The body’s ability to adapt and accept physical alterations are central to the tenets of the amalgamist. Through the medium of crystalics, he reshapes his body and those of his patients – sometimes out of necessity, sometimes out of desire. An amalgamist’s defining feature is his own unique crystalic limb, which can be altered through metacreativity on the fly to better suit the task at hand. This limb serves as both an extension of the body and as a multipurpose tool – even a weapon if need be.
Amalgamists in Rajrin emerged among the crystalskinned maenads. Crystalics in general also are a maenad invention, and the concept behind them appears in more common races as hook-hands or peg-legs. However, the amalgamist’s art is so much more advanced than these simple effects that they would put even magical surgery to shame, and unlike less supernatural grafts, crystalics – and the amalgamist discipline – frequently serve to enhance the bearer in combat.
Entry Requirements:
To qualify to become an amalgamist, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Heal 4 ranks, Knowledge (psionics) 8 ranks
Feats: Craft Crystalic
Manifesting: Able to manifest body adjustment and either metaphysical claw or metaphysical weapon.
Special: Must have successfully grafted at least one crystalic on yourself
GAME RULE INFORMATION
Class Skills:
The amalgamist’s class skills are Autohypnosis, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (Psionics), Profession, Psicraft, and Swim. Skill Points at Each Level: 2 + Int modifier.
Class Features:
All of the following are class features of the amalgamist.
Weapon and Armor Proficiency: Amalgamists gain no additional proficiency in any weapon or armor.
Manifesting: At every level indicated on the table, the amalgamist gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of amalgamist to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became an amalgamist, he must decide to which class he adds the new level of amalgamist for the purpose of determining power points per day, powers known, and manifester level.
Crystalic Limb (Su): The amalgamist learns how to completely transform his arm into a fully-functional crystalic appendage. Most amalgamists choose to replace their secondary arm, although some do replace their primary. This crystalic gives the basic functionality of the limb being replaced (including sensory feedback) and resembles a skeletal limb made completely out of crystal. The crystalic limb acts as a focus for metacreativity effects, which can be used to enhance the limb (see Restructure Limb, below). A crystalic limb is psionically rather than naturally animate, and is as tough as crystal. As such, it can endure some areas which would normally harm a normal limb, but falls limp and inanimate in areas such as a null psionics field. Unlike a normal crystalic, an amalgamist does not have to pay for his crystalic limb, although it does take a week (as if creating a psionic item) to reshape his arm into a crystalic limb.
Restructure Limb (Su): The amalgamist can configure his crystalic limb in a variety of ways. Adjusting the limb’s form involves the amalgamist calling ectoplasm around the crystalic arm, and condensing it into the shape of his desire, using his limb as a framework. An amalgamist may not form just anything using this ability, though – he is limited by his own prowess with the limb, which is represented by restructuring points. An amalgamist has a number of restructuring points equal to his key ability modifier for manifesting, plus one restructuring point per class level. Restructuring points are not lost once they are used to shape a crystalic limb; the next time the limb is reconfigured, all the points are regained and new options may be chosen. Restructuring a crystalic limb normally takes ten minutes of concentration, but experienced amalgamists may perform this task in less time (see below).
Sample configurations are listed below, along with their cost in restructuring points. These are all actual extensions of a limb, and as such cannot be disarmed or dropped. An amalgamist cannot invest more restructuring points in any one of
these options than his class level.
Enhanced Prosthesis (Ex): Through intense study of the psionic limbs he is able to create, the amalgamist is able to enhance this prosthesis as if a normal limb. He may apply any crystalic that requires an arm or hand to his crystalic limb as if it was a normal limb. These crystalics do not count toward the normal limit of five per creature, but an amalgamist may only add up to his class level in additional crystalics to the crystalic limb.
Rapid Restructuring (Su): The amalgamist is able to quickly reconfigure his crystalic limb. At 4th level, he may reconfigure his crystalic limb as a full round action that provokes an attack of opportunity. At 7th level, he may perform this as a move action, and at 10th level he may do so as a swift action.
Multi-Function Crystalic (Ex): At 6th level, an amalgamist is able to create a dual-function crystalic that only takes up one body piece and one attachment process. This crystalic only applies the larger of the penalties between the two crystalics. The cost for this dual-function crystalic is one and a half times the cost of the sum of the two crystalics’ costs. For example, Sucari could make adamantine rending claws (a combination of the adamantine fists and the rending claws crystalics) that would provide the wielder’s unarmed attacks with slashing damage and allow them to overcome damage reduction as an adamantine weapon, but would only impose the penalty of rending claws (the bigger penalties of the two) for a cost of 10,125 gp.
Efficient Crafting (Ex): At 8th level, an amalgamist is able to create crystalics more efficiently than normal. He pays only two-thirds the normal amount of XP and gp he would pay to create any crystalic. This does not change the crafting time.