
Tecnomante

Classe base per Pathfinder
Sculls
Large Giant (Gramarie, Radiomantic)
Hit Dice: 8d8+56 (92 hp)
Initiative:+2
Speed: 10 ft. (2 squares), 40 ft. in radiomantic zones
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack:+6
CMB: +14
CMD +26
Attack: Claw +11 melee (1d6+6, radiomantic wasting)
Full Attack: 2 claws +9 melee (1d6+6, radiomantic wasting) and bite +4 melee (1d6+3, radiomantic wasting)
Space/Reach: 10 ft./10 ft.
Special Attacks: Radiomantic wasting, rend 2d6+9
Special Qualities: Darkvision 90 ft., geigersense, low-light vision, regeneration 5, scent
Saves: Fort +13, Ref +3, Will +1
Abilities: Str 23, Dex 14, Con 25, Int 6, Wis 9, Cha 6
Skills: Perception +9, Stealth +12, Survival +9
Feats: Alertness, Iron Will, Track
Environment: Any Radiomantic
Organization: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
Sculls walk upright but hunched forward with sagging shoulders. Their gait is uneven and twitchy, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, sculls are very agile.
A typical scull stands 8 and a half feet tall and weighs 450 pounds. Females are slightly larger than males. A scull’s rubbery hide is a putrid gray, with faintly lime tumors covering it's surface. The hair is usually dead white in colour.
Sculls speak Giant.
Combat
Sculls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with immense cold or light, they try to get around the threat and attack.
They are known to hunt their prey (you) down for hours and hours, only stopping if it would take them out of the radiomantic wastelands they dwell in.
Geigersense (Ex): A scull can sense whether any given area is a "Radiomantic Area" through sight.
Radiomantic Wasting (Su): At the end of the Sculls turn, any creature hit by at least one of it's natural attacks during that round must make a Fortitude save (DC 21) or gain a negative level.
Rend (Ex): If a Scull hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Cold and radiant deal normal damage to a scull. If a scull loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. A Scull loses this ability when it isn't in a Radiomantic area.
​
​
​
​
​
Pulser
Medium Plant (Radiomantic)
Hit Dice: 2d8+2 (11 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 8 (–5 Dex, +3 natural), touch 5, flat-footed 8
Base Attack/Grapple: +1/–4
Attack: -
Full Attack: -
Space/Reach: 5 ft./0 ft.
Special Attacks: Pulse
Special Qualities: Low-light vision, plant traits
Saves: Fort +4, Ref —, Will –4
Abilities: Str —, Dex —, Con 13, Int —, Wis 2, Cha 1
Skills: -
Feats:
Environment: Any Radiomantic
Organization: Solitary or patch (3–5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3 HD (Medium)
A pulser is a stationary fungus that emits a pulse of radioactivity to attract prey or when disturbed. Pulsers live in dark, subterranean places and come in of shades of various neon colours.
Pulsers often work together with creatures able to sense radioactivity to attract and kill prey. When the plant senses a creature it's not familiar with, it alerts its allies, who try to kill the potential threat. Both creatures enjoy the fruits of a successful hunt.
Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.
Pulse (Ex): Movement, a light source, or a pulse from another Pulser within 10 feet of a pulser causes the fungus to emit 60 ft. radius field of radiomantic energy that lasts for 1d6 rounds. This field is visible to anything which senses radiomantic energy, such as a creature with Geigersense.
​
​
​
​
​
​
Pededoloria Spider
Fine Vermin (Radiomantic)
Hit Dice: 1/10 d8 (1 hp)
Initiative: +6
Speed: 5 ft., 5 ft. climb speed
Armor Class: 16 (+6 Dex), touch 16, flat-footed 10
Base Attack/Grapple: +0/–21
Attack: -
Full Attack: -
Space/Reach: ½ ft./0 ft.
