Mechamancer

A mechamancer is an infuser that specializes in the task of creating constructs, some of which are capable of being operated as an extension of another creature that is contained within. Despite their relative weakness in most combat situations, a mechamancer that operates a construct from within is a force to be reckoned with.

ENTRY REQUIREMENTS
To qualify to become an Mechamancer, a character must fulfill all the following criteria.
Feats: Craft Construct
Skills: Craft (sculpting) 8 ranks, Profession (driver or pilot) 8 ranks.
Infusions: Ability to imbue 1st-level infusions.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Infusions
1st +0 +0 +0 +2 Mechamancy
Artificer Features
Mecha Feats
+1 level of existing infusion-imbuing class
2nd +1 +0 +0 +3 Construct Expertise
Reinforce Construct
+1 level of existing infusion-imbuing class
3rd +1 +1 +1 +3 Proven Jockey +1 level of existing infusion-imbuing class
4th +2 +1 +1 +4 Evasive Action
Hold Fast +1
+1 level of existing infusion-imbuing class
5th +2 +1 +1 +4 Call Construct +1 level of existing infusion-imbuing class
6th +3 +2 +2 +5 - +1 level of existing infusion-imbuing class
7th +3 +2 +2 +5 Blink Aboard +1 level of existing infusion-imbuing class
8th +4 +2 +2 +6 Improved Evasive Action    
Hold Fast +2
+1 level of existing infusion-imbuing class
9th +4 +3 +3 +6 Masterful Jockey +1 level of existing infusion-imbuing class
10th +5 +3 +3 +7 Protomorphic Domain
Final Reinforcements
+1 level of existing infusion-imbuing class
Hit Die: d4.
Class Skills (6 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Gather Information, Knowledge (all), Profession, Psicraft, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Use Magic Device, Use Psionic Device.

CLASS FEATURES
All of the following are features of the mechamancer prestige class.
Weapon Group Proficiencies: A mechamancer gains no additional proficiencies with any weapon.
Armor and Shield Proficiencies: A mechamancer gains no additional proficiency with any armor or shields.
Infusions: At every level you gain as a mechamancer, you gain new infusions per day and an increase in caster level (and infusions known, if applicable) as if you had also gained a level in an infusion using class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one infusing class before becoming an mechamancer, you must decide to which class to add each level for the purpose of determining infusions per day, caster level, and infusions known.
Mechamancy (Ex): A mechamancer adds all mechamancer infusions to his or her infusion class list. In addition, whenever a construct with the mecha subtype is destroyed while occupied by the mechamancer that created it, that mechamancer regains 90% of the experience points he spent to create and/or modify it by any means. These experience points are regained in the form of a Craft Reserve equivalent to that possessed by an artificer (ECS 31).
Artificer Features (Ex): Mechamancer levels count as artificer levels, for the purpose of measuring the effect of each ability gained from actual artificer class levels.
Mecha Feats (Ex): A mechamancer gains Eschew Materials, Mecha Operation and Mecha Weapons Proficiency as bonus feats.
Construct Expertise (Ex): Starting at 2nd level, a mechamancer gains a bonus on all skill checks based on a mental ability score, when it relates to constructs and their components, equal to 1/2 his class level (rounded down). In addition, the monetary costs a mechamancer must pay in order to create or modify a construct are reduced by 5% for each class level, to a maximum reduction of 50% at 10th level.
Reinforce Construct (Ex): At 2nd level, a mechamancer can modify any mindless corporeal construct for which he possesses the prerequsites to craft himself, in order to increase the hit points that construct gains from its Hit Dice. To do so, the mechamancer must spend an amount of experience and gold working on the construct as if creating a separate magic item, equal to 10% of its normal creation costs (rounded up), excluding the cost of its body. A mechamancer may reinforce the same construct once for every two class levels he possesses, to a maximum of four times at 8th level. Each time a mechamancer performs this task, the number of hit points the construct gains from each construct Hit Die increases by 1. The cost to reinforce a construct in this manner, cannot be reduced by the mechamancer's Construct Expertise.
Proven Jockey (Ex): Starting at 3rd level, a mechamancer that actively operates a willing construct with the mecha subtype, does so as if they possessed the Multiattack and Rapidstrike feats, and every class provided at least a fair base attack bonus progression.
Evasive Action (Ex): Starting at 4th level, while a mechamancer actively operates a willing construct with the mecha subtype, he or she can make a Profession (driver or pilot) check to lessen the hit point damage dealt by a successful attack against the construct. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The mechamancer can make an evasive action check once per round.
Hold Fast (Ex): Starting at 4th level, while mechamancer occupies a willing construct with the mecha subtype, both he and the construct itself gains a +1 bonus on all Fortitude or Reflex saves they make.  This bonus increases to +2 at 8th level.
Call Construct (Sp): Once per day as a free or immediate action, a 5th level mechamancer may call from anywhere, any single construct that he himself created. If this construct has the mecha subtype, it may appear around the mechamancer himself, automatically engulfing him. Otherwise, the construct may appear in any space within his line of sight. This is an conjuration (calling) effect that is the equivalent of a 5th level spell. If this effect is used to escape or block an incoming attack, there is a 50% chance that the attack will still affect its target normally just before the construct arrives.
Blink Aboard (Sp): Once per minute, as a free or immediate action, a 7th level mechamancer may instantaneously transmit himself into any single willing construct with the mecha subtype that is within Medium range (100 ft. + 10 ft./level) and in his line of sight, that he was the last to occupy. Alternatively, the mechamancer may transmit that construct around himself instead. This is an evocation effect that is the equivalent of a 8th level spell. If this effect is used to escape or block an incoming attack, there is a 50% chance that the attack will still affect its target normally just before the teleport occurs.
Improved Evasive Action (Ex): At 8th level, the mechamancer's evasive action ability improves. A successful Profession (driver or pilot) check negates all hit point damage dealt by the attack.
Masterful Jockey (Ex): Starting at 9th level, a mechamancer that actively operates a willing construct with the mecha subtype, does so as if they possessed the Improved Multiattack and Improved Rapidstrike feats and every class provided a high base attack bonus progression.
Protomorphic Domain (Sp): A 10th level mechamancer may use genesis as a spell-like ability at will, but must expend an unused infusion slot of at least 6th level each time he does so. A demiplane created in this manner is classified as a 'protomorphic' demiplane. A mechamancer may only maintain up to two such demiplanes at any given time. If and when a mechamancer produces a third 'protomorphic' demiplane by any means, he or she must choose another of theirs to immediately implode, ejecting any of its remaining contents into the astral plane in the process. As if affected by sequester and mind blank, the contents of a 'protomorphic' demiplane are protected from all divination effects that originate from outside the demiplane itself, except for those that come from the plane's creator. This is a conjuration (creation) effect that is the equivalent of a 9th level spell.
Final Reinforcements (Ex): At 10th level, a mechamancer that has applied his Reinforce Construct ability upon a given construct four times, may then reinforce it one last time. The mechamancer may spend an amount of experience and gold working on the construct as if creating a separate magic item, equal to 10% of its normal creation costs (rounded up), excluding the cost of its body. When the mechamancer completes this task, the size of that construct's racial Hit Dice increases to d12, and it receives maximum hit points from them. The cost to reinforce a construct in this manner, cannot be reduced by the mechamancer's Construct Expertise.


