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  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
  HAANNDDBBOOOOKK
  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Version: 1 .1
  Author: Garrick J. Williams
  Art & Layout: Garrick J. Williams
  Special Thanks: Gabriel Almer, Ciarán Barnes, Kayla Tollerton, and Jeff Walter for their support and playtesting
  For supplemental material, visit the Rhetoric Studios website at www.rhetoricstudios.com
  Send questions and feedback to feedback@rhetoricstudios.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
  License 1 .0a, Section 1 (e), and are not Open Content: All trademarks, registered trademarks, proper names
  (characters, deities, etc.), artwork, characters, locations, plots, and trade dress. Any rules, mechanics,
  illustrations, or other elements otherwise designated as Open Game Content or which are in the public domain
  are not included in this declaration.
  Open Game Content: All content not designated as Product Identity is declared Open Game Content as
  described in Section 1 (d) of the Open Game License Version 1 .0a.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.
  See https://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder
  Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder
  Roleplaying Game Compatibility License. See https://paizo.com/pathfinderRPG/compatibility for more information
  on the compatibility license.
  All Rhetoric Studios logos, images, characters, and distinctive likenesses thereof are property of Rhetoric
  Studios. This material is protected under the copyright laws of the United States of America. Any similarity to
  actual people, organizations, places, or events are purely coincidental.
  Artiforged Class Handbook © 201 9, Rhetoric Studios, LLC
  Introduction
  2
  Artiforged
  3
  Archetypes
  25
  Advanced Options
  38
  Equipment
  44
  NPC Codex
  51
  Appendix
  59
  TABLE OF CONTENTS
  
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  INTRODUCTION
  Augmenting the human body with technology
  continues to capture the imagination of countless
  people via historic precedence and popular media.
  Dating back to Ancient Egypt with wooden prosthetics
  and reaching towards the future with robotics, people
  throughout history use various forms of prosthesis and
  other technology to remedy or enhance the human
  body. Despite the historical basis and prevalence in
  popular culture, the concept of a technologically
  enhanced warrior remains estranged from the fantasy
  genre. Even high fantasy settings with clockwork
  constructs and magical technology treat such a
  premise as befitting only to science fiction. This
  volume seeks to address the issue.
  The artiforged base class presents options for players
  and Game Masters to create technologically enhanced
  warriors in a manner that fits best with any campaign
  setting. With the power source class feature, a player
  can create a character augmented with the technology
  appropriate for a campaign. Does clockwork
  machinery tick within his heart? Is his arm a limb
  reanimated with necromancy? Has a wizard grafted
  magical devices to his body? These are only a few of
  the many tools available in this book.
  Chapter 1 : Artiforged provides rules for the artiforged
  base class as well descriptions for each available
  option for the power source class feature.
  Chapter 2: Archetypes lists variant options for the
  artiforged class and includes thematic archetypes for
  other classes.
  Chapter 3: Advanced Options expands the artiforged
  with additional options such as feats, variant
  multiclassing, and racial favored class bonuses.
  Chapter 4: Equipment introduces artifice implants to
  allow any character to augment herself with devices.
  The chapter also provides a few equipment options for
  the artiforged class.
  Chapter 5: NPC Codex provides statistics for non-
  player characters with artiforged levels.
  Appendix lists a summary of artiforged power sources
  and upgrades for convenience when choosing options.
  Class Overview
  The artiforged is a martial class possessing the ability
  to build itself to handle different situations. Many such
  upgrades enhance mobility, provide utility, or facilitate
  playstyles. This versatility comes at the cost of
  necessitating a mental ability score and lacking bonus
  combat feats that many other martial classes receive.
  The artiforged’s key class features are summarized
  below.
  Integrated Weapon allows an artiforged to attach a
  weapon to his body that does not occupy a hand and
  can be drawn quickly. The weapon options are
  restricted to mostly one-handed weapons. Many class
  features require using an integrated weapon.
  Power Source describes the flavor and nature of the
  artiforged’s augmentations. Each source provides a
  number of abilities and determines the ability score
  modifier (“source modifier”) that many class features
  depend on. A player is encouraged to choose a power
  source that fits the campaign setting while a GM may
  restrict inappropriate options.
  Power Surge boosts integrated weapons and physical
  skill checks for 1 round at the cost of raising tension.
  An artiforged can only sustain a limited number of
  tension, which reduces slowly each hour or when the
  artiforged receives magical healing.
  Flurry Assault grants the artiforged an extra attack at
  2nd level using an integrated weapon at the cost of
  penalizing attacks during a full-attack action. This
  doesn’t stack with similar options such as Rapid Shot
  or two-weapon fighting.
  Upgrades customizes an artiforged at each even level
  with a selection of abilities providing utility or mobility.
  Book References
  This volume refers to the following Pathfinder
  Roleplaying Game products.
  Pathfinder Campaign Setting: Technology Guide
  Pathfinder Roleplaying Game: Advanced Class Guide
  Pathfinder Roleplaying Game: Advanced Player’s
  Guide
  Pathfinder Roleplaying Game: Advanced Race Guide
  Pathfinder Roleplaying Game: Bestiary 1
  Pathfinder Roleplaying Game: Bestiary 2
  Pathfinder Roleplaying Game: GameMastery Guide
  Pathfinder Roleplaying Game: Mythic Adventures
  Pathfinder Roleplaying Game: Occult Adventures
  Pathfinder Roleplaying Game: Pathfinder Unchained
  Pathfinder Roleplaying Game: Ultimate Campaign
  Pathfinder Roleplaying Game: Ultimate Combat
  Pathfinder Roleplaying Game: Ultimate Equipment
  Pathfinder Roleplaying Game: Ultimate Magic
  Introduction
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  ARTIFORGED
  The wise strive for self perfection by transcending the
  material world. The ambitious meld flesh and steel to
  forge themselves into the perfect warrior. These
  artiforged spend a lifetime gradually replacing their
  body parts and augmenting existing ones.
  An artiforged’s augmentations vary depending on his
  chosen craft and the energy source he melds into his
  body that powers his artificial enhancements.
  Regardless of whether he uses clockwork, arcane
  devices, or reanimated limbs, all artiforged share the
  same ultimate goal of honing their craft and martial
  prowess to become a living arsenal for the world to
  marvel.
  Role: Artiforged charge into battle with integrated
  weaponry made deadly by overloading the power
  source of their bodily enhancements. Customizing
  their bodies with a variety of devices, artiforged serve
  as versatile combatants that thrive best when paired
  with an ally capable of using magical healing to relieve
  tension from their power source.
  Alignment: Any.
  Hit Die: d1 0.
  Starting Wealth: 5d6 × 1 0 gp (average 1 75 gp.) In
  addition, each character begins play with an outfit
  worth 1 0 gp or less.
  Skills
  The artiforged’s class skills are Acrobatics (Dex),
  Climb (Str), Craft (Int), Disable Device (Dex), Disguise
  (Cha), Escape Artist (Dex), Heal (Wis), Intimidate
  (Cha), Knowledge (dungeoneering) (Int), Knowledge
  (engineering) (Int), Profession (Wis), Ride (Dex), and
  Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier
  Class Features
  The following are the class features of the artiforged.
  Weapon and Armor Proficiency: An artiforged is
  proficient with all simple and martial weapons plus the
  hand crossbow. He is also proficient in light armor,
  medium armor, and shields (except tower shields).
  Artifice Lore (Ex): An artiforged can identify the
  properties of artifice implants without detect magic by
  attempting a Knowledge (engineering) check in place
  of a Spellcraft check. He adds 1 /2 his level on
  Knowledge checks made to identify the abilities and
  weaknesses of constructs and creatures with
  artiforged class levels. Identifying creatures with
  artiforged levels requires a Knowledge (engineering)
  check or a check using the skill associated with its
  power source.
  Integrated Weapon (Ex): An artiforged can attach a
  manufactured weapon to his body and wield it without
  occupying a hand. He always adds his full Strength
  modifier to the damage rolls of his integrated weapon,
  and such attacks are never considered off-hand
  attacks. The weapon retains all properties and special
  materials while attached. A masterwork integrated
  weapon can be magically enhanced as normal. An
  integrated weapon can be sundered, but not dropped
  or disarmed. An artiforged can draw his integrated
  weapon as a free action or retract it into his body using
  the sheathe weapon action. Integrated weaponry has
  the following options and restrictions.
  Melee: The artiforged can integrate a light or one-
  handed melee weapon, but not a two-handed
  weapon. He cannot wield an integrated melee
  weapon with two hands or use it as a thrown
  weapon. An artiforged takes no attack roll
  penalties for wielding an undersized integrated
  melee weapon. However, he does not benefit from
  undersized reach weapons and can never
  integrate double weapons.
  Ranged: The artiforged may integrate a ranged
  projectile weapon that he can wield with one hand
  (such as a hand crossbow). He cannot integrate
  ranged weapons that require two hands to wield.
  Gauntlet: The artiforged can integrate a gauntlet
  as an integrated melee weapon. Attacks with an
  integrated gauntlet deal 1 d6 points of damage for
  a Medium creature, are treated as armed attacks,
  and do not provoke attacks of opportunity. He may
  add the gauntlet’s enhancement bonus (if any) to
  any combat maneuver checks using the gauntleted
  hand, including maneuvers that normally do not
  add a weapon’s enhancement bonus to the check
  (such as grappling).
  Launcher: When integrating a hand crossbow, the
  artiforged may choose to transform it into a unique
  projectile weapon that uses a type of light or one-
  handed thrown weapon as ammunition. This
  integrated ranged weapon gains a 1 0-foot bonus
  to its range increment, but otherwise has same
  Artiforged
  Skills
  Weapon and Armor
  Proficiency
  Artifice Lore
  Integrated Weapon
  Class Features
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS DDEESSCCRRIIPPTTIIOONN
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1 st
  +1
  +2
  +2
  +0
  Artifice lore, integrated weapon, power source, power surge +1 ,
  tension
  2nd
  +2
  +3
  +3
  +0
  Flurry assault, upgrade
  3rd
  +3
  +3
  +3
  +1
  Integrated armor
  4th
  +4
  +4
  +4
  +1
  Source power, upgrade
  5th
  +5
  +4
  +4
  +1
  Artiforging, power surge +2
  6th
  +6/+1
  +5
  +5
  +2
  Upgrade
  7th
  +7/+2
  +5
  +5
  +2
  Armor configuration 1
  8th
  +8/+3
  +6
  +6
  +2
  Source power, upgrade
  9th
  +9/+4
  +6
  +6
  +3
  Damage reduction 1 /adamantine
  1 0th
  +1 0/+5
  +7
  +7
  +3
  Advanced upgrades, power surge +3, upgrade
  11 th
  +11 /+6/+1
  +7
  +7
  +3
  Armor configuration 2, damage reduction 2/adamantine
  1 2th
  +1 2/+7/+2
  +8
  +8
  +4
  Source power, upgrade
  1 3th
  +1 3/+8/+3
  +8
  +8
  +4
  Damage reduction 3/adamantine
  1 4th
  +1 4/+9/+4
  +9
  +9
  +4
  Upgrade
  1 5th
  +1 5/+1 0/+5
  +9
  +9
  +5
  Armor configuration 3, Damage reduction 4/adamantine, power
  surge +4
  1 6th
  +1 6/+11 /+6/+1
  +1 0
  +1 0
  +5
  Source power, upgrade
  1 7th
  +1 7/+1 2/+7/+2
  +1 0
  +1 0
  +5
  Damage reduction 5/adamantine
  1 8th
  +1 8/+1 3/+8/+3
  +11
  +11
  +6
  Upgrade
  1 9th
  +1 9/+1 4/+9/+4
  +11
  +11
  +6
  Armor configuration 4, damage reduction 6/adamantine
  20th
  +20/+1 5/+1 0/+5
  +1 2
  +1 2
  +6
  Forged perfection, power surge +5, source power, upgrade
  damage, range, and other properties as the
  thrown weapon. He can reload the weapon during
  the action of drawing a thrown weapon. The
  projectile weapon possesses the hand crossbow’s
  enhancement bonus and magical properties, but
  the artiforged cannot wield it as a hand crossbow
  while integrated in this way.
  The artiforged may only have a single integrated
  weapon (or a pair of gauntlets) at a time.
  Integrating and/or detaching a weapon in the
  artiforged’s possession requires 1 hour of work.
  Detaching a weapon deals an amount of damage
  to it equal to 1 + half the weapon’s maximum hit
  points (bypassing hardness) and grants the
  broken condition until repaired.
  Power Source: Each artiforged relies on a system that
  sustains his enhancements and determines the nature
  of his augmentations. At 1 st level, he chooses a power
  source. Once chosen, it cannot be changed. Each
  power source grants a bonus class skill and source
  powers as the artiforged advances in levels. It also
  determines the artiforged’s source modifier, the ability
  score modifier used for the saving throw DCs of his
  source powers and upgrades. His experience in
  maintaining his power source augments his artifice lore
  as noted in the power source description.
  Tension: An artiforged can stress his power source in
  order to push his augmentations beyond their limits.
  Using such abilities raise his tension. The artiforged
  can sustain a maximum amount of tension equal to 1 /2
  his level (minimum 1 ) + his source modifier. Raising his
  Power Source
  Tension
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  tension any further fatigues the artiforged and disables
  his power source until his tension reduces to its
  maximum or lower. An artiforged with a disabled power
  source cannot use any ability that raises his tension.
  Tension can be removed through magical healing and
  proper upkeep of the power source. An artiforged can
  spend 1 hour each day performing maintenance on his
  power source. Afterward, his tension lowers by 1 each
  passing hour for the next 24 hours. During this period,
  when a spell or spell-like ability restores the
  artiforged’s hit points, his tension lowers by an amount
  equal to the spell level. Healing from the channel
  energy class feature also lowers tension by an amount
  equal to the number of channel energy dice. He
  benefits from this only once per casting or use of
  channel energy.
  Power Surge (Ex): An artiforged can begin a power
  surge by raising his tension by 1 as a free
  action. For 1 round, he gains a +1 bonus
  on attack and damage rolls when using
  integrated weapons. In addition, the
  artiforged adds the bonus to the
  DCs of his artiforged class
  features as well as Strength
  checks and Acrobatics, Climb,
  Escape Artist, Fly, and Swim skill
  checks. This power surge bonus
  increases by 1 at 5th, 1 0th, 1 5th,
  and 20th levels. An artiforged can
  continue his power surge on each
  following round by raising his
  tension by 1 as a free action. If his
  power surge ends, he must wait 1 round
  before beginning a new one.
  Flurry Assault (Ex): At 2nd level, an artiforged can
  perform a flurry assault as a full-attack action. When
  doing so, he may perform an extra attack using an
  integrated weapon. He takes a –2 penalty on all
  attacks this turn and applies his full Strength modifier
  to the integrated weapon’s damage roll. If the
  artiforged uses a two-handed weapon during flurry
  assault, he only applies his full Strength modifier
  instead of 1 -1 /2 times his Strength modifier to the
  damage roll.
  The artiforged may attack multiple times with the same
  integrated weapon on his turn using this ability. When
  he hits a creature with a melee attack during flurry
  assault, his next ranged attack against it in this turn
  does not provoke an attack of opportunity from that
  creature. Flurry assault does not stack with two-
  weapon fighting or the Rapid Shot feat and cannot be
  combined with natural attacks.
  Upgrades: As he gains levels, an artiforged learns
  new ways to augment his body. Starting at 2nd level,
  an artiforged gains an upgrade and one additional
  upgrade every two levels thereafter. He may not
  choose the same upgrade multiple times unless noted
  in the description. Some upgrades may require the
  artiforged to raise his tension. Unless otherwise noted,
  the saving throw DC for an artiforged’s upgrade is
  equal to 1 0 + 1 /2 the artiforged’s level + the
  artiforged’s source modifier.
  Climbing Attachments (Ex): The artiforged gains a
  climb speed equal to half his base land speed, and
  a +8 enhancement bonus to Climb checks. He
  cannot use this climb speed to scale surfaces with
  a Climb check DC higher than 20.
  Deflection Barrier (Su): During a power surge, an
  artiforged with this upgrade gains a +2 deflection
  bonus to AC against ranged attacks, with an
  additional +1 for every 5 levels he
  possesses (to a maximum of +8 at
  20th level). He may raise his
  tension by 1 as a free action to
  increase the deflection bonus by +2
  until the end of his power surge.
  Disguise (Ex): The artiforged may
  raise his tension by 1 as a full-
  round action to rearrange parts of
  his body to hide his augmentations.
  He gains a +1 0 bonus on Disguise
  checks to appear as a non-
  artiforged member of his race, and
  he receives a +4 circumstance bonus on
  Sleight of Hand checks to hide his integrated
  weapons. The artiforged can use this disguise to
  change his face as well. This disguise lasts until
  the artiforged deploys an integrated weapon or he
  ends it as a free action. The artiforged’s integrated
  weapons must be retracted to activate this
  upgrade.
  Extending Mechanism (Ex): Melee weapons gain a
  1 0-foot range increment (if they do not already
  have a range increment) while integrated to the
  artiforged. The artiforged can eject his integrated
  melee weapons as thrown weapon attacks and
  immediately retrieve them as a free action using
  an attached chain with hardness 1 0 and 1 0 hit
  points. If the chain breaks, the weapon becomes
  unusable until the artiforged replaces the chain. If
  an integrated weapon has the grapple special
  feature, the artiforged may use it as a grappling
  hook.
  Extra Integrated Weapon: The artiforged may have
  Power Surge
  Flurry Assault
  Upgrades
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS DDEESSCCRRIIPPTTIIOONN
  one additional weapon integrated at a time. He
  can deploy multiple integrated weapons as a free
  action or retract multiple integrated weapons as a
  move action. A free hand must be used to wield
  any deployed integrated weapons beyond the first.
  An artiforged may select this upgrade more than
  once.
  Familiar (Ex): The artiforged shards a portion of
  his consciousness to create a familiar and treats
  his artiforged level as his wizard level for the
  purpose of this ability. The artiforged’s familiar
  appears constructed of materials appropriate to
  his power source. As a result, the familiar is
  obviously not a true member of its normal creature
  type unless the artiforged has the disguise
  upgrade. The familiar is treated as both a
  construct and its creature type for effects that
  target creatures by type. The familiar can attach or
  detach from the artiforged as a standard action to
  make itself appear as a piece of his armor or as a
  device attached to his power source.
  Firearm Upgrade (Ex): The artiforged is proficient
  with integrated firearms and gains Gunsmithing as
  a bonus feat. The artiforged can remove the
  broken condition from an integrated firearm as a
  standard action, provided the firearm gained the
  condition from a misfire and his power source is
  not disabled. The artiforged can raise his tension
  by 1 in order to remove the condition as a move
  action.
  Grasping Weaponry (Ex): Melee weapons gain the
  grapple special feature while integrated to the
  artiforged. When the artiforged strikes a creature
  with such weapons, he may attempt to grapple the
  creature as a swift action by raising his tension by
  1 . This does not provoke an attack of opportunity.
  Using an integrated weapon to grapple a creature
  in this way follows the same restrictions as
  grappling a creature using the grapple special
  feature.
  Improved Integrated Armor (Ex): The artiforged
  gains proficiency in heavy armor and may use a
  set of heavy armor as his integrated armor.
  Additionally, integrated medium armor does not
  reduce the artiforged's movement speed
  (integrated heavy armor still does). At 7th level,
  the artiforged can install one additional
  configuration to his integrated armor. The
  artiforged must have integrated armor to select
  this upgrade.
  Increased Damage Reduction (Ex): The
  artiforged’s damage reduction increases by 1 . He
  must have the artiforged’s damage reduction class
  feature to select this upgrade. The artiforged may
  raise his tension by 1 as an immediate action to
  double the total damage reduction gained from this
  class feature against a single attack. The
  artiforged may select this upgrade up to three
  times, the damage reduction increasing by 1 each
  time.
  Integrated Finesse (Ex): The artiforged may add
  his full Dexterity modifier instead of his full
  Strength modifier to damage rolls when wielding
  an integrated weapon that benefits from the
  Weapon Finesse feat. If he has a negative
  Strength modifier, the penalty also applies to
  damage rolls as normal.
  Integrated Grappling Hook (Ex): The artiforged can
  integrate a grappling hook in the same manner as
  an integrated weapon. While attached, he can use
  a free hand to fire the grappling hook as an
  integrated ranged attack with a ranged increment
  of 20 feet, or 30 feet if the artiforged has the
  extending mechanism upgrade. He can raise his
  tension by 1 as a free action when using the hook
  to attack a wall or other firm fixture within 60 feet. If
  the attack deals at least 1 point of damage (after
  applying hardness), the grappling hook firmly
  embeds itself in the object, requiring a DC 20
  Strength to remove. The artiforged can easily
  disengage the grappling hook and reel it back to
  himself as a move action.
  At 4th level, by raising his tension by 1 as a move
  action, the artiforged can reel himself along the
  rope up to 30 feet towards the grappling hook or
  half this speed when moving upwards vertically. At
  8th level, this speed doubles. Due to limited space,
  an integrated grappling hook can only possess a
  length of rope no greater than 60 feet.
  Integrated Shield (Ex): The artiforged can graft a
  buckler, light, or heavy shield his arm that uses up
  his hand as normal for a shield of its type. This
  functions similarly to integrated armor, except the
  artiforged may deploy the integrated shield as a
  free action or retract it as a move action. In
  addition, he treats a shield bash with his integrated
  shield as an integrated melee attack for the
  purpose of power surge, source powers, and other
  artiforged class features. The artiforged may
  spend 1 hour to change the type of damage dealt
  by the shield bash to bludgeoning, piercing, or
  slashing. This lasts until he chooses to change the
  damage type again in the same manner.
  Internal Storage (Ex): The artiforged rigs a number
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  of internal storage pockets inside of his body equal
  to his source modifier. Each can store a single
  arm-length item (such as a dart, dagger, or wand),
  5 arrows or crossbow bolts, or 1 pound of
  ammunition. As a free action, he can load a piece
  of ammunition from one of these storage pockets
  to an integrated ranged weapon currently
  deployed. The artiforged can deposit the contents
  of one of these storage pockets into a free hand
  as a move action or swift action, provoking an
  attack of opportunity. In place of an integrated
  weapon attack, the artiforged can raise his tension
  by 1 to eject the contents of a single storage
  pocket as an improvised thrown weapon with a
  range increment of 1 0 feet.
  Maneuver Programming (Ex): The artiforged grafts
  a cognitive device containing the memory of a
  martial artist’s technique to his head. He gains his
  choice of Improved Bull Rush, Improved Disarm,
  Improved Grapple, or Improved Trip as a bonus
  feat without meeting the prerequisites. The
  artiforged treats the ability score of his source
  modifier as his Intelligence score for the purpose
  of feat prerequisites that list his chosen feat as a
  prerequisite. He is also treated as having Combat
  Expertise for the prerequisites of these feats. An
  artiforged can select this upgrade multiple times,
  each time selecting a different feat.
  Nonlethal Precision (Ex): The artiforged’s
  integrated weapons become calibrated to
  subdue targets effectively. He takes no
  penalty to attack rolls when attempting to
  deal nonlethal damage with an integrated
  weapon that deals lethal damage. An
  artiforged with the senselink upgrade may
  attempt to deal nonlethal damage with lethal
  integrated ranged weapons to creatures
  within the first ranged increment.
  Penetrating Shot (Ex): The artiforged may
  raise his tension by 1 as a free action when
  making a ranged attack with an integrated
  weapon against a creature benefiting from
  cover (but not improved or total cover). The
  creature loses its bonuses to AC from cover
  against this attack, but takes reduced damage
  (if any) from the attack equal to the hardness of
  the object granting cover. If the obstacle is a
  creature that grants soft cover and the attack roll
  succeeds against the ACs of both creatures, then
  each creature takes half the result of the attack’s
  damage roll. Precision damage, the flaming
  special ability, and similar abilities only apply
  against the intended target.
  Personal Archive (Ex): The artiforged augments
  his mind with artifice that can store and rapidly
  recall written records at incredible speed. When
  consulting a book or similar item, he can store its
  information into his personal archive. The
  artiforged can consult the book in his archive as a
  free action instead of the normal time required to
  gain its circumstance bonus to relevant Knowledge
  checks. Alternatively, the artiforged can store up to
  one page of information and can recall any details
  from it as if he were reading it. The artiforged can
  store only a single book or record in his personal
  archive at a time. He can store an additional book
  or record at 6th level and every 4 levels after.
  Pile Driver (Ex): The artiforged gains a piston-like
  device on his body that can be primed by raising
  his tension by 1 as a swift action. He can
  
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  discharge the piston when attempting an
  integrated melee attack. If successful, the
  artiforged may attempt a bull rush against the
  target as a free action with a +2 circumstance
  bonus to CMB. This combat maneuver does not
  provoke an attack of opportunity. If the artiforged
  possesses the terrain breaker upgrade and
  succeeds on the combat maneuver check, he may
  use terrain breaker as a free action and center the
  difficult terrain on a corner of the space occupied
  by the target after the bull rush maneuver.
  Poison Injection (Ex): The artiforged possesses a
  hidden chamber in his body to store a vial
  containing a single dose of poison as a full-round
  action that provokes an attack of opportunity. As a
  swift action, the artiforged can apply this poison to
  a deployed integrated weapon. He never risks
  poisoning himself when applying poison with this
  upgrade.
  Senselink (Ex): The artiforged’s integrated
  weapons gain sensors that allow him to perceive
  through his weaponry as an extension of his
  vision. He can use his weapons to see around
  corners, but any attacks made this way take a –4
  penalty to attack rolls due to awkwardness. After a
  successful attack with an integrated weapon, the
  artiforged may raise his tension by 1 as a free
  action in order to predict the target’s movements.
  The creature loses the benefit of concealment
  against the artiforged’s integrated weapon attacks
  until the beginning of the artiforged’s next turn or
  until the artiforged attacks another target
  (whichever happens first).
  Shattering Charge (Ex): The artiforged receives a
  +2 bonus to sunder and break objects when
  charging. As a free action during movement, the
  artiforged may raise his tension by 1 in attempt to
  attack or break an object that obstructs his path.
  He may attempt this on an object large enough to
  grant a creature of his size cover, but not large
  enough to grant improved cover or total cover. If
  the artiforged breaks or destroys this object, it no
  longer obstructs his path and he may continue his
  movement uninterrupted (even if charging).
  Spike Missile (Ex): When the artiforged has
  integrated armor with armor spikes deployed, he
  may eject the spikes as a ranged weapon with a
  1 0-foot range increment. When performing a
  ranged attack with these spikes, the artiforged
  may raise his tension by 1 as a swift action to
  launch barbs in a 1 5-foot cone in the direction of
  his target. This area is treated as though covered
  with caltrops. At 6th level, the artiforged uses his
  own base attack bonus for determining whether a
  creature steps on them. Launching spikes does
  not damage the function of the armor spikes as
  each ejected spike is immediately replaced. The
  artiforged must have integrated armor to select this
  upgrade.
  Spring Heels (Ex): While his power source is not
  disabled, the artiforged is considered as having a
  running start when jumping. During a power surge,
  he gains a +8 bonus to Acrobatics checks to jump.
  At 4th level, the artiforged never takes damage
  from falling deliberately from a height equal to or
  less than 1 0 feet per artiforged level.
  At 6th level, the artiforged can raise his tension by
  1 to make a powerful leap as a standard action.
  Until the end of his movement, he gains a fly
  speed of 40 feet (30 feet if his movement speed is
  hindered by armor or carrying a medium or heavy
  load). He has clumsy maneuverability, cannot
  hover, and cannot change direction unless he
  propels himself using an adjacent wall or other
  means. During this leap, he may use his
  Acrobatics skill instead of Fly for any Fly checks.
  During a power surge, the artiforged may perform
  this powerful leap as a move action.
  Stealth Mode (Ex): The artiforged rigs active
  imaging devices to his body to blend with the
  surrounding environment. He gains concealment
  during a power surge. This concealment can be
  thwarted by effects that negate the benefits of
  invisibility.
  Swimming Attachments (Ex): The artiforged gains
  a swim speed equal to 1 /2 his land speed, and a
  +8 enhancement bonus to Swim checks.
  Telescopic Limbs (Ex): The artiforged can extend
  his limbs using mechanical or magical devices
  mounted in his joints to extend his reach by 5 feet.
  Due to awkwardness, he takes a –4 penalty to
  attack rolls when using this extended reach for
  attacks and combat maneuvers. The artiforged can
  raise his tension by 1 as a free action in order to
  negate this penalty until the end of his turn. The
  extra reach with this upgrade does not stack with
  the long arm spell or any source powers that
  extend reach.
  Terrain Breaker (Ex): Once per round in place of a
  weapon attack, the artiforged can raise his tension
  by 1 to strike the ground beneath him with an
  integrated weapon. This attack automatically hits
  and deals damage normally. If the artiforged deals
  at least 1 point of damage after applying the floor’s
  hardness, he creates an area of difficult terrain in a
  