Special Attacks: Footburn
Special Qualities: Darkvision 10 ft., tremorsense 10 ft., vermin traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 1, Dex 23, Con 8, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Any
Organization: Solitary, nest (5–20), or swarm (21 to 600)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
These are tiny brown and grey spiders, with with a venom that can, at most, make you feel the slightest bit woosy for a few minutes, as long as you're bigger than a fly. They are infused with radiomantic energy, which is fortunately sealed inside their exoskeletons.
They are named Pededoloria, meaning "Foot Pain", because of the feeling which occurs when you step on one, which is technically a burst of radiation damaging the cells of your foot..
They are generally only viewed as a nuisance, but they're sometimes avoided if they're in swarms because of the radiation damage which can be sustained from stepping on many at once. However, people often just decide to put shoes on.
Combat
These spiders has no means of attack in mechanical terms, as they are too weak for their bites to do damage to a heroic character (notice why there isn't real-sized spider stats in 3.5e). They do sometimes group together into swarms, but they aren't aware that this will grant them any form of protection.
Footburn (Su): If a creature steps on a Pededoloria spider, they or the shoes they are wearing are dealt 1/10 hellfire damage. This damage also applies to other objects if it would mimic the results of stepping on the spider, such as dealing damage to a book that you smush it with.
​
​
​

These were created from level 8 Biollurgy specialists gramarists (without fanbrew), with heal check results of 27 (10 + 9 ranks + 4 competence + 2 Circumstance, +2).
Basic BattleChassis
Huge Construct (Gramarie)
Hit Dice: 3d10+40 (56 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 10 (+1 Dex, +1 Natural, -2 Size), touch ?, flat-footed ?
Base Attack/Grapple: +2/+14
Attack: Slam +6 melee (1d8+6, Charged Fists)
Full Attack: Slam +6 melee (1d8+6, Charged Fists)
Space/Reach: 15 ft./15 ft.
Special Attacks: Charged Fist
Special Qualities: Bonemantle, Construct Traits, Hardness 10
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 18, Dex 12, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Any Settlement
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: -
This chassis is designed for combat when the pilot isn't equipped themselves. It appears to be a huge robot formed of bone with immense hands. Purple tron-lines cover it's surface, with a large amount of glowing lines specifically on it's arms.
Because of it's rather low combat ability unless piloted by biojacks, they are often used for entertainment. Though it should be noted, that indiviudals who do this form of entertainment are sometimes biojacks themselves, allowing them have an advantage over the opponents.
Combat
Generally the battlechassis use the basic tactic of charge at the enemy and punch them. They can also be given giant weaponry and armour to improve their combat ability, and a Biojack pilot can improve it's fighting skills by an immense amount.
Bonemantle (Ex): A Basic Battlechassis has a armour formed from hardened a hardened metallic bone. This provides a +1 bonus to armour class, and another +1 per four HD it has (Basic Battlechassis normally only 3 HD, but Biojacks could increase it).
Charged Fists (Ex): The basic battlechassis's slam attack is charged with negative energy that harms the bodies ability to respond to the wound. A creature hit by the chassis bleeds continually, dealing 1 point of damage every round until they're healed with divine magic or treated with a DC 15 Heal check. This ability doesn't stack with itself.
Graft Slots: Basic Battlechassis have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. Arm (Slam, Zombie Arm), Torso (Bonemail) Body Slots possess grafts (They have these despite the lack of Constitution because they are Genetic Grafts rather than Harvested grafts).
Crawlers
Tiny Dragon
Hit Dice: 1d12+2 (8 hp)
Initiative: +?
