1. - Top - End - #19
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVII - I, Construct

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    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.
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    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":
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    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
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    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.

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    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.



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    [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.




    Last edited by Almarck; 2014-10-18 at 05:23 PM.