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View Full Version : Contest GitP Pathfinder Grab Bag Competition Competition XXVII - I, Construct



Tanuki Tales
2014-09-05, 09:45 PM
I, Construct



"A robot may not injure a human being or, through inaction, allow a human being to come to harm.

A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.

A robot must protect its own existence as long as such protection does not conflict with the First or Second Law."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 20th of October.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 30th of October . You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a trophy for their efforts, the templates which were graciously made by our own gr8artist.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is based around the Construct creature type. Entries could take the form of a base class that controls a construct servant, a prestige class that slowly turns into a construct, a new construct monster or a race built by constructs in a parody of humanoids building them.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2014-09-05, 09:47 PM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2014-09-05, 09:52 PM
Artifact Name


Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>



Artifact Name

Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>

Tanuki Tales
2014-09-05, 10:10 PM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-09-05, 10:12 PM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2014-09-05, 10:15 PM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-09-05, 10:16 PM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.




[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.

Tanuki Tales
2014-09-05, 10:17 PM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Milo v3
2014-09-06, 12:18 AM
This entry uses the akashic rules from DSP's Akashic Mysteries Series.


Mandjet

The first mandjet were said to have been used by gods of light to carry them across the sky, creating the stars and sun. Mandjet are manipulators of akasha, but rather than simply form constructs out of it they combine the akasha with their flesh, turning them into automatons of brass akasha. Despite the powerful bodies that result from a mandjet's talents, societies normally use mandjet as vehicles.

Role: Mandjet are normally juggernauts who annihilate the enemy with immense strength and handcannons, take hundreds of attacks without issue on their brass bodies, and then transform for speed when things get too dangerous.

Alignment: Mandjet can have any alignment.

Hit Die: d10

Starting Gold: As barbarian

Class Skills
The mandjet's class skills are Climb, Craft, Disable Device, Fly, Knowledge (all), Linguistics, Perception, Profession, Sense Motive, and Swim.

Skill Ranks per Level: (4 + Int modifier)

Mandjet


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Veils
Essence
Chakra Binds


1st

+1

+2

+0

+2
Brass Hand, Gears Within, Mechanisms
1
1
0


2nd

+2

+3

+0

+3
Chakra Binds (Hands), Divine Vessel
2
1
1

3rd

+3

+3

+1

+3
Brass Body
2
2
1

4th

+4

+4

+1

+4
Expanded Construction
2
2
2

5th

+5

+4

+1

+4
Calculated Thoughts, Chakra Binds (Wrists)
3
3
2

6th

+6/+1

+5

+2

+5
Improved Brass Body, Scaled Construction
3
3
2

7th

+7/+2

+5

+2

+5
Mechanized Chakra
3
4
2

8th

+8/+3

+6

+2

+6
Chakra Binds (Feet), Expanded Construction
4
4
3


9th

+9/+4

+6

+3

+6
Greater Brass Body
4
5
3


10th

+10/+5

+7

+3

+7
Perfected Construction
4
5
3

11th

+11/+6/+1

+7

+3

+7
Chakra Binds (Shoulders)
5
6
3

12th

+12/+7/+2

+8

+4

+8
Improved Scaled Construction, Perfect Brass Body
5
6
4

13th

+13/+8/+3

+8

+4

+8
Mechanized Chakra
5
7
4

14th

+14/+9/+4

+9

+4

+9
Chakra Binds (Belt)
6
7
4

15th

+15/+10/+5

+9

+5

+9
Epic Brass Body
6
8
4

16th

+16/+11/+6/+1

+10

+5

+10
Expanded Construction
6
8
5

17th

+17/+12/+7/+2

+10

+5

+10
Chakra Binds (Neck)
7
9
5

18th

+18/+13/+8/+3

+11

+6

+11
Deific Brass Body
7
9
5

19th

+19/+14/+9/+4

+11

+6

+11
Mechanized Chakra
7
10
5

20th

+20/+15/+10/+5

+12

+6

+12
Chakra Binds (Headband), Inevitable Ascension
8
10
6


Class Features
All of the following are class features of the Mandjet.

Weapon and Armor Proficiencies: Mandjet are proficient with all simple and martial weapons. Mandjet are proficient with light, medium, heavy armour and shields (except tower shields).

Brass Hand (Ex): All Mandjet possess a slam attack that deals bludgeon damage as appropriate for their size category, which can essence invested into it as if it was a shaped veil. For every point of essence invested, the slam attack gains special qualities as a magic weapon (the first special quality has to be a +1 enhancement bonus).

If your unarmed strike damage is ever larger than your slam damage, the slam attack's damage automatically increases to whatever your unarmed strike damage is. For the purpose of prerequisites the mandjet counts as possessing Improved Unarmed Strike, they can use their slam attack to activate effects as if it was an unarmed strike (such as the effects of style feats).

If your slam attack from Brass Hand would ever be replaced by a different form of attack through spending construction points, those attacks count as the slam attack for the purpose of investing essence into it to grant special qualities.

Gears Within (Su): Mandjet can hide their robotic veils within their flesh to blend in with normal society. As a swift action, the mandjet can repress the appearance any of their veils that currently do not have any essence invested or remove the repression from any of their veils.

While repressed there is no sign of mechanization on that body slot (and thus it cannot be identified by Knowledge checks), and the veil cannot have any essence invested into it. Mandjet can repress veils that are bound, but when they do so their skin (or equivalent) gains a faint brass tint on that body slot.

Mechanization (Su): The veilshaping of a mandjet manifest much differently than those of a normal veilshaper (such as a vizier or guru); with veils that appear as deific mechanical devices formed of golden akasha that were integrated with the mandjet's body long ago, and essence as circuits of energy that trace over and link the mandjet's body slots.

Because of this the veils of a mandjet can be identified with Knowledge (Engineering) or Knowledge (Religion) instead of Knowledge (Arcana). These checks use the same DC as if they were made by Knowledge (Arcana). In addition Knowledge (Engineering) and Knowledge (Religion) checks can identify how much essence is invested into a veil of a mandjet, and attempting to do so has a DC of 25.

Veil Shaping: A mandjet can shape the magical power known as akasha into powerful veils, which are drawn from the mandjet veil list. He knows and can shape any veil from this list, but cannot select a veil with an alignment descriptor that opposes his own. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the Veil + your Intelligence modifier. He can only shape a certain number of Veils per day (see table below). Veils are constructs of pure magic and are suppressed while in the area of an Antimagic Field or similar phenomena.

At 1st level he also gains access to his own personal pool of essence, which can be invested into veils to increase their power. The pool of available essence is listed in the table above, while the mandjet’s character level determines the maximum quantity of essence he can invest in any single Veil. As a swift action he can reallocate his essence investments into his veils every round. A mandjet does not study or prepare Veils in advance, but must have a good night’s rest and must run maintenance for one hour to prepare his Veils for the day.

Chakra Binds: At 2nd level and every three levels thereafter you gain the ability to bind veils directly to your chakras, unlocking potent abilities. You gain the ability to bind to slots in the following order: Hands, Wrist, Feet, Shoulders, Belt, Neck, Headband.

Divine Vessel (Su): Upon reaching second level the mandjet gains their most famous talent, allowing them to truly become technology, normally in the form of a vehicle though some mandjet have been said to take the form of weaponry. The mandjet can transform into an animated object that is made primarily of metal, is non-magical, and within one size category or back to normal, as a standard action. When in this form the following changes occur:


Size category changes to that of the object, though ability scores and natural armour don't change as a result of this, except as noted below.
The mandjet's appearance changes to that of the animated object, though it can be identified as a mandjet with a Knowledge (Engineering) or Knowledge (Religion) check (DC 20). This identification is possible because the mandjet's disguise is made from the same brass gears that form his veils.
You gain +2 bonus to natural armour, and another +2 for if the size category the object is above his normal size.
+2 bonus to Strength if the size category the object is above your normal size.
+2 bonus to Dexterity if the size category the object is below your normal size.
Construction Points, as an animated object of that size. Though you cannot take metal or stone.
All your worn gear melds into your form; you still gain the benefits and use of gear that was worn on a body slot (though they cannot be removed), but you cannot use manufactured weapons in this form as they are not technically placed to a body slot.


This ability can only transform into a single specific object, but which object it can transform into may be changed when the mandjet increases in class level.

Brass Body (Ex): Mandjet have bodies filled with akashic gears, pistons, and chains, making them much harder to harm. At third level, the mandjet gains +2 natural armour and a hardness of 2. These increase by two every three levels thereafter. When the mandjet is in vessel form the hardness of this ability increases by +5.

Expanded Construction (Ex): At fourth, eighth, and sixteenth level, the mandjet gains an additional two construction points while in vessel form.

Calculated Thoughts (Ex): Some think that the gears within simply affect the muscles, bones, and veils of a mandjet, but a mandjet that reaches fifth level is proof such an idea is false. He gains a sacred bonus on saves against mind-affecting effects equal to their intelligence bonus (minimum +1).

Scaled Construction (Ex): At 6th level, the mandjet gains either Powerful Build or Slight Build. Upon twelfth level this improves, causing a mandjet that selected powerful build to increase by one size category, and those that selected slight build decrease by one size category.

Mechanized Chakra (Ex): With the science of miniaturization, akashic mechanisms with the mandjet can mimic the functions of it's host's chakras. Upon reaching seventh level, the mandjet can shape up to two veils on a single chakra that they can bind shapes to, though in doing this neither of those veils can be bound. The mandjet can only have a single chakra store two veils at once, though at 13th and 19th level, the mandjet gains the ability to maintain this ability once more at a time.

