PDA

View Full Version : Contest Base Class Contest XXXVI - Contest Under Construction



Temotei
2016-10-16, 03:45 PM
Contest Under Construction

Welcome to Base Class Contest number thirty-six! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of constructs; anything is possible, from an elite warforged to followers of inevitables to a playable golem class, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on December 4th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Warning!

Construction Ahead!

Temotei
2016-10-16, 03:47 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Amechra
2016-10-18, 10:56 PM
Wrench

Put an optional image of your class here!

Necessity's the mother of invention - bloody-mindedness is the father.


A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Cleric

Class Skills
The Wrench's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
[TABLE="class: grid head"]

Level
Base Attack Bonus
Fort Save

Ref Save
Will Save
Special
Recalled Sparks
Total Sparks


1st

+0



+0



+2



+2


Kitbash(2), Rough and Ready
1
2


2nd

+1



+0



+3



+3


Kitbash(3), Grease Monkey
2
2


3rd

+2



+1



+3



+3


Golemforge, Ground (Base)
2
3


4th

+3



+1



+4



+4


Golemheart, Rebuke Constructs
3
4


5th

+3



+1



+4



+4


Kitbash(4)
3
4


6th

+4



+2



+5



+5


Ground (Kitbash)

4
5


7th

+5



+2



+5



+5


Astral Forge (Base)

4
6


8th

+6/+1


%0RD5D
+2

[/TD]
[CENTER]%@` # 2FCENTER]
%59~~xKV$5BTD][CENTER]+6
[/C6NTER]

[TD]ҫ?o(5)
%0]R0m5D
5
[TD=%bO {RZ<*q2]6[/TD%gM0D

[5D
9th
+6/+1
[/CENw]


+3
[CENTER]

[CENTER]+6
%cjTd*d*mP1@TD]
[TD][CENTER]+6


Ground (Breakthrough)

[TD="align: center"]5[/TD%5

Amechra
2016-10-18, 10:58 PM
Reserved for Sparks, maybe.

Jormengand
2016-10-19, 05:18 PM
The Mechanical Warrior

http://fc00.deviantart.net/fs71/i/2013/037/c/9/mechanical_warrior_by_malletmann-d5u27ks.png

"What would you give for a chance to be remade?"
- Solia Elizabeth Luminor, mechanical warrior

A mechanical warrior is usually a creature whose body was so badly damaged that death seemed inevitable and healing impossible. Without any divine healing to hand, creatures often turn to the technological to save their friends and children. This process is fraught with danger, especially when the creature's arms and legs are already irreparable. So that they might resume some semblance of normal life, they are given a mechanical body which sustains them.

Over time, some inventors have made this process more common by making pre-built suits with basic life-support capabilities and the capacity for modification. This process allows an inventor to save someone's life should they become badly injured in battle.

The process is explained in the section "Becoming a mechanical warrior".

Adventures: Some mechanical warriors had levels in some other class before they became a mechanical warrior. They continue the motives of that class, even if they lose their levels therein. Others seek to invent more and improve themselves.

Characteristics: Mechanical warriors fight by augmenting their body to perform great deeds.

Alignment: Any. Mechanical warriors can have any kind of motives.

Religion: Any. Mechanical warriors usually keep whatever religion they had before their transformation.

Background: Mechanical warriors are those who fell in battle or otherwise, injured beyond salvation save for the miracle of technology. See the "Becoming a Mechanical Warrior" section below.

Races: Any living creature, though the resultant creature ends up being a human-shaped living construct.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: Mechanical warriors replace fighters, barbarians and the like in a standard party composition.

Adaptation: Mechanical warriors are not necessarily high tech - they can be anything from haphazardly-attached metal to wonders of modern technology, or anything in between, such as steam-powered juggernauts.

GAME RULE INFORMATION
Mechanical Warriors have the following game statistics.
Abilities: Strength is the most important ability score for a mechanical warrior. Other important abilities include dexterity and constution. Mental abilities are less important, though a high wisdom score makes up for the mechanical warrior's low will save.
Alignment: Any
Special: Must be a living creature and not already a living construct (ovbiously, the creature can continue to be a living construct after their class feature turns them into one).
Hit Die: 1d8
Starting Age: As barbarian.
Starting Gold: 2d6*5 gp (average 35 GP). In addition, a mechanical warrior does not own a set of normal clothes unlike most characters.

Class Skills:
The Mechanical Warriors class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

Becoming a Mechanical Warrior
A creature who is wounded in battle may require the services of an inventor to restore them to health, while others may request this service voluntarily. Only living creatures who are not already living constructs can undergo this process, which is as follows.

First, the creature must be stabilisied if dying, but a craft (construct), craft (metalworking), knowledge (architecture and engineering) or profession (inventor) check can be taken in place of a heal check (though the creature doesn't become conscious until the process is complete if this is done). Then, a process taking eight hours and costing 100 gp is required to construct the body, though the body can be three-quarters constructed in advance (taking 6 hours and leaving 2).

The creature immediately changes all class levels (not hit dice) into mechanical warrior class levels. Ignore any part of an effect that says it doesn't or can't. Each feat that the creature no longer qualifies for (including for reasons such as loss of natural weapons or change of type, or even that it already lost its prerequisites for previously) is re-chosen. The creature keeps its original hit dice despite becoming a construct. A creature who undergoes this process may not therefore actually gain any levels in mechanical warrior (for example, an eighth-level minotaur has 6 monstrous humanoid hit dice, a level adjustment of two, and no class levels). In this case, use the zero-level entry for the mechanical warrior (this entry is not simply for all creatures with no levels in the class!).

A creature who undergoes this transformation must henceforth take levels in mechanical warrior and no other class. Further, they can't even gain access to spells, or psionics, or spell-like, supernatural or psi-like abilities that are normally based on another class (such as utterances), or martial maneuvers (even extraordinary ones), though they can of course use their own inventions.

Further effects of the transformation are given in the mechanical body class feature.


LevelBABFortRefWillSpecial
Weapon
Back
Head
Mouth
Arm
0lvl+0+0+0+0Mechanical Body
0
0
0
0
0
1st+1+2+0+0Robotics Inventions 1
1
0
0
0
0
2nd+2+3+0+0Demolition Inventions 1
1
1
0
0
0
3rd+3+3+1+1Robotics Inventions 2
1
1
1
0
0
4th+4+4+1+1Augmentation Inventions 1
1
1
1
1
0
5th+5+4+1+1Robotics Inventions 3
1
1
1
1
1
6th+6/+1+5+2+2Demolition Inventions 2
2
1
1
1
1
7th+7/+2+5+2+2Robotics Inventions 4
2
2
1
1
1
8th+8/+3+6+2+2Augmentation Inventions 2
2
2
2
1
1
9th+9/+4+6+3+3Robotics Inventions 5
2
2
2
2
1
10th+10/+5+7+3+3Demolition Inventions 3
2
2
2
2
2
11th+11/+6/+1+7+3+3Robotics Inventions 6
3
2
2
2
2
12th+12/+7/+2+8+4+4Augmentation Inventions 3
3
3
2
2
2
13th+13/+8/+3+8+4+4Robotics Inventions 7
3
3
3
2
2
14th+14/+9/+4+9+4+4Demolition Inventions 4
3
3
3
3
2
15th+15/+10/+5+9+5+5Robotics Inventions 8
3
3
3
3
3
16th+16/+11/+6/+1+10+5+5Augmentation Inventions 4
4
3
3
3
3
17th+17/+12/+7/+2+10+5+5Robotics Inventions 9
4
4
3
3
3
18th+18/+13/+8/+3+11+6+6Demolition Inventions 5
4
4
4
3
3
19th+19/+14/+9/+4+11+6+6Robotics Inventions 10
4
4
4
4
3
20th+20/+15/+10/+5+12+6+6Augmentation Inventions 5
4
4
4
4
4


Class Features
The following are the class features of the mechanical warrior:

Weapon and Armour Proficiency
The mechanical warrior is proficient with all simple and martial weapons, with shields (except tower shields) and with all inventions, whether they be weapon, armour or shield. Mechanical warriors cannot wear conventional armour.

Mechanical Body (Ex)
At zero level, the mechanical warrior's body is partially replaced with machine-like components. The Mechanical Warrior's unarmed strikes deal lethal damage as a gauntlet, and her type changes to construct [Augmented X, Living Construct] where X was her original type. She also retains other subtypes she might have had except for the native and shapeshifter types. If she is planetouched, she is treated as whichever of construct and outsider benefits her the least, rather than humanoid and outsider.

The creature's wrecked remains are placed awkwardly or otherwise inside an essentially human shaped body, depriving the creature of its original natural weapons, any fly, burrow, swim or climb speed it might have, and other abilities based on form except for a natural armour bonus to armour class. A creature whose land speed is less than 20 feet improves their speed to 20 feet.

A mechanical warrior gets a +6 armour bonus to armour class, plus another +1 per two levels after zero. The mechanical body is a set of medium metal armour (though it weighs as much as full plate), but doesn't actually impede the mechanical warrior's movement. It cannot be used in conjunction with normal armour, and doing so would usually be pointless anyway.

Inventions (Su)
Mechanical warriors of at least first level use inventions (http://www.giantitp.com/forums/showthread.php?461501-Inventions!-Magitech-Classes-Base-Class-Contest-30-winner-PEACH) from the disciplines of robotics, demolition and augmentation. The mechanical warrior is in herself essentially a robot, and supports one weapon system, plus one per five levels after first. The progression of invention slots of other types is given on Table: the Mechanical Warrior. The level of systems that the mechanical warrior supports is always equal to her robotics level.

Mechanical warriors' inventing skills are limited, and they only gain invention points equal to three times their level, not five times. Further, she can't actually create the chassis for other robots, and is limited to adding systems to herself (or pre-existing robots).

The key ability for a mechanical warrior's inventions is STRENGTH.

Jormengand
2016-10-19, 05:19 PM
Reserved for possible additional inventions.

Lanth Sor
2016-10-19, 07:32 PM
Class/subsystem the cyborg is sourced form is Draken's Evolutionist (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class)


Cyborg

http://img11.deviantart.net/e1b8/i/2014/267/0/4/be_the_one_by_estookin-d80ep2d.jpg
Image By Estookin (http://estookin.deviantart.com/) of Deviant Art

"I once thought this a curse but now know it's a blessing." - Altrik Ironeye

Through endless searching, an accidental prick, or an angry wizard the cyborg found a means to immortality, kind of. Each cyborg is lead to its path in life through different means, but then end product is the same, evolution. Unfortunately for most the act of becoming a cyborg is not a painless one and not one they chose themselves.

Adventures: Cyborgs often find the adventuring life easier as their often obvious partial construct nature leads to many gawkers and on occasion being driven out as monsters. Other are out to find a way back to the life they had before. While others try to right their past wrongs.

Characteristics: Cyborgs are an uncommonly durable lot and their further upgrades and reconfigurations can make them even more so. Due to their own talents, they tend to have a wide array of abilities but specialize in one field. While one cyborg may focus their upgrades on being a battlefield juggernaut, another may enhance their stealth abilities, while another still would use their upgrades to pursue a diplomatic path.

Alignment: Cyborgs have no inclination toward any particular alignment.

Religion: Cyborgs commonly are found to condemn the gods more readily then worship them. However a few tend to rather fervent worship seeing their new form as a type of punishment. Regardless no particular deity is favored by the class. The few who do seek out a method of joining the class are most likely to revere gods of creation such as Moradin.

Background: The most common method of becoming a cyborg is to come into contact with nanites. On a rare occasion, a wizard stumbles upon a method of injecting someone with nanites weather through arcane ritual or a bizarre curse. Equally rare are the few souls that have their blood changed by a god to a nanite stream. By far the rarest is the inventor that has the skill to create his very own nanites to start the process.

Races: Due to the fickle nature of becoming a cyborg no race is more common than any other. On occasion, a group may arise to share their gift with their race.

Other Classes: Religious classes have responses ranging from veneration to outright revulsion depending upon their deities tenets. Nature focused classes such as the druid and ranger feel uneasy as cyborgs carry the very essence of the urban environment with them. Monks and Dragonfire Adepts understand both those that chose the path and those that had it forced upon them but feel a kinship to neither. cyborgs know the path they tread and share a kinship as their path is very similar.

Role: Unlike most other classes Cyborgs many upgrades and ability to enhance them as needed allow it to fill many roles with ease. They can specialize or cover broader areas.

Adaptation: Usually, the cyborg is present in high technology areas or any area where nanites might be found. There might be a lone cyborg or android spreading its nanites. A wizard could have found an ancient ritual suffusing a host with small machines. A god of creation could grant his most devout followers with a path to become a true machine. A mad inevitable could be infecting people with miniature inevitable to bring order to the universe.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities:
Alignment: Any
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Fighter

Class Skills
The cyborg's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Cyborg


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Internal
Power


1st

+0

+0

+0

+0
Reconstitution, Upgrades, Nanite Surge

2


2nd

+1

+0

+0

+0
Upgrades, Reconfiguration I

3


3rd

+1

+1

+1

+1
Upgrades

5


4th

+2

+1

+1

+1
Upgrades

6


5th

+2

+1

+1

+1
Upgrades, Reconfiguration II

8


6th

+3

+2

+2

+2
Upgrades

9


7th

+3

+2

+2

+2
Upgrades

11


8th

+4

+2

+2

+2
Upgrades, Reconfiguration III

12


9th

+4

+3

+3

+3
Upgrades

14


10th

+5

+3

+3

+3
Upgrades, Cybernetic Ascendancy

15


11th

+5

+3

+3

+3
Upgrades, Reconfiguration IV

17


12th

+6

+4

+4

+4
Upgrades

18


13th

+6

+4

+4

+4
Upgrades

20


14th

+7

+4

+4

+4
Upgrades, Reconfiguration V

21


15th

+7

+5

+5

+5
Upgrades

23


16th

+8

+5

+5

+5
Upgrades

24


17th

+8

+5

+5

+5
Upgrades, Reconfiguration VI

26


18th

+9

+6

+6

+6
Upgrades

27


19th

+9

+6

+6

+6
Upgrades

29


20th

+10

+6

+6

+6
Upgrades, Cybernetic Perfection

30





Class Features
All of the following are class features of the Cyborg.

Weapon and Armor Proficiencies: Cyborgs are proficient with all simple weapons and light armor but not with shields. They are innately proficient with any natural weapons they may acquire.

Reconstitution (Ex): Whether through the machinations of a mad genius or an angry wizard the cyborg finds their body slowly being reforged into a something else. Cyborgs gain a +4 bonus on all saving throws against disease, fatigue, exhaustion, paralysis, poison, sleep effects, and stun effects. At the 3rd level, the cyborg is immune to fatigue but not exhaustion and the bonus to saves increases to +8. Then at the 5th level, the cyborg is not subject to fatigue or exhaustion, and are immune to poison, disease and sleep effects.

Internal Power (Ex): A Cyborg has an internal power supply they can shift around to make their upgrades more potent for as long as the extra power is allocated to the upgrade. Any upgrade can only contain power equal to 1/2 the cyborg's level(rounded up). Allocating internal power takes one minute at the first level. At the third level, they can shift 1 power to a new upgrade as a swift action. Starting at the 5th level the cyborg can reallocate half their internal power as a full-round action. At the 10th level reallocating all power becomes a full round action, half the cyborg's internal power can be reallocated as a standard action, and a fourth of the cyborg's internal power can be reallocated as a swift action. At the 15th level reallocating all internal power is a standard action and reallocating half of the internal power is a swift action. At the 20th level reallocating all power is a swift action.

Nanite Surge (Ex): A cyborg's body is infused with nanites. As an immediate action, a Cyborg can cause her nanites to surge, granting a bonus equal to 3 + the Cyborg's character level on any one d20 roll; this ability must be activated before the roll is made. When a Cyborg uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round. They may only surge a number of times per day equal to their Cyborg level + intelligence modifier.

Upgrades: At first level, the cyborg gains four upgrades. Each level afterward, they gain two upgrades.
Whenever the cyborg gains a level, they may choose to lose any one upgrade they have to gain a different one, they cannot choose to lose an upgrade that would cause them to no longer qualify for another upgrade, mutation, feat or prestige class.
Upgrades count as their related mutation whenever it would apply. Cyborgs are a mutator (http://www.giantitp.com/forums/showsinglepost.php?p=13115725&postcount=2) for the purpose of determining mutator level.

Basic Upgrades
Basic Upgrades are those that effect non-physical changes on the cyborg. The cyborg retains access to the benefits granted by these upgrades even if they are not in their natural form (by alter self or similar spell effect).


Aptitude Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Aptitude
Benefit: The cyborg chooses three skills and they become class skills for him. He also gains a +1 bonus to skill checks with all skills.
Power Investment: Each power invested provides a +1 bonus to skill checks with all skills.
Further Upgrades: Each time this upgrade is taken it applies to a different set of skills. This upgrade can be taken up to five times.

Avoidance Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Reflex
Benefit: The cyborgs base reflex save increases by +2.
Power Investment: +2 to base reflex save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to reflex.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Combat Routines
Prerequisite: -
Ability Score: None
Related Mutation: Evolve Combat Instinct
Benefit: The cyborgs base attack bonus increases by +1, to a maximum of +20 or his HD, whichever is lower.
Power Investment: Each power provides a +1 base attack bonus. If this would cause the cyborgs base attack bonus to exceed +20 or their HD, whichever is lower, it instead provides an equal insight bonus to all things that benefit from base attack bonus.
Surge Benefit: None
Further Upgrades: This upgrade can be taken up to once per two mutator levels.

Determination Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Will
Benefit: The cyborgs base will save increases by +2.
Power Investment: +2 to base will save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to will.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Unarmed Routines
Prerequisite: -
Ability Score: none
Related Mutation: none
Benefit: Gain improved unarmed strike and unarmed strikes deal damage equivalent to a monk of the cyborg's size.
Power Investment: Each power allocated counts as 2 monk levels for determining unarmed strike damage, the cyborg's total monk level cannot exceed their HD.
Surge Benefit: Gain access to flurry of blows as a monk of equal level. The cyborg may choose an alternate class feature that replaces flurry of blows for a monk, but must be chosen when taking unarmed training and cannot be changed.
Further Upgrades: This upgrade can be taken up to once per two mutator levels. Each time after the first treats the cyborg's monk level as 4 higher instead of the base benefit and grants a new alternative flurry of blows option.

Purge Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Fortitude
Benefit: The cyborgs base fortitude save increases by +2.
Power Investment: +2 to base fortitude save per power allocated. If this would bring the total base save provided by the purge routine above +2 per 6 mutator levels then each point after reaching cap provides a +1 resistance bonus to fortitude.
Surge Benefit: None
Further Upgrades: This upgrade can be taken once per six mutator levels, up to three times.

Compressed Skill Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Skills
Benefit: The cyborg gains 6 skill points, plus 2 additional skill points per mutator level.
Power Investment: The cyborg may invest power into a skill they have ranks in. Gain +2 insight bonus per power allocated to the skill.
Surge Benefit: By expending a nanite surge, instead of the normal effect, on the next skill check the cyborg can take 10 even if circumstances would prevent it or the skill normally does not allow taking 10.
Further Upgrades: This upgrade can be taken up to three times.

