Mechanical Golem/Brain in a Shell2

Level

KXP

1

0

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

512

10

900

11

1300

12

1700

13

2100

14

2500

15

2900

16

3300

17

3700

18

4100

19

4500

20

4900

21

5300

22

5700

23

6100

24

6500

25

6900

26

7300

27

7700

28

8100

29

8500

30

8900

31

9300

32

9700

33

10100

34

10500

35

10900

36

11300

Requisites:

Str 19, Con 19

Alignment:

any

HD/level:

& 2d10

Weapon Prof.:

& 0+level

To Hit Table:

0+LVL

Save Table:

0+LVL/2

Groups:

Monster, Technology

Complexity

CF=2, GF=3

Gain partial Construct traits (no Con bonus on HD, Low-light vision, Darkvision, Immune poison, sleep, paralysis, stunning, disease, death effects, and necromancy effects. Immune crits, ability dmg/drain, fatigue, exhaustion, and energy drain. You do not need to eat or breathe.)

Can manipulate an object with TechF equal to your level or less.

Level 1: +1 Size.

Level 1: +1 Technological proficiency slot per level (see [P8.8]).

Level 1: 1V: natural Alter self except for height.

Level 1: 1P: You may attach a melee or missile weapon to your arm by removing your hand. This confers weapon conduction and cannot be disarmed.

Level 1: +LVL Str and Exceptional Str.

Level 2: Your attached melee weapons are considered wielded two-handed (Str*1.5 ToHit/dmg).

New Items:

Tri-Flail (M, 3d6+3/6d4, 20/x2)

Harpoon Launcher (L, 2d4/2d6, 20/x2)

Net Launcher (L, ranged, on hit, entangled w/ Str check each r)

Man Catcher (L, 10ft ranged touch attack, on hit target loses dex-based AC bonus)

Grappling Hook (M, ranged, can fire and retract to scale vertical surfaces)