Ironflesh
Ironflesh is a form of clockwork technology that must be surgically implanted into a host body before it functions. Ironflesh takes up a special set of slots that correspond to a creature’s body. Most ironflesh is designed for a creature with a humanoid shape—installing ironflesh in a non-humanoid-shaped body is more difficult, but possible.
Each piece of ironflesh has an implantation value that indicates how invasive the implant is. The total combined implantation values of all ironflesh implanted in a single creature can’t exceed the lower of that creature’s Constitution score or Intelligence score—a creature’s Constitution affects the physical limit of what its body can accept in the form of ironflesh implants, while the creature’s Intelligence affects the mental limit of what its brain can control. An implant whose implantation value would cause the total to exceed this value does not function but still takes up a body slot. In addition, as long as a character has ironflesh implants installed whose combined implantation exceeds his Constitution plus Intelligence, he takes a -4 penalty on all saving throws.
A creature with neither a Constitution score nor an Intelligence score cannot receive benefits from ironflesh, but a creature with only one of these scores can.
Installing a piece of ironflesh takes a number of hours equal to the ironflesh's implantation value if the installation is done by hand—certain technological items can speed this installation time. The target must be willing or helpless during the entire installation, at the end of which the installer attempts a Heal check against the ironflesh's Install DC—this specific value is listed for each ironflesh item for ease of reference. On a success, the target takes Constitution damage equal to the ironflesh's implantation value and the ironflesh immediately activates. On a failed check, the target still takes the Constitution damage but the installation fails; a new attempt to install the ironflesh can be made, although it’s wise to wait for the Constitution damage to heal before trying again.
Ironflesh can be extracted using the same procedure as implanting it, with a failed Heal check indicating the attempt to extract the item failed. Fortunately, extraction is a simpler task than installment, and Heal checks to remove ironflesh gain a +10 bonus. Extracting a piece of ironflesh from a dead body requires no Heal check but takes a number of rounds equal to the ironflesh's implantation value. You can only install or extract a single piece of ironflesh at a time.
The surgery to install ironflesh typically costs 10% of the base price of the ironflesh being installed. Uninstallation costs half as much.
These are the traits for ironflesh:
Price: This is the cost in gold pieces to buy the implant if it’s available for sale. This value does not include the cost to have the object surgically implanted. As with magic items, a piece of ironflesh can be sold by PCs for half this value.
Slot: This is the part of the body into which the ironflesh must be implanted. A single slot can only ever host a single piece of ironflesh. Ironflesh slots are separate from normal magic item slots and do not count as being used for the purposes of worn magic items.
Weight: This is the weight of the ironflesh in pounds. Once installed, the ironflesh's weight does not count against a creature’s encumbrance or maximum load.
Install: This is the Heal check DC required to successfully implant or remove the ironflesh from a creature.
Implantation: A numerical value indicating how invasive the ironflesh is. The higher the number, the more invasive the ironflesh. Implantation influences the time and difficulty of installing and removing the ironflesh.
Description: This section describes the ironflesh's appearance and abilities.
Construction: Certain requirements must be met for a character to craft ironflesh. These requirements generally consist of having a feat and access to a manufacturing facility.
Craft: This is the Craft(gizmo) DC required to create the ironflesh. It is also the Knowledge (engineering) DC to correctly identify the ironflesh.
Cost: This is the cost in gold pieces to create the item. Generally this cost is equal to half the price of the item.
Biofilter
Price 16,000 sy; Slot body; Weight 2 lbs.; Install DC 25; Implantation 3
DESCRIPTION
A filter is installed in the lungs and liver to help purge the body of toxins. A biofilter provides a +2 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.
CONSTRUCTION REQUIREMENTS
Craft DC 25; Cost 8,000 sy; Craft Ironflesh, machine shop
Cranial Bomb
Price 4,500 sy; Slot head; Weight 1/2 lb.; Install DC 25; Implantation 1
DESCRIPTION
A cranial bomb is a bomb implanted at the base of the skull that explodes when remotely activated by a detonator’s signal. Though normally implanted, a cranial bomb can also be detonated outside of a body. If detonated while implanted, it deals 2d6 points of bludgeoning damage and 2d6 points of fire damage, and the recipient must succeed at a Fortitude saving throw (DC = 10 + the damage dealt) or be instantly slain. Creatures killed in this manner cannot be revived by breath of life or raise dead. If detonated outside a body, the bomb instead creates a small explosion, dealing the damage detailed above in a 5-foot-radius burst (Reflex DC 13 half).