Compressed Talent Routines
Prerequisite: -
Ability Score: none
Related Mutation: Evolve Talent
Benefit: The cyborg gains a bonus feat, they must qualify for the feat taken and it may not be a mutator feat.
Further Upgrades: This upgrade can be taken once per two mutator levels.




Innate
Innate mutations create obvious physical changes. Unless otherwise stated they are not considered extraordinaire, supernatural or spell-like abilities. Because these mutations rely on features of the physical form of the cyborg they are suppressed if he is not in his natural form.



Localized Nanite Cache
Prerequisite: -
Ability Score: None
Related Mutation: Resilient Form
Benefit: The cyborg's constitution increases by 2.
Power Investment: The cyborg gains a +1 bonus on all constitution based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate upgrades, Synthetic Muscles is not suppressed when the cyborg is not in his natural shape.

Speed Enhancement
Prerequisite: -
Ability Score: None
Related Mutation: Evolve Speed
Benefit: The cyborgs base land speed improves by 10 feet.
Power Investment: The cyborgs base land speed improves by 5 feet per power allocated.
Surge Benefit: By using a nanite surge, the cyborg can use a single full-round run action to move up to 10 times their speed or a single full-round charge action to move up to 5 times their speed.
Further Upgrades: This upgrade can be taken once per six mutator levels. Each time taken after the first provides no further benefit to power investment or surge benefit.

Synthetic Muscles
Prerequisite: -
Ability Score: None
Related Mutation: Powerful Form
Benefit: The cyborg's strength increases by 2.
Power Investment: The cyborg gains a +1 bonus on all strength based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate upgrades, Synthetic Muscles is not suppressed when the cyborg is not in his natural shape.

Synthetic Tendons
Prerequisite: -
Ability Score: None
Related Mutation: Nimble Form
Benefit: The cyborg's dexterity increases by 2.
Power Investment: The cyborg gains a +1 bonus on all dexterity based checks and skill checks per power allocated.
Surge Benefit: When using nanite surge on a roll that benefits from this upgrade the benefit of the upgrade's power investment doubles.
Further Upgrades: This upgrade can be taken up to once per six mutator levels.
Special: Unlike other innate mutations, Synthetic Tendons is not suppressed when the cyborg is not in his natural shape.



Extraordinaire
Extraordinaire mutations grant extraordinaire abilities based on the cyborgs physical body in its natural form. Their benefits become unavailable whenever the cyborg is not in his natural shape.



Damage Reduction
Prerequisite: Mutator level 4
Ability Score: None
Related Mutation: Damage Reduction
Benefit: The cyborg gains damage reduction 2/- or increases an existing undefeatable damage reduction by 2.
Power Investment: Each power allocated increases the damage reduction by 1.
Surge Benefit: None
Further Upgrades: This mutation can be taken once per four mutator levels.
Special: Different damage reductions do not add up, only the highest applicable damage reduction is applied to the damage taken.

Colossal Strength
Prerequisite: -
Ability Score: None
Related Mutation: Colossal Strength
Benefit: The evolutionist is unhindered by even the greatest weights. His carrying capacity is multiplied by four, he may treat any armor he wears as if it were one weight category lighter than it is (to a minimum of treating it as light armor), and he may reduce the armor check penalty of any armor worn by 1 (to a minimum of 0), the arcane spell failure by 5%, and increase the maximum dexterity bonus to AC by 1.
Power Investment: Each power allocated increases the slam damage by 2.
Surge Benefit: When making a slam attack the cyborg can expend a surge to apply this upgrade even if the target is not an object, however the attack has a -5 penalty to hit.
Further Upgrades: This mutation can be taken once per five mutator levels.

Energy Resistance
Prerequisite: -
Ability Score: None
Related Mutation: Energy Resistance
Benefit: Chose one type of elemental damage (acid, cold, electricity, fire or sonic), the evolutionist gains resistance 5 to the chosen form of damage or increases an existing resistance by 5.
Power Investment: Each power allocated increases the energy resistance by 1.
Surge Benefit: None
Further Upgrades: Each time this mutation is taken, the evolutionist can either gain resistance to a new element or increase an existing resistance by 5. If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.

Elemental Lance
Prerequisite: Elemental Attack.
Ability Score: None
Benefit: The evolutionist can fire a bolt of elemental energy against a target within 60 feet as a ranged touch attack, dealing 1d6 damage for every two mutator levels (for a minimum of 1d6 damage). The elemental lance can deal damage of any type which the evolutionist has an elemental attack mutation, and it deals extra damage equal to the highest elemental attack that matches it (if the evolutionist has applied elemental attack to multiple separate natural weapons, only the highest total damage applies.
Using Elemental Lance is a ranged attack action which provokes attacks of opportunity.
Power Investment: Each power allocated increases the range by 10ft.
Further Mutations: As part of a full attack, the evolutionist can fire one elemental lance for every instance of this mutation that he has taken. All iterative attacks with elemental lances use the evolutionist's highest attack bonus. As a final benefit, the range of elemental lance increases by 20 feet for each instance of this mutation beyond the first. This mutation can be taken once per five mutator levels.

Elemental Nimbus
Prerequisite: Elemental resistance, Mutator level 3.
Ability Score: Constitution
Benefit: The evolutionist can engulf himself in violent energies that deal damage to any creatures within 5 ft. of him. The energy type of the nimbus must be one to which the evolutionist has resistance or immunity and once selected it cannot be changed. Activating the elemental nimbus is a standard action, and sustaining it afterwards is a swift action that must be taken once per turn, the nimbus deals 1d6 points of damage per two mutator levels. The evolutionist does not take damage from his own elemental nimbus.
A reflex save halves this damage.
Power Investment: Each power allocated increase the damage by 2.
Further Mutations: Each time this mutation is taken, the evolutionist gains the ability to create a nimbus dealing a different kind of energy damage. Only one elemental nimbus can be active at any one time.

Overdrive
Prerequisite: Mutator level 4.
Ability Score: None
Related Mutation: Overdrive
Benefit: The cyborg can, as a swift action, go accelerate his minds ability to process information and his bodys 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.
Power Investment: none
Surge Benefit: By By expending a nanite surge the cyborg can activate overdrive for 2 rounds without taking fire damage.
Further Upgrades: Each time this upgrade 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 cyborg gains one additional attack on any attack routine, as per the haste spell. This mutation can be taken once per three mutator levels.

Smash
Prerequisite: Slam natural attack, damage reduction
Ability Score: None
Related Mutation: Smash
Benefit: The cyborgs slam attacks deal double damage to objects.
Power Investment: Each power allocated increases the slam damage by 2.
Surge Benefit: When making a slam attack the cyborg can expend a surge to apply this upgrade even if the target is not an object, however the attack has a -5 penalty to hit.
Further Upgrades: 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 cyborg 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.







Reconfiguration: Upgrades are relatively simple, small individual changes. Reconfiguration is a much more radical alteration of the cyborgs body, a full array of widespread changes meant to achieve a more complex final result than the relatively simple addition or improvement of biological or mechanical components that is an upgrade.
At their second , fifth , eighth , eleventh , fourteenth and seventeenth levels, the cyborg can choose one Reconfiguration. At first, he can take only a Reconfiguration change from the Reconfiguration I list, but each time this ability is gained he also gains access to a higher level of potential changes. The same ability cannot be taken more than once. The changes wrought by Reconfiguration are considered extraordinaire effects.


Reconfiguration I


Armor Assimilation
Related Teratomorph: Armor of the Outer Planes
Benefit: The cyborg may assimilate armor into their form. This ability can take the base material required of any armor of the cyborgs choice and the armor check penalty for the armor created is treated as zero (which means proficiency is irrelevant), the armor can be made of any material, however the raw material must be purchased, it has an enhancement bonus equal to of their mutator level and can receive up to +10 worth of additional enchantments (the baseline enhancement bonus doe snot count towards the cost), but the cyborg must be present during the whole enchanting process. The armor cannot be removed. Whenever the cyborg gains a new level, he can change what the basic armor is, but all enchantments remain the same. The process of assimilation and changing the basic armor takes 8 hours of rest in contact with the raw materials required, at the end of which the weight of the material is added to the cyborg's weight, but does not count toward the cyborg's encumbrance.

Internal Arsenal
Related Mutation: Arms of the Outer Planes
Benefit: The cyborg assimilates a number of weapons equal to the number of Teratomorphisms they know. Assimilated weapons keep all their base enchantments and their weight is added to the cyborg's weight and does not count when determining encumbrance. The cyborg can also assimilate ammunition for a assimilated weapon equal to 20 x mutator level. As a standard action, the cyborg can call one of the assimilated weapons into their hand. The cyborg can call assimilated ammunition as part of the same action required to reload the weapon. If a weapon is treated as ammunition, IE shuriken, the cyborg can assimilate 20 x mutator level per weapon slot.
Power Investment: For every 2 power allocated, rounded down, any weapon assimilated gains +1 enhancement bonus. Additionally for every power allocated assimilated weapons deal an additional 1 electricity damage.
Surge Benefit: By surging the weapon deals an additional xd6 electricity damage on its next attack, x is equal to mutator level.

Martial
Related Teratomorph: Dire body
Benefit: The cyborg's soft tissue is strengthened and muscles become more impactful and precise. gains abnormal amounts of mass The damage die of all their natural weapons increase by one step and they gain a +1 bonus to attack rolls and natural armor plus another +1 bonus to attack rolls and natural armor for every two Reconfigurations they have.
Surge Benefit: By expending a nanite surge, cyborg gains the surge bonus to its base armor class for 1 round. This bonus does not stack with armor or shield bonuses.

Adaptive Expertise Systems
Related Teratomorph: Adaptive Expertise Systems
Benefit:The cyborg can gain temporary mastery of a single skill, treating their ranks in the chosen skill as the maximum possible for a class skill at their 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 Reconfiguration 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.
Surge Benefit: By expending a nanite surge, the cyborg can reduce the time required to retrain from 1 hour to 5 minutes.



Reconfiguration II:

Adaptive Expertise Systems
Related Teratomorph: Adaptive Expertise Systems
Benefit:: The cyborg grows one size category. His height, length and width doubles and their weight is multiplied by 8. He gains a +2 size bonus to strength, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size decrease, if any, instead of giving its normal benefits if the cyborg has that teratomorphism. Furthermore, the cyborg gains additional bonuses (or penalties) to his strength and natural armor according to his new size, as seen in the following table:


Former Size

New Size
Str Adjustment
NA adjustment


Fine
Diminutive
+2
+1


Diminutive
Tiny
+2
+1

Tiny
Small
+2
+1


Small
Medium
+2
+1


Medium
Large
+2
+1



Large
Huge
+2
+1

Huge
Gargantuan
+4
+2


Gargantuan
Colossal
+8
+4



Size Decrease I
Related Teratomorph: Size Decrease I
Benefit:: The cyborg reduces one size category. His height, length, and width are halved and his weight is divided by 8. He gains a +2 size bonus to dexterity, gains a size modifier to attack rolls, armor class, grapple checks and hide checks and his reach changes accordingly to his new size. This teratomorphism cancels one existing instance of size increase, if any, instead of giving its normal benefits if the cyborg has that teratomorphism. Furthermore, the cyborg gains additional bonuses or penalties to his strength according to his new size, as seen in the following table:


Former Size
New Size
Str Adjustment


Colossal
Gargantuan
-8


Gargantuan
Huge
-4


Huge
Large
-2


Large
Medium
-2


Medium
Small
-2


Small
Tiny
-2


Tiny
Diminutive
-2


Diminutive
Fine
-2


* Strength can never go below 1.
Plating
Related Teratomorph: Plating
Benefit:: The cyborg develops a built-in plating that gives them a +2 armor bonus to AC for each reconfiguration they have, 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 cyborg 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 reconfiguration, the cyborg 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.


Reconfiguration III:

Reconstruction Routines
Related Teratomorphism: Regeneration I
Benefit: The cyborg gains the ability to reattach or grow back lost body parts (even his head if he has a spare one to keep going). Holding the lost body part to the stump instantly reattaches it, but regenerating a lost body part takes five minutes. In addition, the cyborg gains fast healing 2, stacking with any existing fast healing and heals an additional 5 points of nonlethal damage per round. Lastly, as a move action, once per turn, the cyborg may recover hit points equal to his total fast healing.
Power Investment: Fast Healing increases by 1 per power invested.
Surge Benefit: When spending a move action to recover extra HP they may spend a nanite surge to add the bonus to rolls form nanite surge to the amoutn HP recovered.
Scientific Eldritch Denial Logic
Related Teratomorphism: Spellward
Benefit: The cyborg gains immunity to spells that allows spell resistance of a level up to his highest available reconfiguration. This reconfiguration otherwise works as a form of spell resistance with an arbitrary value.
Power Investment: Grant a bonus to any will save vs a spell, spell-like ability, or supernatural bonus equal to invested power.
Surge Benefit: As an immediate action you can will save to disbelieve any magical effect that is about to affect you that normally ignores spell resistance. The DC is 10+the DC of the ability. A disbelieved magical effect is treated as if it was affected by spell resistance. For supernatural abilities that are not based on a spell, the effective spell level is 1/2 the source creatures' HD.
Special: This reconfiguration cannot effect Psionics even when using Psionic-Magic Transparency.



Reconfiguration IV:

Juggernaut Systems
Prerequisite: Plating
Related Teratomorphism: Living Bastion
Benefit: The cyborgs 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 reconfiguration he has. Finally, he gains hardness equal to the highest damage reduction or energy resistance he has, up to a maximum of hardness 20.
Power Investment: Gain 10 temp HP per invested power. If damage is taken while power is invested the power is burned to equal the damage taken rounded up to the nearest 10 so if 11 damage was taken and the cyborg had 30 temp HP they would have burned 2 power and have 1 power invested with 19 temp HP left. Further investing power would bring the current odd number to the tens, so the previous cyborg investing 2 power on the next round would have 30 temp HP not 39 temp HP.
Surge Benefit: As an immediate action invest max power into this Juggernaut Systems.
Size Decrease II
Prerequisite: Size Decrease I
Related Teratomorphism: Size Decrease II
Benefit: This reconfiguration works exactly like size increase I and stacks with it.
Size Increase II
Prerequisite: Size Increase I
Related Teratomorphism: Size Increase II
Benefit: This reconfiguration works exactly like size increase I and stacks with it.


Reconfiguration V:

Advanced Reconstruction Routines
Prerequisite: Reconstruction Routines
Related Teratomorphism: Regeneration II
Benefit: The cyborg needs only one minute to regenerate a lost body part. In addition, all physical damage (slashing, piercing or bludgeoning) dealt to him is turned into non-lethal damage, and his fast healing increases by 2, as well as increasing his nonlethal damage recovery by 5. Lastly, he may use the healing option of Reconstruction Routines as a swift action.
Power Investment:
Surge Benefit:
Extrude Artificial Intelligence Chip
Related Teratomorphism: Extrude Docent
Benefit: The cyborg may produce a docent containing a copy of his personality as a standard action. This docent is a sapient mundane item with the same mental ability scores as the cyborg has and possessed of the same skill ranks as the cyborg has 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 cyborg may maintain telepathic contact with all of their 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 upgrades (intelligence based) increased by the docents ego score. The docent will never go against the wishes of the cyborg, even if it somehow develops different viewpoints than them over the course of its existence. The cyborg can have a number of active docents at any given time equal to the sum total of their mental ability score modifiers.
Power Investment:
Surge Benefit:
Radar Sensor Array
Prerequisite: -
Related Teratomorphism: Blind Sense
Benefit: The cyborg gains Blindsight with a range of 10 ft, or half the range of any existing Blindsense, whichever is higher.
Power Investment: The range increases by 10ft per invested power.
Surge Benefit: By spending a surge for 1 round the range increases to 1 mile.




Reconfiguration VI:

Baseline Structure Reconfiguration
Related Teratomorphism: Baseline Structure Reconfiguration
Benefit: The cyborg 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 cyborgs mutator level. Second, the cyborg can only change into the shape of creatures with a size category equal to or smaller than his own. Third, the cyborg 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 cyborgs 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.
Power Investment:
Surge Benefit:
Size Decrease III
Prerequisite: Size Decrease II
Related Teratomorphism: Size Decrease III
Benefit: This reconfiguration works exactly like size increase II and stacks with it.
Size Increase III
Prerequisite: Size Increase II
Related Teratomorphism: Size Increase III
Benefit: This reconfiguration works exactly like size increase II and stacks with it.




CLASS FEATURE NAME (Ex, Su, Sp, Ps):


Prerequisite:
Related Teratomorphism:
Benefit:
Power Investment:
Surge Benefit:


Prerequisite:
Ability Score:
Related Mutation:
Benefit:
Power Investment:
Surge Benefit:
Further Upgrades:

sengmeng
2016-10-20, 08:39 PM
Psiforged Paragon


http://i65.tinypic.com/331nedi.jpg
I drew it

The best warriors are made, not born

A self-tinkering psionic war machine!

Adventures: Psiforged Paragons are obsessed with improving themselves, physically and mentally, striving to embody their unique mandate: combining the arts of combat and psionics. To this end, they also develop the skill to craft psionic items, to manifest powers, and to make changes to their own bodies. Adventuring is a way to test their prowess in the laboratory of combat, and to earn gold for their research.

Characteristics: Psiforged Paragons are geared towards combat, but depending on what items they craft and what powers they choose, they can perform many other roles. However, they do not have even the raw power points of a psychic warrior, nor can they manifest powers above 4th level.

Alignment: Rigorous research can seem very lawful, but a Psiforged Paragon can also be a reckless experimentalist in their approach to self-improvement. Likewise, their primary goal does not lend itself to good or evil. Most Psiforged Paragons are neutral, but they can be of any alignment.

Religion: Psiforged Paragons are not particularly pious. They tend to worship the same deities as other warforged, or other psionic creatures, if they worship at all. Far more are irreligious.

Background: Psiforged Paragons are warforged with psionic talent. They are not the only path available for such beings, but when a Psiforged or other warforged wants to alter their own body and has a talent for psionics, they are the best choice. Psiforged Paragons are driven by an obsession with being the best.

Races: Only warforged can become Psiforged Paragons.

Other Classes: Psiforged Paragons tend to be loners because of their strange attitudes and motivations. They are often eager to prove themselves, but don't necessarily want an audience. They may have trouble seeing the need for others who will want to a share of the loot.

Role: Psiforged Paragons are ranged or melee combatants who are fairly durable and can perform many different functions depending on their power selection. They also craft psionic items better than anyone else, and can use these items to perform even more functions.

Adaptation: Psiforged Paragons in a campaign without warforged could be explained as a unique experimental construct, which gains self-awareness and seeks to alter itself and escape its former masters.

GAME RULE INFORMATION
PSIFORGED PARAGON's have the following game statistics.
Abilities: A Psiforged Paragon needs fairly good physical ability scores to survive in combat, but whether strength or dexterity is their priority depends on their focus. An Intelligence score of 14 is required to make full use of their manifesting ability. Wisdom and Charisma are less important.
Alignment: Any
Hit Die: d8
Starting Age: Warforged can begin adventuring the moment they step off the assembly line
Starting Gold: 5d4 x 10 gp.

