Half-Mechanical (Template)
Half-mechanical creatures are the result of the fusing of advanced magical technology and flesh.  Some are made to replace lost limbs, others to enhance their power, and still others to grow closer to pure form or technological deity.  An enhanced version of the half-golem, the half-mechanical creature keeps its dexterity and mental capacity though it still suffers from trauma-induced criminal insanity.  It also lacks some of the sheer power and toughness of a half golem.
Construction
There are two steps to making a half-mechanical creature.  The first is constructing the limbs, and the second is attaching the limb.  The limb requires 5,000 gp in advanced metals and clockwork.  The construction requires a successful Craft (mechanics) check (DC 20).       The ritual to empower the limb costs 100 XP and requires haste, animate objects, Craft Arms and Armor and the Craft Wondrous Item.  It requires a month to complete the rituals (8 hours a day).  Attaching the limb simply requires the ability to cast 6th level spells.
The Danger
Each time a limb is attached to his or her body, the recipient makes a Will save.  The DC of the save varies according to the number of new limbs the character received.
First  15
Second  19
Third  25
Fourth  33
A character that succeeds at all saves required takes on the attributes of a half-mechanical creature as stated below.  As soon as the character fails one of these required saves, he or she gains the construct type (and associated traits).  The half-mechanical creature has no Constitution score and its alignment becomes neutral evil.  The evil half-mechanical creature retains memories and knowledge of its former life, but its personality becomes murderous and cruel.
Creating a Half-Mechanical
�Half-mechanical� is a template that can be added to any animal, beast, giant, humanoid, magical beast, or monstrous humanoid (hereafter referred to as the character).  A half-mechanical creature�s abilities are primarily those of the character, with the following exceptions.
Hit Dice: Same as the character.
AC: Natural armor increases up to +4.
Special Qualities: Same as the character plus the haste ability.  A half-mechanical creature that failed a Will save also has the construct type and traits.
    
Haste (Su): Once per day as a free action, a half-mechanical creature can caste haste on itself as a caster of its level.
Saves: A half-mechanical creature gains a +2 racial bonus on Fortitude saves; otherwise the same as character.
Abilities: Str +4, -2 Charisma.  A half-mechanical creature that failed a Will save also has no Constitution score.
Feats: A half-mechanical creature gains Toughness as a bonus feat.
Challenge Rating: Base creature+1
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