Construct
Can artificial, inorganic beings evolve? Those who asked such question looked no further than inevitables and warforged for their answer, for these beings certainly can. This list of mutations is avaiable to all evolutionists of the construct type, augmented construct subtype and to all those who take the Construct Mutator feat.

Teratomorphisms:

Teratomorph I

  • Adaptive Expertise Systems: The evolutionist can gain temporary mastery of a single skill, treating his ranks in the chosen skill as the maximum possible for a class skill at his character level. These virtual ranks cannot be used to qualify for any feats, prestige classes or similar. The chosen skill can be changed with one hour of work devoted entirely to it. This teratomorphism can be taken more than once, giving an additional configurable skill each time, all such skills can be changed with a single hour of effort towards it.

Teratomorph II

  • Plating: The evolutionist develops a built-in plating that gives him a +2 armor bonus to AC for each teratomorphism he has, as well as 25% fortification. This plating can be enchanted like normal armor, it has no armor check penalty or maximum dexterity bonus to AC and does not impose arcane spell failure. If the evolutionist already has some other form of plating (such as the Composite Plating of a Warforged) the armor bonus and fortification granted stack. Upon obtaining this teratomorphism, the evolutionist becomes able to take warforged body feats even if he does not meet the prerequisites (and can treat them as racial feats). He can only have one such feat at a time through any means of obtaining them, however.

Teratomorph III

  • Spellward: The evolutionist gains immunity to spells of a level up to his highest available teratomorphism that allow spell resistance. This teratomorphism otherwise works as a form of spell resistance with an arbitrary value.

Teratomorph IV

  • Living Bastion (requires Plating): The evolutionist’s physical form is inviolate. He gains 50% fortification, stacking with any other fortification he has, he gains 10 hit points and a +2 bonus to fortitude saves for every teratomorphism he has. Finally, he gains hardness equal to the highest damage reduction or energy resistance he has, up to a maximum of hardness 20.

Teratomorph V

  • Extrude Docent: The evolutionist may produce a docent containing a copy of his personality as a standard action. This docent is a sapient magic item with the same mental ability scores as the evolutionist himself and possessed of the same skill ranks as the evolutionist himself as well as telepathy with a range of 5 feet, with the ability to speak to any creature with a language. Any construct may equip this docent as if it were an amulet. The evolutionist may maintain telepathic contact with all of his docents at any distance, as long as they are both on the same plane. Like any sapient magic item, the docent has an ego score (2 + total mental ability score bonuses) and the capacity to take control of its wearer, the save DC against this possession is equal to the default DC for mutations (charisma based) increased by the docent’s ego score. The docent will never go against the wishes of the evolutionist, even if it somehow develops different viewpoints than him over the course of its existence. The evolutionist can have a number of active docents at any given time equal to the sum total of his mental ability score modifiers.

Teratomorph VI

  • Baseline Structure Reconfiguration: The evolutionist may change his baseline form to an extent. This works as the Alter Self power, with the following differences. First, the HD limit for the new form is equal to the evolutionist’s mutator level. Second, the evolutionist can only change into the shape of creatures with a size category equal to or smaller than his own. Third, the evolutionist may assume the forms of inanimate objects, following the same rules as the Metamorphosis power, and may retain mobility while in these forms as if he was an animated object of the appropriate size category. Fourth, unlike what happens with any other form of shapeshifting, the evolutionist’s mutations and teratomorphisms are not suppressed while in this alternate shape, teratomorphisms that alter his size category do not change the size of his assumed form, however.

 


Mutant Ascendancy: The evolutionist gains the option to ascend into a construct being, somewhat. This ascendancy has a few special interactions with other creature types.
Construct ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not construct or undead she gains the Living Construct subtype, if she had the undead type she retains it and gains the Necrogolem subtype listed at the bottom of this page instead of changing types. Lastly, the evolutionist gains the following ability:

  • The evolutionist gains an enhancement bonus on attack and damage rolls with all manufactured weapons equal to one fourth of his mutator level.