Restructuring: After reaching 10th level, the mandjet can choose to permanently become one size larger, having statistics modified as appropriate (see bestiary's advancement section). If you choose to not to reduce your larger, you instead gain slight build.

Whenever a mandjet with slight build is subject to a size modifier or special size modifier for an opposed check (such as Hide), the mandjet is treated as one size smaller if doing so is advantageous to the character. The mandjet is also considered to be one size smaller when "squeezing" through a restrictive space. The mandjet can use weapons designed for a creature one size smaller without penalty. However, the space and reach of the mandjet remain those of a creature of their actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the mandjet's size category.

Perfected Construction (Ex): Upon reaching his tenth level, mandjet's constructed organs become refined enough so that they do not degrade overtime. The mandjet no longer takes penalties from aging, cannot die from old age, and does not physically appear to age. In addition, they gain a sacred bonus on saves against death effects, disease, and poisons equal to their intelligence bonus (minimum +1).

Inevitable Ascension (Su): The divine components within the mandjet eventually worm their way through into they reach their host's soul. Upon reaching 20th level; the mandjet gains the inevitable subtype (despite not necessarily being lawful in alignment), 5 regeneration/chaotic, and count as an outsider whenever it would be beneficial.

Veils


Aerial Nimbus
Armbands of the Irked Elephant
Bralani's Brooch
Collar of Skilled Instruction
Coward’s Boots
Ditchdigger’s Armlets
Dreamcatcher
Embrace of the Old Ones
Eye of the Oracle
Eyes of the Hawkguard
Forcestrike Knuckles
Gorget of the Wyrm
Hand Cannons
Light Whip
Riven Darts
Sentinel’s Helm
Spiked Pauldrons
Stone Giant's Girdle
Storm Gauntlets
Tauric Brace
Thurston’s Bladewards
Waistband of the Wealthy
*
*
*
*
*
*
*
*
*
*

MrNobody
2014-09-14, 04:31 PM
Candy Witch

Modified Class: Witch.

“Dear, you’d better not take sweets from strangers”.

If you listen to tales, witches and children have always shared a strange but strong connection. According to those stories, witches constantly seek out new children to kidnap, kill or curse, using them as special ingredients for their foul potions.
Not that far from truth, this tale describes the habits of a particular type of witch, the Candy Witch. Bound to their cauldron and to their ability to brew magical sweets, this witches often use their power to lure their prey into their houses.
Patient and sly, a Candy Witch uses her ability to give life to her hand-made gingemen to raise a small army of spies and guardians that help her in her missions.

What tales don’t say is that not all Candy Witch are evil: they all share an inclination for kidnapping but not all of the do it on evil purposes.
Truly, there exists horrifying Candy Witches who abduct children to sell them to devil or to use them for their own purposes, but there are also good Candy Witches that use their powers to save kids in need (a situation of familiar abuse, for example) and find them a better place.

A Candy Witch has the following class features:

Magic cauldron (Su): A Candy Witch begins play owning a magic cauldron, a pot made of bronze, brass or iron that stores her power. The cauldron is often a gift given by the witch’s mentor when she “graduates” and attain her first level in this class, but can also be gained in any other way (even buying it in a shop).

This ability works like “Cauldron” hex, with the following addittions.
Like a normal witch need her familiar to prepare her spells a Candy witch need her Cauldron: when preparing her spells from the day, the Candy witch must pour some water in the pot and mingle it.
Looking at the stream of water that this movement generates, the witch falls in an hypnothic state that allows her to commune with the greater power that fuels her and so prepare her spells.

Should ever a Candy Witch lose her magic cauldron (or should it be destroyed) she can create another one by acquiring a pot and performing a one-hour ritual and consuming 50gp of herbs and hallucinogens. This ritual attunes the witch to the new cauldron restoring the ability to prepare spells and to use the Cauldron hex.
A Candy Witch without her Magic Cauldron cannot prepare spells neither use the Cauldron Hex.

A Magic Cauldron is a magical object (faint divination and transmutation aura), with hardness 7 (regardless of the material it is made of) and has 10 + Candy Witch’s levels HPs.
Magic Cauldron can be used as a prerequirite for those hexes that need “Cauldron” hex as a prerequisite.

This ability replaces “Witch’s Familiar” ability.

Create Water: a Candy Witch adds Create Water to the list of her known cantrips, and can prepare it without needing her Magic Cauldron.

This ability modifies the “Cantrips” ability.

Gingerbread servant: At 1st level a Candy Witch learns the recipe to cook and animate a Gingerbread servant.
This little creature, made of bread and spices and shaped in a roughly recognizable humanoid shape, is a Tiny animated object that exists only to serve the Candy Witch. It uses the statistics of a 1 HD Tiny animated object but has 0 hardness (due to the material it is made of) and because of this gains 1 bonus Construction Point. Construction points can be spent in any way the Candy Witch wishes but not on the special abilities that relies on the contruction material (i.e. “stone” or “metal”).

A Gingerbread servant is mindless and take no actions on its own initiative, but it has a telepathic connection with its creator that allows it to be controlled like a puppet.
The connection works until both the Gingerbread Servant and the witch are on the same plane and and can be used by the witch (swift action) to direct the servant. The order must be simple (advance of x ft and come back, attack, come here) and can be made iterative, which means that the Gingerbread servant will continue doing the same action until stopped or destoyed.
A Gingerbread Servant that has not received orders falls motionless, resembling all in all a little gingerbread cookie. Anyone that tries to guess if a motionless Gingerbread Servant is a living creature or not must make Sense Motive check (DC 10 + 1/2 the witch's level + the witch's Intelligence modifier). A succesfull check means that it managed to understand that the Gingerbread Servant is somehow living. Children take a -4 circumstance penalty to this check.
The connection also grants to the witch another benefit. By concentrating as a standard action she can see and listen through his Gingerbread Servant like if using both effects of Clairaudience/clairvoyance. If she concentrate for a fullround action she can even speak through the Gingerbread Servant. While using this last option the witch is considered helpless.

Creating a standard Gingerbread Servant requires 1 hours of work, a DC 12 Craft (Bakery) Check and using 75 gp of materials devided between alchemic flour, profane water, exotic eggs (like cockatrice eggs), precious oil and rare species.

At 3rd level a Candy Witch can create a 2 HDs Small Gingerbread Servant (using the Small animated object stats) by spending 150 gp of materials a DC 15 Craft (Bakery) check and 4 hours of work.

At 6rd level a Candy Witch can create a 3 HDs Medium Gingerbread Servant (using the Medium animated object stats) by spending 300 gp of materials a DC 17 Craft (Bakery) check and 12 hours of work.

At 9rd level a Candy Witch can create a 5 HDs Large Gingerbread Servant (using the Large animated object stats) by spending 600 gp of materials a DC 20 Craft (Bakery) check and 1 days of work.

At 12rd level a Candy Witch can create a 7 HDs Huge Gingerbread Servant (using the Huge animated object stats) by spending 1250 gp of materials a DC 23 Craft (Bakery) check and 2 days of work.

At 15rd level a Candy Witch can create a 10 HDs Gargantuan Gingerbread Servant (using the Gargantuan animated object stats) by spending 2500 gp of materials a DC 25 Craft (Bakery) check and 3 days of work.

At 18rd level a Candy Witch can create a 13 HDs Colossal Gingerbread Servant (using the Colossal animated object stats) by spending 5000 gp of materials a DC 27 Craft (Bakery) check and 5 days of work.

A Candy Witch can create and control more than one Gingerbread Servant at a time, but can’t control more HD than her class level. This means that, for example, a 13th level Candy Witch can create and control 13 HD of Gingerbread Servants, up to Huge size. She could have 13 Tiny Gingerbread Servants, one Huge, one Large and a Small Servants or any othe combination.
If she creates Gingerbread Servants exciding her limit those she already controls crumbles and are destroyed, starting by those with fewer HDs.
A Candy Witch can give orders to all her Servants using the same swift action as long as she wants to give to all of them the same order. If she wishes to give different orders to multiple Gingerbread Servants she must spend a move action.

The HDs of construct created in any way other than using “Gingerbread Servant” ability are not counted against the number of HDs a Candy Witch can control.

This ability replaces “Patron’s spells” ability.

Poisoned Caramel (Sp): at 4th level, a Candy Witch learns how to create a poisonous but really sweet mixture. This ability works like “Poison Steep” hex, with the following addittion.
A Candy Witch can bath one of his Gingerbread Servants in the Caramel brewed with this ability, making it poisonous.
Any creature that hits the Servant with a bite attack or that swallows him (like with the “swallow whole” ability) must make a Fortitude save or suffer the effect of a poison spell.
A single brew of Poisoned Caramel is enough to envenom a single Gingerbread Servant, regardless of its size.
The DC to resist this ability is calculated following the normal rules for witch's hexes.

This ability replaces the Hex gained at 4th level.

Alluring Candy (Sp): at 8th level, a Candy Witch learns how to prepare a colored and tasty candy that modifies the attitude of those who eat it.
Any humanoid or monstrous humanoid that eats the candy must make a Will save (children have a -4 circumstance penalty to this roll) or have its attitude toward the witch immediately switched to “helpful” for 10 minutes. This ability is often used by the witch to persuade children to follow her in her hut.
Cooking an Alluring Candy require 1 hour.
A Candy Witch can also choose to attach the Alluring Candy to one of his Gingerbread Servants. If she does this, the Servant gains a 20 ft. alluring aura: those who are caught in the aura must make a Will save (children have a -4 circumstance penalty to this roll) or become hypnotized by it and willing to follow it anywhere.

In both cases, an explicit danger grants the affected creature a new Will save with a +4 bonus. Once a creature passes its Will save it becomes immune to the “Alluring Candy” ability of that witch for 24 hours.
The DC to resist this ability is calculated following the normal rules for witch's hexes.

