PDA

View Full Version : The Tinkerer [3.5 Base Class] (Incarnum...ish)



Ernir
2012-02-09, 12:01 PM
Is this your first time here? Take a look at the FAQ!

The FAQ
What am I looking at in this thread?
A D&D 3.5 base class that should give the look and feel of playing a character whose main trick is creating and using various, crazy little magic items. I used the mechanics presented in Magic of Incarnum for it, and gave it the name of "tinkerer".

Isn't that what the artificer already does?
Kind of. The significant differences between the classes as I see them, are
Artificers go into combat using wands and scrolls. Tinkerers go into combat dressed in clockwork suits and wielding magic flamethrowers. This can obviously be fixed with refluffing, but the fluff here should fit the mad scientist archetype much better than the artificer fluff.
The tinkerer isn't nearly as powerful as the artificer.
The tinkerer is silly.

Steampunk in my D&D? What is this madness!?
It is madness. It's not a class that is going to fit into a a serious, "old school" campaign. But if your setting is already incorporating playable robots and lightning-powered trains and whatnot, I don't think tinkerers should be far off.
Also note that gadgets are magic items, and thus do not have to say very much about the setting's actual tech level (although they do set a certain atmosphere).

Incarnum what? I see no references to incarnum!
Mechanically, the tinkerer is a true meldshaper, as incarnates and totemists are. However, I have systematically reflavored the mechanics (you know, because they weren't really nebulous enough) as follows:

Soulmelds are referred to as gadgets. Shaping a soulmeld is referred to as assembling a gadget. Unshaping a soulmeld is referred to as disassembling a gadget.
Essentia is referred to as juice. Investing essentia is referred to as assigning juice.
Chakra Binds are referred to as gadget binds. Binding to a chakra is referred to as binding to a magic item slot.
Meldshaper level is referred to as tinkering level.

This terminology will be used throughout the class description.
Despite the change in naming, the tinkerer should be fully compatible with the meldshapers presented in Magic of Incarnum (for those familiar with my previous work (http://www.giantitp.com/forums/showthread.php?t=153656), this is much more than can be said for that). The change is purely one of flavor. Tinkerers qualify for incarnum prestige classes and can take incarnum feats just as any other meldshaper can.

Then, can the Shape Soulmeld feat be taken to gain gadgets?
Yes. The tinkerer gadgets are effectively just homebrewed soulmelds. This also works the other way around, a tinkerer could take the Shape Soulmeld feat to learn an Incarnate soulmeld. In both cases, I recommend complete refluffing of the soulmeld/gadget in question.

Do sources that increase essentia increase juice?
Yes, they do.

Do feats that unlock chakra binds unlock gadget binds?
Yes, they do.

Incarnum? Why Incarnum for this?
Because Incarnum is the closest thing 3.5 has to a functioning class-based magic item system, that's why.

Some of these "Gadgets" look familiar. Are they just soulmelds with the names filed off?
Yes, some of them are. In some cases there may be subtle differences, I suggest using the wording presented here.

The Tinkerer


http://i.imgur.com/MiBRG.jpg
Image source (http://tvtropes.org/pmwiki/pmwiki.php/Characters/WarcraftTheAlliance)
Gnomish tinkerer, not pleased due to artist interrupting his work.

The brilliant inventor, the mad scientist, the tinkerer sets out into the world armed with little but his mind and a pile of items no one else would have thought of as weapons.

Adventures
Tinkerers adventure for a variety of reasons. Some adventure to find new construction material, or to study the magical technology of exotic cultures. Some adventure simply for the sake of broadening their experience, for the ability to keep an open mind is an essential talent for tinkerers. But most of them adventure for the lure of testing and showing off their latest inventions.
Characteristics
Tinkerers tend to be perceived as brilliant but eccentric, having potential but not the focus to do much with it, or possessing an insight to accomplish the impossible but not the wisdom to foresee the consequences.
Alignment
Most tinkerers are chaotic, their haphazard approach not meshing well with most rigorous research procedures. Whether they use their inventions to improve the world or for personal gain varies from tinkerer to tinkerer, they are neither more good or evil than other members of their race.
Religion
Few tinkerers are particularly religious. Those who do tend to follow their racial deities. Tinkerers are usually not above using the power of holy symbols and other trinkets to power their gadgets, however.
Background
Tinkerers do not form guilds or institutions, most coming to their trade though apprenticeship with another tinkerer, or through solitary experimentation. Some are drop-outs from wizarding academies. Virtually all tinkerers come from urbanized societies, members of savage civilizations rarely take this approach to magic.
Races
Of all races, gnomes are most likely to become tinkerers, many of them possessing just the right combination of a keen mind and a propensity for mischief that allows a tinkerer to flourish. Humans, with their infinite variety and tendency to look for new solutions, naturally include a fair number of tinkerers among their ranks. Most surprisingly, a fair number of urban orcs take up the profession despite their limited mental gifts - their racial tolerance for bad ideas probably coming into play. Dwarves and elves usually regard tinkering as frivolous.
Other classes
Tinkerers usually get along fine with sorcerers and bards, who, in their own way, are just as naturally talented and undisciplined as tinkerers are. Wizards and clerics, on the other hand, usually scorn tinkerers, seeing in them wasted potential or useless dabblers. Rogues and fighters tend to appreciate the magic items the tinkerer can produce, and care less about how they do it. Barbarians most commonly regard them with superstitious fear.
Role
Tinkerers tend to be the fifth wheel in most adventuring parties. In a party with few fighting men, he may assemble gadgets that assist him in joining the melee, and in a party with few spellcasters, he may stand behind the front line and shoot fire at the enemy with some of his ranged gadgets. Most commonly of all, however, a tinkerer earns his keep by just bringing along (or creating on the spot) some tool that no one else thought would be useful that day.

Game Rule Information

Alignment
Any.

Hit Die
d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Gadgets
Juice
Gadget binds


1
+0
+0
+0
+2
Gadgets, Jury Rigger
2
1
0


2
+1
+0
+0
+3
Gadget Bind (Head)
3
2
1


3
+2
+1
+1
+3
Expanded Juice Capacity +1
3
3
1


4
+3
+1
+1
+4
Gadget Binds (Feet or Hands)
4
4
1


5
+3
+1
+1
+4
MacGyvering 1/day
4
5
1


6
+4
+2
+2
+5
Gadget Binds (Feet or Hands)
4
6
2


7
+5
+2
+2
+5
Magic Item Creation
5
7
2


8
+6/+1
+2
+2
+6
Gadget Binds (Arms, Face, or Shoulders)
5
8
2


9
+6/+1
+3
+3
+6
Fix Anything
5
9
2


10
+7/+2
+3
+3
+7
Gadget Binds (Arms, Face, or Shoulders)
6
10
3


11
+8/+3
+3
+3
+7
MacGyvering 2/day
6
11
3


12
+9/+4
+4
+4
+8
Gadget Binds (Arms, Face, or Shoulders)
6
12
3


13
+9/+4
+4
+4
+8
Dweomer Reassembly
7
13
3


14
+10/+5
+4
+4
+9
Gadget Binds (Neck, Waist, or Torso)
7
14
4


15
+11/+6/+1
+5
+5
+9
Expanded Juice Capacity +2
7
16
4


16
+12/+7/+2
+5
+5
+10
Gadget Binds (Neck, Waist, or Torso)
8
18
4


17
+12/+7/+2
+5
+5
+10
MacGyvering 3/day
8
20
4


18
+13/+8/+2
+6
+6
+11
Gadget Binds (Neck, Waist, or Torso)
8
22
5


19
+14/+9/+3
+6
+6
+11
Gadget Bind (Body)
9
24
5


20
+15/+10/+5
+6
+6
+12
Nitro Injection
9
26
5

Class Skills
The Tinkerer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex).

Skill points at 1st level
(4+ Int modifier) x4
Skill points at each additional level
4+ Int modifier

Class Features

All of the following are class features of the Tinkerer.

