soul fused construct

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A living construct race for pathfinder

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Soul-fused Construct

The crafting of a soul-fused construct is a rather unique approach to crafting construct. Unlike most constructs, whom are powered by enslaving an elemental being into the construct's body, soul-fused constructs are powered by binding a mortal's soul to the body of a construct. Also, unlike most constructs, the soul-fused construct is sentient, though the process of transferring the soul into the construct body is especially traumatizing, and afterwards, most soul-fused constructs have little to no memory of their previous lives. This process is not always voluntary on the mortal's part, and less scrupulous mages and artificers have been know to take souls from the unwilling.

The soul-fused construct's body tends to be relatively unique, built for any of a wide variety of tasks and specializations. Thus it can take on a wide variety of appearances and material compositions.

Game Rule InformationHD: d10Class Skills: Due to the wide variety of tasks that a soul-fused construct could be built for, they have no single unifying class skill list. Instead, choose 6 skills to be your class skills.Skill Points: 4 + Int modifier (x4 at 1st level)

The Soul-Fused Construct

LevelB.A.B.FortitudeReflexWillSpecial

1+1+2+0+2Composite Plating, Entrance Restriction, Constructed Body, Minor Feature

2+2+3+0+3Minor Feature

3+3+3+1+3Minor Feature

4+4+4+1+4Minor Feature

5+5+4+1+4Minor Feature

6+6/+1+5+2+5Intermediate Feature

7+7/+2+5+2+5Intermediate Feature

8+8/+3+6+2+6Intermediate Feature

9+9/+4+6+3+6Intermediate Feature

10+10/+5+7+3+7Intermediate Feature

11+11/+6/+1+7+3+7Major Feature

12+12/+7/+2+8+4+8Major Feature

13+13/+8/+3+8+4+8Major Feature

14+14/+9/+4+9+4+9Major Feature

15+15/+10/+5+9+5+9Major Feature

16+16/+11/+6+10+5+10Superior Feature

17+17/+12/+7+10+5+10Superior Feature

18+18/+13/+8+11+6+11Superior Feature

19+19/+14/+9+11+6+11Superior Feature

20+20/+15/+10+12+6+12Superior Feature, Power Division

Weapon and Armor Proficiency: The soul-fused construct is proficient with all simple weapons, but not with any armor or shields.

Entrance Restriction (Ex): Due to the nature of this class, you cannot enter into it after first level without special DM permission. Soul-fused Constructs may multiclass out of this class should they choose to do so, and suffer no additional penalties beyond the standards of the campaign.

Composite Plating (Ex): The Soul-fused Construct's body is built with several plates of metal, stone and/or other materials, fitted together to appear nearly seamless. This provides the soul-fused construct with a +4 armor bonus. This plating is not natural armor and doesn't stack with other effect that give an armor bonus (other than natural armor). The composite plating does not incur an armor check penalty to skills, except for a -8 penalty to swim checks. The composite plating does inflict a 25% arcane spell failure chance. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a soul-fused construct cannot wear armor or magic robes. Soul-fused construct's composite plating can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him/her. In all other ways, the composite plating is considered to be light armor.

At level 5 and every 5 levels afterwards (at level 10, 15, etc) the armor bonus increases by +2.

Constructed Body (Ex): Upon taking the first level of this class, you lose your current creature type and gain the Construct (Living) type. This has the following benefits,

Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.

Unlike other constructs, a living construct does not have low-light vision or darkvision.

Unlike other constructs, a living construct is not immune to mind-influencing effects.

Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.

A living construct cannot heal damage naturally.

Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

Unlike other constructs, a living construct can use the run action.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.

Can be raised or resurrected.

Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.

Does not need to sleep, but must rest for 8 hours before preparing spells.

Features: At first level and every level thereafter, the soul-fused construct gains a feature from the list shown below. Initially, the soul-fused construct is limited to minor features, but gains access to intermediate features at 5th level, major features at 10th level and superior features at 15th level. A soul-fused construct may gain a lower grade feature in place of a higher grade feature, should it choose to do so. All features are considered to be extraordinary abilities unless otherwise specified.