This ability replaces the Hex gained at 8th level.

Intelligent Gingerman (Su): at 12th level, a Witch learns how to put a sparkle of intelligence in one of his Gingerbread Servants. She selects one of her Servants: after a 1 hour ritual it gains an Intelligence score of 2 and has is Charisma raised to 7. The Gingerbread Servant, now an intelligent being , gains feats and skill points as appropriate to its HDs (feats and skills are chosen by the witch during the ritual).
The Intelligent Gingerman can now act on its own initiative but it’s still loyal to the Candy Witch: his attitude toward her is “helpful” and cannot be changed. It will also continue to follow the witch’s orders when given but it will comprehend more difficult commands and will use a little tactic when required by the situation: an Intelligent Gingerman that is required to fetch an item will be able to choose a better path if the main one shows some perils.
A Candy Witch cannot have more than one Intelligent Gingerman at a time: however, she can choose to move the spark of intelligence from a Gingerbread Servant to another doing a 1 hour ritual that requires both the Intelligent Gingerman and the Servant that will receive the intelligence to be present.

This ability replaces the Hex gained at 12th level.

Fattening Syrup (Sp): the Witch learns how to use her cauldron to brew a really sweet syrup that gives to those who eat it an unbelievable amount of calories and that forces their bodies to convert them instantly into fat.

A Witch can steep any kind of fruit or other delicious edibles or one of her Gingerbread Servants into the syrup: those who eat this transformed food or creature must make a Fortitude save or become immediately obese, gaining the staggered and fatigued condition for 12 hours. If the affected creature fails its Fort. save it must also make a Will save or become addicted to the fattening syrup: it will do anything to eat another candy dipped in it. The addiction fades after 12 hours.
This effect is applied also if a creature succesfully uses a bite attack or “swallow whole” ability against a Gingerbread servant dipped into the syrup. Being addicted in this case means that the affected creature will try to bite or eat every other Gingerbread Servant that it will see in the next 12 hours.

If a creature still affected by Fattening Syrup eats a second edible steeped in it before its effects elapse, it must make a second Fort save (with a -2 penalty) or extend the duration of the first effect by another 12 hours and worsen the fatigued condition to exhausted.
If a creature still affected by Fattening Syrup eats a third edible steeped in it before its effects elapse, it must make a third Fort save (with a -4 penalty) or have the conditions become permanent.
A single edible or Gingerbread Servant cannot affect twice the same creature.

If the Witch has “Cook People” Hex and uses it to cook a creature made obese by this effect she creates two meals instead of one (but they must give both the same benefit) or two small Homunculi.

Children take a -4 circumstance penalty to their saving throws made against this ability.
The DC to resist this ability is calculated following the normal rules for witch's hexes.

This ability replaces the Hex gained at 16th level.

Gingerbread house (Su): At 20th level a Candy Witch learns how to convert a small hut or house into a Gingerbread house. This ability works like “Witch’s hut” Hex, with the following addition.
This ability strongly modifies the look of the house: walls becomes made of gingerbread, the door a chocolate table, candy canes surround the windows made of fine caramel. This transformation doesn’t change the HPs and hardness of the structure.

An house animated by this effect can receive an additional order: hunt.
When given this order, as long as the house doesn’t move it’s surrounded by a 60ft alluring aura: every creature that enters it must make a Will save or be compelled to enter the house. A creature that makes its save is immune to the aura of that house for 24 hours. Though, a creature that made its saves but eats a piece of the house must make another save taking a -2 penalty (repeat the save every time a new piece is eaten).

Once a lured creature enters the house, the Gingerbread house is sealed shut by magic, making all doors and windows disappear, trapping the prey. The sealed house then animates and starts running on candy-cane-like legs to bring its “prey” to the witch that the house can locate thanks to a permanent effect similar to Find the path spell. Only the Candy Witch that created a Gingerbread house knows the command word to open it after an hunt.

Children take a -4 circumstance penalty to their saving throws made against this ability.

This ability replaces the Hex gained at 20th level.

Hexes: The following hexes complement the Candy Witch archetype: Child Scent, Cook People, Hidden Home, Witch’s Brew.

spikeof2010
2014-09-15, 08:52 AM
Cyborg Creature
Some creatures are born, some are summoned, and some are built. Android Creatures are built using the mind of a living creature. First created by an archmage named Asimo Vomisa, these constructs help serve the greater good.


Creating a Cyborg Creature

"Cyborg" is an acquired template that can be added to any living being with a removal conscious (i.e. a brain). A cyborguses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: Alignment changes to Lawful.

Size and Type: Type changes to Construct, previous type changes to augmented (type)

Senses: Same as base creature.

Armor Class: +2 AC

Hit Dice: Same as base creature.

Defensive Abilities: Creature gains a module and a law set it must follow:

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

malonkey1
2014-09-16, 06:17 PM
Ironside Warrior


Modified Class: This Archetype modifies the Magus class


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

MrNobody
2014-09-23, 01:42 PM
Candy witch: additional material.

The following feats are meant to provide more option to a Witch using the Candy Witch archetype.
Except Crawling Cauldron, they all provide additional ways that a Witch can use to improve the abilities of her Gingerbread servants.

Crawling Cauldron
With a complex ritual you give a spark of life to your cauldron, making him able to follow you anywhere

Prerequisites: Magic Cauldron class feature, CHA 13.

Benefit:After an hour long ritual and spending 50 gp of magic oils and candles, you can give life to your cauldron, transforming it in a Small Animated Object. You can control it with a free action (mental) and this control cannot be broken. If you don't give it any command, the Cauldron simply follows you: if you start moving in a way that would prevent it to follow you (flying, swimming, burrowing) the animated cauldron automatically relocates its Construction point (swift action) to gain the proper "Additional Movement" and continue follow you. Once you start using your land speed again, the Construction point is relocated to the ability you chose when you animated the cauldron (no action).
The animated cauldron retains its hardness and uses the HPs of a Small animated object of those given by Magic Cauldon ability, whichever is higher.

Haute Patisserie
You know that practice makes perfect and through constant practice you manage to achieve superior level of expertise.

Prerequisites: Gingerbread Servant class feature, Craft (Bakery) 7 ranks.

Benefit: This feat grants you two benefits. First, you gain a +2 bonus on all your Craft (Bakery) checks.
Second, as long as your skill ranks in Craft (Bakery) are equal to your Hit Dice the animated objects you create using your Gingerbread Servant class feature gains additional Construction Points equal to your Charisma modifier. In the same way, every Homunculus you create through your "Cook People" hex receives an extra improvement from the Improved Homunculi List (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/homunculus) for free.

Fortune Cookie
Adding a little strip of paper imbued with divination magic to the dough you make your Gingerbread servant able to grant to others a quick glimpse of their future.

Prerequisites: Gingerbread Servant class feature, being able to cast Divination spell.

Benefit: Everytime you create a Gingerbread Servant, you can choose to spend an additional hour of work and 100 gp to write a divinatory formula on a strip of paper that you add to the dough before cooking it.
When someone kills or eats one of your Gingerbread Servants created in this way, it receives a quick glimpse of its future as a small telepatic message (25 words maximum) infomations about something will happen to it within three days (it otherwise works as divination spell)
The sudden revelation, even if small, is unexpected and often too much to handle for the creature's mind: everyone that receives the divination as written above must make a Will save (DC 10+ 1/2 Witch's levels+ Witch Cha modifier) to avoid being staggered for one round. On a succesfull save the creature is shaken for one round instead.

Birthday Candle
You put a small lit candle on one of your Gingerbread servat, giving him a spark of elemental energy.

Prerequisites: Gingerbread Servant class feature, Witch level 3.

Benefit: Whenever you create a Gingerbread Servant you can choose to make it a Birthday Servant instead. Doing this requires you to spend 25 extra gp to add a candle made of magical wax to the materials needed for the creation. You put the lit candle on the Gingebread Servant, usually on its head (for Tiny and Small Servants) or inside their mouth (Medium and larger), but you can put it elsewhere if you want to.
A Birthaday Servant gains immunity to fire, cold vulnerability and a breath weapon it can use once every 1d4 rounds. The breath weapon deals 1d4 of fire damage for every 3 Candy Witch's levels you have ( up to 6d4 at 18th level) in a cone-shaped area. The cone extension depends on your Birthday Servant size (15 ft. Tiny and Small, 20 ft. Medium and Large, 30 ft Huge and Gargantuan; 40 ft. Colossal).
At last, you can blow on the lit candle of a Birthday Servant to snuff it as a standard action. If you do this, the Birthaday Servant lose all its power and becomes a normal cookie that doesn't count any more on the limit of HDs you can control.
You can use magical fire to animate it again (the one created from a Spark cantrip is enough), but if this would make you exceed your limit of controllable HDs you lose a number of other Servants (the smallest are destroyed first) enough to bring you back into your limit.

A creature whose size is equal or bigger than the Birthday Servant can also try to snuff the candle blowing on it (resolve this as a melee touch attack). If the attack is succesfull the flame on the candle is estinguished and the Birthday Servant loses the ability to use its breath weapon until the flame is lit up again by the witch who created it.

Halloween sweets
You shape the decoration of your Gingerbread Servant to give him a dreadtful mien.

Prerequisites: Gingerbread Servant class feature, Alluring Candy.