Weapon and Armor Proficiency
Tinkerers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Gadgets
A tinkerer's primary ability is assembling various gadgets. You know and can assemble any gadget on the tinkerer's gadget list (see below). The Difficulty Class for a saving throw against a tinkerer's gadget is 10 + number of points of juice assigned to the gadget + your Intelligence modifier. Your tinkering level is equal to your tinkerer class level. A tinkerer can assemble only a certain number of gadgets per day. Your base daily allotment is given on the tinkerer class table.
The maximum number of gadgets that you can have simultaneously assembled is equal to your Constitution score minus 10 or the number of gadgets allowed for your level, whichever is lower. At 1st level, you can have two gadgets assembled at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can assemble an increasing number of gadgets.
At 1st level, you also gain access to a personal reservoir of juice, which can be assigned to your gadgets to increase their power. The size of your juice reservoir is shown on the tinkerer class table. Your character level, as noted on Table 2-1 in Magic of Incarnum, determines the maximum quantity of juice that you can assign to any single gadget. You can reallocate your juice assignments to your gadgets as a swift action (see Magic of Incarnum page 50).
A tinkerer must have a good night's rest and spend 1 hour toying with various tools and gizmos found in his tinkerer's toolbox (see below) to assemble his gadgets for the day (see Magic of Incarnum page 49). A tinkerer begins play with a tinkerer's toolbox.
Gadgets rely on the magical energies of the tinkerer's body to function. In the hands of anyone but the tinkerer who assembled it, a gadget is nothing but a nonmagical piece of junk.

Gadget Binds
Beginning at 2nd level, you can bind your gadgets to your magic item slots, granting you new powers based on the gadget and the magic item slot chosen. Binding a gadget to a magic item slot makes the gadget count as a magic item occupying the slot, so that you cannot also benefit from a "true" magic item worn on that body slot.
The number of gadget binds that you can have active at any one time depends on your tinkerer class level (see the Gadget Binds column on the tinkerer class table).
At 2nd level, you can bind a gadget to your head slot.
At 4th level, you can bind gadgets to your feet or hands slots (choose one). At 6th level, you can bind gadgets to the slot not chosen at 4th level.
At 8th level, you can bind gadgets to your arms, face, or shoulders slots. At 10th level and again at 12th level, you can bind gadgets to one of the slots not chosen at 8th level.
At 14th level, you can bind gadgets to your neck, waist or torso slots. At 16th level and again at 18th level, you can bind gadgets to one of the slots not chosen at 8th level.
At 19th level you can bind a gadget to your body slot.
For more information on gadget binds, see page 51 of Magic of Incarnum.

Expanded Juice Capacity (Ex)
At 3rd level and again at 15th level, the juice capacity of your gadgets increases by 1, superseding the number on Table 2-1 in Magic of Incarnum. This only applies to gadgets, not to feats, class features, or other abilities that allow juice assignment.

Jury Rigger (Ex)
Crafting under a time pressure is not an inconvenience for a tinkerer, it is a fact of life that he must learn how to deal with early in his career. When determining how much time and money item takes to create an item using the Craft skill, measure your progress using gold pieces rather than silver pieces. If you measure your progress by the day, measure your progress in silver pieces instead of by copper pieces. In addition, you never take a penalty on craft checks for not having the appropriate tools for a task at hand.

MacGyvering (Su)
Starting at 5th level, once per day you can disassemble one of your assembled gadgets and immediately assemble another it its place. This process requires a full-round action that provokes attacks of opportunity. The gadget you assemble is not bound to an item slot, even if the one you unassembled was. You can use this ability twice per day at 11th level and three times per day at 17th.

Magic Item Creation (Su)
Starting at 7th level, a tinkerer has the ability to craft real magic items despite not having any spellcasting of his own. He uses his tinkerer class level as his caster level for all purposes relating to magic item creation, including the qualification for item creation feats. He can substitute a Use Magic Device check (DC 20 + spell level) in place of a required spell he doesn't know or can't cast (roll for each spell if the item requires more than one). If the check succeeds, the tinkerer can create the item as if he had cast the required spell. If he fails, he expends no gold or XP, he simply can not make the item. He can not retry the check until he gains another rank in Use Magic Device. You can not use the Use Magic Device skill to meet item creation requirements other than spell requirements.

Fix Anything (Ex)
Starting at 9th level, a tinkerer gains the ability to restore magical items that have been physically broken or sundered, provided that all its pieces are present (items that have been burned to ash, disintegrated, ground to powder, melted, or vaporized are beyond repair) and that the item's magical properties were not destroyed directly. To do so, he repairs the item as normal, using the Craft skill. This usually requires the expenditure of resources costing one-fifth of the base item's base cost (for most wondrous items, this cost must be estimated. It is rarely more than 100GP or so.). When the repairs are complete, the magic item is restored to full function. This ability can never restore the number of spent charges from an item, spent single-use items, or destroyed artifacts.

Dweomer Reassembly (Su)
Starting at 13th level, a tinkerer can use his Fix Anything class feature to restore even items that have specifically had its magical properties removed, such as due to a Mordenkainen's Disjuntion spell or a Nightwing's magic draining attack. However, to do so, he must expend a number of points of experience equal to the number required to craft the item in the first place. This process requires one full day of work, in addition to whatever time may be needed to physically restore the item. Even this ability can never restore the number of spent charges from an item, spent single-use items, or destroyed artifacts.

Nitro Injection (Su)
At 20th level, you gain the ability to flood your gadgets with juice for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of juice assigned to each of the gadgets you have currently assembled to the maximum capacity of that gadget. This total will be greater than the amount of juice normally available to you. This ability lasts for a number of rounds equal to 3 + your Intelligence modifier.

Starting Gold
3d4x10 gp (75gp)

Ernir
2012-02-09, 12:03 PM
The Gadgets

Air Pressure Cannon
Descriptors: Air
Body slot: Feet, Shoulders
Saving throw: Fortitude negates, see text

The oversized pipe in your hand shoots a concentrated blast of air.

As a standard action, you can create a Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) at will, as the spell.

Juice: Assigning juice to your Air Pressure Cannon increases the Gust of Wind's save DC, as normal for gadgets that emulate spells.

Gadget Bind (Feet): By directing your Air Pressure Cannon downwards, you can hurl yourself into the air as a standard action. You fly up to 20', with clumsy maneuverability. At the end of your burst of flight, you fall unless you land on a surface capable of supporting your weight. For every point of juice you assign to your Air Pressure Cannon, you can fly an additional 20'.

Gadget Bind (Shoulders): Once every 1d4 rounds, you can create a Defenestrating Sphere (Spell Compendium page 62), as the spell.
Ablative Armor
Descriptors: None
Body slot: Torso
Saving throw: None

The thin metal sheets offer far more protection than their thickness would indicate.

Your Ablative Armor grants you a +2 armor bonus to your Armor Class. As always, this bonus does not stack with an armor bonus from a different source (such as actual armor you might be wearing). If you have another armor bonus, the higher bonus applies. This gadget has no maximum Dexterity bonus, armor check penalty, or arcane spell failure. It is treated as light armor for the purpose of determining your speed and adjudicating class features dependent on armor.

Juice: Every point of juice you assign to your Ablative Armor increases the armor bonus granted by the gadget by 1.

Gadget Bind (Torso): Whenever a critical hit or sneak attack is scored on you, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Blood Revitalizer
Descriptors: None
Body slot: Waist
Saving throw: None

"Of course it's safe! All it does is teleporting blood from my aorta, pumping a bit of positive energy into it, and teleporting it back."

While the Blood Revitalizer is assembled, you gain a +4 circumstance bonus on Constitution checks and Constitution-based skill checks (but not on Fortitude saves).

Juice: For every point of juice you assign to your Blood Revitalizer, you gain bonus hit points equal to your tinkering level. These are not temporary hit points and are not depleted first as temporary hit points are. You can render yourself staggered, unconscious, or even dead by changing the amount of juice you assign to this gadget.

Gadget Bind (Waist): You gain immunity to Constitution damage and Constitution drain.

Camouflage Cloak
Descriptors: None
Body slot: Shoulders
Saving throw: None

More adaptive than even a cloak of elvenkind, this cloak helps you blend in like nothing else.

While the Camouflage Cloak is assembled, you gain a +4 insight bonus on Hide and Move Silently checks.

Juice: Every point of juice you assign to your Camouflage Cloak increases the insight bonus by 2.

Gadget Bind (Shoulders): A number of times per day equal to your Intelligence modifier, you can use Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm), as the spell.
Crossbow Automator
Descriptors: None
Body slot: Torso
Saving throw: None

With an oiled click, another bolt slides into place.

While assembled, the Crossbow Automator automatically reloads every crossbow you hold immediately after you fire it.