Class Skills
The PSIFORGED PARAGON's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str) Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Ride (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
PP
Max Power Level
Powers Known


1st

+1

+2

+0

+2
Psiforged, Memory Banks
0
1st
1


2nd

+2

+3

+0

+3
Attuned Item
1
1st
2


3rd

+3

+3

+0

+3
Chassis Upgrade
2
1st/2nd
3


4th

+4

+4

+1

+4
Chassis Upgrade
3
1st/2nd
5


5th

+5

+4

+1

+4

5
2nd/3rd
5


6th

+6

+5

+1

+5
Chassis Upgrade
7
2nd/3rd
6


7th

+7

+5

+2

+5

9
2nd/4th
7


8th

+8

+6

+2

+6
Chassis Upgrade
12
2nd/4th
8


9th

+9

+6

+3

+6

15
2nd/5th
9


10th

+10

+7

+3

+7
Chassis Upgrade
19
3rd/5th
10


11th

+11

+7

+3

+7

23
3rd/6th
11


12th

+12

+8

+4

+8
Chassis Upgrade
28
3rd/6th
12


13th

+13

+8

+4

+8
Chassis Upgrade
33
3rd/7th
13


14th

+14

+9

+4

+9

39
3rd/7th
14


15th

+15

+9

+5

+9
Chassis Upgrade
45
4th/8th
15


16th

+16

+10

+5

+10
Chassis Upgrade
52
4th/8th
16


17th

+17

+10

+5

+10

59
4th/9th
17


18th

+18

+11

+6

+11
Chassis Upgrade
67
4th/9th
18


19th

+19

+11

+6

+11
Chassis Upgrade
75
4th/9th
19


20th

+20

+12

+6

+12
Chassis Upgrade
84
4th/9th
20



Class Features
All of the following are class features of the PSIFORGED PARAGON

Weapon and Armor Proficiencies: Psiforged Paragons are proficient with all shields, including tower shields, and simple and martial weapons.

Psiforged: The Psiforged Paragon gains the Psiforged Body feat if their first level is in Psiforged Paragon. They may also take another warforged body feat at first level. Additionally, their storage capacity for powerpoints from their Psiforged Body feat is 1 + their levels of Psiforged Paragon + 1 per two levels in any other class.

Memory Banks: A Psiforged Paragon knows all psionic powers from all lists for the purposes of crafting psionic items, however, they only know how to actually manifest as many as the "powers known" column indicates, and the number before the slash on the "max power level" is the level they can manifest. The number after the slash indicates what level of power is available for crafting purposes. Psiforged Paragons manifest with their Intelligence, gaining extra power points per day from high intelligence and needing an Intelligence score of at least the power's level plus ten in order to manifest their powers. Their powers' save DCs are 10 + their Intelligence bonus + the level of the power.

Attuned Item: At 2nd level, the Psiforged Paragon can make cheaper versions of psionic items, but these items function only for the Psiforged Paragon who created them. Their raw material and xp costs are halved.

Chassis Upgrade: At 3rd level and every other level that says "Chassis Uprgrade" on the class table, the Psiforged Paragon gains a Chassis Upgrade point, which is used to make beneficial alterations to their own body. Chassis Upgrades are applied for free on the level they are gained, but cost gold and xp to remove and repurpose. A 1 point upgrade is priced as a +1 weapon, and a 2 point upgrade is priced as a +2 weapon, and so on. However, after being removed, if the same upgrade is being reapplied, it costs 1/5th of what it would if the Psiforged Paragon had never used that upgrade before. No matter the cost or number of points or different upgrades being applied or removed, the process takes 8 hours.

Fast Movement: You gain a +10ft enhancement bonus to your speed. This upgrade can be applied multiple times and stacks with itself, and can be applied to the legs in conjunction with the Spring Legs or Quad Legs upgrades.

Spring Blade: You gain a retractable rapier-like blade in your forearm. It has the damage and other qualities of a rapier sized for you, but you cannot be disarmed of it. It can be deployed or retracted as a free action and when it is retracted, the DC to discover it is 35. You may apply this upgrade as many times as you have forearms unless another upgrade occupies that forearm already, and the spring blade counts as a manufactured weapon and a natural weapon.

Basic Energy Cannon: All Energy Cannon Upgrades create a weapon capable of projecting fire, cold, electricity, or sonic energy (chosen at the moment of firing) at a target and are powered by the Psiforged Paragon's power points. The Basic Energy Cannon replaces one of the Psiforged Paragon's hands with a heavy tube covered in crystals and other strange devices. The Basic Energy Cannon emulates the Energy Ray power, except it is activated by replacing one of the Psiforged Paragon's normal attacks instead of a standard action, although the Basic Energy Cannon itself cannot attack more than once per round. The hand it replaces cannot hold objects or wear gloves or rings. Upgrades that attach to the wrist can be on the same arm as the Basic Energy Cannon.

Light Bolt Shot: A light bolt shot is a spring loaded tube on your forearm that has the damage, range, and threat range of a light crossbow sized for you. It can be fired one-handed with no penalty, but it requires a free hand to load (other than the hand it is mounted to). It cannot occupy the same wrist as a wrist cannon or a spring blade or another bolt shot. The light bolt shot fires normal crossbow bolts and takes a move action to reload. It counts as a crossbow in regards to the Rapid Reload feat, and Weapon Focus or Weapon Specialization. You can have as many Bolt Shots as you have forearms to place them on.

Psiforged Resonance Crystals: By adjusting the crystals embedded in your body, you become more attuned to your own psionic powers. Whenever you manifest a power on yourself, it is augmented as if you spent one additional power point on top of what you actually spend, even if that puts it above your manifester level. This upgrade can be applied more than once and stacks with itself.

Leg Springs: This upgrade gives you a +10 bonus to Jump Checks and allows you to treat all falls as 20 feet less than they actually are.

Iron Grip: This is a stronger hand than the standard one, and this upgrade applies to every hand that doesn't have some other upgrade on it already (except Detachable Hand and Retractable Hand. It provides a +4 bonus on opposed rolls to avoid being disarmed, a +4 bonus on Climb checks, and gives you a +2 bonus on grapple checks and grapple damage for each hand it enhances.

Detachable Hand: You can "throw" your hand with a 20 foot range increment. It does not deal damage, but it can be used to make a ranged touch attack to deliver a touch spell or power. After detaching, it remains under your control and crawls along using its fingers and has a 20 foot base land speed and a +6 to Climb checks. It is not very good at manipulating objects, but it can operate certain simple mechanisms, such as pushing a button. Reattaching it is a swift action. It cannot be applied in conjunction with any upgrade that replaces one of your hands, but the Iron Grip upgrade enhances it slightly (30 foot speed, +8 to Climb checks). The hand can carry a number of pounds equal to half your strength score, but its speed is halved if it carries anything at all. You could throw a melee weapon with your hand attached, but it confers no real benefit and would use the weapon's range increment.

Sensor Array: You gain a +4 to spot, listen, and search checks.

Power Stone Slot: Somewhere on your body, you construct a socket that can store power stones. Inserting a stone is a full round action that provokes acts of opportunity. Using the power in a stored stone is a swift action, and the spent stone is automatically ejected.

Psionic Slam: Pick a psionic special weapon ability that can be applied to a melee weapon equivalent to a +1 bonus. All of your natural slam attacks have that ability. Alternatively, you can apply a +1 enhancement bonus to your slam. This upgrade can be applied multiple times to get more abilities or abilities that are equivalent to higher than +1.

Psionic Bolt Shot: Pick a psionic special weapon ability that can be applied to a ranged weapon equivalent to a +1 bonus. Your Bolt Shot attack applies that ability to its ammunition. Alternatively, you can apply a +1 enhancement bonus to your Bolt Shot. This upgrade can be applied multiple times to get more abilities or abilities that are equivalent to higher than +1. This upgrade applies to all of your Bolt Shots if you have more than one such upgrade.

Psionic Spring Blade: Pick a psionic special weapon ability that can be applied to a melee weapon equivalent to a +1 bonus. Your Spring Blade has that ability. Alternatively, you can apply a +1 enhancement bonus to your Spring Blade. This upgrade can be applied multiple times to get more abilities or abilities that are equivalent to higher than +1. This upgrade applies to all of your Spring Blades if you have more than one.

Wrist Energy Cannon: This is identical to the Basic Energy Cannon, but it is mounted on the wrist and does not replace one of your hands.

Energy Cannon: This is identical to the Basic Energy Cannon, but it emulates the Energy Bolt power instead.

Heavy Bolt Shot: This is identical to the Light Bolt Shot, except it has the range and damage adjusted to match a heavy crossbow sized for you.

Targeting System: This enhancement to one of your eyes allows you to take a swift action to aim a ranged weapon, gaining you +4 to the attack bonus for one ranged attack. Because it has a tiny glass lens on a mechanized arm which drops it over the eye as needed, it has also been dubbed an "auto-monocle." A second Targeting System does not provide any benefit.

Grafted Weapon: You replace one of your hands with an integrated melee weapon. By reinforcing the arm, lightening the weapon, and eliminating the weakness of the wrist joint, you can choose a two-handed weapon for this, retaining all of its normal qualities except adding only 1x your strength bonus to damage and counting as a one-handed weapon for the Power Attack feat. Applying this upgrade requires you to have a normal, masterwork, psionic, or magic version of the weapon to be emulated, and has the qualities of that weapon applied to your grafted weapon. The original weapon can be recovered if the upgrade is removed. A grafted weapon counts as a manufactured weapon and a natural weapon. You cannot be disarmed of it, nor can it be sundered, and it can deliver touch spells or powers, and you cannot throw it. Any melee weapon can be emulated, but the greatest advantage comes from emulating a two-handed weapon, so that is what is most often done. As a natural weapon, you are automatically proficient in its use, even if you aren't proficient with the weapon being emulated. They deal damage as if sized for you.

Psionic Body: Pick a psionic special armor ability equivalent to a +1 bonus. Your composite plating has that ability. Alternatively, you can apply a +1 enhancement bonus to your AC. This upgrade can be applied multiple times to get more abilities or abilities that are equivalent to higher than +1.

Retractable Hand: Similar to a detachable hand, this one remains connected to you via a cable 60 feet long. To reach objects farther than 50 feet, it can detach just like the detachable hand. It can also be retracted with a swift action, and can bring any object to you as if you were grabbing it with one hand. A creature can be moved towards you with a check with all the same modifiers as a Bull-rush, with a ranged touch attack to grab. You may throw any melee weapon held in the retractable hand and then pull it back. It has a 10 foot range increment in this case, unless the weapon has a range increment greater than 10 feet.

Heelies: These wheels on the back side of your feet can be moved up or down as a free action. While down, you benefit from a non-psionic Skate effect.

Repeating Light Bolt Shot: This is similar to the Light Bolt Shot, but emulates a light repeating crossbow sized for you.

Enhanced Body: You can apply a Warforged feat, including ones that can only be taken at 1st level. However, you cannot apply more than one of Adamantine Body, Mithral Body, Unarmored Body, or Ironwood Body. This upgrade can be applied multiple times.
Extra Arm: You gain an extra arm. This arm can be enhanced with other upgrades and can wear gloves or bracers and a ring. It counts as an extra off-hand.

Heavy Energy Cannon: This is identical to the Basic Energy Cannon, except it emulates the Energy Ball power.

Quad Legs: You replace your two legs with four, which some Psiforged Paragons style to look like mechanical spider legs, but others choose to look more similar to a centaur. Either way, the abilities are the same. You gain a quadruped's carrying capacity, a base land speed of 50 feet, and are as stable as a quadruped with regards to being tripped or bull-rushed. Finally, you count as being mounted at all times, but cannot be dismounted and never need to make ride checks.

Repeating Heavy Bolt Shot: This is identical to the Light Bolt Shot, but it has the range, damage, and rate of fire and reload time of a repeating heavy crossbow sized for you.

Greater Sensor Array: You gain a bonus of +6 to Spot, Listen, and Search checks, Blindsense 15 feet, and Darkvision out to 60 feet. This replaces the Sensor Array upgrade and does not stack with it.

Weighted Body: By weighing down your limbs and body with lead and reinforcing your joints, you gain the Powerful Build quality. If you apply this upgrade while you have grafted weapons or spring blades, they do not grow a size larger, but if they are applied after you apply the Weighted Body upgrade, they are sized as if you are a size larger. Bolt shots do not grow in damage from this ability; they still fire the same size bolts. Your actual weight doubles.
Chest Cannon: This is identical to a Heavy Energy Cannon, but is mounted on the chest instead of replacing a hand.

Jets: These jets give you a fly speed of 50 feet with good maneuverability. You must spend a power point each round you do so. You may spend an additional power point to increase speed to 100 feet, or the maneuverability to perfect. You can hover without spending a power point, but must still have at least one. Although they are often incorporated into your feet and shoulders, you can put these jets on various parts of your body.

Lead-lined Skullplate: a special alchemical treatment of lead coating your skullplate blocks telepathy and mental intrusions. You gain the effects of a psionic mind blank power at all times.

Extra Pair of Arms: you gain two arms. They both count as off hand.

Capacitor Coil: the capacitor coil allows you to augment an energy cannon shot or manifest a power far beyond normal. You may augment this power beyond your manifester level, but each point above your manifester level is only half as effective; at twentieth level, you may spend 22 power points to augment a power as if you had a manifester level of 21 and paid 21 points (and it would take 24 power points to augment it to 22, and so on). You may spend up to your current number of power points. A Capacitor Coil is usable once per day, but if a character has more than one, they can both be used in the same round.

sirpercival
2016-10-21, 05:54 PM
IMAGINEER

If you wish to make an apple pie from scratch, first you must invent the universe.
Carl Sagan

As an Imagineer, you have the chance to bring to (semi-) life the most bizarre and wonderful creatures that lurk in the depths of your imagination. You will build fantastical beasts, which you direct as a general, marshaling your mechanical forces to destroy your enemies.

Adventures: An Imagineer can embark upon a life of adventure for several reasons. Perhaps he seeks new and unusual creatures upon which to model his animatra, wanting to catalogue them all. Maybe she has aspirations towards glory and fame, of becoming the very best, like no one ever was. Or perhaps the Imagineer uses his talents to exact vengeance against the evildoers who destroyed the the only animatron he inherited from his parents.

Characteristics: As an Imagineer, a character will produce a number of effective combat minions, who are relatively expendable (compared to other party members, at least). The specific abilities these minions have is highly dependent on the Imagineers specific build, in terms of model and evolution choices, but they are all generally built around martial maneuvers.

Alignment: There are Imagineers who use their animatra to protect the downtrodden, or enforce order by defeating evil. There are also Imagineers who use their animatra to terrorize the peasantry or seek to dominate the world.

Religion: While an Imagineer can take part in any religion, or none at all, the most common deities revered by Imagineers are those whose portfolio include technology and crafting. Faerunian Imagineers often pay at least lip service to Gond, while those in Eberron tend to favor Onatar or (occasionally) the Traveler. Gnomish Imagineers naturally worship Garl Glittergold, and while dwarves often worship Moradin, there is a significant faction who pay fealty to Dugmaren Brightmantle.

Background: The path of the Imagineer usually begins with an unusually creative child, who tinkers with dolls or other toys, deconstructing and merging them into unusual, often bizarre contraptions. The children of craftsmen often have more resources for this kind of exploration than farmers or aristocrats.

Races: Gnomes, humans, and dwarves usually have the most innovative spirit, and make up the majority of Imagineers. Half-elves, halflings, and warforged are the next most common.

Other Classes: Imagineers tend to get along well with most other classes, as they are a source of (mostly) expendable, combat-effective minions. However, Artificers hold a special place in an Imagineers heart, and vice versa.

Role: An Imagineer takes the role of a general, sending her animatronic troops into combat. The specific abilities of her animatra determine the specific combat roles they can play, via the evolutions and maneuvers she incorporates into them.

Adaptation: In an undead-heavy campaign, an Imagineer might become a necromancer who builds highly-customized undead out of the scavenged parts of many different corpses. Alternatively, an Imagineer could be a selective breeder and hybridizer of highly unusual magical beasts.

GAME RULE INFORMATION
Imagineers have the following game statistics.
Abilities: Most of an Imagineers ability scores depend on his Charisma and Intelligence scores. Constitution and Dexterity are always important for staying alive in combat. Wisdom is important for several possible class skills and Will saves, while Strength is required for other possible class skills, and to carry around an Imagineers deactivated animatra.
Alignment: Any, though usually lawful.
Hit Die: d6
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Imagineers class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Martial Lore (Int), Profession (Wis), and Use Magic Device (Cha). In addition, the Imagineer gains three class skills from his Animatra class feature; see below.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Imagineer


LevelBase Attack
BonusFort
SaveRef
SaveWill
SaveSpecialManeuvers
ReadiedManeuvers
KnownStances
Known
1st+0
+0
+2
+0Animatra, fantastical bestiary, mirrored tactics
5
3
1
2nd+1
+0
+3
+0Evolution I, innocent predation
5
3
2
3rd+1
+1
+3
+1Evolution I
6
3
2
4th+2
+1
+4
+1Proactive switch
6
3
2
5th+2
+1
+4
+1Evolution I
7
3
3
6th+3
+2
+5
+2Evolution I, expanding assembly
7
4
3
7th+3
+2
+5
+2Menagerie of deception
8
4
3
8th+4
+2
+6
+2Evolution II
8
4
3
9th+4
+3
+6
+3Evolution II
9
4
4
10th+5
+3
+7
+3Reactive switch
9
4
4
11th+5
+3
+7
+3Evolution II, expanding assembly
10
5
4
12th+6/+1
+4
+8
+4Evolution II
10
5
4
13th+6/+1
+4
+8
+4Cunning predation
11
5
4
14th+7/+2
+4
+9
+4Evolution III
11
5
4
15th+7/+2
+5
+9
+5Evolution III
12
5
5
16th+8/+3
+5
+10
+5Expanding assembly
12
6
5
17th+8/+3
+5
+10
+5Evolution III
13
6
5
18th+9/+4
+6
+11
+6Evolution III
13
6
5
19th+9/+4
+6
+11
+6Superlative efficacy
14
6
5
20th+10/+5
+6
+12
+6Expanding assembly, ultimate evolution
14
7
6

Class Features
All of the following are class features of the Imagineer.

Weapon and Armor Proficiencies: An Imagineer is proficient with all simple weapons, light armor, and with shields (but not tower shields).

Maneuvers: An Imagineer begins his career with knowledge of five martial maneuvers. The list of disciplines from which he may learn maneuvers is determined by the animatra he constructs, as described under the Animatra class feature, below. Once he knows a maneuver, an Imagineer must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Imagineers is considered an extraordinary ability unless otherwise noted in its description. Unlike most initiators, an Imagineer cannot initiate the maneuvers he knows himself; they must be initiated by the Imagineers animatra. See the Animatra class feature description, below, for details.

An Imagineer learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuvers prerequisite to learn it. The highest-level maneuvers an Imagineer can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered Imagineer level after that (6th, 8th, 10th, and so on), an Imagineer can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he meets the prerequisites and observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Maneuvers readied: An Imagineer can ready three of the five maneuvers he knows per encounter at level 1. He readies maneuvers by tinkering with his animatra for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones. An Imagineer begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When one of the Imagineers maneuvers is initiated, it becomes expended for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. Whenever an Imagineer has no more unexpended maneuvers in a given encounter, he automatically recovers all of his readied maneuvers.