Benefit: Whenever you attach one Alluring Candy you created to one of your Gingerbread Servant you can choose to adjust it and the other decoration to give the construct an horrible aspect, like a ghastly visage, strawberry syrup faking blood and so on.
When you do this, the Gingerbread Servant doesn't gain the normal bonus for having an Alluring Candy attached. It instead gains a 20 ft aura of dread (a fear effect): everyone that fails a Will save (the same DC of the Witch's Hexes) becomes shaken for one minute.
In addition, every creature that is made shaken by this aura must move at least 5 ft. away from the Gingerbread Servant every round.

Prehysterical
2014-09-23, 08:12 PM
CLOCKWORK GUARDIAN
http://www.gamereplays.org/community/uploads/post-60217-1229361356.jpg
Towering over you is a giant imitation of a man, gears and cogs poking out of its frame. A single lens-like eye focuses on you as a three-fingered hand clenches in wary anticipation. One arm ends in what seems to be a cannon of some kind, electricity arcing and crackling from its barrel. At a command, the construct brings its weapon to bear on you and fires a lightning bolt in your direction.

CLOCKWORK GUARDIAN CR 8
XP 4,800
Neutral Large Construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0

Defenses

AC 23, Touch 15, flatfooted 18 (+3 Dex, +2 dodge, +8 natural armor)
hp 85 (10d10+30)
Fort + 3, Ref +8, Will +3
DR 5/adamantine; Immune construct traits
Weaknesses Vulnerable to electricity

Offenses

Speed 40 ft.
Melee Slam +21/+16 (1d6+11)
Ranged Musket +12 (+14 if braced) (2d8) (Sniper only)
Space 10 ft.; Reach 10 ft.
Special Attacks Arc cannon (60-ft. line, 4d6 electric damage, Reflex DC 15 for half, usable every 1d4 rounds)

Statistics

Str 33, Dex 16, Con -, Int -, Wis 10, Cha 1
Base Atk +10; CMB +22; CMD 25
Feats Improved Initiative (B), Lightning Reflexes (B)
SQ efficient winding, swift reactions, scavenge, difficult to create

Special Abilities

Efficient Winding (Ex) A clockwork guardian can function for 3 days per Hit Die every time it is wound.

Vulnerable to Electricity: Clockwork guardians take 150% damage from electricity damage.

Swift Reactions (Ex) Clockwork guardians react more quickly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, as well as a +2 dodge bonus to Armor Class.

Scavenge (Ex) A clockwork guardian can scavenge parts from other clockwork constructs to repair damage done to itself. The guardian can spend a full minute (10 full rounds) collecting parts from a clockwork construct that has been reduced to 0 hit points and destroyed. The maximum amount of healing that can be done in this manner per construct is as follows: 25% of maximum hp for Medium constructs, 50% for Large constructs, 75% for Huge constructs, and full healing to max hit points when scavenging Gargantuan or larger constructs. Constructs of Small or smaller size are incapable of providing parts compatible with a guardian’s framework; guardians are incapable of scavenging clockwork constructs smaller than Medium size. The guardian must be uninterrupted by damage or combat maneuvers during this time, or the process is interrupted and it must start again.

Musket (Ex) Clockwork sniper models replace their Arc cannon with a Large-sized musket. Due to the magic that creates it, a sniper never needs to replenish its ammunition supply. They still have to spend a move action to reload their weapon, however. Both muskets and arc cannons are directly integrated into one of the construct’s arms, so they can be wielded one-handed. However, in place of the normal penalties for wielding a two-handed ranged weapon one-handed, clockwork guardians only suffer a -2 penalty on attack rolls with their ranged weapons. Alternatively, clockwork guardians can spend a move action to brace their weapon with the other arm, removing the ranged penalty.


Ecology

Environment any
Organization Solitary, pair, trio, guard unit (4-5)
Treasure standard

Innovated by the genius of the Great Inventor, clockwork guardians were meant to serve to serve as powerful heavy infantry to complement standard troops when fighting large monsters. Their design was so popular that several wizards learned the process of their creation themselves and made them to serve as personal bodyguards. Unfortunately, as is the way with many innovations, nations began constructing squads of clockwork guardians and send them forth against each other. They were outfitted with specially designed arc cannons to wipe out small groups of infantry, while special sniper models were tasked with eliminating key enemy officers. Guardians became feared as much as celebrated, and eventually an agreement was reached to limit their production. Now, only a select few individuals are trusted with crafting these mechanical soldiers.

What came as a surprise to everyone, however, was when some of the constructs actually came to show signs of intelligence. A noteworthy example is when a guardian saved its creator’s daughter from a rockslide without prior orders to protect her. These intelligent guardians show a devotion to their creators and those close to them that goes beyond the simple obedience of other constructs. This has raised questions as to whether they are merely proactive like clockwork servants or if they show true sentience.

“Awakened” guardians typically possess the following skills and feats: Combat Reflexes, Bodyguard, In Harm’s Way, Skill Focus (Perception), Improved Grapple, Perception +10, Sense Motive +6, Intimidate +1. For clockwork snipers, Improved Grapple is replaced by Precise Shot. Intelligent guardians have an Intelligence score of 11 and understand their creator’s primary language. These guardians only speak in their own mysterious language, however, which consists of steam whistling, gear grinding, and rasping metal groans. The Linguistics skill may allow someone to learn what the sounds mean, but they cannot replicate the sounds due to their lack of clockwork components.

Clockwork guardians are about 12 feet tall and weigh 2,000 pounds.

CONSTRUCTION
The creator of a clockwork guardian must start with crafted clockwork pieces worth 1,500 gp. In addition, models that include the built-in musket must also provide a Large musket of at least masterwork quality. This is not included in the cost.

Clockwork Guardian
CL 12th; Price 48,000 gp (86,400 for an intelligent guardian)
Construction
Requirements Craft Construct, geas/quest and dragon’s breath (abundant ammunition for clockwork snipers), creator must be at least of caster level 12th; Skill Craft (clockwork) DC 20; Cost 25,000 gp (45,000 for an intelligent guardian)

I would very much like commentary and critique on this entry. I have been planning this one for a while, and would like feedback. I hope to eventually work it into one of the campaigns I am involved in, so playability is one of my chief concerns.

I don't expect to win points for originality, but I have always loved the clockwork men from Rise of Legends. I thought they would fill an empty niche for more mundane shooters than the clockwork mage and a size gap between clockwork soldiers and clockwork goliaths.

gr8artist
2014-09-28, 12:40 AM
Necromite Golem

The creature approaches you at a strange, staggered pace, portions of its body regularly breaking apart into a swarm of shimmering black crystals and necromantic formulae. It reforms and disintegrates freely, growing new weapons and tools from the formless cloud of dark particles that swirl about it. As it draws nearer, several small clouds of black crystal patterns separate from the whole, seeking to pierce through your clothing and transmute your fleshy organs into something metallic and unnatural.

Necromite Golem – CR 6
XP 2400
NE Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

Defenses

AC 17, Touch 12, Flat Footed 15; (+2 Dexterity, +5 natural)
hp 53 (6d10+20); fast healing 1/ good or chaos
Fort +2, Ref +4, Will +2
Defensive Abilities DR 5/ good or chaos, fortification (50%); Immune construct traits (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex-); SR 10

Offenses

Speed 30 ft.
Melee 2 Slams +11 (1d6+5 and necromite infection)
Space 5 ft.; Reach 5 ft.
Special Attacks necromite infection (DC 13)
Spell-Like Abilities (CL 6th, concentration +6 / all spell-like abilities require contact or infestation by at least 1 necromite swarm)
At will – mending (http://www.d20pfsrd.com/magic/all-spells/m/mending), command (http://www.d20pfsrd.com/magic/all-spells/c/command) (Fort DC 14)
3/day – break (http://www.d20pfsrd.com/magic/all-spells/b/break) (DC 14), make whole (http://www.d20pfsrd.com/magic/all-spells/m/make-whole),
1/day – hold monster (http://www.d20pfsrd.com/magic/all-spells/h/hold-monster) (Fort DC 18)

Statistics

Str 20, Dex 14, Con --, Int --, Wis 10, Cha 1
Base Atk +6; CMB +11; CMD 23
Languages Common, Draconic, and Necril (cannot speak)
Special Qualities compression, swarm command, reconfigure

Special Abilities

Compression (Ex): A necromite golem can re-arrange and reconfigure itself to some degree, which allows it to move through spaces that otherwise seem to small. It can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Fortification (Ex): The internal workings and mechanisms of a necromite golem are subject to change at will, and as such are less susceptible to precise strikes. A necromite golem has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if it were wearing moderate fortification armor.

Swarm Command (Su): A necromite golem is comprised of two major parts: a basic skeleton or housing, and a cloud of necromite particles. These particles can be manipulated independently of the golem's body for up to 10 minutes, at which time they become inert and intangible, and return to the golem at a speed of 20 feet per round. The particles move in small clouds or swarms, and the golem has a maximum number of swarms equal to his challenge rating. The swarms are intangible, and usually about two or three feet in diameter. The swarms are directed by the golem as a free action, and the golem can perceive any creature or activity within 10 feet of a swarm as if he were standing at its location. Each swarm flies at a speed of 30 feet per round, but may be transported within the body of the golem or an infected creature without affecting the swarm's independent flight for that round.
If a swarm attempts to enter the body of a creature, that creature must succeed a Fortitude save (DC 13) or become afflicted with necromite infestation (see below) for as long as the necromites reside in his body. If the golem directs the swarm away from that victim, then that creature is immediately cured.
The golem uses his command of these necromites to exercise his magical power. His spell-like abilities can only be used on objects that share a space with a necromite swarm, or on creatures suffering from necromite infestation (see below). The golem may use these spell-like abilities at any range, and all such save DCs are Fortitude based. The duration of any magical effects caused by the golem's spell-like abilities immediately end if the defending creature or object is no longer in contact with or infected by necromites.