The Crossbow Automator loads bolts in a mechanical, deterministic way. If you have multiple types of bolts, you can choose what kind of bolt the Crossbow Automator loads by arranging the bolts on your person so that the loader will pick them up in a particular order. Swapping the loading order of any two bolts is a move action.

Juice: You gain an insight bonus on damage rolls with crossbows equal to twice the amount of juice assigned to your Crossbow Automator.

Gadget Bind (Torso): All crossbows you wield deal damage as if one size category larger than your actual size, and ignore the effects of wind and bad weather - even a Wind Wall.

Electromagnet
Descriptors: None
Body slot: Torso
Saving throw: Reflex negates; see text

The horseshoe-shaped apparatus emits a low hum, and occasionally a spark.

As a standard action, you can activate your Electromagnet to retrieve any one object at least partially made of metal. The object must be within 10', and may weigh up to 10lbs per tinkering level. You can not retrieve an attended object unless it could be stolen with the disarm action (weapons and poorly secured items). An attended object gets a reflex saving throw to negate the effect. An unattended object that could normally only be loosed or moved with a strength check (such as a stuck metal door) may be moved with an Intelligence check (using the same DC) instead.
An item so retrieved shoots towards the Electromagnet. Unfastening an item from the Electromagnet so you can use it requires as much effort as taking it from a backpack (a move action). You need both line of sight and line of effect to the object.

Juice: For every point of juice you assign to your Electromagnet, its range increases by 10'.

Gadget Bind (Torso): You can use Repel Metal or Stone (http://www.d20srd.org/srd/spells/repelMetalOrStone.htm) at will, as the spell.
Flame Thrower
Descriptors: Fear, Fire
Body slot: Face, Waist
Saving throw: Reflex negates, Will negates, Reflex half; see text

"Burn, baby, burn."

As a standard action, you can set a creature or (remotely flammable) object within 15' on fire. Rather than using the static DC 15 save to avoid being set on fire, use this gadget's save DC. You gain a +4 circumstance bonus on intimidate checks.

Juice: Every point of juice you assign to your Flame Thrower increases the bonus on intimidate checks by +2.

Gadget Bind (Face): You can emanate an aura of fear once per round as a swift action. All creatures within 10 feet with fewer Hit Dice than you become shaken for 1 round. A successful Will save negates the effect and renders the creature immune to the frightful presence of this gadget for 24 hours. For every point of juice you have assigned to your Flame Thrower, the radius of the fear effect increases by 10 feet, and its duration increases by 1 round.

Gadget Bind (Waist): Your Flame Thrower gains greatly increased thrust. Once every 1d4 rounds, you can emit a 15-foot-long cone of fire. Targets in the cone take 2d6 points of fire damage plus 2d6 additional points of damage for every point of assigned Juice (Reflex half).
Jetpack
Descriptors: None
Body slot: Shoulders
Saving throw: None

"Flying is easy. The real trick is not setting your legs on fire."

The thrust of your Jetpack grants you a +4 competence bonus on jump checks.

Juice: Every point of juice assigned to your Jetpack increases the competence bonus by 2.

Gadget Bind (Shoulders): You can fly at a speed of 10' + 10' per point of juice assigned to the Jetpack, with good maneuverability.
Lightbending Goggles
Descriptors: Cold
Body slot: Face
Saving throw: Fortitude negates

Such a large spectrum, and all the Wizards do is kill each other with Prismatic Sprays...

You gain Darkvision out to 30 feet.

Juice: For every point of juice you assign to your Lightbending Goggles, the range of your Darkvision increases by 10 feet.

Gadget Bind (Face): You gain the ability to see into and through solid matter. Vision range is 20 feet, with you seeing as if you were looking at something in normal light even if there is no illumination. This form of vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Even a thin sheet of lead or gold blocks the vision.
For every additional point of juice you assign to your Lightbending Goggles, your vision can penetrate an additional foot of stone, wood, or dirt, or an additional inch of common metal.

Liquid Gas Pump
Descriptors: Cold
Body slot: Waist
Saving throw: Fortitude negates

A thick, white fog silently flows out of the nozzle of the tube you are holding

As a standard action, you can activate your Liquid Gas Pump to Slow (http://www.d20srd.org/srd/spells/slow.htm) (as the spell) all creatures within a 5' cone for one round. A successful Fortitude save negates the slowing effect. This activation provokes attacks of opportunity.

Juice: For every point of juice assigned to your Liquid Gas Pump, the length of the cone is increased by 5'.

Gadget Bind (Hands): Creatures Slowed by your Liquid Gas Pump remain Slowed for four rounds, rather than one round.

Gadget Bind (Waist): Once per day, you can use Flesh to Ice (Frostburn, page 94) as the spell, but only out to a range of 30'.

Magnifying Glass
Descriptors: None
Body slot: Head, Neck
Saving throw: Reflex partial; see text

The large, clear glass disc is attached to a mechanized arm that doesn't ever seem to stay completely still.

Your Magnifying Glass grants you a +4 insight bonus on Decipher Script and Search checks.

Juice: Every point of juice assigned to your Magnifying Glass increases the competence bonus by 2.

Gadget Bind (Head): You gain the Trapfinding (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding) ability, as a Rogue.

Gadget Bind (Neck): Once per day, as a free action, you can use Sunbeam (http://www.d20srd.org/srd/spells/sunbeam.htm) as the spell. Evoking a beam still takes a standard action, as normal. This ability functions only when you are within an area of bright light.
Miner's Helmet
Descriptors: Light
Body slot: Face
Saving throw: Will negates

"Where's my friggin' torch?!"

The Miner's Helmet sheds light as a torch, illuminating a 20-foot radius with bright illumination (and out to a 40-foot radius of shadowy illumination). Creatures gain a +2 insight bonus on Spot checks when attempting to see anything within the radius of illumination (including within the shadowy illumination).
For the purpose of interacting with darkness spells, the Miner's Helmet is treated as a light spell of a level equal to its number of points of assigned juice.

Juice: Every point of juice you assign to your Miner's Helmet increases the radius of illumination by 10 feet. The radius of shadowy illumination is always double the radius of bright illumination. For example, a Miner's Helmet with 2 points of juice assigned to it sheds bright light to a radius of 40 feet, and shadowy illumination to a radius of 80 feet.

Gadget Bind (Face): As a standard action, you can activate your Miner's Helmet to blind a single creature within 50' with a focused beam of light. The blindness lasts for a number of rounds equal to your Intelligence modifier. A successful Fortitude save negates the blindness.
Nanobot Injection
Descriptors: None
Body slot: Body, Head
Saving throw: None

"What do you mean, "squick"? Those are just miniature constructs I have injected into my bloodstream."

While the Nanobot Injection is assembled, you gain fast healing 1 while at your half normal hit points or below.

Juice: For every point of juice you assign to your Nanobot Injection, the fast healing granted increases by 1.

Gadget Bind (Body): Instead of Fast Healing, your Nanobot Injection grants you Regeneration, which affects you regardless of your hit point total. Fire and acid deal damage to you normally.

Gadget Bind (Head): The fast healing granted by the Nanobot Injection affects you regardless of your hit point total.

Omnisuit
Descriptors: None
Body slot: Body
Saving throw: None

The tight-fitting, silvered piece of clothing is comfortable in all situations, and fashionable in none.

Unlike other gadgets, the Omnisuit provides no benefits of its own, its magical properties only reveal themselves when you assign juice to it. At the time of assembly, choose one of the following types of Omnisuit to assemble: Defensive, Offensive, Resistive, or Supporting.

Juice: The effect of your Omnisuit depends on the type you assembled.
Defensive: You gain an insight bonus to Armor Class equal to the number of points of juice assigned to your Omnisuit.
Offensive: You gain an insight bonus on attack rolls equal to the number of points of juice assigned to your Omnisuit.
Resistive: You gain an insight bonus on saving throws equal to the number of points of juice assigned to your Omnisuit.
Supporting: You gain an insight bonus on skill checks equal to the number of points of juice assigned to your Omnisuit.

Gadget Bind (Body): You gain immunity to poison, sleep effects, paralysis, stunning, disease, and death effects, much like a construct.
Personal Teleporter
Descriptors: None
Body slot: Torso
Saving throw: None

The small device strapped to your chest hums peacefully.