Power Division (Ex): At the height of your abilities, you gain the ability to push your mechanical body beyond what it would ordinarily be capable of through clever redirection of power supply. Starting at 20th level, whenever your hit points fall beneath 0, you may disengage one of your features to continue fighting unaffected by the damage. A disengaged feature may not be used again for 24 hours, and a feature which has no daily uses remaining may not be disengaged. Disengaging a minor feature lets you ignore your injuries for 1 round; an intermediate, 3 rounds; a major, 5 rounds; and a superior, 10 rounds. At the end of your allotted time, if you have not been restored to above 0 hit points, you must either disengage another feature or fall unconscious.

FeaturesMinor FeaturesEnhanced Plating: The armor bonus you gain from your composite body ability is increased by 1.Enhanced Senses: You may add your class level to listen, search and spot checks.Magical Analysis Suite (Su): You may cast detect magic, read magic, and identify at will.
Mechanical Aptitude Enhancement: You gain trapfinding as the rogue class feature and may apply your class level as a bonus to Open Lock and Disable Device checks.
Weapon Utilization Protocol: You gain proficiency with all martial and exotic weapons.
Instilled Knowledge: You may apply your class level as a bonus to all Knowledge checks.
Mobility Enhancement: You may apply your class level as a bonus to Balance, Climb, Jump, and Swim checks.
Incendiary Weapon (Su): You may cast burning hands a number of times per day equal to twice your class level.
Solid-Slug Projectile Weapon: As a standard action, you may make a single ranged attack that deals 1d8 piercing damage, with a 60 foot range increment. You do not need to spend time reloading and never run out of ammunition.
Dual Suppressive Projectile Weapons: As a standard action, you may make ranged touch attacks against up to two enemies out to a 80 foot range increment. If your attacks hit, those enemies do not threaten any spaces and cannot make any attacks of opportunity until your next turn.
Enhanced Self-Preservation Functionality: You gain Great Fortitude, Iron Will, and Lightning Reflexes as bonus feats.
First Aid/Stabilization Suite (Ex/Su): You may apply your class level as a bonus to Heal checks, and you may cast cure light wounds a number of times per day equal to your class level.
Enhanced Magic Item Usage: You may apply your class level as a bonus to Use Magic Device checks.Unarmed Combat Package: You gain the Improved Unarmed Strike and Superior Unarmed Strike feats as bonus feats, regardless of prerequisites.

Intermediate Features:
Combat Plating: The magnitude of your composite plating bonus increases by 2. Prerequisites: Enhanced Plating
Magic Nullification Driver (Su): You may cast dispel magic a number of times per day equal to your class level.
Camouflage Detection/Disruption Suite(Su): You may cast see invisbility on yourself at will and invisibility purge a number of times per day equal to your half your class level, rounded down.
Thermal Weapon Loadout: You may cast scorching ray a number of times per day equal to half your class level, rounded down.
Dual Solid-Slug Projectile Weapons: As a standard action, you may make two ranged attacks each dealing 1d8 piercing damage with a 60 foot range increment. You do not need to spend time reloading and you do not run out of ammo. You may attack two different targets if you desire. Prerequisites: Solid-Slug Projectile Weapon
Incendiary Projectile Weapon: As a standard action, you may make a ranged attack against an enemys touch AC with a range equal to that of a light crossbow. If you hit, the enemy must make a Reflex save of DC (10 + your class level) or catch on fire. You do not need to spend time reloading, and you do not run out of ammunition.
Energy Resistant Plating: You gain energy resistance against a given energy type equal to twice your composite plating bonus. May be selected multiple times for different types.
Dynamic Targeting System: You gain Far Shot, Precise Shot, and Rapid Shot as bonus feats regardless of prerequisites.
Negotiation Protocol (Ex/Su): You may apply your class level to Diplomacy checks and always function as if under the effect of a tongues spell.
Enhanced Combat Processor: You gain a +1 bonus to all attack rolls.Enhanced Unarmed Combat Package: Your unarmed strikes now deal damage as if you were one size category larger. Prerequisites: Unarmed Combat Package.Durable Plating: You gain Damage Reduction 2/Adamantine