Stances known: An Imagineer begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 15th, and 20th level, he learns an additional stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, an Imagineer cannot learn a new stance at higher levels in place of one he already knows.

Animatra (Ex): The cornerstone of an Imagineers prowess is the ability to build and command a squad of artificial companions called animatra. Each animatron is a construct modeled after an imaginary, fantastical creature, and has stats and abilities as described under Animatronic Models, below. An Imagineer chooses 3 different models of animatron, which he can then build using the methods described under the individual animatron descriptions. The animatronic models he chooses at this point also determine the disciplines from which he can learn maneuvers, as detailed in the individual animatron descriptions. The Imagineer gains the associated skill for each of these disciplines as a class skill, and each animatron treats its natural attacks as discipline weapons for the discipline its associated with.

An animatron has hit dice equal to the Imagineers IL (minimum 1), and is the same alignment as the Imagineer. Animatra gain no feats or skill points from HD, instead using the Imagineers feats and skill points along with its own ability modifiers. An animatron which is reduced to 0 hit points becomes inert, but can be repaired by the Imagineer through use of the appropriate Craft skill, as described in each animatronic model entry. All other animatron stats and abilities are described in the Animatronic Models section, below.

Once the Imagineer has built an animatron, he may activate it by readying one of his maneuvers from the discipline associated with that animatron, which the animatron may then initiate, as described below. The Imagineer may activate any or all of his animatra at the same time, in the same process as readying his maneuvers. An Imagineer may have a number of active animatra at any time equal to the number of maneuvers he can ready. An active animatron is available for him to command, and does his bidding in (and out of) battle. Each round, an Imagineer has several options for commanding his animatra, as described in the following list:
The following options require the Imagineer to spend a full-round action:
The Imagineer and all of his active animatra may perform a single attack, as if each had spent a standard action to attack.
The Imagineer and one of his active animatra may perform a full attack action (or a similar action, such as a charge).
One of the Imagineers active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a full-round action to initiate.
The following options require the Imagineer to spend a standard action:
The Imagineer and one of his active animatra may perform a single attack, as if each had spent a standard action to attack.
The Imagineer may make a single attack, and one of his active animatra may initiate its associated maneuver, as long as the maneuver requires no more than a standard action to initiate.
The Imagineer may make a single attack, and one of his active animatra may use a special attack which requires no more than a standard action to perform.
The following options require the Imagineer to spend a move action:
The Imagineer and all of his active animatra may each move up to their speed.
The Imagineer may move up to his speed, and one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a move action to initiate.
The following option requires the Imagineer to spend a swift action:
The Imagineer may change his stance, and (whether he does so or not) one of his animatra may initiate its associated maneuver, as long as the maneuver requires no more than a swift action to initiate.
The following option requires the Imagineer to spend an immediate action:
One of the Imagineers active animatra may initiate its associated maneuver, as long as the maneuver requires no more than an immediate action to initiate.


An animatron may only initiate its maneuver if it is otherwise allowed to do so (for example, a Counter can only be initiated when the conditions for its initiation have been met). Unless otherwise specified, all of an Imagineers active animatra act during the Imagineers turn, on his initiative. Whenever the Imagineer and/or his animatra attack, they need not attack the same targets.

Fantastical bestiary (Ex): To imagine the bizarre amalgams that he creates, an Imagineer must intuitively understand the various fauna of the world. He receives a competence bonus equal to his class level on all Knowledge checks to identify creatures he encounters.

Mirrored tactics (Ex): An Imagineers active animatra gain the benefit of his current stance, as long as they are within 5 feet of the Imagineer.

Evolution: When achieving 2nd level, an Imagineer begins to improve the designs of his animatra. He selects one of the upgrades from the Evolution I list (described below under Animatronic Evolution), which he may then apply to any one of the animatronic models he knows, granting the evolutionary upgrades ability to an animatron of that model whenever he chooses to include it in the construction process. At 3rd, 5th, and 6th level, he may select another evolution from the Evolution I list, which he may apply to the same or a different animatronic model that he knows. At 8th, 9th, 11th, and 12th levels, he may select an upgrade from the Evolution II list, or two upgrades from the Evolution I list, to apply to his animatronic models. At 14th, 15th, 17th, and 18th levels, he may select an upgrade from the Evolution III list, two upgrades from the Evolution II list, or three upgrades from the Evolution I list. Evolutionary upgrades may have prerequisites which restrict the models to which they may be applied; see the upgrade descriptions under Animatronic Evolution, below, for details.

Innocent predation (Ex): An Imagineer of 2nd level or higher has discovered that animatra are natural predators of many other creatures. Each animatronic model has an associated creature type (and, in some cases, subtype) designated as Prey. Whenever the Imagineer readies maneuvers, he chooses one Prey type from among those of his active animatra. He and all of his active animatra gain the benefit of Favored Enemy, as the ranger class feature, against creatures of the chosen type. The +2 bonus to damage also applies to any natural attacks the animatra have. The Imagineer can choose a different Favored Enemy type from among his active animatras Prey whenever he readies new maneuvers (but not when using his Proactive or Reactive Switch class features). This ability counts as Favored Enemy for the purposes of meeting prerequisites.

Proactive switch (Ex): Upon reaching 4th level, an Imagineer can imagine many different ways an encounter could proceed, and adjust his tactics accordingly. As a move action, an Imagineer may change one of his readied, unexpended maneuvers for another maneuver he knows in the same discipline, as long as he can touch the animatron associated with that maneuver. The new maneuver is now readied and unexpended, and can be initiated normally; however, it may not be initiated in the same round in which he exchanges it.

Expanding assembly: At 6th level, and again at 11th, 16th, and 20th level, an Imagineer learns another animatronic model, which he may construct and activate as normal. When learning the animatronic model, the Imagineer also learns a single maneuver from the discipline associated with the new model, as per the Martial Study feat, which he may ready as normal. Like other maneuvers the Imagineer knows, this maneuver may be exchanged for another maneuver upon attaining an even-numbered level; however, it must be exchanged for another maneuver from the same discipline.

Menagerie of deception (Su): Beginning at 7th level, an Imagineer often has enough active animatra traveling with him to inspire questions and draw attention, which can be detrimental to his goals. He learns to store any of his active animatra in tiny extradimensional pockets about his person, as per the familiar pocket spell, but with unlimited duration. Whenever he stores an active animatron in such a pocket (with a command phrase such as Come back, Oculum!), the animatron shrinks to fit in the pocket, returning to its normal size as part of the same free action to remove it from the pocket with another command phrase (such as Clarugiet, I choose you!). The Imagineer can only store his active animatra in these pockets, and only he may bring them out again.

Reactive switch (Ex): Upon reaching 10th level, an Imagineer learns to react quickly to changing situations. Once per encounter, he may use his Proactive Switch ability as an immediate action instead of a move action.

Cunning predation (Ex): An Imagineer of 13th level or higher has learned to take advantage of all of his animatronic predators. He and his active animatra gain the Favored Enemy benefit of all Prey for his active animatra, instead of just one.

Superlative efficacy (Ex): At 19th level, an Imagineers animatra are beyond compare when attacking their chosen Prey. Whenever one of his active animatra deals combat damage to its Prey (but not to any other Prey types among the Imagineers active animatra, only its own), it deals double damage.

Ultra evolution: When an Imagineer achieves 20th level, he may choose a single evolutionary upgrade from the Ultra Evolutions list, detailed below under Animatronic Evolution. He may apply this upgrade to any of his animatronic models which meet the prerequisites.



Animatronic Models
The animatronic models detailed here are for an Imagineer with Initiator Level 1. Each additional IL an Imagineer gains increases the animatron HD by 1, which grants it the following benefits as per the construct type: 1d10 hit points, attack bonus as a cleric (unless noted otherwise), and save bonus improvement. Newly-built animatra have no equipment, but can use any equipment appropriate for their size and body type/limbs.

All animatra have the following three abilities:

Discipline Association (Ex): The animatron is associated with (and can initiate maneuvers from) the indicated discipline, and gains an insight bonus to that skill checks with that disciplines key skill equal to its Imagineers Charisma modifier. An animatron's natural attacks count as discipline weapons for the associated discipline.

Prey (Ex): The animatron treats creatures with the indicated creature type as prey (see the Imagineers Innocent Predation class feature for details).

Repair (Ex): The animatron can be repaired by its Imagineer, or by anyone else with the Craft Construct feat. Doing so requires a Craft check of the same type and at the same DC as is required to assemble the animatron, as well as 1 gp of materials and 10 minutes of work per hp to be repaired. A single attempt cannot repair more hp of damage than the check result; if the animatron requires more repair, a new check must be made.



AHVOPIC ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+2 Dex, +2 natural, +1 size), touch 13, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Slam +3 (1d3+1d3 fire, 20/x2) or small scimitar +3 (1d4+1d3 fire, 18-20/x2)
Full Attack: Slam +2 (1d3, 20/x2) or small scimitar +2 (1d4+1d3 fire, 18-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Desert Wind), heat touch, prey (Plant)
Special Qualities: Construct traits, discipline association, fire resistance 5
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 14, Con , Int 4, Wis 11, Cha 6
Skills: Tumble +2*
Feats: Weapon FinesseB
Alignment: As Imagineer

An Ahvopic animatron is a small, primate-like construct with deep red, leathery skin and an oddly trapezoidal head. Its eyes resemble cut crystals. It has two hands, each with three fingers and a thumb, and can wield a Small-sized weapon in either hand. Ahvopic animatra cannot speak, but make unnerving, chittering-click sounds.

Abilities
Proficiency (Ex): An Ahvopic animatron is proficient with the scimitar.

Heat Touch (Ex): Melee attacks made by an Ahvopic animatron deal 1d3 fire damage.

Weapon Finesse: Ahvopic animatra receive Weapon Finesse as a bonus feat, which applies to scimitars in addition to the its natural weapons, and the normal weapons that benefit from the feat.

Construction
Assembling an Ahvopic animatron requires a DC 13 Craft (leatherworking) check, 1 day, and 30 gp in materials, including a brand new set of leather armor and a gallon of lamp oil, both of which are consumed in the process. The Imagineer must also have access to standard leatherworking tools, as well as a scimitar, and a fire of size Medium or larger (see the Control Flames psionic power for examples of fire size).



ASTRACANI ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +1
Speed: 40 feet
Armor Class: 13 (+1 Dex, +1 natural, +1 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 (1d4+1, 19-20/x2)
Full Attack: Bite +2 (1d4+1, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Surreptitious Bandit (https://dnd-wiki.org/wiki/Surreptitious_Bandit_(3.5e_Martial_Discipline))), prey (Outsider [Air]), sneak attack +1d6
Special Qualities: Construct traits, discipline association, evasion
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con , Int 4, Wis 11, Cha 6
Skills: Move Silently +1*
Feats: None
Alignment: As Imagineer

An Astracani animatron is a small, dog-like construct with skin of smoke-grey suede, and obviously hinged jaws. Its eyes glow with a yellow-orange light, and it has a tail like a feather duster. As a quadruped, it has no hands, and cannot wield weapons. Astracani animatra cannot speak, but make coughing, barking sounds when agitated.

Abilities
Evasion (Ex): An Astracani animatron can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless Astracani animatron does not gain the benefit of evasion.

Sneak Attack: If an Astracani animatron can catch an opponent when they are unable to defend themselves effectively from its attack, it can strike a vital spot for extra damage. Basically, the Astracani animatrons attack deals +1d6 extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Astracani animatron flanks its target. Should the Astracani animatron score a critical hit with a sneak attack, this extra damage is not multiplied.

Construction
Assembling an Astracani animatron requires a DC 13 Craft (leatherworking) check, 1 day, and 25 gp in materials, including a brand new set of padded armor, a bear trap, and a bucket of pitch, both of which are consumed in the process. The Imagineer must also have access to standard leatherworking tools.


continued in next post...

sirpercival
2016-10-21, 05:55 PM
Animatronic Models (cont'd)


BULKURARUM ANIMATRONLARGE CONSTRUCT
Hit Dice: 1d10+30 (45 hp)
Initiative: -1
Speed: 20 feet
Armor Class: 12 (-1 Dex, +4 natural, -1 size), touch 8, flat-footed 12
Base Attack/Grapple: +0/+5
Attack: Slam +0 (1d6+1, 20/x2)
Full Attack: Slam +0 (1d6+1, 20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discipline association (Phoenix Tear (http://www.giantitp.com/forums/showthread.php?192596#post10640971)), prey (Outsider [Evil])
Special Qualities: Construct traits, discipline association, spongiform body, DR 5/piercing
Saves: Fort +0, Ref +0, Will +1
Abilities: Str 13, Dex 9, Con , Int 4, Wis 13, Cha 6
Skills: Heal +1*, Swim +4
Feats: None
Alignment: As Imagineer

A Bulkurarum animatron is a large, bulbous humanoid construct, covered with pale-grey material which is rubbery and tough. It has two hands, each with three fingers and a thumb, and can wield a large-sized weapon in either hand. Bulkurarum animatra can speak one language, chosen by the Imagineer at the time of creation, but are not very intelligent and have little to say.

Abilities
Spongiform Body (Ex): The body of a Bulkurarum animatron is filled with buoyant gases, making the creature naturally very buoyant and granting it a racial +4 bonus to Swim checks. In addition, this grants the animatron damage reduction 5/piercing.

Construction
Assembling a Bulkurarum animatron requires a DC 13 Craft (sewing) check, 1 day, and 25 gp in materials, including a brand new canvas sailcloth, 1 pound of beeswax, and 1 smokestick, all of which are consumed in the process. The Imagineer must also have access to standard sewing tools, as well as a heavy pair of shears, and a fire of size Tiny or larger (see the Control Flames psionic power for examples of fire size).



CHAURMAHA ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (35 hp)
Initiative: +0
Speed: 30 feet
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Claw +0 melee (1d4, 20/x2) or shard +0 ranged (1d6 piercing, 18-20/x2)
Full Attack: 2 claws +0 melee (1d4, 20/x2) or shard +0 ranged (1d6 piercing, 18-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0)), prey (Outsider [Chaotic]), shard
Special Qualities: Construct traits, discipline association, reflection
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 11, Dex 10, Con , Int 4, Wis 15, Cha 6
Skills: Sense Motive +2*
Feats: None
Alignment: As Imagineer

A Chaurmaha animatron is a medium-sized, humanoid construct, with squat legs, thin arms, and a roughly spherical head. Its surface seems to be made of many panes of stained glass, delicately hinged. It has two hands, each with four sharp-edged fingers and a thumb, and can wield a medium-sized weapon in either hand. Chaurmaha animatra cannot speak, and do not verbalize at all.

Abilities
Reflection (Ex): The multicolored glass of a Chaurmaha animatron's body seems to shift according to the moods of whoever is watching it. Any creature within 30 feet of a Chaurmaha animatron gains a +4 circumstance bonus to Sense Motive checks against any other creature within 30 feet of the animatron.

Shard (Ex): A Chaurmaha animatron can fling a shard of razor-sharp glass as a standard action. This is a normal thrown ranged attack which deals 1d6 piercing damage + the Chaurmaha animatrons Strength modifier, with a range increment of 20 feet and a maximum range of 60 feet. The critical threat range of a shard is 18-20.

Construction
Assembling a Chaurmaha animatron requires a DC 15 Craft (glassblowing) check, 1 day, and 35 gp in materials, including 1 lb of silver and many pots of powdered dye, all of which is consumed in the process. The Imagineer must also have access to standard glassblowing and silversmithing tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



CHROMANTA ANIMATRONTINY CONSTRUCT
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 15 feet
Armor Class: 18 (+3 Dex, +3 natural, +2 size), touch 15, flat-footed 15
Base Attack/Grapple: +0/-9
Attack: Claw -1 melee (1d2-1, 20/x2)
Full Attack: 2 claws -1 melee (1d2-1, 20/x2)
Space/Reach: 0 ft./0 ft.
Special Attacks: Discipline association (Phantasmal Opus (http://www.giantitp.com/forums/showthread.php?192596#post10640971)), prey (Vermin), tongue
Special Qualities: Color change, construct traits, discipline association
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 8, Dex 17, Con , Int 4, Wis 11, Cha 6
Skills: Disguise -2*
Feats: None
Alignment: As Imagineer

A Chromanta animatron is a tiny, lizard-like construct, with iridescent, bumpy leather skin. Its eyes are clear marbles, with no discernible pupils or irises. As a quadruped, it has no hands, and cannot wield weapons. Chromanta animatra cannot speak, but make an eerie hissing purr sound.

Abilities
Color Change (Ex): By spending a standard action, a Chromanta animatron can shift the color of its skin to match its surroundings, granting it a +10 circumstance bonus to Disguise checks.

Tongue (Ex): As a standard action, a Chromanta animatron may attempt to entangle an opponent within 10 feet by attacking with its sticky, ropy tongue. This requires a ranged touch attack; if successful, the target is entangled for 1d4 round or until it spends a standard action to free itself.

Construction
Assembling a Chromanta animatron requires a DC 13 Craft (Alchemy) check, 1 day, and 25 gp in materials, including a brand new set of studded leather armor and 10 feet of silk rope, both of which are consumed in the process. The Imagineer must also have access to standard alchemists tools, shoemaking tools, and rope-splicing tools.



CLARUGIET ANIMATRONLARGE CONSTRUCT
Hit Dice: 1d10+30 (45 hp)
Initiative: +0
Speed: 30 feet
Armor Class: 13 (+4 natural, -1 size), touch 9, flat-footed 13
Base Attack/Grapple: +0/+7
Attack: Claw +3 (1d6+3, 20/x2)
Full Attack: 2 claws +3 (1d6+3, 20/x2) and bite -2 (1d8+1, 20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discipline association (Rending Scream (http://www.giantitp.com/forums/showthread.php?134088/page13#post7780226)), prey (Humanoid), rend 2d6+6
Special Qualities: Construct traits, discipline association
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 16, Dex 11, Con , Int 4, Wis 11, Cha 6
Skills: Intimidate -2*
Feats: None
Alignment: As Imagineer

A Clarugiet animatron is a large, muscular construct, covered with rippling silvery metal that whistles quietly as it moves. Its head has a heavy brow ridge, and its mouth is dripping with metal fangs. It has two clawed hands, each with three fingers and a thumb, and can wield a large-sized weapon in either hand. Clarugiet animatra cannot speak, but can make a trumpeting bellow.

Abilities
Rend (Ex): Whenever a Clarugiet hits with both claw attacks, it latches onto the opponents body and tears the flesh. This attack automatically deals an additional 2d6+6 points of damage.

