Help with augmented monsters for a steampunk campaign


Homebrew and House Rules


Hello!
I've been lurked this website for a while but I never posted anything - now, though, I really need some help and I'm hoping you can help me :)

Me and some friends of mine are creating this short campaign with steampunk elements and I'm the one who has to master the first session (we're taking turns in mastering) and I have idea but I'm not sure how to realise them XD

In short: the session starts with them scouting the forests around the city 'cause a druid came to tell them there are some strange happenings around - I don't know how the story will actually go, but in my idea there's an evil dude that's experimenting on animals to make bioconstructs - and this 'bioalchemy' has started to call out to demons.
SO I want them to have to fight first normal animals that you can find around when you go in the forests, but then I want them to find a Mantis (it is pretty important that's a Mantis, for me, but I could be convinced to use another animal) that's augmented - both with constructs feats (even though it's a partial construct) and with demonic feats (because demons attracted by the bioalchemy has started to possess stuff - or maybe the evil dude has started using also demonic power to augmented things, dunno yes).

sssssooooooo my question is: does any of this make sense? XD And - how do I actually do it? I've looked around the templates but I can't seem to find something that really satisfies me, neither with constructs nor with demons. I'm just not sure how to do what I want to do XD

I'd also like to have a session that's not only combat, but I don't know what else make them do but rolling surival to track down the animals.

The party is formed by a paladin, an arcanist, a warrior, a brawler and a druid, lv 10

I'd add a tl;dr but I don't know how to summarise XD Thanks to anyone who'll help! And Happy holidays :D


Maybe use this?
https://guilesworld.com/role-playing-games-stuff/pathfinder-roleplaying-gam e/half-machine-template/

Its a half machine template. Something I remember seeing in a dungeon magazine many years back. Might be what you need for your critters.


Fleshwarping rules might appeal to you. Just sub flesh for machinery and give them the trait Androids have where they count as both *base creature* and construct, whichever is worse.

Golems and that already attract an elemental or other such creature, so you really don't need to add anything to a construct to have it demon possessed, except maybe the evil subtype.

If you wanna dip more into types of construct, Iron Gods and the Technology Guide have the robot subtype, which remove crit immunity and make it weakness and give them electronical weakness as well. It would represent more built versions which may be a good middle step (creatures > robot-hybrids > magical hybrids) in order that you're not shoving them right into the deep end.


Clockwork Construct Template (Pathfinder - Inner Sea World Guide)

Spoiler:

Quote:
"What Cartridge Unit means is that what makes us obsolete also makes us unique. I, for example, need to keep refilling my waterwheel or I power down forever...OH GOD, I'LL NEVER MAKE IT THIS TIME! THIS IS THE END! I WANT TO LIVE!" - Futurama, Obsoletely Fabulous

The key difference between a traditionally created construct and a clockwork construct lies in the fact that no bound spirit or captured soul provides the power of animation. A clockwork construct uses a series of springs, gears, and mechanical trickery to power itself. It typically needs to be “wound,” usually with a specially crafted key, in order to provide it with the energy it needs to function. Unfortunately, while this delicate machinery allows the inventor to bypass the dangerous and often distasteful practice of binding animating magic into a body, it makes clockwork constructs more susceptible to damage. A clockwork construct that’s allowed to run down simply ceases functioning and is treated as an object, but most can lie in wait for centuries or longer in this state, springing to life immediately upon being wound back to animation.

Clockwork Traits: While you can create a clockwork construct from scratch, you can also turn any existing construct into a clockwork construct by simply applying clockwork traits to the construct. Adding these traits to a construct does not affect its CR.

The construct gains the “clockwork” subtype.

Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.

Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create: Increase the time and gp cost required to create a clockwork by 50% over normal.

Animal Companion Augmented Archetype (Ultimate Wilderness, pp.186-187)

Spoiler:

Quote:
"The doctor's didn't think they could save Blitz the normal way...Blitz's body was replaced with cybernetic units. His damaged brain cells were enhanced with an artificial intelligence microchip. His legs were robot limbs for increased speed...He had a new body, but he was the same old Blitz." - C.O.P.S., The Case of the Blitz Attack

Augmented companions have suffered an injury, such as the loss of a wing, and parts of their bodies have been replaced by a master construct crafter. This procedure grants them unusual abilities.