You gain the ability to use Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm) at will as a standard action. This functions as the spell (including the limitation of you not being able to take other actions until your next turn), but its range is only 10 feet and you cannot bring other creatures with you.

Juice: Every point of juice you assign to your Personal Teleporter increases the distance you can teleport by 10 feet.

Gadget Bind (Torso): A number of times per day equal to your Intelligence modifier, you can Teleport (http://www.d20srd.org/srd/spells/teleport.htm) as the spell. Teleporting in this way is a standard action. You can take other creatures with you, as normal for the spell.
Plasma Cannon
Descriptors: Acid, Fire
Body slot: Shoulders
Saving throw: None

"That thing on my shoulder? It's is precisely what you think it is."

As a full-round action, you launch a white-hot, energized glob at a target creature or object within 30 feet. This requires a ranged touch attack to hit and deals 1d6 points of damage. Half the damage is acid damage, the other half is fire damage. Using the Plasma Cannon provokes attacks of opportunity.

Juice: Every point of juice you assign to your Plasma Cannon increases the damage dealt by 1d6 points.

Gadget Bind (Shoulders): When you use your Plasma Cannon, all creatures adjacent to your target take damage equal to one-half the damage dealt to your primary target (energy resistances and other protections apply separately). If your touch attack misses, no damage is dealt to anyone.
Power Gloves
Descriptors: None
Body slot: Hands
Saving throw: None

"Who needs muscle when you have steam?"

While your Power Gloves are assembled, you gain a +2 competence bonus on all strength checks (but not on Strength-based skill checks), such as those to break down doors or to bull rush an opponent.

Juice: Every point of juice you assign to your Power Gloves increases the competence bonus by 2.

Gadget Bind (Hands): You gain a bonus on weapon damage rolls equal to the number of points of juice you have assigned to your Power Gloves. If you have the Power Attack feat, and use it to take at least a -1 penalty on your attack roll with the attack, the bonus on that damage roll increases to twice the number of points of juice you have assigned to your Power Gloves.
Power Tools
Descriptors: Sonic
Body slot: Hands
Saving throw: None

"Of course I brought a hellfire blowtorch."

While you have your Power Tools assembled, you gain a +4 competence bonus on Craft, Disable Device, and Open Lock checks.

Juice: Every point of juice you assign to your Power Tools increases the competence bonus by 2.

Gadget Bind (Hands): You can destroy a single, nonmagical, solid (not necessarily rigid) object weighing up to 10 pounds per tinkering level by touching it with your Power Tools as a standard action. A homogeneous object is simply smashed apart, but more complicated objects may fall into their component pieces if their assembly allows. If an object that doesn't meet the weight limitation is touched, it is destroyed partially (up to 10 pounds per tinkering level).
Propeller Boots
Descriptors: None
Body slot: Feet
Saving throw: None

You strap enormous turbines to your feet.

Your Propeller Boots grant you a +4 competence bonus on Swim checks.

Juice: Every point of juice assigned to your Propeller Boots increases the competence bonus by 2.

Gadget Bind (Feet): You gain a swim speed of 10' + 10' per point of juice assigned to the Propeller Boots.
Rocket Boots
Descriptors: None
Body slot: Feet
Saving throw: None

With a low-pitched roar and a flash of fire beneath your feet, you burst towards the skies.

While assembled, Rocket Boots allow you to fly up to 10 feet (average maneuverability) as a move action once per round. You must end the flight solidly supported, or you fall.

Juice: Every point of juice you assign to your Rocket Boots increases the distance you can fly by 10 feet.

Gadget Bind (Feet): You can hover with your Rocket Boots, despite your otherwise average maneuverability. This means you do not need to end each burst of flight on a solid surface.
Rope Launcher
Descriptors: None
Body slot: Arms
Saving throw: None

Throwing? Try shooting!

You can use your Rope Launcher to throw grappling hooks or to ensnare your enemies.
To throw a grappling hook, a grappling hook with an attached rope must be inserted into the launcher. You can then use the launcher to throw the hook, as normal, except you gain a +4 competence bonus on the Use Rope check, the maximum DC is 30 at 100', and throwing the hook does not provoke attacks of opportunity. To throw a net, a net with an attached trailing rope must be inserted into the launcher, which automatically folds it. You can then use the launcher to throw the net, as normal. You are considered proficient when using the net in this manner. If you choose to hold on to the trailing net, you can use the launcher to retract and fold the net as a move action that does not provoke an attack of opportunity. This frees the entangled creature, if any.
Inserting a rope or net into the Rope Launcher is a move action that does not provoke attacks of opportunity.

Juice: Every point of juice assigned to your Rope Launcher increases the maximum distance you can throw a grappling hook or net by 10', and increases the competence bonus on Use Rope checks when securing a hook by 2.

Gadget Bind (Arms): The motor you use to retract the trailing rope when launching a hook or or net gains greatly increased torque. When you successfully secure a grappling hook using the Rope Launcher, you can as a free action pull yourself up to the hook's location (checks may still be needed to secure your footing). When you successfully use the Rope Launcher to entangle a creature in a net, you can as a free action pull the creature into a square adjacent to you. To do so, you must succeed on an intelligence check opposed by the creature's strength check. You gain a bonus on the check equal to twice the number of points of juice assigned to the Rope Launcher, and the creature applies a +4 bonus for every size category it is above medium, or a -4 penalty for every size category it is below medium. Your own size is not a factor.
Sniper's Scope
Descriptors: None
Body slot: Face, Head
Saving throw: Fortitude negates, see text

"I hav'im in the looking glass!"

The range increment for any ranged weapon you wield increases by 10' (if applicable).

Juice: Every point of juice you assign to your Sniper's Scope increases the range increment of any ranged weapon you wield by an additional 10'.

Gadget Bind (Head): You can use True Strike (http://www.d20srd.org/srd/spells/trueStrike.htm) as the spell, at will. However, the benefits apply only to ranged attack rolls rather than all attack rolls, and it ends prematurely if you for any reason move more than 5'.

Gadget Bind (Face): You gain the ability to perform a death attack. Performing this death attack takes 3 rounds, at the end of which you perform a single ranged attack with a weapon. If the attack hits, the target of the attack must immediately make a fortitude save or die. If the target succeeds on the save, the attack is instead automatically a critical threat, and you must roll again to confirm the critical hit. Immunity to critical hits constitutes immunity to this death attack, but the attack still deals normal damage. Despite the name, this is not a death effect.
Springing Shoes
Descriptors: None
Body slot: Feet
Saving throw: None

The springs in your soles extend faster than you can think.

Springing Shoes grant you the ability to avoid dangerous effects. While assembled you gain the uncanny dodge ability.

Juice: You gain an enhancement bonus on Reflex saves equal to the number of points of juice assigned.

Gadget Bind (Feet): You gain the evasion ability.
Steam Jackboots
Descriptors: None
Body slot: Feet
Saving throw: Fortitude negates; see text

The enormous boots hiss and creak with every step.

While your Steam Jackboots are assembled, you suffer no penalty for wearing medium or heavy armor or for carrying a medium or heavy load. However, you take a -4 penalty on all move silently rolls.

Juice: For every point of juice you assign to your Steam Jackboots, your land movement speed is increased by 10'.

Gadget Bind (Feet): If you successfully hit your opponent when making a charge attack, he must succeed on a Fortitude save or be stunned for one round. If you have the ability to make multiple attacks on a charge, only the first threatens to stun - if it misses, subsequent attacks can not stun.
Steam Wrench
Descriptors: None
Body slot: Hands
Saving throw: None; see text

The oversized tool has numerous pipes and pistons sticking out of it, which serve no obvious purpose.

An assembled Steam Wrench functions as a masterwork club sized for you when used in combat. The weapon is keyed to you, not usable by anyone else. When attempting to sunder an opponent's weapon or shield with the Steam Wrench, you do not provoke an attack of opportunity, and you gain a +4 insight bonus on the opposed roll.

Juice: For every point of juice you assign to your Steam Wrench, the insight bonus increases by 2.

Gadget Bind (Hands): You can knock back your opponents by making a special attack with your Steam Wrench as a full-round action. If the attack hits, you automatically perform a Bull Rush attempt against the target - except you do not need to move into the target's square (and thus do not provoke an attack of opportunity), and you need not follow the target to push him back the full distance. You gain a bonus on the opposed check equal to the number of points of juice assigned to the Steam Wrench.
Steamsaw
Descriptors: None
Body slot: Hands
Saving throw: None

The device in your hands resembles a halberd with a rapidly rotating head.