Construction
Assembling a Clarugiet animatron requires a DC 15 Craft (armorsmithing) check, 1 day, and 150 gp in materials, including a brand new chain shirt, 1 pound of nails, and 1 thunderstone, all of which are consumed in the process. The Imagineer must also have access to standard blacksmithing tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



FURICHORIM ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +0
Speed: 20 feet
Armor Class: 12 (+1 natural, +1 size), touch 11, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Claw +3 (1d4+2, 20/x2)
Full Attack: 2 claws +3 (1d4+2, 20/x2) and gore -2 (1d6+1, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Clambering Wolverine (http://www.giantitp.com/forums/showthread.php?266248)), prey (Giant), rage, vicious
Special Qualities: Construct traits, discipline association
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con , Int 4, Wis 11, Cha 6
Skills: Climb +2*
Feats: None
Alignment: As Imagineer

A Furichorum animatron is a small hexapod construct with 4 hoofed legs and two arms, covered with a thick, brown, woolly coat. Its porcine face sports two jagged metal tusks beneath glowing red eyes. It has two clawed hands, each with four fingers and a thumb, and can wield a medium-sized weapon in either hand. Furichorim animatra cannot speak, but growl incessantly.

Abilities
Rage (Ex): Whenever a Furichorim animatron receives damage in combat (but no more often than once per encounter), it automatically enters a Rage as a 1st-level Barbarian, which lasts for 5 rounds. Though it is a construct and has no Constitution score, it gains 2 temporary hit points per Hit Die when entering a Rage; any temporary hit points remaining from this ability when the Rage ends are lost.

Vicious (Ex): A Furichorim animatron's natural attacks deal damage as if they were one size category larger.

Construction
Assembling a Furichorim animatron requires a DC 15 Craft (leatherworking) check, 1 day, and 50 gp in materials, including 2 pig carcasses, 2 mining picks, 1 lb of caltrops, and a winter blanket, all of which are consumed in the process. The Imagineer must also have access to standard leatherworking tools, and a fire of size Tiny or larger (see the Control Flames psionic power for examples of fire size).



JELAFI ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +1
Speed: 40 feet
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Hoof +0 (1d4, 20/x2)
Full Attack: 2 hooves +0 (1d4, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Broken Wave (http://www.giantitp.com/forums/showthread.php?165675#post9236947)), prey (Outsider [Fire])
Special Qualities: Construct traits, discipline association, fascination, sustenance
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con , Int 4, Wis 13, Cha 6
Skills: Balance +1*
Feats: None
Alignment: As Imagineer

A Jelafi animatron is a medium-sized construct made entirely of wood, that sprouts leaves at the extremities. Its joints are hidden, and it has no eyes (though it seems to see well without them) or mouth. As a quadruped, it has no hands, and cannot wield weapons. Jelafi animatra cannot speak, and make no sounds.

Abilities
Fascination (Ex): The graceful, poised movement of a Jelafi animatron is a wonder to behold. Creatures who see the animatron for the first time tend to be distracted, and must make a Will save (DC 13) or suffer a -2 penalty on attack rolls and Listen, Spot, and Search checks. Each round, affected creatures may make a new Will save at the same DC, with a cumulative +1 bonus; a successful save grants immunity from this ability from a given Jelafi animatron. The save DC is Dex-based.

Sustenance (Ex): The leaves that grow from a Jelafi animatrons substance are edible and nourishing, though they dont taste very good. A creature who eats a handful of the leaves each day will not starve.

Construction
Assembling a Jelafi animatron requires a DC 13 Craft (woodworking) check, 1 day, and 20 gp in materials, including 50 lbs of furniture-quality wood, 1 pint of fireproof wax, and the berries from 1 casting of the goodberry spell, all of which are consumed in the process. The Imagineer must also have access to standard woodworking tools, and the animatron must be assembled during the spring or summer.



KHYUNTAO ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +2
Speed: 20 feet
Armor Class: 17 (+2 Dex, +4 natural, +1 size), touch 13, flat-footed 15
Base Attack/Grapple: +0/+2
Attack: Claw +2 (1d4+3, 20/x2)
Full Attack: 4 claws +2 (1d4+3, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Sundered Veil (http://www.giantitp.com/forums/showthread.php?137024)), prey (Construct)
Special Qualities: Construct traits, discipline association, powerful build
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 15, Dex 15, Con , Int 4, Wis 11, Cha 6
Skills: Disable Device -3*
Feats: None
Alignment: As Imagineer

A Khyuntao animatron is a small hexapod construct made of brushed steel, with two legs and four arms. It has bat-like ears and a mouth full of needle-like teeth. It has four clawed hands, each with two fingers and a thumb, and can wield a medium-sized weapon in each hand (as per Powerful Build; see below). Khyuntao animatra can speak one language in a harshly grating voice, chosen by the Imagineer at the time of construction, but they arent very intelligent and have little to say.

Abilities
Powerful Build (Ex): The physical stature of Khyuntao animatra lets them function in many ways as if they were one size category larger. Whenever a Khyuntao animatron is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Khyuntao animatron is treated as one size larger if doing so is advantageous to it. A Khyuntao animatron is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect it. A Khyuntao animatron can use weapons designed for a creature one size larger without penalty, and its natural weapons deal damage as if one size category larger. However, its space and reach remain those of a creature of its actual size. The benefits of this trait stack with effects that change the subjects size category.

Construction
Assembling a Khyuntao animatron requires a DC 18 Craft (metalworking) check, 2 days, and 100 gp in materials, including a brand new set of scale mail, a dozen pitons, and a hooded lantern, all of which are consumed in the process. The Imagineer must also have access to standard metalsmithing tools, a fire of size Large or larger (see the Control Flames psionic power for examples of fire size), and the animatron must be assembled under a full moon.



KLOGINIS ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +0
Speed: 30 feet
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +0/+2
Attack: Claw +2 (1d4+2, 20/x2)
Full Attack: 2 claws +2 (1d4+2, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, discipline association (Tiger Claw), prey (Magical Beast)
Special Qualities: Construct traits, discipline association
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 15, Dex 11, Con , Int 4, Wis 11, Cha 6
Skills: Jump +2*
Feats: None
Alignment: As Imagineer

A Kloginis animatron is a medium-sized humanoid construct with skin of warty, knobbled leather. It has no head, with its eyes and gaping mouth forming a large face on the middle of its torso. It has two clawed hands, each with three fingers and a thumb, and can wield a medium-sized weapon in each hand. Kloginis animatra can speak one language, chosen by the Imagineer at the time of creation, but are not very intelligent and have little to say.

Abilities
Breath Weapon (Ex): 10-foot cone, once per encounter, damage 2d6 fire, Reflex DC 13 half. The save DC is Strength-based.

Construction
Assembling a Kloginis animatron requires a DC 17 Craft (Alchemy) check, 2 days, and 75 gp in materials, including a brand new set of studded leather armor, four large iron springs, and two flasks of alchemists fire, all of which are consumed in the process. The Imagineer must also have access to standard leatherworking and alchemical tools.



LIBALEVAX ANIMATRONLARGE CONSTRUCT
Hit Dice: 1d10+30 (35 hp)
Initiative: +1
Speed: 40 feet
Armor Class: 12 (+1 Dex, +2 natural, -1 size), touch 10, flat-footed 11
Base Attack/Grapple: +0/+6
Attack: Sting +1 (1d6+3, 20/x2)
Full Attack: Sting +1 (1d6+3, 20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discipline association (Golden Lion (http://www.giantitp.com/forums/showthread.php?179884)), prey (Undead), victorious strike
Special Qualities: Construct traits, discipline association, majestic aura
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con , Int 4, Wis 11, Cha 10
Skills: Diplomacy +0*
Feats: None
Alignment: As Imagineer

A Libalevax animatron is a large leonine construct made entirely of polished brass, with a massive tail that bears a long, powerful stinger. Its eyes are slits in a helmet-like face, and it has no mouth. As a quadruped, it has no hands, and cannot wield weapons. Libalevax animatra cannot speak, and make no sounds.

Abilities
Majestic Aura (Ex): The presence of a Libalevax animatron brings hope to its allies and despair to its enemies. All allies within 30 feet gain a +1 morale bonus to attack rolls, saves, and skill checks, and all enemies within 30 feet suffer a -1 penalty to attack rolls, saves, and skill checks.

Victorious Strike (Ex): A Libalevax animatron automatically succeeds at any roll to confirm a critical threat with its sting attack.

Construction
Assembling a Libalevax animatron requires a DC 17 Craft (metalsmithing) check, 1 day, and 60 gp in materials, including a signet ring, 10 lbs of brass ingots, and a flask of holy water, all of which are consumed in the process. The Imagineer must also have access to standard metalsmithing tools, a Large-sized helmet from a set of heavy armor, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



LOAPISCE ANIMATRONTINY CONSTRUCT
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 10 feet, swim 30 feet
Armor Class: 18 (+2 Dex, +4 natural, +2 size), touch 14, flat-footed 16
Base Attack/Grapple: +0/-8
Attack: Tentacle +2 (1d2 + 1d2 acid, 20/x2)
Full Attack: 4 tentacles +2 (1d2 + 1d2 acid, 20/x2)
Space/Reach: 0 ft./5 ft.
Special Attacks: Discipline association (Crashing Wave (http://www.giantitp.com/forums/showthread.php?183826#post10181173)), minnows grasp, prey (Elemental)
Special Qualities: Construct traits, discipline association, minnows grasp, acid resistance 5
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 15, Con , Int 4, Wis 11, Cha 6
Skills: Swim +8*
Feats: Combat ReflexesB
Alignment: As Imagineer

A Loapisce animatron is a tiny construct similar to a copper-plated fishing lure, with 4 long chain-like tentacles extending where its fins would be. It has no hands, and cannot wield weapons. Loapisce animatra cannot speak, and make no sounds.

Abilities
Combat Reflexes: Loapisce animatra receive Combat Reflexes as a bonus feat.

Minnows Grasp (Ex): A Loapisce animatrons 4 tentacles have many uses. It has an additional 5 feet of reach in combat when attacking with them (which stacks with reach increases due to size-changing effects), and can use them to scuttle like a crab on land, granting it a base land speed of 10 feet. In addition, the tentacles are coated with a caustic slime which causes all of the Loapisce animatrons tentacle attacks to deal an additional 1d2 acid damage.

Skills: A Loapisce animatron has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Construction
Assembling a Loapisce animatron requires a DC 16 Craft (locksmithing) check, 1 day, and 40 gp in materials, including a flask of acid, 1 lb of copper, 4 fishhooks, and a very simple lock, all of which are consumed in the process. The Imagineer must also have access to standard locksmithing tools, a set of standard thieves tools, and a fire of size Medium or larger (see the Control Flames psionic power for examples of fire size).



LOHANGIK ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +1
Speed: 20 feet
Armor Class: 13 (+1 Dex, +1 natural, +1 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/+1
Attack: Bite +1 (1d6+1, 20/x2)
Full Attack: Bite +1 (1d6+1, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Giant's Grip (http://www.giantitp.com/forums/showthread.php?183826#post10181180)), powerful build, prey (Animal), torch 2d4 fire
Special Qualities: Construct traits, discipline association
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con , Int 4, Wis 11, Cha 6
Skills: Escape Artist +1*
Feats: None.
Alignment: As Imagineer

A Lohangik animatron is a small, lizard-like construct, with a sinuous body in mottled red and black. It has two overlarge hands, each with six fingers and a thumb, and can wield a medium-sized weapon in each hand (as per Powerful Build; see below). Lohangik animatra can speak two languages in a hissing, slurred voice, chosen by the Imagineer at the time of construction, but they arent very intelligent and have little to say.

Abilities
Powerful Build (Ex): The wiry stature of Lohangik animatra lets them function in many ways as if they were one size category larger. Whenever a Lohangik animatron is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Lohangik animatron is treated as one size larger if doing so is advantageous to it. A Lohangik animatron is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect it. A Lohangik animatron can use weapons designed for a creature one size larger without penalty, and its natural weapons deal damage as if one size category larger. However, its space and reach remain those of a creature of its actual size. The benefits of this trait stack with effects that change the subjects size category.

Torch (Ex): The grasp of a Lohangik animatron quickly becomes painfully hot. This ability functions as the constrict special ability (http://www.d20srd.org/srd/specialAbilities.htm#constrict), but the Lohangik animatron deals 2d4 fire damage on a successful grapple check instead of bludgeoning damage.

Construction
Assembling a Lohangik animatron requires a DC 16 Craft (candlemaking) check, 1 day, and 25 gp in materials, including 10 candles, 5 feet of chain, and a grappling hook, all of which are consumed in the process. The Imagineer must also have access to standard candlemaking tools and a fire of size Medium or larger (see the Control Flames psionic power for examples of fire size).



OCCLUULUM ANIMATRONSMALL CONSTRUCT
Hit Dice: 1d10+10 (15 hp)
Initiative: +1
Speed: 20 feet
Armor Class: 13 (+2 natural, +1 size), touch 11, flat-footed 13
Base Attack/Grapple: +0/-4
Attack: Eyelight +2 ranged touch (1d3+2 electricity, 20/x2) or eyelight +2 melee (1d3+2 electricity, 20/x2)
Full Attack: Eyelight +2 ranged touch (1d3+2 electricity, 20/x2) or eyelight +2 melee touch (1d3+2 electricity, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Rising Spirit (http://www.minmaxboards.com/index.php?topic=262.0)), eyelight, prey (Aberration)
Special Qualities: Construct traits, discipline association, electricity resistance 5
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 11, Dex 11, Con , Int 4, Wis 15, Cha 6
Skills: Spot +2*
Feats: None.
Alignment: As Imagineer

One of the strangest animatronic models, an Occluulum animatron is a small, bipedal, nearly spherical construct, comprised of an enormous glass eye wrapped in rough green-brown leather. The eye shimmers and sparks with inner lightning. It has two stubby legs, but no hands, and cannot wield weapons. Occluulum animatra cannot speak, but can make high-pitched whine-zap sounds.

Abilities
Eyelight (Ex): The large eye of an Occluulum animatron can spit electricity at its opponents. This can be used as either a melee touch attack, or a ranged touch attack with a range increment of 5 feet and a max range of 20 feet. In either case, the Occluulum animatron uses its Wisdom modifier in place of Strength or Dexterity for the attack roll, and the attack deals 1d3 + the Occluulum animatrons Wisdom modifier electricity damage. These count as natural attacks, but the base damage does not change if the Occluulum animatron increases or decreases in size.

Construction
Assembling an Occluulum animatron requires a DC 18 Craft (glassblowing) check, 2 days, and 120 gp in materials, including a brand new set of leather armor, a magnifying glass, and a sunrod, all of which are consumed in the process. The Imagineer must also have access to standard glassblowing tools and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



PAERGUS ANIMATRONLARGE CONSTRUCT
Hit Dice: 1d10+30 (35 hp)
Initiative: +1
Speed: 50 feet
Armor Class: 12 (+1 Dex, +1 natural, -1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Horn +0 (1d8+1, 20/x3)
Full Attack: Horn +0 (1d8+1, 20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Charger, discipline association (Twin Spirit (http://www.giantitp.com/forums/showthread.php?40991)), prey (Ooze)
Special Qualities: Charger, construct traits, discipline association
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con , Int 4, Wis 11, Cha 6
Skills: Ride +1*
Feats: None.
Alignment: As Imagineer

A Paergus animatron is a large, equine construct, with a smooth, soft hide of the purest white, but no real neck or head. Its eyes are in the center of its chest, and it has a long, wickedly sharp metallic spike extending forward from its upper torso. As a quadruped, it has no hands, and cannot wield weapons. Paergus animatra cannot speak, but tend to make a muffled sighing sound whenever it charges.

Abilities
Charger (Ex): Due to its unusual design, a Paergus animatron functions in combat just like a mounted knight, but with only a single pool of actions. Its horn natural attack has the same properties as a Medium lance (10 ft reach, but cant be used against adjacent opponents; double damage on a charge), and counts as a lance for any combat actions or maneuvers it initiates. It can use a Ride check in place of a Jump check, or make a Ride check (and take damage) to increase its speed as a move action. If the Paergus animatrons Imagineer has any Mounted Combat feats, the Paergus animatron may use them, making Ride checks using its own bonus as necessary. In addition, when it initiates a maneuver from the Twin Spirit discipline (see Discipline Association, below), the Paergus animatron may counts as either the rider or the mount, as appropriate.

A Paergus animatron cannot count as both rider and mount at the same time; however, the Imagineer or another of his active animatra may ride it in combat. (While the Paergus animatron may carry other creatures during travel, only having the Imagineer or another animatron as a rider grants the benefits described here.) If the Paergus animatron is ridden in this way, it may initiate Twin Spirit maneuvers affecting both mount and rider at the same time, and either the Paergus animatron or its rider may benefit from any of the Imagineers Mounted Combat feats. However, any Ride checks that must be made, either in the normal flow of combat or due to a Twin Spirit maneuver, are made by the Paergus animatron, not its rider.

Construction
Assembling a Paergus animatron requires a DC 19 Craft (armorsmithing) check, 2 days, and 150 gp in materials, including an exotic military saddle, a brand new lance, and a brand new set of padded barding for a Large creature, all of which are consumed in the process. The Imagineer must also have access to standard armorsmithing tools and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



PTUNGU ANIMATRONLARGE CONSTRUCT
Hit Dice: 1d10+30 (35 hp)
Initiative: +1
Speed: 10 feet, fly 50 feet (clumsy)
Armor Class: 13 (+1 Dex, +2 natural, -1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/+4
Attack: Bite -1 (1d8, 20/x2)
Full Attack: Bite -1 (1d8, 20/x2) and 2 talons -6 (1d6, 20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Discipline association (Circling Vulture (http://www.giantitp.com/forums/showthread.php?183826#post10181158)), prey (Outsider [Earth]), swallow weapon
Special Qualities: Construct traits, discipline association
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con , Int 4, Wis 11, Cha 6x
Skills: Sleight of Hand +1*
Feats: None.
Alignment: As Imagineer

A Ptungu animatron is a large, winged construct, with leathery skin and an elongated, blade-like head. Its jaw is explicitly hinged, and it has very small, sharp teeth. Its two lower extremities are like taloned hands, with two fingers and one thumb, and while flying it can wield a Large weapon in either hand, but it cannot hold anything while on the ground (and must drop its weapons to land). Ptungu animatra cannot speak, but can give off a piercing shriek, like grating metal.

Abilities
Swallow Weapon (Ex): Whenever a Ptungu animatron hits with its bite attack, it deals normal damage, and then may attempt to disarm the opponent as a free action, without provoking an attack of opportunity. The Ptungu animatron may only attempt to disarm the opponent of one weapon that it wields, which is of no more than Huge size. Use the result of the original attack roll, with a +4 bonus, as the Ptungu animatrons disarm attempt roll. The opponent may not attempt to disarm the Ptungu animatron on a failed attempt (since the Ptungu animatrons weapon is a natural attack). If the attempt is successful, the Ptungu animatron automatically swallows the weapon, but may spend a standard action at any time thereafter to regurgitate it, and either drop it, or transfer it to one of its hands (if empty) as part of the same action. A successful Sleight of Hand check reduces this to a move action; the DC is 15 + a modifier based on the size of the weapon (+3 for a Medium weapon, -1 for each size category larger than Medium, and +2 for each size category smaller than Medium).

Construction
Assembling a Ptungu animatron requires a DC 18 Craft (sewing) check, 2 days, and 90 gp in materials, including a brand new set of leather armor, 10 square yards of sail canvas, a backpack, and 2 locked gauntlets, all of which are consumed in the process. The Imagineer must also have access to standard sewing tools, and a fire of size Small or larger (see the Control Flames psionic power for examples of fire size).