Major Features:
Enhanced Combat Plating: The magnitude of your composite plating bonus increases by 3. Prerequisites: Combat Plating
Sonic Weapon Suppresor (Su): You may cast shout a number of times per day equal to half your class level, rounded down.
Material Disruption System (Su): You may cast disintegrate a number of times per day equal to one-third your class level, rounded down.
Rapid-Fire Solid-Slug Projectile Weapon: As a standard action, you may make four ranged attacks each dealing 1d8 piercing damage with a 60 foot range increment. You do not need to spend time reloading, and you do not run out of ammunition. Prerequisites: Dual Solid-Slug Projectile Weapons
Armor-Piercing Projectile Weapon: As a standard action, you may make a ranged attack against an enemys touch AC dealing 1d10 damage with an 80 foot range increment. You do not need to spend time reloading, and you do not run out of ammunition.
Wrist-Mounted Close Engagement Shotguns: When making a full attack against a creature with damage reduction with your unarmed strikes, you add the damage from all your unarmed strikes together and apply the damage reduction to that result. For example, Deus is attacking Stone Golem with his unarmed strikes, and hits three times, dealing 6, 8, and 10 damage. Before applying the damage reduction to each individual attack, Deus totals them, for 24 damage total, and then applies the damage reduction, resulting in dealing 14 damage, rather than no damage. Prerequisites: Solid-Slug Projectile Weapon & Unarmed Combat Package.
Wing-Enabled Flight System: You gain a flight speed equal to twice your land speed with average maneuverability.
Enhanced Energy Resistant Plating: You gain energy resistance against a given energy type equal to four times your composite plating bonus. May be selected multiple times for different types. Prerequisites: Energy Resistanct Plating
Magical Penetration Scanners (Su): You may cast true seeing a number of times per day equal to one-third your class level, rounded down. Prerequisites: Magical Anaylsis Suite
High-Speed Combat Processor: You gain a +2 bonus to all attack rolls. Prerequisites: Enhanced Combat Processor
Enhanced Durable Plating: You gain Damage Reduction 5/Adamantine Prerequisites: Durable Plating

Superior Features:
Superior Combat Plating: The magnitude of your composite plating bonus increases by 5. Prerequisites: Enhanced Combat Plating
Booster-Enabled Flight System: You gain a flight speed equal to three times your land speed with perfect maneuverability.
Magic Disruption Burst Generator: You may cast disjunction twice per day.
Magical Intrusion/Influence Disruption Guard (Su): You gain the benefits of a permanent mind blank spell.
Incendiary Multi-Target Neutralization System: You may cast meteor swarm once per day.
Superior Energy Resistant Plating: You gain immunity to a given energy type. May be selected multiple times for different types. Prerequisites: Enhanced Energy Resistant Plating
High-Penetration Emplaced Railgun: You may deploy this weapon as a standard action. Following deployment, you may attempt to target a single creature at any visible range, a process requiring three full rounds in which you may not move, lose line of sight to the target, or take damage. Failing any of these conditions resets the targeting process. After these rounds have passed, you may make a ranged touch attack on the targeted enemy which is instantly fatal if it connects. Prerequisites: Rapid-Fire Solid-Slug Projectile Weapon
Superior Combat Processor: You gain a +3 bonus to all attack rolls.Ultimate Unarmed Combat Package: You may add double your strength modifier to all unarmed strike damage rolls. Prerequisites: Enhanced Unarmed Combat Package.Improved Durable Plating: You gain Damage Reduction 10/Adamantine Prerequisites: Enhanced Durable Plating

New FeatsExtra Functionality
Prerequisite: Soul-Fused Construct level 1+
Benefit: You may select an additional soul-fused construct feature of a category no higher than the one granted by your current soul-fused construct level.Special: You may gain this feat multiple times. It's effects do not stack, each time you take this feat, you gain an additional feature.

Golemaic ResistancePrerequisites: Magical Analysis SuiteBenefit: You gain a +2 bonus on all saves against spells and spell-like abilities.

Improved Golemaic ResistancePrerequisites: Magical Analysis Suite, Golemaic Resistance, Soul-fused Construct level 6+Benefit: You gain spell resistance 5 + Soul-fused Construct level.