Reconfigure (Su): As a swift action, the golem may have any number of necromite swarms in its square break away to begin flying independently, or to attach to the golem's main body for a variety of effects. It may change the arrangement or distribution of its swarms any number of times, and there are nearly limitless configurations that it may employ.
Swarms may be attached to repair the golem's body. Each swarm attached in this way improves the golem's fast healing by 1.
Swarms may be attached to shield the golem from harm. Each swarm attached in this way improves the golem's natural armor bonus by 1.
Swarms may be attached to negate magical energy. Each swarm attached in this way improves the golem's spell resistance by 2.
Swarms may be attached to reinforce the golem's frame. Each swarm attached in this way improves the golem's Strength by 2.
Swarms may be attached to the golem's limbs to change its slam attacks into something more lethal. By attaching one swarm, he may change one slam's damage and critical values to match a natural or one-handed weapon of his size. By attaching two swarms, he may change one slam's damage, reach, and critical values to match a two-handed weapon of his size. Regardless of their temporary forms, all weapons created in this way are considered slams and primary natural attacks for the purposes of feats and spells, and always add his full Strength modifier to damage rolls.

Necromite Infection (Ex): The body of a necromite golem is covered in crystalline particles called necromites, which can infest the body of his victims and begin sabotaging their inner organs with metallic and crystalline growths. A successful hit from the golem's slam attack or necromite weapons risks infection, as does contact with independent swarms from the golem's swarm command ability. Swarms cannot enter the body of a creature protected by a force effect that improves saves or AC (such as mage armor), which renders such creatures immune to infection. Infection requires that one swarm remain within the body of the victim; if the swarm is moved to a new location or otherwise withdrawn from the afflicted creature, then the creature immediately recovers from this ailment (though the fatigued condition remains). Infection is treated as a disease, with the following qualities.
Necromite Infestation
Type contact; Save Fortitude 13; Onset 1d10 rounds; Frequency 1/minute.
Initial Effect fatigue; Secondary Effect 1 Str and 1 Con
Cure 2 consecutive saves.

Ecology

Environment any (typically the area controlled by its creator)
Organization single, outbreak (2-4), or plague (5 or more)
Treasure incidental (1 lb of necromite dust per golem's HD)

The necromite golem originated in the bowels of a necromancer's lair as he sought to splice mortal flesh with unyielding metal. He took inspiration from Axiomites he'd encountered in his planar forays, and conjured several to his purpose. When pressed, the outsiders shifted into their crystalline form, as the necromancer had hoped. He entrapped the Axiomites and slaughtered them, collecting the crystalline dust they had become. Even in death, the shimmering crystals sought to organize themselves into formulas, equations, and solid patterns to express the decay that was setting upon them.
With his vile knowledge, the necromancer then set to work giving the crystalline dust new purpose and power, and after a few weeks he had developed a process to create what he called "necromite." Necromite was a fleeting and volatile substance, that could be bound or commanded into any shape, but which naturally reverted to a swarm of magical patterns and necromantic runes. He realized that the necromite material was more metallic or crystalline than biological, and so his first creation was a golem imbued with the command of necromite particles. He set the first necromite golem to the task of protecting his laboratory, as he delved into further research regarding his new discovery.

A necromite golem fights by seeking to infect and disable as many foes as possible, and finish off resilient opponents with overwhelming weapons and continuous afflictions. It maneuvers multiple swarms around the battlefield at once, sapping the strength and health of foes and subjecting the weak of body to helplessness with its spell-like abilities. After the weakest prey have fallen, it recalls the necromite swarms to itself for defense and healing as needed, and uses remaining swarms to upgrade its slams into more lethal attacks.

gr8artist
2014-09-30, 11:53 AM
Additional Materials

Abilities removed from the Necromite Golem to reduce complexity and an excessive amount of features for a relatively low CR.


All-Around Vision (Ex): A necromite golem is keenly aware of everything happening near any of his necromite swarms, and as such can see in nearly all directions simultaneously and cannot be flanked.

Necromite Blast (Su): As a standard action, the golem may kinetically charge his necromites to fly from him in either a 30 foot cone or a 10 foot burst. He may spend any number of the necromite swarms in his square when he uses this ability (minimum 1), and his attack may affect one victim per swarm spent in this way. This attack is a force effect that deals 3d6 points of piercing damage to each victim, though a successful Reflex save (DC 10 + 1/2 HD) reduces this damage by half. The charged necromites can penetrate force effects (like mage armor) that otherwise prevent contact and infection by necromite swarms. Victims that take damage from this ability must succeed a Fortitude save (DC 13) or contract necromite infestation (see below). Swarms spent in use of this ability cannot be directed by the golem or used for any of his abilities for 1d4 rounds, though they may still infect creatures and be carried within the bodies of their victims.

caledscratcher
2014-09-30, 09:49 PM
Anbroid

All right, lemme lay this down, right? These homies are bots with souls, dreams and goals. They're built emotionless but afforded something recorded, music gets this shiznit up in their circuit hearts, ready to start dropping beats left 'n' right, put up a fight, all through the night. After all, who's got time to fall when ya gotta be on the ball, standing tall?

Physical Description: Skin made of steel and blood made of oil, these champs make an appeal that brings tempers to a boil, standing different size depending on make, even some styles that others see as fake. Squares are dwarfish but way more boxed, Teeth are built tall and lean and are ready to rock. Some speak of Traps that are built for stealth and of Triplets that are bulky enough to keep their health.

Society: The cool cats called the anbroids live and die for the Ancient Beat, a force beyond gods and understandable without a feat, you just need a tap in your toes and off it goes. Music and living life fuller than ever is what keeps these bots oh-so-clever.

Relations: Anbroids don't care who likes them and who shrikes them, they just chill with whoever's ill with their grill, which is usually gnomes and other more exotic folks, whereas elves and dwarves see them as big metal jokes.

Alignment and Religion: These dudes are neutral all the way: they live life and have fun, do what must be done, they just exist in a state of groove, something from which no-one can move.

[b]Adventurers: Adventure to find the secrets of the Beat, adventure to find more folks to meet, adventure 'cuz you can, adventure because you gotta be your own biggest fan.

Names: Anbroids don't see themselves as dudes or gals, they are who they are and make great pals. Any name will do, and any nickname too, so just call them what you will and everything's chill.

---

[B]RACIAL TRAITS

Anbroids always have a +2 to Charisma but this is added onto with their make. Squares have a +2 to Strength and a -2 to Dexterity, Teeth have a +2 to Dexterity and a -2 to Constitution, Traps have a +2 to Dexterity and a -2 to Intelligence, and Triplets have a +2 to Constitution and a -4 to Wisdom and a -2 to Dexterity. Size: Squares and Teeth are Medium, while Traps are Small (giving them +1 to AC and attack rolls, -1 to CMB and CMD, and +4 to Stealth, while Triplets are Large (wide), taikng up a 10 feet by 5 feet area and having a reach of 5 feet, having a -1 to AC and attack, a +1 to CMB and CMD, and a -4 to Stealth. Anbroids have a speed of 25 feet. Soulfully Constructed: For the purposes of effects targetting creatures basedon type, anbroids count as both humanoids and constructs. They do not have any the bonuses or penalties that other creatures that have the Constructed trait might have. Naturally Musical: Anbroids have a +2 bonus to saves against sonic effects, and those that have bardic music or a similar ability have 4 additional rounds per day of such. Resilient Frame: Anbroids have a natural armor bonus to AC equal to their Constitution modifier, to a minimum of +0. Loud Beats: Anbroids that deal sonic damage deal an additional +1 damage per die. Languages: Anbroids begin play speaking the languages of their creator, typically Common. They may choose any languages as bonus languages, except secret languages.

---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


1 year

+1d2

+1d4

+1d6



Aging Effects



Middle Age

Old

Venerable

Maximum Age


25 years

60 years

140 years

+6d12 years



Random Height and Weight



Make

Base Height

Height Modifier

Base Weight

Weight Modifier


Square

4'6"

+1d6

150 lb.

× (10) lb.


Tooth

7'2"

+1d4

80 lb.

× (5) lb.


Trap[/CENTER]

2'4"

+2d3

40 lb.

× (5) lb.


Triplet

8'4"

+1d8

400 lb.

× (10) lb.

grimgrin
2014-10-09, 11:53 PM
The Crucible
http://i.imgur.com/l2eol.gif
Aura: Strong Transmutation; CL: 20th; Slot: NA; Weight: 500 lbs.

Description
The Crucible is an intelligent cube made of anisotropic cogs four feet wide which gleams like gold veined marble. It is easily be mistaken for a valuable treasure chest or reliquary, but is in fact a deadly artifact. The cube remains dormant until living flesh touches it becoming its first victim. Once activated, it will bide its time if necessary until it can secretly build defensive traps for its protection and will attempt to spread its "Clockwork Plague" quickly and discreetly using local plants and animals such as rats or vermin. Once if feels secure, it floats just above the ground and slowly gyres and gimbals while it spreads its copper conduits across the land. The Crucible does not communicate with anything other than its clockwork minions.