CONSTRUCTION REQUIREMENTS
Craft DC 20; Cost 2,250 sy; Craft Ironflesh, machine shop
Copper-fiber Muscles
Price varies; Mark I 8,000 sy; Mark II 32,000 sy; Mark III 72,000 sy; Slot body; Weight 10 lbs.; Install varies; Implantation varies
DESCRIPTION
Copper-fiber muscles are powerful synthetic muscles that augment but do not replace existing muscle mass in a creature. Once installed, copper-fiber muscles grant an enhancement bonus to Strength. This enhancement bonus alters price, implantation value, install DCs, and Craft DCs as listed below.
CONSTRUCTION REQUIREMENTS
Craft (varies, see below); Cost (varies)
Mark I: Craft DC 24; Cost 4,000 sy
Mark II: Craft DC 28; Cost 16,000 sy
Mark III: Craft DC 32; Cost 36,000 sy
Craft Ironflesh, machine shop
Dermal Plating
Price varies; Mark I 4,000 sy; Mark II 16,000 sy; Mark III 36,000 sy; Mark IV 64,000 sy; Mark V 100,000 sy; Slot body; Weight 5 lbs.; Install varies; Implantation varies
DESCRIPTION
Dermal plating consists of sheets of highly resistant synth and bronze anchored directly onto the patient’s skin. These armored plates grant an enhancement bonus to natural armor; this bonus influences other elements of the dermal plating, as detailed below.
CONSTRUCTION REQUIREMENTS
Craft (varies, see below); Cost (varies)
Mark I: Craft DC 24; Cost 2,000 sy
Mark II: Craft DC 26; Cost 8,000 sy
Mark III: Craft DC 28; Cost 18,000 sy
Mark IV: Craft DC 30; Cost 32,000 sy
Mark V: Craft DC 32; Cost 50,000 sy
Craft Ironflesh, machine shop
Frenzystim
Price 36,400 sy; Slot brain; Weight 1 lb.; Install DC 32; Implantation 1
DESCRIPTION
A frenzystim is installed into a creature’s spinal column, just at the base of the skull. Successful implantation leaves no trace of the operation. As long as she’s not fatigued or exhausted, the user of a frenzystim can activate it as a swift action. While active, it grants a +2 morale bonus to Strength and Dexterity, a +1 morale bonus on Reflex saving throws, and a -2 penalty on Will saving throws. The user may use a frenzystim for up to 10 rounds per day, though the rounds need not be consecutive. After this, the unit is temporarily depleted and must regenerate the compounds it uses. Once the effects end, she becomes fatigued for twice as many rounds as she was under the frenzystim’s effects.
CONSTRUCTION REQUIREMENTS
Craft DC 30; Cost 18,200 sy; Craft Ironflesh, machine shop
Implanted Weaponry
Price 10,000 sy(special); Slot arm; Weight 1 lb. (special); Install DC 26; Implantation 2
DESCRIPTION
A single light melee weapon or one-handed firearm can be implanted in an arm or ironflesh arm. Melee weapons extend or retract as a swift action. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon (swift to move and move to full). Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed. Weaponry installed in a ironflesh arm does not count against a creature’s implantation limit. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.
CONSTRUCTION REQUIREMENTS
Craft DC 25; Cost 5,000 sy(special)
Craft Ironflesh, machine shop, weapon to be implanted
Ironflesh Arm
Price 4,750 sy; Slot arm; Weight 9 lbs.; Install DC 28; Implantation 2
DESCRIPTION
An ironflesh arm completely replaces a normal arm, from the shoulder to the hand. It can take the place of an arm lost to a severing wound. The arm is fully functional and no different in appearance from a regular arm, although technic art can be added to the arm at no additional cost. An ironflesh arm does not increase a user’s Strength score. If a creature has two ironflesh arms, it can lift and carry double the normal maximum weight for that creature’s Strength and size, and it gains a +5 circumstance bonus on Climb checks. A character who wields a one-handed or light weapon with an ironflesh arm gains a +5 bonus to CMD against disarm attempts; two ironflesh arms do not increase this bonus, but do allow the bonus to apply to two-handed weapons.
CONSTRUCTION REQUIREMENTS
Craft DC 25; Cost 2,375 sy; Craft Ironflesh, machine shop
Ironflesh Ears
Price 4,000 sy; Slot ears; Weight 1 lb.; Install DC 28; Implantation 1
DESCRIPTION
An ironflesh ear can be enhanced by technic art at no additional cost, giving it an unusual color or shape. When a pair of ears is installed, the user gains a +2 circumstance bonus on Perception checks. This bonus stacks with circumstance bonuses on Perception checks from other ironflesh senses. Ironflesh ears grant a +2 resistance bonus on all saving throws against sonic effects.
The listed price, implantation value, and install DC are for having both ears installed. A single ironflesh ear costs half the price and half the listed implantation value, but a creature must replace all of its ears to receive the benefits above.