Speed: 20 ft., 10 ft. Climb
Armor Class: 16 (+4 Dex, +2 Size), touch 16, flat-footed 12
Base Attack/Grapple: +1/-6
Attack: -
Full Attack: -
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Blue Eyes, Designer Instincts, Dragon Traits, Hardness 10, Mimicry
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 12, Dex 18, Con 15, Int 10, Wis 10, Cha 10
Skills: bluff +6, climb +9, perception +6, sense motive +2, spellcraft +6, stealth +18
Feats: Alertness
Environment: Any Settlement or Frontier
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Lawful
Advancement: By class level
Level Adjustment: -
Crawlers are small blue eyed white dragons. They have serpent-like bodies, but with six thin scaled legs, and huge azure "bug eyes". Crawlers are used as spies and scouts; with their ability to sense magic, enhanced vision, ascend walls, and replay everything they hear greatly appreciated.
As they are sentient, they are generally required to be paid for their services. But they "programmed" to be obedient to their masters to ensure free will doesn't get in the way.
Combat
Crawlers run away whenever they think that combat is a possibility.
Blue Eyes (Ex): The blue eyes of a Crawler comes from residual puissance which sticks to it's retina. A Crawler can use Detect Magic at will, with a caster level equal to it's Hit Dice.
Designer Instincts: A crawler has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
-
You always consider your initial creator as your owner
-
You may only consider two people to be your owners at a time
-
Never physically harm your owner
-
If your owner directs you to go a location, you comply
-
Run if engaged in combat
-
If owner asks to you to mimic a sound you heard, you comply
-
If your owner says the phrase "Blue is True", you wont lie on the next question they ask
Mimicry (Ex): Crawlers can perfectly mimic familiar sounds, voices, and accents. This ability does not enable you to speak languages you can't normally speak. To duplicate a specific individual's voice, you make a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.
Graft Slots: Crawlers have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. Eyes (Magic Eyes), Throat (Enhanced Voicebox) and Waist (Legs Legion) Body Slots possess grafts.
Doppelganger
Medium Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +0/+2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Designer Instincts, Duplicate, Hardness 10
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 10, Wis 10, Cha 10
Skills: Bluff +4, Craft or Perform or Profession +4, Disguise +4*
Feats: Deceitful
Environment: Any Settlement
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Lawful
Advancement: By class level
Level Adjustment: -
Doppelgangers are designed to be workers, servants, musicians and craftspeople, with appearances that don't creep people out or provoke prejudice because they are obviously a chassis. They are generally focused towards a single craft, perform, or profession skill.
Disturbingly, some of these doppelgangers are used to replicate people that someone loves but don't love them. It's important to note that Doppelgangers do not necessarily have the personality of the individual they duplicate.
Combat
Doppelgangers are not suited to combat and generally act as a normal person would in the situation.
Designer Instincts: A doppelganger has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
-
You always consider your initial creator as your owner
-
You may only consider two people to be your owners at a time
-
Never physically harm your owner
-
Whenever asked by your owner to do something, you comply
Duplicate: Doppelgangers possess the exact appearance of a specific individual. As such they have a +10 bonus to impersonate that individual, and take no penalty to disguise themselves as the race and gender that individual possesses. Note, because of the voice graft they have the voice of that individual as well.
Graft Slots: Doppelgangers have Arms, Body, Eyes, Hands, Head, Legs, Shoulders, Throat, Torso, and Waist slots. All Body Slots possess level zero grafts which mimic a specific medium sized humanoid shaped creature.
Nordae Laboursuit
Large Construct (Gramarie)
Hit Dice: 2d10+30 (41 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 9(+0 Dex, -1 Size), touch 9, flat-footed 9
Base Attack/Grapple: +1/+9
Attack: Rock +0 ranged (2d6+4)
Full Attack: Rock +0 ranged (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock Throwing 60 ft.
Special Qualities: Construct Traits, Hardness 10, Heavy Lifter, Rock Catching, Shared Weight
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Coraeon Settlements
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: -
Laboursuits appear as clunky mechanized canine-like quadrupeds with large arms extending from the sides of it's front. In the center is the opening to the cockpit. As the name suggests the suits are used for moving heavy loads and general labour.
They originally possessed the capability of seeing in complete darkness, but much to the annoyance of many managers, many Nordae used the devices ability to skillfully throw objects to sometimes throw fragile materials to one another instead of walking... The ability to catch thrown objects was added in, at the cost of superior darkvision.