MECHAMANCER INFUSIONS
The following infusions are added to the class list of every mechamancer.


Protomorphic Jump Suit
Conjuration (Creation)
Level: Mechamancer 1
Components: None
Casting Time: 1 immediate action
Range: Personal
Effect: A protective suit of stabilized protomatter
Duration: Instantaneous

You gird yourself in an articulated, form fitting suit of ablative, stabilized protomatter, which appears about your body. This weightless layer of clothing provides a +1 armor bonus to AC, without imposing a maximum dexterity bonus to AC, an armor check penalty or a chance of arcane spell failure. The armor bonus this suit provides is effective against incorporeal touch attacks. It provides you with Damage Reduction 1/- as well as an amount of acid, cold, electricity, fire and sonic resistance equal to 1/2 your caster level (rounded down, to a maximum equal to twice your mechamancer class level). These resistances stack with all other forms of energy resistance.
   This suit saves as a magic item with a caster level equal to your own. It comes with a hardness equal to 25 plus your mechamancer class level (rounded down), and a maximum number of hit points equal to 5 times that amount. This suit recovers 1 point of hardness and 1 hit point every minute while damaged, and persists until no longer attended by you for more than 1 round, at which point it instantly decays into nothing.
    Wearing this suit provides you with the following abilities:
  • Eldritch Interference (Ex): As it relates to the supernatural abilities you gain from wearing a protomorphic jump suit, your effective mechamancer class level is reduced by an amount equal to one less than the base extraordinary armor bonus you gain from all the equipment you wear. Equipment worn by a construct with the mecha subtype, does not cause Eldritch Interference with regards to its occupant.
  • Method Manipulator (Su): You may eliminate the verbal and somatic components normally required for any effect you produce, as well as any psionic displays. Effects that require a material or focus component, still function as long as those components are on your person. Effects with an effective spell level greater than your mechamancer class level are unaffected by this ability.
  • Extrasensory Trigger Receptor (Su): You may use any trigger device anywhere on your person with only a command thought, to produce an effect with an effective spell level no greater than your mechamancer class level. This effect may originate from anywhere on your person.
  • Command Conductor (Su): You may mentally transmit any given command to your protomorphic minion and/or any number of mindless constructs that you yourself created, that are located within a number of miles of you, equal to your mechamancer class level squared. In addition, you can sense the direction and distance of each such construct in relation to yourself, as well as their current condition and remaining hit points. This ability does not work across planes and ignores intervening obstacles.
  • Teleproxy Transceiver (Su): You possess a two-way interplanar telepathic bond with your protomorphic minion if you have one, that enables conversations of infinite length. As a free or immediate action, you may perceive what your minion does using its senses for 1 round, during which time you are blind and deaf with regards to your own point of view.
  • Metafusion Accelerator (Su): You may apply any number of metamagic feats and metapsionic feats that you possess, to any infusion that you spontaneously cast from an infusion slot without increasing its casting time, so long as the unreduced level adjustment of the feats involved do not amount to more than your mechamancer class level.

Protomorphic Replica
Conjuration (Creation)
Level: Mechamancer 1
Components: S
Casting Time: 1 immediate action
Range: Boundless
Target: One inanimate object or item on your protomorphic demiplane
Effect: A protomorphic replica of targeted object or item
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (object)

You use stabilized protomatter to create an exacting replica of any single object or item currently on a 'protomorphic' demiplane that you yourself created, which forms anywhere on your person as you desire. This replica is in all respects an exact copy of that object and inherits all of its permanent magical characteristics. However, any non-permanent, limited-use or sentient magical characteristics of the targeted object or item are not copied to the replica. The magical characteristics of objects or items with a caster level greater than your own caster level + 2 or greater than your Hit Dice + 2 are also not copied to the replica. Any attempt to use a protomorphic replica as a material component automatically fails and consumes the replica.
    A protomorphic replica interacts with incorporeal and ethereal creatures normally and without miss chance. Whenever an infusion in effect upon the replica would normally be dispelled, it is only suppressed for 1d4 rounds. The replica saves as a magic item with a caster level equal to your own. The replica recovers 1 hit point per minute while damaged, and rapidly decays into nothing the moment it leaves your possession for more than 1 round, or when the original target is destroyed or ceases to exist on a protomorphic demiplane that you yourself created. A specific object or item may have only one replica made of it at a time. Whenever you create a replica of a specific object or item, all other replicas of that object or item instantly decay into nothing.


