Body Mechanik (Monk/Alchemist)

Athleticism and prowess are noble pursuits but some refuse to accept the restraints imposed upon them by the frailty of the flesh. Thus, body mechanics treat their bodies as machines, and as with all machines, theirs can be maintained and even improved through the proper application of some alchemical processes. These procedures don’t come without a price as alchemical reagents are expensive, forcing some body mechaniks to resort to underground fighting matches to supply them with both money for further alterations and to prove that their methods are superior. The path of the body mechanics requires diligence and self-experimentation, but not one has been able to replicate this result on others, and not for lack of trying, much to the annoyance of certain tyrants looking to build an army of alchemically altered soldiers. Should anyone ever make a foe of a body mechanik, they must remember to kill him outright and see the body as proof that the deed was successful. If the body is absent, then he is likely not dead, and is relentlessly seeking to track the perpetrator down and make him. (Original Concept by Apraham Lincoln)

Primary Class: Monk.

Secondary Class: Alchemist.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The body mechanik may select three alchemist skills to add to his class skills in addition to the normal monk class skills. The body mechanik gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The body mechanik is proficient with all simple weapons, plus light weapons from the light blades weapon group. The body mechanik is proficient with light armor only and not shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, he loses his flurry of blows, evasion, fast movement, and alchemical fury abilities. This replaces the normal monk proficiencies and the monk’s special AC bonus.

Alchemy (Su): At 1st level, a body mechanic gains the alchemist’s alchemy ability, except he can only create mundane alchemical substances and mutagens, not bombs or extracts. The body mechanics alchemist level is equal to his body mechanic level for the purpose of determining the effects of his alchemical substances and mutagen. This ability replaces the bonus feat gained at 1st level.

Flurry of Blows (Ex): This is exactly like the monk ability of the same name, except that he can use this ability with light blades instead of monk weapons.

Mutagen (Su): At 1st level, abody mechanik gains the alchemist’s mutagen ability. This ability replaces stunning fist.

Unarmed Strike: This is exactly like the monk ability of the same name, except that he can use this ability with light blades instead of monk weapons and his unarmed damage die is one step lower, as shown on Table: Body Mechanik.

Discovery: At 2nd and every four level thereafter, a body mechanik may select a discovery for which he qualifies. His alchemist level is equal to his body mechanik level for the purpose of qualifying for discoveries. The body mechanic may only choose from the following list: Combine Extracts, Elixir of Life, Enhance Potion, Eternal Potion, Extend Potion, Grand Mutagen, Greater Mutagen, Infusion, Lingering Spirit, Mummification, Nauseating Flesh, Preserve Organs, Scent, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, and Wings.

At 10th level, the body mechanic adds the following advanced mutagens from the Master Chymist prestige class to his list of discoverie: Burly (Max bonus +5), Extend Mutagen, Growth Mutagen, Night Vision, Nimble (Max Bonus +5). He may also choose the Extra Discovery feat but is restricted to this list of discoveries. This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th, and 18th level.

Evasion (Ex): This is exactly like the monk ability of the same name, except that the body mechanic can use it (and improved evasion) while wearing light armor.

Fast Movement (Ex): At 3rd level, a body mechanik’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. Apply this bonus before modifying the body mechanik's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the body mechanik's land speed. This ability and relentless replace the monk’s fast movement ability.

Own Form (Ex): At 2nd level, a body mechanik gains a +2 bonus on saving throws against transmutation spells and effects. This ability replaces still mind.

Extracts: Beginning at 4th level, a body mechanik prepares extracts like an alchemist, drawn from the body mechanik formulae list. He can prepare any extract that he knows and has in his formulae book. To prepare a formula, a body mechanik must have an Intelligence score equal to at least 10 + the formula level. The Difficulty Class for a saving throw against a body mechanik’s extract is 10 + the extract level + the body mechanik’s Intelligence modifier. Like an alchemist, a body mechanik can prepare only a certain number of extracts of each formula level per day, as shown on Table: Body Mechanik. He also receives bonus spells extracts per day if he has a high Intelligence score. When Table: Body Mechanik indicates that he gets 0 extracts per day of a given formula level, he gains only the bonus extracts he would be entitled to based on his Intelligence score for that spell level. A body mechanik otherwise prepares his extracts as an alchemist equal to his body mechanik level –3. This ability replaces maneuver training and ki pool.

Flexible Anatomy (Su): At 4th level, a body mechanik gains the Rag Doll Mutagen as a bonus discovery, even if he does not meet the requirements. At 8th level, a body mechanic’s natural reach increases by 5 feet while under the effects of mutagen. This ability and persistent mutagen replace slow fall.

