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Soul-fused Construct

The crafting of a soul-fused construct is a rather unique approach to crafting construct. Unlike most
constructs, whom are powered by enslaving an elemental being into the construct's body, soul-fused
constructs are powered by binding a mortal's soul to the body of a construct. Also, unlike most
constructs, the soul-fused construct is sentient, though the process of transferring the soul into the
construct body is especially traumatizing, and afterwards, most soul-fused constructs have little to no
memory of their previous lives. This process is not always voluntary on the mortal's part, and less
scrupulous mages and artificers have been know to take souls from the unwilling.
The soul-fused construct's body tends to be relatively unique, built for any of a wide variety of tasks
and specializations. Thus it can take on a wide variety of appearances and material compositions.
Game Rule Information
HD: d10
Class Skills: Due to the wide variety of tasks that a soul-fused construct could be built for, they have
no single unifying class skill list. Instead, choose 6 skills to be your class skills.
Skill Points: 4 + Int modifier (x4 at 1st level)

The SoulFused
Construct
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

B.A.B.
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6
+17/+12/+7
+18/+13/+8
+19/+14/+9
+20/+15/+10

Fortitude
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Reflex
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Weapon and Armor Proficiency: The soul-fused construct is proficient with all simple weapons, but
not with any armor or shields.
Entrance Restriction (Ex): Due to the nature of this class, you cannot enter into it after first level
without special DM permission. Soul-fused Constructs may multiclass out of this class should they
choose to do so, and suffer no additional penalties beyond the standards of the campaign.
Composite Plating (Ex): The Soul-fused Construct's body is built with several plates of metal, stone
and/or other materials, fitted together to appear nearly seamless. This provides the soul-fused construct
with a +4 armor bonus. This plating is not natural armor and doesn't stack with other effect that give an
armor bonus (other than natural armor). The composite plating does not incur an armor check penalty
to skills, except for a -8 penalty to swim checks. The composite plating does inflict a 25% arcane spell
failure chance. This composite plating occupies the same space on the body as a suit of armor or a robe,
and thus a soul-fused construct cannot wear armor or magic robes. Soul-fused construct's composite
plating can be enchanted just as armor can be. The character must be present for the entire time it takes
to enchant him/her. In all other ways, the composite plating is considered to be light armor.
At level 5 and every 5 levels afterwards (at level 10, 15, etc) the armor bonus increases by +2.
Constructed Body (Ex): Upon taking the first level of this class, you lose your current creature type
and gain the Construct (Living) type. This has the following benefits,

Unlike other constructs, a living construct has a Constitution score. A living construct does not
gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus
(or penalty) as with other living creatures.
Unlike other constructs, a living construct does not have low-light vision or darkvision.
Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy
drain.
A living construct cannot heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort
save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain,
and death effects or necromancy effects.
Unlike other constructs, a living construct can use the run action.
Living constructs can be affected by spells that target living creatures as well as by those that
target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell
or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell.
However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit
points. A living construct with 0 hit points is disabled, just like a living creature. He can only
take a single move action or standard action in each round, but strenuous activity does not risk
further injury. When his hit points are less than 0 and greater than -10, a living construct is inert.
He is unconscious and helpless, and he cannot perform any actions. However, an inert living
construct does not lose additional hit points unless more damage is dealt to him, as with a living
creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable
spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.
Features: At first level and every level thereafter, the soul-fused construct gains a feature from the list
shown below. Initially, the soul-fused construct is limited to minor features, but gains access to
intermediate features at 5th level, major features at 10th level and superior features at 15th level. A
soul-fused construct may gain a lower grade feature in place of a higher grade feature, should it choose
to do so. All features are considered to be extraordinary abilities unless otherwise specified.
Power Division (Ex): At the height of your abilities, you gain the ability to push your mechanical body
beyond what it would ordinarily be capable of through clever redirection of power supply. Starting at
20th level, whenever your hit points fall beneath 0, you may disengage one of your features to continue
fighting unaffected by the damage. A disengaged feature may not be used again for 24 hours, and a
feature which has no daily uses remaining may not be disengaged. Disengaging a minor feature lets
you ignore your injuries for 1 round; an intermediate, 3 rounds; a major, 5 rounds; and a superior, 10
rounds. At the end of your allotted time, if you have not been restored to above 0 hit points, you must
either disengage another feature or fall unconscious.