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  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  5-foot-radius centered on a corner of his space.
  Alternatively, the artiforged may strike a wall within
  reach. Instead of creating difficult terrain, this
  attack decreases the Climb check DC by 5 in a 5-
  foot-radius on the wall’s surface. At 6th level, the
  artiforged can increase the radius to 1 0 feet. At
  1 0th level, he can increase the radius to 1 5 feet.
  Thrusters (Ex): While his power source is not
  disabled, the artiforged can gain the effects of
  feather fall as an immediate action. At 4th level, he
  gains the effects of glide instead. At 6th level, the
  artiforged may to fly up to 30 feet (20 feet in
  medium armor or carrying more than a light load)
  with average maneuverability as a move action
  during a power surge. Thrusters emit loud noises
  and bright lights that bestow a –4 penalty to
  Stealth checks and reveals an invisible artiforged’s
  location while active.
  Vision (Ex): The artiforged gains low-light vision
  and darkvision 30 feet. If he already has
  darkvision, its range increases by 30 feet. The
  artiforged can raise his tension by 1 as a swift
  action to gain blindsense 1 5 feet for 1 round. This
  increases to 30 feet at 8th level and 60 feet at 1 6th
  level.
  Integrated Armor (Ex): At 3rd level, an artiforged can
  integrate a set of light or medium armor to his body.
  The armor retains all properties and special materials,
  and a masterwork integrated armor can be magically
  enhanced as normal. The artiforged can deploy or
  retract his integrated armor, which folds into a compact
  form stored inside his body. While retracted, the armor
  provides no benefits or penalties as if the artiforged
  were not wearing it. Attacks with armor spikes from
  integrated armor are treated as integrated melee
  attacks for the purpose of power surge, source
  powers, and other artiforged class features.
  The artiforged may only have one set of armor
  integrated at any time. Integrating or detaching armor
  requires 1 hour of work. A detached armor takes an
  amount of damage equal to 1 + half its maximum hit
  points (bypassing hardness) and gains the broken
  condition until repaired.
  Artiforging (Ex): At 5th level, an artiforged learns to
  repair and salvage magical devices without the need of
  spellcasting. He can repair constructs, magic armor,
  magic weapons, and wondrous items as if he
  possessed the necessary item creation feats. When
  doing so, he may destroy an existing magic armor,
  magic weapon, or wondrous item in his possession to
  deduct half its market price from the repair cost.
  The artiforged gains Master Craftsman as a bonus feat
  without meeting the prerequisites. When he receives
  this feat, the artiforged may select Knowledge
  (engineering) or his power source’s class skill instead
  of a Craft or Profession skill for the feat’s benefits. The
  artiforged may also use Master Craftsman to qualify for
  the Craft Construct feat.
  Armor Configuration (Ex): At 7th level, an artiforged
  can spend 1 hour to install one of the following
  configurations to his integrated armor. Configurations
  remain active while integrated armor is deployed and
  last until the artiforged reconfigures his armor again or
  detaches his integrated armor. At 11 th level and every
  4 levels after, he may install an additional configuration
  when he customizes his armor (up to a maximum of 4
  at 1 9th level). He may not have multiple installations of
  the same configuration active unless otherwise noted.
  Buoyant: The artiforged lines his integrated armor
  with buoyant material, allowing him to float on any
  water at least 1 foot deep provided he does not
  exceed his maximum load. If the artiforged
  deliberately attempts to submerge, he must
  succeed on a DC 20 Swim check every round to
  remain underwater.
  Camouflage: The artiforged augments his armor to
  better blend into an environment chosen from the
  ranger’s favored terrain list. He gains a +2
  circumstance bonus to Stealth checks while in this
  terrain. He may select this configuration more than
  once, each time choosing a different terrain.
  Environment: The artiforged can rig his armor to
  protect him from his choice of cold environments
  or hot environments, as endure elements. He may
  select this configuration again to protect himself
  from both cold and hot environments instead of
  one or the other.
  Fortified: Integrated armor protects the artiforged
  from critical hits, as the light fortification armor
  ability. He can select this configuration a second
  time to gain medium fortification and a third time to
  gain heavy fortification.
  Maneuverable: The artiforged rigs his armor to
  better support his tactile movements. He chooses
  Integrated Armor
  Artiforging
  Armor Configuration
  
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  one Dexterity- or Strength-based skill check.
  When using this skill, he can ignore his integrated
  armor’s armor check penalty. He can select this
  configuration more than once. Each time it applies
  to a different skill.
  Steady: Integrated armor grants a bonus equal to
  the artiforged’s source modifier to CMD and on
  CMB checks against one type of combat
  maneuver of his choice. He may select this
  configuration more than once, each time applying
  to a different combat maneuver.
  Warded: Integrated armor protects the artiforged
  from acid, cold, electricity, fire, or sonic damage.
  He chooses one type and adds his power surge
  bonus to saving throws and touch AC against
  effects that deal this type of energy damage. He
  may select this configuration more than once,
  each applying to a different energy type.
  Damage Reduction (Ex): At 9th level, an artiforged
  gains damage reduction, reducing the damage he
  takes from weapons and natural
  attacks by 1 . Adamantine weapons
  bypass this damage reduction. At 11 th
  level and every two levels thereafter,
  this damage reduction increases by 1 .
  Advanced Upgrades: At 1 0th level and
  every 2 levels thereafter, an artiforged
  may select one of the following advanced
  upgrades when he can select a new
  upgrade.
  Active Camouflage (Ex): An artiforged can
  spend a full-round action to shift the hue and
  perceived texture of his body to match the
  surrounding terrain. He may use the Stealth skill
  without the need of concealment or cover while in
  this terrain. This lasts for a number of minutes
  equal to the artiforged’s level. The artiforged may
  raise his tension by 1 to activate his camouflage
  as a swift action instead of a full-round action.
  Advanced Climbing Attachments (Ex): The
  artiforged can use his climb speed to climb
  surfaces with a Climb DC 30 or lower, including
  vertical surfaces and ceilings. In addition, he is not
  denied his Dexterity bonus to AC while climbing.
  The artiforged must have the climbing attachments
  upgrade to select this advanced upgrade.
  Advanced Disguise (Ex): The artiforged can use
  his disguise upgrade to appear as a Medium or
  Small humanoid creature. This functions as alter
  self, except the artiforged does not gain any
  abilities from his new appearance. By raising his
  tension by 2 (instead of 1 ), the artiforged may
  assume the appearance of a specific humanoid
  creature, provided he has line of sight to the
  creature while activating this upgrade. An
  artiforged must have the disguise upgrade to
  select this advanced upgrade.
  Advanced Senselink (Ex): When using senselink to
  deny a target concealment against his integrated
  weapon attacks, the artiforged can raise his
  tension by 2 (instead of 1 ) to gain blindsight
  against that target for the duration. He may raise
  his tension by 1 as a free action on each following
  turn to extend the duration by 1 round. An
  artiforged must have the senselink upgrade to
  select this advanced upgrade.
  Advanced Shattering Charge (Ex): The artiforged
  may raise his tension by 2 (instead of 1 ) while
  using shattering charge to make a break or attack
  any object of his size category or smaller. If an
  object obstructs the artiforged’s line of sight to a
  creature and he successfully discerns the
  creature’s location using a Perception
  check, he may charge that creature and
  use shattering charge as necessary to
  attack or break the object. The artiforged
  must have the shattering charge upgrade
  to select this advanced upgrade.
  Advanced Spring Heels (Ex): When
  performing a powerful leap using the
  spring heels upgrade, the artiforged may
  raise his tension by 2 (instead of 1 ) to
  increase the fly speed to 60 feet (40 feet if
  movement speed is hindered by armor or carrying
  greater than a light load). The artiforged may
  perform a powerful leap as the movement of a
  charge. If the artiforged has the terrain breaker
  upgrade, he may attempt to break terrain as a free
  action (without replacing an attack) when landing
  on solid ground at the end of the powerful leap’s
  movement. The artiforged must have the spring
  heels upgrade to select this advanced upgrade.
  Advanced Terrain Breaker (Ex): The artiforged
  may raise his tension by 2 (instead of 1 ) to use
  terrain breaker to knock down foes. Creatures
  adjacent to the artiforged must succeed on a
  Reflex save or fall prone. The artiforged must have
  the terrain breaker upgrade to select this upgrade.
  Advanced Thrusters (Ex): The fly speed gained
  from the thrusters upgrade increases to 60 feet (40
  feet with poor maneuverability if movement is
  hindered by armor or carrying greater than a light
  load). The artiforged must have the thrusters
  Damage Reduction
  Advanced Upgrades
  
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  Options
  Equipment
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  Appendix
  upgrade to select this upgrade.
  Agile Deflection (Ex): When a ranged attack is
  performed against the artiforged, he can raise his
  tension by 1 to deflect the thrown weapon or
  ammunition out of the air so the target takes no
  damage. As an attack of opportunity, he makes an
  integrated melee attack roll at his highest base
  attack bonus. If the attack roll is greater than the
  attack roll of the incoming ranged attack, the
  attack is deflected. The artiforged must be aware
  of this attack and not flat-footed. Unusually
  massive ranged weapons (such as boulders or
  siege weapons) and ranged attacks created by
  spell effects cannot be deflected. An artiforged
  with the Snap Shot feat can use this upgrade with
  an integrated ranged weapon.
  Device Interface (Su): The artiforged adds his
  power surge bonus to Use Magic Device checks
  during a power surge. The artiforged can
  telepathically query a touched magical,
  mechanical, or technological device for information
  related to its functionality and to creatures and
  objects that have directly interacted with it. The
  device can provide descriptions and testimony of
  its operations, but can only convey factual
  information based on objective observation. The
  artiforged can converse with devices a number of
  minutes per day equal to his level. The duration
  can be used in 1 -minute increments. This upgrade
  has no effect on intelligent items or items with an
  artificial intelligence.
  Inhuman Reflexes (Ex): The artiforged can make
  an additional number of attacks of opportunity
  equal to his source modifier (minimum 1 ). This
  stacks with Combat Reflexes.
  Life Support (Ex): While his integrated armor is
  deployed, the artiforged can survive airless
  environments and becomes immune to the effects
  of extreme heat, extreme cold, and airborne
  toxins. The armor also provides oxygen for a
  number of hours equal to the artiforged’s level. In
  place of two armor configurations, the artiforged
  can install a configuration that grants him the
  benefits of the planar adaptation spell.
  Mimic (Ex): When using the disguise upgrade, the
  artiforged can raise his tension by 2 (instead of 1 )
  to assume the shape of an object matching his
  size category or having one size category less
  than his own. While in this form, he has a land
  speed of 1 0 feet and gains a +1 0 bonus on
  Disguise checks to appear as an ordinary object.
  This bonus increases to +20 when the artiforged
  assumes the shape of an object closely matching
  the nature of his power source, such as an
  artiforged with a clockwork power source
  assuming the appearance of a clockwork item or
  an unlife artiforged becoming a corpse.
  Regardless of shape, the assumed appearance
  feels as hard as the artiforged’s integrated armor
  (or as metal if no armor is integrated) and has a
  similar texture. The artiforged must have the
  disguise upgrade to select this advanced upgrade.
  Mobility Form (Ex): The artiforged can raise his
  tension by 2 as a full-round action to assume a
  highly mobile form resembling a Tiny quadruped
  creature, a ball, or a vehicle. A single movement
  speed he possesses increases by 30 feet. In
  addition, the artiforged gains a +4 size bonus to
  Dexterity and a –2 penalty to Strength while in this
  form. The artiforged loses use of his hands and
  integrated weapons while in this form, but gains a
  single slam attack that deals 1 d6 damage. This
  natural attack is considered an integrated melee
  attack for the purpose of power surge and source
  powers. An artiforged with integrated armor
  deployed with armor spikes may choose to deal
  piercing damage with this natural attack. This
  upgrade is a polymorph effect that lasts until the
  artiforged reverts to normal form as a full-round
  action.
  SelfDestruct (Ex): Once per day as a standard
  action, the artiforged can detonate his power
  source to unleash a devastating explosion in a 20-
  foot radius. Creatures and objects within the area
  take 1 d6 points of damage per artiforged level
  (Reflex halves). This damage bypasses damage
  reduction and any hardness less than the
  artiforged’s level. The artiforged and any creature
  grappled by the artiforged do not receive a saving
  throw to halve the damage. If the artiforged
  survives, his power source becomes disabled until
  he performs maintenance on the following day.
  When performing maintenance on his power
  source, the artiforged can choose a condition,
  such as being reduced to less than 0 hit points.
  Until the next time he performs maintenance, he
  can trigger the explosion as an immediate action
  when the condition occurs, even if he is stunned,
  unconscious, or suffers another condition that
  renders him unable to perform immediate actions.
  Sentinels (Ex): Once per day when performing
  maintenance on his power source, an artiforged
  with this upgrade can create a number of
  Diminutive optical creature-like devices equal to
  his source modifier. Each sentinel has 1 0 hit
  points, hardness 1 0, and a fly speed of 60 feet with
  
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  perfect maneuverability. As a move action, the
  artiforged can direct one or more sentinels to fly
  60 feet or direct them to follow an object or
  creature until another command is given. He can
  raise his tension by 1 to witness (as the spell) a
  single sentinel’s surroundings for 1 minute. He
  must raise his tension by 1 each additional minute
  spent seeing through the sentinel’s senses. An
  artiforged with the disguise upgrade can disguise
  his sentinels as ordinary Diminutive objects.
  Spell Trigger Chamber (Su): An artiforged with this
  upgrade possesses a chamber in his arm or body
  that can store a wand, a rod, or another spell
  trigger item of similar size. He can store this item
  into the chamber as a full-round action and
  retrieve it into his hand as a swift action. The
  artiforged can use this stored spell trigger item as
  if he was wielding it in his hand.
  Turning Apparatus (Ex): Once during a charge, the
  artiforged can raise his tension by 1 as a free
  action to make one turn of up to 90 degrees
  without interrupting the charge. He may use this
  advanced upgrade to change directions while
  performing a powerful leap using the spring heels
  upgrade.
  Transformative Weaponry (Ex): The artiforged may
  raise his tension by 1 as an immediate action
  when he takes damage from a manufactured
  weapon. One of his integrated weapons instantly
  reassembles into a form matching that of the
  opponent’s weapon as if possessing the
  transformative special ability. The integrated
  weapon’s size category does not change, and the
  new form must match the same general shape
  and handedness of the integrated weapon’s base
  form. An integrated ranged weapon may transform
  into another ranged weapon, any loaded
  ammunition also transforming to match. An
  integrated weapon cannot transform in response
  to a siege weapon, natural attack, or another type
  of weapon the artiforged cannot use as an
  integrated weapon. The weapon retains this form
  until the artiforged reverts it as a swift action or
  until he uses this ability again. The weapon also
  reverts to its original shape when it is no longer
  integrated to the artiforged.
  Forged Perfection (Ex): At 20th level, an artiforged
  finally crafts himself into a perfect form and becomes a
  true melding of flesh and artifice. For effects that differ
  depending on creature type (such as a ranger’s
  favored enemy, bane weapons, and the make whole
  spell), he is treated as either a construct or his normal
  creature type, whichever is more favorable for him.
  Ex-Artiforged
  Though an artiforged can be raised or resurrected
  normally, when his body becomes lost or destroyed, he
  loses access to all artiforged class features except for
  artifice lore, artiforging, and proficiencies in armor,
  shields, and weapons. He cannot gain levels as an
  artiforged until he spends 8 hours of work reinstalling
  his augmentations in a new body (such as one created
  from reincarnate or resurrection). Regaining artiforged
  class features has no cost, but an artiforged may need
  to integrate new weapons and armor to replace those
  lost or destroyed from his previous body.
  Power Sources
  An artiforged’s power source determines the nature
  and form of his augmentations. Unless otherwise
  noted, the saving throw DC for a power source’s
  abilities equal to 1 0 + 1 /2 the artiforged’s level + the
  artiforged’s source modifier.
  Arcane Source
  Arcane symbols, runic tablets, and other works of
  spellcraft empower your augmentations. Many of your
  upgrades consist of implanted magical devices,
  complex glyphs, or raw arcane energies infused into
  your being. Your body radiates a magical aura as if it
  were a magical item of the transmutation school with a
  caster level equal to your artiforged level. You require
  access to a spell component pouch when performing
  maintenance on your power source.
  Class Skill: Knowledge (arcana).
  Source Modifier: Intelligence.
  Artifice Lore: You can use artifice lore to identify all
  types of magical items (instead of only artifice
  implants).
  Source Powers: Harnessed arcane energies flow into
  your bodily arsenal, imprinting onto foes and
  detonating with deadly force.
  Arcane Surge (Su): At 1 st level, during a power
  surge, your integrated weapons gain the effect of
  the Arcane Strike feat and inflict an arcane mark
  on creatures hit for 1 round. Allied weapons also
  gain the benefits of your Arcane Strike when
  damaging a marked creature. Your Arcane Strike
  has a caster level equal to your artiforged level.
  Power Sources
  Arcane Source
  Forged Perfection
  Ex-Artiforged
  
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  Archetypes
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  Options
  Equipment
  NPC Codex
  Appendix
  Integrated Arcane Strike (Su): At 4th level, you
  gain Arcane Strike as a bonus feat with a caster
  level equal to your artiforged level. Only your
  integrated weapons may benefit from this feat.
  Crippling Mark (Su): At 8th level, you may raise
  your tension by 1 as an immediate action to
  cripple a creature marked by arcane surge. The
  creature receives a penalty on attack rolls and
  saving throws against spells, spell-like abilities,
  supernatural abilities, and your artiforged class
  features. This penalty equals to your power surge
  bonus and lasts until the end of the creature’s next
  turn.
  Dispelling Strike (Su): At 1 2th level, you may raise
  your tension by 2 as a swift action to imbue your
  integrated weapon with energy disruptive to
  magic. The next creature or object struck by the
  weapon within 1 minute becomes subject of a
  targeted dispel magic, using your artiforged level
  as your caster level.
  Spell Resistance (Su): At 1 6th level, when you
  begin a power surge, you may choose to gain
  spell resistance equal to 1 0 + your artiforged level
  that lasts until the end of your power surge.
  Overwhelming Arcana (Su): At 20th level, you
  become a living magical device with an oppressive
  arcane aura that overwhelms spellcasters. Marks
  from arcane surge linger for a number of rounds
  equal to your source modifier. When a marked
  creature casts a spell, you may raise your tension
  to its maximum as an immediate action to have
  the spell fail spectacularly with a burst of wild
  magic (functioning as if the spellcaster was
  targeted with a rod ofwonder). The creature can
  avoid spell failure and triggering the wild magic
  effect with a successful concentration check (DC =
  1 5 + twice spell level + the artiforged’s source
  modifier). You may designate a number of
  creatures equal to your source modifier to gain
  immunity to the effects of the wild magic burst. You
  cannot use this ability when at your maximum
  tension.
  Biological Source
  For a skilled fleshcrafter, an organic body functions
  much like a machine made of flesh instead of steel.
  With the same mindset, you graft your body with
  upgrades taking the form of artificially grown organs,
  mutations, or strange biological machines. When
  performing maintenance on your power source, you
  require an alchemist’s kit to manage the metabolism of
  your artificially grown augmentations.
  Class Skill: Knowledge (nature).
  Source Modifier: Intelligence.
  Artifice Lore: You can use Knowledge (nature) in
  place of Knowledge (arcana) when identifying
  constructs made from flesh and bone.
  Source Powers: Your biological devices invigorate
  your body with newfound power.
  Bio Surge (Ex): At 1 st level, during a power surge,
  your integrated weapons deal damage as if one
  size category larger. This does not stack with lead
  blades, gravity bow, or similar effects.
  Bio-Modification (Ex): At 4th level, you can forge
  one of the following biological modifications while
  performing maintenance on your power source:
  two claw attacks that deal 1 d4 points of damage or
  an extra prehensile limb (such as a tail or tentacle)
  that functions as the tentacle alchemist discovery.
  Natural attacks from the modification benefit from
  power surge and source powers as if they were
  integrated weapon attacks. This modification
  withers away after 24 hours or until you perform
  maintenance on your power source, whichever
  occurs first.
  Forged Wings (Ex): At 8th level, when you begin a
  power surge, you may sprout a pair of wing-like
  appendages that grant you a fly speed of 30 feet
  with average maneuverability. The wings remain
  until the end of your power surge whereupon they
  shrivel up or become dormant until you begin
  another power surge. At 1 2th level, this fly speed
  increases to 60 feet.
  Biological Weaponry (Ex): At 1 2th level, your
  integrated weapons can move and stretch with the
  flexibility of a living limb. During a power surge,
  your integrated melee weapons and limbs/attacks
  gained from the bio-modification source power
  gain an additional 5 feet of reach. When using an
  integrated ranged weapon, you can choose to
  have the attack originate from an adjacent square
  for the purpose of determining cover, concealment,
  and range.
  Regeneration (Ex): At 1 6th level, you gain fast
  healing 4 during a power surge. You may raise
  your tension to its maximum as a full-round action
  to regenerate a severed body member or grow
  back a ruined organ. You cannot use this ability if
  already at your maximum tension.
  Biological Source
  
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  Evolution Chamber (Ex): At 20th level, you
  achieve a marvelous form of artificially crafted
  evolution that you can reshape to adapt to any
  situation. You may raise your tension to its
  maximum and spend 1 hour forging an organic
  stasis chamber. By sealing yourself inside this
  chamber and resting helpless for 8 hours without
  interruption, you can retrain an upgrade or
  advanced upgrade that is not a prerequisite for
  another upgrade, feat, or other character option. In
  effect, you lose the upgrade or advanced upgrade
  and gain another of the same type. The chamber
  becomes ruined if your rest is interrupted, and you
  must wait 24 hours before forging another.
  Blighted Source
  Perhaps unwillingly, you tapped into an unspeakable
  power hailing from uncharted rifts in space and time.
  The eldritch energies slowly corrupt your mortal coil,
  merging flesh with equipment and mutating limbs into
  a chitinous form. Slowly but surely, it becomes more
  difficult to discern where your body ends and the
  armor and weapons begin. By expertly harvesting the
  energy and warding your mind from completely
  succumbing to the alien presence within, you gradually
  transform yourself into an aberrant soldier of
  corruption.
  In order to manage your flesh as it merges with your
  equipment, you require access to a set of surgeon’s
  tools when performing maintenance on your power
  source.
  Class Skill: Knowledge (arcana).
  Source Modifier: Charisma.
  Artifice Lore: Bonuses from artifice lore also apply to
  Knowledge (dungeoneering) checks made to identify
  aberrations and Heal checks to identify and treat
  magical diseases.
  Source Powers: You begin to control your equipment
  as if a part of your body while your corruption spreads
  throughout your being and onto others.
  Blighted Surge (Su): At 1 st level, once per round
  as a free action during a power surge, you can
  corrupt one creature within 30 feet that was struck
  by one of your integrated weapons during this
  turn. The creature must succeed on a Fortitude
  save or become sickened for a number of rounds
  equal to your power surge bonus. This is a
  magical disease effect.
  Melded Weaponry (Su): At 4th level, the blight
  melds your flesh with your equipment so much that
  you can utilize your deployed integrated weapons
  as prehensile limbs. You cannot wield weapons
  with these limbs, do not gain extra attacks for
  possessing them, and cannot wield the weapons
  while they carry an item or are otherwise
  preoccupied. In addition, you never become
  fatigued for sleeping in your integrated armor while
  it’s deployed.
  Transfigured Equipment (Su): At 8th level, when
  you begin a power surge, you can transform a
  piece of equipment you’re wearing into a natural
  weapon. You can gain a pair of claw attacks from
  your gauntlets or gloves that deal 1 d6 points of
  damage (if you are Medium sized). Alternatively,
  you can gain a bite attack from your armor or
  helmet that deals 1 d8 points of damage. Attacks
  with these weapons gain bonuses to attack and
  damage rolls during a power surge and allow you
  to target creatures hit by the natural weapons with
  blighted surge. Natural attacks from transformed
  equipment made from a special material bypass
  damage reduction as if from a weapon made of
  that material. Equipment remains transfigured until
  the end of your power surge.
  Nauseating Blight (Su): At 1 2th level, you can use
  blighted surge on a creature already sickened by
  the effect. The creature must succeed on a
  Fortitude save or become nauseated for the
  remainder of the duration.
  Blight’s Retribution (Su): At 1 6th level, during a
  power surge, your blighted equipment lashes out
  at assailants on its own volition. Creatures provoke
  attacks of opportunity from you when striking you
  with a melee weapon without the reach special
  quality. You must use a natural weapon from the
  transfigured equipment source power for this
  attack of opportunity. A creature provokes an
  attack of opportunity only once per round this way.
  Total Corruption (Su): At 20th level, your power
  source fully corrupts you into a warrior of unreal
  anatomy where your equipment and organic parts
  become one and the same. You gain immunity to
  precision damage and non-harmless polymorph
  effects. In addition, when using blighted surge on a
  creature already afflicted, you can raise your
  tension to the maximum in order to fully corrupt the
  creature into a harmless aberrant form. This
  functions as baleful polymorph with a caster level
  equal to your artiforged level except the creature
  becomes a Tiny aberration. You cannot use this
  when already at your maximum tension.
  Blighted Source
  