Endurance: At 5th level, a body mechanik gains Endurance as a bonus feat. This ability replaces high jump.

Surging Metabolism (Su): At 7th level, a body mechanik gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing 5 ability. He can use this ability for a number of rounds per day equal to 1/2 his body mechanik level + his Constitution modifier. If the body mechanic has the Spontaneous Healing discovery, his surging metabolism improves to his body mechanik level + his Constitution modifier and the Spontaneous Healing discovery becomes superseded. If the alchemist falls unconscious due to hit point damage and he still has surging metabolism rounds available, the ability activates automatically each round until he is conscious again or he runs out of his remaining rounds, whichever comes first. A body mechanic can activate or deactivate this ability as a free action. Additional fast healing effects do not stack.

At 12th level, after 3 rounds of continual activation of surging metabolism, the body mechanic s treated as if he had been the target of a lesser restoration spell. This ability replaces wholeness of body and abundant step.

Relentless: At 9th level, the body mechanik gain Diehard as a bonus feat, even if he does not meet the requirements. At 12th level, he gains Deathless Initiate as a bonus feat, At 15th level, he gains Deathless Master as a bonus feat.

Persistent Mutagen (Su): At 14th level, a body mechanik gains the alchemist’s persistent mutagen ability.

Toxic Palm (Su): At 15th level, once per day as a standard action, a body mechanik can make a poison touch attack, as if under the effects of a poison spell. Once activated, the body mechanic can hold the effects of the poison spell for a number of rounds equal to his Constitution modifier, after which the effect is wasted. The save DC for this is 10 + 1/2 the body mechanik’s level + his Constitution modifier. For every two levels beyond 15th, the body mechanic can use this ability one additional time per day, up to a maximum of three times per day at 19th level. Whether or not the target’s saving throw is successful, it cannot be the target of that body mechanik’s toxic palm for 24 hours. Creatures immune to poison cannot be affected. This ability replaces quivering palm.

Alchemical Fury (Su): At 16th level, once a day as a standard action, a body mechanik can call upon the reserves of alchemical energy deep within him to become a larger, more feral version of himself. This functions as the frightful aspect spell, but it lasts for only 1 minute. At 19th level he can use this ability twice per day. This ability replaces tongue of sun and moon and empty body.

Perfected Form (Su): At 20th level, a body mechanik gains the Aberration type and chooses two of the following grand discoveries: Fast Healing, Poison Touch (as the grand discovery, but no daily use limitation), or True Mutagen. If the body mechanic chooses Poison Touch, it replaces the toxic palm ability. The body mechanic must meet the discovery requirements as normal. This ability replaces perfect self.

BODY MECHANIK FORMULAE LIST

Body mechaniks gain access to the following extracts.

1st-Level Body Mechanik Extracts—ant haul, blend, cure light wounds, disguise self, endure elements, enlarge person, expeditious retreat, jump, keen senses, linebreaker, magic fang, negate aroma, polypurpose panacea, recharge innate magic, reduce person, savage maw, shock shield, stone fist, touch of the sea, true strike, vocal alteration, youthful appearance.

2nd-Level Body Mechanik Extracts—acute senses, aid, alchemical allocation, alter self, animal aspect, barkskin, bear's endurance, blood scent, bull's strength, cat's grace, certain grip, cure moderate wounds, darkvision, defensive shock, delay disease, delay pain, delay poison, eagle's splendor, elemental touch, false life, fire breath, fox's cunning, invisibility, kinetic reverberation, owl's wisdom, perceive cues, protection from arrows, resist energy, restoration (lesser) spider climb, transmute potion to poison, vomit swarm.

3rd-Level Body Mechanik Extracts—absorb toxicity, absorbing touch, age resistance (lesser), amplify elixir, animal aspect (greater), beast shape I, bloodhound, burrow, burst of speed, countless eyes, cure serious wounds, draconic reservoir, elemental aura, eruptive pustules, fire trail, fly, gaseous form, haste, heroism, magic fang (greater), monstrous physique I, nondetection, protection from energy, rage, remove blindness/deafness, remove disease, resinous skin, thorn body, undead anatomy I, water breathing.

4th-Level Body Mechanik Extracts—absorbing inhalation, age resistance, beast shape II, cure critical wounds, death ward, detonate, dragon's breath, echolocation, elemental body I, false life (greater), fire shield, fluid form, freedom of movement, invisibility (greater), miasmatic form, monstrous physique II, mutagenic touch, neutralize poison, polymorph, restoration, resurgent transformation, scorching ash form, stoneskin, telekinesis, touch of slime, transformation, twin form, universal formula, vermin shape I, vitriolic mist.

Table: Body Mechanik