Not Quite Animal: The DC to use Handle Animal on an augmented companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2.

Augmented Body (Ex): An augmented companion heals only half as much as normal from positive energy healing effects but also heals half the usual amount from effects that specifically heal constructs.

Augmented Sight (Ex): An augmented companion gains low-light vision and darkvision to a range of 60 feet. This replaces share spells.

Constructed Form (Ex): At 6th level, an augmented companion gains a +4 morale bonus on Fortitude saves against effects that could not normally affect objects or constructs, and it takes only half damage from bleed effects. However, it can be affected by attacks that specifically target constructs. This replaces devotion.

Idea: Create a villain with an animal companion, then create simulacra of that animal (since they are a copy they technically should be augmented as well).

Half-Golem Template(D&D 3.5 - Monster Manual II, p.209)

Spoiler:

Quote:
"Don't you know who I am? I'm the Juggernaut, b*tch! - Juggernaut, X-Men: The Last Stand

Half-golems are the results of well-intentioned actions taken too far. Applying their their knowledge of golem construction, arcane artisans came up with a way to restore people's missing limbs. Many people who received one or more new limbs through this process proved unable to withstand the trauma of the transformation and became permanently evil as a result.

Half-golems have –2 Dex, +4 Con (or no Con upon a failed Will save), –6 Int, +0 Wis, and –6 Cha.

Magic Immunity (Ex): Half-golems completely resist all magical and supernatural effects, except as noted in the appropriate golem descriptions.

Idea: Only a couple additional half-golems were added by Wizards of the Coast using a Web Enhancement. Heroes of Horror came after that Web Enhancement, but the Cadaver golem contained therein allows for
an interesting possibility. The Cadaver Golem has the Assimilate Flesh extraordinary ability which allows it to replace one of its limbs, sense organs, or other parts with a similar part taken from a living or recently deceased humanoid. This gruesome act grants the golem skills and abilities associated with that particular body part, which are shown on a table. However, the golem can only have one extraordinary or supernatural ability acquired from the attachment of a body part. Now, the nice thing is this little exerpt: "The GM can add additional skills and abilities to the list as she sees fit." Thus, logic says, if we could make a Cadaver Half-Golem, by replacing both of the character's hands we already could potentially have access to one of the following abilities: Favored enemy, flurry of blows, smite, & sneak attack. By giving up both legs you can possibly gain Evasion or Fast Movement. The eyes could potentially provide Darkvision, and the ears blindsense. The problem is that you might not be able to figure out on what the cadaver golem was relying in combat, or which part was bestowing a special ability if you find a slain cadaver golem. Still, since the GM has leeway to provide additional abilities, a cadaver golem could potentially have lay on hands, skirmish, mercy, divine health, regeneration, fast healing, uncanny dodge, trap sense, or whatever. A cadaver golem's heart can provide the rage ability, but such a transplant might be a little weird unless it's combined with a Silthilar heart graft. Hey, if the Silthilar can do that kind of surgery then they can probably replace a heart as well.

Half-Machine Template(Dragon Magazine #91, p.106)

Spoiler:

Quote:

Dr. Weird: "Gentlemen...BEHOLD! I have made LOVE to this MACHINE! And now, upon retrospect...I ask WHY?!

Steve: I'm sure...someone thinks that's...pretty neat. So, did you do that for science?...or...
Dr. Weird: NO! IT WAS FREE! And she was DRUNK; she didn't know what she was doing... MY METAL BOY!" -- Aqua Teen Hunger Force, Super Model

A half-machine can come in various shapes and sizes, depending on the base creature type and the extent of the mechanical modifications. Most half-machine creatures are hideous to behold, while some might appear quite normal or at least aesthetically pleasing if their mechanical enhancements are lovingly crafted or well hidden.