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  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Clockwork Source
  You rigged your body with a carefully calibrated
  system of turning gears and cogs that would drive a
  person mad to understand. Joints and augmentations
  possess spring loaded mechanisms that give you
  inhuman agility. You require access to a set of artisan's
  tools designed for the Craft (clockwork) skill when
  performing maintenance on your power source.
  Class Skill: Knowledge (history).
  Source Modifier: Intelligence.
  Artifice Lore: You may use Knowledge (engineering)
  or Craft (clockwork) instead of Knowledge (arcana) to
  identify creatures with the clockwork subtype.
  Source Powers: Your nimble steps carry the
  superhuman grace of a machine.
  Clockwork Surge (Ex): At 1 st level, during a power
  surge, you gain a 1 0-foot enhancement bonus to
  all movement speeds you possess. At 4th level,
  this bonus increases to 20 feet. At 6th level, this
  bonus increases to 30 feet.
  Fluid Steps (Ex): At 4th level, during a power
  surge, you do not take a penalty for moving at full
  speed when using Acrobatics to move through a
  threatened area or an enemy's space. In addition,
  after a successful integrated weapon attack during
  a full-attack action, you may move 5 feet towards
  the target or to a space that causes you to
  threaten the target. This is not a 5-foot step, but
  does not provoke an attack of opportunity from the
  target of your attack. You may take this movement
  once per round. At 1 6th level, this increases to
  twice per round.
  Overclock (Ex): At 8th level, when performing a
  full-attack action during a power surge, you may
  perform an additional attack with an integrated
  weapon at your full base attack bonus. This does
  not stack with haste or similar effects.
  Blurred Motion (Ex): At 1 2th level, when you move
  1 0 feet or more in a turn during a power surge,
  you gain 20% concealment for 1 round.
  Greater Blurred Motion (Ex): At 1 6th level, when
  you take two actions to move or make a withdraw
  action during a power surge, you gain 50%
  concealment until the beginning of your next turn.
  Inhuman Reflexes (Ex): At 20th level, your
  clockwork reflexes prove too tenacious and difficult
  to follow with normal sight. While your power
  source is not disabled, you gain immunity to
  stunning and cannot become fatigued or
  exhausted. Once per day, during a power surge,
  you may raise your tension to its maximum as a
  swift action to double clockwork surge’s
  enhancement bonus to movement speed. In
  addition, all creatures without the uncanny dodge
  class feature become flat-footed to you. This lasts
  until the end of your turn, and cannot be used if
  your tension is already at its maximum.
  Cybernetic Source
  Bleeding from cutting-edge technology, you integrate
  electronic devices of metal and circuitry into your body.
  Your hybrid mechanical existence lends you a number
  of tools for detecting and disabling technological
  devices. You require a set of artisan’s tools for the
  Craft (mechanical) skill in order to perform
  maintenance on your power source.
  Class Skill: Knowledge (history).
  Source Modifier: Intelligence.
  Artifice Lore: You gain Technologist as a bonus feat.
  Source Powers: You tailor your electronic
  components to turn yourself into a highly adaptable
  warrior.
  Cybernetic Surge (Ex): At 1 st level, during a power
  surge, you gain a +2 enhancement bonus to your
  Strength, Dexterity, or Constitution score chosen
  when beginning the surge. This bonus increases to
  +4 at 8th level and +6 at 1 5th level.
  Wired Stunt (Ex): At 4th level, once per round
  during a power surge, you can roll 1 d6 and add the
  result to an Acrobatics, Climb, Escape Artist, Fly,
  Sleight of Hand, or Swim skill check. You can do
  this after making the check but before the results
  are revealed. If you roll a natural 6 on the d6, you
  can roll another d6 and add the result to the check.
  You can continue rolling extra d6 dice on each
  natural 6 up to a maximum number of times equal
  to your Dexterity modifier or source modifier
  (whichever is higher). You can use this ability more
  than once per round during a power surge, but
  each additional use raises your tension by 1 . You
  cannot use it more than once on the same skill
  check.
  Power Drain (Ex): At 8th level, your power source
  can drain energy from magical and technological
  devices. As a standard action, you can touch a
  Clockwork Source
  Cybernetic Source
  
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  technological device and expend 3 charges in
  order to heal 1 d8+1 points of damage from
  yourself, an integrated armor, or an integrated
  weapon. Alternatively, you can expend 2 charges
  from a touched wand. Healing from a wand
  increases by 1 d8+2 for every spell level beyond
  1 st level (maximum 4d8+7 for a wand of a 4th
  level spell). This ability counts as a cure spell of
  the wand’s spell level for the purpose of relieving
  tension from your power source (treat a
  technological device as a 1 st level spell). Wands
  of 0-level spells cannot be power drained and
  neither can non-portable technological devices
  such as generators that provide raw, sustained
  power too dangerous to drain.
  Discharge Strike (Ex): At 1 2th level, you can raise
  your tension by 1 as a swift action to imbue an
  integrated weapon with energy disruptive to
  mechanical devices. The next mechanical or
  technical object struck by the weapon within 1
  minute becomes disabled whereupon any
  functionality powered by electrical or complex
  mechanical means becomes suppressed for 1 d4
  rounds. Technological devices lose all charges (if
  any) and technological devices without charges
  power down. You can make a sunder attempt to
  use this on an item on a creature’s person. If you
  strike a creature with the robot subtype or a
  mechanical construct, then the energy discharges
  and the creature becomes staggered for 1 d4
  rounds. Creatures and attended objects receive a
  Fortitude save to negate this effect.
  Cybernetic Optimization (Ex): At 1 6th level, during
  a power surge, your cybernetics optimize based
  on which ability score you enhance using
  cybernetic surge. If you choose Strength, your
  integrated weapon attacks and sunder attempts
  ignore an amount of hardness equal to your level.
  If you choose Dexterity, you can perform one
  additional attack at your highest base attack bonus
  when performing a full-attack action. This does not
  stack with haste or similar effects. If you choose
  Constitution, you can optionally have the bonus hit
  points gained from increasing your Constitution
  modifier become temporary hit points that last until
  the end of your power surge.
  Cyber Transcendance (Ex and Su): At 20th level,
  your mind and soul transcend beyond flesh and
  can be stored as raw information embedded in
  your power source. As long as you perform daily
  maintenance on your power source, you take no
  physical penalties for aging and cannot die of old
  age.
  In addition, you can transfer your consciousness to
  a nearby mechanical or technological device. This
  functions as object possession with a caster level
  equal to your level. This raises your tension by 2
  plus an additional 1 for every 1 0 minutes spent
  possessing the device. If you are slain while your
  power source is not disabled, you can immediately
  use this ability and transfer your consciousness to
  your power source, causing it to detach from your
  body as a Tiny technological object with hardness
  1 5, 40 hit points, and a break DC of 30. Though
  you are still dead and cannot raise your tension or
  use any class features, your consciousness
  remains in the power source until you return to life
  or the power source is destroyed. You cannot use
  this ability if you are slain by an attack that utterly
  destroys your body (such as disintegrate or
  destruction).
  Divine Source
  By all accounts, your augmentations should not work
  as no obvious mechanical or magical device seems to
  animate them. Yet, they function perfectly well as your
  faith literally sustains their operation. With
  implemented devices empowered by your faith and
  deity, you gradually become a living holy relic that
  bolsters morale and faith.
  When selecting this power source, you must choose a
  deity whose alignment must lie within one step from
  your own. This deity’s influence sustains your
  augmentations. You must also choose an alignment
  (chaotic, evil, good, or lawful) that opposes one axis of
  your alignment. If you have a neutral alignment, you
  must choose one such alignment that best closely
  opposes your deity’s ideals. While performing
  maintenance on your power source, you must have a
  holy (or unholy) symbol integrated to your body and
  spend the maintenance period praying to your deity.
  Your power source becomes disabled if you
  egregiously violate the tenets of your deity until you
  obtain an atonement.
  Class Skill: Knowledge (religion).
  Source Modifier: Wisdom.
  Artifice Lore: You can use artifice lore to identify all
  types of magical items (instead of only artifice
  implants).
  Source Powers: Divine energy courses through your
  integrated weaponry to strike foes that oppose your
  deity.
  Divine Source
  
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  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Divine Surge (Su): At 1 st level, during a power
  surge, your integrated weapons deal an additional
  1 d6 points of damage against foes opposing your
  divine source’s alignment. At 8th level, your
  integrated weapons instead gain either the
  anarchic, axiomatic, holy, or unholy special ability
  as appropriate for your source’s alignment.
  Living Atlar (Su): At 4th level, a number of
  creatures equal to your artiforged level may pray
  to your deity within your presence while you
  perform maintenance on your power source. Each
  creature receives a +2 bonus on a single skill
  check performed within the next 24 hours or until
  you perform maintenance on your power source
  again (whichever happens first).
  At 1 2th and 20th level, the
  bonus increases to +4 and
  +6 respectively. The
  decision to use the
  bonus must be
  made before
  attempting the
  check. This
  is a
  sacred bonus if you are good or a profane bonus if
  you are evil. If you are neutral, the creature may
  choose the type of bonus granted.
  Blessing ofthe Source (Su): At 8th level, during a
  power surge, you can raise your tension by 1 as a
  swift action to add your power surge bonus to all
  saving throws until the beginning of your next turn.
  This is a sacred bonus if you are good or a profane
  bonus if you are evil. Neutral artiforged can choose
  which type of bonus; this choice cannot be
  changed.
  Flight (Su): At 1 2th level, during a power surge,
  your power source miraculously lifts you into the
  air, allowing you to fly as the spell.
  Shared Blessing (Su): At 1 6th level, when using
  blessing of the source, you may grant half the
  bonus to all allies within 30 feet. You may raise
  your tension by 2 (instead of 1 ) to grant the full
  bonus instead.
  Living Reliquary (Su): At 20th level, you
  become a living holy (or unholy) relic
  reinforcing the faith of your deity. While your
  power source is not disabled, your body is
  considered a permanent fixture dedicated
  to your deity for the purpose of the
  consecrate and desecrate spells as well
  as similar effects. You also have a
  constant magic circle effect (such as
  magic circle against evil) against your
  source’s opposed alignment. You can
  suppress or activate this effect as a
  standard action. Once per day, after
  striking a creature with a subtype of your
  opposed alignment with an integrated
  weapon, you may raise your tension to its
  maximum to banish the creature as the
  banishment spell (your integrated holy symbol
  and weapon counts as items of hatred) with a
  caster level equal to your artiforged level. You
  cannot use this while your tension is at its
  maximum.
  Elemental Source
  The metaphorical heart of an elemental beats inside
  your chest, drawing energy from the Plane of Air,
  Earth, Fire, or Water. Your augmentations take the
  shape of energy-infused matter associated with
  the plane empowering your systems, such as
  prosthetics made of volcanic rock, ice weapons
  as sharp as steel, or armor crackling with solid
  electricity.
  Elemental Source
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS DDEESSCCRRIIPPTTIIOONN
  At 1 st level, choose one energy type (and element) to
  associate with your power source: acid (earth), cold
  (water), electricity (air), or fire. Depending on your
  associated energy type, you require a source of acid,
  cold, electricity, or fire energy when performing
  maintenance on your power source. Having a flask of
  acid, liquid ice, bottled lightning, or alchemist fire can
  suffice (this does not consume these items).
  Class Skill: Knowledge (planes).
  Source Modifier: Charisma.
  Artifice Lore: Bonuses from artifice lore also apply to
  Knowledge (planes) checks to identify creatures with
  the elemental subtype.
  Source Powers: Primal energies of the Inner Planes
  flow into your integrated weaponry.
  Elemental Surge (Su): At 1 st level, during a power
  surge, your integrated weapons deal an additional
  1 d4 points of damage of your source’s energy
  type. At 4th level, this functions as the corrosive,
  flaming, frost, or shock ability as appropriate for
  your source’s energy type. At 8th level, this
  functions as the corrosive burst, flaming burst, icy
  burst, or shocking burst ability as appropriate for
  your source’s energy type.
  Energy Throw (Su): At 4th level, during a power
  surge, you can fling a fragment of your power
  source’s energy as a thrown weapon attack with a
  1 0-foot range increment. This deals an amount of
  energy damage equal to 1 d6 + your source
  modifier and gains your power surge bonus to
  attack and damage rolls. When using flurry
  assault, you can use energy throw in place of the
  extra integrated weapon attack.
  Scorched Path (Su): At 8th level, when beginning
  a power surge, you can choose to leave behind a
  5-foot-wide scorched path of energy on the ground
  you tread that lasts for 1 round. This path is
  considered difficult terrain, and creatures that
  move through it take energy damage equal to 1 d6
  + your power surge bonus.
  Elemental Charge (Su): At 1 2th level, during
  power surge, you can briefly transform into energy
  when making a charge. During this charge, you
  gain a fly speed equal to your land speed and can
  pass through creatures and obstacles
  unobstructed as long as you have line of effect to
  your target.
  Unstable Aura (Su): At 1 6th level, your power
  source has grown so powerful that it lashes out at
  assailing foes. During a power surge, creatures
  provoke an attack of opportunity from you when
  striking you with a melee weapon. You must use
  your energy throw source power for this attack of
  opportunity. This attack does not provoke attacks
  of opportunity.
  Elemental Awakening (Su): At 20th level, your
  flesh and soul become truly one with the elemental
  forces within. You gain immunity to the energy type
  associated with your power source.
  Once per day, when you are slain, you can
  provoke your power source to rise from your body
  and transform into an elder air, earth, fire, or water
  elemental as appropriate your source’s element.
  The creature dissipates into a flurry of energy after
  20 minutes. If the elemental is not slain before
  then, you reincarnate, as the spell, from its
  remains with your artiforged class features intact.
  Other gear (including integrated armor and
  weapons) still remain on your previous body, and
  your tension raises to its maximum (if not already
  at its maximum).
  Nanite Source
  Your body hosts a colony of Fine constructs that
  actively empower you in extraordinary ways. Difficult to
  see without visual aid, these tiny devices can combine
  together to perform specialized functions, such as
  assembling weapons protruding from your arms or
  form metallic contraptions grafted to your flesh. The
  nanites can also crawl out off your body to deconstruct
  or repair creatures and objects, like a swarm of
  mechanical worker ants.
  In order to perform maintenance on your power
  source, you require a set of artisan’s tools meant for
  the Craft (mechanical) skill.
  Class Skill: Knowledge (history).
  Source Modifier: Intelligence.
  Artifice Lore: You gain Technologist as a bonus feat.
  Source Powers: Nanomachines coat your integrated
  weaponry, deconstructing anything they touch and
  using the matter to your advantage.
  Nanite Surge (Ex): At 1 st level, once per round
  during a power surge, you can infect a creature
  struck by your integrated weapons with nanites as
  a free action. A creature struck must succeed on a
  Fortitude save or take a –2 penalty to Strength-
  based attack rolls, damage rolls, skill checks, and
  Nanite Source
  
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  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  ability checks for a number of rounds equal to your
  source modifier. This penalty increases to –4 at
  8th level and –6 at 1 6th level. If you struck the
  creature more than once with integrated weapons
  since the beginning of your turn, it takes a –1
  penalty to the saving throw for each hit beyond the
  first.
  Object Deconstruction (Ex): At 4th level, nanite
  surge’s penalty applies to a creature’s hardness (if
  any). In addition, nanite surge affects objects
  struck by your integrated weapons. On a failed
  save, the object takes nanite surge’s penalty to
  hardness for the duration down to a minimum
  hardness of 0. If this would reduce the object’s
  hardness below 0, the nanites deal 1 d6 points of
  damage to the infected object each round. Non-
  magical objects crumble to dust when destroyed
  while infected. If a creature is slain while infected
  with nanite surge, the infection transfers to its
  corpse (but not equipment) for the remainder of
  the duration.
  Nanite Dispersal (Ex): At 8th level, when you move
  or charge during a power surge, you may disperse
  your body into a cloud of nanomachines until the
  end of the movement. This functions as gaseous
  form except you have a fly speed of 30 feet.
  Refabrication (Ex): At 1 2th level, you can raise
  your tension by 4 to have your nanites fabricate
  an item using the remains of a non-magical
  object destroyed while infected with nanite surge
  within the last 5 minutes. This functions as the
  fabricate spell using the destroyed item as the
  material component.
  Nanite Regeneration (Ex): At 1 6th level, your
  integrated armor and weapons automatically
  heal at a rate of 4 hit points per round. In
  addition, you gain fast healing 4 during a power
  surge. You may raise your tension to its
  maximum as a full-round action to regenerate a
  severed body member or grow back a ruined
  organ. You cannot regenerate if already at your
  maximum tension.
  Bodily Reconstruction (Ex): At 20th level, your
  body and the nanites of your power source
  become one, rendering you immune to poison
  and diseases. You may have your nanites
  consume an amount of organic compounds
  valued at 5,000 gp in a process that takes 1 hour
  to complete. Once complete, you may have your
  power source disperse into a cloud of
  shimmering nanomachines the next time you are
  slain. The cloud spends each round flying
  towards a safe location of your choice with a
  speed of 20 with perfect maneuverability. Once
  there, the nanites begin rebuilding your body. If
  the nanites complete this task in 24 hours
  without interruption, you revive into the newly
  created body as the clone spell with your
  artiforged class features (but not integrated
  weapons and armor) intact. You must have your
  power source consume more organic
  compounds in order to use this ability again.
  Disintegrate, destruction, and other effects that
  utterly destroy your body thwart this ability.
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS DDEESSCCRRIIPPTTIIOONN
  Natural Source
  Instead of relying on dead, inanimate machinations,
  you draw power from a living symbiotic plant or colony
  of fungi infused into your flesh. Obsolete limbs become
  replaced with resilient wooden plant tissue, and clever
  cultivation gives rise to plant-like devices and weapons
  grown onto your body. Gradually, you appear more like
  a heavily armed half-treant.
  You require a set of tools for the Profession (herbalist)
  skill in order to perform maintenance on your power
  source.
  Class Skill: Knowledge (nature).
  Source Modifier: Wisdom.
  Artifice Lore: You may use Knowledge (nature) in
  place of Knowledge (arcana) when identifying
  constructs made from wood, stone, and other natural
  resources.
  Source Powers: The living organisms of your power
  source bolster your body’s defenses and provide
  provide sustenance, resilience, and tools for battle.
  Natural Surge (Su): At 1 st level, during a power
  surge, you gain a natural armor bonus equal to 1 +
  your power surge bonus.
  Vine Bolt (Su): At 4th level, during a natural surge,
  you can fling an entangling strand of vines as a
  ranged attack with a 1 0-foot range increment. On
  a successful ranged touch attack, a creature hit
  becomes entangled until they remove the vines as
  a standard action. If not removed, the vines
  naturally wither away after a number of rounds
  equal to your source modifier. You may use vine
  bolt in place of flurry assault’s bonus attack
  despite not being an integrated weapon attack.
  Thorny Trail (Su): At 8th level, when beginning a
  natural surge, you can choose to leave behind a 5-
  foot-wide path of thorny vegetation on the ground
  you tread that lasts for 1 round. This path is
  considered difficult terrain, and creatures that
  move through it must succeed on a Reflex save or
  suffer the effects as if they stepped on caltrops. A
  thorny trail may only grow on ground where plants
  could feasibly grow, such as soil, a forest bed, or
  cobblestone with enough gaps between each
  stone for vegetation to sprout.
  Growth Surge (Su): At 1 2th level, when beginning
  a natural surge, you may spur rampant growth
  from your power source. You gain the effects of
  enlarge person until the end of your power surge.
  Regeneration (Su): At 1 6th level, you gain fast
  healing 4 during a power surge. You may raise
  your tension to its maximum as a full-round action
  to regenerate a severed body member or grow
  back a ruined organ. You cannot use this ability if
  already at your maximum tension.
  Wild Growth Surge (Su): At 20th level, your power
  source grows into a force that constantly sustains
  and nourishes your body as if a ring of
  sustenance. At the beginning of your turn during a
  power surge, you can raise your tension by 2 as a
  free action to gain the effects of mythic enlarge
  person until the beginning of your next turn. This is
  not considered a mythic spell.
  Occult Source
  The technology grafted to your body attempt to bridge
  the gap between the world of the living and the realm
  of the dead, augmenting you with devices powered by
  souls and occult rituals.
  You must perform a seance or a series of occult rituals
  when performing maintenance on your power source.
  This requires an automatic writing planchette.
  Class Skill: Knowledge (religion).
  Source Modifier: Wisdom.
  Artifice Lore: You gain Psychic Sensitivity as a bonus
  feat. Bonuses from artifice lore apply to Knowledge
  (religion) checks to identify haunts as well as any
  checks to identify constructs and objects made from
  aether, ectoplasm, and similar occultic materials.
  Source Powers: Strange phenomena manifest from
  your power source as you engage in battle.
  Occult Surge (Su): At 1 st level, add your power
  surge bonus on Intimidate checks during a power
  surge. Once per round as a swift action, you can
  emit the shriek of screaming souls from your
  power source heard only by creatures struck by
  your integrated weapons since the beginning of
  your turn. You attempt an Intimidate check to
  demoralize each such creature.
  Ghastly Arsenal (Su): At 4th level, your integrated
  weapons gain the ghost touch special ability during
  a power surge.
  Haunt Hunter (Su): At 8th level, your
  Natural Source
  Occult Source
  
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  augmentations become optimized to detect and
  interact with occultic entities. As a standard action,
  during a power surge, you can perform a single
  integrated weapon attack against a haunt or
  undead creature and convert all of the damage to
  positive energy (this has no effect on living
  creatures). You can raise your tension by 1 as a
  standard action to begin scanning the area for
  haunts until you stop concentrating. This functions
  as detect undead with a caster level equal to your
  artiforged level except it only allows you to notice
  haunts and incorporeal undead.
  Aetheric Assault (Su): At 1 2th level, in place of an
  integrated weapon attack during a power surge,
  your power source can shroud a nearby object in
  aether and fling it as a ranged attack. The attack
  has a 30-foot range increment and deals an
  amount of bludgeoning damage equal to 1 d6 +
  your source modifier + your power surge bonus.
  This is magical for the purpose of bypassing
  damage reduction. The object must be unattended
  and cannot weigh more than 5 pounds. You must
  be within 30 feet of this object and have line of
  sight and line of effect. The attack uses the
  object’s original position instead of your position
  for determining cover. You can use this ability with
  occult surge, ghastly arsenal, and flurry assault as
  if it were an integrated weapon attack.
  Ectoplasmic Phase (Su): At 1 6th level, your power
  source can transmute your flesh into ectoplasm
  and phase your existence between the realms of
  the living and the dead. Your integrated armor
  gains the ghost touch special ability. While moving
  during a power surge, you can raise your tension
  by 1 to pass through a single wall or obstacle.
  Your movement speed is halved while passing
  through the wall or obstacle, and you cannot end
  your movement inside of it. Any surface you pass
  through becomes lined with a silvery mucus that
  lingers for 1 minute.
  Haunted Source (Sp, Su): At 20th level, the
  devices within your body fully attune to realms
  beyond the living. You can raise your tension by 3
  to cast call spirit as a spell-like ability. While your
  power source is not disabled, you can speak with
  any undead creature as if you shared a language.
  When slain while below your maximum tension,
  you may choose to have the power source within
  your corpse transform into an item-bounded haunt.
  On its initiative when manifested, the haunt
  performs a full-attack action enemies within 60
  feet using the aetheric assault source power as if it
  were you. The full-attack action uses your total
  ranged attack bonus as if under the effects of
  power surge. The haunt cannot perform other
  actions and gains none of your other abilities.
  The haunt has half your total hit points, a
  Perception DC of 1 0, and a weakness against
  positive energy. For each round the haunt lingers,
  your tension raises by 1 . The haunt lasts until
  destroyed, until your tension exceeds its
  maximum, or until you are raised from the dead.
  Your power source can only turn into a haunt once
  per day.
  Solar Source
  The all-revealing light of the sun sustains your
  augmentations. You merged your body with reflective
  devices, light absorbing runes, or perhaps armor and
  weapons composed of solidified golden radiance.
  You can only perform maintenance on your power
  source if you have been exposed to sunlight or a
  sunrod for at least 1 0 minutes in the last 24 hours.
  Class Skill: Knowledge (planes).
  Source Modifier: Charisma.
  Artifice Lore: Bonuses from artifice lore apply to
  Knowledge (planes) checks to identify creatures from
  the Plane of Fire, the Plane of Shadow, and any
  Knowledge check to identify creatures native to other
  planets.
  Source Powers: Your radiant integrated weapons
  spread your light to foes, rendering them blind and
  unable to hide from your brilliance.
  Solar Surge (Su): At 1 st level, during a power
  surge, your integrated weapons radiate magical
  light as a torch. This light cannot be suppressed or
  dispelled by darkness spells and spell-like abilities
  with a spell level lower than half your artiforged
  level. Creatures hit by your integrated weapons
  glow as faerie fire for 1 round.
  Blinding Radiance (Su): At 4th level, creatures
  affected by solar surge’s glow effect must succeed
  on a Will save or treat other creatures as if they
  had concealment (20% miss chance) for a number
  of rounds equal to your power surge bonus.
  Creatures immune to blindness are not affected.
  Path ofLight (Su): At 8th level, when beginning a
  power surge, you may choose to leave behind a
  Solar Source
  
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  trail of light until the end of the power surge. Each
  5-foot square you exit becomes illuminated in light
  that raises the light level by one step in that
  square. Any enemy entering such a square
  becomes affected by solar surge’s faerie fire effect
  and must succeed on a Will save against blinding
  radiance. Each path of light you create lasts until
  the beginning of your next turn.
  Shadow Bane (Su): At 1 2th level, during a power
  surge, your integrated weapons gain the bane
  special ability against creatures from the Plane of
  Shadow and creatures possessing a vulnerability
  to light. When struck by your integrated weapons
  during a power surge, a creature already affected
  by blinding radiance must succeed on a Will save
  or become blinded for the remainder of blinding
  radiance’s duration.
  Luminant Trespass (Sp): At 1 6th level, during a
  power surge, you can raise your tension by 1 as a
  move action to transform yourself into a flash of
  light and travel from one light source to another.
  You move into a light source in an adjacent square
  and arrive at an unoccupied square adjacent to
  another light source you see within 1 00 feet. This
  is an evocation effect with the light descriptor.
  True Source (Su, Sp): At 20th level, your power
  source becomes self-sustaining and no longer
  requires sunlight to maintain. While your power
  source is not disabled, you emit a 5-foot-radius
  aura that reveals creatures and objects within the
  area as if any creature looking at them has true
  seeing. You can suppress or reactivate this aura
  as a full-round action. Once per day, you can raise
  your tension to its maximum to discharge a
  powerful sunburst centered on a corner of your
  square and exclude yourself and allies from
  the area effect. You cannot use this if your
  tension is already at its maximum.
  Steam Source
  Nestled beside your heart lies a blazing
  furnace empowering your augmentations.
  Mechanical devices of iron adorn your body
  and rely on pressurized gases to function. You
  require access to a supply of water and lumber
  when performing maintenance on your power
  source. Alternatively, you can use an
  alchemist’s kit.
  Class Skill: Knowledge (history).
  Source Modifier: Intelligence.
  Artifice Lore: You may use Knowledge
  (engineering) or Craft (alchemy) in place of
  Knowledge (arcana) to identify constructs
  powered by mechanical devices, alchemy, or
  steam engines.
  Source Powers: Like a relentless machine,
  you charge head first into battle.
  Steam Surge (Ex): At 1 st level, during a power
  surge, your power surge bonus to damage
  rolls doubles on integrated weapon attacks
  made during a charge or on the first attack
  performed during a full-attack action. In
  addition, when performing an integrated melee
  attack during a charge, you add 1 -1 /2 your
  Strength modifier to this attack's damage roll.
  Steam Source
  