Protomorphic Retrieval
Conjuration (Calling)
Level: Mechamancer 1
Components: S
Casting Time: 1 immediate action
Range: Boundless
Target: One inanimate object or item on your protomorphic demiplane
Effect: Target appears in your possession
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (object)

You call the target to appear in your open hand or somewhere in your possession, retrieving it from a protomorphic demiplane that you yourself created. The target always returns whence it came, the moment it leaves your possession for more than 1 round, despite any spell or effect that would normally prevent this effect from functioning.


Protomorphic Minion
Conjuration (Creation)
Level: Mechamancer 1
Components: S
Casting Time: 6 hours
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One Protomorphic Minion
Duration: Instantaneous

You sculpt and create a protomorphic minion out of stabilized protomatter, which appears within range. This construct is created with a number of Hit Dice equal to your mechamancer class level. Upon creation, you may choose the construct's feats and assign its skill points. You may only have one protomorphic minion in existence at a time. Whenever you create one, all others you have created immediately dissipate.

PROTOMORPHIC MINION
Small N Construct
Init +4; Senses All-Around Vision, Darkvision 120 ft.,
    Scent, Superior Low-light Vision, See in darkness,
    Farsight, see invisibility, true seeing*, Listen +6, Spot +10;
Languages All of those known by its creator when created;

DEFENSE
AC 11, touch 11, flat-footed 11 (+1 size);
hp 16 (1d10+11)
Fort +4, Ref +4, Will +4; SR CL + 10 (up to HD + 20);
DR 5/magic and adamantine
Defensive Abilities AC Bonus, Evasion, Fast Healing 1,
    Mettle, Uncanny Dodge;
Immune blindness, deafness, construct traits,
    involuntary polymorph effects, petrification;
Resist acid 5, cold 5, electricity 5, fire 5, force 5, sonic 5

OFFENSE
Typical Standard Melee astral waraxe +2 (1d10/x3)
Typical Full Melee astral waraxe +0 (1d10/x3)
    and astral spiked light shield +0 (1d6)
Typical Standard Ranged astral waraxe +2 (1d10/x3)
Speed 20 ft., climb 20 ft., swim 20 ft., fly 20 ft. (perfect)
Space 5 ft.; Reach 5 ft.;
Base Atk +0; Grp +0;
Spell-like Abilities (CL equals creator's unmodified CL when created)
    Constant—foresight*, freedom of movement*, haste*,
        mind blank, see invisibility, true seeing*;
    At will—augment object, glory of the martyr, mystic aegis,
        unseen crafter (up to one per HD at a time);
    3/daygreater levitate, make whole, mass repair light damage,
        sending (standard action), xorn movement (self only);
    (*available only while on creator's protomorphic demiplane)

STATISTICS
Str 11, Dex 11, Con —, Int 11, Wis 11, Cha 7
Typical Feats Multi-Weapon Fighting
Bonus Feats Alertness, Blind-Fight, Brutal Throw, Clever Wrestling,
    Combat Reflexes, Exceptional Artisan, Great Fortitude,
    Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes,
    Run, Throw Anything, Tunnel Fighting, Weapon Finesse;
Typical Skills Balance +4, Concentration +16, Craft (any) +4, Climb +8,
    Hide +4, Jump +0, Knowledge (architecture and engineering) +1, Listen +6,
    Move Silently +0, Psicraft +2, Search +7, Sense Motive +4, Spellcraft +2,
    Spot +10, Swim +8, Tumble +5;
Racial Modifiers +12 Concentration, +4 Search, +4 Spot
SQ Ability Scores, Astral Armaments, Command, Effective Hit Dice,
    Efficiency (+10/day), Epic Efficiency, Gravity Field,
    Item Creation, Outsider Saves and Skills, Planar Body,
    Powerful Build, Reaving Strikes, Stability, Steady, Tempered;