Advantages: Increase HD by one die type (example: d6 to d8); +4 resistance bonus to mind-affecting attacks and effects; 25% chance to have metal wings (fly at normal speed; average maneuverability);
+8 unnamed AC bonus; gain one special attack for every 3 HD or character levels: breath weapon 1/day (cone-shaped: superheated steam, fire, ice, sleep gas, sonic energy, slow gas; line-shaped: acid,
lightning); 1d4 extra attacks; increased bite damage; increased claw damage; metal projectiles; tail slap; tail spike; gain one special quality for every 3 HD or character levels: Damage Reduction; Darkvision; Energy Resistance 10 (acid, cold, fire, electricity or sonic); enhanced scent; Haste 1/day; Improved Invisibility (as 10th-level sorcerer); Rust Protection; Shielded Mind (immune to mind effects); Spell Resistance (twice creature's HD, max 25); STR +4, CON +4; +8 competence bonus to 2 skills: Climb, Intimidate, Perception, Swim; gain 4 feats: Alertness, Blind-Fight, Combat Reflexes, Endurance, Flyby Attack, Great Fortitude, Lightning Reflexes, Multiattack, Multidexterity, Multiweapon Fighting, Run, Toughness (multiple times), Track.
Disadvantages: Can not be added to constructs, elementals, oozes, plants, shapechangers, and undead; Rust Vulnerability; Programmed (under the effects of a dominate monster spell - 20th lvl Wizard); can only be healed using Craft (metalworking) [standard DC Heal check equiv.].

Verdict: This is a pretty powerful template. Not only do you gain a decent armor bonus but also increased HP, a lot of feats, special attacks, and special qualities. Since the character is considered a partial construct that means the character is also immune to poison and disease, considered one size larger regarding death from massive damage, and only takes half the damage from a critical hit. You give up getting healed the normal way, so make sure that somebody in the party with Craft Construct to repair them, or someone who can cast a Repair spell. The other downside is that you need to obey your creator until s/he bites the dust - at which time you get a -4 penalty to Will saves. That's a hard step to take for getting Spell Resistance and Damage Reduction to stand up to monsters and spellcasters. Of course, if you're not squeamish about having a village full of Cybermen (with you being Cyber Controller) then knock yourself out.

Construct Grafts

Spoiler:

Quote:
"I want it on the slab, I need to know what makes it tick." ― Dr. McMullen, Prototype

Zelekhut Wings (Dragon #315, p.46) (100,000 gp) - 60 ft. fly speed (average maneuverability)

Verdict: A ridiculous price tag for flight capability.

Spike Stones [Maug] [Fiend Folio] (4,000 gp) - Extend sharp spikes as a standard action (no AoO) to deal 1d4 piercing damage as a light weapon, or 2d4 in a grapple.
Verdict: If you want to go Wolverine then have those in your knuckles because you deal 1d4 piercing on top of an unarmed attack. Having them over the body provides a lot of impale-damage goodness for grapplers. At this price it's a good graft.

Shudder Plate [Maug] (8,000 gp) - Tremorsense 15 ft.
Verdict: A very good price for a 15-foot tremorsense with no drawbacks. You don't necessarily need this up to 60 feet.

Shoving Arm [Maug] (2,000 gp) - Bull rush awesomeness.

Adamantine Body (Faiths of Eberron pg. 157) — Armor bonus to AC, DR/Adamantine, Light Fortification. Counts as Medium armor.

Heart of Steel (Faiths of Eberron pg. 157-158) — Immunity to disease, poison, and paralysis; 1/2 healing by Cure spells

Heavy Legs (Faiths of Eberron pg. 158) — No penalties for being Fatigued, Exhausted gives the normal penalties of Fatigue instead.

Mighty Arms (Faiths of Eberron pg. 158) — Gain a natural Slam attack.

Wakeful Mind (Faiths of Eberron pg. 158) — No longer need sleep; immunity to sleep and stunning.

Fleshcrafts [Pathfinder Horror Adventures & Second Darkness: Armageddon Echo pp.62-63)]

Clockwork Prosthesis [Pathfinder Magical Marketplace, pg.23]


this is very much made for steampunk: Steam-Powered Clockwork

Also look at the new construct book as that might have other good things to adapt. For example the hell engine template (which requires a demonic contract).


Thanks a lot for the input, there are a lot of interesting ideas here :D I think I'll stick to the pathfinder templates, but the 3.5 are quite interesting, too... maybe later in the game, I could add them too.

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