Features

Minor Features
Enhanced Plating: The armor bonus you gain from your composite body ability is increased by 1.
Enhanced Senses: You may add your class level to listen, search and spot checks.
Magical Analysis Suite (Su): You may cast detect magic, read magic, and identify at will.
Mechanical Aptitude Enhancement: You gain trapfinding as the rogue class feature and may apply
your class level as a bonus to Open Lock and Disable Device checks.
Weapon Utilization Protocol: You gain proficiency with all martial and exotic weapons.
Instilled Knowledge: You may apply your class level as a bonus to all Knowledge checks.
Mobility Enhancement: You may apply your class level as a bonus to Balance, Climb, Jump, and
Swim checks.
Incendiary Weapon (Su): You may cast burning hands a number of times per day equal to twice your
class level.
Solid-Slug Projectile Weapon: As a standard action, you may make a single ranged attack that deals
1d8 piercing damage, with a 60 foot range increment. You do not need to spend time reloading and
never run out of ammunition.
Dual Suppressive Projectile Weapons: As a standard action, you may make ranged touch attacks
against up to two enemies out to a 80 foot range increment. If your attacks hit, those enemies do not
threaten any spaces and cannot make any attacks of opportunity until your next turn.
Enhanced Self-Preservation Functionality: You gain Great Fortitude, Iron Will, and Lightning
Reflexes as bonus feats.
First Aid/Stabilization Suite (Ex/Su): You may apply your class level as a bonus to Heal checks, and
you may cast cure light wounds a number of times per day equal to your class level.
Enhanced Magic Item Usage: You may apply your class level as a bonus to Use Magic Device
checks.
Unarmed Combat Package: You gain the Improved Unarmed Strike and Superior Unarmed Strike
feats as bonus feats, regardless of prerequisites.

Intermediate Features:
Combat Plating: The magnitude of your composite plating bonus increases by 2. Prerequisites:
Enhanced Plating
Magic Nullification Driver (Su): You may cast dispel magic a number of times per day equal to your
class level.
Camouflage Detection/Disruption Suite(Su): You may cast see invisbility on yourself at will and
invisibility purge a number of times per day equal to your half your class level, rounded down.
Thermal Weapon Loadout: You may cast scorching ray a number of times per day equal to half your
class level, rounded down.
Dual Solid-Slug Projectile Weapons: As a standard action, you may make two ranged attacks each
dealing 1d8 piercing damage with a 60 foot range increment. You do not need to spend time reloading
and you do not run out of ammo. You may attack two different targets if you desire. Prerequisites:
Solid-Slug Projectile Weapon
Incendiary Projectile Weapon: As a standard action, you may make a ranged attack against an
enemys touch AC with a range equal to that of a light crossbow. If you hit, the enemy must make a
Reflex save of DC (10 + your class level) or catch on fire. You do not need to spend time reloading,
and you do not run out of ammunition.
Energy Resistant Plating: You gain energy resistance against a given energy type equal to twice your
composite plating bonus. May be selected multiple times for different types.

Dynamic Targeting System: You gain Far Shot, Precise Shot, and Rapid Shot as bonus feats
regardless of prerequisites.
Negotiation Protocol (Ex/Su): You may apply your class level to Diplomacy checks and always
function as if under the effect of a tongues spell.
Enhanced Combat Processor: You gain a +1 bonus to all attack rolls.
Enhanced Unarmed Combat Package: Your unarmed strikes now deal damage as if you were one
size category larger. Prerequisites: Unarmed Combat Package.
Durable Plating: You gain Damage Reduction 2/Adamantine

