
Elorebaen |

All,
Does anyone know if there is a class that would allow one to graft construct parts onto oneself. Make of oneself a piece of art, if you will.
Something like the Renegade Master.
Will all of the great 3pp content out there, I'm hoping someone has seen one along the way.
Thanks!

Lord Mhoram |

I know of a few: The Fabricant from Necromancers of the Northwest. Has a class that is intended to let a mechanical type character upgrade, but it has a sidebar about the idea of letting an organic character take it by replacing with construct parts.
The other is the Golemoid from Thunderscape: World of Aden the idea is the someone with a campaign specific disease "The Wasting" replaces body parts with construct pieces.
I know I have seen another, but I cannot call it to mind.
Both of these would probably need a little re-flavoring, but they should give you a start.

Drejk |
1 person marked this as a favorite. |

Liber Influxus Communis contains metamorph class that slowly acquires traits of creatures from one selected type.
You can make a character who slowly rebuilds oneself into a construct by selecting Construct phenotype. It's a very neat class that uses summoner's eidolon's evolution rules to slowly transform the character into a transhumanist transhumanoidist entity.

Baval |
quite a few, but probably the best is from the book "On the Creation of Fabricants" which allows you to play as an artificial creature which upgrades itself rather than getting class features. There is a prestige class to allow more fleshy people to get their upgrades (and with DM approval can even take the base class)
There is also the transmechanical ascendant of the machinesmith, or the cybernetics doctor archtype of the same class
The transmechanical ascendant in particular is basically exactly the same as the Renegade Mastermaker. It can be found here

Lord Mhoram |
1 person marked this as a favorite. |

Liber Influxus Communis contains metamorph class that slowly acquires traits of creatures from one selected type.
You can make a character who slowly rebuilds oneself into a construct by selecting Construct phenotype. It's a very neat class that uses summoner's eidolon's evolution rules to slowly transform the character into a
transhumanisttranshumanoidist entity.** spoiler omitted **
** spoiler omitted **
That was the other one I was thinking of- I am playing one right now, but not the Construct phenotype - so it wouldn't come to mind.
Great class. I love it. :)