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  Steam Trail (Ex): At 4th level, you can see through
  fire, fog, mist, smoke, and steam as long as the
  light is sufficient enough for you to see normally.
  During a power surge, you can choose to leave
  behind a trail of steam. Squares you exit become
  filled with vapor similar to obscuring mist for 1
  round.
  Heat Aura (Ex): At 8th level, whenever you raise
  your tension, the heated air generated by your
  power source obscures vision of you,
  granting you 20% concealment for 1
  round.
  Charging Flurry (Ex): At 1 2th level, you
  can forgo the normal benefits of steam
  surge to perform a full-attack action with
  integrated weapons when you charge
  during a power surge. You must perform
  these attacks against the same target.
  Unstoppable Machine (Ex): At 1 6th level,
  you may raise your tension by 2 as a
  swift action to gain the benefits of
  freedom ofmovement until the end of
  your turn. This does not allow you to
  move and attack freely underwater.
  Steampowered Charge (Ex): At 20th level,
  you become a tireless, steam-powered
  machine. You do not need to sleep and
  cannot become fatigued or exhausted
  while your power source is not disabled.
  You can raise your tension to its maximum
  in order to move 1 0 times your speed during
  a charge or 20 times your speed during a run.
  Your carry capacity triples during this
  movement.
  Unlife Source
  You harvest specimens from the dead in order to
  become a half-undead juggernaut. Many of your
  augmentations take the form of organs or limbs
  reanimated using a negative energy reactor. You
  require access to a set of surgeon’s tools when
  performing maintenance on your power source.
  Class Skill: Knowledge (religion).
  Source Modifier: Charisma.
  Artifice Lore: You may use Knowledge (religion) in
  place of Knowledge (arcana) when identifying
  constructs made by animating bones, corpses, flesh,
  or other components from dead creatures.
  Source Powers: The undead flesh of your
  augmentations allow you to withstand punishment no
  living creature can endure.
  Unlife Surge (Su): At 1 st level, when you begin a
  power surge, you gain a number of temporary hit
  points equal to 2 × your level. At 1 2th level, this
  increases to 3 × your level. These temporary hit
  points remain until the end of your power surge.
  Demoralizing Resilience (Ex): At 4th
  level, your tolerance for pain
  leaves foes believing in the
  futility of harming you.
  Unlife Source
  
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  When a creature causes damage that removes
  temporary hit points gained from unlife surge, you
  may attempt an Intimidate check to demoralize the
  creature as an immediate action.
  Salvage the Dead (Ex): At 8th level, you can
  spend 1 hour surgically implanting body parts
  harvested from the corpse of a creature that died
  within 1 week. During the surgery, choose from the
  following abilities the creature possessed in life: 2
  claw natural attacks, 1 bite natural attack, climb
  speed 30 feet, darkvision 60 feet, fly speed 30
  feet, low-light vision, swim speed 30 feet, and
  scent. For a number of days equal to your
  artiforged level, you gain use of these abilities
  during a power surge. You can salvage a number
  of abilities equal to your power surge bonus.
  Threshold ofUndeath (Su): At 1 2th level, you
  remain conscious while your hit point total is below
  0. If you have the Diehard feat, you die when your
  hit point total is equal to or greater than double
  your Constitution modifier. By concentrating each
  round as a full-round action and remaining still in a
  method that slows your heartbeat and breathing,
  you can cause casual observers to believe you are
  dead unless they succeed at a Heal check
  opposed by your Bluff check. If you rouse yourself
  from this false death by beginning a power surge,
  any creature with 30 feet that failed to discover
  your ruse must succeed at a Will save or become
  frightened for 1 round.
  Unflinching (Su): At 1 6th level, you may raise your
  tension by 1 as an immediate action to gain DR
  1 5/– against a single attack. If the attack deals no
  damage, you can attempt an Intimidate check to
  demoralize the assailing creature as part of this
  immediate action.
  Undying Body (Su): At 20th level, you become a
  relentless undying titan sustained by your power
  source. While your power source is not disabled,
  you gain immunity to nonlethal damage and
  paralysis. When you lose enough hit points to
  become slain, you may begin a power surge as an
  immediate action in order to remain alive until the
  end of the power surge. This raises your tension
  by 2, and sustaining the power surge each round
  increases your tension by 2 instead of 1 . You take
  penalties as normal for having negative hit points.
  You die if you have an amount of negative hit
  points equal to or greater than your maximum hit
  point total, or if the power surge ends while you
  have an amount of hit points that would cause you
  to die. This ability only prolongs death caused by
  loss of hit points.
  
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  ARCHETYPES
  Artiforged Archetypes
  An augmented warrior takes many shapes and utilizes
  different methods to integrate weaponry into his body.
  The following are archetypes for the artiforged class.
  Beast Machine
  Why build yourself into the perfect warrior when the
  wild already harbors the most efficient combatants and
  hunters one can ever witness? Grafting parts to their
  bodies to gain savage weaponry and animal-like
  senses, these artiforged augment themselves to mimic
  the appearance and functionality of the greatest
  beasts that hunt in the wild.
  Class Skills: A beast machine has Knowledge
  (nature) and Survival as class skills. Disable Device
  and Knowledge (dungeoneering) are not class skills
  for a beast machine. If the beast machine has a power
  source that lists Knowledge (nature) as a class skill, he
  may apply bonuses from artifice lore on Knowledge
  (nature) checks to identify animals.
  Weapon and Armor Proficiency: A beast machine is
  not proficient in martial weapons except for the
  handaxe, kukri, light hammer, machete, scimitar,
  shortbow, and throwing axe. This alters weapon
  proficiencies.
  Integrated Natural Weapons (Ex): At 1 st level, a
  beast machine forges a fearsome pair of retractable
  claws to his hands. He gains two integrated claw
  natural attacks that deal 1 d4 points of damage. The
  beast machine can shift his hands back to normal or
  re-deploy the claws as a move action, allowing him to
  conceal the natural weapons. At 2nd level, the beast
  machine gains an integrated bite attack that deals 1 d6
  points of damage and functions similarly to his
  integrated claws.
  The beast machine cannot integrate manufactured
  weapons and gains no benefit from the extra
  integrated weapon upgrade. Only his integrated
  natural attacks and special attacks gained from source
  powers (such as the energy throw elemental source
  power) may benefit from power surge, upgrades, and
  other artiforged class features that affect integrated
  weapon attacks.
  This replaces integrated weapon and flurry assault.
  Upgrades: The following upgrades are available to a
  beast machine.
  Beast Mode (Ex): The beast machine chooses one
  Medium or Small animal when he selects this
  upgrade. When the beast machine begins a power
  surge, he can shift his bodily augmentations
  around to assume the form of a humanoid with the
  size and characteristics of his animal of choice.
  This functions as alter selfthat lasts until the end
  of the power surge. The beast machine does not
  adjust his ability scores and does not gain the
  animal’s natural attacks. Unless the beast machine
  has the disguise upgrade, this form displays the
  characteristics of his power source, and it appears
  obvious that you obtained this form by artificial
  means, granting no bonuses to Disguise checks to
  appear as a different race. At 4th level, he adjusts
  his ability scores when entering beast mode. The
  beast machine can use his integrated natural
  weapons, source powers, and upgrades as normal
  in this form. This is a polymorph effect.
  Versatile Beast Mode (Ex): Once per day when the
  beast machine performs maintenance on his
  power source, he may select a number of Medium
  or Small animals equal to his source modifier
  (minimum 1 ). When entering beast mode, he may
  select one of these animals as his animal of choice
  instead of the one chosen when he gained the
  beast mode upgrade. The artiforged must have the
  beast mode upgrade to select this upgrade.
  Wild Beast Mode (Ex): When the artiforged enters
  beast mode, he may assume the form of his
  animal of choice as beast shape I. He gains the
  form’s natural weapons and treats them as
  integrated natural weapons. As normal for beast
  mode, you are obviously not this type of creature
  to onlookers unless you possess the disguise
  upgrade. The beast machine must be at least 4th
  level to select this upgrade and have the beast
  mode upgrade.
  Iron Claws (Ex): At 5th level, a beast machine can
  enhance his integrated natural weapons using the
  parts of manufactured weapons. He can integrate a
  pair of gauntlets in the same manner as a standard
  artiforged. Instead of functioning as integrated
  weapons, the gauntlets bestow their enhancement
  bonuses, magical enhancements, and special
  materials to the beast machine’s integrated natural
  attacks. Both gauntlets must have the same
  enhancement bonuses, magical enhancements, and
  special materials in order to bestow these benefits.
  This replaces artiforging.
  Archetypes
  Beast Machine
  Artiforged Archetypes
  
  AARRCCH
  HEETTYYPPEESS
  Bestial Configuration (Ex): The beast machine
  specially tailors his selection of armor configurations to
  optimize himself as a supreme hunter. He may select
  the following as armor configurations. This replaces
  damage reduction and the artiforged’s normal
  selection of armor configurations.
  Acute Senses: The beast machine may add his
  power surge bonus on Perception, Sense Motive,
  and Survival checks (even while not during a
  power surge).
  Camouflage: The beast machine augments his
  armor to better blend into an environment chosen
  from the ranger’s favored terrain list. He gains a
  +2 circumstance bonus to Stealth checks while in
  this terrain. He may select this configuration more
  than once, each time choosing a different terrain.
  Environment: The beast machine can rig his armor
  to protect him from his choice of cold
  environments or hot environments, as endure
  elements. He may select this configuration again
  to protect himself from both cold and hot
  environments instead of one or the other.
  Scent: The beast machine gains the scent
  universal monster ability.
  Tremorsense: The beast machine gains
  tremorsense 5 feet. He may select this
  configuration multiple times, each time increasing
  the range to a maximum of tremorsense 1 5 feet.
  Vision: The beast machine gains low-light vision. If
  he already has low-light vision, he gains darkvision
  30 feet. If he already has darkvision 30 feet and
  low-light vision, he gains darkvision 60 feet. The
  beast machine can select this multiple times as
  long as he does not already possess darkvision 60
  feet.
  Advanced Upgrade: The beast machine may select
  this upgrade as an advanced upgrade.
  Persistent Form (Ex): Once per day, the beast
  machine can enter beast mode without beginning
  a power surge. He remains in this form until he
  changes back as a standard action. The beast
  machine must have the beast mode upgrade to
  select this upgrade.
  Dual-Sourced Artiforged
  Filled with a mixture of brilliance and madness, a
  select few artiforged dare to empower their bodies with
  two distinct power systems, allowing their integrated
  weaponry to take on the properties of both sources.
  The dual sources allow the artiforged to augment the
  secondary effects of their integrated weaponry when
  they overload their power sources, creating a truly
  unique artificial warrior.
  At 1 st level, a dual-sourced artiforged chooses two
  different power sources and gains a combined mixture
  of benefits from both sources. However, the competing
  systems negate the precision and power his integrated
  weaponry normally gains from power surge (see
  below).
  Power Surge: A dual-sourced artiforged adds the
  effects of source powers from both power sources to
  his integrated weapon attacks. However, he does not
  add his power surge bonus to the attack and damage
  rolls of his integrated weapons. He still possesses a
  power surge bonus for determining the effects of
  source powers and other class features.
  Class Skill: The artiforged gains the class skills of
  both power sources.
  Source Modifier: The artiforged chooses an ability
  score from either of his power sources as his source
  modifier. Once chosen, this cannot be changed.
  Artifice Lore: The artiforged gains the augmented
  benefits of artifice lore from both his power sources.
  Source Powers: At 1 st level, the artiforged gains the
  1 st level source power of both power sources. He
  gains one additional source power from a power
  source of his choice at 4th, 8th, 1 2th, 1 6th level, and
  20th level. The artiforged may choose a different
  power source at each of these levels. From the chosen
  power source, he must select the lowest level power
  available to him not yet obtained.
  Tension: The power sources of a dual-sourced
  artiforged share the same pool of tension. However, he
  must perform daily maintenance on both power
  sources in order to relieve tension. The artiforged can
  perform this maintenance within the same 1 hour
  period. If only one power source is properly maintained
  or enabled, the artiforged naturally removes tension at
  a rate of 1 per 2 hours (instead of 1 hour), and healing
  removes half the amount of tension than normal
  (minimum 0).
  Devout Machina
  Many artiforged find enough inspiration and faith to
  integrate scripture into their bodies and cast spells
  granted by a divine patron. Such devout machina often
  Dual-Sourced Arti-
  forged
  Devout Machina
  
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  possess a divine power source while others consider
  alternate types of augmentations as divine gifts in their
  own right.
  Spells: Beginning at 4th level, an devout machina can
  cast spells as a paladin of his level except he uses his
  power source’s ability score in place of Charisma for
  saving throw DCs and other aspects of spellcasting.
  This replaces the upgrades gained at 4th, 8th, 1 2th,
  1 6th, and 20th level.
  Eldritch Machina
  In the study of magical devices, many artiforged learn
  to prepare and cast spells at the cost of studying
  further ways to augment themselves. Other integrate
  spellcraft directly into their body, often (but not always)
  utilizing an arcane power source.
  Spells: Beginning at 4th level, an eldritch machina can
  cast spells as a bloodrager of his level except he uses
  his power source’s ability score in place of Charisma
  for saving throw DCs and other aspects of
  spellcasting.
  An eldritch machina can cast eldritch machina spells
  while wearing light armor or medium armor without
  incurring the normal arcane spell failure chance. This
  does not affect the arcane spell failure chance for
  arcane spells received from other classes. Like other
  arcane spellcasters, an eldritch machina wearing
  heavy armor or wielding a shield incurs a chance of
  arcane spell failure if the spell in question has somatic
  components.
  This replaces the upgrades gained at 4th, 8th, 1 2th,
  1 6th, and 20th level.
  Exoforged
  Instead of directly applying augmentations to his body,
  an exoforged installs weapons and gadgets into a suit
  of armor fueled by a power source inside his chest.
  Exoarmor (Ex): An exoforged integrates weapons into
  a suit of armor instead of himself. He must wear this
  exoarmor in order to utilize his integrated weapons,
  source powers, and upgrades. These class features
  do not function while the armor is worn by other
  creatures. The exoforged can only have one exoarmor
  at any given time. While not wearing the armor, the
  exoforged gains a +1 0 bonus on Disguise checks to
  appear as a non-artiforged member of his race; this
  stacks with the bonus from the disguise upgrade.
  He can designate another suit of armor as his
  exoarmor by spending 8 hours transferring his
  integrated weapons and augmentations. Integrated
  weapons do not lose hit points from this process. If the
  exoarmor is lost or destroyed, the exoforged may
  designate a new suit of armor as his exoarmor by
  following the same procedure as an ex-artiforged
  restoring his class features.
  This alters integrated weapon. This archetype may be
  combined with archetypes that alter or replace
  integrated weapon with new abilities. The exoforged
  may only benefit from these abilities while wearing his
  exoarmor. If the replacement ability grants a weapon
  (such as the sourcebound artiforged’s source
  weapon), the exoforged cannot wield the weapon
  unless he wears his exoarmor.
  Upgrades: The exoforged can select the following
  upgrade.
  Extra Exoarmor (Ex): The artiforged can designate
  a second suit of armor as his exoarmor. Each
  exoarmor provides access to the same artiforged
  class features as normal. However, the armors do
  not share the same integrated weapons, and the
  exoforged must integrate weapons separately in
  each exoarmor. He can have up to one integrated
  weapon installed in each exoarmor, and the extra
  integrated weapon upgrade adds one additional
  weapon that can be installed in each armor.
  An artiforged with the armor configuration class
  feature can install different configurations in each
  exoarmor. An armor can have a maximum number
  of configurations as an artiforged could normally
  possess for his integrated armor. An artiforged can
  select this upgrade up to three times.
  Armor Beacon (Ex): At 3rd level, the exoforged can
  transform his exoarmor into a small worn object such
  as a necklace or bracelet and back again as a full-
  round action. While wearing the armor in its item form,
  the exoforged can deploy and retract the armor from
  its item form as if it were his integrated armor.
  Retracting an exoarmor into its item form also retracts
  any drawn integrated weapons.
  If he has the extra exoarmor upgrade and wears
  multiple armor beacons, the exoforged can retract his
  currently worn armor and deploy another exoarmor as
  part of the same full-round action. The armor reverts to
  its normal form if the exoforged transfers his
  augmentations to another suit of armor. The exoarmor
  is otherwise treated as integrated armor.
  This alters integrated armor.
  Eldritch Machina
  Exoforged
  
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  Forged Fist
  Optimizing his body for agile unarmed combat, a
  forged fist literally engineers his fists into deadly
  weapons.
  Weapon and Armor Proficiency: A forged fist is
  proficient with simple weapons, weapons from the
  close fighter group, light armor, and shields (but not
  tower shields). He is not proficient with medium armor.
  The forged fist loses the benefit of the flurry assault
  class feature if he wears medium or heavy armor or
  becomes encumbered by carrying greater than a light
  load.
  This replaces the artiforged’s normal weapon and
  armor proficiencies.
  Augmented Unarmed Strike (Ex): When a forged fist
  integrates a pair of gauntlets for a creature of his size,
  the gauntlets directly augment his unarmed strikes
  instead of functioning as weapons. While having the
  gauntlets attached, the forged fist gains the Improved
  Unarmed Strike feat, which counts towards the
  purpose of feat prerequisites.
  His unarmed strikes deal 1 d6 points of damage (1 d4
  for a Small forged fist) plus his full Strength modifier.
  The unarmed strikes are never considered off-hand
  attacks and gain the benefits of any enhancement
  bonuses and magical enhancements possessed by the
  gauntlets. Both gauntlets must have the same
  enhancement bonuses and magical enhancements in
  order to bestow these benefits. A forged fist’s unarmed
  strikes can be sundered, dividing the damage between
  the integrated gauntlets. If at least one gauntlet
  breaks, his unarmed strikes take penalties for wielding
  a broken weapon.
  The forged fist treats his augmented unarmed strikes
  as integrated weapons for power surge, flurry assault,
  upgrades, and other artiforged class features.
  However, attacks from his other integrated weapons
  do not benefit from these class features. Special
  attacks gained from power sources (such as the
  energy throw elemental source power) still benefit from
  these class features as normal.
  At 5th level, the forged fist’s unarmed strikes benefit
  from any special materials of his integrated gauntlets.
  Both gauntlets must be made of the same material.
  This alters integrated weapon.
  Unarmed Flurry Assault (Ex): At 2nd level, all attacks
  performed during the forged fist’s flurry assault must
  be augmented unarmed strikes or integrated weapon
  attacks gained from source powers. At 8th level, a
  forged fist can perform an additional attack at a –5
  penalty. At 1 6th level, a forged fist can perform an
  additional attack at a –1 0 penalty. A forged fist’s flurry
  assault counts as brawler’s flurry or the monk’s flurry
  of blows for the purpose of feat prerequisites.
  This alters flurry assault and replaces the upgrades
  gained at 8th and 1 6th level.
  Upgrades: The following upgrade is available to a
  forged fist.
  Style Rigging (Ex): The forged fist rigs his
  augmentations to suit a particular combat style,
  granting him a combat style feat for which he
  qualifies for. He adds his artiforged levels to his
  monk levels for the feat’s prerequisites. He can
  select this upgrade more than once, each time
  selecting a different combat style feat that lists a
  feat gained from this upgrade as a prerequisite.
  Advanced Upgrades: The following upgrade is
  available to a forged fist.
  Unarmed Reconfiguration (Ex): The forged fist can
  spend 1 hour reconfiguring his limbs to change the
  Forged Fist
  
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  Equipment
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  Appendix
  damage of his unarmed strikes to his choice of
  bludgeoning, piercing, or slashing damage. He
  can raise his tension by 2 to reconfigure his
  unarmed strikes as a full-round action.
  Junkyard Titan
  Not all artiforged possess the luxury of quality
  materials and fine tools. A select few learn to augment
  their bodies with whatever items they can procure.
  Such junkyard titans can improvise themselves into
  highly adaptable warriors.
  Weapon and Armor Proficiency: A junkyard titan is
  not proficient with martial weapons. This alters the
  artiforged’s normal weapon and armor proficiencies.
  Improvised Integration (Ex): A junkyard titan gains
  Catch Off Guard as a bonus feat. He learns to attach
  mundane objects to his body and wield them as
  weapons. However, a junkyard titan must wield his
  integrated weapons as improvised melee weapons. He
  may eject an integrated weapon as an improvised
  thrown weapon attack and does not take improvised
  weapon penalties for doing so. For a junkyard titan,
  attaching or detaching an integrated weapon only
  takes a full-round action.
  This alters integrated weapon.
  Upgrades: The following upgrades are available to a
  junkyard titan.
  Enhancement Allocation (Ex): Whenever the
  junkyard titan gains an enhancement bonus or
  magical abilities to his unarmed strikes via magic
  fang or a similar effect, the junkyard titan may
  apply this benefit to all attacks from his integrated
  improvised weapons instead. This lasts for the
  remainder of the effect’s duration or until the
  junkyard titan removes the item granting the effect.
  Reckless Trick (Ex): Once per round on his turn,
  the junkyard titan can raise his tension by 1 to
  break an improvised integrated weapon in order to
  perform a dirty trick combat maneuver in place of
  a melee attack. An already broken weapon
  becomes destroyed instead. The junkyard titan
  can choose to destroy a non-broken improvised
  integrated weapon to gain a +4 circumstance
  bonus on this check. This stacks with the Quick
  Dirty Trick feat.
  Scrap Hull (Ex): At 9th level, the junkyard titan may
  select scrap hull as an armor configuration option.
  When he configures scrap hull into his integrated
  armor, the junkyard titan covers his body with an
  assortment of scrap and mundane items totalling 400
  gp in value. The junkyard titan has DR 1 0/adamantine
  while having his armor deployed with a scrap hull. The
  configuration ends after the scrap hull has prevented a
  total of 1 0 hit points of damage per artiforged level
  (maximum 1 50) or 8 hours have elapsed, whichever
  occurs first. Afterward, the junkyard titan loses the
  armor configuration slot until the next time he performs
  maintenance on his power source. Any items used to
  create a scrap hull are considered destroyed.
  This alters armor configuration and replaces damage
  reduction.
  Advanced Upgrades: The following advanced
  upgrade is available to a junkyard titan.
  Improvised Upgrade (Ex): The junkyard titan can
  cobble together an upgrade to fit his needs. When
  performing maintenance on his power source, he
  may select a normal upgrade he does not possess
  for which he meets the prerequisites. The junkyard
  titan temporarily gains this upgrade until he
  performs maintenance on his power source again.
  An improvised upgrade eventually falls apart and
  becomes unusable if 24 hours passes without the
  artiforged maintaining his power source.
  Junkyard Titan
  
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  Kagemashin
  Often called the “mechanical shadows,” kagemashins
  specially rig their bodies for grace, speed, and stealth.
  Class Skills: The kagemashin gains Stealth as a class
  skill.
  Weapon and Armor Proficiency: A kagemashin is
  proficient with all simple weapons, plus the kama,
  katana, kusarigama, nunchaku, sai, shortbow, short
  sword, shuriken, siangham, and wakizashi. He is
  proficient with light armor but not with shields. This
  replaces the artiforged’s normal weapon and armor
  proficiencies.
  Deadly Finesse: A kagemashin receives Weapon
  Finesse as a bonus feat. If the kagemashin uses the
  integrated finesse upgrade or another ability to add his
  Dexterity modifier in place of his Strength modifier to
  damage rolls, he may apply this benefit to the damage
  rolls of integrated ranged weapons that fire shurikens
  as ammunition.
  Agile Power Surge (Ex): A kagemashin may add his
  power surge bonus to Dexterity checks (except for
  initiative) and Stealth checks.
  Upgrades: A kagemashin may select the following
  upgrades.
  Precise Surge (Ex): During a power surge, the
  kagemashin doubles his power surge bonus to
  integrated weapon damage rolls when striking a
  creature that is denied their Dexterity bonus to AC
  or flanked by the kagemashin. The target must be
  within 30 feet of the kagemashin and not have
  total concealment.
  Integrated Armor (Ex): A kagemashin may only select
  light armor as his integrated armor, even if he selects
  the improved integrated armor upgrade. This alters
  integrated armor.
  Sourcebound Artiforged
  Artiforged become one with their weaponry, some less
  literally than others. Instead of physically bonding with
  his arsenal, a sourcebound artiforged hones a
  specialized weapon attuned to and sustained by his
  power source, strengthening the weapon as the
  source grows with power.
  This archetype may be combined with the kagemashin
  archetype.
  Armor and Weapon Proficiency: A sourcebound
  artiforged is proficient in simple weapons and a single
  martial or exotic weapon of his choice. He is also
  proficient in light armor and shields (but not tower
  shields).
  If the soundbound artiforged has the kagemashin
  archetype, he gains proficiency in simple weapons,
  light armor, and shields (but not tower shields). He is
  also proficient in one of the following weapons of his
  choice: kama, katana, kusarigama, nunchaku, sai,
  shortbow, short sword, shuriken, siangham, and
  wakizashi.
  This replaces the artiforged’s armor and weapon
  proficiencies.
  Source Weapon (Ex): A sourcebound artfiorged
  begins play with a specially augmented weapon of
  masterwork quality and not made of any special
  materials. Such a weapon bonds with the artiforged’s
  power source and often appears mechanical or
  possesses cosmetic traits related to the power source.
  The artiforged treats this weapon as an integrated
  weapon for the purpose of power surge, flurry assault,
  upgrades, and other class features. If the weapon
  becomes destroyed, the artiforged must construct a
  new weapon and attune it with his power source in a
  process that costs 200 gp per artiforged level and
  requires 24 hours to complete.
  This replaces integrated weapon.
  Source Enhancement (Su): At 3rd level, the
  artiforged’s source weapon gains a +1 enhancement
  bonus. This bonus increases by +1 at 6th level and
  every 3 levels after to a maximum of +5 at 1 5th level.
  These enhancement bonuses only function while
  wielded by the artiforged. The weapon loses its
  enhancement bonuses and all special abilities while
  the artiforged’s power source is disabled. A source
  weapon cannot be magically enhanced using magic
  item creation feats, but may be repaired as normal.
  This replaces the upgrades gained at 2nd, 6th, 1 0th,
  1 4th, and 1 8th level.
  Weapon Configuration (Ex): Beginning at 7th level,
  the artiforged can spend a full-round action to
  configure special abilities into his source weapon.
  These configurations only function during a power
  surge, but remain set until the artiforged spends
  another full-round action to reconfigure his weapon
  At 7th level, the artiforged can add a 1 -point
  configuration to his weapon. At 11 th level, he can add
  up to 2 points worth of configurations to his weapon.
  The total number of points worth of configurations he
  Kagemashin
  Sourcebound Arti-
  forged
  
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  Archetypes
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  Equipment
  NPC Codex
  Appendix
  can add increases to 3 at 1 5th level and 4 at 1 9th
  level. The artiforged cannot add an ability already
  possessed by the weapon, and he cannot add abilities
  not appropriate to the source weapon’s type. This
  replaces armor configuration.
  1-Point Configurations: distance, flaming, frost,
  keen, returning, shock.
  2-Point Configurations: corrosive, flaming burst,
  ghost touch, icy burst, seeking, shocking burst.
  3-Point Configurations: corrosive burst, speed.
  4-Point Configurations: dancing, brilliant energy.
  Upgrades: The following upgrades are available to a
  sourcebound artiforged.
  Persistent Configuration (Ex): When the artiforged
  configures his source weapon, he may raise his
  tension by 2 to have the configurations function
  even while the artiforged does not under the
  effects of power surge. This lasts until the
  artiforged reconfigures his weapon again, which
  requires another use of this upgrade if he wishes
  to have the new configurations persist beyond a
  power surge. The artiforged must have the
  weapon configuration class feature in order to
  select this upgrade.
  Intelligent Weapon (Ex): The artiforged shards a
  piece of his consciousness to form sentience into
  his source weapon. This functions similarly to an
  intelligent item with the statistics of a bladebound
  magus’s blackblade using his artiforged level as
  his magus level. Instead of gaining ranks in
  Knowledge (arcana), a source weapon gains ranks
  in the skill associated with the artiforged’s power
  source. A source weapon gains the alertness and
  telepathy abilities, but does not gain any other
  abilities from the list of black black ability
  descriptions. An artiforged cannot select the
  familiar upgrade or gain a familiar-like class
  feature by any other means (including a
  bladebound magus’s blackblade). The source
  weapon must possess a +1 enhancement bonus
  before the artiforged can select this upgrade.
  