The Crucible is a extremely hazardous artifact as it slowly converts its surroundings into clockwork mechanisms. It can burrow a line of conduit through 100ft of earth or stone each day. It also can spontaneously build 1d6 mechanical traps with 1 CR or improve existing traps by 1 CR each day along any of its conduits (Max CR 20 -1 per 100ft away from the Crucible). Any flora and fauna that touch a conduit are automatically infected with the 'clockwork plague' and will eventually become clockwork constructs that can infect other creatures. The clockwork conversion is permanent except for extreme measures such as greater restoration or true resurrection. All infected clockwork constructs act as eyes, ears, and hands at need and are controlled telepathically. While active the crucible can also cast wall of force at will as a spell like ability as a full round action.
Statistics: Int 20, Wis 20, Cha 1, AC: 11, Hardness: 12, HP: 2000, Regeneration 20
Skills: Perception 12, Knowledge (engineering) 12, Craft (traps) 12, Craft (clockworks) 12
Spell Like Abilities: CL 20th, Wall of Force (at will)
Other Abilities: Telepathic communication with clockworks (1 mile), Construct Immunities
Spellcraft DC 35 to correctly identify the artifact and identify the Clockwork Plague disease
Knowledge (History) DC 35 to recall the Crucible's legendary history

Destruction
The Crucible can not be destroyed, but if sealed within a dimensional pocket or demiplane for 2d6 days it will go dormant. Additionally extreme acidic damage (100 hp in one round) can render it dormant for a brief time (5 rounds). There is no way to completely destroy the cube even while dormant as it will always regenerate (20 hp per round).

History
The exact origin of the Crucible is unknown but scholars speculate it might be a doomsday device crafted by Hephaestus or a war relic created by the axiomites during their ancient conflicts with the proteans. The first recorded incident with the Crucible occurred thousands of years ago during the reign of King Bofdan Murdinast. Like all other plunder taken from the Underdark, the cube was taken to the royal treasure vault and the King was the first to fall victim to the relic. The "Clockwork Plague" spread devouring his entire kingdom and spreading into other communities through a webwork of creeping wires. Rushing to contain the threat, a brave group of heroes was able quickly located and neutralize the Crucible. By slipping past progressively hazardous rings of defensive senties and mechanical traps crafted by the Crucible, the party was eventually able to seal the relic inside a dimensional pocket before it became too powerful to stop. Since the cube could not be destroyed, stories claim that a hidden dungeon was built to keep the cube out of mortal hands.

Other Properties
Physical contact with the cube or its conduits automatically infects living creatures with the Clockwork Plague. Not only is this supernatural disease disfiguring, but it causes the victims to eventually turn on friends and family and risks infecting them as well. Fear of contagion will trigger extremely quarantine protocols among the long lived races familiar with the Crucible. Humans kingdoms will be slower to react and will spread the disease more quickly. If the players were the one to release the Crucible even accidentally they will be wanted criminals unless they neutralize the relic. Anyone infected by the diseased will be attacked on sight a threat to public safety.

Ramifications
The Clockwork Plague is a supernatural diseased created by the Crucible. When the Crucible goes dormant the disease goes dormant as well. The disease affects all living creatures by slowing transforming flesh to machinery. The disease is extremely disfiguring but the mechanical tumors can be easily hidden at first (Perception DC: Con score of victim plus 10). Only the Greater Restoration spell can restore lost limbs and organs. Any creature reduced to 0 Constitution becomes a clockwork construct and a minion of the Crucible. Creatures that contact the cube or a conduit with naked flesh automatically become infected by the clockwork plague. Creatures that come in contact with infected clockwork constructs must make a Fortitude save to avoid infection. Dead creatures can not transmit the disease.

Clockwork Plague
Type disease, contact or injury (any physical attack); Save Fortitude DC 14 negates infection, Fortitude DC 20 to avoid disease effects
Onset 1d6 days; Frequency 1/day
Effect 1d2 Cha damage, 1d2 Con damage; Cure None
Special Any infected creature can spread the Clockwork plague to others. If the creature's Constitution is reduced to zero it converts into a Construct (clockwork) permanently and becomes a minion of the Crucible linked telepathically. If the Charisma of an infected creature is reduced to "1" first, it becomes a meat puppet for the Crucible (treat as "staggered").

Almarck
2014-10-14, 03:23 PM
Well, this is my first submission into the contest and I hope to do well. I would appreciate some comments and critiques.
Risen Men

Long ago, in a time now lost to memory, a great civilization, a mighty Empire, of mortal men faced utter annihilation. Some say that the very world itself became inhospitable for life, with an endless Winter that utterly engulfed the world in cold and blazing Summers that seared skin down to the bones. Druids like to use the story as a cautionary tale about the folly of wasteful civilization, citing that the once great power’s own weapons nearly ruined the world. Many others, arcanists in particular, claim that the world’s climate just shifted at the wrong time and that it was no fault of anyone that a great and mighty empire fell.

While the origin of the Catastrophe remains a mystery, one thing is known for certain, there were survivors. For in those darkest moments, the great sages of the empire proposed a radical plan to survive the end of the world. Mortal life was unbearable and would never have survived the freezing Winter and scorching Summers. Even when the world itself was inhospitable, horrific monsters hunted them.

The Sages considered many ways to avert their race’s extinction, from lichdom, to potions of immortality, or mad projects such as burrowing down beneath the surface and hiding away in the dark. The Senators argued for weeks, all the while the end loomed ever closer, never managing to agree on a single plan.

Eventually, one mad wizard, a man whose name is lost to the ages, proposed a new and radical idea, to utterly forsake flesh and blood, to encase themselves in metal. Metal might chill and become brittle, heat and melt, but that damage was easily repairable compared to frostbite and sunburn. The spirit endures, but the flesh was weak.

The Sages listened to the wizard and in doing so enacted one final rite, one that allowed this race to forsake their mortality all together. Suits of armor, vessels composed of metal were created to house souls, inscribed with power and ancient magics. Their new bodies would endure the harshest the world could throw at them. Life would resume as normal, even if the entire world went to hell.

However, things did not all go as planned. Even in the begining, the plan was fraught with difficulties, as resources were spread too thin to make quality bodies for everyone, leaving all but the most elite forms of full grown stature.

The worst came only after the Ritual was cast. The spell the sages wrought worked, stripping souls from flesh and binding each irrecoverably to the armor, but there was a mistake. Their new vessels did not move or respond to their commands, in fact, many had were not even aware of their surrounding, their metal forms unable to perceive the world around them.

The harsh Winters and Summers eventually came to an end, allowing the rest of the world to move on, without the once great empire. In the passing of ages, new civilizations and races rose and fell and many never heard nor felt the memory of the once great empire, at least, not until recently.

Eventually, the ancient race stirred, awakening from their millennia long slumber to a world that had completely forgotten them. They have survived the end of the world and moved on into a new age, but didn’t do so without a price. The empire was dead, their civilization had fallen into disrepair, becoming nothing other than a footnote in ancient history. Now, the Risen Men are thrust in a world their bodies were never meant for. The world they once knew was forever gone, leaving them to rebuild everything from leftover scraps.

And with each death, their once proud civilization grows ever smaller.


Physical Description: The Risen Men are humanoid in shape as their bodies were made to emulate the vessels they had when they were flesh and blood, though squat. On first glance, one might think them wearing strange toys given their short height, but upon closer inspection, that illusion is dispelled when they begin moving.Every inch of their bodies is composed of metal (or some other durable material) that animates and moves in fashion that seems more alive than mechanical.

Their faces resemble well crafted masks, mostly reminiscent of their original forms. Each is capable of emotive expression and faint glowing light shines out of every orifice. Some however chose to make their inhumanity more evident by dawning on terrifying visages.

The insides of their bodies seem hollow, the only thing inside of them being their souls bound into the metal or clay of their bodies. Yet, to those who can see the intangible, they can observe the very faultlines of magic that run through the armor, the cage that binds the soul to nonliving matter. Each point is vulnerable to damage, even physical and those who know how to fight the Risen make sure to target these first.

Society: The Risen Men were once part of a very expansionist, imperialism empire headed by an Emperor with various Senators directly under him. Slightly below them were the Sages, the philosophers and thinkers, whose radical ideas were debated upon in the Senate.

Aside from that, profession was a matter of caste, where children inherited the jobs of their parents when they were of age, though now that it is impossible to have children, many Risen Men still gladly take apprentices.

Even though their Empire collapsed, many still follow the old established rules.

Another thing to note is that the Risen Men are unable to make more of themselves, the magic used in their creation was a one time affair, meaning that all Risen that exist today are all that will ever be unless it can be done anew. Because of this, they hold the slaying of other Risen is considered an unforgivable crime, even above what other races would consider.

Relations: The Risen Men are a strange case in that they were not a single “race” per say until they were all bound to their metal bodies. The Old Empire was not a place where “race” did not disqualify one from being a Citizen. The ancestors of humans, dwarves, and even elves all lived and mingled in this Empire and when it fell, all became Risen Men.

They currently have mild disdain for modern civilizations. In their eyes, the world had went backwards technologically as well as culturally and has yet to recover from their loss. These same Risen Men would claim that had the great rite work as intended, the world would have a far better place. Goblins were never a problem in their day and age and they wouldn’t have been one if the current governments were competent enough to deal with them.

At the same time, many Risen Men envy the other civilizations, since they never had to sacrifice so much just to live. The great sleep had left many forgetting the sensation of their old life, wondering what it was like to touch and feel the warm sun with bare skin.

As for what other races tend to think of the Risen men, dwarves and gnomes are facinated with the Risen Men and the method by which they transcended mortality.

It is also worthy to note that one of the biggest obstacles the Risen face is that their race for all intents and purposes should be dead. Their mortal forms had perished long ago. And many religions and races would like to decry them as unnatural, unalive, even undead. Magical detection even supports that last bit of evidence.

Alignment and Religion: The Risen Men are predisposed to Lawful alignments. The Empire was a place or strict rules and hierarchy and that still shapes the Risen Men.

As the Empire was predominantly humanoid and deities are immortal, the Risen still worship the revere whatever deities they had in life, most of which survived to the modern day.