CONSTRUCTION REQUIREMENTS
Craft DC 28; Cost 2,000 sy; Craft Ironflesh, machine shop
Ironflesh Eyes
Price 4,000 sy; Slot eyes; Weight 1 lb.; Install DC 28; Implantation 1
DESCRIPTION
An ironflesh eye can be enhanced by technic art for no additional cost, giving it an unusual color or pattern. When a pair of eyes is installed, the user gains a +2 circumstance bonus on Perception checks and a +2 resistance bonus on saving throws against blindness or visual effects. The bonus on Perception checks stacks with circumstance bonuses on Perception checks from other ironflesh sources.
The listed price, implantation value, and install DC are for having two eyes installed. A single ironflesh eye costs half the price and half the listed implantation value, but a creature must replace all of its eyes to receive the benefits above.
CONSTRUCTION REQUIREMENTS
Craft DC 28; Cost 2,000 sy; Craft Ironflesh, machine shop
Ironflesh Legs
Price 8,500 sy; Slot legs; Weight 12 lbs.; Install DC 28; Implantation 4
DESCRIPTION
An ironflesh leg completely replaces a normal leg, from the hip to the foot. It can take the place of a leg lost to a severing wound. The leg is fully functional and no different in appearance from a regular leg, although technic art can be added to the leg at no additional cost. An ironflesh leg does not increase a user’s Strength score. If both legs are replaced, they increase the user’s base land speed by 10 feet and grant a +5 bonus to CMD against trip attempts and a +5 circumstance bonus on Acrobatics checks.
The listed price, implantation, and install DC are for having two legs installed. A single ironflesh leg costs half the price and half the listed implantation value, but no significant bonus is granted to a creature with only one ironflesh leg. Both legs (or all legs, in the case of multi-legged creatures) must be replaced for the above benefits to take effect.
CONSTRUCTION REQUIREMENTS
Craft DC 25; Cost 4,250 sy; Craft Ironflesh, machine shop
Skillslot
Price 2,000 sy (Special); Slot brain; Weight 1 lb.; Install DC 30; Implantation 1
DESCRIPTION
A skillslot is implanted into the target’s brain, leaving a small port at the base of the skull. This port is covered with a flap of skin when not in use. Once installed, a skillslot has no effect until a skillchip is inserted into the port. An inserted skillchip grants a competence bonus to the associated skill equal to the rating on the skillchip. A skillchip can be created at a cost of 100*(rating^2) sy. The creator must have ranks in the skill equal to or greater than the rating on the skillchip, in addition to meeting the other prerequisites for this item.
CONSTRUCTION REQUIREMENTS
Craft DC 28; Cost 1,000 sy; Craft Ironflesh, machine shop
Technic art
Price 100 sy; Slot none; Weight 1 lb.; Install DC 20; Implantation 0
DESCRIPTION
Technic art is the least invasive of all ironflesh. This implant is similar in appearance to a tattoo, except that it can glow softly if desired, providing illumination equal to that provided by a candle. Some technic art is animated, providing a short looping scene that replays over and over. Technic art is installed in a body with a small metallic stylus that injects mildly radioactive chems into a body part; the quality of the art relies on the installer’s Craft (painting or tattoo) check.
CONSTRUCTION REQUIREMENTS
Craft DC 20; Cost 50 sy; Craft Ironflesh
Thoracic Vital Chamber
Price varies; Mark I 8,000 sy; Mark II 32,000 sy; Mark III 72,000 sy; Slot body; Weight 5 lbs.; Install varies; Implantation varies
DESCRIPTION
A thoracic vital chamber augments the vital organs within a creature’s chest, particularly its heart, lungs, and pulmonary system. Once installed, a thoracic vital chamber grants an enhancement bonus to Constitution. This enhancement bonus alters the implant’s price, implantation value, install DCs, and Craft DCs as listed below.
CONSTRUCTION REQUIREMENTS
Craft (varies, see below); Cost (varies)
Mark I: Craft DC 24; Cost 4,000 sy
Mark II: Craft DC 28; Cost 16,000 sy
Mark III: Craft DC 32; Cost 36,000 sy
Craft Ironflesh, machine shop
Wirejack Tendons
Price varies; Mark I 8,000 sy; Mark II 32,000 sy; Mark III 72,000 sy; Slot body; Weight 10 lbs.; Install varies; Implantation varies
DESCRIPTION
Wirejack tendons not only strengthen and enhance existing reflexes, but also enhance the transmission of nerve impulses to surrounding musculature. Once installed, wirejack tendons grant an enhancement bonus to Dexterity. This enhancement bonus alters the price, implantation values, install DCs, and Craft DCs of the implant as listed below.
CONSTRUCTION REQUIREMENTS
Craft (varies, see below); Cost (varies)
Mark I: Craft DC 24; Cost 4,000 sy
Mark II: Craft DC 28; Cost 16,000 sy
Mark III: Craft DC 32; Cost 36,000 sy
Craft Ironflesh, machine shop