Becoming A Construct

Samloyal23

Adventurer
Years ago I created a monk variant class that used alchemy and surgery to slowly turn a person into a living construct. Unfortunately I have lost my notes for that class. Has anyone produced something similar?
 

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Green Star Adept, Complete Arcane

Yeah, I vaguely remember that what with most of my books being in storage. The class I created gained special abilities by replacing bodily fluids and then organs with artificial quasi-magical versions created through alchemy. First they gave up needing to eat and drink, then stopped needing to breathe, then had organs removed so they were resistant to critical hits, and eventually lost all humanity and become living constructs. They could also perform what I called "internal alchemy" to create potions inside their bodies...
 

Yeah, I vaguely remember that what with most of my books being in storage. The class I created gained special abilities by replacing bodily fluids and then organs with artificial quasi-magical versions created through alchemy. First they gave up needing to eat and drink, then stopped needing to breathe, then had organs removed so they were resistant to critical hits, and eventually lost all humanity and become living constructs. They could also perform what I called "internal alchemy" to create potions inside their bodies...
Well, it doesn't fit through a traditional idea of alchemy but the Renegade Mastermaker modifies itself through mechanical grafts until it becomes a living construct.
 
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For instance i made a custom "race" that was a Construct (Living Construct) like a warforged is but only using the types (subtypes) traits, and i just smacked on the Thieflings abilities on it for the character to work (+2 dex, +2 int -2 cha...and and additional -2 for good measure to make it feel more construct like).

But you can always add the Half-golem template.
OR come up with something truely original.
 


The Renegade Mastermaker, in summary, to wet your whistle and see if it's worth tracking the book down:

Prereqs:
-Humanoid
-Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) 8 ranks.
-Craft Magic Arms and Armor, Craft Wondrous Item.

10 level PrC.
spellcasting progression every level but 1 and 7.
1-Gain a robot fist thru surgery, gain a class bonus to all crafting.
2-Your Battlefist is now a +1 magic weapon, burn a spell or infusion to repair yourself
3-Repair spells work on you now.
4-DR1/Adamantine
5-Battlefist is now a +2 magic weapon
6-(no class ability)
7-You may install warforged components into yourself
8-DR2/Adamantine
9-Battlefist is now a +3 magic weapon
10-Become a living construct.

The Battlefist may be enhanced as a magic weapon.
This class really seems suited for a caster, since it requires 2 magical crafting feats and has 8/10 spellcasting progression. It's also just as useful for an Artificer. Probably not useful for a Monk.

Here's the pic from the Magic of Eberron book:
91468.jpg



I'd encourage, as an alternative, consider playing a character who has hired a Fleshwarper PrC (Complete Arcane) who makes use of the Construct Grafter feat from Faiths of Eberron. there are 5 Construct Grafts:
-Adamantine Skin: +5AC
-Heart of Steel: Immune to Disease, Paralysis, Poison, Haling magic only works 1/2
-Heavy Legs: No penalty for being fatigued, Exhausted is treated like fatigued for you, -2 swim checks.
-Mighty Arms: Gain a slam attack
-Wakeful Mind: Immune to sleep and stunning effects, no longer need to sleep, -2 to Knowledge checks.

Gain DRX/Adamantine where X is the number of grafts you have, if you have 2 or more. Natural attacks are treated as Adamantine weapons for overcoming DR, gain a bonus to resist energy drain, death effects and necromancy effects equal to number of grafts.

A PC could acquire these grafts without needing to give up any class levels.

Also another option as mentioned by [MENTION=99604]Ragmon[/MENTION] would be the Half-Golem template, if you can afford the -6 Int penalty, and risk the whole going insane and evil part by making your saves.
 

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