Major Features:
Enhanced Combat Plating: The magnitude of your composite plating bonus increases by 3.
Prerequisites: Combat Plating
Sonic Weapon Suppresor (Su): You may cast shout a number of times per day equal to half your class
level, rounded down.
Material Disruption System (Su): You may cast disintegrate a number of times per day equal to onethird your class level, rounded down.
Rapid-Fire Solid-Slug Projectile Weapon: As a standard action, you may make four ranged attacks
each dealing 1d8 piercing damage with a 60 foot range increment. You do not need to spend time
reloading, and you do not run out of ammunition. Prerequisites: Dual Solid-Slug Projectile Weapons
Armor-Piercing Projectile Weapon: As a standard action, you may make a ranged attack against an
enemys touch AC dealing 1d10 damage with an 80 foot range increment. You do not need to spend
time reloading, and you do not run out of ammunition.
Wrist-Mounted Close Engagement Shotguns: When making a full attack against a creature with
damage reduction with your unarmed strikes, you add the damage from all your unarmed strikes
together and apply the damage reduction to that result. For example, Deus is attacking Stone Golem
with his unarmed strikes, and hits three times, dealing 6, 8, and 10 damage. Before applying the
damage reduction to each individual attack, Deus totals them, for 24 damage total, and then applies the
damage reduction, resulting in dealing 14 damage, rather than no damage. Prerequisites: Solid-Slug
Projectile Weapon & Unarmed Combat Package.
Wing-Enabled Flight System: You gain a flight speed equal to twice your land speed with average
maneuverability.
Enhanced Energy Resistant Plating: You gain energy resistance against a given energy type equal to
four times your composite plating bonus. May be selected multiple times for different types.
Prerequisites: Energy Resistanct Plating
Magical Penetration Scanners (Su): You may cast true seeing a number of times per day equal to
one-third your class level, rounded down. Prerequisites: Magical Anaylsis Suite
High-Speed Combat Processor: You gain a +2 bonus to all attack rolls. Prerequisites: Enhanced
Combat Processor
Enhanced Durable Plating: You gain Damage Reduction 5/Adamantine Prerequisites: Durable
Plating

Superior Features:
Superior Combat Plating: The magnitude of your composite plating bonus increases by 5.
Prerequisites: Enhanced Combat Plating
Booster-Enabled Flight System: You gain a flight speed equal to three times your land speed with
perfect maneuverability.

Magic Disruption Burst Generator: You may cast disjunction twice per day.
Magical Intrusion/Influence Disruption Guard (Su): You gain the benefits of a permanent mind
blank spell.
Incendiary Multi-Target Neutralization System: You may cast meteor swarm once per day.
Superior Energy Resistant Plating: You gain immunity to a given energy type. May be selected
multiple times for different types. Prerequisites: Enhanced Energy Resistant Plating
High-Penetration Emplaced Railgun: You may deploy this weapon as a standard action. Following
deployment, you may attempt to target a single creature at any visible range, a process requiring
three full rounds in which you may not move, lose line of sight to the target, or take damage. Failing
any of these conditions resets the targeting process. After these rounds have passed, you may make a
ranged touch attack on the targeted enemy which is instantly fatal if it connects. Prerequisites: RapidFire Solid-Slug Projectile Weapon
Superior Combat Processor: You gain a +3 bonus to all attack rolls.
Ultimate Unarmed Combat Package: You may add double your strength modifier to all unarmed
strike damage rolls. Prerequisites: Enhanced Unarmed Combat Package.
Improved Durable Plating: You gain Damage Reduction 10/Adamantine Prerequisites: Enhanced
Durable Plating

New Feats
Extra Functionality
Prerequisite: Soul-Fused Construct level 1+
Benefit: You may select an additional soul-fused construct feature of a category no higher than the one
granted by your current soul-fused construct level.
Special: You may gain this feat multiple times. It's effects do not stack, each time you take this feat,
you gain an additional feature.
Golemaic Resistance
Prerequisites: Magical Analysis Suite
Benefit: You gain a +2 bonus on all saves against spells and spell-like abilities.
Improved Golemaic Resistance
Prerequisites: Magical Analysis Suite, Golemaic Resistance, Soul-fused Construct level 6+
Benefit: You gain spell resistance 5 + Soul-fused Construct level.

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