HD: d8
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special|
Junkheap|
Highest Vestige<br />Level Bound|
Improvised<br />Equipment
1|+0|+0|+2|+2|Fill the Loneliness I, Craft Excellency, Junkheap, Manufacture Soul (Vestige)|0*|1|1 Slot
2|+1|+0|+3|+3|Toughen Device (HP)|1|1|1 Slot
3|+2|+1|+3|+3|Fill the Loneliness II|2|1|1 Slot
4|+3|+1|+4|+4|Manufacture Soul (Voice)|4|1|2 Slots
5|+3|+1|+4|+4|Toughen Device (Hardness)|6|2|2 Slots
6|+4|+2|+5|+5|Fill the Loneliness III|9|2|2 Slots
7|+5|+2|+5|+5|Manufacture Soul (Face)|12|2|2 Slots
8|+6/+1|+2|+6|+6|Toughen Device (Magic-Resistant)|16|2|3 Slots
9|+6/+1|+3|+6|+6|Fill the Loneliness IV|20|3|3 Slots
10|+7/+2|+3|+7|+7|Manufacture Soul (Blood)|25|3|3 Slots
11|+8/+3|+3|+7|+7|Toughen Device (Saves)|30|3|3 Slots
12|+9/+4|+4|+8|+8|Fill the Loneliness V|36|3|4 Slots
13|+9/+4|+4|+8|+8|Manufacture Soul (Mind)|42|4|4 Slots
14|+10/+5|+4|+9|+9|Toughen Device (Self-Repair)|49|4|4 Slots
15|+11/+6/+1|+5|+9|+9|Fill the Loneliness VI|56|4|4 Slots
16|+12/+7/+2|+5|+10|+10|Manufacture Soul (Resurrection)|64|4|5 Slots
17|+12/+7/+2|+5|+10|+10|Begin the Great Work|72|5|5 Slots
18|+13/+8/+3|+6|+11|+11|Fill the Loneliness VII|81|5|5 Slots
19|+14/+9/+4|+6|+11|+11|Manufacture Soul (Prepare Soul Vessel)|90|5|5 Slots
20|+15/+10/+5|+6|+12|+12|Complete the Greatest Work|100|5|6 Slots[/table]
Weapon and Armor Proficiencies: You are proficient in all improvised simple weapons and all improvised armor.
Improvised Equipment (Ex): You always take such good care of the things you love...
Whenever a piece of armor or a weapon are crafted using the Junkheap ability, the resulting piece of equipment has number of
"bonus slots". This ability only applies for as long as you are wielding or wearing that equipment.
Additionally, the natural weaponry of your Children (See Fill the Loneliness), or any other form of damaging attack that they have the use of (a Stickling's Shortspear or a Inkling's Paper Swords.) also receives the same number of bonus slots.
Finally, any skill-boosting item that you create grants a circumstance bonus equal to twice the number of slots to that skill; this overlaps with the bonus for that item being Masterwork.
Junkheap (Ex): Why do people throw away such wonderful treasures? That scrap of steel has some use in it yet!
At 1st level, and every level thereafter, you receive a number of Junkheap points, used to construct wonderful creations out any odd-or-end that is lying around.
You may spend points from your pool to create a mundane object instead of spending money on the materials; as such, you must pay for 1/3 of the object's market price. Creating an object in this manner requires that you succeed at the proper Craft check, and takes one-minute to complete, as you furtively twist rusty metal, scraps of leather, and pieces of burnt string together to make serviceable equipment.
You may regain every point in this pool once per day by spending an hour rifling through trash, or some similarly cluttered area (so the undergrowth in a forest, your fellow prisoner's clothing in jail, etc.); in addition, you gain a number of bonus points equal to your Intelligence modifier.
You may instead spend points to completely nullify XP costs when crafting a magical item that does not require an Item Creation feat, at a rate of 1 point for every 5 XP.
Any object created through this ability are obviously made of trash, and so can not be sold.
Craft Excellency (Ex): You are better at crafting mundane trinkets than most people are at breathing; of course, this tends to result in having a lack of friends, you obsessive freak.
You may use the Craft (Alchemy) skill as though you were a spellcaster, and are treated as knowing every single cantrip and 1st level spell for the purpose of crafting any magical item that does not require an Item Creation feat.
In addition, you may, instead of rolling a craft check, instead treat your result as if it had been 10+your ranks in that Craft skill+your class level+your Intelligence; this does not count as Taking 10.
Finally, you may repair sundered items and upgrade anything that you had crafted; this costs the same cost in gold pieces as creating the non-enchanted portion of the item, and can only be performed on an item that has a CL lower than your Class Level. When you fix a sundered object or upgrade another item, you are treated as if you are crafting it for the purpose of your Toughen Item class feature.