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  Tank Mauler
  A longsword or a hand crossbow is not enough for
  some artiforged. These masterful warriors support
  their limbs with mechanisms that allow them to graft
  weapons of impressive size to their bodies. Though
  lacking the finesse, subtlety, and versatility of other
  artiforged, tank maulers can have their arms deploy
  integrated weapons that most able-bodied combatants
  need two hands to wield.
  Heavy Integrated Weapon (Ex): Unlike a normal
  artiforged, a tank mauler must wield an integrated
  weapon with one hand, and an integrated weapon
  occupies a free hand while deployed.
  However, a tank mauler may integrate
  two-handed melee weapons and
  ranged weapons that require two
  hands to wield. Unless the tank
  mauler uses an additional free hand
  to brace himself, he takes a –4
  penalty to attack rolls when using an
  integrated two-handed melee
  weapon, and such a weapon is
  treated as a one-handed weapon for
  the purpose of Power Attack and
  other bonuses to damage rolls. A tank
  mauler must use two hands to
  perform attacks with integrated
  longbows and other ranged weapons
  that require use of both hands to
  wield.
  This alters integrated weapon.
  Other Class Archetypes
  Inventive adventurers of all stripes
  and origins can dabble in the art of
  artiforging. Many of the following
  archetypes allow other classes to gain
  artiforged abilities as thematically
  appropriate. A character of these
  archetypes whose body becomes lost
  or destroyed follow the same rules as
  an ex-artiforged with respect to these
  class features.
  Blastmauler (Alchemist)
  An alchemist with the right mindset
  sees a lost limb as an opportunity.
  Blastmaulers graft weapons to their
  bodies capable of delivering the
  alchemist’s explosive concoctions.
  Martial Weapon Proficiency: A blastmauler gains
  proficiency in a martial weapon of his choice. This
  replaces Brew Potion.
  Integrated Weapon (Ex): A blastmauler gains Amateur
  Artiforged as a bonus feat, even if he does not meet
  the prerequisites. This replaces throw anything.
  Blast Strike (Su): A blastmauler does not prepare
  bombs for use as thrown splash weapons. Instead, he
  creates bombs in the form of explosive cartridges
  loaded into an internal reservoir attached to his
  Tank Mauler
  Other Class Arche-
  types
  Blastmauler (Al-
  chemist)
  
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  Appendix
  integrated weapon. These specially-made cartridges
  can only be loaded into the blastmauler’s own
  integrated weaponry.
  As a standard action, the blastmauler can prime a
  bomb loaded in his integrated weapon and perform a
  blast strike. He makes a single attack using his
  integrated weapon at his highest base attack bonus. A
  successful attack deals damage normally and
  detonates the bomb as if an alchemist had thrown it. A
  melee blast strike deals its splash damage in a 1 5-foot
  cone originating from the struck target’s square. A
  missed ranged blast strike lands off-target like a
  thrown splash weapon, except the bomb explodes two
  squares away from the target instead of one. The
  blastmauler adds his Intelligence bonus to the bomb’s
  damage roll.
  The blastmauler can use alchemist discoveries to
  modify blast cartridges as normal for an alchemist.
  Bomb discoveries cannot modify a blast strike’s splash
  area, but can still double the blast radius and increase
  a melee blast strike to a 30-foot cone. A blastmauler
  with the fast bombs discovery can perform multiple
  blast strikes as a full-round action as if performing a
  full attack action.
  This alters bombs.
  Chrome Paladin (Paladin)
  Named for the luster of their augmentations, chrome
  paladins build themselves into the perfect soldier for
  their god’s cause. Such a practice carries a significant
  stigma in orthodox circles, who see the mixture of flesh
  and metal a vulgar obstacle between one’s self and
  faith. The tendency for heavily augmented paladins to
  lose their spellcasting abilities only further supports
  this belief. Yet, temples located in areas of dead magic
  see artiforging as a necessary means to champion
  their god’s cause. Regardless of where they hail from,
  a chrome paladins seeks to literally become one with
  the holy weaponry delivering their deity’s divine justice.
  Class Skill: A chrome paladin gains the class skill of
  an artiforged power source chosen at 1 st level. She
  does not receive Knowledge (nobility) as a class skill.
  Integrated Weapon (Ex): At 1 st level, a chrome
  paladin can graft a weapon to her body in a manner
  befitting her chosen power source. This functions as
  the artiforged class feature of the same name and
  replaces detect evil.
  Path of Chrome: At 4th level, a chrome paladin must
  choose whether or not she wishes to follow the path of
  chrome, a decision that forsakes divine spellcasting in
  order to further augment her body. Once chosen, this
  decision cannot be changed.
  A paladin that follows the path of chrome gains an
  artiforged upgrade at 4th, 8th, 1 2th, 1 6th, and 20th
  level. A chrome paladin may only select among the
  following upgrades: climbing attachments, disguise,
  extending mechanism, extra integrated weapon,
  integrated shield, internal storage, shattering charge,
  swimming attachments.
  A chrome paladin of 1 2th level or higher may
  alternatively select among the following advanced
  upgrades: advanced climbing attachments, advanced
  disguise, advanced shattering charge, turning
  apparatus. The chrome paladin may gain the
  integrated armor class feature in place of an upgrade.
  Whenever an upgrade would raise the chrome
  paladin’s tension, he must expend an equal number of
  uses of lay on hands.
  A paladin that follows the path of chrome does not gain
  spells, spellcasting abilities, or a caster level and loses
  the ability to use spell trigger or spell completion magic
  items. A chrome paladin that does not choose the path
  of chrome gains spells as normal for a paladin of her
  level.
  Cobalt Antipaladin (Antipaladin)
  Just as a chrome paladin augments themselves in
  service of her cause, a cobalt antipaladin eschews
  flesh for the sake of steel in order to further the dark
  agenda of his god.
  Class Skill: A cobalt antipaladin gains the class skill of
  an artiforged power source chosen at 1 st level. He
  does not receive Disguise as a class skill.
  Integrated Weapon (Ex): At 1 st level, a cobalt
  antipaladin can graft a weapon to his body in a manner
  befitting his chosen power source. This functions as
  the artiforged class feature of the same name and
  replaces detect good.
  Cobalt Path: At 4th level, an antipaladin must decide
  whether or not to forsake spellcasting in order to follow
  the cobalt path. This functions identically as the path of
  chrome ability from the chrome paladin archetype.
  Whenever an upgrade would raise the cobalt
  antipaladin’s tension, he must expend an equal
  number of uses of touch of corruption.
  This replaces spellcasting as noted in the chrome
  paladin’s path of chrome feature.
  Chrome Paladin
  Cobalt Antipaladin
  
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  Gadget Investigator (Investigator)
  A gadget investigator integrates an all manner of tools
  and weapons into his body to prepare himself for any
  challenge.
  Marvelous Tool (Ex): A gadget investigator possesses
  a number of gadgets within his body that function as a
  variety of tools for any occasion. He is treated as
  having a set of tools necessary for any Craft, Disable
  Device, or Profession check and can use inspiration
  on these skills without expending a use, provided he is
  trained. At 2nd level, he counts as having a set of
  masterwork tools. He must spend a use of inspiration
  for Knowledge checks except for Knowledge
  (engineering).
  This alters inspiration.
  Artifice Lore (Ex): At 2nd level, a gadget investigator
  can identify the properties of artifice implants without
  detect magic by attempting a Knowledge (engineering)
  check in place of a Spellcraft check. He adds 1 /2 his
  level on Knowledge checks made to identify the
  abilities and weaknesses of constructs and creatures
  with artiforged class levels. Identifying creatures with
  artiforged levels requires a Knowledge (engineering)
  check or a check using the skill associated with its
  power source. This ability is augmented by the gadget
  investigator’s power source as noted in its description.
  This replaces poison lore, poison resistance, and
  poison immunity.
  Upgrades: Starting at 2nd level, in place of an
  investigator talent, a gadget investigator can gain
  Amateur Artiforged as a bonus feat without meeting
  the prerequisites. He may also select among the
  following artiforged upgrades: climbing attachments,
  disguise, extending mechanism, integrated grappling
  hook, internal storage, poison injection, senselink,
  swimming attachments, telescopic limbs.
  At 1 0th level, a gadget investigator can select from the
  following: active camouflage, advanced climbing
  attachments, advanced disguise, advanced senselink.
  In place of raising tension by 1 or 2, a gadget
  investigator can spend a single use of inspiration. He
  cannot select alchemist discovery or rogue talent.
  Iron Adept (Monk)
  A normal monk eschews conventional arms and armor
  to perfect his mind and body, casting off dependencies
  of the material world. A more technically savvy monk
  takes the extreme opposite approach and integrates
  artifice as a part of his body and life force to achieve
  his vision of perfection. Many of his peers revile such a
  practice while others share his exotic ambition.
  Power Source: At 1 st level, an iron adept must
  choose an artiforged power source for his
  augmentations, but does not immediately gain any
  benefit of the class feature except otherwise noted.
  Class Skills: An iron adept gains his choice of either
  Knowledge (engineering) or the class skill of his power
  source. He otherwise does not have Knowledge
  (religion) as a class skill.
  Augmented Unarmed Strike (Ex): An iron adept
  augments his unarmed strikes using gauntlets as
  spare parts. He can integrate a pair of gauntlets for a
  creature of his size using the same process as an
  artiforged’s integrated weapon. While having the
  gauntlets attached, the iron adept gains the Improved
  Gadget Investigator
  Iron Adept (Monk)
  
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  NPC Codex
  Appendix
  Unarmed Strike feat, which counts towards the
  purpose of feat prerequisites.
  His unarmed strikes deal damage as normal for a
  monk of his level, and he applies his full Strength
  modifier to damage rolls. The augmented unarmed
  strikes are never considered off-hand attacks and gain
  the benefits of any enhancement bonuses and magical
  abilities possessed by the gauntlets. Both gauntlets
  must have the same enhancement bonuses and
  abilities in order to bestow these benefits.
  An iron adept’s augmented unarmed strikes can be
  sundered, dividing the damage between the integrated
  gauntlets. If at least one gauntlet breaks, his unarmed
  strikes take penalties for wielding a broken weapon.
  This replaces improved unarmed strike.
  Integrated Armor (Ex): At 1 st level, an iron adept
  learns to weave padded armor into his skin in a
  manner that does not impede his movements. He
  gains the artiforged’s integrated armor class feature
  except an iron adept may only integrate padded armor.
  The iron adept has proficiency in this armor while
  integrated, and his integrated padded armor does not
  prevent him from using fast movement, flurry blows,
  and other monk class features.
  This replaces AC bonus.
  Iron Strike (Ex): At 7th level, an iron adept’s unarmed
  strikes gain the properties of materials integrated into
  his body. If both integrated gauntlets are made of the
  same special material, his unarmed strikes are treated
  as if they were made of that material for the purpose of
  bypassing damage reduction and hardness.
  This replaces ki strike.
  Upgrades: At 4th level and onwards, an iron adept
  learns to graft new devices into his being at the cost of
  his ki techniques. An iron adept may select from the
  below list of artiforged upgrades in place of gaining
  one or more of the following monk class features at the
  specified level.
  He may replace both slow fall and high jump to gain an
  upgrade at 4th level; replace both wholeness of body
  and diamond body to gain an upgrade at 8th level;
  replace abundant step to gain an upgrade or advanced
  upgrade at 1 2th level; replace quivering palm to gain
  an upgrade or advanced upgrade at 1 6th level; and/or
  replace empty body to gain an upgrade or advanced
  upgrade at 20th level. This replaces the monk class
  features and the iron adept cannot gain these features
  through another archetype.
  An unchained monk instead may gain an upgrade in
  place of a ki power at 4th, 8th, 1 2th, 1 6th, or 20th level
  ki powers. At 1 2th, 1 6th, and 20th level, he may
  alternatively select an advanced upgrade.
  An iron adept has an artiforged level equal to his
  monk level – 2 for determining upgrade effects and
  prerequisites. When using an upgrade that requires
  raising tension, he may spend ki points instead of
  raising his tension. His power source is considered
  disabled if he has no remaining ki points.
  The iron adept selects upgrades from the following list:
  climbing attachments, disguise, penetrating shot, pile
  driver, poison injection, senselink, shattering charge,
  spring heels, swimming attachments, and terrain
  breaker.
  The iron adept selects advanced upgrades from the
  following list: advanced climbing attachments,
  advanced disguise, advanced shattering charge,
  advanced terrain breaker, inhuman reflexes, and
  turning apparatus.
  The following upgrade is also available for an iron
  adept.
  Shuriken Launcher (Ex): An iron adept with this
  upgrade can integrate a hand crossbow as though
  an artiforged integrated weapon. This does not
  function as an integrated hand crossbow (and
  therefore does not bestow penalties for lacking
  proficiency). Instead, the iron adept uses this
  weapon as an integrated ranged weapon that uses
  shurikens as ammunition. This functions as a
  launcher integrated weapon (as per the artiforged
  class feature) that uses shurikens as ammunition.
  Iron Hero (Vigilante)
  The iron hero assumes a vigilante identity using armor
  grafted to his body.
  Iron Identity (Ex): At 1 st level, the vigilante gains the
  integrated armor class feature. He can deploy or
  retract his integrated armor as part of assuming an
  identity. His integrated armor becomes iconic to his
  vigilante identity, and he takes a –1 0 penalty on
  Disguise checks when attempting to disguise himself
  as his other identities while having the integrated
  armor deployed.
  This alters dual identity.
  Social Talents: The following social talents are
  available to an iron hero.
  Iron Hero (Vigilante)
  
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  Artifice Expert (Ex): The vigilante gains Artifice
  Expertise as a bonus feat. If he has a significant
  sample of a destroyed construct (such as a limb or
  a head), he can spend 1 hour studying it to gain a
  +2 competence bonus on attack and damage rolls
  against constructs of the same kind. Constructs
  sharing the clockwork subtype or robot subtype
  count as the same kind.
  Artiforging (Ex): The vigilante gains the artiforged’s
  artiforging class feature. He adds half his level
  (minimum 1 ) on Heal checks to install artifice
  implants and can take 1 0 on such checks even
  while distracted or performing surgery on himself.
  The vigilante must be 5th level to select this social
  talent.
  Discreet Armor (Ex): The vigilante’s integrated
  armor automatically reshapes to better fit his
  disguises. He no longer takes penalties when
  attempting to disguise as other identities while
  having integrated armor deployed.
  Personal Archive (Ex): The vigilante gains the
  personal archive artiforged upgrade using his
  vigilante level as his artiforged level to determine
  the number of records he can store.
  Vigilante Talents: The following vigilante talents are
  available to an iron hero. He must have his integrated
  armor deployed in order to benefit from these talents
  and cannot use any ability that requires raising his
  tension.
  Amateur Artiforged: The vigilante gains Amateur
  Artiforged as a bonus feat without meeting the
  prerequisites. He also treats the skill associated
  with his chosen power source as a class skill.
  Armor Configuration (Ex): The vigilante gains the
  artiforged’s armor configuration class feature and
  uses his vigilante level as his artiforged level to
  determine the number of configurations he can
  install. The vigilante must be 7th level to select this
  vigilante talent.
  Upgrade: The vigilante gains one of the following
  artiforged upgrades of his choice: extending
  mechanism, improved integrated armor, integrated
  finesse, integrated shield, nonlethal precision,
  telescopic limbs. He must meet the prerequisites
  of the chosen upgrade and cannot use any ability
  that requires raising his tension. The vigilante can
  select this vigilante talent more than once to gain a
  different upgrade.
  Raging Machinum (Barbarian,
  Bloodrager)
  Augmenting oneself raises questions and superstitions
  regarding the price one pays to becoming a hybrid of
  flesh and artifice. Each augmentation distances
  oneself from their friends, family, and fellow members
  of society. Some individuals have taken a step too far
  and become prone to bouts of psychosis where they
  view the world through a purely logical standpoint and
  see all inferior beings as potential threats. They
  become a raging machinum.
  Barbarians, bloodragers, and unchained barbarians
  may select this archetype.
  Amateur Artiforged: The raging machinum gains
  Amateur Artiforged as a bonus feat, even if she does
  not meet the prerequisites. This replaces fast
  movement.
  Emotionless Rage (Ex): A raging machinum can
  suppress all emotion to heighten alacrity and optimize
  killing prowess. When she begins an emotionless rage,
  the raging machinum can select two of the following
  benefits.
  +2 insight bonus to melee attack and damage rolls
  with integrated weapons.
  +2 insight bonus to ranged attack and damage
  rolls with integrated weapons.
  +2 insight bonus to AC.
  +2 insight bonus to Acrobatics, Climb, Intimidate,
  Fly, Perception, Ride, Sense Motive, and Swim
  checks.
  2 temporary hit points per Hit Die that disappear
  when the emotionless rage ends.
  +1 0-foot bonus to her land speed.
  These benefits last until the end of the rage. The
  raging machinum does not benefit from morale
  bonuses during an emotionless rage.
  This otherwise functions as the barbarian’s rage
  except they do not receive a morale bonus to Strength
  and Constitution and take no penalty to AC. Instead of
  becoming fatigued, a raging machinum takes a –2
  penalty to attack rolls, AC, and Charisma-based skill
  checks for 1 minute after a rage ends. She cannot
  enter an emotionless rage until these penalties expire.
  At 11 th level and 20th level, insight bonuses gained
  from emotionless rage increase by +1 , and temporary
  Raging Machinum
  (Barbarian, Bloodrager)
  
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  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  hit points gained per Hit Die increase by 1 .
  Emotionless rage counts as the rage (or bloodrage)
  class feature for the purpose of feat prerequisites, feat
  abilities, magic item abilities, and spell effects.
  This replaces rage, greater rage, and mighty rage. For
  a bloodrager, this replaces bloodrage, greater
  bloodrage, and mighty bloodrage.
  Rage Powers: A raging machinum can select from the
  following whenever she gains a rage power.
  Optimization (Ex): A raging machinum can spend
  1 round of rage as a swift action to change the
  benefits she receives from emotionless rage.
  Upgrade (Ex): The raging machinum gains one of
  the following artiforged upgrades: disguise,
  extending mechanism, integrated grappling hook,
  internal storage, poison injection, senselink,
  telescopic limbs. At 1 0th level, she can select one
  of the following advanced upgrades instead:
  active camouflage, advanced disguise, advanced
  senselink. The machinum can spend 3 rounds of
  rage in place of raising her tension by 1 . She may
  select this rage power multiple times to choose a
  different upgrade.
  Stoic Will (Ex): At 3rd level, a raging machinum gains
  a +1 bonus on saving throws against charms and
  emotion-based effects. This bonus increases by 1
  every 3 levels after (to a maximum of +6 at 1 8th level)
  and stacks with the bonus from the indomitable will
  class feature. This replaces danger sense or blood
  sanctuary.
  Efficiency (Ex): At 1 7th level, the raging machinum no
  longer takes penalties at the end of her emotionless
  rage. This replaces tireless rage or tireless bloodrage.
  Steel Warpriest (Warpriest)
  A steel warpriest both physically and spiritually bonds
  with his sacred weaponry, channeling his deity’s divine
  favor.
  Class Skill: At 1 st level, a steel warpriest may choose
  to gain the class skill of the power source selected
  from the Amateur Artiforged feat (see below). If he
  does so, this replaces Knowledge (engineering).
  Integrated Weapon (Ex): At 1 st level, a steel
  warpriest gains Amateur Artiforged as a bonus feat,
  even if he does not meet the prerequisites. This
  replaces Weapon Focus.
  Sacred Integration (Su): A steel warpriest can only
  designate a weapon as a sacred weapon after it has
  been integrated after 24 hours. It no longer becomes a
  sacred weapon if he detaches it from his body. Only
  integrated weapons can be sacred weapons. This
  alters sacred weapon.
  Source Blessing (Su): A steel warpriest can expend
  blessings to imbue himself with the energies of his
  power source. At 1 st level, a steel warpriest may
  expend a use of blessing to gain the effects of his
  power source’s 1 st level source power for 1 minute.
  For the duration, he is treated as an artiforged under
  the effects of a power surge with a Wisdom modifier as
  his source modifier and a power surge bonus as an
  artiforged of his level for the purpose of the source
  power's effects. This does not give him the benefits of
  the power surge class feature, and therefore does not
  add his bonus to his integrated attack and damage
  rolls.
  Activating source blessing is a standard action. A steel
  warpriest with the Quicken Blessing feat can expend
  two uses of blessing to use this ability as a swift action.
  This replaces one of the blessings a warpriest gains at
  1 st level.
  Technamagus (Magus)
  A technamagus hones his arcane martial prowess by
  channeling magic through weaponry grafted to his
  body.
  Class Skills: A technamagus gains his choice of either
  Knowledge (engineering) or the class skill of the power
  source selected from the Amateur Artiforged feat (see
  below). He otherwise does not have Knowledge
  (planes) as a class skill.
  Integrated Weapon (Ex): At 1 st level, the magus
  gains Amateur Artiforged as a bonus feat, even if he
  does not meet the prerequisites. He may only use the
  arcane pool, spell combat, and spellstrike class
  features when wielding a light or one-handed
  integrated melee weapon. This alters the listed class
  features.
  Steel Warpriest
  Technamagus (Magus)
  
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  ADVANCED OPTIONS
  Feats
  Artifice Expertise
  You possess keen expertise in artifice implants and
  constructs.
  Prerequisites: 1 rank in Knowledge (engineering), do
  not possess the artifice lore class feature.
  Benefit: You can identify the properties of artifice
  implants without detect magic by attempting a
  Knowledge (engineering) check in place of a Spellcraft
  check. You also gain a +2 bonus on Knowledge
  checks made to identify the abilities and weaknesses
  of constructs and creatures with artiforged class levels.
  Identifying creatures with artiforged levels requires a
  Knowledge (engineering) check or a check using the
  skill associated with its power source.
  Special: If you have the Amateur Artiforged feat, you
  also gain the augmented artifice lore benefit from your
  associated power source.
  Amateur Artiforged
  You learned to integrate a weapon to your body like an
  artiforged.
  Prerequisites: 1 3 in one ability score (see below), 3
  ranks in an artiforged power source’s class skill, you
  do not possess the integrated weapon class feature or
  any artiforged levels
  Benefit: Select a power source to model your
  augmentations after. You must have 3 ranks in this
  power source’s class skill and have a 1 3 or higher in
  the ability score associated with its source modifier.
  You cannot raise your power source’s tension and do
  not gain any of the abilities of the chosen power
  source. You gain the artiforged’s integrated weapon
  class feature. Unlike an artiforged, your integrated
  weapon occupies a hand while deployed. You can still
  use this hand to carry items, but not wield weapons.
  Special: A fighter can select this feat in place of his 1 st
  level bonus combat feat without meeting the ability
  score and skill rank prerequisites. Whenever you gain
  an ability that requires you to choose a power source,
  you must select the power source chosen with this
  feat. If you gain levels in artiforged or a class with the
  integrated weapon class feature, you immediately
  trade this feat for Weapon Focus or Extra Tension (if
  possible).
  Efficient Upgrade
  An upgrade does not raise your tension.
  Prerequisite: Advanced upgrade class feature.
  Benefit: Select one standard upgrade that raises your
  tension. Once per round, you may use this upgrade
  without raising your tension by 1 . If the upgrade raises
  your tension by 2 or more, you instead reduce the total
  amount of tension raised by 1 . You still cannot use this
  upgrade while your power source is disabled.
  Extra Tension
  Your power source can endure higher levels of tension.
  Prerequisite: Power source class feature.
  Benefit: Your maximum tension increases by 2.
  Special: You can take this feat multiple times. Each
  time you do, your maximum tension increases by 2.
  Extra Upgrade
  You develop an additional upgrade.
  Prerequisite: Upgrade class feature.
  Benefit: You gain one of the following upgrades of
  your choice: climbing attachments, disguise, familiar,
  extra integrated weapon, increased damage reduction,
  integrated shield, internal storage, senselink,
  swimming attachments. If you have the advanced
  upgrade class feature, you can also select from the
  following: advanced disguise, advanced climbing
  attachments, advanced senselink, inhuman reflexes,
  turning apparatus. You must meet the prerequisites for
  this upgrade (if any).
  Special: You can take this feat multiple times. Each
  time you do, you gain another upgrade.
  Fast Configuration
  Artiforged armor configuration takes less time to install.
  Advanced Options
  Feats
  Artifice Expertise
  Amatuer Artiforged
  Efficient Upgrade
  Extra Tension
  Extra Upgrade
  Fast Configuration
  
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  Archetypes
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  Options
  Equipment
  NPC Codex
  Appendix
  Prerequisites: 11 th-level artiforged, armor
  configuration class feature
  Benefit: Configuring your integrated armor takes half
  the time as normal. You can hastily configure your
  armor within 1 minute but can only select a single
  configuration option when doing so.
  Hidden Blade (Combat)
  Your integrated weapons are dangerous even while
  retracted.
  Prerequisites: Integrated weapon class feature or
  Amateur Artiforged
  Benefit: As long as you’re not flat-footed, you threaten
  with your integrated melee weapons while having them
  retracted. You can draw an integrated melee weapon
  as a free action as part of an attack of opportunity. If
  the target of this attack of opportunity is unaware you
  have a retracted integrated weapon, you can attempt a
  Disguise check opposed by the target’s Perception
  check. If you succeed on this check, the opponent is
  denied their Dexterity bonus to AC against this attack
  of opportunity.
  Traits
  The life of an augmented adventurer carries its own
  array of exotic backgrounds. Characters may select
  from the following traits. Though some traits refer to
  artiforged class features, the traits are not restricted to
  characters with artiforged levels.
  Artifice Scholar (Social): A curiosity or ambition for
  improving the body has led to an academic life and
  perhaps graduation from a reputable university.
  Choose one skill of your choice: Knowledge
  (engineering) or one skill associated with an artiforged
  power source. You gain a +2 trait bonus on skill
  checks using this skill.
  Artifice Surgeon (Social): A budding career in artifice
  surgery has impacted your life and granted you
  expertise in medicine and engineering with the
  technology related to a form of artiforging. You gain a
  +1 trait bonus on Heal checks and skill checks using
  your choice of Knowledge (engineering) or a skill
  associated with an artiforged power source. One of
  these skills is a class skill for you. Patients of your
  artifice surgeries take 2 less Constitution damage
  (minimum 0).
  Augmented Outcast (Social): Modifications to your
  body have earned mistrust and ire of those that fear
  and misunderstand the union of flesh and artifice. The
  necessity of remaining anonymous has cultivated a
  skill in hiding your augmentations. You gain a +2 trait
  bonus on Disguise checks to hide your augmentations
  (such as artiforged class features or artifice implants)
  and reduce your integrated armor’s armor check
  penalty on Stealth checks by 1 . If you have the
  disguise artiforged upgrade, you may use your source
  modifier in place of your Charisma modifier for
  Disguise checks.
  Augmented Terror (Social): Many outcast you for the
  augmentations used to remedy injuries of the past.
  Overtime, you learned to wield their fear as a weapon
  and utilize your artiforged body to intimidate others.
  You treat Intimidate as a class skill. In addition, you
  gain a +1 trait bonus to Intimidate checks while
  possessing an integrated weapon, artifice implants, or
  having the appearance of being an artiforged. If you
  possess an artifice implant worth at least 500 gp, this
  bonus increases to +2. You lose this benefit when
  attempting to hide your augmentations, such as using
  the Disguise skill, a polymorph spell, or the disguise
  artiforged upgrade.
  Back from Death (Combat): You survived an incident
  that should have claimed your life and later awakened
  in a lab with augmentations that keep you alive. You
  gain a +2 trait bonus on saving throws against death
  effects and on Constitution checks to stabilize.
  Calibrated for Vengeance (Social): An individual
  crossed you by killing a loved one, ruining your
  reputation, or orchestrating an attempt at your life.
  After your last encounter, you started to finely
  calibrating your augmentations to better suit your
  vengeance. You gain a +1 trait bonus on attack rolls
  with integrated weapons when attacking your sworn
  enemy or members of an organization closely affiliated
  with the enemy.
  Careful Integration (Equipment): Working at a repair
  shop taught you the best practices for modifying and
  dismantling artifice. You gain a +1 trait bonus on Craft
  checks to repair armor and weapons. If you have the
  integrated armor or integrated weapon class feature,
  you can reduce the amount of hit points an armor or
  weapon loses from detaching it by 1 . This can prevent
  the weapon or armor from gaining the broken
  condition.
  Eye for Self Perfection (Faith): You believe in a
  future where you ascend to a higher state of being.
  Achieving this ambition requires augmenting your body
  beyond the weak flesh you were born with. You take 2
  Hidden Blade (Combat)
  Traits
  