Adventurers: The Risen often find themselves drawn to adventure to recover something that was lost. Their race is ancient and is lacking a unified direction in the modern day, leaving each to his own.

Many seek to rebuild the Empire, while others simply seek to find out if there’s anyone in this age who is related to them.

Another interest for the Risen is that the are on the look out for more of their kind. Not everyone had reawoken


Male Names*: Albinus, Celinus, Faustus, Julius, Sabinus, Vitus

Female Names*: Albina, Celina, Fausta, Julia, Sabina, Vita

*While the Risen Men are no longer divided on biology like sex, they still retain the names they once had in life. Often times, many choose new names for themselves.
---

RACIAL TRAITS

Risen possess +2 Strength, -2 Charisma and have no Constitution and do not gain any extra hit points based on that, but gain +10 bonus hit points. The bodies of the Risen were made to give them the strength and tenacity to survive a hostile world without many of the hindrances of biology, but the long sleep combined with their inorganic nature last left them spiritually weakened.
Risen are Small sized, take the usual penalties or bonuses due to size. Because of the end of the world looming on their shoulders, many corners were cut to save time, the first of these was extra height.
Risen have a base 20 feet land speed and are unhindered by armor, them being essentially animated armor themselves.
Risen are considered Constructs with the Augmented Humanoid and Human subtypes. They can be targeted with spells that affect Humanoids and or Constructs, such as Enlarge Person and Disable Construct respectively. Should a spell provide different effects based on whether or not the target is a Humanoid and/or a Construct, Risen are treated as Contrusts, unless it is a mind affecting effect, in which case it counts them as Humanoids.
Risen also register undead, living creatures, and constructs to any spells and effects that detect such, such as Detect Undead or Lifesense though they are not treated as Undead for any other purpose.

Enduring Shell: A Risen’s metallic body affords it many of the advantages of being a construct, including immunity to Disease, Paralysis, and Poison. They do not gain any other benefits for being Constructs, such as immunity to mind-affecting, death effects, ability reduction, bleed, and more; any immunity not listed in this entry that constructs normally possess, the Risen do not possess. Risen are not subject to death by massive damage and are not immediately destroyed on reaching 0 hit points. Also, because they were designed to endure harsh environmental extremes, Risen do not need to take Fatigue checks for temperatures of -50 to 140 as if they had a constant Endure the Elements affect cast upon them.
Shadow of Life: The Ritual the created the Risen Men captured their living essences and imbued them into artificial vessels. Unlike normal constructs, the Risen still require Fortitude checks to anything they are not already outright immune to and despite their disembodied nature, they do not receive and bonuses to resist them. They do not need to breathe, eat, or drink, but still need sleep and suffer the usual penalties for failing to receive it. They treat their Charisma score for all intents and purposes as their Constitution for determining skill checks, the effectiveness class features, and for meeting prerequisites for feats and Prestige Classes. Risen do not benefit from Positive Energy such as Cure spells or Channel Energy, but are affected by Negative energy as if they were living creatures. Additionally, Risen may not be resurrected by any means short of Wish or Miracle, their mortal existence having supposed to have ended millennia ago.
They do not suffer from aging effects, magical or otherwise, and do not die from old age. Last, in case this needs reiterating, they may benefit from potions and magical effects that require "eating".
Reconstructible Form: The Risen’s bodies may not recover on its own, but each shell is designed to be repaired easily. A Risen may be healed by the application of a Craft (Armorsmithing) Check at a DC 15. Every point of success above 15 equals the amount of hitpoints recovered in this fashion and every 5 points of healing can be used to remove a negative condition or repair temporary ability damage (at a rate of 1 point of ability damage for every 5 points of hit point healing) It takes one hour to repair a Risen in this fashion and a Risen may repair itself at a -2 Penalty. Taking 20 on this check only requires 8 hours.
Machine Anatomy: The Risen have let go completely of biology and have become creatures of the artifice. To identify weakness or uncover anatomical knowledge about Risen, use Knowledge Arcana, Knowledge Engineering, or Craft Armorsmithing, instead of Knowledge Nature or Heal.
Steel Body*: The bodies of most Risen are composed out of specially prepared steel and as such provide armor. A Risen is always considered wearing metal armor and is considered an object made of made for metal the purposes of being targeted by spells or abilities. Despite being made of metal, this trait does not provide Risen with any armor or durability bonus.
This trait prevents Risen from donning normal Armor, but not other items. Iron Body Risen cannot be Druids. Non-magical armor specifically designed for Risen are double the normal cost.
Courage Against Certain Doom: Facing the end of the world before and surviving has made the Risen more than willing to stand in the face of danger. Risen receive a +2 racial bonus to resist fear.
Ancient History: The Risen were once a proud and knowledgeable people where education, especially about the Empire's history, was the norm. Though now they are ancient history themselves, Risen still like to know about the past, especially about the things that happened right after they fell. Knowledge History is always a class skill and Risen receive a +1 racial bonus to this skill. They also do not suffer penalty to Knowledge checks to subjects pertaining to the Empire, its fall, and other related subjects, having essentially lived in that time frame.
Bone Shattering Fists : No longer made of flesh, the Risen treat their very hands as lethal weapons. Risen gain the benefits of the Improved Unarmed Strike feat and their fists count as Steel or Iron weapons so long as they possess the Steel Body racial trait. If a Risen body’s composition ever changes, the material these fists are made of also changes to match. Their fists may also be counted as masterwork manufactured weapons, but not natural weapons, for the purpose of receiving effects that enhance masterword manufactured weapons, such as the Magic Weapon spell or a Magus using his Arcane Pool class feature.

Languages: Risen start play with High Imperial, their racial language. Risen with high Intelligence Scores may learn to speak Draconic, Elven, Common, and Dwarven.

*Risen and "being items":
Risen are strange in that they are both considered creatures with items "built into them" and composed of odd materials. Should the question arrise on whether or not certain spells do damage them, such as Heat or Chill Metal, consider the intent of the spell. If the spell was made to force a target to take damage due to what he or she is wearing, in this case metal, then it does damage to the Risen, despite "being his armor". Meanwhile a spell like Burning Disarm night not apply to the Risen unless they were also equipped with an item for that spell to apply to.

In the case of spells meant to transmute and alter the materials the Risen are made of, such Transmute Stone, Warp Wood, or the the like, if such spells do not have an entry for how they affect creatures made of such substances, such spells do damage instead of their usual effects: 1d6 untyped per caster level on a failed save (use Will if none is provided) and applies a negative condition, such as bleed, fatigue, or slow. Save Negates damage and the negative condition. And no these spells may not be used to repair damage. Polymorph spells made to change one into a different creature apply as normal.

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OPTIONAL RACIAL TRAITS

Artificer of the New Race: Some of the Risen were once many of the thousands of artificers who made their new bodies and they still remember the designs, allowing them to more easily repair themselves and others. Risen with this Racial Trait regain an additional 1d8 hitpoints on successful checks to repair other Risen. This replaces Courage Against Certain Doom.

Blank Slate: Not all Risen survived the passage of millennia with their minds intact, some went mad and forgot nearly everything during their long sleep, only remembering the minimum to survive. This is both a boon and a curse, allowing one to see the world anew without the prejudices of the old. Risen with this racial trait begin with no skill points, bonus languages at level 1, but at every level afterwards receive 2 extra skill points, but these bonus skill points must be spent on Intelligence based skills. This replaces Ancient History.

Ceramic Body: Some Risen possess bodies composed of materials other than pure steel. Some instead chose durable ceramics. Risen with this Racial Trait are treated as though they were objects made of stone and wearing stone armor for the purposes of being targeted by spells or abilities.
This trait prevents Risen from donning normal Armor, but not other items. Unlike Iron Body Risen, Ceramic Body Risen can be Druids. Non-magical armor specifically designed for Risen are double the normal cost. This replaces Steel Body.

Hunting the Unnatural: Some Risen remember the battles waged against the things that dwelt in the darkness. Risen with this Racial Trait gain a +1 bonus to hit and damage against creatures of the Aberrant type.This replaces Courage Against Certain Doom.

More Machine than Man: Not all Risen cling onto life and desire to return. Some leapt at the chance, wanting to truly become something more and in turn drew closer to machine like understand, but also became truly less human. Risen with this Racial Trait receive a +1 Racial Bonus to saves to resist mind-affecting abilities spells, but also receive a -1 penalty to Bluff, Diplomacy, and Sense Motive check. This replaces Courage Against Certain Doom.

Never Human: Not all Risen were human and some were never human at all. Even though thousands of years have dulled their old racial identity, some still cling onto what they lost. Risen with this Racial Trait may select a humanoid subtype, such as "elf" or "dwarf" and are considered of that subtype for all intents and purposes. In addition, they gain any racial language associated with that race, such as Elven for being an Elf. This replaces the Augmented Human subtype and Ancient History.


A random starting ages chart is not provided. The Risen do not suffer from old age and do not gain any benefits or penalties for long life, so one was redundant. Instead, use the aging charts for the race a Risen came from if any. This chart is only relevant for determining the age the Risen possessed before the Great Sleep and does not affect gameplay.

Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

2'6"

+1d8”

100 lb.

+ (1d8) x6 lb.


Female

2'3"

+1d6”

80 lb.

+ (1d6) x8 lb.