ABILITIES
Ability Scores (Ex): Each of a protomorphic minion's Strength, Dexterity and Wisdom scores each equal to 11 plus 1/2 its Hit Dice (rounded down), while its Intelligence score equals its creator's highest unmodified mental ability score (minimum 11) at the time of its creation.
AC Bonus (Ex): A protomorphic minion may add its Wisdom bonus to Armor Class, so long as it is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when it is flat-footed. However, it loses this bonus when it is immobilized or helpless.
All-Around Vision (Ex): A protomorphic minion cannot be flanked, and gains a +4 bonus to Search and Spot checks. However, it suffers a -4 penalty on saves against gaze attacks.
Astral Armaments (Ex): Once per round as an immediate or free action, a protomorphic minion may fill each hand with a masterwork melee weapon or a masterwork spiked shield appropriate to its size, created out of stabilized protomatter. These objects can strike incorporeal creatures normally, function as through made of adamantine and persist until no longer attended by the minion for more than 1 round. A protomorphic minion is& always proficient with its astral armaments and may use this ability to produce the masterwork tools needed for any Craft or Profession skill checks.
Command (Ex): As long as the its orders don't conflict with those given by their creator, a protomorphic minion may command and direct other constructs in its creator's stead.
Darkvision (Ex): The range of a protomorphic minion's darkvision in feet, equals 100 plus 20 times its Hit Dice.
Effective Hit Dice (Ex): For the purpose of spells and effects that function based on Hit Dice a protomorphic minion uses its creator's total at the time of its creation.
Efficiency (Ex): A protomorphic minion creating any magic item may expand its daily progress by an additional amount of gp equal to 10 times its Hit Dice squared, to a maximum of +1000gp.
Epic Efficiency (Ex): A protomorphic minion creating any magic item may expand its daily progress by an additional amount of gp equal to (80 x (its Hit Dice - 10) + 800) multiplied by (its Hit Dice - 10) and divided by 2, to a maximum of +8,000gp.
Farsight (Ex): A protomorphic minion has great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Gravity Field (Ex): A protomorphic minion produces a gravity field around itself in order to fly at a speed of 20 ft. with perfect maneuverability. When flying in this manner, it gains a +10 circumstance bonus on Move Silently checks, and may fly with no more than a heavy load.
Item Creation (Su): A protomorphic minion can perform the daily tasks related to item creation on behalf of its creator. Its creator must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a protomorphic minion can help with is time. The creator spends 1 hour initiating the process, channeling the spell prerequisites into the protomorphic minion, and paying the XP cost to make the item. He may then leave, allowing the minion to carry the process through to completion.
Outsider Saves and Skills (Ex): For the purpose of saving throws and skill points, a protomorphic minion is an Outsider with the following class skills. Balance, Craft, Concentration, Climb, Disable Device, Escape Artist, Forgery, Hide, Jump, Knowledge (architecture and engineering, technology), Listen, Move Silently, Profession, Psicraft, Search, Sense Motive, Spellcraft, Spot, Swim and Tumble.
Planar Body (Ex): A protomorphic minion's natural armor bonus equals 1/2 its hit dice (rounded down) and is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks and unarmed strikes normally without miss chance. The construct can even grapple incorporeal and ethereal creatures normally, and such creatures cannot pass through it.
Powerful Build (Ex): Whenever it is advantageous, a protomorphic minion is treated as being one size larger than it really is, for the purpose of opposed checks and abilities that function based on size. In addition, the minion may wield weapons one size larger than its own size, without penalty.
Reaving Strikes (Ex): A protomorphic minion's natural attacks, unarmed strikes and Astral Armaments overcome magic-based and all forms of metallic-based damage reduction.
Stability (Ex): A protomorphic minion gains a +4 bonus to resist bull rush, overrun, and trip attempts made against it, but only while it is standing on a firm, solid surface.
Steady (Ex): A protomorphic minion's speed is not reduced when carrying a medium or heavy load, or when wearing medium or heavy armor.
Tempered (Ex): A protomorphic minion's damage reduction and energy resistances each equal 5 plus 1/2 its Hit Dice (rounded down).

DESCRIPTION
Typically about 4 feet tall and weighing in at about 120 lbs, a protomorphic minion looks like an astral construct, in the form of a hefty, broad dwarf with webbed digits. Protomorphic minions are typically used by mechamancers to attend to their projects and other constructs back home. They are also capable of mining and excavation activities, and are useful in hostile environments. These constructs can also serve as bodyguards in a pinch, though they typically lack the necessary hit points.


Mechamantic Transformation
Transmutation
Level: Mechamancer 1
Components: S, F
Casting Time: 10 minutes
Range: Touch
Target: One mindless corporeal construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This infusion always fails to affect constructs that you lack the prerequisites to craft yourself. This infusion does not provide you with a means of controlling an affected subject.
    The affected subject gains the mecha subtype, granting it the appropriate traits and abilities. If the affected construct has the magic immunity ability, it loses that ability, but still retains all the exceptions associated with it.
    If cast upon a construct that already has the mecha subtype, the affected construct may be altered to better accommodate you. At your option, the construct's size can be increased up to no more than one size bigger than that of your true form (as per the rules of advancing the size of a monster). Alternatively, the construct's size can be reduced to any size no smaller than that of your true form.
    A subject of this spell always returns to its true size when destroyed.
Focus: The construct to be affected, which must remain in contact with the you during the entire casting.


Mechmantic Reversal
Transmutation
Level: Mechamancer 1
Components: S, F
Casting Time: 10 minutes
Range: Touch
Target: One mindless corporeal construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This infusion restores the subject to its original size, and if you so desire, may reverse the effects wrought upon it by mechamantic transformation. This spell may cause any creature occupying the construct, to be automatically ejected as the space afforded them shrinks or disappears entirely.
Focus: The construct to be affected, which must remain in contact with the you during the entire casting.


Protomorphic Storage
Conjuration (Teleportation)
Level: Mechamancer 1
Components: S
Casting Time: 1 minute
Range: Personal
Targets: Any number of inanimate objects and items attended by you
Duration: Instantaneous

As plane shift, except the targets travel in unison to any single space equal to your own, that lies within a 'protomorphic' demiplane that you created personally.


Protomorphic Refuge
Conjuration (Teleportation)
Level: Mechamancer 4
Components: S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Targets: Up to one willing creature every 2 levels
Duration: Instantaneous and 24 hours (D) (see text)

As plane shift, except the targets may only travel to a 'protomorphic' demiplane that you created personally, and may remain there for as long as the spell lasts.  This infusion is not available for you to cast while you are on such a demiplane.
    When this effect's ongoing duration expires normally, is dismissed or is dispelled (not merely supressed) each creature is returned to the location from whence they came, and no effect that prevents teleportation or magic from functioning can prevent this. If a given location is occupied or contains a new environmental hazard, that creature arrives in a safe location that contains no immediate environmental hazard. This new location always puts it closer to another returning creature. All creatures arrive in locations that place no solid or harmful obstacles between them.
    If an affected creatures leaves the demiplane by other means, this spell immediately ends for that creature without additional effect.


Protomorphic Recall
Evocation
Level: Mechamancer 5
Components: None
Casting Time: 2 rounds
Range: Personal
Target: You
Duration: Instantaneous

As miracle, except you may only use this infusion to instantaneously transport yourself to any location on a 'protomorphic' demiplane that you yourself created.


Protomorphic Gate
Conjuration (Creation)
Level: Mechamancer 6
Components: S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Duration: 1 minute/level (D)

As gate, except you may only open an gate for the purpose of planar travel to a 'protomorphic' demiplane that you created personally or any location that you have already visited in person, even if that location is on the same plane. This gate has four sides and four right angles, with a perimeter measured in feet, that can be as small as 20 or as large as 40 plus 20 times your mechamancer class level. In addition, you need not maintain concentration to keep this gate open.


