- CR-Adjusting Options
- CP-Only Options
- Additional Arms (Ex, 1 CP)
- Gliderwings (Ex, 1 CP)
- Grant the Clockwork Subtype (Ex, 1 CP)
- Winding (Ex)
- Vulnerable to Electricity
- Swift Reactions (Ex)
- Difficult to Create (Ex)
- Jumpsprings (Ex, 1 CP)
- Netgun (Ex, 1 CP)
- Passenger’s Palanquin (Ex, 1 CP)
- Potent Animating Force (Su, 1 CP)
- Sentinel (Ex, 1 CP)
- Steamjet (Ex, 1 CP)
- Smokescreen (Ex, 1 CP)
- Construction Flaws Awkward (Ex, +1 CP)
- Composite Construction (Ex, +1 CP)
- Delicate Construction (Ex, –1 CR, +2 CP)
- Limited Ammunition/Fuel (Ex, +1 CP)
- Revealed Structure (Ex, +1 CP)
An animist awakens and converses with the living spirits inside everyday objects and has an especially good sense for creating and commanding constructs.
An animist has the following class features.
Animist’s Focus (Su)
An animist receives the Craft Construct feat for free at 1st level, regardless of prerequisites. The base HD of any construct the animist crafts with this feat are limited to a number equal to the animist’s level, although the HD may be raised using Construction Points (CP). Any construct created by the animist has one more CP than normal.
Through force of will, an animist may command a number of constructs equal to his Intelligence bonus. Commanding a construct is a move action that provokes attacks of opportunity. Commanding a hostile construct requires a caster level check (DC 10 + HD of the construct, minimum 1) and requires a separate such check for each command.
A command is defined as a single, uncomplicated action (e.g. “stop,” “attack him,” or “go north).
Attacking a construct after commanding it renders it immune to that animist’s control for 24 hrs.
An animist can make a formerly hostile construct friendly again with a successful Diplomacy check 24 hrs. after combat ceases. If the check fails, the construct attacks again. An animist can command constructs in this way a number of times per day equal to 1 + his Charisma modifier (minimum 1). An animist can make Diplomacy checks to improve the attitude of constructs with Intelligence scores of 3 or less.
Willful Weapon (Sp)
As a standard action that provokes attacks of opportunity, the animist can make the weapon of an armed opponent within 30 ft. strike its wielder. The victim may make a Will save to resist this effect and adds the weapon’s enhancement bonus (if any) to the roll (DC 10+ half the animist’s character level + the animist’s Intelligence modifier + any bonus provided from the Spell Focus or Greater Spell Focus [transmutation] feats). This power does not affect natural weapons or weapons with the seeking ability.
If the target fails its Will save, the weapon causes its normal damage plus any enhancements, plus 1 for every two wizard levels possessed by the animist. Do not include damage provided by the wielder’s feats or class benefits. The animist may use this ability a number of times per day equal to 3 + his Intelligence modifier. This ability replaces the bonus feat gained at 5th level.
Charm Weapons (Sp)
A charmed weapon resists attacking the animist.
In effect, the animist has concealment (the opponent has a 50% miss chance) for up to 1 round per level per day when attacked with a weapon he has charmed.
These rounds do not need to be taken consecutively.
This concealment applies to ranged and melee weapons alike, but not to natural weapons or spell effects. Feats mitigating concealment do not help against this effect. This power does not affect weapons with the seeking ability. This ability replaces the bonus feat gained at 10th level.
Additional Construction Point Options Animists who seek to augment their constructs might select from the following options. Three classes of modifications are available: options that grant Construction Points but include a CR adjustment; options that cost only CP; and construction flaws, which provide additional CP in exchange for liabilities or weaknesses.
Any construct may spend more CP than granted for its size, and every two additional CP increase the construct’s CR by 1. If CP gained by flaws are not spent on beneficial options, reduce a construct’s CR by 1 for every 2 CP saved. Flaws may not reduce a construct’s final CR to less than half of its starting CR.
As a rough guideline, a construct’s price is equal to its CR squared and then multiplied by 500 gp.
Adamantine-laced Chassis (Ex, +1 CR, +2 CP)
Requires mithral-reinforced chassis.
Mithral-reinforced Chassis (Ex, +1 CR, +2 CP)
Heart of Steel (Ex, +1 CR, +2 CP)
Additional Arms (Ex, 1 CP)
Gliderwings (Ex, 1 CP)
Grant the Clockwork Subtype (Ex, 1 CP)
It may only be applied afterward with GM approval.
Object gains the clockwork subtype with the following abilities:
Vulnerable to Electricity
Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex)
Clockwork constructs generally react much more swiftly than other constructs.
Difficult to Create (Ex)
Jumpsprings (Ex, 1 CP)
Netgun (Ex, 1 CP)
The construct gains a ranged net attack with a range increment of 20 ft. If the net may be fired no farther than 20 ft, it may remain attached to the construct by a cable (hardness 5, 5 hp; move action to reel in a missed net and reload).
Passenger’s Palanquin (Ex, 1 CP)
The construct must be at least Large for this option, which adds a detachable compartment that holds either one Medium or two Small creatures. This compartment provides the passenger full cover and protection from line-of-effect effects. It has the same hardness as the construct and 20 hp.
Potent Animating Force (Su, 1 CP)
Add 5 to the DC of the CL check of any animist attempting to control the construct.
Sentinel (Ex, 1 CP)
The object is designed to be especially observant. It gains a +8 bonus to Perception.
Steamjet (Ex, 1 CP)
The construct gains a 15-ft. cone boiling steam attack. This attack is a standard action that does not provoke attacks of opportunity, and it deals damage as burning hands. This effect has a CL equal to the HD of the construct, minimum 1st level.
Smokescreen (Ex, 1 CP)
Construction Flaws Awkward (Ex, +1 CP)
Composite Construction (Ex, +1 CP)
Delicate Construction (Ex, –1 CR, +2 CP)
The construct is considered one size smaller for determining hp.
Limited Ammunition/Fuel (Ex, +1 CP)
If the construct has a ranged attack, it can only be used 3 times per day. If taken twice, the ranged attack may be used only 1 time per day. This flaw may be taken up to twice for each ranged attack.
Revealed Structure (Ex, +1 CP)
Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.