An assembled Steamsaw functions as a formidable, if slow, two-handed melee weapon with which you are proficient. Attacking with the Steamsaw is a full-round action. It deals 2d8 points of slashing damage, critical multiplier x3. The Steamsaw automatically overcomes the damage reduction and hardness of plants, plant creatures, and wooden objects. Bonus attacks that do not require a full attack to perform (such as attacks of opportunity) can be performed normally with a Steamsaw. The weapon is keyed to you, not usable by anyone else.

Juice: The Steamsaw gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of juice you assign to it.

Gadget Bind (Hands): You gain the benefit of the Cleave feat.
Suction Cups
Descriptors: None
Body slot: Feet, Arms
Saving throw: None

"These are useful for more than unclogging the loo, you know."

Your Suction Cups grant you a +2 competence bonus on Climb checks and grapple checks.

Juice: Every point of juice you assign to your Suction Cups increases the bonus on Climb checks and grapple checks by 2.

Gadget Bind (Feet): You gain a climb speed of 10', plus 5' for every additional point of juice you assign to your Suction Cups.

Gadget Bind (Arms): You gain the Improved Grab special attack, usable with your unarmed strike, or with any natural attack you may possess.
Teargas Launcher
Descriptors: None
Body slot: Arms
Saving throw: Fortitude negates, see text

You launch a capsule that releases a cloud of irritating gas.

The gas created by the Teargas Launcher originates from any point in space within 30', spreads in a 10' radius, and lasts for one round. The gas obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). In addition to hampering vision, all creatures who enter the gas (or have the gas conjured on top of them) must immediately succeed on a Fortitude save or be sickened for as long as they remain in the cloud and for 1d4+1 rounds thereafter (Roll separately for each sickened character). Creatures that are immune to poison or inhaled gases are immune to the sickening aspect of the gas, although their vision is hampered normally. Holding one's breath doesn't help.

Juice: Every point of juice you assign to your Teargas Launcher increases the range at which you can create the gas by 10', and increases its duration by 1 round.

Gadget Bind (Arms): A number of times per day equal to your Intelligence modifier, you can create more potent gas. This gas nauseates its victims on a failed fortitude save rather than sickening them.
Temporal Accelerator
Descriptors: None
Body slot: Hands, Shoulders
Saving throw: Will negates; see text

"Don't let any paranoid arcanist tell you that messing with time is dangerous!"

You gain a +1 insight bonus on initiative checks.

Juice: Every point of juice you assign to your Temporal Accelerator increases the insight bonus by 1.

Gadget Bind (Hands): A number of times per day equal to your Intelligence modifier, you can use Time Hop (Expanded Psionics Handbook) as a psi-like ability, at a manifester level equal to your tinkering level. Use this gadget's save DC.

Gadget Bind (Shoulders): A number of times per day equal to your Intelligence modifier, you can activate the Temporal Accelerator as a swift action to grant yourself the benefits of the Haste (http://www.d20srd.org/srd/spells/haste.htm) spell for a number of rounds equal to the number of points of juice assigned to this gadget at the time of activation.

Tinfoil Hat
Descriptors: None
Body slot: Head, Face, Body
Saving throw: None; see text

"They are everywhere! Everywhere I tell you!"

While your Tinfoil Hat is assembled, you are immune to Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm), Read Thoughts (http://www.d20srd.org/srd/psionic/powers/readThoughts.htm), Modify Memory (http://www.d20srd.org/srd/spells/modifyMemory.htm) (as well as its psionic equivalent), and Mindrape (Book of Vile Darkness page 99). You can not be detected by Mindsight (Lords of Madness page 126).

Juice: The Tinfoil Hat grants you an enhancement bonus on will saves equal to the number of points of juice you assign to it.

Gadget Bind (Head): Your Tinfoil Hat protects you from mental control. It blocks any attempt to possess you (by a magic jar attack, for example) or exercise mental control over you, including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over you. The protection does not prevent such effects from targeting you, but it suppresses the effect as long as the Tinfoil Hat is assembled. If you were to disassemble your Tinfoil Hat while the effect granting mental control continued, the would-be controller would then be able to mentally command you. Likewise, the Tinfoil Hat keeps out a possessing life force but does not expel one if it is in place before the gadget is assembled.

Gadget Bind (Face): While your Tinfoil Hat is assembled, you are considered to be under the protection of a Nondetection (http://www.d20srd.org/srd/spells/nondetection.htm) spell.

Gadget Bind (Body): While your Tinfoil Hat is assembled, you are considered to be under the protection of a Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell.
Tinkerer's Weapon
Descriptors: Electricity
Body slot: Arms
Saving throw: None

"This is my BOOM STICK!"

An assembled Tinkerer's Weapon functions as a normal weapon of any kind with which you are proficient. The weapon is keyed to you, not usable by anyone else.

Juice: The Tinkerer's Weapon gains an enhancement bonus on attack rolls and damage rolls equal to the number of points of juice you assign to it.

Gadget Bind (Arms): As a move action, you can charge the Tinkerer's Weapon with stunning power. If the next attack with the weapon is successful, the target must succeed on a fortitude save or be stunned until the beginning of your next turn. if the attack is unsuccessful, the charge is lost with no effect. As long as you have the Tinkerer's Weapon assembled, you can continue to charge the weapon with this stunning force, but the weapon can only ever hold one charge of this power at a time. The stunning power is electric in nature. Energy resistances do not apply, but bonuses on saving throws against effects with the [electricity] descriptor and immunity to electricity do.
Traveler's Companion
Descriptors: None
Body slot: Head, Neck
Saving throw: None

"I don't "rough it". I come prepared."

While your Traveler's Companion is assembled, you are protected as if by an Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm) spell.

Juice: You gain resistance to fire and cold equal to twice the number of points of juice assigned to your Traveler's Companion.

Gadget Bind (Head): Your Traveler's Companion keeps your body nourished while it is assembled, removing your need for external food and water.

Gadget Bind (Neck): While your Traveler's Companion is assembled, you are considered to be under the influence of a Heroes' Feast (http://www.d20srd.org/srd/spells/heroesFeast.htm) spell. Roll for temporary hit points at the time of assembly.
White Noise Generator
Descriptors: Sonic
Body slot: Neck
Saving throw: Will negates; see text

The device hanging from your throat creates a constant, annoying ringing in everyone's ears.

Every creature within 10' of you attempting to cast a spell must succeed on a Concentration check (DC equal to this gadget's save DC) or lose the spell due to the distracting ambient noise. This includes the use of spell-like abilities.
It is not obvious that you are the source of the noise, opponents gain no bonus on their Listen checks to notice your presence.

Juice: Every point of juice you assign to your White Noise Generator increases the radius of the white noise by 10'.

Gadget Bind (Neck): A number of times per day equal to your Intelligence modifier, you can use Antimagic Ray (Spell Compendium page 14) as the spell, using your tinkering level as your caster level. Shooting an Antimagic Ray is a standard action.
Wonderworker's Tools
Descriptors: None
Body slot: Head, Neck
Saving throw: Will negates; see text

Within every tinkerer resides a master craftsman - if he can put his mind to it.

You gain a +4 insight bonus on all Craft checks.

Juice: Every point of juice you assign to your Wonderworker's Tools increases the insight bonus by 2.

Gadget Bind (Head): A number of times per day equal to your Intelligence bonus, you can use Make Whole (http://www.d20srd.org/srd/spells/makeWhole.htm), as the spell.

Gadget Bind (Neck): Once per day, you can use Fabricate (http://www.d20srd.org/srd/spells/fabricate.htm), as the spell.

Miscellaneous

Tinkerer's toolbox
A tinkerer's toolbox contains all the tools and materials a tinkerer needs in order to assemble his gadgets for the day.
Cost: 15 gp
Weight: 20 lb.

Feats

Double Chop
You have spent long hours chopping things up with your Steamsaw, and are now as capable of swinging it in combat as easily as any other weapon.
Prerequisites: Ability to assemble a Steamsaw, Steamsaw Mastery.
Benefit: When you assemble your Steamsaw, you gain two saws rather than one. You also gain the ability to wield a Steamsaw as a one-handed weapon, and when wielding a Steamsaw in each hand, you take penalties as if you were wielding a light weapon in your off hand and had the Two-weapon Fighting feat.
Normal: Assembling a Steamsaw only gives you one saw, and saws are considered two-handed weapons.
Special: You qualify for the Greater Two-weapon Fighting and Improved Two-weapon Fighting feats as if you possessed the Two-weapon Fighting feat and the requisite dexterity score. You must still meet the feats' Base Attack Bonus requirements.