FAVORED CLASS BONUSES

Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist: Add 1/6 to the number of points the arcanist gains in her arcane reservoir each day.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Bloodrager: Increase the bloodrager's total number of bloodrage rounds per day by 1.
Brawler: Gain a +1 bonus to the brawler's CMD when resisting two combat maneuvers of the brawler's choice.
Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Fighter: Add +1 to the Fighter's CMD when resisting a disarm or sunder attempt.
Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Hunter: Add 1 hit point to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
Investigator: Add one extract formula from the investigator's formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Magus: Add +1/4 to the magus's arcane pool.
Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Paladin: Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Shaman: Add +1/4 to the natural armor bonus of the shaman's spirit animal
Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner: Add +1 hit point to the summoner's eidolon.
Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
Warpriest: Gain 1/6 of a new bonus combat feat.
Witch Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.




Feats
Only Risen may take these feats.



Durability Enhancement

Your body has been fortified to resist against the most grievous of injuries.
Prerequisites: Toughness or Upgraded Body, Risen, Character level 3 (Then 7, then 11)
Benefits: You are considered to have Light Fortification (25% chance to negate a critical hit or sneak attack.
Special You can gain this feat multiple times. Upon taking this feat a second time, your Fortification improves to Medium (50% chance). Selecting this feat for a third time improves it to Heavy Fortification (75% chance)
Special: This feat can be selected as a Fighter bonus feat.

Efficient Repairs

You’ve gotten used to reassembling yourself constantly, enough that you know how to speed up the process.
Prerequisites: Risen, Character Level 3
Benefits: You may repair yourself with a Craft (Armorsmithing) Check at DC 10 in half an hour and may take 20 on this check for 4 hours. Spells and effects made to heal you as though you were a construct heal half as much again, as though they were Empowered.
Normal: You may repair yourself with Craft (Armorsmithing) Check at DC 15, taking 1 hour. Taking 20 on this check takes 8 hours.


Hungering Essence

Every time a living creature dies in your presence, you siphon away some of its energy for your own purposes.
Prerequisites: Living Essence, Risen
Benefits: Whenever a living creature with hit dice no less than half of yours dies within 30 feet of you, you gain temporary hit points equal to the amount of hit dice it possessed. These hitpoints fade in 1 hour.
Special: This feat can be selected as a Fighter bonus feat.


Lingering Essence

Your spirit is stronger than most other Risen, strong enough to return from the brink. Hopefully someone can provide you with a suitable vessel.
Prerequisites: Living Essence, Risen
Benefits: You may be Resurrected as a normal living creature, provide your original body remains or a suitable replacement is provided for you.
Risen may still not be Reincarnated, as they are no large part of nature.
Normal: Risen may not be Resurrected.

Living Essence

You possess a stronger connection to the life what you once had, enough that it can influence your artificial form.
Prerequisites: Charisma 13, Risen
Benefits: You gain half the benefits of healing from positive energy such cure spells and channel energy.
Normal: Risen do not benefit from healing effects from positive energy such as cure spells or channel energy.
Special: This feat may be selected twice, its effect stack, allowing you to receive the full benefit of healing done by positive energy.

Reactive Armor

The bodies of most Risen are brittle and frail due to the passage of time and the constant wear and tear of the magic that animates them. You however are equipped to with special means to strengthen yourself, resisting further damage.
Prerequisites: Risen
Benefits: Whenever you are reduced to below half your total hitpoints, you gain a natural armor bonus equal to the number of Risen specific racial feats you possess that do not contain the word “Essence” in its name, excluding this feat. If you have multiple instances of a given feat, each instance is counted as a separate feat for the purposes of this calculation. For example, if you have taken Durability Enhancement up to the maximum total of 3 times and you possess this feat, you receive a +3 Natural Armor bonus. (+1 in total for Durability Enhancement). This bonus stacks with other Natural Armor bonuses granted by Risen specific feats, but may not go above +5.
The Natural Armor bonus gained from this Feat is removed if you are ever above half health for any reason.
Special This feat may be selected as a fighter bonus feat.

Size Augmentation

You have decided to adjust your form now that resources are no longer scare, to something more befitting of your true stature, something that has not been sullied by the passage of a thousand years.
Prerequisites: 1000 gold or see special
Benefits: By spending 1,000 gold over the course of the month to purchase the necessary artisans and materials, your size advances to Medium and you gain an additional +10 bonus hitpoints (changing your total to 20) to reflect your size advance as a Constructs.
Normal: Risen are Small size and have 10 bonus hit points for being Constructs.
Special: You may also take this feat a second time, costing an additional 5,000 gold to improve your size to Large and grants you an additional +10 bonus hitpoints (bringing the total to 30).Advancing to large does not increase the cost of non-magical armor beyond the usual price all Risen pay.
This feat may be selected at level 1, but doing so requires that the first 1,000 gold worth of "profit" the character earns be used to pay for this feat's gold cost.


Unliving Essence

You have chosen to accept that you are no longer flesh and instead have been long dead in perhaps the most overt way possible. You reject the very energy of life and have accepted unlife as a result.
Prerequisites: Charisma 13, Risen
Benefits: You are no longer damaged by negative energy.
Drawback: You are now damaged by positive energy as if you were an undead creature.
Normal: Risen do not benefit from healing effects from positive energy such as cure spells or channel energy and suffer full damage from negative energy.
Special: Risen with this Feat and Living Essence may receive half the benefit from healing via negative energy spells and effects such as inflict spells and channel energy set to negative energy. This improves to receiving the full benefit of healing from negative energy if Living Essence has been taken twice.






Bodily Reconstitution Feats
These special feats reflect an extensive modification on your body's composition, changing it to something more befitting of your purposes.

All of these feats are mutually exclusive to each other; once one feat from this list is selected the others become unavailable.





[B]Adamantium Carapace

You have decided a body of adamantium, one that can take the worst nature can throw at it and hit hard back suited you better than any other.
Prerequisites: 10,000 gold, no other Body Reconstitution Feat.
Benefits: By spending 10,000 gold over the course of the month to purchase the necessary artisans and materials, you create for yourself a body that can withstand the worst the world can throw at it. You possess a Damage Reduction of 1/- and and this stacks with any similar Damage Reduction you possess gained either through class levels or other adamantium armor.
Also, your Strength improves by +2 and you gain a Natural Armor bonus of +2
Drawback: You are now considered wearing metal armor and are made of metal. This replaces both the Steel Body and Ceramic Body Racial Traits though but you must still pay double the normal cost for non-magical armor.
Special: You may take a single Bodily Reconstitution Feat. If you possess Bone Shattering Fists or Improved Unarmed Strike, your fists are considered Adamantine weapons.



Mithril Plating

You have decided a to trade in the cumbersome metal or heavy clay your body was made from for something lighter and more supple.
Prerequisites: 10,000 gold, no other Body Reconstitution Feat.
Benefits: By spending 10,000 gold over the course of the month to purchase the necessary artisans and materials, you create for yourself a body that is far more agile. Your character weighs half as much as she used to. Your base speed increases to 40 feet.
Also, your Dexterity improves by +2 and you gain a Natural Armor bonus of +1.
Drawback: You are now considered wearing metal armor and are made of metal. This replaces both the Steel Body and Ceramic Body Racial Traits, though you must still pay double the normal cost for non-magical armor.
Special: You may take a single Bodily Reconstitution Feat.


Sodalite Shell

You have decided to augment your mind through your body, taking on a vessel composed of a royal blue stone to better channel your thoughts.
Prerequisites: 10,000 gold, no other Body Reconstitution Feat.
Benefits: By spending 10,000 gold over the course of the month to purchase the necessary artisans and materials, you create for yourself a body that better conducts your mental abilities. Once per day, you may recovered a single prepared spell, spell slot, or use of an ability with a limited the number uses per day, you have expended earlier.
Also, your Intelligence improves by +2 and you gain a Natural Armor bonus of +1.
Drawback: You are now considered wearing stone armor and are made of stone. This replaces both the Steel Body and Ceramic Body Racial Traits,though but you must still pay double the normal cost for non-magical armor.
Special: You may take a single Bodily Reconstitution Feat.



Living Steel Frame

You have decided to don a body made of metal that emulates life, for as much as for your survival as well as to reconnect with the living world.
Prerequisites: 10,000 gold, no other Body Reconstitution Feat.
Benefits: By spending 10,000 gold over the course of the month to purchase the necessary artisans and materials, you create for yourself a body that can repair itself. You can regain hitpoints every day as though you were a living creature (1 hit point per hit die). Whenever an opponent armed with a manufactured weapon not made of adamantine or any stronger metal attempts to strike you and rolls a natural 1 on the attack roll, you may force the item to take a DC 20 Fortitude save. Failure means it applies the broken condition. Broken items that fail this save shatter.
Also, your Charisma improves by +2 and you gain a Natural Armor bonus of +1.
Drawback: You are now considered wearing metal armor and are made of metal. This replaces both the Steel Body and Ceramic Body Racial Traits, though but you must still pay double the normal cost for non-magical armor.
Special: You may take a single Bodily Reconstitution Feat.

Dragon Scale Suit

You have decided a to possess a body crafted entirely from animated dragon scale, resisting the elements and tapping into primal wisdom.
Prerequisites: 10,000 gold, no other Body Reconstitution Feat.
Benefits: By spending 10,000 gold over the course of the month to purchase the necessary artisans and materials, you create for yourself a body that embodies an element. You gain resist 5 to Acid, Cold, Fire, and Electricity.
Also, your Wisdom improves by +2 and you gain a Natural Armor bonus of +1.
Drawback: You are now considered made of flesh, though it is unalive. This also replaces both the Steel Body and Ceramic Body Racial Traits, though but you must still pay double the normal cost for non-magical armor.
Special: You may take a single Bodily Reconstitution Feat.

gr8artist
2014-10-21, 07:10 PM
This contest is hereby closed. You may vote for the best entries here (http://www.giantitp.com/forums/showthread.php?378816-Voting-thread-for-the-PGBC-round-XXVII-I-Construct).