  AADDVVAANNCCEEDD OOPPTTIIOONNSS
  less Constitution damage (minimum 0) from artifice
  surgery. You gain a +1 trait bonus on attack rolls
  against creatures that insult you on the basis of your
  artifice implants or augmentations from your artiforged
  class features.
  Faith in the Construct God (Faith): You revere a god
  forged in the grand fabric of the infinite cosmos. Faith
  in your construct deity has granted valuable insight in
  all things made and unmade. Knowledge (religion)
  checks becomes a class skill for you, and you may use
  this skill instead of Knowledge (arcana) to identify the
  weaknesses and abilities of constructs.
  I Know a Guy (Social): You have an artifice surgeon
  as a personal contact with a Heal skill bonus equal to
  +5 plus half your character level. The surgeon does
  not provide any discount and does not guarantee the
  availability of artifice implants. You take 2 less
  Constitution damage from your surgeon’s artifice
  surgeries.
  Implant Craftsman (Magic): You learned from the
  best artificers at a clinic or a lab that specializes in
  crafting artifice implants. You gain a +2 trait bonus on
  Spellcraft checks to craft artifice implants, and Use
  Magic Device is a class skill for you.
  Lost a Limb (Equipment): Earlier in your life, you
  suffered a terrible accident or a bloody battle that
  resulted in the loss of a limb. The limb has since been
  replaced with a prosthesis that you learned to utilize,
  upgrade, and repair. When gaining this trait, an artifice
  limb replaces one of your limbs. This limb has no
  resale value and cannot receive any modifications.
  You can repair and replace this limb at no cost as long
  as you have the tools to do so. You gain a +1 trait
  bonus on Strength checks while having this or any
  other artifice limb.
  Maneuver Calibration (Combat): Before adventuring,
  you received minor augmentations to enhance your
  ability to do menial labor. Now, those augmentations
  enable greater combat prowess. Select two combat
  maneuvers. You gain a +1 trait bonus to CMB when
  performing these maneuvers. Once per day, you can
  perform one of these maneuvers without provoking an
  attack of opportunity.
  Rebuilt (Social): Either to save your life or fulfill a
  nefarious purpose, you have been rebuilt into a new
  person. You have little emotional attachment to
  memories of the past and struggle to become
  emotionally invested in the present. You gain a +2 trait
  bonus on saving throws against emotion-based
  effects. You also gain a +4 trait bonus on Disguise
  checks to distance yourself from your past identity.
  Reliable Engineer (Social): Experience and
  adherence to proper engineering practices have made
  you a trusted source of knowledge. Once per day,
  when attempting a Knowledge check, you may roll
  twice and take the higher result. You may alternatively
  use this on Heal checks made to install artifice
  implants.
  Scrappy Maintenance (Equipment): Living with your
  power source has taught you to find creative ways to
  keep it running. You can perform maintenance on your
  power source using improvised materials without using
  the tools normally required to do.
  Self Surgeon (Equipment): As a necessity to
  augment yourself to a superior being, you became
  adept at performing surgery on yourself. Heal
  becomes a class skill for you, and you can perform
  Heal checks to install artifice implants on yourself.
  However, you cannot take 1 0 when performing surgery
  on yourself.
  Spell Device (Magic): Desperate to learn magic, you
  had a magical device implanted to grant you some
  spark of the arcane. Choose a 0-level spell from the
  wizard spell list. Once per day, you can cast this spell
  as a spell-like ability with a caster level equal to your
  character level. The DC uses Charisma or Intelligence
  (whichever is higher).
  Steel Heart (Equipment): You are fearless while
  displaying the might of your augmentations. While your
  integrated armor or weapons are deployed and visible,
  you gain a +2 trait bonus on saving throws against fear
  effects and the DCs of Intimidate checks to demoralize
  you increase by 2.
  The Experiment (Equipment): You awoke in a lab
  with an artiforged power source in your chest and a
  collection of fragmented memories in your head. As
  you continue to piece together the events that made
  you into the subject of an experiment, you learned to
  embrace the hardware integrated into your body.
  Select one artiforged power source. You treat the skill
  associated with this power source as a class skill. If
  you have levels in a class that grant bonus combat
  feats, you may add Amateur Artiforged to the list of
  feats that can be selected with this class feature. You
  cannot use this to substitute static bonus feats, such
  as the monk’s Stunning Fist. If you gain artiforged
  levels, this trait instead grants you a +2 trait bonus on
  skill checks using the skill associated your power
  source.
  Twitch Trigger (Equipment): At an early age, your
  joints and muscles were laced with an augmentation
  that amplified your reflexes. This augmentation has
  
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  Archetypes
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  Options
  Equipment
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  Appendix
  grown with you and become a natural part of your
  body. You gain a +1 trait bonus on Reflex saving
  throws.
  Variant Multiclassing
  The following option is available for characters using
  variant multiclassing. For more information about this
  optional rule, see Pathfinder Roleplaying Game:
  Pathfinder Unchained.
  Artiforged
  A character who chooses artiforged as his secondary
  class gains the following secondary class features.
  Power Source: At 1 st level, he must choose an
  artiforged power source that determines the nature
  and appearance of his augmentations. He gains no
  abilities from his power source and cannot raise its
  tension.
  Integrated Weapon: At 3rd level, he can integrate
  weapons as an artiforged. Unlike an artiforged, his
  integrated weapon must use a free hand when
  deployed. He can use this hand to carry items, but
  cannot wield weapons.
  Integrated Armor: At 7th level, he can integrate light
  and medium armor if he has proficiency.
  Upgrade: At 11 th level, he gains one upgrade and has
  an effective artiforged level equal to half his character
  level for the purpose of prerequisites and effects of his
  upgrades. He also gains the tension class feature and
  can sustain a maximum amount of tension equal to his
  source modifier determined by his chosen power
  source.
  Improved Upgrade: At 1 5th level, he gains one
  upgrade and has an effective artiforged level equal to
  his level – 4.
  Greater Upgrade: At 1 9th level, he gains his choice of
  one upgrade or one advanced upgrade.
  Racial Favored Class Options
  Artiforging finds its way through a variety of cultures.
  While some races take to the study of augmentation
  more readily than others, each race finds its own way
  of enhancing the body through arcana, faith, occultism,
  science, or a mixture of disciplines.
  The following lists favored class options based on an
  artiforged’s race. Each entry indicates the most
  common power source utilized by artiforged of the
  race. An artiforged is not required to have this power
  source to select the favored class option. See
  Pathfinder RPG: Advanced Class Guide for further
  rules on racial favored class options.
  Aasimars (divine): Gain 1 /6 of the thruster upgrade. If
  you have the thruster upgrade, its fly speed increases
  by 1 foot. In combat, this has an effect only for every
  five increases to the fly speed.
  Androids (nanite): Gain 1 /8 of a new upgrade.
  Catfolk (arcane): Add 1 /2 to the artiforged’s damage
  rolls with integrated claw blades or claw attacks gained
  from racial traits or artiforged class features.
  Changelings (blighted): Gain 1 /6 of one of the
  following upgrades: disguise, stealth mode, swimming
  attachments.
  Dhampirs (unlife): Gain 1 /6 of one of the following
  upgrades: disguise, increased damage reduction,
  stealth mode.
  Drow (biological): Gain 1 /6 of one of the following
  upgrades: disguise, integrated finesse, stealth mode.
  Duergars (divine): Increase the artiforged’s maximum
  tension by 1 /4.
  Dwarves (steam): Reduce the amount of time needed
  to reconfigure integrated armor by 5 minutes (to a
  minimum 30 minutes).
  Elves (natural): Artifice lore’s bonus on skill checks
  increases by 1 /2.
  Fetchlings (blighted): Add 1 /2 to the artiforged’s
  damage rolls with integrated melee weapons against
  opponents in darkness.
  Gillmen (blighted)): Add 1 /2 to the artiforged’s
  damage rolls with integrated melee weapons against
  opponents underwater.
  Gnomes (arcane): Gain 1 /8 of a new upgrade.
  Goblins (clockwork): Gain 1 /8 of a new upgrade.
  Gripplis (natural): Power surge’s bonus to Dexterity-
  based skill checks increases by 1 /2.
  Variant Multiclassing
  Racial Favored Class
  options
  
  AADDVVAANNCCEEDD OOPPTTIIOONNSS
  Half-Elves (any): Gain 1 /8 of a new upgrade.
  Halflings (natural): Power surge’s bonus to Dexterity-
  based skill checks increases by 1 /2.
  Half-Orcs (arcane): Increase the artiforged’s
  maximum tension by 1 /4.
  Hobgoblins (steam): Reduce the penalty for not
  being proficient in one weapon by 1 . When this ability
  reduces the weapon’s nonproficiency penalty to 0, the
  artiforged gains the appropriate Martial Weapon
  Proficiency or Exotic Weapon Proficiency feat with that
  weapon.
  Humans (any): Gain 1 /8 of a new upgrade.
  Ifrits (elemental): Add 1 /2 to the artiforged’s damage
  rolls with integrated weapons or artiforged class
  features that deal fire damage.
  Kitsunes (arcane): Gain 1 /6 of the Magical Tail feat.
  In place of gaining a new spell-like ability from this
  feat, the artiforged may choose one of the following
  upgrades: disguise, internal storage, stealth mode.
  When he does so, the new tail appears artificial or
  mechanical as appropriate to the artiforged’s power
  source.
  Kobolds (clockwork): Gain 1 /8 of a new upgrade.
  Merfolk (natural): Add 1 /2 to the artiforged’s damage
  rolls with integrated melee weapons against
  opponents underwater.
  Nagaji (elemental): Reduce the amount of time
  needed to reconfigure integrated armor by 5 minutes
  (to a minimum 30 minutes).
  Orcs (blighted): Increase the artiforged’s maximum
  tension by 1 /4.
  Oreads (elemental): Gain 1 /6 of one of the following
  upgrades: improved integrated armor, shattering
  charge, terrain breaker.
  Ratfolk (clockwork): Gain 1 /8 of a new upgrade.
  Samsarans (divine): Artifice lore’s bonus on skill
  checks increases by 1 /2.
  Strix (natural): Add one foot to the the artiforged’s fly
  speed. In combat, this has an effect only for every five
  increases to the fly speed. A strix artiforged without a
  fly speed cannot select this favored class option.
  Suli (elemental): Add +1 to any acid, cold, electricity,
  or fire resistance gained from a racial trait or artiforged
  class feature.
  Svirfneblins (divine): Power surge’s bonus to
  Dexterity-based skill checks increases by 1 /2.
  Sylphs (elemental): Gain 1 /6 of the thruster upgrade.
  If you have the thruster upgrade, its fly speed
  increases by 1 foot. In combat, this has an effect only
  for every five increases to the fly speed.
  Tengus (natural): Choose one integrated weapon.
  Add +1 /2 on critical confirmation rolls made while using
  that weapon (maximum bonus of +4). This bonus does
  not stack with Critical Focus.
  Tieflings (divine): Reduce the penalty for not being
  proficient in one weapon by 1 . When this ability
  reduces the weapon’s nonproficiency penalty to 0, the
  artiforged gains the appropriate Martial Weapon
  Proficiency or Exotic Weapon Proficiency feat with that
  weapon.
  Undine (elemental): Add one foot to the the
  artiforged’s swim speed. In combat, this has an effect
  only for every five increases to the climb speed. An
  undine artiforged without a swim speed cannot select
  this favored class option.
  Vanara (natural): Add one foot to the the artiforged’s
  climb speed. In combat, this has an effect only for
  every five increases to the climb speed. A vanara
  artiforged without a climb speed cannot select this
  favored class option.
  Vishkanya (blighted): Gain 1 /6 of the poison injection
  upgrade. If the artiforged has this upgrade, then add
  1 /4 to the saving throw DC of vishkanya venom or any
  poisons applied to a weapon using the poison injection
  upgrade.
  Wayang (arcane): Artifice lore’s bonus on skill checks
  increases by 1 /2.
  Optional Rule
  The above options represent common racial options
  found on a specific world in the Material Plane. Other
  worlds may have different races or races with entirely
  different cultures. Some Game Masters may believe
  that the above options do not represent the races of
  their world or prefer that a character’s race does not
  restrict her options.
  As an optional rule, a Game Master may allow a
  character with artiforged as her favored class to select
  Optional Rule
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  one of the following options instead of gaining a bonus
  hit point, a bonus skill point, or an option based on her
  race. This otherwise follows the same rules for favored
  class options.
  Artifice Lore: Artifice lore’s bonus on skill checks
  increases by 1 /2.
  Configuration: Reduce the amount of time needed to
  reconfigure integrated armor by 5 minutes (to a
  minimum 30 minutes).
  Potent Upgrade: Select one source power or upgrade
  that allows a saving throw. Increase the saving throw
  DC by 1 /4.
  Tension: Increase the artiforged’s maximum tension
  by 1 /4.
  Upgrade: Gain 1 /8 of a new upgrade.
  Weapon Critical: Choose one integrated weapon.
  Add +1 /2 on critical confirmation rolls made while
  using that weapon (maximum bonus of +4). This
  bonus does not stack with Critical Focus.
  Weapon Proficiency: Reduce the penalty for not
  being proficient in one weapon by 1 . When this ability
  reduces the weapon’s nonproficiency penalty to 0, the
  artiforged gains the appropriate Martial Weapon
  Proficiency or Exotic Weapon Proficiency feat with that
  weapon.
  
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  EQUIPMENT
  Artifice Implants
  One does not need to dedicate her life towards
  artiforging in order to benefit from artifice
  augmentations. The marketplaces and back alleys of
  sufficiently advanced societies possess a swath of
  artifice implants designed to replace what was lost and
  enhance what remains on an individual’s body.
  Each artifice implant has an internal power source that
  empowers the device and determines its appearance
  and nature. This also impacts the availability of artifice
  implants across different societies. Clockwork implants
  may frequently appear in the marketplaces of an
  advanced dwarven city, but one might struggle to find
  natural or biological implants. A progressive elven
  settlement might have natural artifice implants, and a
  city of wizardry may boast a thriving arcane implant
  industry. Few civilizations would approve of undead
  and blighted implants while cybernetic artifice implants
  are an impossibility in a world without highly
  advanced electronics.
  Installing Implants
  Installing or uninstalling an artifice implant
  requires surgery lasting a number of hours
  equal to 1 /2 of the device’s caster level (minimum
  30 minutes) and a successful Heal check with a DC
  equal to 5 + the artifice implant’s caster level.
  Regardless of whether the Heal check succeeds, the
  patient takes an amount of Constitution damage equal
  to 1 /2 the caster level of the artifice implant (minimum
  0). An additional amount of artifice implants equal to
  half of the surgeon’s Heal ranks can be installed
  during the same surgery, but the surgery duration and
  Constitution damage become based on the implant
  with the highest caster level.
  An artifice surgeon typically performs her services free
  of charge when she profits from the sale of artifice
  implants. In cases where she would not profit, a
  surgeon charges up to 1 /1 0 (1 0%) of the market price
  of the artifice implants installed or removed during the
  procedure. Most surgeons offer additional services to
  ensure a speedy post-surgery recovery using potions
  oflesser restoration (300 gp) or a staff member that
  has the lesser restoration spell prepared (50 gp per
  casting).
  A patient with the artiforging class feature can attempt
  Heal checks to install artifice implants on himself, but
  cannot take 1 0 on such checks.
  Price Reductions
  Artifice implants tend to come at significant monetary
  expense due to each implant possessing internal
  mechanisms that enable them to function
  independently without interference from worn magical
  items. However, there are two methods that can
  reduce the price and cost of implants. These
  reductions do not stack.
  Artifice Core: Installing an artifice core allows for
  artifice implants that draw power from a centralized
  source that uses up a magic item slot. Artifice implants
  crafted to utilize an artifice core have 25% reduced
  price. See the description for artifice cores.
  Tapped Artifice Implants: This method taps into the
  latent supernatural energies inside one’s body in order
  to empower the artifice implants. Artifice implants
  crafted to utilize this method have 50% reduced price
  and cost. However, the artifice implant must use up
  one of its owner’s magical item slots while
  installed. Implants that provide enhancement
  bonuses to physical ability scores always
  use up the belt slot while implants providing
  enhancement bonuses to mental ability
  scores always use up the headband slot.
  Dispelling Artifice Implants
  Artifice implants can be dispelled as normal for a
  magical item with one major exception. A dispelled
  artifice implant continues to provide vital functionality
  for its owner. An individual still has vision when the
  magic of her artifice eyes have been suppressed. She
  can still use an artifice arm as if it were her own and
  will not die if her artifice organ (heart) becomes
  dispelled. An implant possesses enough mechanical
  failsafes such that it continues to function as a
  prosthesis even when its magic has been suppressed.
  Game Mastering Artifice Surgery
  As normal, an artifice surgeon can take 1 0 on her Heal
  check. This means most career surgeon NPCs should
  easily succeed on routine procedures without the need
  for the Game Master to roll. However, a Game Master
  may want to use the surgery rules when the PCs hire a
  cheap surgeon running a shop in an alleyway or if a
  PC attempts amateur surgery. Diseases become a
  huge risk in these cases!
  Equipment
  Artifice Implants
  Installing Implants
  Price Reductions
  Dispelling Artifice Implants
  GMing Artifice Surgery
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Artifice Core
  Aura faint evocation; CL 5th
  Slot body or chest; Price 750 gp; Weight 1 lb.
  DESCRIPTION
  This implanted device serves as a centralized power
  source to sustain other artifice implants without each
  device relying on its own energy to function. Artifice
  implants specifically crafted to use an artifice core for
  power have 75% of the usual market price. However,
  such implants only function when installed in a
  creature with an implanted artifice core with a
  matching associated artiforged power source. For
  example, a clockwork artifice limb is lifeless unless
  implanted in an individual with a clockwork artifice
  core.
  Once per day, an exhausted creature can speak a
  command word to invigorate the body with its artifice
  core. This allows the creature to reduce the exhausted
  condition to the fatigued condition by spending 1
  minute of rest instead of 1 hour. An artiforged can gain
  this benefit by raising his tension by 2 without
  expending the daily use.
  CONSTRUCTION
  Requirements Craft Wondrous Item, recharge; Cost
  375 gp
  Artifice Ears
  Aura faint conjuration; CL 5th
  Slot none; Price 1 ,650 gp; Weight —.
  DESCRIPTION
  Taking the appearance of devices strapped to the side
  of the head, these implants can replace lost hearing
  even when the organs have been destroyed. In
  addition, they provide a +4 circumstance bonus on
  saving throws against effects that cause deafness.
  This lists the price of two ears. A single ear has half
  the market price and cost.
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove
  blindness/deafness; Cost 825 gp
  MODIFICATION
  Artifice ears can be augmented with the following
  modifications that add to the price and cost. These
  modifications have no discount for being installed in a
  single ear.
  Blindsense: This modification amplifies the artifice
  ears to detect unseen foes, granting blindsense 30
  feet. Price 11 2,000 gp; Requirement know direction;
  Cost 56,000 gp
  Selective Hearing: The artifice ear becomes keenly
  acute to hearing a particular type of sound such as
  heartbeats, footsteps, or the sound of a firearm. The
  sound is determined upon creation of this modification.
  Having an artifice ear with this modification bestows a
  +2 circumstance bonus to Perception checks to hear
  this particular sound. On command, this increases to a
  +4 circumstance bonus, but the creature gains the
  deafened condition for all other sounds until it resumes
  normal hearing with another command word. Price
  +2,000 gp; Requirement heightened awareness; Cost
  +1 ,000 gp
  Artifice Eyes
  Aura faint conjuration; CL 5th
  Slot none; Price 1 ,650 gp; Weight —.
  DESCRIPTION
  These implants replace the eyes with highly complex
  sensory devices that often take the shape of marble
  spheres with runes for pupils or clockwork spectacles
  depending their associated artiforged power source. In
  addition to providing standard vision, artifice eyes
  provide a +4 circumstance bonus on saving throws
  against effects that cause blindness.
  This lists the price of two artifice eyes. A single eye has
  half the market price and cost.
  CONSTRUCTION
  Requirements Craft Wondrous Item, remove
  blindness/deafness; Cost 825 gp
  MODIFICATION
  Artifice eyes can be augmented with the following
  modifications that add to the price and cost. These
  modifications have no discount for being installed in a
  single eye.
  Behavioral analysis: The eyes highlight behavioral
  patterns of observed creatures in the owner’s vision,
  granting a +5 competence bonus to Sense Motive
  checks. Price +5,000 gp; Requirement discern lies;
  Cost +2,500 gp
  Cosmetic Alteration: With a command word, the eyes
  can change color and appearance to resemble that of
  a different creature or even gain unnatural
  characteristics, such as displaying an image on the
  irises. This modification also grants a +1 0 bonus to
  Artifice Core
  Artifice Ears
  Artifice Eyes
  
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  Disguise checks to make the eyes appear non-
  artificial. Price +250 gp; Requirement disguise self;
  Cost +1 75 gp
  Darkvision: The eyes illuminate details in darkness,
  granting darkvision 60 feet. Price +24,000 gp;
  Requirement darkvision; Cost +1 2,000 gp
  Heat Gaze: On command, the eyes can project beams
  of searing light (3d8 points of damage) twice per day. If
  installed on a single eye, this modification has half the
  price and can only be used once per day. Price
  +21 ,600 gp; Requirement searing light; Cost +1 0,800
  gp
  Low-light vision: The eyes become more capable of
  absorbing light, granting low-light vision. Price +1 0,000
  gp; Requirement darkvision; Cost +5,000 gp
  Mechanical Analysis: The eyes convey phantasms in
  the owner’s vision that analyze mechanical devices
  and grant a +5 competence bonus to Craft and
  Knowledge checks made to repair and understand
  mechanical devices. Price +5,000 gp; Requirement
  technomancy Cost +2,500 gp
  Medical Analysis: The eyes convey phantasms to the
  owner’s vision that demonstrate the health and vital
  statistics of a creature within sight. This grants a +5
  competence bonus to Heal checks. Price +5,000 gp;
  Requirement sense vitals; Cost +2,500 gp
  Phantasmic Imagery: The eyes enable the owner to
  draw or write phantasmic images or messages with
  her finger that are perceivable only by her. She can
  draw an illusory mark on a tree to prevent getting lost,
  write a reminder on an animal companion to feed him,
  or draw a symbol to indicate which barrel she hid
  some gear. This might grant a +1 circumstance bonus
  on checks when the modification proves highly useful,
  but otherwise provides no additional enhancement to
  vision. Price +1 ,000 gp; Requirement silent image;
  Cost +500 gp
  See Invisibility: The eyes reveal invisible creatures
  and objects as see invisibility. Price +20,000 gp; Cost
  +1 0,000 gp
  Vision Enhancement: The eyes have superior vision
  and grant a +5 competence bonus to sight-based
  Perception checks. Price +5,000 gp; Requirement
  aspect ofthe falcon; Cost +2,500 gp
  Artifice Limb
  Aura moderate transmutation; CL 11 th
  Slot none; Price 1 ,650 gp; Weight 1 lb. (hand/foot), 5
  lbs. (partial limb), or 9 lbs. (full limb)
  DESCRIPTION
  Replacing part or all of a limb, this construct device
  varies in appearance depending on its associated
  power source and might appear as a magically
  animated device, a mechanical limb, or an undead
  extremity to be grafted on a living host. It replaces
  either a hand or foot, a limb up to the elbow or knee, or
  the entire limb up to the shoulder or hip. Implants also
  exist for monstrous extremities such as tails or
  tentacles.
  The limb syncs with a creature’s natural mental signals
  to enhance precision and convey a dulled sense of
  tactile touch in the artificial digits. As a consequence,
  the limb cannot be implanted to grant a creature more
  arms or legs than they normally possess. A creature
  also cannot move or manipulate an implant designed
  to replace a limb they do not naturally possess.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects,
  bull’s strength; Cost 825 gp
  MODIFICATION
  Artifice limbs can be augmented with the following
  modifications that add to the price and cost.
  Iron Grip (hand/arm only): This modification
  reinforces the grip of an arm’s hand, granting a +5
  bonus to CMD against attempts to disarm any held
  item that is not a two-handed weapon or an item
  requiring two hands to hold. A pair of artifice limbs with
  this modification also grants a +5 circumstance bonus
  on Climb checks, but does not increase the bonus to
  CMD or allow the bonus to apply to two-handed items.
  Price +2,000 gp; Requirements certain grip; Cost
  +1 ,000 gp.
  Shock Absorber (pair of legs only): This modification
  installs impact-absorbing devices to a pair of partial or
  full legs. A creature with the artifice legs takes no
  damage from falling more than 5 feet as long as it
  lands on its feet. The shock absorbers do not negate
  damage from falls caused by effects (such as the
  Awesome Blow feat) that knock the creature prone.
  Price +3,600 gp; Requirements feather fall; Cost
  +1 ,800 gp.
  Steel Fist/Foot: This modification reinforces the hand
  or foot of a limb for unarmed strikes. It is treated as a
  masterwork gauntlet and can be magically enhanced
  as a weapon. The price and cost of this modification
  cannot be reduced by an artifice core or another option
  that discounts artifice implants. Price 302 gp;
  Requirements none; Cost 302 gp.
  Artifice Limb
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Springing Heels (pair of legs only): This modification
  enhances a pair of artifice feet or partial legs, granting
  a +5 competence bonus to Acrobatics checks. Price
  5,000 gp; Requirement jump; Cost 2,500 gp.
  Strider Heels (pair of legs only): This modification
  enhances a pair of artifice feet, partial legs, or full legs,
  granting a +1 0 enhancement bonus to movement
  speed. Price 4,000 gp; Requirement longstrider; Cost
  2,000 gp.
  Artifice Organ
  Aura faint transmutation; CL 5th
  Slot none; Price 2,000 gp; Weight 1 lb.
  DESCRIPTION
  This artifice implant replicates the function of an
  internal or external organ. Like other implants, artifice
  organs always possess a mechanical failsafe that
  allows it to continue providing vital functionality even
  when its magic becomes suppressed by dispel magic,
  antimagic fields, and similar effects. The weight of the
  organ does not count towards the creature’s carrying
  capacity. In addition to serving as a replacement, this
  device provides additional benefits depending on the
  organ it replaces.
  Heart: An artifice heart automatically stabilizes its
  dying owner. In addition, it reduces the penalties of
  the fatigued condition from –2 to –1 .
  Lungs: Artifice lungs allow the owner to hold his
  breath for a number of minutes equal to twice his
  Constitution score and grants a +2 circumstance
  bonus on saving throws against inhaled poisons
  and diseases.
  Liver/Kidneys: Artifice liver and kidneys grant a +2
  circumstance bonus on saving throws against
  ingested poisons and diseases. In addition,
  alcohol never causes the sickened condition and
  only induces intoxication unless the owner desires
  it.
  Stomach/Digestive System: The owner gains the
  uncanny ability to control his stomach and
  digestive system. This allows him to vomit on
  command or choose not to digest a swallowed
  object. An artifice stomach can safely digest
  normally inedible objects, but dangerous objects
  like knives can still prove problematic.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects,
  heart ofthe metal, remove sickness; Cost 1 ,000 gp
  Artifice Prosthesis
  Aura moderate transmutation; CL 11 th
  Slot none; Price 800 gp; Weight 1 lb. (hand/foot), 5
  lbs. (partial limb), or 9 lbs. (full limb)
  DESCRIPTION
  This functions as an artifice limb built specifically to
  replace the basic functionality of a lost limb rather than
  fully replicate or exceed its original power and
  precision. The prosthesis cannot have any
  modifications and has effective Strength and Dexterity
  scores of 8 for the purpose of any task utilizing the
  limb such as attack rolls, damage rolls, ability checks,
  and skill checks. An individual utilizing one or more leg
  prosthesis has a 5-foot penalty to movement speed as
  the device has less performance than a normal leg.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects,
  bull’s strength; Cost 400 gp
  Barrier Evoker
  Aura strong evocation; CL 1 2th
  Slot none; Price 4,31 0 gp (lesser), 20,1 60 gp
  (greater); Weight 1 lb.
  DESCRIPTION
  Once per day, on command, this artifice conjures a
  barrier of energy that absorbs damage and grants
  temporary hit points to its owner. These temporary hit
  points are always deducted before any other
  temporary hit points possessed by the owner. If these
  temporary hit points completely absorb an attack’s
  damage, the attack is treated as a miss for the
  purpose of effects that trigger on a hit. The temporary
  hit points last for 1 2 hours.
  Two variants of this artifice exist. A lesser barrier
  evoker bestows 1 d1 0+1 0 temporary hit points. A
  greater barrier evoker bestows 2d1 0+1 2 temporary hit
  points.
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater false life,
  wall offorce; Cost 2,1 55 gp (lesser), 1 0,080 gp
  (greater)
  Bone Lacing
  Aura moderate transmutation; CL 1 0th
  Artifice Organ
  Artifice Prosthesis
  Barrier Evoker
  Bone Lacing
  