Combat
Laboursuit Operators are recommended to not use the devices for combat, and any use in such a manner voids the warranty immediately.
Heavy Lifter (Ex): For the purpose of carry capacity, the Laboursuit's strength score is doubled. This means that 3672 lb. and less is a light load, 3673–7356 lb. is a medium load, and 7357–11040 lb. is a heavy load.
Shared Weight (Ex): Because of it's four legs, Laboursuits have a +4 bonus to avoid being bull rushed or tripped while on the ground. In addition, can move at it's base land speed even when wearing medium or heavy armour or when carrying a medium or heavy load.
Graft Slots: Laboursuits have Two Arms, one Body, One Eyes, One Hands, 2 Legs, and one Shoulders slots. Arms (Giant Muscle Implants), Shoulders (Heavy Lifter), and Leg Body (Sturdy Knees) Slots possess grafts (They have these despite the lack of Constitution because they are Genetic Grafts rather than Harvested grafts).
Greater Laboursuit
Huge Construct (Gramarie)
Hit Dice: 3d10+40 (56 hp)
Initiative: +0
Speed: 50 ft.
Armor Class: 8 (+0 Dex, -2 Size), touch 8, flat-footed 8
Base Attack/Grapple: +1/+13
Attack: Rock -1 ranged (3d6+4)
Full Attack: Rock -1 ranged (3d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Rock Throwing 90 ft.
Special Qualities: Construct Traits, Hardness 10, Heavy Lifter, Rock Catching, Shared Weight
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con —, Int —, Wis 10, Cha 2
Skills: -
Feats:
Environment: Coraeon Settlements
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Always Neutral
Advancement: -
Heavy Lifter (Ex): For the purpose of carry capacity, the Laboursuit's strength score is doubled. This means that 7344 lb. and less is a light load, 7345–14712 lb. is a medium load, and 14713–22080 lb. is a heavy load.
Virtue
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +?
Speed: 20 ft.
Armor Class: 12 (+1 Dex, +1 Size), touch 12, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6+6; plus improved grab)
Full Attack: Bite +4 melee (1d6+6; plus improved grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Belt Nature, Darkvision 60 ft., Designer Instincts, Hardness 10, Low-light Vision
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 18, Dex 12, Con 15, Int 10, Wis 10, Cha 10
Skills: Escape Artist +7, Stealth +5
Feats: Improved Unarmed Attack
Environment: Pants
Organization: Domesticated
Challenge Rating: ?
Treasure: None
Alignment: Usually Any Chaotic
Advancement: By class level
Level Adjustment: -
Virtues are large chastity belts created from biostructure then animated, which grapple the lower area of a creature, and bite anything which would attempt to gain access to what the Virtue "protects".
Combat
Waits until someone tries to have sex then chomp.
Belt Nature (Ex): The virtue count as one size category smaller to determine the spaces it can squeeze into and gains a +2 racial bonus on Escape Artist checks.
Designer Instincts: A Virtue has instincts that dominate it's mind, to resist these instincts requires a will save (DC 20).
-
You always consider your initial creator as your owner
-
You may only consider two people to be your owners at a time
-
You never harm an owner or person wearing you as a chastity belt
-
Genitalia enters the square you are in that isn't from the person who is wearing you, bite that individual
-
If directed to stop functioning as a chasity belt for an individual of an owners choice, you comply
-
If directed to function as a chasity belt for an individual of an owners choice, you comply
-
If your owner says the phrase "Chasity is a gift that can be given", next time you bite a creature while operating as a chastity belt you attempt to become that creatures chastity belt
Graft Slots: Virtues have 2 Body, Legs, Shoulders, Throat, Torso, and 2 Waist slots. One Body (Bite, Grasping Mandibles), and one Waist (Flexible Spine) Body Slot possess grafts.