Protomorphic Constructs
Transmutation
Level: Mechamancer 1
Components: S
Casting Time: 2 hours
Range: Close (25 ft. + 5 ft./2 levels.)
Target: Up to 1 mindless corporeal construct per mechamancer class level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

You augment the affected subjects with stabilized protomatter. You receive a number of proto points equal to your mechamancer class level, which you must then invest in the subjects individually to provide them with one or more of the abilities listed under Protomorphic Modifications. Only one instance of this infusion may apply at a time. Whenever you successfully cast this infusion, all other modifications you've made using this infusion immediately decay into nothing.

Protomorphic Modifications
These modifications and augmentations are formed using semi-solid stabilized protomatter. Unless stated otherwise, each of these abilities cost 1 proto points each and may only applied to once to any given creature.

All-Around Vision (Ex): The subject cannot be flanked, and gains a +4 bonus to Search and Spot checks. However, the subject suffers a -4 penalty on saves against gaze attacks.
Aquatic Adaptation (Ex): The subject gains a base swim speed equal to its extraordinary land speed or equal to 1/2 its extraordinary fly or glide speed (whichever is greater).
Darksight (Ex): The subject gains darkvision 15 ft. or the range of its existing darkvision doubles. This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot.
Celerity (Ex): One of the subject's extraordinary movement speeds increases by 10 ft. This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot.
Deflection Field (Ex): The subject gains a Deflection bonus to AC equal to 1 plus its Charisma bonus (if any).
Dimsight (Ex): The subject gains low-light vision, or the effect of its existing low-light vision doubles. This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot.
Energized Weapons (Ex): The subject's unarmed strikes, natural weapons and handheld melee weapons may deal an additional amount of energy damage of one specified type (cold, electricity, fire or sonic) equal to 1d6 plus its Charisma bonus (if any).
Energized Weapons, Versatile (Ex): Each time the subject deals energy damage using one of its Energized Weapons, it may choose the type of the damage dealt. Alternatively, it may choose to deal force damage instead, equal to 1d4 plus its Charisma bonus (if any).
Energy Resistant (Ex): The subject gains acid, cold, electricity, fire and sonic resistance 5. This ability stacks with all forms of energy resistance.
Energy Warded (Ex): For each point spent on this ability, the subject gains resistance 15 to one of the following energy types (acid, cold, electricity, fire or sonic) or force resistance 5. This ability stacks with all forms of energy resistance. This ability can be applied to a single creature once for each energy type.
Evasion (Ex): For 3 points, the subject gains Evasion.
Farsight (Ex): The subject gains great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, it takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Fast Healing (Ex): For 3 points, a subject without Fast Healing, gains Fast Healing 1.
Feats (Ex): For each point spent on this ability, the subject may gain one of the following feats for which it qualifies: Alertness, Aerial Reflexes, Great Fortitude, Improved Flight, Improved Initiative, Improved Natural Weapon, Improved Toughness, Iron Will, Lifesense, Lightning Reflexes, Mindsight, Overcome Weakness or Suppress Weakness.
Fluidity (Ex): The subject's Dexterity increase by 2. This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot.
Gravity Leap (Ex): The subject gains the catsfeet and jump effects as constant extraordinary abilities with a personal range that it can enable (or disable) as a free or immediate action, with an effective caster level equal to your own.
Gravity Step (Ex): For 5 points, the subject gains the air walk, false gravity, levitate and water walk effects as constant extraordinary abilities with a personal range that it can enable (or disable) as a free or immediate action.
Landbound Adaptation (Ex): The subject gains a base land speed equal to its extraordinary swim speed or equal to 1/2 its extraordinary fly or glide speed (whichever is greater).
Mental Baseline (Ex): The subject's Wisdom and Charisma scores each improve to a minimum of 11.
Mental Development (Ex): The subject's Wisdom and Charisma scores both increase by 2.  This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot.
Mettle (Ex): For 3 points, the subject gains Mettle.
Optic Aura, Camouflaging (Ex): The subject gains a chameleon effect as a constant extraordinary ability that it can enable (or disable) as a free or immediate action.
Optic Aura, Cloaking (Ex): For 7 points, the subject gains an improved invisibility effect as a constant extraordinary ability with a personal range that it can enable (or disable) as a free or immediate action.
Optic Aura, Diffuse (Ex): For 4 points, the subject gains a blur effect as a constant extraordinary ability with a personal range that it can enable (or disable) as a free or immediate action.
Optic Aura, Disguising (Ex): For 2 points, the subject gains a disguise self effect as a constant extraordinary ability that it can enable (or disable) as a free or immediate action.
Planar Body (Ex): The subject's natural armor is effective against incorporeal and ethereal creatures. It may strike incorporeal and ethereal creatures with its natural attacks and unarmed strikes normally without miss chance. The subject can even grapple incorporeal and ethereal creatures normally, and such creatures cannot pass through it.
Powerful Build (Ex): For 3 points, the subject is coated in stabilized protomatter that increases it size and bearing. Whenever it is advantageous, the affected subject is treated as being one size larger than it really is, for the purpose of opposed checks and abilities that function based on size. In addition, the subject may wield weapons one size larger than its own size, without penalty.
Reaving Strikes (Ex): The subject's natural attacks and unarmed strikes overcome magic-based and all forms of metallic-based damage reduction.
Resilience (Ex): The subject gains Damage Reduction 2/-.
Resilience, Improved (Ex): Each of the subject's extraordinary Damage Reduction values improve by 3.
Solidarity (Ex): The subject's Strength increase by 2. This ability can be applied to the same creature more than once, limited to a number of applications equal to the level of your highest level infusion slot. 
Spell Resistance (Ex): For 3 points, the subject gains Spell Resistance equal to your caster level + 10.
Spell Resistance, Improved (Ex): The subject's existing Spell Resistance increases by 2.
Spikes (Ex): All of the subject's unarmed strikes and natural attacks that deal only bludgeoning damage, now deal bludgeoning and piercing damage.
Stability (Ex): The subject gains a +4 bonus to resist bull rush, overrun, and trip attempts made against it, but only while standing on a firm, solid surface.
Stabilized Form (Ex): The subject gains immunity to involuntary polymorph effects, petrification and other similar form-altering attacks.
Steady (Ex): The subject's speed is not reduced when carrying a medium or heavy load, or when wearing medium or heavy armor.
Stick Grip (Ex): The subject gains a climb speed equal to its base land speed.
Uncanny Dodge (Ex): For 2 points, the subject gains Uncanny Dodge.
Wings, Additional (Ex): The subject gains an additional pair of wings identical to its existing wings, increasing its extraordinary fly or glide speed by 50% and improving its maneuverability by one step.
Wings, Flight (Ex): The subject's existing wings are improved to provide a minimum fly speed equal to its fastest extraordinary non-flying speed, with average maneuverability.
Wings, Vestigial (Ex): A subject without wings, gains physical wings that grant it a glide speed of equal to its fastest extraordinary non-flying speed, with clumsy maneuverability.