Amora Game |
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It is a WIP but the Forged from LX makes you a construct.
In the ancient times there are stories of men made of bronze and gears that would march forth to do battle in the name of their ruler or creator. Constructs that seemed to possessed sentient and would bleed when struck down. These were the early conscripts that would become known as the Forged.
Only found tucked away on the forgotten shelf of a library or buried deep within the realms of an alchemist laboratory, one can find the recipe for a special formula that is kept secret. Artificers, tinkers, and even warsmiths long for the artifact that is comparable to a sorcerer's stone, that promises a path to immortality called the 'Book of Formation'. No individual is said to have ever found a completed manuscript, but excepts and some incomplete fragments are said to surface throughout history. Those that study the legends know that they can become a forged, a being of flesh and metal. A living construct.
Role: Forged are warriors or intellectuals that search for lasting life in their physical form. Some seek out undeath as their means to mortality, but the forged seek to never die. Wishing to become immortal to carry out their studies or life passions for eternity, at the sacrifice of their flesh.
Alignment: Any.
Hit Die: d8
Requirements:
To qualify to become a forged, a character must fulfill all the following criteria.
Feats: Craft Magic Arms and Armor or Master Craftsman feat.
Skill: Two Craft (armorsmithing, blacksmithing, or any craft skill that relates to working with metal) 8 ranks, Craft (any) 8 ranks, and Knowledge (arcana) 6 ranks.
Special: Special: A set full suit of masterwork light, medium, or heavy, armor made from Adamantine, Elysian bronze, Fire-forged steel, Frost-forged steel, Living steel, Mithral, or standard metal.
Class Skills:
The forged’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Cha), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Class Features:
Weapons and Armor Proficiency: The forged gains proficiency with simple and martial weapon. He gains proficiency with the armor chosen as his alchemical suit.
Spells per Day: At the indicated levels, a forged gains new spells per day (or emulations if a warsmith) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class (if any). He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one spellcasting class before becoming a forged, he must decide to which class he adds the new level for the purpose of determining spells per day.
Alchemical Suit (Su/Ex): The forged have delved into the lost tombs for secrets hidden from the common eye. At 1st level, the forged uses the metal armor the he had chosen for his special requirement, and tempers it with secret alchemical regents and forging techniques that take a full day of work. During this process the forged coats this armor in the forge and must soak himself in a chemical mixture that attunes both the forged and his suit to each other. In this manner, the forged imprints himself onto the suit giving it intelligence.
Just like other intelligent magic items, the alchemical suit gains the Intelligence, Wisdom, and Charisma score of 10 and gains the forged’s alignment. It also gains the empathy and senses (30 ft.) that can only be communicated with its master, and gains one random power from Table 15-24: found in the Pathfinder Roleplaying Game Core Rulebook. While the suit, if not already magical, is considered an Intelligent Magical Item for only purpose of figuring the qualities of Intelligence Items. Like other Intelligence items it can be improved upon as such.
If the alchemical suit of armor is worn by any one else other than the forged, this alchemical suit hardens and becomes extremely heavy. This results in the individual suffering an increase of one load capacity.
The forged must treat his body and his armor with an alchemical item once every 15 days. This could be as simple as grinding the contents of a tangle foot bag for consumption or to being the target of an alchemist fire blast while wearing his armor. He must continue to do so until he is able to merge with his armor at 5th level.
At 5th level, when a forged melds with his alchemical suit, it’s Armor Bonus becomes a Natural Armor bonus instead. He still incurs the effects of the armors maximum Dex bonus, its armor check penalty, and its arcane spell failure chance, if any. His alchemical armor is no longer alters his speed due to its weight. In addition, he may magically enhance and enchant his new skin as if it were a normal suit of armor.
Iron Fist (Ex): On the path to become a rare living construct, the forged looks to first improve the very things he works with, his hands. Some only replace from the wrist up of one hand, while others some replace both arms at once, while others craft gauntlets that eventually fuse with their flesh overtime. Regardless of the start, the first part of a forged's flesh to become fabricated are his hands pulled from his alchemical suit of armor. A process that is a tedious and painful affair that requires a full day of construction, alchemical infusions, and surgery attaching what has commonly become known as iron fists.
An iron fist covers full arm and hand of a forged and is as articulate as it ever was and does not inconvenience him in anyway. He still feels warmth and cold, and the metal takes on a natural feel of hardened flesh.
The forged are considered proficient in his iron fist and can make unarmed strikes without provoking attacks of opportunity. Iron fists deal 1d6 points of bashing damage. It has a critical multiplier of x3 and is considered both a natural and masterwork manufactured weapon. Iron fist may become magical weapons (this requires the forged to be present at the time of the creation).
If his alchemical suit was made of a special material, his iron fist benefit from its properties. Such as a fire-forged weaponUE gaining the ability to absorb heat.
At 3rd level, if the forged has not replaced both arms, he must undergo the process on the unfinished arm, or he is unable to proceed any further in becoming a living construct.