SLONKOUR ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: -2
Speed: 30 feet
Armor Class: 14 (-2 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +0/+2
Attack: Tail slap +2 (1d6+2 + bizarre touch, 20/x2)
Full Attack: Tail slap +2 (1d6+2 + bizarre touch, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bizarre touch, discipline association (Star Dream (http://www.giantitp.com/forums/showthread.php?169100)), prey (Fey)
Special Qualities: Construct traits, discipline association, imaginarium
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 15, Dex 7, Con , Int 4, Wis 11, Cha 10
Skills: Bluff +0*
Feats: None.
Alignment: As Imagineer

A Slonkour animatron is a strange medium-sized humanoid construct made of iron-inlaid green wood, with a club-like tail and long, protruding snout. Its eyes are multicolored clay, and its mouth seems to grin incessantly. It has two hands, each with four fingers and one thumb, and can wield a Medium weapon in either hand. Slonkour animatra can speak one language in a voice like broken wind chimes, chosen by the Imagineer at the time of creation, but are not very intelligent and have little to say.

Abilities
Bizarre Touch (Ex): The tail of a Slonkour animatron is filled with befuddling vapors that leak out on impact, forcing any creature that breathes and is struck by its tail slap attack to make a Fortitude save (DC 13) or be confused (as the confusion spell) for 1 round. As this is a powerful chemical effect, it even functions against creature with no Constitution score (such as constructs and undead). A successful save leaves a creature immune to this effect for 24 hours. The save DC is Charisma-based.

Imaginarium (Ex): The strangeness of a Slonkour animatron lends itself to unreal environments. A Slonkour animatron automatically fails any saves to disbelieve illusion effects; however, whenever it does so, or is inside the area or effect of an illusion effect without interacting (and therefore receives no save), it gains a +2 insight bonus to all attack rolls, saves (other than saves to disbelieve), and skill checks until the beginning of its next turn.

Construction
Assembling a Slonkour animatron requires a DC 19 Craft (woodworking) check, 2 days, and 80 gp in materials, including a freshly-felled tree, an iron pole, and one dose of sleep smoke (W:COS pg 152, 25gp), all of which are consumed in the process. The Imagineer must also have access to standard woodworking tools and blacksmithing tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



TSAARANDUR ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +0
Speed: 40 feet
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +0/+3
Attack: Gore +3 (1d6+4 + 1 cold, 20/x2)
Full Attack: Gore +4 (1d6+4 + 1 cold, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Glacial Chill (http://www.giantitp.com/forums/showthread.php?134088/page13#post7780200)), frostbite, prey (Outsider [Water])
Special Qualities: Construct traits, discipline association, cold resistance 5, vibration
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 17, Dex 11, Con , Int 4, Wis 11, Cha 6
Skills: Survival +0*
Feats: None.
Alignment: As Imagineer

A Tsaarandur animatron is a medium-sized construct of toughened hide, whose head is a double helix spring of frost-covered, sharpened steel. It has no eyes or ears, instead sensing its surroundings through vibrations of its sensitive head. As a quadruped, it has no hands, and cannot wield weapons. Tsaarandur animatra cannot speak, but can vibrate its head to give off coherent tones like a tuning fork.

Abilities
Frostbite (Ex): The gore attack of a Tsaarandur animatron deals an additional 1 point of cold damage on a successful hit.

Vibration (Ex): Tsaarandur animatra have blindsight to a range of 20 feet, and can sense all foes within that range as a sighted creature would. Beyond that range, they treat all targets as having total concealment. In addition, they are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Construction
Assembling a Tsaarandur animatron requires a DC 18 Craft (tanning) check, 1 day, and 90 gp in materials, including a brand new set of hide armor, two iron rods, and a vial of razor ice powder (Frostburn pg 78), all of which are consumed in the process. The Imagineer must also have access to standard tanning and blacksmithing tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size). In addition, a Tsaarandur animatron must be assembled in the winter.



TUPAALKRY ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +1
Speed: 30 feet
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/+1
Attack: Bite +1 (1d6+1, 20/x2)
Full Attack: Bite +1 (1d6+1, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Shadow Hand), prey (Monstrous Humanoid), sudden strike +1d6
Special Qualities: Construct traits, discipline association, hide in plain sight
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con , Int 4, Wis 11, Cha 6
Skills: Hide +1*
Feats: None.
Alignment: As Imagineer

A Tupaalkry animatron is a medium-sized construct shaped like a bipedal lizard, with a wide, flat head and a thick stump of a tail. Its skin is oddly nondescript, and easy to lose track of. It has two hands, each with three fingers and a thumb, and can wield a weapon in either hand. Tupaalkry animatra cannot speak, and make no sounds.

Abilities
Hide in Plain Sight (Ex): A Tupaalkry animatron can make Hide checks even while being observed.

Sudden Strike (Ex): If a Tupaalkry animatron can catch an opponent when the opponent is unable to defend themselves effectively from its attack, the Tupaalkry animatron can strike a vital spot for extra damage. Whenever its target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the Tupaalkry animatron deals an extra 1d6 points of damage with its attack. A Tupaalkry animatron cant use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Tupaalkry animatron cant make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A Tupaalkry animatron also cant use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage dont deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Construction
Assembling a Tupaalkry animatron requires a DC 16 Craft (weaving) check, 1 day, and 50 gp in materials, including a brand new set of leather armor, an explorers outfit, 1 bucket of tar, and 1 bucket of whitewash, all of which are consumed in the process. The Imagineer must also have access to standard weaving tools. In addition, a Tupaalkry animatron must be assembled during the daytime.



XECHNARI ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +0
Speed: 30 feet, swim 20 feet
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: As embedded weapon(s)
Full Attack: As embedded weapon(s)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Revolution (http://www.minmaxboards.com/index.php?topic=7095#msg109053)), embed weapon, prey (Outsider [Lawful])
Special Qualities: Changing focus, construct traits, discipline association
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 11, Dex 11, Con , Int 4, Wis 13, Cha 6
Skills: Martial Lore +0*
Feats: None.
Alignment: As Imagineer

A Xechnari animatron is a medium-sized bipedal construct with a narrow, long body, and no neck or discernible head. Its skin is blue-tinged and ridged, and it has a fin-like protrusion from its back. It has two arms with no hands, but can embed a medium-sized weapon in each hand (see Embed Weapon, below). Xechnari animatra cannot speak, but make a burbling woof when excited.

Abilities
Changing Focus (Ex): Xechnari animatra have trouble focusing on a single objective. Whenever a Xechnari animatron initiates a maneuver from the Revolution discipline, its Imagineer may exchange the expended maneuver for another maneuver he knows from any discipline. The new maneuver is also expended, but can become readied whenever the Imagineer recovers his maneuvers, and the Xechnari animatron can initiate it as if it were a maneuver from the Revolution discipline. Once the encounter is over, the Xechnari animatrons readied maneuver reverts to its original readied maneuver (until and unless the Imagineer readies a different maneuver).

Embed Weapon (Ex): As a standard action, a Xechnari animatron can absorb a light or 1-handed melee weapon into one of its arms which does not have a weapon already embedded. It becomes proficient with that weapon, and cannot be disarmed. The Xechnari animatron can release an embedded weapon as a swift action. In addition, the Xechnari gains an enhancement bonus to Strength equal to the total enhancement bonus of its embedded weapons, to a maximum of +6. A Xechnari animatrons embedded weapons count as discipline weapons for the Revolution discipline.

Construction
Assembling a Xechnari animatron requires a DC 16 Craft (sculpting) check, 1 day, and 60 gp in materials, including a 10 lbs of clay, all of which is consumed in the process. The Imagineer must also have access to standard sculpting tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



ZACOGMIS ANIMATRONTINY CONSTRUCT
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 10 feet, fly 15 feet (poor)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +1 (1d2-1, 20/x2)
Full Attack: Bite +1 (1d2-1, 20/x2)
Space/Reach: 0 ft./0 ft.
Special Attacks: Discipline association (Divine Muse (http://www.giantitp.com/forums/showthread.php?98668)), prey (Dragon)
Special Qualities: Construct traits, discipline association, hearten
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 9, Dex 11, Con , Int 4, Wis 11, Cha 14
Skills: Perform +2*
Feats: None.
Alignment: As Imagineer

A Zacogmis animatron is a tiny, intricately-crafted construct of whirring clockwork, with delicate silver bat wings, and is vaguely reptilian. It has two hands, each with three fingers and a thumb, and can hold a tiny-sized weapon in each hand. Zacogmis animatra can speak one language in a high-pitched, humanlike voice, chosen by the Imagineer at the time of creation, but are not very intelligent and have little to say.

Abilities
Hearten (Ex): Whenever an ally within 30 feet successfully saves against a detrimental effect caused by an opponent, a Zacogmis animatron gains a +1 morale bonus to attacks, damage rolls, saves, and skill checks for 1 round. Multiple uses of this ability stack, to a maximum bonus equal to its Imagineers Initiator Level (minimum +1).

Construction
Assembling a Zacogmis animatron requires a DC 17 Craft (jewelrymaking) check, 1 day, and 60 gp in materials, including 5 lbs of silver, all of which is consumed in the process. The Imagineer must also have access to standard jewelrymaking tools, and a fire of size Large or larger (see the Control Flames psionic power for examples of fire size).



ZMALEFIJ ANIMATRONMEDIUM CONSTRUCT
Hit Dice: 1d10+20 (25 hp)
Initiative: +1
Speed: 30 feet
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/+1
Attack: Wing +1 (1d4+1, 20/x2)
Full Attack: 2 wings +1 (1d4+1, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Discipline association (Witch Razor (http://www.giantitp.com/forums/showthread.php?102869)), prey (Outsider [Good])
Special Qualities: Construct traits, discipline association, glide, unnerving visage
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 13, Dex 13, Con , Int 10, Wis 11, Cha 6
Skills: Spellcraft +0*
Feats: None.
Alignment: As Imagineer

A Zmalefij animatron is a medium-sized humanoid construct of desiccated grey leather, with large membranous wings instead of arms. Its corpselike face is nearly featureless, with only two slight indentations for eyes. Each wing ends in a hand with two fingers and a thumb, and whenever it isnt gliding, it can hold a medium-sized weapon in each hand. Zmalefij animatra cannot speak, and make no sounds.

Abilities
Glide (Ex): A Zmalefij animatron can use its wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Zmalefij animatra glide at a speed of 30 feet with average maneuverability. Even if a Zmalefij animatrons maneuverability improves, it can't hover while gliding, and it can't glide while carrying a medium or heavy load. If a Zmalefij animatron becomes unconscious or helpless while in midair, its wings naturally unfurl, and powerful ligaments stiffen them, causing it to descend slowly in a tight corkscrew, and take only 1d6 points of falling damage, no matter the actual distance of the fall.

Unnerving Visage (Ex): The sight of a Zmalefij animatron is so disturbing to behold that it makes other creatures jumpy. Any creature that can see a Zmalefij animatron suffers a -2 morale penalty to saves against fear effects.

Construction
Assembling a Zmalefij animatron requires a DC 17 Craft (tanning) check, 1 day, and 50 gp in materials, including one brand new set of hide armor, a bell, a candle, a vial of black ink, and a blank wizards spellbook, all of which is consumed in the process. The Imagineer must also have access to standard tanning tools, and the animatron must be assembled in a graveyard.

sirpercival
2016-10-21, 05:57 PM
Animatronic Evolution
Author's note: these are adapted from my Synthevolver (http://www.minmaxboards.com/index.php?topic=2462.0) Magipunk class, but have received major modifications.

Each of the evolutionary upgrades listed here can be applied to any animatronic model which meets the prerequisites. Unless otherwise noted, each evolutionary upgrade can only be applied once to the same animatronic model.


Evolution I
Applying any of the following evolutions to an animatronic model adds 1 day to the assembly time, increases the materials cost by 25gp, and requires an additional DC 15 check of the indicated Craft skill during the assembly process.

Adaptive Skin
Prerequisites: None
Benefit: The animatron gains a +4 racial bonus to Disguise and Hide checks.
Skill: Craft (dyemaking)

Anticipation
Prerequisites: None.
Benefit: The animatrons base Reflex save becomes good instead of poor.
Skill: Craft (candlemaking)

Burnt Carapace
Prerequisites: Resistance 5 to at least one energy type.
Benefit: The animatron gains energy resistance 5 against all of the following energy types it did not already have resistance to: acid, cold, electricity, fire, sonic. This energy resistance stacks with energy resistance from other sources.
Special: This upgrade can be applied multiple times; each time, increase one of the animatrons existing energy resistances by 5.
Skill: Craft (alchemy)

Caustic Bile
Prerequisites: Bite natural attack.
Benefit: Replace the animatrons bite attack mode with a ranged attack. This counts as a ranged natural weapon with a range increment of 60 feet, which does base 1d8 acid damage (crit 19-20/x2) for a Medium creature.
Special: This upgrade can be applied multiple times; each time, choose an additional energy type from among the following list: cold, electricity, fire, sonic. The caustic bile damage is divided evenly among all its energy types.
Skill: Craft (alchemy)

Consternation
Prerequisites: None.
Benefit: The animatrons base Will save becomes good instead of poor.
Skill: Craft (brewing)

Delicate Fibers
Prerequisites: None.
Benefit: The animatrons Dexterity score increases by 2 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (candlemaking)

Dorsal Fin
Prerequisites: Cannot already have a swim speed.
Benefit: The animatron gains a +8 bonus on Swim checks.
Skill: Craft (sewing)

Endurability
Prerequisites: None.
Benefit: The animatrons base Fortitude save becomes good instead of poor.
Skill: Craft (metalworking)

Glide Sails
Prerequisites: At least two arms, cannot already have a fly speed or the Glide ability.
Benefit: The animatron gains a +10 racial bonus on Jump checks, and gains the Glide ability of a Zmalefij animatron.
Skill: Craft (sewing)

Glittershine
Prerequisites: None.
Benefit: The animatrons Charisma score increases by 2 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (gemcutting)

Hardened Carapace
Prerequisites: None.
Benefit: The animatron gains damage reduction 2/.
Special: This damage reduction stacks with all other existing forms of damage reduction.
Skill: Craft (alchemy)

Lodestone Spine
Prerequisites: None.
Benefit: The animatron gains a +1 deflection bonus to Armor Class.
Skill: Craft (metalworking)

Magidodge
Prerequisites: Base Reflex save +4, cannot have Evasion ability.
Benefit: The animatron gains the evasion ability of an Astracani animatron.
Skill: Craft (glassblowing)

Magignore
Prerequisites: Base Fortitude save +4.
Benefit: The animatron gains the mettle ability.
Skill: Craft (glassblowing)

Nerve Jolts
Prerequisites: None.
Benefit: The animatron gains a +3 bonus to initiative checks.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (candlemaking)

Ogreflesh
Prerequisites: None.
Benefit: The animatron gains a +1 natural armor bonus, or its existing natural armor bonus increases by +1.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (skinning)

Ponyswift
Prerequisites: None.
Benefit: The animatrons base land speed increases by 10 feet.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (shoemaking)

Predator Mode
Prerequisites: None.
Benefit: The animatrons base attack bonus progression becomes equal to its Hit Dice.
Skill: Craft (sculpting)

Rod Logic
Prerequisites: None.
Benefit: The animatrons Intelligence score increases by 2 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (brassmaking)

Spiderfoot
Prerequisites: None.
Benefit: The animatron gains a +4 racial bonus to Climb checks, and gains tremorsense with a range of 20 feet.
Skill: Craft (weaving)

Stonefeet
Prerequisites: None.
Benefit: The animatron gains a +8 bonus to resist being tripped, bull rushed, or grappled. In addition, whenever it is are successfully bull rushed, it does not move more than 5 feet; and, when grappled, it cannot be pinned.
Skill: Craft (shoemaking)

Thick Fibers
Prerequisites: None.
Benefit: The animatrons Strength score increases by 2 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (weaving)

Thornhide
Prerequisites: Hoof, tail, or wing attack.
Benefit: The animatrons hooves, tail, or wings sprouts thorns, dealing piercing damage in addition to any other damage types it previously dealt. Also, the wounds caused by the thorns bleed profusely, causing 1 additional point of damage per successful attack against a living opponent each successive round until the opponent heals at least 1 point of damage by any means; alternatively, the bleeding can be halted with a successful Heal check (DC 20).
Skill: Craft (hornmaking)

Threshing Fist
Prerequisites: Slam or claw natural attack.
Benefit: The animatrons slam or claw attack sprouts gleaming steel blades, and deals slashing damage in addition to any other damage types it previously dealt. The blades separate flesh and muscle, causing its opponent incredible pain; any living creature damaged by the animatrons slam or claw attack suffers a -2 penalty to skill checks and attack rolls until it heals at least 1 point of damage by any means. Alternatively, the pain can be halted with a successful Heal check (DC 20).
Skill: Craft (metalworking)



Evolution II
Applying any of the following evolutions to an animatronic model adds 2 days to the assembly time, increases the materials cost by 100gp, and requires an additional DC 20 check of the indicated Craft skill during the assembly process.

