TEXT: Web Enhancement 
  Tin Man Prestige Class
  Credits
  Designer – Ryan Costello, Jr.
  Publisher – Robert W. Thomson
  Logo Design - Kristen M. Collins
  Interior Artist - Juan Diego Dianderas
  Editing and Layout – Connie J. Thomson
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  Strategists and Tacticians Web Enhancement – Tin Man Prestige Class ©2010 4 Winds Fantasy Gaming. All Rights 
  Reserved. Strategists and Tacticians Web Enhancement is presented under the Open Game License. See page 4 for the 
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  2
  A 
  s widespread and sought-after as magic can 
  be, there are those who feel mortals lose that 
  which separates them from magical beasts 
  when they dabble in it. Oft-cited examples of the 
  negative consequences of mixing blood and magic are 
  adventurers with numerous magic prosthetics. Called 
  Tin Men regardless of gender or the nature of their 
  prosthetics, these reconstructed mortals are said to be 
  charmed by their own limbs. Prosthetics are controlled 
  by tapping a mortal mind with magic similar to that 
  which animates clockworks and constructs. Tap too 
  often and the magic can start to flow in both directions. 
  Whether through magical influence or an adaptation 
  to their new circumstances, over time Tin Men develop 
  similarities to mindless automatons. They shrug off 
  painful blows. They build up new immunities. They 
  continue to move when asleep, unconscious, or dying. 
  Despite being victims of circumstance, Tin Men 
  are not given sympathy from the public at large. The 
  clanking of their steps, the clicks as they move, the 
  scrapping sounds they make manipulating common 
  objects all remind others of their own fragility. Many 
  see only the metal and clay parts and the magic forgery, 
  neglecting the mortal heart and mind. 
  Role: Warriors make up the majority of Tin Men. 
  Their front line lifestyles lead to more lost limbs and 
  they benefit the most from construct-like abilities. 
  Enchanters very rarely study their own prosthetic limbs 
  to gain a better understanding of and influence over 
  creatures of the construct type.
  Hit Die: d10.
  Requirements
  To qualify to become a tin man, a character must fulfill 
  all the following criteria. 
  Base Attack Bonus:+5.
  Special: The character must have at least three 
  prosthetic limbs, at least one of which must be a magical 
  prosthetic. 
  Class Skills
  The tin man’s class skills are Climb (Str), Craft (Int), 
  Intimidate (Cha), Knowledge (engineering) (Int), and 
  Profession (Wis).
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features
  All of the following are class features of the tin man. 
  Weapon and Armor Proficiency: Tin men are 
  proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), and with 
  shields (except tower shields).
  Damage Reduction (Ex): Most adventurers 
  pretend they can shrug off the nicks and scratches 
  from near misses, but enough can eventually take them 
  down. Tin men have no feeling in their prosthetics; to a 
  tin man a near miss is a miss. Tin men gain DR/- equal 
  to the number of prosthetics they have. 
  Reconstructed Immune System (Ex): With 
  fewer limbs to keep healthy and germ free, a tin man’s 
  immune system becomes more efficient and focused. At 
  2nd level, a tin man gains a bonus against any effect 
  that requires a Fortitude save (unless the effect also 
  works on objects, or is harmless) equal to ½ his class 
  level. 
  Construct Empathy (Ex): At 3rd level, a tin man 
  can influence creatures of the construct type with mind-
  affecting effects and Charisma-based skill checks. 
  Repair Broken Prosthetics (Sp): The party 
  healer cannot help with everything a tin man needs. At 
  4th level, a tin man can cast make whole as a spell-like 
  ability 1/day to repair his own broken prosthetics. 
  Contingency (Su): The subconscious mind issues 
  commands to the body faster than the conscious mind 
  can process. At 5th level, a tin man reduced to negative 
  hit points can still make 1 move action each round for 
  a number of rounds equal to his class level, or until he 
  dies. 
  Repair Broken Equipment (Sp): At 6th level, a 
  tin man gains an additional daily use of his make whole 
  spell-like ability. He can target any equipment with this 
  spell-like ability, not just his own prosthetics. 
  Deconstructed Mind (Su): Once a tin man gains 
  greater influence over the movement of his prosthetics, 
  their magic begins to have greater influence over him. At 
  7th level a tin man becomes immune to mind-affecting 
  effects as a creature of the construct type. 
  Shielding Limbs (Ex): In desperate times, a 
  prosthetic limb can act as the thickest defense against 
  an incoming attack. At 8th level, a tin man can gain a 
  shield bonus to AC equal his class level as an immediate 
  action a number of times per day equal to the number of 
  Strategists and Tacticians
  Web Enhancement 
  Tin Man Prestige Class
  
  3
  prosthetics he possesses. Whenever he uses this ability, 
  one of his prosthetics (his choice) gains the broken 
  condition. 
  Programmed Response (Su): Prosthetic limbs 
  can react more quickly to instructions than mortal 
  limbs. At 9th level, when the tin man readies an 
  action in combat, his action occurs the next time 
  the conditions he specified are met before the 
  end of combat rather than any time before 
  his next action. 
  Deconstructed 
  Heart 
  (Su): 
  There is some truth to what the fear 
  mongers spread; a tin man can 
  be so affected by the magic 
  inherent in his prosthetics, 
  he loses his heart. At 10th 
  level, a tin man becomes 
  immune to death effects, 
  disease, paralysis, poison, 
  sleep, and stun effects, as 
  a creature of the construct 
  type.
  TABLE 1: TIN MAN
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +1
  +0
  +1
  Damage Reduction
  2nd
  +2
  +1
  +1
  +1
  Reconstructed immune system
  3rd
  +3
  +2
  +1
  +2
  Construct empathy
  4th
  +4
  +2
  +1
  +2
  Repair broken prosthetics
  5th
  +5
  +3
  +2
  +3
  Contingency
  6th
  +6
  +3
  +2
  +3
  Repair broken equipment
  7th
  +7
  +4
  +2
  +4
  Deconstructed mind
  8th
  +8
  +4
  +3
  +4
  Shielding limbs
  9th
  +9
  +5
  +3
  +5
  Programmed response
  10th
  +10
  +5
  +3
  +5
  Deconstructed heart
  
  4
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