Fort save, DC20+cha bonus, allows the construct to survive, suffering only 8d6 hp of damage. Like bugs in the machine, monkeywrenching will affect golems and similar constructs immune to most magical effects.
The CLOCKWORK MASTER
Gears, pulleys, strange machines- the clockwork master’s arcane interests lie in areas shunned by most creatures. Constructs fascinate him to no end; he’s always trying to figure out how they work… and how to make them work better.
A character with no access to constructs finds it difficult to qualify for this prestige class. Clerics and wizards who make constructs sometimes enjoy taking this path, as do rogues with an interest in the mechanical.
Hit Die: d6
REQUIREMENTS: Disable Device- 4 ranks, Craft (clockwork)- 10 ranks, Craft (blacksmithing)- 6 ranks; Alignment- Lawful; Intelligence 15+; The Clockwork Master must have defeated (or been part of a group defeating) a construct at least once. Also, he must have taken a construct apart to try to figure out how it works.
THE CLOCKWORK MASTER
Base Attack: Poor (as wizard)
Good Saves: Will
Level Special
1- Mechanically inclined (+2), Clockwork Familiar
2- Clockwork Efficiency
3- Mechanically Inclined (+4), Minor Graft
4- Advanced Crafting
5- Mechanically Inclined (+8), Minor Graft
6- Rebuke Constructs
7- Mechanically Inclined (+12), Major Graft
8- Radiation Resistance 2, Reprogram
9- Mechanically Inclined (+16), Bugs in the Machine
10- Monkeywrenching, Major Graft
Class Skills: The clockwork master’s class skills are Alchemy (int), Concentration (con), Craft (int), Disable Device (int), Knowledge (arcana, engineering, history) (int), Open Lock (dex), Use Magic Device (cha). Skill points per level: 6+int bonus.
Class Features: All of the following are features of the clockwork master:
Weapon and Armor Proficiency: The clockwork master is proficient in all armor and shield. Furthermore, he is proficient in all weapons with moving parts (crossbows, flails, etc.)
Mechanically Inclined (Ex): The clockwork master’s knowledge of machines is so great that he receives a competence bonus on any disable device or open locks checks. Furthermore, this bonus also applies on any craft check made to create or repair machinery of any sort.
Clockwork Familiar (Su): The clockwork master constructs a small mechanical companion that will aid and serve him. Its characteristics vary with its construction, for it can be made of any of several materials as shown below. A clockwork master is constantly upgrading and tinkering with his clockwork familiar, and thus its abilities increase as the master’s level rises.
A clockwork familiar is size Tiny. Because it is delicate it has natural armor equal to its master’s class level despite its construction. All clockwork familiars have improved evasion. It shares your base attack and save bonuses and has half your hit points.
CLOCKWORK FAMILIARS:
Construction
Material Speed Hardness Attacks Special
wood 15' 5 Bite (1d3) Fly (50', poor)
metal 10' 10 Bite (1d4) -
stone 5' 8 Slam (1d4) Stunning fist 1/day
wax 10' 0 Slam (1d3) Fast healing 1 (can't heal fire damage)
bone 10' 6 Bite (1d3) Cause fear 1/day
MASTER'S
LEVEL STR DEX INT WIS CHA SPECIAL
1-2 6 14 4 10 7 Share Protections
3-4 8 16 6 10 8 Minor Upgrade
5-6 10 19 8 12 9 Minor Upgrade
7-8 10 22 10 12 10 Major Upgrade
9-10 10 22 12 14 11 Minor & Major Upgrades
(Constructs have no constitution scores.)
Share protections: The clockwork familiar is linked to the clockwork master. As long as it is within 5’ of its master it receives all his deflection and resistance bonuses. It also shares any damage resistance, spell resistance or energy resistance its master might have in play.
Minor upgrade: the clockwork master may choose any one of the following upgrades for his familiar:
Stat Increase: Any one stat receives a +2 inherent bonus. Note that inherent bonuses do not stack, but the master may upgrade multiple stats of his construct familiar.
Movement Increase: The clockwork familiar’s base movement is doubled. This upgrade can be taken only once.
Damage Increase: The clockwork familiar’s damage increases by one die type (d4 to d6, etc.) This upgrade may be taken multiple times.
Dart Launcher: The clockwork master incorporates a dart launcher into the construct, giving it a ranged attack. The launcher has a range increment of 20’ and fires a dart. This can, of course, be poisoned and whatnot. The construct can hold 4 darts before requiring reloading. If the master builds multiple dart launchers into the clockwork familiar it can fire them all in one round, but it only has room for 4 darts (unless it has the size increase major upgrade, in which case it can hold 40).
Speech: The clockwork familiar can speak one language that the master knows.
Major upgrades are much greater reworkings of the familiar’s construction. They can include any of the following:
Size increase: The clockwork familiar’s size increases by one category, with all that entails (see the Monster Manual). This upgrade may be taken more than once.
Defensive increase: Armoring the clockwork familiar gives it a +4 bonus on its natural armor rating and a +2 enhancement bonus to its hardness.
Sonic Attack: The clockwork familiar can unleash a sonic screech 3/day that has a range of 60’, requires a ranged touch attack, and deals 3d8 hp of damage plus requires a Fort save (DC19+your int bonus) to avoid being stunned for 1d3 rounds.