Audacious Gaze
Prerequisites: Must have eyes.
Benefit: In addition to any normal light that might be present, the animatron observes its surroundings as being illuminated by roving points of brightness created by living creatures. To the animatrons eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to to its sight. This life-light behaves like regular light the animatron can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.
Skill: Craft (glassblowing)

Blast Carapace
Prerequisites: Burnt Carapace.
Benefit: All of the animatrons energy resistances increase by 10.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (alchemy)

Bestial Anatomy
Prerequisites: None.
Benefit: The animatron increases in size by one category, doubling its height, length, and width, and multiplying its weight by 8. Its Strength score increases by 2 points, while its Dexterity decreases by 2 points. Its natural armor bonus increases by +2, and its hit point total increases by +10 (as per the Construct type). Its size modifier to attacks and AC decreases by 1, its natural space and reach each increase by 5 feet, and the damage from any of its natural attacks increases by 1 step. Its grapple check modifier increases by +4, and if the animatron could wield weapons, it can now wield weapons one size category larger without penalty.
Skill: Craft (woodworking)

Caustic Splash
Prerequisites: Caustic Bile.
Benefit: Whenever the animatron successfully damages an opponent with its Caustic Bile attack, all creatures adjacent to the target must make a Refex save (DC equal to 10 + damage dealt) or take half of the damage as splash damage.
Skill: Craft (alchemy)

Clockwork Disassembly
Prerequisites: Size Small or larger.
Benefit: The animatrons body parts can separate into a swarm of Tiny-sized creatures, each an exact scale model of itself. By spending a swift action, the Imagineer can grant the animatron the swarm subtype, but it loses any flight speed that it might have had in the process. Ending this effect requires the Imagineer to spend a new swift action.
Skill: Craft (jewelrymaking)

Delverclaws
Prerequisites: None.
Benefit: The animatron gains a burrow speed of 30 feet.
Skill: Craft (milling)

Elegant Anatomy
Prerequisites: None.
Benefit: The animatron decreases in size by one category, halving its height, length, and width, and dividing its weight by 8. Its Strength score decreases by 2 points, while its Dexterity increases by 2 points. Its natural armor bonus decreases by 1 (to a minimum of +0), and its hit point total decreases as per the Construct type. Its size modifier to attacks and AC increases by 1 (2 if its new size is Diminutive), its natural space and reach each decrease by 5 feet (to a minimum of 0 feet), and the damage from any of its natural attacks decreases by 1 step (to a minimum of 1). Its grapple check modifier decreases by -4, and if the animatron could wield weapons, it can now only wield weapons one size category smaller without penalty.
Skill: Craft (woodworking)

Essence of Troll
Prerequisites: None.
Benefit: The animatron gains fast healing 1, or its existing fast healing increases by 1.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (brewing)

Ettinflesh
Prerequisites: Ogreflesh.
Benefit: The animatrons natural armor bonus increases by +3.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (skinning)

Feathers
Prerequisites: Glide ability or fly speed.
Benefit: The animatron gains a fly speed of 20 feet (poor), or its existing fly speed maneuverability improves by one step.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (sewing)

Gemtouch
Prerequisites: None.
Benefit: Whenever the animatron successfully attacks an opponent with one of its natural attack modes, but no more often than once per encounter, the animatron may choose to affect the opponent with a targeted dispel magic effect, with a caster level equal to the Imagineers IL.
Skill: Craft (gemcutting)

Hive Awareness
Prerequisites: None.
Benefit: The animatron can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within 60 feet. This works much like blindsense the animatron knows what square each thinking being is in, but does not see the being, and the being still has total concealment unless the animatron can see it by some other means. The animatron gains no other information about beings it senses this way other than their location.
Skill: Craft (brewing)

Lodestone Skeleton
Prerequisites: Lodestone Spine.
Benefit: The animatrons deflection bonus to Armor Class increases by +2.
Skill: Craft (metalworking)

Magiscorn
Prerequisites: Base Fortitude save +8, Magignore or mettle ability.
Benefit: The animatron gains the improved nettle ability, which halves the harmful effects of a spell when the animatron fails the Fortitude or Will save, while still protecting the animatron entirely on a successful save.
Skill: Craft (glassblowing)

Magiskip
Prerequisites: Base Reflex save +8, Magidodge or evasion ability.
Benefit: The animatron gains the improved evasion ability, which functions no matter what armor the animatron wears (if any).
Skill: Craft (glassblowing)

Magislip
Prerequisites: Base Will save +4.
Benefit: The animatron gains the slippery mind ability.
Skill: Craft (glassblowing)

Mithril Carapace
Prerequisites: Hardened Carapace.
Benefit: The animatrons damage reduction increases to 5/.
Special: This damage reduction stacks with all other existing forms of damage reduction.
Skill: Craft (alchemy)

Rod Analytics
Prerequisites: Rod Logic.
Benefit: The animatrons Intelligence score increases by 4 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (brassmaking)

Sparkleshine
Prerequisites: Glittershine.
Benefit: The animatrons Charisma score increases by 4 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (gemcutting)

Spidergrip
Prerequisites: Spiderfoot.
Benefit: The animatron gains climb speed of 30 feet, and the range of its tremorsense increases to 50 feet.
Skill: Craft (weaving)

Spidersilk Fibers
Prerequisites: Delicate Fibers.
Benefit: The animatrons Dexterity score increases by 4 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (candlemaking)

Steelthorn Hide
Prerequisites: Thornhide.
Benefit: The animatrons hoof, tail, or wing attacks bypass damage reduction as if they were made of adamantine, byeshk, cold iron, and silver.
Skill: Craft (hornmaking)

Stonejoints
Prerequisites: Stonefeet.
Benefit: The animatron is immune to being tripped, bull rushed, or grappled against its will.
Skill: Craft (shoemaking)

Swollen Fibers
Prerequisites: Thick Fibers.
Benefit: The animatrons Strength score increases by 4 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (weaving)

Telescoped Joints
Prerequisites: None.
Benefit: Increase the natural reach of one of the animatrons natural attacks by 5 feet. This has no effect on whether the animatron can attack enemies adjacent to it.
Special: This upgrade can be applied multiple times; each time, choose a different natural attack mode.
Skill: Craft (hornworking)

Threshing Lash
Prerequisites: Threshing Fist.
Benefit: The animatrons slam or claw attack strikes all foes in a 20-foot line, using the same attack roll for each creature in the line.
Skill: Craft (metalworking)

Ventral Fin
Prerequisites: Dorsal Fin.
Benefit: The animatron gains a swim speed of 30 feet.
Skill: Craft (sewing)



Evolution III
Applying any of the following evolutions to an animatronic model adds 4 days to the assembly time, increases the materials cost by 200gp, and requires an additional DC 25 check of the indicated Craft skill during the assembly process.

Adamantine Carapace
Prerequisites: Mithril Carapace.
Benefit: The animatrons damage reduction increases to 10/.
Special: This damage reduction stacks with all other existing forms of damage reduction.
Skill: Craft (alchemy)

Bonsai Anatomy
Prerequisites: Elegant Anatomy.
Benefit: The animatron decreases in size by an additional category, again halving its height, length, and width, and dividing its weight by an additional factor of 8. Its Strength score decreases by 4 points (to a minimum of 1), while its Dexterity increases by 4 points. Its natural armor bonus decreases by 2 (to a minimum of +0), and its hit point total decreases as per the Construct type. Its size modifier to attacks and AC increases by 1 (2 if its new size is Diminutive, or 4 if its new size is Fine), its natural space and reach each decrease by 5 feet (to a minimum of 0 feet), and the damage from any of its natural attacks decreases by 1 step (to a minimum of 1). Its grapple check modifier decreases by -4, and if the animatron could wield weapons, it can now only wield weapons one size category smaller without penalty.
Skill: Craft (woodworking)

Caustic Corrosion
Prerequisites: Caustic Splash.
Benefit: Any creature that takes damage from the animatrons Caustic Bile attack must make a Fortitude save (DC equal to the damage dealt) or be blinded and deafened permanently. (This effect can be cured by the remove blindness/deafness spell and similar effects, as normal.)
Skill: Craft (alchemy)

Coltswift
Prerequisites: Delverclaws, Feathers, Spidergrip, or Ventral Fin.
Benefit: The animatron gains a 10 foot increase in speed for all of its movement modes.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (shoemaking)

Eldritch Beam
Prerequisites: Cannot have a ranged natural attack, Charisma 13.
Benefit: The animatron gains the eldritch blast ability as a warlock of half the Imagineers Initiator Level. This counts as a ranged natural attack.
Skill: Craft (bookbinding)

Exchangeable Limb
Prerequisites: None.
Benefit: The animatron gains the benefit of a single Evolution I upgrade for which it qualifies, which cannot be used to meet prerequisites. A different upgrade from the same list can be chosen by the Imagineer whenever he spends 5 minutes to ready new maneuvers, by making a DC 20 check for the new upgrades Craft skill.
Skill: Craft (sculpting)

Firbolgflesh
Prerequisites: Ettinflesh.
Benefit: The animatrons natural armor bonus increases by +5.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (skinning)

Gemheart
Prerequisites: Gemtouch.
Benefit: Whenever the animatron successfully attacks an opponent with one of its natural attack modes, but no more often than once per encounter, the animatron may choose to force the target to make a Will save (DC 10 + 1/2 the Imagineers IL + the Imagineers Intelligence modifier) or be affected as if by an antimagic ray, with a caster level equal to the Imagineers IL.
Skill: Craft (gemcutting)

Glimmershine
Prerequisites: Sparkleshine.
Benefit: The animatrons Charisma score increases by 6 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (gemcutting)

Infusion of Troll
Prerequisites: Essence of Troll.
Benefit: The animatrons fast healing becomes regeneration. It takes normal damage from fire and acid.
Special: This upgrade can be applied multiple times; each time, the animatrons regeneration increases by 3.
Skill: Craft (brewing)

Lodestone Endodermis
Prerequisites: Lodestone Skeleton.
Benefit: The animatrons deflection bonus to Armor Class increases by +4.
Skill: Craft (metalworking)

Magishield
Prerequisites: Base Will save +8, Magislip.
Benefit: The animatron gains spell resistance 11 + the Imagineers IL, which it can raise or lower with a swift action.
Skill: Craft (glassblowing)

Micro Disassembly
Prerequisites: Clockwork Disassembly.
Benefit: The animatron can split itself into even smaller parts. When the Imagineer activates its Clockwork Disassembly ability, the animatron still gains the swarm subtype, but its individual parts are now Diminutive-sized, and so are immune to weapon damage. The animatron cannot use its normal natural attacks while in this form, but instead gains a swarm attack which does 1d6 base damage (for a creature normally Medium-sized) and nauseates any creatures that fail a Fort save (DC 10 + 1/2 the Imagineers Initiator Level).
Skill: Craft (jewelrymaking)

Radiation Carapace
Prerequisites: Blast Carapace.
Benefit: The animatron becomes immune to any one energy type for which it has resistance.
Skill: Craft (alchemy)

Rod Algorithms
Prerequisites: Rod Analytics.
Benefit: The animatrons Intelligence score increases by 6 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (brassmaking)

Savage Anatomy
Prerequisites: Bestial Anatomy.
Benefit: The animatron increases in size by another category, again doubling its height, length, and width, and multiplying its weight by an additional factor of 8. Its Strength score increases by 4 points, while its Dexterity decreases by 4 points (to a minimum of 1). Its natural armor bonus increases by +4, and its hit point total increases by another +10 (as per the Construct type), or +20 if it is now Gargantuan or larger. Its size modifier to attacks and AC decreases by 1 (or 2 if it is now Gargantuan or larger), its natural space and reach each increase by an additional 5 feet, and the damage from any of its natural attacks increases by another step. Its grapple check modifier increases by +4, and if the animatron could wield weapons, it can now wield weapons one size category larger without penalty.
Skill: Craft (woodworking)

Shadowsilk Fibers
Prerequisites: Spidersilk Fibers.
Benefit: The animatrons Dexterity score increases by 6 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (candlemaking)

Stonesoul
Prerequisites: Stonejoints.
Benefit: The animatron is immune to being moved against its will in any way. This includes magical means such as teleportation, or more mundane means such as being picked up by a flying creature.
Skill: Craft (shoemaking)

Thornbite Hide
Prerequisites: Steelthorn Hide.
Benefit: The animatrons hoof, tail, or wing attacks bypass all alignment- and substance-based damage reduction, and count as epic weapons for the purpose of bypassing damage reduction. The attacks also deal lethal damage to any creature with the regeneration ability, if the creature takes lethal damage from any energy type - for example, a troll who takes lethal damage from fire or acid would take lethal damage from the animatrons attack, but not the Tarrasque, which does not take lethal damage from any kind of attack.
Skill: Craft (hornmaking)

Threshing Scourge
Prerequisites: Threshing Lash.
Benefit: A creature struck by the animatrons slam or claw attack must make a Reflex save (DC equal to the damage dealt) or be thrown in a random direction (except directly towards the animatron) as if bull rushed, moved a number of feet equal to the amount by which they failed the Reflex save, rounded up to the nearest multiple of 5 feet. A creature thrown this way is knocked prone, but the movement does not provoke attacks of opportunity. If some obstacle prevents a thrown creature from being moved the full distance, the creature is stopped and takes 1d6 points of damage from striking the barrier. If more than one creature is thrown into the same square, each takes 1d6 damage for each other creature thrown into the square (1d6 for two creatures, 2d6 for three, and so on).
Skill: Craft (metalworking)

Turgid Fibers
Prerequisites: Swollen Fibers.
Benefit: The animatrons Strength score increases by 6 points.
Special: This upgrade can be applied multiple times; its effects stack.
Skill: Craft (weaving)



Ultimate Evolution
Applying any of the following evolutions to an animatronic model adds 8 days to the assembly time, increases the materials cost by 1000gp, and requires an additional DC 35 check of the indicated Craft skill during the assembly process.

Astral Carapace
Prerequisites: Radiation Carapace.
Benefit: The animatron becomes immune to all energy damage, as well as damage with the force descriptor.
Skill: Craft (alchemy)

Caustic Corruption
Prerequisites: Caustic Corrosion.
Benefit: Any creature that takes damage from the animatrons Caustic Bile attack also takes a -1 penalty to Strength, Dexterity, and Constitution for a number of rounds equal to the Imagineers IL. Multiple applications of this ability stack, but cannot reduce any of a creatures ability scores below 1.
Skill: Craft (alchemy)

Eldritch Embodiment
Prerequisites: Charisma 16, Eldritch Beam.
Benefit: The animatrons eldritch blast ability improves to that of a warlock of the Imagineers full Initiator Level, and the animatron learns a single blast shape or eldritch essence invocation which it can apply to its eldritch blast.
Skill: Craft (bookbinding)

Essence of Tarrasque
Prerequisites: Infusion of Troll.
Benefit: No type of damage deals lethal damage to the animatron. The animatron regenerates even if it fails a saving throw against a disintegrate spell. If the animatron fails its save against a spell or effect that would destroy it instantly, the spell or effect instead deals nonlethal damage equal to its full normal hit points +10. The animatron can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep the animatron inert. If the animatron loses a limb or body part, the lost portion reconstructs itself in 1d6 minutes (the detached piece crumbles and decays normally). The severed member can be reattached instantly by holding it to the stump.
Skill: Craft (brewing)

Exchangeable Anatomy
Prerequisites: Exchangeable Limb.
Benefit: The animatron gains the benefit of one Evolution I upgrade and one Evolution II upgrade for which it qualifies; these cannot be used to meet prerequisites for any upgrade other than the upgrades gained via this ability. Different upgrades from the same list can be chosen by the Imagineer whenever he spends 5 minutes to ready new maneuvers, by making a DC 20 check for the new upgrades Craft skill. This ability stacks with Exchangeable Limb (i.e., the animatron gains and can exchange a total of two Evolution I and one Evolution II upgrades).
Skill: Craft (sculpting)

Gemreaver
Prerequisites: Gemheart.
Benefit: Whenever the animatron successfully attacks an with one of its natural attack modes, that opponent loses access to some of its abilities, with no save. Prepared spellcasters lose one of their lowest-level remaining prepared spells (chosen at random), while spontaneous spellcasters lose one of their lowest-level remaining spell slots. Creatures with a power-point reserve instead lose a number of power points equal to half the Imagineers IL. Creatures who have no psionic or spellcasting ability but with spell-like or psi-like abilities lose a daily use of their lowest-level such ability with any daily uses remaining; if the lowest-level such ability such a creature has is at will, it may not use that spell-like or psi-like ability for a number of minutes equal to the Imagineers IL. A creature with no spellcasting or psionic ability and no spell-like abilities instead loses access to one of its supernatural abilities for a number of minutes equal to the Imagineers IL. Creatures with no supernatural or other magical or psionic abilities are unaffected by this ability.
Skill: Craft (gemcutting)

Lodestone Entity
Prerequisites: Lodestone Endodermis.
Benefit: The animatrons deflection bonus to Armor Class increases by +10.
Skill: Craft (metalworking)

Magimirror
Prerequisites: Magishield.
Benefit: At will, the Imagineer can spend an immediate action to turn back a spell targeting the animatron, as the spell turning spell, but with no level restrictions.
Skill: Craft (glassblowing)

Perfect Construction
Prerequisites: Glimmershine, Rod Algorithms, Shadowsilk Fibers, or Turgid Fibers
Benefit: All of the animatrons ability scores (except Constitution) increase by 10 points.
Skill: Craft (sculpture)

Thornbite Maelstrom
Prerequisites: Thornbite Hide.
Benefit: The animatrons hoof, tail, or wing attacks throw slivers of razor-sharp thorns into the air. Whenever the animatron strikes a creature with one of its hoof, tail, or wing attacks, shards whirl around the animatron, in an emanation with a radius of 50 feet, until the end of the encounter. Any creature other than the animatron within or entering the emanation receives 1d3 points of damage per for each of the animatrons successful hoof, tail, or wing attacks during the encounter; this damage bypasses all forms of damage reduction and is always lethal damage.
Skill: Craft (hornmaking)

Threshing Bane
Prerequisites: Threshing Scourge.
Benefit: Anything struck by the animatrons slam or claw attack has portions of its substance torn away by the blades, causing horrible pain. In addition to any other effects, creatures who take damage from the attack must make a Fortitude save (DC equal to damage dealt) or suffer a -10 penalty to attack rolls, saves, and skill checks. Even creatures without a Constitution score suffer from this penalty, which lasts until an affected creature has been returned to full hit points. A successful save reduces the penalty to -4.
Skill: Craft (metalworking)

Titanflesh
Prerequisites: Firbolgflesh.
Benefit: The animatrons natural armor bonus increases by +20.
Skill: Craft (skinning)

Vibranium Carapace
Prerequisites: Adamantine Carapace.
Benefit: The animatrons damage reduction increases to 30/.
Special: This damage reduction stacks with all other existing forms of damage reduction.
Skill: Craft (alchemy)

sirpercival
2016-10-21, 05:58 PM
Imagineering Extras
Herein lie feats, items, and other materials for the well-rounded Imagineer.

Imagineer Feats

Bittersweet Catharsis
The sight of an animatron lying damaged and inert on the ground fills you with the clarity of emotional anguish.
Prerequisites: Proactive Switch class feature, Iron Will
Benefit: Whenever one of your animatra drops to 0 hp in combat, as a free action, you may immediately change the associated maneuver of one of your still-active animatra to the associated maneuver of the fallen animatron, even if that animatron would not normally be able to associate with or initiate the new maneuver. The animatron may initiate it as normal, but must make a Martial Lore check (DC 10 + the level of the new maneuver) as a free action each time it attempts to do so, or the maneuver fails with no effect. In addition, whenever you use this ability, you gain a cumulative +2 insight bonus to Will saves for the rest of the encounter.

Bizarre Heraldry
The unusual nature of your animatra baffles those who try to identify them.
Prerequisites: Fantastical Bestiary class feature, Knowledge (Arcana) 8 ranks
Benefit: The DC to identify any of your animatra with a Knowledge check increases by an amount equal to 1/2 your initiator level (rounded down, minimum +1). In addition, whenever a creature fails a Knowledge check to identify one or more of your animatra, they must make a Will save (DC 10 + the amount by which they failed the Knowledge check) or be confused for 1 round, as they struggle to process what their eyes are telling them.

Disquieting Flesh
You have learned to strategically incorporate real, living flesh into the substance of your animatra, which has some unexpected consequences.
Prerequisites: Animatra class feature, any Craft skill 6 ranks, Heal 3 ranks.
Benefit: Heal is now an Imagineer class skill for you. Your animatra gain the Living Construct (http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha=) subtype, and you may use a Heal check to repair damage to them in the same way as the Craft check. This has the side effect of causing any creature who sees one of your animatra for the first time to make a Fortitude save (DC equal to the animatrons HD) or become sickened for 1d4 rounds. However, you are not used to working with actual organic hardware; whenever you attempt to repair damage to one of your animatra with a Craft or Heal check, you must make a Fortitude save (DC 10 + the amount of damage you are attempting to repair) or become sickened for 10 minutes.

Beelzebub1111
2016-10-22, 10:35 AM
Homoncumancer

Let the Gnomes tinker with their toys. I will be creating life!

