Livemetal Adept (3.5e Prestige Class)

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Livemetal Adept
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Editing: Mechanical changes on Talk first please

Livemetal Adept[edit]

Life is more than meat and bone, it is an undefinable aspect, and can be found in stone and steel, I am proof of that.
—Cain Fisher, Half-Giant Livemetal Adept

Many have studied just what makes a being 'alive'. Not all things have organs and flesh, and beings such as warforged seem as alive as any man. Within their studies, they discovered 'livemetal', an iron-like substance known for curious, organic properties, especially when bound to a living person's energy. By binding the soul unto runes and imbuing within the body, it is possible for a mortal to transcend from flesh to steel, alive, yet without organic frailities to hold them back.

Becoming a Livemetal Adept[edit]

<-why characters persue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Base Attack Bonus: +3
Skills: Craft (metalworking) 8 ranks, Decipher Script 2 ranks, Knowledge (arcana) 8 ranks, Knowledge (architechure), Knowledge (engineering) 2 ranks and Knowledge (geography) 2 ranks.
Feats: Combat Casting.
Spellcasting: Arcane Caster Level 1.
Special: Must imbue a mix of special oils and prepared livemetal costing 1000g.

Table: The Livemetal Adept

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting Natural Armor
Fort Ref Will
1st +0 +2 +0 +0 Construct Resistances, Skin of Steel, Livemetal Dependency, Low-Light Vision +1
2nd +1 +3 +0 +0 Armor Check Penalty -1, Fortification (25%) +1 level of existing arcane spellcasting class +1
3rd +2 +3 +1 +1 Armor Check Penalty -2, Transformation 1 +1 level of existing arcane spellcasting class +2
4th +3 +4 +1 +1 Darkvision 60 ft., No Consumption, Slam Attack +2
5th +3 +4 +1 +1 Armor Check Penalty -3, Fortification (50%) +1 level of existing arcane spellcasting class +3
6th +4 +5 +2 +2 Armor Check Penalty -4. Transformation 2 +1 level of existing arcane spellcasting class +3
7th +5 +5 +2 +2 No Rest +4
8th +6 +6 +2 +2 Armor Check Penalty -5, Fortification (75%), Second Slam +1 level of existing arcane spellcasting class +4
9th +6 +6 +3 +3 Armor Check Penalty -6, Transformation 3 +1 level of existing arcane spellcasting class +5
10th +7 +7 +3 +3 Construct Transformation, Stability +5

Class Skills (2 + Int modifier per level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Profession (Int), Spellcraft (Int).

Class Features[edit]

As the Livemetal Adept grows in levels, his weight begins to bloat rapidly, doubling at 2nd level, triple at 3rd, and so on, to a maximum of x10 at 10th level. As such, a 200 lb warrior who transforms becomes a 2000 lb construct at the end.

All of the following are class features of the Livemetal Adept.

Spellcasting: At each level except for first and every 3 levels beyond (4th, 7th, 10th, etc), 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 arcane spellcasting class before becoming a Livemetal Adept, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Construct Resistances (Ex): Empowered with an increasing durability, the Livemetal Adept gains his class level as a circumstance bonus on saves against disease, poison, and sleep. Eventually complete immunity is obtained with construct transformation, overriding these benefits.

Skin of Steel (Ex): Livemetal bonds to each cell in the body, and in doing so gives it steel-like durability. The Livemetal Adept gains 1 point of damage reduction/adamantine per class level.

Livemetal Dependancy: Livemetal, once properly consumed, is somewhat addictive, and the class features and transformation depend upon its consumption. When he gains a level in this class beyond 1st, he does not gain any of the class features for that level until he has performed a special ritual on livemetal, etching it with the appropriate runes and grinding it into dust to consume. The ritual requires 8 hours, 1 pound of livemetal, and 1000g in special reagents and materials. A Livemetal Adept's base attack bonus, saves, skills, hit dice, ability score increases, and feats are not dependant on the ritual, he fails only to gain the special class abilities until the ritual is completed.

Low-Light Vision (Ex): The Livemetal Adept's eyes become more like a construct, granting him low-light vision. If he already had low-light vision, it extends twice as far.

Natural Armor (Ex): At 1st level and every odd level beyond, the Livemetal Adept's skin hardens, granting him a +1 natural armor bonus.

Armor Check Penalty: At 2nd level, the results of consuming livemetal began having unintended effects. While making him stronger, his bones and eventually even his flesh clangs with a heavy solid metallic ring, effectively giving him an armor check penalty or -1. This rises to -2 at 3rd, -3 at 5th, -4 at 6th, -5 at 8th, and -6 at 9th, where it no longer grows.

Fortification (Ex): At 2nd level, vital organs begin to shut down, instead replaced by the mysterious functions of livemetal. He gains 25% fortification. This rises to 50% at 5th level and 75% at 8th level. Eventually with the construct transformation, complete immunity is obtained.

Transformation: At levels 3, 6, and 9, the Livemetal Adept's body begans to change. As his form becomes more and more solid, he gets stronger, tougher, but ultimately slower and stiffer as well. At 3rd level the Livemetal Adept gains +2 Str, -2 Dex, and +2 Con. At 6th these benefits change to +4 Str, -4 Dex, and +4 Con, and at 9th, to +6 Str, -6 Dex, and +6 Con. The reduction in dexterity cannot reduce you below 1.