Agency Security Bots

(Post still under construction)

This post uses information found with the d20 modern and d20 future manuals.

The first type of security bot is a four-armed bi-pedal biomorph, resembling a humanoid that stands about 10 feet in height.  It's rounded head contains most of its visual sensory components, although the entire frame itself contains an extensive sensory system that allows for a 360° field of vision.  It typically carries and utilizes two handguns using its lower hands, a sniper rifle in its upper hands, and has a pair of shoulder mounted grenade launchers, along with an armored jet pack mounted on its back.

SKY TROOPER SECURITY BOT CR 5
N Large Construct
Init +5; Senses blindsight 60 ft. darkvision 180 ft., superior low-light vision,
    All-Around Vision, Listen +14, Spot +14;
Languages Common

DEFENSE
AC 20, touch 12, flat-footed 17 (-1 size, +3 Dex, +2 natural, +6 equipment);
hp 58 (7d10+20);
Fort +2, Ref +5, Will +2; Immune construct traits;
Resist acid 10, cold 10, electricity 10, fire 10;

OFFENSE
Speed 50 ft., fly 60 ft. (good);
Typical Standard Ranged
    handheld Barret Light Fifty .50 sniper rifle +8 (2d12)
    or mounted M79 grenade launcher +8 (damage varies, see text);
Full Ranged 
    handheld Barrett Light Fifty .50 sniper rifle +6 (2d12)
    and two handheld Desert Eagle .50AE autoloader +6 (2d8)
    and two mounted M79 grenade launchers +6 (damage varies, see text);
Full Melee
    rifle butt +4 (1d6+9),
    and two pistol whip +4 (1d4+3);
Space 10 ft.; Reach 10 ft.;
Base Atk +5; Grp +15;

STATISTICS
Str 22, Dex 16, Con —, Int —, Wis 10, Cha 1.
Skills Climb +10, Hide –1, Listen +14, Navigate +10,
    Pilot +12, Search +8, Spot +14.
Feats: Mutli-Weapon Fighting, Personal Firearms Proficiency,
    Exotic Firearms Proficiency (grenade launchers);

EQUIPMENT
handheld Barrett Light Fifty .50 sniper rifle
    w/ video scope (180 ft. range inc)
    w/ expanded magazine (22 shot capacity)
    w/ loading mechanism that carries three additional magazines
two handheld Desert Eagle .50AE autoloader
    each w/ video scope (60 ft. range inc)
    each w/ expanded magazine (16 shot capacity)
    each w/ a loading mechanism that carries three additional magazines
two mounted M79 grenade launcher (typically using non-lethal varieties)
    each w/ video scope (105 ft. range inc)
    each w/ a loading mechanism that carries three additional grenades
mounted jet pack (2 hour flying time per unit)
    w/ loading mechanism with three additional units

a variable amount of ammunition not stored in the loading mechanisms

SYSTEMS & ACCESSORIES
Frame: Biomorph.
Locomotion:
    Legs (2, speed-enhanced x2).
Manipulators: Advanced Hands (4).
Armor: Resilium armor (+1/8 robot weight)
Sensors: Class VII Sensor System.
Skill Software:
    Climb skill progit (4 ranks), Listen skill progit (12 ranks),
    Pilot skill progit (12 ranks), Search skill progit (8 ranks),
    Spot skill progit (12 ranks).
Feat Software:
    Mutli-Weapon Fighting progit,
    Exotic Firearms Proficiency (grenade launchers) progit,
    Personal Firearms Proficiency progit.
Ability Upgrades: Dexterity upgrades (+8)
Accessories: Loading Mechanisms (6), Weapon Mounts (3),
    Integrated Videophone, Wireless Targeting Hud Software (to each video scope),
    Fire Extinguisher (8 uses, move action, affects 10 ft. square),
    Survivor Array, Echo-Locator, Language Chip, Vocalizer, Voice Recognition.

==============================

The second type of security bot is a four-armed quadrupedal biomorph, resembling a stout centipede capable of curling up and compacting itself to roll around on its articulated, carapace treads. This robot's frame measures six feet across and would be about fifteen feet long if completely unfurled. When unfurled, the robot's four standing legs come out from within the interior of its frame, near one end.  The interior edges of its frame bear the visual components of its sensory system. It typically carries and utilizes four automatic handguns using all its hands, and it has three automatic handguns mounted side by side on the interior of its frame up near where a head ought to be when the robot's hunched frame is held upright on its four standing legs.