Mecha Suit
You can construct a Mecha Suit, a wondrous construct you pilot to augment your own physical capabilities.
Prerequisites: Tinkerer level 5th.
Benefit: You can construct a Mecha Suit. Also, once per day, you can assign juice to this feat, which increases the power of your Mecha Suit. Once the amount of juice assigned is chosen, it cannot be altered and remains assigned for 24 hours. See the Mecha Suit creature description for further information.

Plasma Cohesion Amplifier
Your bolts of plasma retain a higher degree of their paraelemental properties until the point of impact.
Prerequisites: Ability to assemble a Plasma Cannon, character level 8th.
Benefit: Your Plasma Cannon deals 2d6 points of additional damage per point of juice assigned to it.
Normal: Every point of juice you assign to the Plasma Cannon increases its damage by 1d6 points.

Steamsaw Mastery
You have spent long hours chopping things up with your Steamsaw, and are now as capable of swinging it in combat as easily as any other weapon.
Prerequisite: Ability to assemble a Steamsaw.
Benefit: You can attack with your Steamsaw as if it were a normal weapon, either making a single attack as a standard action, or a full attack as a full-round action.
Normal: Making a single attack with a Steamsaw is always a full-round action.

Ernir
2012-02-09, 12:05 PM
Mecha Suit

Mecha Suits are humanoid-shaped, steam-powered constructs created by tinkerers with the Mecha Suit feat. Each mecha suit has a central compartment from which it can be piloted. Their precise appearance varies greatly, depending on the style and whims of their creators.

A Mecha Suit is entirely mindless, and has no intelligence score. Without a pilot, it takes no actions, not even to prevent its own destruction.

Mecha suits are considered its creator's special companion with respect to the Share Soulmeld feat.

A medium-sized mecha suit weighs about 200 pounds, a large one about 1600 pounds, and a huge one about 12800 pounds.

Constructing a Mecha Suit

The initial construction of a Mecha Suit takes one week of work, and access to a workshop or other appropriate construction site. Reconstructing a Mecha Suit that has been destroyed takes one day of work, assuming the parts are accessible. If the parts are not accessible, it must be constructed anew. Constructing a Mecha Suit while another suit by the same creator is still active renders the previous Mecha Suit inert and unusable.

Each Mecha Suit may come with addons, of a number and type depending on the amount of juice the creator has assigned to his Mecha Suit feat (see the table, below). The creator can always substitute two choices from a lesser menu for one of its given addons.


Juice Assigned
Number of Addons


0
None


1
One from menu A


2
One from menu B


3
One from menu C


4
Two from menu C


5+
Two from menu C, one from menu B


Multiple selections of the same menu do not stack unless the addon specifically notes that stacking is allowed. After a Mecha Suit's assembly, its addon selection can be reconfigured by its creator whenever he reassigns juice to his Mecha Suit feat.

Addon Menu A

Air Conditioning and Heating (Su)
The Mecha Suit's pilot is continuously protected as if by an Endure Elements spell.

Arm Blades (Ex)
The Mecha Suit makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage).

Deflective Plating (Ex)
The Mecha Suit gains a +1 deflection bonus to Armor Class.

Hydraulic Arms (Ex)
The Mecha Suit gains the Power Attack feat.

Hydraulic Legs (Ex)
The Mecha Suit gains the Improved Bull Rush feat, even if it does not normally qualify for the feat.

Momentum Optimization Module (Ex)
The Mecha Suit gains the Cleave feat.

Oversized Arm (Ex)
The Mecha Suit gains the Improved Natural Attack feat.

Propeller (Ex)
The Mecha Suit is streamlined and with an enormous turbine on its underside, and gains a swim speed of 30 feet.

Reinforced Bulkheads (Ex)
The Mecha Suit gains an extra 5 hit points.

Resistance Plating (Ex)
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Mecha Suit gains resistance 5 against that energy type.

Wheels (Ex)
The Mecha Suit's legs are replaced by a clockwork mechanism propelling it forward like a horseless wagon. Its land speed is increased by 10 feet per point of juice assigned to the creator's Mecha Suit feat. However, difficult terrain inflicts upon it double the usual penalties, each square of difficult terrain costing four squares of movement.

Wings (Ex)
The Mecha Suit has auto-propelled sails similar in appearance to those of a windmill, giving it a fly speed of 20 feet (average).

Addon Menu B

Extra Attack (Ex)
If the Mecha Suit is Medium-sized, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the Mecha Suit is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

Adamantine Alloy Plating (Ex)
The Mecha Suit's hard outer surface grants it damage reduction of 3/-.

Gatling Cannon (Su)
As a full-round action, the Mecha Suit can fire a number of lead bullets equal to the number of points of juice its creator has assigned to his Mecha Suit feat. This attack has a range increment of 50 feet. All targets must be within 30 feet of each other. The Mecha Suit makes a ranged attack roll for each fired bullet, using its full base attack bonus. A successful hit deals 2d6 points of damage, and ignores all hardness below 20.

Heavy Deflective Plating (Ex)
The Mecha Suit gains a +4 deflection bonus to Armor Class.

Improved Critical (Ex)
The Mecha Suit gains the Improved Critical feat with its slam attacks.

Improved Engine Pistons (Ex)
The Mecha Suit gains a +4 bonus to its Strength score.

Improved Propeller (Ex)
The Mecha Suit is streamlined and with an enormous turbine on its underside, and gains a swim speed of 60 feet.

Improved Reinforced Bulkheads (Ex)
The Mecha Suit gains an extra 15 hit points.

Improved Wings (Ex)
The Mecha Suit has auto-propelled sails similar in appearance to those of a windmill, giving it a fly speed of 40 feet (average).

Nanobot Repair System (Ex)
The Mecha Suit heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

Pincer Grip (Ex)
The Mecha Suit gains the Improved Grab special attack with its slam attack. The Mecha Suit can use this ability only on a target that is at least one size smaller than itself.

Pilot Shield (Ex)
The pilot of the Mecha Suit has constant cover from a large, partially translucent shield in front of the cockpit. He takes a -4 penalty on all Spot checks. He may not use this cover to Hide behind.

Rapid Attack Programming (Ex)
The Mecha Suit gains the Pounce special attack, as a lion.

Trample (Ex)
As a standard action during its turn each round, a Large or larger Mecha Suit can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ Mecha Suit's Hit Dice + Mecha Suit's Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Addon Menu C

Radar Module (Ex)
The Mecha Suit has blindsight out to 60 feet.

Constricting Pincer Grip (Ex)
The Mecha Suit has the improved grab ability with its slam attack. In addition, on a successful grapple check, the Mecha Suit deals damage equal to its slam damage.

Dual Gatling Cannons (Su)
As a full-round action, the Mecha Suit can fire a number of lead bullets equal to twice the number of points of juice its creator has assigned to his Mecha Suit feat. This attack has a range increment of 50 feet. All targets must be within 30 feet of each other. The Mecha Suit makes a ranged attack roll for each fired bullet, using its full base attack bonus. A successful hit deals 1d10 points of damage, and ignores all hardness below 20.

Microjump Drive (Sp)
A number of times per day equal to the number of points of juice its creator has assigned to his Mecha Suit feat, and no more than once per round, the Mecha Suit can cast dimension door (caster level equal to Hit Dice) as a move action.

Adamantine Bulkheads (Ex)
The Mecha Suit gains an extra 30 hit points.

Adamantine Plating (Ex)
The Mecha Suit's hard outer surface grants it damage reduction of 6/-.

Cloaking Device (Su)
The Mecha Suit, along with its pilot, is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Extreme Deflective Plating (Ex)
The Mecha Suit gains a +8 deflection bonus to Armor Class.

Improved Arm Blades (Ex)
The Mecha Suit makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). A Mecha Suit that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.

Midsection Rotator (Ex)
The Mecha Suit gains the Whirlwind Attack feat.

Spell Resistance Module (Ex)
The Mecha Suit gains spell resistance equal to 10 + its Hit Dice.