Darkvision (Ex): At 4th level, the Livemetal Adept's eyes adjust further like a construct's vision, granting Darkvision out to 60 ft. If you already have darkvision, it increases by 60 ft.

No Consumption (Ex): At 4th level, the livemetal infusions begin to generate their own magical energy, replenishing the body simply by existing. The Livemetal Adept no longer needs to eat or breath.

Slam Attack: At 4th level, as the weight of the Livemetal Adept grows, they gain the ability to make powerful blows with their body. They gain a slam attack as a primary natural weapon that deals 1d6 + Str damage for Medium creatures.

No Rest (Ex): At 7th level, the livemetal infusions have replaced all of the muscle and flesh, tireless in its function. The Livemetal Adept becomes immune to sleep, fatigue, and exhaustion, and no longer sleeps.

Second Slam: At 8th level, the Livemetal Adept is more in tune with their new body, and gains a second slam attack, the same as the first.

Construct Transformation: At 10th level, the transformation is finally complete, and with it the body undergoes one final radical change. The Livemetal Adept's type becomes Construct, with the Living Construct subtype. He gains immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, effects which cause the sickened condition, energy drain, critical hits, ability damage, ability drain, nonlethal damage, and stunning. He only gains 1/2 benefit from Cure spells, and benefits completely from Repair spells. He does not heal damage naturally, but may be repaired as per any construct. He is not immune to negative energy, nor mind-affecting effects as his mind is intact, if in an alien body. He may be targeted by spells which effect metal, such as Heat Metal or the attack of a Rust Monster. He no longer ages, and cannot be magically aged. Indeed, he is immortal and may exist forever.

In addition, his size increases by one step as well, gaining all benefits and penalties associated with the size change. For a typical medium character, this is a total Str +14, Dex -8, Con +10, Natural Armor +7, 10 ft. size and reach, and armor check penalty -6 after the class is completed. They look every bit like a construct, typically more chizeled and solid in appearance.

Stability (Ex): At 10th level, the new build of the Livemetal Adept grants him unusual stability, giving a +4 bonus against bull rushed or tripped while standing on the ground. If you already have the stability feature (such as a dwarf) it stacks.

Table: The Epic Livemetal Adept
Level Special Spellcasting Natural Armor
11th Skin of Steel +1 level of existing arcane spellcasting class +6
12th +1 level of existing arcane spellcasting class +6
13th +7
14th +1 level of existing arcane spellcasting class +7
15th +1 level of existing arcane spellcasting class +8
16th +8
17th +1 level of existing arcane spellcasting class +9
18th +1 level of existing arcane spellcasting class +9
19th +10
20th +1 level of existing arcane spellcasting class +10

Class Features[edit]

Campaign Information[edit]

Playing a Livemetal Adept[edit]

Combat: Livemetal Adepts are gishes, who mix melee and magic. How much one focuses on each aspect varies from person to person. Generally their magic, stunted by their transformation, is used for buffing and utility. With their strong defense against physical attacks and a host of immunities, few things can slow a Livemetal Adept down.

Advancement: Abjurant Champion is king of gish classes, and Eldritch Knight is always a possibility.

Resources: Wizards study livemetal, but few go so far as to try and bind it directly to their bodies. It is a risky operation, but for some, it is all for the sake of science.

Livemetal Adepts in the World[edit]

I am the guardian of this city, a thousand years it has stood, and a thousand more it will. I will not move.
—Watcher, Dwarven Livemetal Adept

Some do it for the sake of knowledge, unlocking the meaning of life itself. Some do it for a bid for immortallity, less morally corrupt than lichdom. Others fine themselves corrupted on accident from lifemetal poisoning and, addicted, continue to consume more of the living metal until their bodies are consumed. In any case, livemetal adepts often walk their path alone.

NPC Reactions: They are likely mistaken for mere golems, and when speaking, golems of exceptional worth, but many livemetal adepts find others thinking them created objects, puppets to some strong wizard.

Livemetal Adept Lore[edit]

Characters with ranks in Knowledge Arcana can research Livemetal Adepts to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Livemetal Adepts are powerful constructs with human minds and arcane power.
15 Originally mortal, they have transformed themselves and now live forever, bodies as strong as steel.
20 Livemetal Adepts are still alive, and though they do not feed they have a sort of metabolism. As such, they are living constructs. This reveals all living construct traits as well.
30 This reveals information about a specific Livemetal Adept, their whereabouts, lore, and possibly areas where they found livemetal to study and consume.

Livemetal Adepts in the Game[edit]

Often Livemetal Adepts, either as their purpose of after their original purpose has been fulfilled, find themselves settling into cities, dungeons, or places of sentimental value. There, in deep meditation, they wait, guarding their home until some outside force or deep insight wakes them from their quasi-slumber.

Adaptation: Becoming a livemetal adept need not be willing. With livemetal replaced by nanobots, one has a transformation into a cyborg state of half-living.

Sample Encounter: Cain Fisher is an absolutely massive Half-Giant Livemetal Adept, who sleeps within the depths of the city he loves. Long forgotten by the people above, his re-awakening brings fear to it's populace, and his long forgotten tongue serves only to confuse. Who can communicate with him, and understand the warning he tries to bring to his people?

EL: 15.

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