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  Slot none; Price 1 ,000 gp (+0), 9,000 gp (+1 ), 33,000
  gp (+2), 73,000 gp (+3), 1 29,000 gp (+4), 201 ,000 gp
  (+5); Weight 20 lbs.
  DESCRIPTION
  Installing this implant coats and reinforces a creature’s
  skeletal structure with artificial materials. An individual
  with this implant can deal lethal damage with unarmed
  strikes and gains a +4 circumstance bonus against
  spells and other effects that harm the target by
  breaking or manipulating bones. Any bony
  appendages also gain hardness 1 0 against attempts to
  sunder them. When installed, the weight of this implant
  does not count towards the creature’s carrying
  capacity.
  Bone lacing can also provide a +1 to +5 enhancement
  bonus to attack and damage rolls using unarmed
  strikes and natural weapons. This functions identically
  as an amulet ofmighty fists.
  CONSTRUCTION
  Requirements Craft Wondrous Item, greater magic
  fang, silk to steel, creator’s caster level must be at
  least three times the implant’s bonus, plus any
  requirements of the melee weapon abilities; Cost 500
  gp (+0), 4,500 gp (+1 ), 1 6,500 gp (+2), 36,500 gp (+3),
  64,500 gp (+4), 1 00,500 gp (+5)
  MODIFICATION
  A bone lacing implant can consist of special materials
  that allow an individual to bypass damage reduction
  thwarted by such materials. This adds to the price and
  cost of the implant that cannot be reduced by using an
  artifice core or another method of reducing the price
  and cost of artifice implants.
  Adamantine: No material can rival this precious metal
  that can make one’s bones virtually indestructible.
  Using this material allows unarmed strikes and bony
  natural weapons to ignore hardness less than 20.
  Price/Cost +7,500 gp
  Cold Iron: A creature with bones laced with this
  material will become a dangerous foe against fey and
  demonic creatures. Price/Cost +4,000 gp
  Mithral: This lightweight metal substitutes for
  alchemical silver, which is too weak to safely lace a
  skeletal structure. Price/Cost +1 ,000 gp
  Dermal Armor
  Aura faint transmutation; CL 5th
  Slot none; Price 4,000 gp (+1 ), 1 6,000 (+2), 36,000
  (+3), 64,000 gp (+4), 1 00,000 gp (+5); Weight 1 0 lbs.
  DESCRIPTION
  Implanting this artifice device layers the skin with
  protective materials such as runic tattoos with
  abjuration pigments, arcane-imbued fabrics, steel
  plates, or bone as appropriate for the artifice implant’s
  power source. The wearer gains an enhancement
  bonus to natural armor ranging from +1 to +5
  depending on the quality of the artifice implant. When
  installed, the weight of this implant does not count
  towards the creature’s carrying capacity.
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin,
  creator’s caster level must be at least three times the
  implant’s bonus; Cost 2,000 gp (+1 ), 8,000 (+2),
  1 8,000 (+3), 32,000 gp (+4), 50,000 gp (+5)
  Liminal Body
  Aura strong transmutation; CL 1 5th
  Slot none; Price 40,000 gp; Weight 1 00 lbs.
  DESCRIPTION
  This extreme implant replaces two legs with an
  artificial lower quadruped body in order to transform a
  creature with human-like anatomy into something akin
  to a centaur. A creature with this implant gains a +1 0
  bonus to its land speed and a +4 bonus to CMD
  against trip attempts. Its carrying capacity also
  increases based on the creature’s size category (see
  Carry Capacity in Pathfinder Roleplaying Game: Core
  Rulebook). The legs on this implant otherwise function
  as artifice limbs. The weight of this implant does not
  count against carrying capacity while implanted. The
  implant does not alter the number of magic item slots
  possessed by a creature.
  CONSTRUCTION
  Requirements Craft Wondrous Item, monstrous
  physique II; Cost 20,000 gp
  Muscle Enhancement
  Aura moderate transmutation; CL 8th
  Slot none; Price 8,000 gp (+2), 32,000 gp (+4), 72,000
  gp (+6); Weight 20 lbs.
  DESCRIPTION
  This artifice implant supports, augments, and/or
  replaces existing muscle fiber with arcane runes,
  mechanical pistons, or synthetic fibers as appropriate
  for its associated power source. This grants an
  enhancement bonus to Strength equal to +2, +4, or +6
  Dermal Armor
  Liminal Body
  Muscle Enhancement
  
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  depending on the quality. This is a temporary bonus
  until 24 hours after installation. The weight of this
  implant does not count against carry capacity while
  installed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s
  endurance; Cost 4,000 gp (+2), 1 6,000 gp (+4),
  36,000 gp (+6)
  Reaction Enhancement
  Aura moderate transmutation; CL 8th
  Slot none; Price 8,000 gp (+2), 32,000 gp (+4),
  72,000 gp (+6); Weight 5 lbs.
  DESCRIPTION
  This artifice implant layers ligaments and tendons with
  highly reactive enablers to increase reflexive,
  precision, and elegance of movement. This grants an
  enhancement bonus to Dexterity equal to +2, +4, or +6
  depending on the quality. This is a temporary bonus
  until 24 hours after installation. The weight of this
  implant does not count against carry capacity while
  installed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace;
  Cost 4,000 gp (+2), 1 6,000 gp (+4), 36,000 gp (+6)
  Skill Implant
  Aura enchantment; CL 5th
  Slot none; Price 200 gp (+1 ), 800 gp (+2), 1 ,800 gp
  (+3), 3,200 (+4), 5,000 gp (+5); Weight —
  DESCRIPTION
  This implant attaches an artifice containing the
  memories of a skilled practitioner and infuses the
  knowledge and instincts into its subject. An individual
  with this implant gains a +1 to +5 competence bonus
  on skill checks for a single skill chosen when the
  implant is crafted. For skills with subcategories (such
  as Craft and Knowledge), a skill implant’s bonus only
  applies to a single subcategory chosen at the implant’s
  creation.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bestow insight,
  share memory, creator must have a number of ranks in
  the skill equal to the implant’s bonus; Cost 1 00 gp
  (+1 ), 400 gp (+2), 900 gp (+3), 1 ,600 (+4), 2,500 gp
  (+5)
  Weapon Implant
  Aura transmutation; CL 5th
  Slot none; Price 5,000 gp (special); Weight 1 lb.
  (special)
  DESCRIPTION
  This implant integrates a one-handed melee weapon,
  a light melee weapon, or a ranged projectile weapon
  that can be wielded in a single hand to an arm. The
  device possesses ports for reloading a ranged
  weapon. This weapon remains hidden until drawn as a
  swift action and can be retracted as a move action.
  The weapon remains well concealed while retracted
  and requires a thorough search to find (Perception DC
  25). However, the implant itself appears obvious as an
  artificial device permanently attached to the arm. Like
  an artiforged integrated weapon, an implanted weapon
  can be sundered, but not disarmed. Unlike an
  integrated weapon, the weapon cannot be changed
  when the implant is created and adds to the implant’s
  cost, price, and weight.
  CONSTRUCTION
  Requirements Craft Wondrous Item, absorbing touch;
  Cost 2,500 gp (special)
  Vital Enhancement
  Aura moderate transmutation; CL 8th
  Slot none; Price 8,000 gp (+2), 32,000 gp (+4), 72,000
  gp (+6); Weight 5 lbs.
  DESCRIPTION
  This implant attaches to the heart, lungs, and other
  vital organs in order to ensure their health, provide
  redundancies, and increase efficiency of their function.
  This grants an enhancement bonus to Constitution
  equal to +2, +4, or +6 depending on the quality. This is
  a temporary bonus until 24 hours after installation. The
  weight of this implant does not count against carry
  capacity while installed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bear’s
  endurance; Cost 4,000 gp (+2), 1 6,000 gp (+4),
  36,000 gp (+6)
  Reaction Enhancement
  Skill Implant
  Weapon Implant
  Vital Enhancement
  
  EEQQU
  UIIPPM
  MEENNTT
  Magical Armor & Weapons
  Powered (Armor Special Ability)
  Price +1 bonus; Aura moderate transmutation; CL
  1 0th; Weight —
  DESCRIPTION
  This ability integrates a type of artiforged source power
  into the armor (but not a shield) to grant it
  characteristics befitting that source. Thus, a +1
  breastplate might become a +1 clockwork powered
  breastplate.
  As a free action when attacked, the wearer can raise
  the armor’s tension by 1 to increase its enhancement
  bonus to AC by +2 and gain DR 2/— until the end of
  the enemy creature’s turn. This cannot be used again
  until the tension is relieved after 24 hours or a make
  whole spell is cast on the armor. An artiforged that
  integrates a powered armor matching his power
  source can raise his tension by 2 in place of raising the
  armor’s tension. This ability cannot be used multiple
  times on the same turn.
  An artiforged with the armor configuration class feature
  can also install one additional configuration to a
  powered armor integrated to his body.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, effortless
  armor; Cost +1 bonus
  Powered (Weapon Special Ability)
  Price +1 bonus; Aura moderate transmutation; CL
  1 0th; Weight —
  DESCRIPTION
  This ability integrates a type of artiforged source power
  into the weapon to grant it characteristics befitting that
  source. Thus, a +1 longsword might become a +1
  clockwork powered longsword.
  As a free action, the wielder can raise the weapon’s
  tension by 1 in order to increase its enhancement
  bonus by +2 for a single attack. This cannot be used
  again until the tension is relieved after 24 hours or a
  make whole spell is cast on the weapon. An artiforged
  that integrates a powered weapon matching his power
  source can raise his tension by 2 in place of raising the
  weapon’s tension for an attack. This ability cannot be
  used multiple times on the same attack.
  While having no tension, a powered weapon provides
  an additional ability in the hands of an artiforged with
  the same power source as its own. The artiforged
  treats such a powered weapon as an integrated
  weapon for the purpose of the power surge and flurry
  assault class features as well as the source power
  gained at 1 st level. An artiforged cannot gain these
  benefits if he possesses an archetype that replaces
  the integrated weapon class feature or restricts which
  weapons benefit from the power surge and flurry
  assault class features.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, magic
  weapon; Cost +1 bonus
  Magic Items
  Integration Socket
  Aura moderate transmutation; CL 9th
  Slot none; Price 4,000 gp; Weight 1 lb.
  DESCRIPTION
  Having the appearance of a spider with characteristics
  of an artiforged power source, this device possesses a
  socket that allows an artiforged to more easily attach
  and detach integrated weapons. Attaching this device
  to a weapon takes 1 hour of work. A weapon integrated
  with this device only takes 1 minute to attach or detach
  as an integrated weapon. In addition, the weapon
  takes no damage when detaching from the artiforged
  and does not gain the broken condition. However, a
  weapon with the socket attached becomes unusable
  when not integrated and must be wielded in an
  improvised manner. Detaching an integration socket
  from a weapon takes 1 hour and deals 1 + half the
  weapon’s maximum hit points which causes it to gain
  the broken condition.
  CONSTRUCTION
  Requirements Craft Wondrous Item, call weapon,
  versatile weapon; Cost 2,000 gp
  Magical Armor &
  Weapons
  Powered (Armor Spe-
  cial Ability)
  Powered (Weapon
  Special Ability)
  Magic Items
  Integration Socket
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
  HAANNDDBBOOOOKK
  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  NPC CODEX
  Artiforged exist within the world for adventuring parties
  to find and befriend or defeat. The following include
  several NPCs for GMs to use in a campaign as
  potential allies, challenges, or enemies. These
  characters also represent a sampling of the types of
  artiforged that can exist in a fantasy setting.
  Descriptions for several artiforged class features and
  archetype abilities have been provided for
  convenience.
  Scrapyard Goblin CR 1
  XP 400
  Goblin artiforged 2
  CN Small humanoid (goblinoid)
  Init +4; Senses low-light vision; Perception +0
  DEFENSE
  AC 1 9, touch 1 5, flat-footed 1 5 (+3 armor, +4 Dex, +1
  shield, +1 size)
  hp 1 8 (1 d1 0+1 )
  Fort +4, Ref +7, Will +0
  OFFENSE
  Speed 30 ft.
  Melee integrated dogslicer +7 (1 d4+4/1 9-20)
  Ranged shortbow +6 (1 d4/x3)
  Special Attacks flurry assault, power surge +1
  Power Source clockwork
  STATISTICS
  Str 1 2, Dex 1 9, Con 1 3, Int 1 4, Wis 1 0, Cha 6
  Base Atk +2; CMB +2; CMD 1 6
  Feats Weapon Finesse
  Skills Acrobatics +8, Craft (clockwork) +7, Disable
  Device +8, Intimidate +3, Knowledge (dungeoneering)
  +7, Knowledge (engineering) +7
  Languages Common, Goblin
  SQ artifice lore +1 , integrated weapon, tension (max
  3), upgrades (integrated finesse)
  Combat Gear potion ofcure light wounds, tanglefoot
  bags (2), thunderstone; Other Gear dogslicer,
  masterwork studded leather, masterwork shortbow
  with 20 arrows, 94 gp
  SPECIAL ABILITIES
  Clockwork Surge (Ex) The scrapyard goblin can raise
  his tension by 1 as a free action to begin or maintain a
  power surge for 1 round. During a power surge, he
  gains a +1 bonus on attack and damage rolls with
  integrated weapons, on Strength checks, and on
  Acrobatics, Climb, Escape Artist, Fly, and Swim skill
  checks. He also gains a +1 0 enhancement bonus to
  his land speed.
  DESCRIPTION
  Many talented and curious goblins enjoy plundering
  the mounds of discarded metal and broken mechanical
  devices to build elaborate contraptions prone to failure.
  Many of these failures result in grievous personal
  injury. A select number of such goblins take the
  opportunity to replace their lost limbs with deadly
  weaponry powered by clockwork mechanisms cobbled
  together from scrap.
  Elemental Archer CR 4
  XP 1 ,200
  Human artiforged (tank mauler) 5
  N Medium humanoid (human)
  Init +3; Senses Perception +2
  DEFENSE
  AC 1 9, touch 1 4, flat-footed 1 6 (+5 armor, +1
  deflection, +3 Dex)
  hp 39 (5d1 0+5)
  Fort +6, Ref +8, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +8 (1 d6+3/1 8–20)
  Ranged +1 integrated composite longbow +9
  (1 d8+3/x3) or longbow flurry assault +7/+7 (1 d8+3/x3)
  Special Attacks energy throw, flurry assault, power
  surge +2
  Power Source elemental (water)
  STATISTICS
  Str 1 4, Dex 1 6, Con 1 3, Int 8, Wis 1 0, Cha 1 4
  Base Atk +5; CMB +8; CMD 21
  Feats Deadly Aim, Manyshot, Point-Blank Shot,
  Precise Shot
  Skills Acrobatics +8, Climb +7, Heal +4, Intimidate
  +1 0, Knowledge (dungeoneering) +3, Knowledge
  (planes) +8, Perception +2
  Languages Aquan, Common
  SQ artifice lore +2, artiforging, heavy integrated
  weapon, integrated armor, tension (max 4) upgrades
  (penetrating shot, senselink)
  Combat Gear liquid ice (2), potion ofcure light
  wounds; Other Gear +1 chain shirt, +1 composite
  longbow (+2 Str), masterwork scimitar, 1 5 gp
  SPECIAL ABILITIES
  Elemental Surge (Su) The elemental archer can raise
  her tension by 1 as a free action to begin or maintain a
  power surge for 1 round. During a power surge, she
  NPC Codex
  Scrapyard Goblin CR 1 Elemental Archer CR 4
  
  NNPPCC CCOODDEEXX
  gains a +2 bonus on attack and damage rolls with her
  integrated weapons, on Strength checks, and on
  Acrobatics, Climb, Escape Artist, Fly, and Swim skill
  checks. Her longbow also gains the frost special ability
  during a power surge.
  Penetrating Shot (Ex) The elemental archer may
  raise her tension by 1 as a free action when making a
  ranged attack with an integrated weapon against a
  creature benefiting from cover (but not improved or
  total cover). The creature loses its bonuses to AC from
  cover against this attack, but takes reduced damage (if
  any) from the attack equal to the hardness of the
  object granting cover. If the obstacle is a creature that
  grants soft cover and the attack roll succeeds against
  the ACs of both creatures, then each creature takes
  half the result of the attack’s damage roll. Precision
  damage, the flaming special ability, and similar abilities
  only apply against the intended target.
  Senselink (Ex) The elemental archer’s integrated
  weapons gain sensors that allow her to perceive
  through her weaponry as an extension of her vision.
  She can use her weapons to see around corners, but
  any attacks made this way take a –4 penalty to attack
  rolls due to awkwardness. After a successful attack
  with an integrated weapon, the elemental archer may
  raise his tension by 1 as a free action in order to
  predict the target’s movements. The creature loses the
  benefit of concealment against her integrated weapon
  attacks until the beginning of the elemental archer’s
  next turn or until she attacks another target (whichever
  happens first).
  DESCRIPTION
  Elemental Archers unleash devastating barrages of
  arrows using weapons melded to their flesh and
  attuned to their senses and the energies within. Upon
  coming of age, each aspiring soldier of the Four Clans
  of Heaven and Earth undergo the harrowing procedure
  of carving a shard of an elemental into their heart.
  Those that survive the procedure can become
  augmented with artifacts attuned to the natural forces
  binding all matter in the universe.
  Warriors of the Frost Clan have the flesh and bone of
  a dominant limb transmuted into a construct of water
  and ice. This enables the warrior to crystalize her hand
  to merge with a weapon and imbue it with the energies
  flowing from the elemental source within her body. The
  weapon becomes a natural part of their body and
  senses.
  Augmented Assassin CR 7
  XP 3,200
  Elf artiforged (kagemashin) 8
  LE Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +6
  DEFENSE
  AC 1 9, touch 1 5, flat-footed 1 5 (+4 armor, +1
  deflection, +4 Dex)
  hp 60 (8d1 0+8)
  Fort +8, Ref +11 , Will +3; +2 vs. enchantments
  Defensive Abilities armor configuration (1 ;
  camouflage [urban]); Immune sleep
  OFFENSE
  Speed 30 ft., climb 1 5 ft.
  Melee +1 integrated wakizashi +1 4/+9 (1 d6+5/1 8–20)
  or wakizashi flurry assault +1 2/+1 2/+7 (1 d6+5/1 8–20)
  Ranged mwk integrated shuriken launcher +1 3/+8
  (1 d2+5) or shuriken flurry assault +11 /+11 /+6 (1 d2+5)
  Special Attacks flurry assault, power surge +2
  Power Source arcane
  STATISTICS
  Str 1 4, Dex 1 8, Con 1 2, Int 1 4, Wis 1 0, Cha 8
  Base Atk +8; CMB +1 0; CMD 25
  Feats Arcane Strike (integrated weapons only), Extra
  Upgrade (disguise), Extra Upgrade (extra integrated
  weapon), Power Attack, Weapon Finesse, Weapon
  Focus (wakizashi)
  Skills Acrobatics +1 5, Climb +1 7, Knowledge (arcana)
  +8, Perception +6, Sense Motive +5, Sleight of Hand
  +1 2, Stealth +1 2 (+1 4 in urban terrain), Use Magic
  Device +1 0
  Languages Common, Elven
  SQ agile power surge, artifice lore +4, artiforging,
  deadly finesse, integrated armor, tension (max 6)
  upgrades (climbing attachments, disguise, extra
  integrated weapon, integrated finesse, spring heels,
  stealth mode)
  Combat Gear potion ofcure moderate wounds, potion
  ofinvisibility (2); Other Gear +1 studded leather, +1
  wakizashi, cloak ofresistance +1, ring ofprotection +1,
  masterwork hand crossbow (integrated as a shuriken
  launcher), shurikens (20), spell component pouch
  SPECIAL ABILITIES
  Arcane Surge (Su) The augmented assassin can
  raise his tension by 1 as a free action to begin or
  maintain a power surge for 1 round. During a power
  surge, he gains a +2 bonus on attack and damage rolls
  with his integrated weapons, on Strength checks, and
  on Acrobatics, Climb, Escape Artist, Fly, and Swim skill
  checks.
  Augmented Assassin
  CR 7
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
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  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  During a power surge, the augmented assassin also
  gains the benefits of the Arcane Strike feat, adding an
  additional +2 points of damage and inflicting an arcane
  mark for 1 round. Any allies that strike the marked
  target also deal Arcane Strike’s bonus damage.
  Crippling Mark (Su) The augmented assassin may
  raise his tension by 1 as an immediate action to cripple
  a creature marked by arcane surge. The creature
  receives a –2 penalty on attack rolls and saving throws
  against spells, spell-like abilities, supernatural abilities,
  and his artiforged class features. This lasts until the
  end of the creature’s next turn.
  Spring Heels (Ex) While his power source is not
  disabled, the augmented assassin is considered as
  having a running start when jumping. During a power
  surge, he gains a +8 bonus to Acrobatics checks to
  jump. He never takes damage from falling deliberately
  from a height equal to or less than 80 feet.
  The augmented assassin can raise his tension by 1 to
  make a powerful leap as a standard action. Until the
  end of his movement, he gains a fly speed of 40 feet
  (30 feet if his movement speed is hindered by armor or
  carrying a medium or heavy load). He has clumsy
  maneuverability, cannot hover, and cannot change
  direction unless he propels himself using an adjacent
  wall or other means. During this leap, he may use his
  Acrobatics skill instead of Fly for any Fly checks.
  During a power surge, the augmented assassin may
  perform this powerful leap as a move action.
  Stealth Mode (Ex) During a power surge, the
  augmented assassin’s stealth mode upgrade grants
  him concealment (20% miss chance) that can be
  thwarted by effects that negate invisibility.
  DESCRIPTION
  Assassins under the employ of the Syndicate of the
  Arcane Shadow have been rumored to leap over
  buildings, climb walls, blend into surroundings using
  arcane devices, and strike with unparalleled speed.
  Armed with blades and shuriken launchers integrated
  into their bodies, these assassins are known to leave
  sigils on victims that magically burn and cripple their
  ability to defend and retaliate.
  Syndicate of the Arcane Shadow recruit operatives by
  approaching skilled warriors and assassins that suffer
  career-ending injuries, sometimes secretly inflicted by
  members of the Syndicate itself. In return for the
  assassin’s loyalty, the Syndicate employs its coven of
  powerful mages and artificers to repair the recruit’s
  broken body and augment it with a number of arcane
  devices that transform the operative into the supreme
  killing machine.
  The assassin is reborn to continue his career and
  need only carry out the occasional order that furthers
  the Syndicate’s enigmatic agenda. Breaking this
  loyalty results in the operative having his
  augmentations and life support artifice stripped
  away, leaving the defector to his death.
  Steam Rider CR 10
  XP 9,600
  Dwarf artiforged (tank mauler) 11
  LG Medium humanoid (dwarf)
  Init +1 ; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 26, touch 1 2, flat-footed 25 (+1 0 armor, +1
  Steam Rider CR 1 0
  