Springing Leg Coils (Ex)
The Mecha Suit gains the Spring Attack feat.

Piloting a Mecha Suit

The Ride skill can be used to Pilot a Mecha Suit, as if it were a combat-trained creature. However, the unusual methods by which the Mecha Suit is controlled enforces some changes to how mounted combat is conducted.
The Guide with Knees option is not accessible. The pilot must maintain at least one hand on the controls at all times. You automatically succeed on all Ride checks to stay in the saddle. If you are knocked unconscious, you do not fall out of the Mecha Suit. Without you to guide it, the Mecha Suit takes no actions. You can not use a Mecha Suit for cover (however, see the Pilot Shield addon, above). You can command your Mecha Suit to use the Climb skill with a DC 15 ride check. This usage does not take an action, it is part of the Mecha Suit's movement. A Mecha Suit can not be Spurred. Epic usages of the Ride skill are not available when piloting Mecha Suits.

Since the pilot enters the Mecha Suit to control it, no saddle or other implements used for traditional riding are required (or beneficial). Any creature other than the creator attempting to pilot the Mecha Suit takes a -20 penalty on all ride checks involved. A mecha suit can be piloted only by a creature of its own size or smaller.
The piloting compartment of a Mecha Suit is not closed, and offers no protection from attacks or the environment unless otherwise noted by an addon.

Otherwise, piloting a Mecha suit functions as described under the Ride skill and the Mounted Combat special combat option.

Combat
A Mecha Suit serves as a powerful addition to its pilot's physical abilities in combat. While less nimble than traditional mounts, Mecha Suits possess prodigious strength and resilience. Due to their humanoid shape, most tinkerers outfit their Mecha Suits with weapons.

Construct Traits
A Mecha Suit has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Magic Item Restrictions
Like other creatures, Mecha Suits can be outfitted with magic items, but their shape and size imposes a harsh limit on what kind of items they can wear. Mecha Suits have the Hands, Feet, Shoulders, and Waist slots available to use, items requiring other slots fail to work even if they could be feasibly attached. Mecha Suits can never activate magic items. A Mecha Suit can not wear armor, although its armor plating can be enhanced as magic armor can.

Powered Resistance (Su)
A Mecha Suit gains an insight bonus on saving throws equal to the number of points of Juice its creator has assigned to his Mecha Suit feat.

Slam Attack
A medium-sized Mecha Suit has a single slam attack, dealing 1d6 points of damage. A large Mecha Suit has two slam attacks, each dealing 1d8 points of damage. A huge Mecha Suit has two slam attacks, each dealing 2d6 points of damage. A Mecha Suit can use its slam attack even when both of its hands are full.
A Mecha suit with only one slam attack adds its Strength modifier × 1½ to its damage, while a Mecha Suit with two or more slam attacks adds only its Strength modifier. A Mecha Suit's slam attack is considered a primary natural attack.

Skill Restrictions
Although their mechanical parts are not harmed by water or other liquids, a Mecha Suit can not Swim, always sinking like a rock. It can walk along the bottom of most bodies of water at half speed.
The pistons and steam engine of a Mecha Suit create significant amounts of noise, and they take a -4 penalty on all move silently checks.

Mecha Suit Statistics by Tinkering Level


Tinkering level
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
Base Attack/Grapple
Attack
Fort Save
Ref Save
Will Save
Speed
AC


5-6
M
3d10+20
21
15
-
-
11
10
+2/+7
+7
+1
+3
+1
20'
20 (+2 Dex, +8 armor), touch 12, flat-footed 18


7-8
M
5d10+20
25
15
-
-
11
10
+3/+10
+10
+1
+3
+1
30'
22 (+2 Dex, +10 armor), touch 12, flat-footed 20


9-10
L
7d10+30
29
13
-
-
11
10
+5/+18
+13
+2
+3
+2
40'
23 (+1 Dex, +13 armor, -1 size), touch 10, flat-footed 22


11-12
L
10d10+30
33
13
-
-
11
10
+7/+22
+17
+3
+4
+3
40'
25 (+1 Dex, +15 armor, -1 size), touch 10, flat-footed 24


13-14
L
13d10+30
35
13
-
-
11
10
+9/+25
+20
+4
+5
+4
40'
27 (+1 Dex, +17 armor, -1 size), touch 10, flat-footed 26


15-16
L
16d10+30
39
13
-
-
11
10
+12/+30
+25
+5
+6
+5
40'
29 (+1 Dex, +19 armor, -1 size), touch 10, flat-footed 28


17+
H
19d10+40
43
11
-
-
11
10
+14/+38
+28
+6
+6
+6
50'
33 (+25 armor, -2 size), touch 8, flat-footed 33



Author's Notes

February 3rd, 2015
The tables have been fixed. Crossbow Automator added.

June 21st, 2012
Mecha suits added, BAB increased to medium.

February 21st, 2012
SRD links and splatbook page references added, the Magnefying Glass, Rope Launcher, and Steamsaw gadgets added, as well as the Steamsaw feats.

February 20th, 2012
Plasma Cannon nerfed from 2d6/Juice to 1d6/Juice, and the Plasma Cohesion Amplifier feat added instead. Picture added.

February 9th, 2012
Well, this is finally up.

I wrote most of this last summer. Found it on the hard drive again a few days ago, finished the fluff, wrote a couple more gadgets... and here it is.

Ta-da!

Peach?

Ernir
2012-02-19, 10:23 PM
Bump for the new feat and image. If someone knows of a picture that isn't from World of Warcraft, of all things, I'd be happy to replace it. :smalltongue:

Also, umm... Peach, anyone? :smallfrown:
Borked concept? Broken/Infinite Loops? And last but not least, is this hard to understand?

The Underlord
2012-02-20, 12:12 AM
It seems pretty good at a glance though a few thingd you might want to note
1. If the Shape Soulmeld feat can be taken to gain gadgets
3. Do sources that increase essentia increase juice?
4. Do feats that unlock chakra binds unlock gadget binds
In essence, you should clearly write that the difference is purely flavor, or which seperations you want and don't want.

Ernir
2012-02-20, 01:17 PM
It seems pretty good at a glance though a few thingd you might want to note
1. If the Shape Soulmeld feat can be taken to gain gadgets
3. Do sources that increase essentia increase juice?
4. Do feats that unlock chakra binds unlock gadget binds
In essence, you should clearly write that the difference is purely flavor, or which seperations you want and don't want.

Probably a good thing to spell it out, yes. The only thing I said was "Tinkerers qualify for incarnum prestige classes and can take incarnum feats just as any other meldshaper can.", which doesn't really cover the whole thing.

Added your questions to the FAQ. Thanks. :smallsmile:

Draz74
2012-02-20, 03:00 PM
Wow. I haven't had time to read through most of the various Gadgets yet, but I want to say, this is a brilliant concept, and I'd adopt it in a heartbeat if someone I was DMing said they wanted to play an Artificer. (Since I really wouldn't want to deal with the bookkeeping or the balance issues of an Artificer.)

EDIT: Perhaps some bonus Item Creation feats wouldn't be a bad idea, once the Item Creation class features start coming online? Not as many as the Artificer, and mostly sticking to feats that wouldn't be worth taking on their own anyway? (Perhaps Brew Potion, Scribe Scroll, Craft Wand, and Forge Ring?) Because Incarnum classes tend to be pretty feat-starved anyway, and it would be a shame for those class features to be totally wasted just because of a dearth of feats.

EDIT 2: Also, in case you hadn't noticed, the first two posts of this thread are a double-post. Somewhat jarring.

Mulletmanalive
2012-02-20, 03:47 PM
This and Garryl's Metroid as Incarnum project [i forget where that's posted] are both excellent, though when a new rule system is introduced, it's always preferable to spell out what a given spell effect does, rather than referring folks to spells that are here there and everywhere...

Pet peeve.

How about a feat that allows you to alter your gadgets into a "vehicle" basically allowing you to build a helecopter out of rotor boots, a plasma cannon and something else and then cruise around with your cohorts firing out of the hatches?

