Technoshaper
Race: Galvanic Mechamorph
Hit Die: D10
Class Skills: 2+ Int mod.
Role: Galvanic Mechamorphs that seek to further enhance their ability to meld with and enhance objects often become Technoshapers
Proficiencies: A Technoshaper is proficient with all technological weapons and armor, as well as firearms, simple and martial weapons, light, medium, and heavy armor, and shields (as well as tower shields).
Table: Technoshaper
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Upgrading, Integration
2nd +2 +1 +1 +1 Merging, Super-computing
3rd +3 +1 +2 +1 Arsenal, Override
4th +4 +1 +2 +1 Fluid Form, Hyper-computing
5th +5 +2 +3 +2 Tech Mastery, Battle Mode
Race: Galvanic Mechamorph
Hit Die: D10
Class Skills: 2+ Int mod.
Role: Galvanic Mechamorphs that seek to further enhance their ability to meld with and enhance objects often become Technoshapers
Proficiencies: A Technoshaper is proficient with all technological weapons and armor, as well as firearms, simple and martial weapons, light, medium, and heavy armor, and shields (as well as tower shields).
Table: Technoshaper
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Upgrading, Integration
2nd +2 +1 +1 +1 Merging, Super-computing
3rd +3 +1 +2 +1 Arsenal, Override
4th +4 +1 +2 +1 Fluid Form, Hyper-computing
5th +5 +2 +3 +2 Tech Mastery, Battle Mode
Upgrading: At first level, a Technoshaper adds 1/2 their Technoshaper level (minimum 1) to the maximum enhancement bonus magic items they create may have.
Integration: At first level, a Technoshaper may apply construct uprades to themselves as if they were a Golem.
Merging: At second level, a Technoshaper may cast Lesser Object Possession at will, and their body integrates into the object. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields
Super-Computing: At second level, a Technoshaper may always take 10 on Knowledge checks. If they elect to not take 10, they gain a +5 bonus to the check.
Arsenal: At third level, a Technoshaper is able to make a single two-handed weapon, two 1-handed weapons, or a 1-handed weapon and a shield permanent parts of their body. They must spend twice the cost of the item(s) used and 1 our of time and make a DC 25 craft (Weaponry) or Knowledge (Engineering) check. These can only be utilized if the relevant hand(s) is free. This is a primary natural attack if integrated into the primary hand or a secondary natural attack if integrated into the off-hand.
Override: At third level, a Technoshaper may cast Object Possession a number of times per day equal to their Technoshaper level. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields
Fluid Form: At fourth level, as the Mithral Golem ability of the same name.
Hyper-Computing: At fourth level, a Technoshaper may always take 20 on Knowledge checks. If they elect to not take 20, they gain a +10 bonus to the check.
Tech Mastery: At fifth level, a Technoshaper may cast Greater Object Possession 3 times per day. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields.
Battle Mode: At fifth level, the Technoshaper may enter a form designed for intense combat once per day as a full round action. They may choose 10 of the following to build their Battle Mode. They may spend 8 hours of work and 10,000 gold x the number of previous upgrades (not including the 10 base) to add another ability to this form from the list. These are set once chosen, but may be retrained by spending half the listed time and gold. This lasts for 10 rounds.
Integration: At first level, a Technoshaper may apply construct uprades to themselves as if they were a Golem.
Merging: At second level, a Technoshaper may cast Lesser Object Possession at will, and their body integrates into the object. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields
Super-Computing: At second level, a Technoshaper may always take 10 on Knowledge checks. If they elect to not take 10, they gain a +5 bonus to the check.
Arsenal: At third level, a Technoshaper is able to make a single two-handed weapon, two 1-handed weapons, or a 1-handed weapon and a shield permanent parts of their body. They must spend twice the cost of the item(s) used and 1 our of time and make a DC 25 craft (Weaponry) or Knowledge (Engineering) check. These can only be utilized if the relevant hand(s) is free. This is a primary natural attack if integrated into the primary hand or a secondary natural attack if integrated into the off-hand.
Override: At third level, a Technoshaper may cast Object Possession a number of times per day equal to their Technoshaper level. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields
Fluid Form: At fourth level, as the Mithral Golem ability of the same name.
Hyper-Computing: At fourth level, a Technoshaper may always take 20 on Knowledge checks. If they elect to not take 20, they gain a +10 bonus to the check.
Tech Mastery: At fifth level, a Technoshaper may cast Greater Object Possession 3 times per day. This is a technological ability, and as such functions normally in anti-magic fields but not anti-tech fields.
Battle Mode: At fifth level, the Technoshaper may enter a form designed for intense combat once per day as a full round action. They may choose 10 of the following to build their Battle Mode. They may spend 8 hours of work and 10,000 gold x the number of previous upgrades (not including the 10 base) to add another ability to this form from the list. These are set once chosen, but may be retrained by spending half the listed time and gold. This lasts for 10 rounds.
- Increase your size by 1 category (max Colossal).
- Gain a fly speed of 30 feet with poor maneuverability, or increase speed by 30 feet and maneuverability by one step. (max 120 and perfect).
- Deal +1 die of damage with a single natural attack (max +4 dice per attack).
- +4 to a single ability score (max +8 to all).
- +1 round duration (max +5 rounds).
- Gain +5 DR/ Bludgeoning and Adamantine (max +25 DR).
- Gain energy resistance 10 to one energy type (max resist 50 to 4 types).
- Gain +2 Natural armor (max +10).
- Gain a combat feat you meet the prerequisites for (max 4 feats).
- You may cast a single spell of up to fifth level one time while in battle mode.
- You may be worn as construct armor in your battle form. You may take this again to be treated as the enhanced form of construct armor.
- You may use this with your Merging feature. You may take this a 2nd time to use it with Override, and a 3rd time to use it with Tech Mastery.