Fill the Loneliness (Ex): Despite the fact that you are a master at what you do, no one wants to be your friend; therefor, you really need to make yourself some friends. Which, funnily enough, you can do!
At 1st level, you may craft a
Miniature Golem to serve as a companion and friend; of course, they aren't too talkative at the moment.
When you create this particular golem, you add a level of creative artistry that oftentimes seems just... plain... odd. Your golem gains the benefits as follows:
Spoiler
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The golem automatically has HP equal to 3/4 your own, plus whatever bonus HP they would gain from being well constructed. In addition, they are treated as if they had a number of HD equal to 1/2 of yours, plus their own natural hit dice; their saving throw bonuses and BAB are calculated using that effective number.
If destroyed, the golem may be rebuilt at a cost of 5 gp/Effective HD.
The golem gains an Untyped bonus to 1 ability score equal to 1/2 your HD, half of your HD minus 4 (Minimum +0) to two ability Scores, and Half your HD minus 8 (Minimum +0) to all remaining ability scores.
The golem may perform a skill check in any non-Trained Only skill as if had a number of ranks equal to 1/2 your ranks in that skill (but see Archetypes.)
The golem gains the benefits that it would have granted by being a familiar (namely, the small boost to saves or HP); if the golem would have granted a bonus to a skill, they instead are treated as if they had that skill as an Archetype skill.
*Note*You may "craft" any miniature golem for this ability, even Ashlings; treat the Ashling as if it had a base Craft DC of 8 for the purpose of your class features.*Note*
1st: Select a single playable race with a LA of +0. Your golem gains all the racial traits, except for type, land speed, and size, of that race. Your golem also is noticeably shaped to look like that race; an Ironling Elf, for example, might have a hint of elven ears and might be of a slighter build than a normal Ironling.
3rd: Your golem gains an additional Construct HD, and gains the 1st Tier ability of a given Archetype, as listed in the next post. Adjust the saves and BAB to match the new progression.
6th: Your golem gains an additional Construct HD, and gains the 2nd Tier ability of the archetype chosen before.
9th: Your golem gains an additional Construct HD, and either gains the 3rd Tier ability of the first Archetype, or gains the 1st Tier ability of a 2nd Archetype.
12th: Your golem gains an additional Construct HD, and progresses the Tiers of all Archetypes that they have by 1.
15th: Your golem gains an additional Construct HD, and either progresses the Tiers of all Archetypes that they have by 1, or they may gain the 1st Tier ability of another Archetype.
18th: Your golem gains an additional Construct HD, and progresses the Tiers of all Archetypes that they have by 1.
At 3rd level, you gain an additional golem, every 3 levels thereafter, you gain an additional golem, with a cumulative -3 penalty to your effective level for the purpose of this ability each (so -3 at 6th, -6 at 9th, and so forth.)
These benefits only apply to miniature golems created through this ability; any created that are not for the express purpose of being part of this class feature are as normal.
Golems created for this ability are referred to as Children (singular Child).
You may not willingly transfer control of your Children through any means.
Manufacture Soul (Ex): Of course, it is kind of difficult to be friends with a puppet, and it would make you feel a lot better if it could at least talk back, if not think for itself...
At 1st level, you gain the ability to infuse your Children with a Vestige; when you first craft a Child, you may select a Vestige of up to the level indicated in the Highest Vestige Level Bound column. The Child may, as a full-round action 1/day, enter into a pact with that particular Vestige for a period of 24 hours; during this time, they are treated as if they had made a bad pact, and have to show the Vestige's sign.
The Vestige bound through this ability can be changed at any time by taking an hour to make a Craft check with a DC equal to the Binding Check DC for the new Vestige you desire to Bind to your golem.
The Vestige is a supernatural ability, and is thus suppressed within an Anti-Magic Field or similar effect.
At 4th level, any mindless golem that you create can be given a vocabulary with a number of words equal to your Intelligence modifier plus 1/2 your class level; this vocabulary may be used to communicate through the golem, as it can now speak those few words.
In addition, if the golem is requested to give information, the golem may now respond orally, using incredibly simplistic grammar and only the words in their vocabulary.
At 7th level, any golem or Child that you create can be made to look far more exquisite than most people think is possible using junk. Whenever you make a golem or Child, you can have it look like a humanoid creature that is either made of the material used in the golem, or a form that looks like a humanoid with some traces of the material used to build it.
As such, the golem receives an Untyped bonus to their Disguise checks to appear to be a humanoid equal to 1/2 your class level plus your Intelligence modifier at the time of construction; you may upgrade this in a process that takes 1 hour, a Craft check with a DC equal to that required to build it, and 5 GP/HD of the Construct.
A Child must be made to look like a creature of the race that they were made to emulate.