Enhanced Attacks: The clockwork familiar has melee attack capabilities at odds with its small size. It has been given both claws and teeth, honed to razor sharpness and given a strong locking mechanism on its jaws. The clockwork familiar gains a bite attack that deals 2d4 damage and two claws that deal 1d8 hp each. All of these attacks have a threat range of 19-20. Furthermore, the clockwork familiar has the improved grab special ability with its bite attack and gains a competence bonus to its check equal to its master’s class level due to the sophistication of the locking jaw. As long as it maintains a hold, the clockwork familiar does automatic bite damage each round.
Energy Resistance: the master may grant his familiar his choice of acid, fire, electrical, cold or sonic resistance 20.
Clockwork Efficiency (Ex): When using skills over a long period of time (such as when taking 20 on searching a large room) your systematic approach allows you to complete tasks more quickly than most others would. You may reduce the time required to complete any task that would take you 10 minutes or longer by 25%. Furthermore, if you are leading (not aiding) others in similar activities, they too may benefit from your clockwork efficiency and finish the task quickly.
Minor Graft (Su): The clockwork master has begun to replace his own body with mechanisms and clockwork. For each minor graft he may choose from the following options:
Clockwork Ear: The clockwork master gains a +10 competence bonus on listen checks and has sound-based blindsight, 30’ radius.
Clockwork Hand: One of the clockwork master’s hands has been replaced by an artificial clockwork hand. This hand functions as a locked gauntlet for purposes of being disarmed; it allows the clockwork master to make a slam attack at his full base attack bonus (dealing 2d4 damage and counting as an armed attack); and it has a strength of 20 for purposes of crushing objects that can be held in one hand.
Clockwork Eye: A strange mechanical eye has been implanted in the clockwork master’s socket. It grants him darkvision to a range of 60’, as well as a +5 competence bonus to Spot and Search checks.
Clockwork Lungs: The character’s lungs have been reinforced and strengthened with clockwork apparatus. This allows the clockwork master to hold his breath five times as long as normal (10 rounds per point of constitution). It also gives him a +4 circumstance bonus to saving throws vs. gas-related attacks.
Advanced Crafting (Ex): The clockwork master excels at constructing things. He may craft things too clever and advanced for creatures of his normal cultural level to match. It still takes time and money to construct advanced machinery.
Rebuke Construct (Su): The clockwork master may rebuke, though not command, constructs just as an evil cleric rebukes undead. He may use this ability 3+cha bonus/day.
Major Graft (Su): At 7th and 10th levels a clockwork master may replace or supplement a major body part or organ with machinery. Much like a minor graft, the clockwork master may choose from among the following options:
Bolt Thrower: The clockwork master may implant a bolt thrower in one of his forearms. This bolt thrower fires crossbow bolts (heavy for a medium creature, light for a small creature) with a range increment of 90’. The character’s arm can hold up to 6 bolts, which can be fired at the character’s full rate.
Clockwork Arm of Manipulation: One of the clockwork master’s arms is threaded through with machinery, including tiny fine manipulators that can be extruded from his fingertips. These small tools give a +8 competence bonus to disable device and open locks checks and allow the master to use said skills even if he is untrained.
Clockwork Heart: The clockwork master’s heart itself has been replaced by a mechanical pump. The clockwork master receives a +4 circumstance bonus on all Fortitude saves
Clockwork Leg: A leg has been replaced by metal, increases the clockwork master’s base speed by 20’. This also gives a +10 bonus on Jump checks and removes the limitations on jumping distance based on the clockwork master’s height.
Internal Repair System: The clockwork master’s body is supplemented by several enhancements to aid in healing and resisting damage of certain types. It lets him heal 4 hp/level/day, regardless of rest conditions or long term care and it gives a +4 resistance bonus on followup saving throws against poison or disease.
Strong Arm of Battle: One of the clockwork master’s arms is replaced by a strong mechanical arm. That arm wields weapons and otherwise performs feats of strength with a strength of 22. It gives the clockwork master a natural slam attack (base damage 2d4).
Reprogram (Sp): Once per day the clockwork master can attempt to reprogram a construct in one of two basic ways: to ignore the clockwork master (and one additional creature per point of charisma bonus) or to obey the clockwork master.
An attempt to reprogram a construct requires a full round action (which triggers attacks of opportunity) that culminates in a touch attack by the clockwork master (if need be he can hold the charge for up to four rounds). If he hits, the construct must make a Will save (DC18+Cha bonus) or be reprogrammed.
A construct that is reprogrammed to ignore the clockwork master and his allies will not acknowledge their presence thereafter. This is a permanent effect. A construct reprogrammed to obey the clockwork master will do so to the best of its ability, but a clockwork master may only have one construct at a time that is reprogrammed to serve him. Reprogramming a second one to serve him instantly breaks his hold on the first.
Bugs in the Machine (Sp): The clockwork master can cause a construct or machine within close range (25’+5’/2 levels) to suddenly act strangely as he interferes with its programming (Will save, DC15+cha bonus negates). A construct acts as though confused. A machine does the best it can to act confused, though it may not be able to attack or wander off. This is not a mind-affecting ability and will affect golems or other constructs normally impervious to most magic. A clockwork master can use this ability 3/day.
Monkeywrenching (Sp): Once per day the clockwork master may attempt to totally destroy a construct by pointing at it. This effect is treated as a ray that can reach out to medium range (100’+10’/level); a Fort save, DC20+cha bonus, allows the construct to survive, suffering only 8d6 hp of damage. Like bugs in the machine, monkeywrenching will affect golems and similar constructs immune to most magical effects.