Mechanical Master Summoner 6
Amalgus is a prototype. The Lyricist, the powerful and eccentric Designer, decided to see if the communication grid between units could be networked to increase the efficiency of a group. A collection of older, obsolete units were repurposed and made to interlock over a lightweight frame, and redesigned to modularly rearrange their forms as needed. They are able to act as a single entity, or split into many separate entities.
Because of the additional power drain, the Lyricist discovered that the separate units could not be away from the mainframe for extended periods of time, so an emergency spacial-fold system was integrated to teleport units back to the mainframe before they lost power.
The design was strong, but considered to have too many inherent flaws to mass produce, the largest of which was it's confusion and frustration in regards to single entities. The prototype was released on it's own recognizance so it could be observed over time.
Now, the multi-entity known as Amalgus offers it's service to others to test it's own limits. It believes it is a remarkable feat of engineering and intends to prove it. It has difficulty understanding single-unit entities and considers itself superior to them. It is quite young and eager for experience.
Due to conflict with the ruling class of single-entities on it's home world, the Lyricist has sent Amalgus off into the blackness of the stars to explore and gather information. The Lyricist believes Amalgus' unique and adaptable configuration will lend itself toward finding solutions to many problems and surviving unforseen events.
Amalgus is a number of smaller component units that interlock to form a single entity. They can separate and form smaller specialized units in order to perform multiple simultaneous tasks, but only for a short time.
Amalgus draws inspiration from the Replicators from Stargate and Soundwave from Transformers
Amalgus isn't really sure what it is anymore. It's sense of self was wiped out by it's transformation. Now it's a lot of entities with one consciousness. It's primary goal is to sort out what it means to be what it is now, and prove itself to be a viable model.
It is looking to test itself in as many varied situations as it can to test it's limits, expand it's capabilities and prove to the Lyricist that saving it was a good investment.
At this point, Amalgus has no friends or enemies, unless you count the Lyricist which is closer to a God in Amalgus' mind than a friend. It is willing to take on any task just for the experience. The things it desires will become apparent as it's personality becomes more defined.
Amalgus has a strong dislike for new models that feel superior simply because they are new. It dislikes the concept of obsolescence, feeling that the knowledge lost when a model is decommissioned is a tragedy. It hopes to find a way to incorporate the programming of other older models into itself in order to save and benefit from their experience.
50 Hit Points (6d8, +20 construct bonus)
19 AC (+6 Mithril Breastplate, +1 Mithril Buckler, +2 dex)
18 CMD (+4 BaB, +2 dex, +2 str)
+2 Fort (+2 class)
Javelins, +6, 1d6+3, x2 crit, 30' range increment
=====Traits and Feats=====
Skill Points Per Level: 2 class, +2 int, +1 favored class
+ Craft: Alchemy (6 rank, +3 int, +3 class, +2 equip)
DC 15+ spell level
Cantrips (all usable at will)
1st level (5 per day)
2nd level (4 per day)
=====Summoner Class Abilities=====
Modular Constructs: Amalgus' Eidolon and Summons gain Amalgus' Racial abilities. Summoned creatures do not gain Fast Healing or Sentience unless the base creature has those abilities.
Summon Monster: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner’s eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.
Lesser Eidolon: This ability replaces the summoner’s normal summon monster I ability and shield ally.
A master summoner’s class level is halved (minimum 1) for the purposes of determining his eidolon’s abilities, Hit Dice, evolution pool, and so on. The eidolon otherwise functions as normal.
This ability replaces the summoner’s normal eidolon ability.
Augment Summoning: At 2nd level, a master summoner gains Augment Summoning as a bonus feat. He does not have to meet any requirements for this feat.
Initial Attributes: 13, 14, 10, 14, 12, 16 (25 point buy)
+2 Str, +2 Int, +2 Cha, -2 Wis
4th level stat point in Strength
Fire and Cold resist 5
Vulnerable to Electricity
Construct Traits: Low-light vision. Darkvision 60 feet.
Sentience: Unlike most constructs, Amalgus is vulnerable to charms, compulsions, morale effects, patterns, and phantasms.
Self Repairing: Amalgus has Fast Healing 3 (equal to 1/2 it's character level) and is not destroyed when it reaches 0 HP. Instead it uses the normal rules for characters at negative HP. Once Amalgus reaches -10 it is damaged beyond repair and is effectively dead. As a construct Amalgus cannot ever be resurrected or raised from the dead.
Shortwave Communication: as Telepathy with a range of 100 feet, but limited to mechanical constructs and creatures with the (mechanical) subtype. In addition, this allows Amalgus to sense the location of creatures it can communicate with using this ability.
Sunlight Dependent: Amalgus is Sickened and loses it's Fast Healing ability after spending longer than one hour in areas without sunlight. After one day without sunlight, Amalgus becomes Fatigued. After one week without sunlight, Amalgus becomes Staggered. After one month without sunlight, Amalgus becomes Paralyzed. These conditions persist until Amalgus is able to spend at least one hour in direct sunlight. The Daylight spell (and similar effects) is treated as actual sunlight for the purposes of this ability, but no other light source does.
Armor: +1 Mithril Agile breastplate (4550 gp)
Wand of Lesser Rejuvenate Eidolon (50 charges) (750 gp)
Traveling Spellbook x3
Bomb Launcher x30 (100 gp)
Blightburn paste (1666 gp) (Amalgus' core)