You could really do with more [Body] binds, given that it's basically the capstone, though i can't come up with any right this second, though perhaps one of them, maybe the armour thing, could become an http://www.d20srd.org/srd/magicItems/wondrousItems.htm#apparatusoftheCrab

Ernir
2012-02-20, 11:11 PM
Wow. I haven't had time to read through most of the various Gadgets yet, but I want to say, this is a brilliant concept, and I'd adopt it in a heartbeat if someone I was DMing said they wanted to play an Artificer. (Since I really wouldn't want to deal with the bookkeeping or the balance issues of an Artificer.)
Nice to hear. :smallsmile:


EDIT: Perhaps some bonus Item Creation feats wouldn't be a bad idea, once the Item Creation class features start coming online? Not as many as the Artificer, and mostly sticking to feats that wouldn't be worth taking on their own anyway? (Perhaps Brew Potion, Scribe Scroll, Craft Wand, and Forge Ring?) Because Incarnum classes tend to be pretty feat-starved anyway, and it would be a shame for those class features to be totally wasted just because of a dearth of feats.
Maybe.

Thing is, I've been comparing it to the Incarnate (soulmelds) and the Warlock (item creation), and even though those classes aren't exactly the strongest, I don't want to get too far ahead of them either.

Has anyone here created a crafting Warlock? How did you deal with the feat issue?

EDIT 2: Also, in case you hadn't noticed, the first two posts of this thread are a double-post. Somewhat jarring.
Woah! That's one impressive screw-up.

Fix't.

This and Garryl's Metroid as Incarnum project [i forget where that's posted] are both excellent, though when a new rule system is introduced, it's always preferable to spell out what a given spell effect does, rather than referring folks to spells that are here there and everywhere...

Pet peeve.
Well, I can't go and copy stuff like Flesh to Ice, but you're right, I could make this more accessible. SRD links where they are possible, and page references where they aren't.

How about a feat that allows you to alter your gadgets into a "vehicle" basically allowing you to build a helecopter out of rotor boots, a plasma cannon and something else and then cruise around with your cohorts firing out of the hatches?
I've been thinking about just the same thing. Airships, steam tanks, and oversized battle suits should all be appropriate for a character/class like this, but I've been stuck on the implementation. =/

You could really do with more [Body] binds, given that it's basically the capstone, though i can't come up with any right this second, though perhaps one of them, maybe the armour thing, could become an http://www.d20srd.org/srd/magicItems/wondrousItems.htm#apparatusoftheCrab
I could do with more of all the high level binds. My current count is as follows:

Head Binds: 5
Feet Binds: 6
Hand Binds: 5
Arms Binds: 3
Face Binds: 4
Shoulders Binds: 5
Waist Binds: 3
Neck Binds: 3
Torso Binds: 3
Body Binds: 3

Tacitus
2012-02-21, 02:14 AM
I think the implementation of airships or other gadgets that are not attached to the character would be better suited for a PrC, with the airship/mecha/whatever acting as a sort of familiar, based around perhaps a sentient "Steam Core" (psicrystal? soulspark familiar?) that is pretty much just a useless ball until you share gadgets (a la Share Soulmeld) with it to do cool things.

This concept is something I've thought about for quite some time, and I've even used the Incarnate as a basis for a modern-ish-D&D superhero in a game that didn't get too terribly far here on Giants.

Also, search and disable device, but no class feature or gadget for Trapfinding?

Ernir
2012-02-21, 07:39 AM
I think the implementation of airships or other gadgets that are not attached to the character would be better suited for a PrC, with the airship/mecha/whatever acting as a sort of familiar, based around perhaps a sentient "Steam Core" (psicrystal? soulspark familiar?) that is pretty much just a useless ball until you share gadgets (a la Share Soulmeld) with it to do cool things.

This concept is something I've thought about for quite some time, and I've even used the Incarnate as a basis for a modern-ish-D&D superhero in a game that didn't get too terribly far here on Giants.
Prestige class. Excellent idea.

Also, the external apparatus being an actual creature opens up interesting possibilities - like buffing it.


Also, search and disable device, but no class feature or gadget for Trapfinding?
Riiight. Theft Gloves. That was the Soulmeld I meant to rip off. :smalltongue:

Ernir
2012-02-21, 04:33 PM
SRD links and page references have been added.

Also, three new gadgets. The Magnefying Glass, the Rope Launcher, and the Steamsaw.

The mental image I have of the last one is really cool. I hope I got it across. :smalltongue:

bobthe6th
2012-02-21, 05:00 PM
was just thinking of doing a artificer revamp similler to this(still going to, but will make a point to seperate it...)

this looks like silly amounts of fun!

peterpaulrubens
2012-02-22, 04:48 PM
OMG this is awesome. "Macgyvering" may be the best class feature ever named. :smallbiggrin:

A couple of random thoughts in no particular order:

This looks to me like your actual damage-dealing options are mostly weapon-based. I think 3/4 BAB may make it much more playable.
Airships, tanks, etc. could easily be replicated by basing their stats on a druid's animal companion and then fluffing to taste. Pick a gadget bind for it to occupy - probably head or face so it's not too high-level- and then adding Juice could increase your effective level (i.e effective druid level = (tinkerer level -4 + Juice invested)). Basing autonomous gadgets on an animal companion's stats gives a cheap and easy out for balancing the gadget well (you don't want first-level characters with a Sherman tank or a 200' zeppelin with perma-flight). Make a feat or something to add to your effective companion/automaton/droid/whatchacallit level if you want to specialize.
I'd like to see something that somehow powers up alchemical items, like making oil flasks/alchemist's fire into supercharged Molotov cocktails, tanglefoot bags into Solid Fog, smokesticks into Stinking Clouds, thunderstones into Deafness, etc. The increased power would be balanced against the fact that they're consumable ammunition.

Draz74
2012-02-23, 02:30 PM
IMO, just because Incarnate 'melds never gave Hide/Move Silently bonuses, and just because Totemist skill-boosting 'melds had to deal with that annoying nerf of granting [competence] bonuses instead of bonuses, does not mean that new 'melds can't give [I]good bonus types to Hide/Move Silently. I vote for an upgrade to the Camouflage Cloak, so that a Tinkerer can actually be good at stealth if it tries to be.

Ernir
2012-02-24, 12:55 AM
was just thinking of doing a artificer revamp similler to this(still going to, but will make a point to seperate it...)

this looks like silly amounts of fun!
OMG this is awesome. "Macgyvering" may be the best class feature ever named. :smallbiggrin:
TY :smallbiggrin:


This looks to me like your actual damage-dealing options are mostly weapon-based. I think 3/4 BAB may make it much more playable.
I based a whole lot of this on the Incarnate, and that one does... okay with his 1/2 BAB.
Maybe I should just accept that the Incarnate isn't a huge powerhouse, and give him his 3/4 BAB?

Airships, tanks, etc. could easily be replicated by basing their stats on a druid's animal companion and then fluffing to taste. Pick a gadget bind for it to occupy - probably head or face so it's not too high-level- and then adding Juice could increase your effective level (i.e effective druid level = (tinkerer level -4 + Juice invested)). Basing autonomous gadgets on an animal companion's stats gives a cheap and easy out for balancing the gadget well (you don't want first-level characters with a Sherman tank or a 200' zeppelin with perma-flight). Make a feat or something to add to your effective companion/automaton/droid/whatchacallit level if you want to specialize.
Huh.

I have been working on a feat to give Tinkerers a mecha suit based on the Astral Construct stats, but I hadn't thought of involving juice.

You'll see juice-powered mecha suits soon. :smalltongue:

I'd like to see something that somehow powers up alchemical items, like making oil flasks/alchemist's fire into supercharged Molotov cocktails, tanglefoot bags into Solid Fog, smokesticks into Stinking Clouds, thunderstones into Deafness, etc. The increased power would be balanced against the fact that they're consumable ammunition.

Ooo, cool idea. Will do it.

IMO, just because Incarnate 'melds never gave Hide/Move Silently bonuses, and just because Totemist skill-boosting 'melds had to deal with that annoying nerf of granting [competence] bonuses instead of bonuses, does not mean that new 'melds can't give [I]good bonus types to Hide/Move Silently. I vote for an upgrade to the Camouflage Cloak, so that a Tinkerer can actually be good at stealth if it tries to be.
Heh. I was just copying that one Totemist soulmeld, didn't give it much thought, TBH. :smalltongue:
You think it should be insight? You got it.

Ernir
2012-06-21, 10:20 AM
Bump for update.


You'll see juice-powered mecha suits soon. :smalltongue:
Now that was a big fat lie.

Regardless, they are here. Beware, big fat ripoff from Astral Constructs!

Also, medium BAB.