 


Mutant Perfection: The perfect construct body is incomplete, the evolutionist may look upon his joints and plates and know that more parts still could be integrated into his form, and then removed when they are no longer needed, in favor of more fitting add-ons.
The evolutionist gains five mutation ‘slots’ by default, these slots contain no mutations, and cannot be filled as simply as selecting them. Each mutation appropriate for these slots has to be fashioned from raw materials before it may used by the evolutionist and doing so costs 2000 gold per modular mutation.
Placing modular mutations in their slots takes one hour of work (for any or all of them), as does replacing them or removing them wholesale. While not in use, the mutations remain stored inside an extradimensional space appropriate for them. In the event of the evolutionist’s death, this extradimensional space ruptures and ejects the modular mutations, they are for the most part useless to others, but are worth their production cost in raw materials for other endeavors.
 

 

Mutations:

Arcane Container [Spell-like]
Prerequisite: Spell resistance, Mutator level 2.
Ability Score: None
Benefit: When a spell fails to overcome the evolutionist’s spell resistance he may, as an immediate action, absorb the spell and store it to use himself at a later time. The evolutionist can store only a single spell at a time and may only absorb spells of up to 1st level.
The spell remains stored until the evolutionist uses it. He may lose the spell as a free action in order to open space for a different spell if he wishes. Using the stored spell is a standard action, the spell is treated as if cast by the original caster in all aspects (caster level, save DC, etc) other than target and origin, the origin being the evolutionist and the target being set by the evolutionist.
Further Mutations: Each time this mutation is taken after the first, the evolutionist may contain spells one level higher than 1st. This mutation can be taken once per two mutator levels.

Force Barrage [Spell-like]
Prerequisite: Mutator level 2.
Ability Score: None
Benefit: As a swift action, the evolutionist may unleash a missile of force that unfailingly strikes a target of his choice within a range of 25 ft. + 5 ft. per two mutator levels, dealing 1d4 points of damage.This mutation has an effective caster level equal to the evolutionist’s mutator level.
Further Mutations: This mutation can be taken once per two mutator levels. Each time it is taken, the number of missiles fired increases by one, all missiles fired can be aimed individually. For every four instances of this mutation, the damage dice of the missiles increases by one step.

Force Barrier [Spell-like]
Prerequisite: -
Ability Score: None
Benefit: As a standard action, the evolutionist can project a barrier of solid force that floats independently of his movements. This works as a shield, providing a +2 shield bonus to armor class that also applies to incorporeal touch attacks. This mutation imposes no armor penalty or arcane spell failure. This mutation has an effective caster level equal to the evolutionist’s mutator level.
Further Mutations: Each time this mutation is taken, the shield bonus granted increases by +2. If this mutation is taken at least twice, it can be used to provide cover following the same rules as a Tower Shield. This mutation can be taken once per four mutator levels.

Force Sheath [Supernatural]
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: As a swift action, the evolutionist can engulf any natural or manufactured weapon in a layer of force. Any weapon under the effects of this ability deals additional damage equal to ¼ of the evolutionist’s mutator level and can strike incorporeal and ethereal creatures as if it were a force effect.
Further Mutations: Each time this mutation is taken after the first, the force damage dealt increases by ¼ of the evolutionist’s mutator level. This mutation can be taken once per five mutator levels.

Integrated Arsenal [Innate]
Prerequisite: Mutator level 2, Proficiency with the chosen weapon.
Ability Score: None
Benefit: The evolutionist develops one masterwork version of a manufactured weapon of his choice as an integral part of his anatomy (but it is not a natural weapon), if the chosen weapon is a ranged weapon, he may create common ammunition for it out of his own body at will (reloading still follows the same rules, however), but is also capable of employing any special ammunition he acquires should he wish to. The integrated weapon can be treated as a natural weapon or as a manufactured weapon for spells and effects that make such distinctions.
The integrated weapon must be wielded as a normal weapon of its type (taking up the evolutionist's hands while in use), it cannot be sundered or disarmed, and it can be enchanted as a normal weapon of its type (but the evolutionist must be present for the whole enchanting process).
The integrated weapon need not be active at all times. Like the claws of a cat, it can be sheathed, freeing the evolutionist’s hands for other purposes. This follows all the normal rules for drawing or sheathing a weapon. 
Further Mutations: Each time this mutation is taken, the evolutionist gains a different weapon to add to his arsenal. The evolutionist may have as many active weapons from his arsenal as he is capable of wielding, but he may have as many total weapons as he is willing to mutate.