ROLLER-PEDE SECURITY BOT CR 5
N Large Construct
Init +5; Senses blindsight 60 ft. darkvision 180 ft., superior low-light vision,
    Listen +14, Spot +14;
Languages Common

DEFENSE
AC 20, touch 12, flat-footed 17 (-1 size, +3 Dex, +2 natural, +6 equipment);
hp 58 (7d10+20);
Fort +2, Ref +5, Will +2; Immune construct traits;
Resist acid 10, cold 10, electricity 10, fire 10;

OFFENSE
Speed 30 ft., roll 90 ft.
Typical Standard Ranged
    handheld or mounted TEC-9 9mm machine pistol +8 (2d6);
Full Ranged 
    four handheld TEC-9 9mm machine pistol +6 (2d6),
    and three mounted TEC-9 9mm machine pistol +6 (2d6);
Full Melee
    pistol whip +4 (1d4+6),
    and three off-hand pistol whip +4 (1d4+3);
Space 10 ft.; Reach 10 ft.;
Base Atk +5; Grp +15;

STATISTICS
Str 22, Dex 16, Con —, Int —, Wis 10, Cha 1.
Skills Climb +6, Hide –1, Listen +14, Navigate +10,
    Search +8, Spot +14, Tumble +15.
Feats: Mutli-Weapon Fighting, Personal Firearms Proficiency,
    Advanced Firearms Proficiency;
EQUIPMENT
four handheld and three mounted TEC-9 9mm machine pistol
    each w/ autofire module
    each w/ video scope (60 ft. range inc)
    each w/ expanded magazine (64 shot capacity)
    each w/ loading mechanism that carries three additional magazines

a variable amount of ammunition not stored in the loading mechanisms

SYSTEMS & ACCESSORIES
Frame: Biomorph.
Locomotion:
    Legs (4).
    Body Roller (speed-enhanced x4).
Manipulators: Advanced Hands (4).
Armor: Resilium armor (+1/8 robot weight)
Sensors: Class VII Sensor System.
Skill Software:
    Listen skill progit (12 ranks), Search skill progit (8 ranks),
    Spot skill progit (12 ranks), Tumble skill progit (12 ranks).
Feat Software:
    Mutli-Weapon Fighting progit,
    Advanced Firearms Profiency progit.
    Personal Firearms Proficiency progit.
Ability Upgrades: Dexterity upgrades (+8)
Accessories: Loading Mechanisms (7), Weapon Mounts (3),
    Integrated Videophone, Wireless Targeting Hud Software (to each video scope),
    Fire Extinguisher (8 uses, move action, affects 10 ft. square),
    Survivor Array, Echo-Locator, Language Chip, Vocalizer, Voice Recognition.

Super Soldier Brute

Super Soldier Brute
The "Super Soldier Brute" template is an acquired template that can be added to any living corporeal humanoid with an intelligence score. A Super Soldier Brute has all the base creature's characteristics except as noted here.
Size and Type: Humanoids become monstrous humanoids.  Statistics derived from any racial HD it has change accordingly. 
Speed: A super soldier brute's base land speed improves by 10 ft. to a maximum of twice it's base land speed.
Armor Class:  Natural armor improves by +1
Special Qualities: A super soldier brute retains all the special qualities of the base creature and gains those described below.
    Adrenaline Jolt (Ex): Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 4 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.
    Darkvision 60 ft. (or its existing darkvision improved by 60 ft)
    Enlarged Form (Ex): You become as large as your size category allows (8 feet tall for Medium-size characters, 4 feet tall for Small characters). However, you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger when it is advantageous to you. You are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty (for example, a Medium-size character with this mutation can wield a Large weapon one-handed). This ability does not change your face or reach.
    Low-light Vision (or its existing Low-light vision improves by one step)
    Ultra Immune System (Ex): You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.
Abilities: +6 Str, +4 Con, +2 Wis
Challenge Rating: Base creature's CR +1
Level Adjustment: +2


Northwest of Nexxian City

There is an underground hangar and bunker complex built into the side of a large mesa, in the parched badlands fifteen miles northwest of Nexxian city. This facility was fashioned and once used as a military facility, as its thick exterior blast doors, recessed into the cliff face by about fifteen feet, are reinforced and magically imbued to withstand considerable bombardment. The main pair of blast doors face southeast, and are two feet thick, and contain a honeycomb structure within a shell that is three inches thick. Two hundred feet across and six stories high, these heavy blast doors are operated by steam powered machines that draw their water from various wells that lie deep within the complex.
    Behind the main exterior blast doors, is a large hanger that extends a quarter mile into the rock. The hanger is two hundred and twenty feet across, with a vaulted ceiling reinforced by a crossing pattern of curved metal beams laid against the rock above. The spine of the ceiling above is ten stories above the floor. Built into the walls along either side of the hanger, are several access doors that lead to other hallways and rooms of the complex. Overlooking the floor of this hanger from both sides, three stories above the main floor, are railed balconies set before small windows, that feature a few sliding poles for personnel to use in dropping down to the main floor. These balconies are accessed from stairways that lead from the rooms along either side of the hanger.
    At the far end of this hanger is another set of smaller blast doors that are about sixty feet across and three stories high. These open to reveal a mobile platform, about sixty feet on a side, that is built into in an angled elevator shaft, descending at a 30° incline to stop a quarter mile farther down. This platform comes to rest in a circular receiving bay, thats about a two hundred feet across with a ceiling that is three stories high, overlooked by balconies set before small windows similar to those found in the hanger. From here various access doors lead to other rooms and spaces within the complex. The complex is well ventilated, and includes various shafts that lead to camouflaged and grated openings.
    A three lane tunnel leads away from the the back left corner of the hanger. It heads west for about a mile and a half, and exits from two sets of smaller blast doors, about two stories high and forty feet across.
    The other parts of the complex include offices, briefing rooms, interrogation rooms, secure storage rooms, weapons lockers, prison cells, vaults, kitchens with adjoining mess halls, restrooms (some with showering facilities), medical bays, workshops, laboratories, living quarters, weight rooms, shooting ranges, as well as gyms with spectator seating and adjoining locker rooms. Perpendicular to the hanger’s exterior blast doors, and set along the recessed portion of the cliff face on either side, are thick metal access doors built into the stone, that lead to long hallways eventually lead to the the various rooms on either side of the hanger.