Armor Spikes (Su): At 2nd level, when a forged dons his alchemical armor it becomes aware of aggression and develops a self defense mechanism. The first time when the forged is struck in combat, his alchemical armor grows armor spikes as an immediate action. The forged is considered proficient when using armor spikes and it deal 1d6 points of piercing damage. These spikes last for one minute since the last time the alchemical suit was struck with an aggressive attack.
Craft Master (Ex): The forged has adjusted to his new iron fist and has excelled in construction and repair. He gains a bonus to all Craft skill checks equal to half his forged class level.
Construct Perfection I (Ex): At 3rd level, the forged has fully replaced his arms with his iron fist and prepares his alchemical armor for the rest of his transition. By grafting his arms he has gained a step closer to achieving construct perfection. He gains a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Alchemical Veins (Su): The forged's veins begin to regrow in his iron fist, being pumped with alchemical substances. This alchemical reaction enables the forged to become immune to the affects caused by rusting. As the forged incorporates more parts of his armor into his body, they slowly become immune as well.
Reconstruction I (Ex): In the process of prepping himself to meld with his suit of armor, the forged has begun to biology alter his body, and may now benefit from the spells mend and make whole. He only receives half of the hit points from the repair roll.
Half-Construct (Ex): At 5th level, the forged is one step closer to perfection. He has been treating his suit of armor and is prepared to make the full transition of grafting it to his body. To do so, he must spend a whole day in a workshop wearing and infusing his body with alchemical substances. The process is exhausting and requires 1,000 gp worth of materials to complete. Once the process has begun, it should not be stopped.
The forged must make a successful Craft skill check. The Craft skill chosen must be one that qualifies him to become a forged. The DC of this roll is equal to 10 + his total hit dice. If this process becomes interrupted or if the forged fails his craft check, he must make a Constitution check, DC 10 + the alchemical armor's ego score. If he is successful he may make a new attempt the next day. If he fails his Constitution roll, his armor rejects the attempt at merging. This causes great anguish to the forged and the armor. The armor gains the broken condition until it can be repaired, and the forged comes out exhausted and suffers 1d6 points of damage per forged class level. On a successful Fortitude save (DC: Damage incurred) this damage is halved. The forged may then attempt to merge with his armor on a new day and with brand new materials, once both his armor and himself are recovered from the effects of the failed fabrication. The armor's imprinted conscious becomes wary of the forged and further craft checks to merge increases by 5.
Once successfully merged with his alchemical armor, the forged becomes a half-construct subtype and gains the following racial qualities:
Half-constructs can not be raised, but can be affected by animate object as if it was the rise dead spell.
Half-constructs can not be resurrected, except by a miracle or wish spell.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Spells or effects that would only affect constructs, also effect the forged as well.
In addition, the alchemical armor longer contains a separate conscious, as it has merged once again with the forged. With the merger, any qualities the armor had possessed from being intelligent, no longer apply.
Construct Perfection II (Ex): The forged begins to take on more construct traits. He gains immunity to diseases, and gains a +4 racial bonus saving throw against mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Reconstruction II (Ex): As the forged becomes closer to a construct, his body begins to reject it's own biology. His body only receives half the benefit given from "cure" spells and healing effect; but he does receive the full benefits granted by mend and make whole, and similar affects that repair full construct.
Damage Reduction (Ex): Merging with his skin, his alchemical armor hardens to become impenetrable. At 6th level, the forged gains damage reduction of 2/-. At 9th level, this damage reductions increase by 2 for a total damage reduction of 4/-.
Construct Perfection III (Ex): At 10th level the forged has reached his perfect form. He is now a living construct. He retains the same traits as being a half-construct, but gains or alters the following traits:
Living Constructs change their racial subtype from half-construct to construct.
Living Constructs maintain all their former attributes, and these remain unchanged.
Living Constructs no longer suffer from the effects of aging.
Living Constructs gain a +6 racial bonus save to all mind-affecting effects. Such as charms, compulsions, morale effects, patterns, and phantasms.
Living Constructs only receive 1/4 the benefits granted from positive healing effects (such as cure light wounds). They receive the full benefits of spells and effects from repairs from such abilities as the Craft Construct feat and spells such as make whole. A living construct with the fast healing special quality still benefits from that quality.
Living Constructs are not subject to ability drains, fatigue, exhaustion, energy drain, or nonlethal damage.
Living Constructs are not subject to bleed damage, unless the delivering weapon is magical in property.
Living Constructs do not risk death due to massive damage, but they are immediately destroyed when they are reduced to 0 hit points or fewer.
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1st +0 +1 +0 +1 Alchemical suit, Iron Fist -
2nd +1 +1 +1 +1 Craft Master (Ex), Spike armor +1 level of existing class
3rd +2 +2 +1 +2 Construct Perfection I -
4th +3 +2 +1 +2 Alchemical Veins, Reconstruction I +1 level of existing class
5th +3 +3 +2 +3 Half-Construct -
6th +4 +3 +2 +3 Damage Reduction 2/- +1 level of existing class
7th +5 +4 +2 +4 Construct Perfection II -
8th +6 +4 +3 +4 Reconstruction II +1 level of existing class
9th +6 +5 +3 +5 Damage Reduction 4/- -
10th +7 +5 +3 +5 Construct Perfection III -