Ok, so I'm going to modify a bit, because, 1), the template's from 3e, and 2), there are some silly limitations. I may do up Graft style info for the mods at some point.
Half Machine
Template that can be added to any corporeal creature except constructs, elementals, oozes, plants and undead. Type does not change, though the creature does gain the (Living Construct) subtype.
HD: Increase base creature's hit dice one step, max d12
Speed: There is a chance (25%) the creature will have metallic wings grafted to it's body, granting it flight at it's base speed, average maneuverability. Creatures that already fly may have their wings replaced.
AC: +8 natural, due to mechanical exoskeleton and wings.
Special Attacks: The Base Creature retains all prior special abilities, and gains one of the following per three levels or Hit Die:
Breath Weapon The Half Machine of Tiny or larger size can spew one of the following breath weapons as a standard action once per day: Cone of Steam, Cone of Fire, Cone of Ice, Cone of Sleep Gas (as the sleep spell, without HD or number of target restriction), Cone of Sonic, Cone of Slow Gas (as the Slow spell), Line of Acid, or Line of Lightning. Caster Level for spell effects is 5, or the Half Machine's level, whichever is higher. The save DC is Con based.
[/td][td]Creature Size[/td][td]Line Length[/td][td]Cone Length[/td][td]Damage
[/td][/tr]| Tiny | 30' | 15' | 1d6
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| Small | 40' | 20' | 2d6
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| Medium | 60' | 30' | 3d6
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| Large | 80' | 40' | 5d6
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| Huge | 100' | 50' | 7d6
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| Gargantuan | 120' | 60' | 11d6
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| Colossal | 140' | 70' | 15d6
|
Extra Attacks The Half Machine has 1d4 extra limbs, each treated as an extra secondary weapon
Increased Bite Damage The Half Machine's jaw is reinforced with metal plates and pistons. Their bite deals damage as if one size larger. If they do not possess a Bite attack, they gain one.
Increased Claw Damage The Half Machine's hands have been modified with razor sharp blades. Their claw attack deals damage as if they were a size larger. If they do not have a claw attack, they gain one.
Metal Projectiles The Half Machine can fire a metal spike, dart, needle, flechette, etc. as a standard action. This projectile deals damage as the creature's claw attack, and has a range increment of 30'. The Half Machine has a store of projectiles equal to twice it's level, and can refill this through 8 hours of rest. Projectiles are ideal for carrying contact or injury poison.
Any feat or ability that applies to ranged weapons can be applied to the Half Machine's projectiles, such as rapidshot.
Tail Slap The Half Machine is equipped with a lizard like mechanical tail it can slap opponents with. This acts exactly like a normal tail slap attack.
Tail Spike The Half Machine is equipped with a scorpion-like spike on it's tail. This acts as a normal natural weapon, and carries one dose of injury poison per level or Hit Die of the Half Machine.
Special Qualities The Half Machine retains all prior Special Qualities, and gains the following:
Programmed The Half Machine is programmed to completely obey it's creator, as if under the effect of a Dominate Monster spell cast by a 20th level caster. Killing the creator frees the Half Machine, and a lengthy ritual, taking 1 hour per Hit Die or Level of the Half Machine can also free the Half Machine. This ritual requires a DC 35 Heal check and a DC 35 Knowledge Arcana check to be made after the first hour. Successive Heal Checks at the same DC must be made every three hours after the first (4, 7, 10, 13, etc.), and successive Knowledge Arcana checks must be made every four hours after the first (5, 9, 13, 17, etc.). At the end of the ritual, the Half Machine makes a save against a Dominate Monster effect, as if their creator were a 20th Level Wizard, with a bonus to the check equal to the number of successful Knowledge Arcana checks their deprogrammer made.
The unique structure of the Half Machine's mind makes them difficult to affect with other mind controlling abilities, as such, Half Machines gain a +4 resistance bonus against such attacks and spells.
Rust Vulnerability All Half Machines without the requisite special ability below are subject to attacks which rust metal.
Additional Special Qualities A Half Machine gains one of the following Special Qualities for every 3 levels or HD it possesses:
Damage Reduction The Half Machine gains DR according to the following table:
[/td][td]Creature Size[/td][td]DR
[/td][/tr]| Tiny or smaller | 5/Magic
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| Small, Medium, Large | 10/Magic
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| Huge, Gargantuan | 20/Magic
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| Colossal | 30/Adamantine
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Dark Sight Ocular implants allow the Half Machine to see in all darkness, including magical.
Energy Resistance Each time this ability is chosen, the Half Machine gains resistance 10 to acid, cold, electricity, fire or sonic. Multiple picks of the same energy stack.
Enhanced Senses Heavy modification of the Half Machine's face and sensory organs grants them the Scent and Keen Senses qualities.
Haste Once per day, the Half Machine may haste itself as the spell, after having engaged in 1 round of combat, as the spell cast by a 10th level sorcerer.
Cloaking The Half Machine can, as a standard action, bend light around it's body, replicating the Improved Invisibility spell as cast by a tenth level sorcerer.
Rust Protection The Half Machine is coated in alchemical liquids discovered after 39 failed attempts, removing their vulnerability to rust.
Shielded Mind The Half Machine has arcane shielding built into it's mind, making it immune to Mind Affecting effects (though they do still need to make the save against Dominate Monster when being deprogrammed).
Spell Resistance The Half Machine is coated in glistening, metallic plate, making it difficult for spells to affect them. They gain SR equal to twice their Hit Die, to a max of 25.
Abilities +4 str, +4 con
Skills: The Half Machine's enhanced body receives a +8 competence bonus to two of the following skills: Climb, Intimidate, Listen, Search, Spot, or Swim.
Feats: A Half Machine gains four of the following feats, assuming the base creature does not already have them: Alertness, Blind-Fight, Combat Reflexes, Endurance, Flyby Attack, Great Fortitude, Lightning Reflexes, Multiattack, Multiweapon Fighting, Run, Toughness, Track.
CR: +3