  NNPPCC CCOODDEEXX
  deflection, +1 Dex, +1 natural, +3 shield)
  hp 1 03 (11 d1 0+33)
  Fort +1 2, Ref +1 0, Will +5; +2 vs. poison, spells, and
  spell-like abilities
  DR 2/adamantine; Defensive Abilities armor
  configuration (2; fortified, maneuverable [Ride]),
  defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 integrated lance +1 6/+11 /+6 (1 d8+5/x3) or
  lance flurry assault +1 4/+1 4/+9/+4 (1 d8+5/x3)
  Ranged thrown +1 integrated lance +1 3/+8+3 (1 d8+5)
  Special Attacks flurry assault, power surge +3
  Power Source steam
  STATISTICS
  Str 1 8, Dex 1 2, Con 1 6, Int 1 4, Wis 1 0, Cha 8
  Base Atk +11 ; CMB +1 5; CMD 27
  Feats Mounted Combat, Mounted Shield, Power
  Attack, Ride-By-Attack, Shield Focus, Spirited Charge
  Skills Acrobatics +9, Climb +1 2, Craft (armor) +6,
  Handle Animal +11 , Knowledge (engineering) +1 0,
  Knowledge (history) +1 0, Perception +11 , Ride +1 5
  Languages Common, Dwarf, Giant, Undercommon
  SQ artifice lore +5, artiforging, heavy integrated
  weapon, integrated armor, tension (max 6) upgrades
  (advanced thrusters, deflection barrier, extending
  mechanism, integrated shield, thrusters)
  Combat Gear potion ofcure moderate wounds (2);
  Other Gear +1 lance, +1 full plate, +1 heavy shield,
  cloak ofresistance +2, ring ofprotection +1, supply of
  water and wood; Artifice Implants tapped steam
  dermal armor +1, tapped steam muscle enhancement
  +2
  SPECIAL ABILITIES
  Heat Aura (Ex) Whenever the steam rider raises his
  tension, the heated air generated by his power source
  obscures vision of him, granting him 20% concealment
  for 1 round.
  Steam Surge (Ex) The steam rider can raise his
  tension by 1 as a free action to begin or maintain a
  power surge for 1 round. During a power surge, he
  gains a +3 bonus on attack and damage rolls with his
  integrated weapons, on Strength checks, and on
  Acrobatics, Climb, Escape Artist, Fly, and Swim skill
  checks. This bonus doubles when charging or on the
  first attack during a full-attack action, and the steam
  rider adds 1 -1 /2 times his Strength modifier to the
  integrated melee damage roll instead of only his full
  Strength modifier.
  Steam Trail (Ex) During a power surge, steam rider
  can choose to leave behind a trail of steam. Squares
  he exits become filled with vapor similar to obscuring
  mist for 1 round.
  Thrusters (Ex) The steam rider has the advanced
  thrusters upgrade that allow him to fly up to 40 feet
  (clumsy maneuverability) as a move action during a
  power surge. He takes a –4 penalty to Stealth checks
  while these thrusters are in use.
  DESCRIPTION
  The dwarven steam riders form an elite legion of
  mounted lancers using alchemical furnaces grafted to
  their bodies. These steampowered augmentations
  transform the riders into devastating frontliners, often
  regarded as “living siege weapons” by enemies
  witnessing their strength and speed. The strongest of
  the riders replace entire limbs with lances and possess
  a power source strong enough to propel them into the
  air using steam jets. Some riders defy expectations by
  arming their steeds with a steam power source of their
  own.
  Kensei Master CR 13
  XP 25,600
  Human artiforged (sourcebound) 1 4
  LN Medium humanoid (human)
  Init +5; Senses Perception +1 2
  DEFENSE
  AC 22, touch 1 2, flat-footed 1 8 (+6 armor, +1
  deflection, +4 Dex, +1 natural)
  hp 1 02 (1 4d1 0+1 4)
  Fort +11 , Ref +1 5, Will +7
  DR 3/adamantine; Defensive Abilities deflection
  barrier (deflection bonus increases to +4 against
  ranged attacks during power surge), natural surge (+4
  natural armor bonus to AC during power surge)
  OFFENSE
  Speed 30 ft.
  Melee +4 natural source katana +23/+1 8/+1 3
  (1 d8+9/1 5–20) or katana flurry assault +21 /+1 6/+11
  (1 d8+9/1 5–20)
  Special Attacks flurry assault, power surge +3, vine
  bolt
  Power Source natural
  STATISTICS
  Str 1 4, Dex 20, Con 1 3, Int 8, Wis 1 4, Cha 1 0
  Base Atk +1 4; CMB +1 6; CMD 31
  Feats Combat Reflexes, Exotic Weapon Proficiency
  (katana), Improved Critical (katana), Power Attack,
  Slashing Grace, Weapon Finesse, Weapon Focus
  Kensei Master CR 1 3
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
  HAANNDDBBOOOOKK
  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  (katana)
  Skills Acrobatics +1 5, Climb +9, Diplomacy +5,
  Knowledge (nature) +7, Linguistics +1 , Perception
  +1 2, Profession (botanist) +6, Sense Motive +1 5,
  Stealth +11 , Use Magic Device +7
  Languages Celestial, Common, Elven
  SQ artifice lore +7, artiforging, integrated armor,
  source weapon +4, tension (max 9), upgrades (agile
  deflection, deflection barrier, intelligent weapon),
  weapon configuration (3 points)
  Combat Gear potion ofcure serious wounds (2),
  potion offly, potion ofinvisibility; Other Gear +3 hide
  shirt, cloak ofresistance +1, masterwork tools for
  Profession (herbalist); Artifice Implants natural
  artifice limb (1 full arm) with iron grip mod, natural
  artifice organ (heart), natural artifice eyes with
  behavioral analysis mod, tapped natural barrier
  evoker, tapped natural dermal armor +1
  SPECIAL ABILITIES
  Agile Deflection (Ex) When a ranged attack is
  performed against the kensei, she can raise his
  tension by 1 to deflect the thrown weapon or
  ammunition out of the air so the target takes no
  damage. As an attack of opportunity, she makes an
  integrated melee attack roll at her highest base attack
  bonus. If the attack roll is greater than the attack roll of
  the incoming ranged attack, the attack is deflected.
  The kensei must be aware of this attack and not flat-
  footed. Unusually massive ranged weapons (such as
  boulders or siege weapons) and ranged attacks
  created by spell effects cannot be deflected.
  Natural Surge (Su) The kensei can raise her tension
  by 1 as a free action to begin or maintain a power
  surge for 1 round. During a power surge, she gains a
  +3 bonus on attack and damage rolls with her source
  weapon, on Strength checks, and on Acrobatics,
  Climb, Escape Artist, Fly, and Swim skill checks. She
  also gains a +4 natural armor bonus to AC during a
  power surge.
  Thorny Trail (Su) When beginning a natural surge,
  the kensei can choose to leave behind a 5-foot-wide
  path of thorny vegetation on the ground she treads
  that lasts for 1 round. This path is considered difficult
  terrain, and creatures that move through it must
  succeed on a DC 1 9 Reflex save or suffer the effects
  as if they stepped on caltrops. A thorny trail may only
  grow on ground where plants could feasibly grow, such
  as soil, a forest bed, or cobblestone with enough gaps
  between each stone for vegetation to sprout.
  Vine Bolt (Su) The kensei can fling an entangling
  strand of leaves from her arm as a ranged attack with
  a 1 0-foot range increment. On a successful ranged
  touch attack, a creature hit becomes entangled until
  they remove the vines as a standard action. If not
  removed, the vines naturally wither away after 3
  rounds. The kensei may use vine bolt in place of an
  attack during flurry assault.
  DESCRIPTION
  At the apex of her mastery in swordsmanship, the
  kensei obtained a sword constructed of mythical
  elderwood that contained a lifesource from the natural
  world. The weapon was a living, breathing thing. The
  kensei believed that — like all living things — the
  weapon needed another lifeform to survive. Thus, the
  kensei augmented her body with wood from the same
  tree that birthed the sword to properly bond with it.
  As time passed and she felled foes using the
  empowered weapon, the kensei attuned her spirit with
  the weapon and even replacing limbs with constructs
  of the same material – including her own beating heart.
  In return, the weapon and the augmentations provided
  her a number of unique abilities, such as leaving
  behind a trail of thorns to protect her from pursuing
  enemies. The two became a single unit and formed
  one of the greatest swords-women.
  Signum Grandmaster CR 16
  XP 76,800
  Runari artiforged 1 7
  N Medium humanoid (runari)
  Init +2; Senses Perception +1 4
  DEFENSE
  AC 29, touch 1 4, flat-footed 27 (+9 armor, +2
  deflection, +2 Dex, +2 natural, +4 shield)
  hp 1 57 (1 7d1 0+51 )
  Fort +1 5, Ref +1 4, Will +6
  DR 5/adamantine; Defensive Abilities armor
  configuration (3; fortified [3]), 75% to negate critical
  hits
  OFFENSE
  Speed 40 ft.
  Melee +3 integrated adamantine gauntlet
  +24/+1 9/+1 4/+9 (1 d6+7/1 9–20) or gauntlet flurry
  assault +22/+22/+1 7/+1 2/+7
  Ranged +2 integrated sling +21 /+1 6/+11 /+6 (1 d4+6) or
  sling flurry assault +1 9/+1 9/+1 4/+9/+4 (1 d4+6)
  Signum Grandmaster
  CR 1 6
  
  NNPPCC CCOODDEEXX
  Special Attacks flurry assault, power surge +4
  Spell-Like Abilities (CL 1 7th, Concentration +20)
  1 /day enlarge person
  Power Source arcane
  STATISTICS
  Str 1 8, Dex 1 4, Con 1 6, Int 1 6, Wis 8, Cha 8
  Base Atk +1 7; CMB +21 ; CMD 35
  Feats Bludgeoner, Deadly Aim, Enforcer, Extra
  Upgrade (internal storage), Greater Bull Rush,
  Improved Bull Rush, Improved Critical (gauntlet),
  Power Attack, Weapon Focus (gauntlet)
  Skills Acrobatics +1 9, Climb +1 6, Diplomacy +5,
  Intimidate +1 8, Knowledge (arcana) +1 4, Knowledge
  (engineering) +1 4, Perception +1 4, Profession
  (soldier) +4, Use Magic Device +20
  Languages Common, Runari
  SQ artifice lore +8, artiforging, integrated weapon,
  integrated armor, tension (max 11 ) upgrades
  (advanced shattering charge, advanced spring heels,
  advanced terrain breaker, extra integrated weapon,
  internal storage, shattering charge, spell trigger
  chamber, spring heels, terrain breaker)
  Combat Gear potion oflesser restoration (3), wand of
  cure serious wounds (1 0 charges), wand ofabundant
  ammunition (50 charges); Other Gear +3 adamantine
  gauntlet, +3 buckler, +3 mithral breastplate, cloak of
  resistance +2, headband ofvast intelligence +2, ring of
  protection +2, spell component pouch; Artifice
  Implants arcane artifice limbs (1 full arm, 2 half legs)
  with strider heels mod, tapped arcane dermal armor
  +2, tapped arcane muscle enhancement +2
  SPECIAL ABILITIES
  Arcane Surge (Su) The Signum grandmaster can
  raise his tension by 1 as a free action to begin or
  maintain a power surge for 1 round. During a power
  surge, he gains a +4 bonus on attack and damage
  rolls with his integrated weapons, on Strength checks,
  and on Acrobatics, Climb, Escape Artist, Fly, and Swim
  skill checks.
  During a power surge, the signum grandmaster also
  gains the benefits of the Arcane Strike feat, adding an
  additional +4 points of damage and inflicting an arcane
  mark for 1 round. Any allies that strike the marked
  target also deal Arcane Strike’s bonus damage.
  Crippling Mark (Su) The Signum grandmaster may
  raise his tension by 1 as an immediate action to cripple
  a creature marked by arcane surge. The creature
  receives a –4 penalty on attack rolls and saving throws
  against spells, spell-like abilities, supernatural abilities,
  and his artiforged class features. This lasts until the
  end of the creature’s next turn.
  Dispelling Strike (Su) The Signum grandmaster may
  raise his tension by 2 as a swift action to imbue his
  integrated weapon with energy disruptive to magic.
  The next creature or object struck by the weapon
  within 1 minute becomes subject of a targeted dispel
  magic with a caster level of 1 7.
  Shattering Charge (Ex) As a free action during
  movement, the Signum grandmaster may raise his
  tension by 1 in attempt to attack or break an object that
  obstructs his path. He may attempt this on an object
  large enough to grant a creature of his size cover, but
  not large enough to grant improved cover or total
  cover. If the he breaks or destroys this object, it no
  longer obstructs his path and he may continue his
  movement uninterrupted (even if charging).
  The grandmaster may raise his tension by 2 (instead
  of 1 ) while using shattering charge to make a break or
  attack any object of his size category or smaller. If an
  object obstructs his line of sight to a creature and he
  successfully discerns the creature’s location using a
  Perception check, he may charge that creature and
  use shattering charge as necessary to attack or break
  the object.
  Spring Heels (Ex) While his power source is not
  disabled, the Signum grandmaster is considered as
  having a running start when jumping. During a power
  surge, he gains a +8 bonus to Acrobatics checks to
  jump. He never takes damage from falling deliberately
  from a height equal to or less than 1 70 feet.
  The Signum grandmaster can raise his tension by 1 to
  make a powerful leap as a standard action. Until the
  end of his movement, he gains a fly speed of 30 feet
  (increased to 40 feet if he raises his tension by 2
  instead of 1 ). He has clumsy maneuverability, cannot
  hover, and cannot change direction unless he propels
  himself using an adjacent wall or other means. During
  this leap, he may use his Acrobatics skill instead of Fly
  for any Fly checks.
  During a power surge, the signum grandmaster may
  perform this powerful leap as a move action. The
  Signum grandmaster may perform a powerful leap as
  the movement of a charge. He may attempt to use his
  break terrain upgrade as a free action (without
  replacing an attack) when landing on solid ground at
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
  HAANNDDBBOOOOKK
  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  the end of the powerful leap’s movement.
  DESCRIPTION
  Grandmasters of the Signum Elite represent the
  highest class of augmented warriors in Signum, a
  reclusive city of magical technology crafted by the
  runari people. Believing themselves as descendants of
  constructs given flesh by their goddess, the runari
  possess a unique perspective on artifice such that
  intelligent items possess the same rights as organic
  citizens. Even constructs carry sacred significance as
  individuals deserving respect as any living creature.
  Signum honors members of the guard and military that
  suffer grievous injury in the line of duty. Such
  individuals become Signum Elites, augmented with
  stone prosthetics covered with arcane sigils. The
  Grandmasters rise as the highest rank of Signum
  Elites with most of their limbs replaced with artifice as
  a result of a long career of selfless heroism. The
  Grandmasters charge into battle as half-construct
  juggernauts, smashing through fortifications and
  leaping great distances to break enemy lines.
  Testament CR 19
  XP 307,200
  Human artiforged (devout machina, forged fist) 20
  N Medium humanoid (human)
  Init +3; Senses Darkvision 60 ft.; Perception +24
  DEFENSE
  AC 28, touch 1 5, flat-footed 25 (+11 armor, +2
  deflection, +3 Dex, +2 natural)
  hp 1 84 (20d1 0+60)
  Fort +1 7, Ref +1 7, Will +1 2
  DR 6/adamantine; Defensive Abilities armor
  configuration (4; camouflage [urban], fortified [3]),
  75% to negate critical hits
  OFFENSE
  Speed 40 ft.; climb 20 ft.; fly 60 ft. (during power
  surge)
  Melee +3 adamantine unarmed strikes
  +28/+23/+1 8/+1 3 (1 d6+7) or unarmed flurry assault
  +26/+26/+21 /+21 /+1 6/+1 6/+11 (1 d6+7)
  Special Attacks power surge +5, unarmed flurry
  assault
  Constant endure elements, magic circle against
  chaos (CL 20th)
  Paladin Spells Prepared (CL 1 7th; Concentration
  +21 )
  4th—break enchantment, forceful strike, restoration
  3rd—daylight, greater magic weapon, prayer, remove
  blindness/deafness
  2nd—eagle’s splendor (2), resist energy, zone oftruth
  1 st—divine favor (3), lesser restoration (2)
  Power Source divine
  STATISTICS
  Str 1 8, Dex 1 6, Con 1 6, Int 1 3, Wis 1 8, Cha 8
  Base Atk +20; CMB +24; CMD 39
  Feats Combat Expertise, Improved Critical, Improved
  Reposition, Improved Trip, Medium Armor Proficiency,
  Power Attack, Pummeling Bully, Pummeling Charge,
  Pummeling Style, Weapon Focus (unarmed strike)
  Skills Acrobatics +23, Climb +1 9, Diplomacy +9, Heal
  +1 7, Intimidate +1 2, Knowledge (religion) +24,
  Perception +24, Sense Motive +1 9, Use Magic Device
  +1 6
  Languages Celestial, Common
  SQ artifice lore +1 0, artiforging, augmented unarmed
  strikes, forged perfection, integrated armor, tension
  (max 1 4), upgrades (agile deflection, disguise,
  climbing attachments, life support)
  Combat Gear potion ofhaste, wand ofmake whole
  (50 charges); Other Gear +3 adamantine gauntlets
  (2), +5 mithral agile breastplate, cloak ofresistance
  +2, headband ofinspired wisdom +2, ring ofprotection
  +2; Artifice Implants divine artifice limbs (2 full legs)
  with strider heels mod, divine muscle enhancement +2,
  divine reaction enhancement +2, divine vital
  enhancement +2, tapped divine artifice eyes with
  darkvision and vision enhancement mods, tapped
  divine dermal armor +2
  SPECIAL ABILITIES
  Agile Deflection (Ex) When a ranged attack is
  performed against Testament, he can raise his tension
  by 1 to deflect the thrown weapon or ammunition out of
  the air so the target takes no damage. As an attack of
  opportunity, he makes an integrated melee attack roll
  at his highest base attack bonus. If the attack roll is
  greater than the attack roll of the incoming ranged
  attack, the attack is deflected. Testament must be
  aware of this attack and not flat-footed. Unusually
  massive ranged weapons (such as boulders or siege
  weapons) and ranged attacks created by spell effects
  cannot be deflected.
  Blessing of the Source (Su) During a power surge,
  Testament can raise his tension by 1 as a swift action
  to add a +5 sacred bonus to all saving throws until the
  beginning of his next turn. Allies within 30 feet gain half
  this bonus (or a full bonus if Testament raises his
  tension by 2 instead of 1 ).
  Divine Surge (Su) Testament can raise his tension by
  1 as a free action to begin or maintain a power surge
  for 1 round. During a power surge, he gains a +5
  Testament CR 1 9
  
  NNPPCC CCOODDEEXX
  bonus on attack and damage rolls with his integrated
  weapons, on Strength checks, and on Acrobatics,
  Climb, Escape Artist, Fly, and Swim skill checks.
  During a power surge, he gains the effects of fly and
  his augmented unarmed strikes gain the axiomatic
  special ability.
  Forged Perfection (Ex) For effects that differ
  depending on creature type (such as a ranger’s
  favored enemy, bane weapons, and the make whole
  spell), Testament is treated as either a construct or a
  humanoid with the human subtype, whichever is more
  favorable for him.
  Living Altar (Su) Up to 20 non-hostile creatures may
  pray to Testament’s faith within his presence while he
  performs maintenance on his power source. Each
  creature receives a +6 sacred bonus on a single skill
  check performed within the next 24 hours or until
  Testament performs maintenance on his power source
  again (whichever happens first). The decision to use
  the bonus must be made before attempting the check.
  Mimic (Ex) When using the disguise upgrade,
  Testament can raise his tension by 2 (instead of 1 ) to
  assume the shape of an object matching his size
  category or having one size category less than his
  own. While in this form, he has a land speed of 1 0 feet
  and gains a +1 0 bonus on Disguise checks to appear
  as an ordinary object. This bonus increases to +20
  when Testament assumes the shape of an altar, holy
  symbol, or other religious item. Regardless of shape,
  the assumed appearance feels as hard as mithral (or
  whatever the material of his integrated armor) and has
  a similar texture.
  DESCRIPTION
  Legends say the entity known as Testament was once
  a human male that traveled the world seeking
  enlightenment and perfection of both mind and body.
  When the flesh failed him, the man grafted religious
  symbols and artifice to his body, which only furthered
  his faith. Uncertainty arises as to how much of
  Testament’s original body remains. He seems more of
  a machine powered by divine magic that resembles a
  man made of perfectly sculpted mithral with prayers
  and religious symbols engraved in his hardened skin.
  On occasion, Testament enters deep trances that last
  for decades while remaining so still that many mistake
  him as a statue. On one occasion, he rose from his
  meditation to find an entire shrine and religion
  dedicated to his faith and perfect form, leaving many
  faithful startled and joyous. Forces of cosmic chaos
  and blasphemy stir Testament into action to utilize
  ancient martial arts techniques.
  
  AARRTTIIFFOORRGGEEDD CCLLAASSSS H
  HAANNDDBBOOOOKK
  Introduction
  Artiforged
  Archetypes
  Advanced
  Options
  Equipment
  NPC Codex
  Appendix
  Upgrade
  Prerequisites
  Benefits
  Climbing Attachments
  Gain a climb speed
  Deflection Barrier
  During a power surge, gain a deflection bonus against ranged attacks.
  Disguise
  Hide your augmentations and integrated weapons
  Extending Mechanism
  Integrated melee weapons can be launched and reeled back with a
  chain.
  Extra Integrated
  Weapon
  Can integrate an additional weapon
  Familiar
  Gain a familiar constructed from your power source
  Firearm Upgrade
  Gain proficiency in integrated firearms and can repair misfires by
  raising tension
  Grasping Weaponry
  Integrated melee weapons gain grappling and can grapple enemies by
  raising tension
  Improved Integrated
  Armor
  Integrated armor
  Can integrate heavy armor and gain an extra armor configuration
  Increased Damage
  Reduction
  Damage reduction
  Damage reduction increases. Increase damage reduction temporarily
  by raising tension
  Integrated Finesse
  Use Dexterity for damage rolls with integrated finesse weapons
  Integrated Grappling
  Hook
  Gain an integrated grappling hook that allows you to quickly reel
  yourself across the battlefield
  Integrated Shield
  Integrate a shield to your arm
  Internal Storage
  Store items in a hidden compartment inside of you and reload
  integrated weapons using stored ammunition
  Maneuver Programming
  Gain a combat maneuver feat
  Nonlethal Precision
  Deal nonlethal damage with integrated weapons.
  Penetrating Shot
  Raise tension to shoot through an enemy or a barrier
  Personal Archive
  Store a book or record inside your memory to recall information quickly
  Pile Driver
  Perform bull rush attempts with integrated melee weapons
  Poison Injection
  Store and apply poisons to an integrated weapon
  Senselink
  Perceive through your weapons to deny concealment after a
  successful attack
  Shattering Charge
  Raise tension to break through objects obstructing your movement
  Spike Missile
  Integrated armor
  Raise tension to shoot spike missles from your integrated armor
  spikes
  Spring Heels
  Gain a bonus on Acrobatics when jumping. At 6th level, raise tension
  to perform a powerful leap
  Stealth Mode
  Gain concealment during a power surge
  Swimming Attachments
  Gain a swim speed
  Telescopic Limbs
  Extend your limbs to increase reach at a penalty. Raise tension to
  negate this penalty
  Terrain Breaker
  Raise tension to create difficult terrain or lower a wall's Climb DC
  Thrusters
  Slow descent with thrusters. At 6th level, gain a fly speed during a
  power surge
  Vision
  Upgrade eyes to gain low-light vision and darkvision
  APPENDIX
  A. Upgrades List
  Appendix
  A. Upgrades List
  
  AAPPPPEENNDDIIXX
  B. Advanced Upgrades List
  Upgrade
  Prerequisites
  Benefits
  Active Camouflage
  Camouflage body to an environment to Stealth without needing
  concealment or cover
  Advanced Climbing
  Attachments
  Climbing
  attachments
  Climb speed improves and you can climb on ceilings
  Advanced Disguise
  Disguise
  The disguise upgrade can transform you into a humanoid
  Advanced Senselink
  Senselink
  Raise tension further with senselink to gain blindsight against a foe
  Advanced Shattering
  Charge
  Shattering charge
  Break through greater obstacles with shattering charge
  Advanced Spring Heels Spring heels
  Raise tension further with spring heels to increase jump distance
  Advanced Terrain
  Breaker
  Terrain breaker
  Raise tension further with terrain breaker to knock down foes
  Advanced Thrusters
  Thrusters
  Fly speed increases when using thrusters
  Agile Deflection
  Raise tension to deflect ranged attacks with an attack of opportunity
  Device Interface
  Gain a bonus on Use Magic Device. Can communicate with a touched
  device
  Inhuman Reflexes
  Increase number of attacks of opportunity
  Life Support
  Survive airless and hostile environments
  Mimic
  Disguise
  Assume the shape of inanimate objects using the disguise upgrade
  Mobility Form
  Transform into a highly mobile form with no limbs
  Self Destruct
  Denotate your power source to trigger a devastating explosion
  Sentinels
  Deploy Diminutive devices to spy from a distance
  Spell Trigger Chamber
  Store and utilize a spell trigger item inside of a chamber in your arm
  Turning Apparatus
  Raise tension to turn up to 90 degrees during a charge
  Transformative
  Weaponry
  Transform your integrated weapons in response to an enemy attack
  C. Power Source List
  Power Source
  Source Modifier
  Class Skill
  Arcane
  Intelligence
  Knowledge (arcana)
  Biological
  Intelligence
  Knowledge (nature)
  Blighted
  Charisma
  Knowledge (arcana)
  Clockwork
  Intelligence
  Knowledge (history)
  Cybernetic
  Intelligence
  Knowledge (history)
  Divine
  Wisdom
  Knowledge (religion)
  Elemental
  Charisma
  Knowledge (planes)
  Nanite
  Intelligence
  Knowledge (history)
  Natural
  Wisdom
  Knowledge (nature)
  Occult
  Wisdom
  Knowledge (religion)
  Solar
  Charisma
  Knowledge (planes)
  Steam
  Intelligence
  Knowledge (history)
  Unlife
  Charisma
  Knowledge (religion)
  B. Advanced Upgrades
  List
  C. Power Source List
  
  OOPPEENN GGAAM
  MEE LLIICCEENNSSEE VVEERRSSIIOONN 11..00AA
  The following text is the property ofWizards ofthe Coast, Inc. and is Copyright 2000 Wizards ofthe Coast, Inc ("Wizards"). All Rights Reserved.
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  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M.
  Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson,
  Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson,
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle,
  Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley
  Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim
  Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens,
  and Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.
  Artiforged Class Handbook © 2019, Rhetoric Studios, LLC
  
  The Artiforged is a 20-level base class allowing you to play a setting-adapable fantasy cyborg for the
  Pathfinder Roleplaying Game.
  As an Artiforged, you are an augmented warrior capable of wielding integrated weapons, donning armor grafted
  to your body, and overloading your system's power source to perform superhuman feats. Options take as many
  shapes as technologic across history. Fitting your character to a setting is simply a matter of choosing the right
  power source.
  Augment yourself with Artifice.
  Forge yourself into the ultimate warrior!
  The Artiforged Class Handbook includes:
  • The Artiforged, an all-new 20-level base class
  where you take the role of a warrior augmented
  with magical and/or scientific technology.
  • 1 3 flavorful power sources to fit your
  character into any era and campaign setting.
  • 1 0 Artiforged archetypes such as junkyard
  titan, forged fist, and beast machine.
  • 9 archetypes for other classes including the
  chrome paladin, gadget investigator, and iron
  hero vigilante.
  • Advanced options such as artifice implants,
  feats, traits, racial favored class bonuses, and
  variant multiclassing rules.
  • NPC codex containing Artiforged characters to
  function as allies or enemies.
  • And much, much more!
  Do you augment your body with magical devices? Do you
  "Frankenstein" yourself with undead body parts? Empower
  yourself with the beating heart of an elemental? Or do you
  utilize eldritch energies that literally merge your flesh with
  steel?
  With the Artiforged base class, you can create a unique
  technologically-enhanced character adding to the narrative
  of genres befitting any fantasy or science fantasy setting.
  However, a character need not become an Artiforged to dive
  into the life of augmentation. This volume also introduces a
  number of archetypes and equipment for existing classes in
  the Pathfinder Roleplaying Game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Legendary - Artiforged Class Handbook.pdf