At 10th level, any Child that you make now has a sort of metaphysical "blood" flowing through its veins; as such, they gain a Major Bloodline, which grants them abilities as a creature of their effective HD. However, if they do not already have the skills that are boosted by the bloodline (up to that point) as Archetype skills, they gain them as Archetype skills.
At 13th level, you have finally cracked the puzzle of sentience; all of your Children, past, present, and future, are no longer Mindless, and instead gain an Intelligence of 10. Once you have gained this ability, you may reassign the bonuses to Ability scores from Fill the Loneliness.
They gain feats as normal for their number of effective HD, but do not gain any skill points.
In addition, select two personality traits from the Psicrystal table for each Child; that Child gains those personality traits, and the skills related to those traits become Archetype skills. If a trait indicates a group of skills, such as Craft, they only gain a bonus to 1, but may take that trait more than once.
Alternatively, they gain the bonuses to saves from that personality.
*Note*You and your DM should feel free to create new personality traits; just remember to assign that trait a skill.*Note*
At 16th level, you have started to think further afield in your work on soul creation; as such, you may, within 1 day/level of the death of a creature, craft a miniature golem for the purpose of housing the soul of that particular creature. Treat this as a Reincarnation spell, only the character becomes that miniature golem.
At 19th level, you have fully come to understand that souls are merely another work of craftsmanship; by modifying your own, you no longer are restricted to your own body.
You transfer your consciousness into an intelligent item crafted expressly for this purpose from objects that you find emotionally significant (i.e., no mechanical cost). As you fully understand how a soul is put together, you may substitute a craft check for an Ego check when clashing with a character.
This intelligent item has a base Craft DC of 0, and may only be crafted through your Craft Excellency ability; however, it does gain the benefit of both your Toughen Item class feature and your Improvised Equipment abilities as if you were wielding or wearing the Intelligent item at all times.
You gain special abilities by dint of having a high Intelligence; if your Intelligence score is in excess of 19, than it is treated as being 19 for this purpose.
Additionally, you may treat any Child within 30' as if they were your hands for the purpose of Craft checks.
Toughen Item You simply build high-quality merchandise; it helps if an object stays together for longer than 5 minutes when you take your eyes off of it.
At 2nd level, any time you craft an item, it gains 1 additional HP for every 5 points that you exceed the DC by; this stacks with any similar increase.
At 5th level, any time you craft an item, it gains 1 point of hardness for every 10 points that you exceed the DC by; this stacks with any pre-existing hardness. In addition, if the DC is exceeded by at least 25, and the item has any form of DR, that DR becomes an equal amount of DR/-
At 8th level, any time you craft an item, it may ignore any spell that allows SR of up to 1st level if you exceed the craft DC by 15; for every 10 points that the DC is exceeded by beyond that, the highest level of spell is increased by 1.
If the item already had this type of property, it does not need to hit the original +15 increase before they may receive further increases; if the DC is exceeded by 50 points, in either case, the object receives Immunity to Magic as a golem (unbypassed by any spell in the case of a normal object, as normal for any creation that naturally has the Resistance to Magic Special Quality).
At 11th level, any time you craft an item, it gains a +1 bonus to all saves for every 10 points that you exceed the check by. If the item would not normally be granted a save when unattended, it may now make saves unattended.
At 14th level, any time you craft an item, it gains the ability to regain HP naturally; the item heals 1 HP per hour for every 10 points that you exceed the base DC by; in addition, if the item had been sundered, it can be reassembled flawlessly, without disrupting any magic or similar effect applied to the object, by merely placing the pieces next to each other and waiting 1 minute.
Building the Greatest Work (Sp): Oh, they say you are crazy, what with your mad assembly of items, and your ability to construct souls... What will they say when you unveil... the device!
At 17th level, you may craft an Epic spell as a device; this takes the form of a machine, completely made out of scrap, which can make an Epic-spell like effect.
Treat constructing this item as if you were researching an Epic spell, except:
-It does not cost any XP for you to construct.
-The creation DC cannot be mitigated in any way, shape, or form.
-You use Craft checks, instead of Spellcraft checks.
-The device crafted does not function in places where you would not normally be able to use spell-like abilities.
-You cannot make a device that grants you a bonus to Craft checks.
You may only craft one of these devices for every 6 ranks you have in your Craft skill with the highest number of ranks.
Complete the Greatest Work (Ex): Gentlemen... BEHOLD!
At 20th level, you may now craft an Epic Spell just like with Begin the Greatest Work, except:
-You may mitigate the DC by up to your Class level, through any of the reductions listed on the Developing Epic Spells table in the ELH.
-The "spell" is completely non-magical, and cannot be blocked by any form of anti-magic.
You may only have one of these devices crafted at any one time.