Two devices that were the functional equivalent to the two described below, were once used to help fortify this base from intrusion. The first functioned by emanating waves of various energies that constantly reverberated outwards, crashing against the underlying fabrics of reality to an eventual waterline, and rolling back. These waves bounced off one another in such a manner as to stabilize, lock down, disrupt and cancel out certain manipulations of the various mediums that facilitated or produced the phenomena listed in the following description. The second emanated a particular energy field to which specific individuals could be attuned through a specific process and those individuals could utilize this energy field to reinforce the structure itself and the objects within, prevent fires in certain areas and to communicate with one another.
WEIRDSTONE (an interpretation using the 3.5 D&D d20 system)
These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).
  • All extra-planar travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Source:Player's Guide to Faerûn

RAISE AREA FORTY EIGHT (an interpretation using the 3.5 D&D d20 system)
Evocation
Spellcraft DC: 32
Components: V, S
Casting Time: 20 minutes
Range: 30 ft.
Targets: One object
Area: 6000-ft.-radius emanation from object (capstone)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 288,000 gp; 6 days; 11,520 XP. Seeds: mythal (DC 25). Factors: mobile effect centered on capstone (ad hoc -0 DC), increase casting time by 10 minutes (-20 DC), increase area by 5900% (+236 DC), 8d6 backlash damage (-8 DC), forty eight additional casters each contributing a 3rd-level spell (-240 DC), anroited and vanguard effects (+35 DC), One prevalent minor power (+5 DC), One prevalent medium power (+20 DC)

Upon casting this spell, the caster takes 8d6 backlash damage.
  • The following "Anroited" spell is prevented from functioning within the area: earthquake.
  • The following "Vanguard" spells can be activated at will, using a command thought as if using a magic item, by any attuned creature within the area: heightened (5th-level) augment object (CL 20th), fireward (CL 11th), hardening (CL 20th), make whole (CL 5th).
  • The followiing "Prevalent Minor Power" exists in the area: The capstone gains Acid, Cold, Electricity, Fire, Force and Sonic resistance 12 as well as an additional +6 resistance bonus on saving throws.
  • The following "Prevalent Medium Power" exists in the area: A blanket telepathic link effect covers the entire area. Any attuned creature within the area, may use this power to deliver telepathic messages to any number of other attuned creatures that are also within the area.
Attunement Ritual A: Any three attuned creatures that are willing, may concentrate for 10 minutes (DC 15) as if casting a spell, and touch a willing creature, who must then pay 500 exp to become attuned.  This ritual must occur within within this spell's area of effect.
Attunement Ritual B: Any willing creature may become attuned, by maintaining physical contact with the capstone and concentrating for 10 minutes (DC 15) as if casting a spell.  The creature must then pay 500 exp afterwards to become attuned.
 

Creatures of Elementia

The following are just some of the extraplanar creatures that are found in Elementia more often than in other areas of the material planes, since the planar boundaries between Elementia and the elemental planes are more easily crossed, and the influence of particular elemental planes are more easily felt in various regions.

Azer (Alt Link)
Arrowhawk
Belker
Genie
Invisible Stalker
Magmin
Mephit
Salamander
Thoqqua
Tojandia
Xorn

Elemental Creatures

The following creatures are sometimes drawn to Elementia to settle in a region of the land for which it feels an affinity.

Giant
Triton

New Maneuvers

Cacophonic Blade
Raging Storm (Boost) [Sonic]
Level: 7
Prerequisites: Two Raging Storm maneuvers

As inferno blade except this maneuver deals sonic damage.

Coruscating Blade
Raging Storm (Boost) [Electricity]
Level: 7
Prerequisites: Two Raging Storm maneuvers

As inferno blade except this maneuver deals electricity damage.

Cryokinetic Blade
Shadow Hand (Boost) [Cold]
Level: 7
Prerequisites: Two Shadow Hand maneuvers

As inferno blade except this maneuver deals cold damage.

Electric Riposte
Raging Storm (Boost) [Electricity]
Level: 2
Prerequisites: One Raging Storm maneuver

As fire riposte except this maneuver deals electricity damage.

Frost Riposte
Shadow Hand (Boost) [Cold]
Level: 2
Prerequisites: One Shadow Hand maneuver

As fire riposte except this maneuver deals cold damage.

Thunder Riposte
Raging Storm (Boost) [Sonic]
Level: 2
Prerequisites: One Raging Storm maneuver

As fire riposte except this maneuver deals sonic damage.

New Powers

Propelled Hurling
Psychokinesis
Level: Lurk 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 swift action
Range: You
Target: Personal
Duration: 1 round/level or until discharged (D)
Power Points: 1
When you throw something, you may cause it to crack like a whip with additional energy that propels it unerringly through the air.
    If you so choose, your next attack with a thrown weapon is guided and empowered with additional telekinetic energy so that it travels farther with greater accuracy. After manifesting this power, you may chose to double the range increment of anything you throw when making an attack, and doing so discharges the effect of this power.
Augment: For every 4 additional power points you spend, you can increase the base range increment of anything you throw by another 100 percent For example, if you spend a total of 5 power points, you can triple the range increment of such attacks. For a total of 9 power points, you can quadruple the range increment.
    Alternatively, for every additional power point you spend, you gain an additional use of this power's effect before it is discharged.