"I am not a monster. My heart is still in the right place. It's in a box, where it can no longer suffer hurt.." Hammond Mar, Healer of the Tampi Massacre
All have heard the stories, the witch that locked her heart in a chest and replaced it with a lump of stone. Alike to this tale is the ragman. It is a desperate path to take, often by those seeking immortality without going the way of the lich. Others seem to take these drastic measures to kill all sensation, yet have no wish to truley die. They construct themselves a body built of dead things bit, by little bit, yet are alive with the power of symbolism. It is a deeply personal process, the meaning of each new part only known to the maker.
For instance a sword may have been used to do many horrible deeds, but it is not unto itself evil, yet it can be a symbol of such. This is the power that the Ragman wields.
Hit Die: d10
Class: May not be a druid, ranger, or of any other class or prestige class that grants divine spells through nature instead of a higher power.
Skills: Craft (alchemy) 6 ranks, Heal 8 ranks
Special: You must composed of flesh and blood. Living constructs such as Warforged cannot take this class.
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Chosen Item, Sympathetic Replacement (skin)
2nd +1 +3 +0 +3 Sympathetic Replacement (eyes)
3rd +2 +3 +1 +3 Sympathetic Replacement (guts)
4th +3 +4 +1 +4 Sympathetic Replacement (muscles)
5th +3 +4 +1 +4 Sympathetic Replacement (lungs)
6th +4 +5 +2 +5 Sympathetic Replacement (mind)
7th +5 +5 +2 +5 Sympathetic Replacement (heart)
8th +6 +6 +2 +6 True Construct
9th +6 +6 +3 +6 Spirit of the Thing
10th +7 +7 +3 +7 Immunity to Magic
The ragman's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Heal (Wis), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
All of the following are class features of the ragman prestige class.
Chosen Item: You choose an item that emotionally represents your past life, perhaps your hopes and dreams. It need not have gold piece value, but must have unmatched personal value and be no larger than 2 sizes smaller than your physical size.
When you have this item in your possession, you gain a +2 morale bonus on all save and attack rolls. If this item is ever destroyed, you lose this bonus, and take a further -2 morale penalty until it is repaired by the use of a Mending or Make Whole spell. A chosen item can be retrieved from destruction with a wish or miracle.
Sympathetic Replacement (Ex): You are able to remove the neccessary organs and instantly replace them with objects you designate as their replacement. The supernatural forces of symbolism allows them to functions as the original organ. This acts as the Gut spell listed below, except it can only be used on yourself, and simultaneously puts the object in its place. You learn how to fully and successfully replace bits of your body at each level listed on the table above.
These organs may be placed within a special container where they lie dormant yet are still living. Until 8th level these organs may be replaced in the order that they were removed if the ragman ever wishes to revert back to his original life and form. He may at any time replace these without having to regain levels in this class.
Skin: You replace your skin with thick cloth or other flexible material treated with a special concotion. You lose any original natural armor you possessed and gain instead a +2 to natural armor. You also become immune to pain as well as poisons delivered via contact or injury. Spells and affects dealing with the skin also do not affect you.
Eyes: You replace your eyes with artificial orbs made of glass, stone, wood, or similiar. You gain immunity to blinding and gaze attacks. You are considered blind and eyeless to all ill affects that stem from sight.
Guts: You replace your digestive system with knotted rope and a sack full of sharp objects. You no longer become nauseated and have no need to eat or drink. You cannot however gain the benefits of any imbibed materials, such as potions, waters, goodberries and similiar.
Muscles: You replace your muscles and tendons with springs and chains. You gain a +4 bonus to Strength and Dexterity. You do however take damage from heat metal and chill metal as if you were wearing metal armor. Likewise, you are affected by repel metal or stone as if you were wearing metal armor. The metal makes you vulnerable to rusting grasp, taking 2d6 points of damages from the spell (Reflex half; save DC 14 + caster's ability modifier). You take the same damage from a rust monster's touch (Reflex DC 17 half). You must spend 10 gold a week keeping yourself well oiled or freeze up helplessly.
You also gain a slam attack that deals damage according to your size as shown on the following table.
Lungs: You replace your lungs with bags of perhaps sweet grass and flowers soaked with scented oils and perfumes. You no longer need or are capable of breath. You gain immunity to drowning, asphixiation, inhaled poisons, and similiar.
Mind - You replace your mind with a writing medium of some type, such as paper or silk. You must spend a number of weeks equal to your intelligence modifier writing down all that you wish to remember (minimum of 1 week). You become immune to all mind-affecting effects. You take a -6 penalty to all skill checks. Should your head be lost, such as by a Vorpal weapon, you do not die but become truley mindless.
Heart: You replace your heart with your chosen item mentioned above. You lose your constitution score and gain all the effects thereof, though lose any extra hit points from its modifiers. In spite of this your chosen item infuses you with the dedication to your cause, giving you an uneartly determination. You heal lethal damage as if you were still alive. This ability does not allow you to heal with magical healing of the Conjuration (healing) school.
All hit dice not derived from a class become d10's. You also gain bonus hit points based on size, as shown on the following table.
You can be repaired by spells or the use of the Craft Construct feat.
Construct Size Bonus Hit Points
If reduced to 0 hit points you are disabled. You can take only a single move action or standard action in each round, but strenous acitivity does not risk further injury. When your hit points are less than 0 and greater than -10, you are inert. You are unconscious and helpless and cannot perform any actions. You do not lose additional hit points unless more damage is dealt to you, however, as with a normal creature that has become stable.
True Construct: You have decided to take the final step to severing your link to your old body. As your organs in their special place die your soul fuses with this body of dead things and cannot be raised or resurrected. Your memory returns and you lose the penalty to skill checks as well as the risk of becoming mindless through loss of head.
Your type changes to construct with all the traits of the type. You gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Spirit of the Thing (Su): As a full round action you may allow your mind and life force to animate an inanimate object of any size from Tiny to Gargantuan within ten feet as the Magic Jar spell. Your body goes limp and helpless. You may remain within this object for a number of minutes equal to your Charisma-modifier (minimum 1). At this point you must return within 10 feet of your body to reanimate it. For every round over this duration you take 1 point of Charisma-damage.
Once per day you may even take over the body of an animated or sentient construct, such as a golem or inevitable. This ability is similar to a magic jar spell (caster level equal to the ragman's HD), except that it does not require a receptacle. To use this ability, the ragman must be within 10 feet of the target. The target can resist the attack with a successful Will save (DC 10 + prestige class level + ragman’s Cha modifier).
Immunity to Magic (Ex): You become immune to any spell or spell-like ability that allows spell resistance as if you were a golem.