Integrated Tools [Innate]
Prerequisite: Mutator level 2, 5 ranks in the chosen skill.
Ability Score: None.
Benefit: The evolutionist chooses one skill in which he has at least five ranks. He develops a set of structures on his body that serve as ideal tools for the chosen skill, negating any penalties for lacking appropriate tools and giving a +4 circumstance bonus to checks with the chosen skill, this bonus does not stack with bonuses from masterwork tools. Finally, the evolutionist can always take 10 on checks with the chosen skill.
Further Mutations: Each time the evolutionist takes this mutation, it applies to a separate skill.

Material Damage Reduction [Extraordinaire]
Prerequisite: Damage Reduction
Ability Score: None
Benefit: This mutation improves your damage reduction, making a special material of your choice necessary to break your damage reduction. If the evolutionist already has damage reduction beaten by a specific special material, this mutation may be used to change that, but it may not be used to add a second requisite to pierce the damage reduction.
Further Mutations: This mutation can be taken once.

Overdrive [Extraordinaire]
Prerequisite: Mutator level 4.
Ability Score: None
Benefit: The evolutionist can, as a swift action, go accelerate his mind’s ability to process information and his body’s ability to react on said information beyond his usual limits, this is not without risk, as the additional mental and physical stress causes his body to overheat considerably. While this mutation is active he gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and reflex saves, however, he takes 2 points of fire damage each turn that this ability is active. Deactivating this ability is a free action.
Further Mutations: Each time this mutation is taken, the attack and armor class bonuses gained increase by 1 and the fire damage taken per round increases by 2. If this mutation is taken at least three times, the evolutionist gains one additional attack on any attack routine, as per the haste spell. This mutation can be taken once per three mutator levels. 

Smash [Extraordinaire]
Prerequisite: Slam natural attack, damage reduction pierceable by a special material.
Ability Score: None
Benefit: The evolutionist’s slam attacks deal double damage to objects.
Further Mutations: Each time this mutation is taken after the first, the damage multiplier increases by one. This mutation can be taken once per four mutator levels.
Special: If the evolutionist has this mutation, all of his natural weapons and integrated weapons count as being made of the same material that beats his damage reduction for the purposes of beating hardness or damage reduction. 

Spell-like Abilities [Spell-like]
The baseline mutation Spell-like Abilities is modified for evolutionists with access the construct mutator list. They may take infusions from the artificer infusion list as spell-like abilities with the spell-like ability mutation in addition to the other options normally available. Artificer infusions are treated as spells of a level one higher than they appear on the artificer infusion list for the purposes of what mutator levels they become avaiable, but still use their normal spell level when determining daily uses.

 

Necrogolem subtype:
Creatures of the Necrogolem subtype are treated as both undead and constructs by spells and effects that target such creatures, additionally, anything that heals or damages a creature with either of these types (such as negative energy and positive energy for undead and repair damage or inflict damage for constructs) also heals or damages those with this subtype. This subtype is only found on undead and constructs.

Ghastly
The ghastly is a new subtype of undead, a being not wholly undead but not exactly alive either. Ghastly combine aspects of both undead and living creatures, as detailed below. 
Features: A ghastly derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A ghastly possesses the following traits (unless otherwise noted in a creature’s entry). 

  • Unlike other undead, a ghastly has a Constitution score. A ghastly creature gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other undead, a ghastly does not have low-light vision or darkvision, by default.
  • Unlike other undead, a ghastly is not immune to mind-influencing effects.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
  • Unlike other undead, ghastly are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Ghastly can be affected by spells that target living creatures as well as by those that target undead. They are healed by negative energy and harmed by positive energy as undead are.
  • A ghastly responds slightly differently from other living creatures when reduced to 0 hit points. A ghastly with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a ghastly is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert ghastly does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • Can be raised or resurrected.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.