The Homoncumancer (name pending) is an invocation user that fights alongside a homonculus companion that shares his soul.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

neriractor
2016-10-28, 12:53 PM
Mech-Tech

Put an optional image of your class here!

Put a quote by or about a member of your class here!

the Mech-Tech is the owner of a powerful, unrivaled (except by other Mech-Techs) and advanced machine called a mech that they can use to devastating effect, over time they learn new functions of the machine (if not of their creation) or upgrade their craft until they become impressive mechanic masterpieces able to do pretty much anything, hit really hard or both.

Adventures: a Mech-Tech may adventure for the same reasons anybody else adventures, for a rare ore for their Mech suit, in defense of her country or just for the thrill of it.

Characteristics: What your class is capable of.

Alignment: Mech-Techs have a bit of every alignment amongst their number, with no inclination to one way or the other.

Religion: Mech-Techs usually worship a deity (if any) that matches their alignment, most of them also pay homage to one or more deities of craft or technology

Background: Mech-Techs may be clever inventors who work on their own, workers from a nation that hit upon an incredible prototype, specialized soldiers working for an advanced military force or they may come from any other number of paths.

Races: Mech-Techs are common amongst gnomes or goblins as their general inventiveness leads some to the class, humans from advanced cultures are also found within the class as well as illumians, for their adaptability and thirst of knowledge.

Other races present a fairly even amount of Mech-Techs, with the exception of warforged, changelings and raptorans who generally lose too much or gain almost nothing from the class and most often avoid it.


Other Classes: Creative Mech-Techs get along well with artificers, wizards and archivist, sharing kindred as hard workers who gain their power trough study and cleverness, Mech-Techs that were assigned their Mech, inherited them or found it get along better with sorcerers, barbarians or initiators, military minded Mech-Techs get along fine with paladins, clerics and fighters and in general most Mech-Techs dont get along specially badly with any particular class.

Role: A Mech-Tech is generally at its best in ranged or melee combat, its gadgets can allow it some measure of utility and a moderate amount of skill points with an intelligence focus can help it fill a roll in an out of combat.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Mech-Techs have the following game statistics.
Abilities: a Mech-Techs most important ability is intelligence as it governs their gadgets and some of their other class features, depending on the shape of his Mech a Mech-Tech can benefit from strength, dexterity and constitution on different measure.
Alignment: Any
Hit Die: d6
Starting Age: as bard
Starting Gold: as cleric

Class Skills
The Mech-Techs class skills (and the key ability for each skill) are Appraise (Int), Craft(Int), Climb(Str), Jump(Str), Knowledge(architecture and engineering), Listen (Wis), Perform(Cha), Profession (Wis), Spot(Wis), Swim(Str), Tumble(Dex)
Skill Points at First Level: (4+ Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Mech tech


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Gadgets Known


1st

+0

+2

+0

+2
Mech suit, Mech shape, Weak gadgets

x


2nd

+1

+3

+0

+3
Class Ability

x


3rd

+2

+3

+1

+3
Class Ability

x


4th

+2

+4

+1

+4
Class Ability

x


5th

+3

+4

+1

+4
Class Ability

x


6th

+4

+5

+2

+5
Class Ability

x


7th

+5

+5

+2

+5
Class Ability

x


8th

+6/+1

+6

+2

+6
Class Ability

x


9th

+6/+1

+6

+3

+6
Class Ability

x

10th

+7/+2

+7

+3

+7
Class Ability

x


11th

+8/+3

+7

+3

+7
Class Ability

x


12th

+9/+4

+8

+4

+8
Class Ability

x


13th

+9/+4

+8

+4

+8
Class Ability

x


14th

+10/+5

+9

+4

+9
Class Ability

x


15th

+11/+6/+1

+9

+5

+9
Class Ability

x


16th

+13/+8/+3

+10

+5

+10
Class Ability

x


17th

+13/+8/+3

+10

+5

+10
Class Ability

x


18th

+13/+8/+3

+11

+6

+11
Class Ability

x


19th

+14/+9/+4

+11

+6

+11
Class Ability

x


20th

+15/+10/+5

+12

+6

+12
Class Ability

x



Class Features
All of the following are class features of the Mech-Tech.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Weapon and Armour Proficiency
The Mech-Tech is proficient with all simple weapons, martial weapons and bastard swords, with their Mech Suit and with shields (except tower shields) and with all upgrades granted by a gadget, whether they be weapon, armour or shield.

Mech Suit (Ex): A Mech suit is Mech-techs most important class feature, allowing it to use most gadgets, granting durability and generally working as the core of the class.

A Mech suit is a special type of construct the size of its rider powered by engines, it needs to be driven by a Mech-Tech proficient on its use, but any Gadgets or class features that upgrade the Mech suit cannot be useb except by another Mech-Tech of appropriate level or with the same gadgets when they apply, as it takes time and experience to be able to use a Mech suit that you are not familiarized with.

Entering or leaving a Mech-Suit is a full round action that provokes attacks of opportunity, when a Mech-Tech enters the mech suit she gains a number of general benefits as well as some extras depending on the shape she chooses. When inside a Mech suit the Mech-Tech cannot be directly attacked by weapons or weapon like effects but a critical hit against the Mech suit deals half damage to the driver

Any one mech suit has the following characteristics while driven:
- +6 armor bonus to AC and +2 max dexterity bonus to AC.
- A Mech suit acts as Masterwork armor with 0 hardness in regards to the materials of wich it can be made of, your ability to enchant it and any other relevant effect.
- blocks line of effect to its driver
-grants immunity to contact poison, caltrops and the penalties caused by a forced march to its driver.
- a Mech suit has a number of d6 hit dice equal to the drivers Mech-Tech level with bonus hitpoints per hit-dice equal to the Mech-Techs intelligence modifier.
-When brought to 0 hitpoints or lower a Mech Suit becomes unusable and any gadgets tied to the Mech-suit stop working and must be brought to at least of its total hitpoints rounded down before being able to provide the benefit of its gadgets, improvements or base traits.
-A Mech suit does not gain skill points or feats and acts as armor.
-any damaging area effect that affects the Mech-Tech while inside the Mech suit deals half damage to the wearer as well as full damage to the Mech suit, if the effect allows a save for half damage the Mech-Tech takes no damage on a successful save and the mech suit takes half-damage.

Mech Shape(Ex): at first level you may choose one of the following shapes for your Mech suit, each providing different benefits and drawbacks in addition to the standard traits provided by the Mech suit. The Mech Shape can also be changed at five level and every five levels thereafter.

Wild shape:
- +2 max dexterity bonus to AC
- gain two talon or claw attacks (drivers call) as primary weapons, dealing 1d6+Str modifier piercing and slashing damage
- base land speed equal to the drivers +10 ft
- The Mech suit acts as quadruped and a long type creature, and gives a bonus or penalty (chosen by the Mech-tech) equal to the Mech-techs Dex modifier to anybody attempting to use the driven Mech-suit as a mount, it does not require barding of any kind.
-+2 bonus on jump and climb checks.
Juggernaut:
- +2 armor bonus to AC
- powerful build as the goliath racial trait
- +2 bonus on grapple, bullrush and overrun checks
- base land speed equal to the drivers
- +2 strength for determining carrying capacity
Sapper:
- +4 max dexterity bonus to AC
- base land speed equal to the drivers +5 ft
- a Sapper Mech suit may have up to 2 objects, 1 in the main slot and 1 in the reserve slot and 20 pieces of ammo grafted into each arm. Objects in the main slot can be used as normal and the Mech-Tech gets a +2 bonus to resist disarm attempts directed at those objects, objects in the reserve slot and ammo also cant be sundered or used unless they are swapped to the main slot or loaded into a weapon respectively. The objects in one or both hands can be swapped from their slot for another object in the other slot of the same hand as a swift action. an object can be thrown, dropped or used as normal as long as it is on the main slot.
grafting new objects takes a Mech-Tech 1 minute of work.
Ammo means any ammunition needed to shoot with a weapon (arrows, bolts, sling stones, etc) or throw weapons. (alchemist fire, darts, etc)
Any weapons or shields must be of a size usable by the wearer or incur normal penalties for an oversized/undersized weapon or shield and any object otherwise works in the same way as if the Mech-Tech was holding it.
-+2 bonus on tumble, hide and move silently checks.

neriractor
2016-11-13, 06:26 PM
Reserved for gadgets.

Xanyo
2016-11-14, 08:22 PM
Incarnate Mechanus



"Some say we control incarnum. They are wrong. We are incarnum." -Iink, warforged Incarnate Mechanus

Incarnate Mechani are machines that are a little lacking in souls themselves, but use the souls around them in place of their's.

Adventures: An Incarnate Mechanus may go out in search of meaning, or a particular soul, or even because of the subtle influence of the incarnum they use, whispering suggestions in their ear. Their primary reasons for leaving their homes will be that last one. The souls that incarnum is made of have many things to say, and have considerable influence on the actions of an Incarnate Mechanus. In some cases, the construct itself is not in possesion of its own soul, but is rather steered by a mass of incarnum.

Characteristics: Incarnate Mechani shape soulmelds, much like other meldshapers. Unlike other meldshapers, Incarnate Mechani embody incarnum itself, rather than embodying an alignment.

Alignment: Incarnate Mechani are neutral in regards to one axis, due to the many conflicting messages given by the incarnum. There is always some imbalance, however, leading to having one axis of their alignment mildly set.

Religion: Incarnate Mechani are unlikely to worship any particular deity, due to being so heavily influenced by a conglomerate of oft disagreeing souls. Some may worship incarnum itself, others worship themselves, and still others worship nothing at all.

Background: Incarnate Mechani are often the result of a living construct being built in an incarnum-dense envioronment, bits of incarnum getting in and taking control.

Races: Any living construct may become an Incarnate Mechanus, though of course, there are not many that fill that criteria.

Other Classes: Incarnate Mechani see Incarnates and Soulborn as too set in their ways, too strongly aligned. They regard Totemists as more natural versions of themselves. They are usually rather apathetic towards rogues, not understanding them at all. Fighters, Rangers and Barbarians they see as underequipped. Paladins are pesky to Incarnate Mechani, once again too strongly aligned. Clerics they see as silly, worshiping gods who don't care that much for them. They look at Druids and see someone who can't make up their mind about what species they are. Monks are another group they make no connection with. Sorcerers and Wizards they respect, if only for their ability to repair them. Bards they look at, and become confused as few Incarnate mechani have much of a concept of music. Artificers, of course, earn an Incarnate Mechanus' utter respect.

Role: An Incarnate Mechanus will mostly fulfill the roles of Primary Melee, and Tank.

Adaptation: Incarnate Mechani can easily be adapted to other construct-like races, or even true constructs that have been awakened.

GAME RULE INFORMATION
Incarnate Mechanus' have the following game statistics.
Abilities: As with all incarnum-using classes, constitution will be one of your most important stats. Strength may be important, as you are likely to be a melee combat focused character. Dexterity determines your Armor Class, which may be important for you.
Race: Must have the living construct subtype. Your DM may allow other races as appropriate for his campaign.
Alignment: Any neutral except for True Neutral.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As druid.

Class Skills
The Incarnate Mechanus' class skills (and the key ability for each skill) are: Concentration(con), Climb(str), Craft(int), Jump(str), Knowledge: arcana(int), Knowledge: architecture and engineering(int), Listen(wis), Profession(wis), Spellcraft(int), Spot(wis) and Swim(str).

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

INCARNATE MECHANUS


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Soulmelds
Essentia
Chakra Binds


1st

+0

+0

+2

+2
Incarnate Strike 1/day
2
1
0


2nd

+1

+0

+3

+3
Apathy 1/day
3
2
1


3rd

+2

+1

+3

+3
Incarnate Reinforcement
3
2
1


4th

+3

+1

+4

+4
Incarnate Mind
4
3
1


5th

+3

+1

+4

+4
Incarnate Strike 2/day
4
3
1


6th

+4

+2

+5

+5
Chakra Binds(crown, feet, hands)
4
4
2


7th

+5

+2

+5

+5
Apathy 2/day
5
5
2


8th

+6/+1

+2

+6

+6

5
6
2


9th

+6/+1

+3

+6

+6
Incarnate Reaction, Incarnate Strike 3/day
5
7
2


10th

+7/+2

+3

+7

+7

6
8
3


11th

+8/+3

+3

+7

+7
Chakra Binds(arms, brow, shoulders)
6
9
3


12th

+9/+4

+4

+8

+8
Apathy 3/day
6
10
3


13th

+9/+4

+4

+8

+8
Incarnate Strike 4/day
7
11
3


14th

+10/+5

+4

+9

+9
Incarnate Body
7
12
3


15th

+11/+6/+1

+5

+9

+9

7
13
4


16th

+12/+7/+2

+5

+10

+10
Chakra Binds(throat, waist)
8
14
4


17th

+12/+7/+2

+5

+10

+10
Essentia Siphon, Incarnate Strike 5/day
8
16
4


18th

+13/+8/+3

+6

+11

+11

8
18
4


19th

+14/+9/+4

+6

+11

+11
Incarnate Construction
9
20
4


20th

+15/+10/+5

+6

+12

+12

9
21
5



Class Features
All of the following are class features of the Incarnate Mechanus.

Weapon and Armor Proficiencies: You are proficient in simple weapons and shields(including tower shields), but no armor.

Meldshaping: An Incarnate Mechanus' primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list. You know and can shape any soulmeld from this list.

The Difficulty Class for a saving throw against a Incarnate Mechanus soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your Incarnate Mechanus level.

An Incarnate Mechanus can shape only a certain number of soulmelds per day. Your base daily allotment is given on the above table. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the above table.

An Incarnate Mechanus does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Chakra Binds: You can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen.

The number of chakra binds that you can have active at any one time depends on your level. Beginning at 6th level, you can bind soulmelds to your crown, feet, or hands chakras. At 11th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 16th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your soul or heart chakras.

Incarnate Strike(Su): You can cause the incarnum around you to swarm as you strike. When you make an Incarnate Strike, you may add your Constitution bonus to your attack roll and your class level to your damage roll. At level 1 you can use this once per day. This increases by one at level 5 and every four levels thereafter.

Apathy(Sp): You learn to channel your neutral side through the surrounding incarnum in order to make others more apathetic. The saving throw DC is 12 + your constitution modifier. This is otherwise identical to the Calm Emotions spell. At level 2, you may use this once a day. The limit increases to twice a day at level 7, and three times a day at level 12.

Incarnate Reinforcement(Su): Incarnum flows through your artificial body and toughens it. Beginning at level 3, you may add your Constitution modifier to your Armor Class.

Incarnate Mind(Su): Incarnum flows through your conducive body constantly. At level 4, you may add your Constitution bonus on Will saving throws. As a secondary benefit, you get +4 on concentration checks.

Incarnate Reaction(Su): Incarnum allows you to act faster than you otherwise would. At level 9, you may add you Constitution bonus to Reflex saving throws. As a secondary benefit, you get +2 on initiative checks.

Incarnate Body(Su): Where anything threatens to compromise your artificial body's integrity, incarnum patches and supports. Beginning at level 14, you may add your Constitution bonus on Fortitude saving throws. As a secondary benefit, you permanently gain 6 hit points.

Essentia Siphon(Su): Beginning at 17th level, you learn to adapt your ability to borrow the incarnum around you, and are able to borrow incarnum being used by another. As a standard action once per day, you may select any target with an essentia pool within 60 ft. That target must make a Will saving throw with a DC of 15 + your Constitution modifier. If they succeed, nothing happens. If they fail, their essentia pool decreases by one and yours increses by one. This effect lasts for 12 hours, or until the target receives a Remove Curse spell.

Incarnate Construction(Ex): Your body may as well be made of incarnum. At level 19, you add one half of your Constitution bonus to your hit points per level. For example, a level 19 Incarnate Mechanus with a constitution score of 18 would have 19d8+120 hp, while a monk with the same level and constitution score would only have 19d8+76 hp.

Incarnate Radiance(Su): Once per day, you may radiate pure incarnum. This lasts for a number of rounds equal to 5 + your Constitution bonus. During your Incarnate Radiance, all allies(including you) within 30 ft get a bonus to their weapon damage rolls equal to your Constitution bonus, and a +6 bonus to attack rolls. In addition, you get a bonus to weapon damage rolls equal to your class level. Each round of an Incarnate Radiance, you repair damage to yourself equal to your Constitution modifier.

bekeleven
2016-12-04, 07:53 PM
The Self-Made Man
You are what the gods made you? They made me a fixer-upper.

─ Rockson Nigel, Self-Made Man

Most people view the process of learning and training as a way of improving their body. The self-made man is somebody smart, impatient, and perhaps unstable enough to cut out the middlemen and take this mindset literally.

Making a Self-Made Man
A self-made man is a jack of all trades, function limited only by the hardware he chooses to install. He can be fast, sneaky, and attack enemies from out of sight. He can be a strong frontline combatant. He can be a tricky yet alluring vagabond. He will, once hes done, be more machine than man.

Abilities: It is up to the self-made man how to use his modules, but since his strength lies in his versatility, a successful self-made man will be moderately good at many tasks rather than focusing entirely on one ability. That said, most self-made men will concentrate on one role and look to fill it, even if they fill it using a variety of approaches and strategies day to day or encounter to encounter.

Races: Humans and gnomes are the most common races among self-made men, being the freest to experiment, with easy access to the necessary materials and training. The metallurgic prowess of dwarves can lead some down the path of the self-made man, although like elves, its looked down on as a dishonoring of their heritage. Kender are the halflings most likely to try autotinkering, but few install more than two or three modules before going elsewhere with their lives.

Alignment: Anybody can become a self-made man. All thats required is the discipline to learn how to build oneself and the flexibility to adapt to an everchanging form. If these two philosophies seem at odds, it may help explain why self-made men dont cluster close to any particular alignment.

Starting Gold: 5D4x10 (125 GP).

Hit Die: D10.

Starting Age: Complex (as Wizard).

Table: The Self-Made Man


Level
BAB
Fort
Ref
Will
Modules
Special

1st
+0
+0
+0
+0
22 Components
2nd
+1
+0
+0
+0
3Activate (5 minutes)
3rd
+2
+1
+1
+1
43 Components
4th
+3
+1
+1
+1
5Activate (1 minute)
5th
+3
+1
+1
+1
64 Components
6th
+4
+2
+2
+2
7Activate (5 rounds)
7th
+5
+2
+2
+2
85 Components, 1 Hyperthreading
8th
+6
+2
+2
+2
9Activate (1 round)
9th
+6
+3
+3
+3
102 Hyperthreading
10th
+7
+3
+3
+3
11Activate (Standard)
11th
+8
+3
+3
+3
121 Parallel Processing
12th
+9
+4
+4
+4
13Activate (move)
13th
+9
+4
+4
+4
142 Parallel Processing
14th
+10
+4
+4
+4
15Activate (2/move)
15th
+11
+5
+5
+5
163 Parallel Processing
16th
+12
+5
+5
+5
17Activate (2/swift)
17th
+12
+5
+5
+5
184 Parallel Processing
18th
+13
+6
+6
+6
19Activate (any number/swift)
19th
+14
+6
+6
+6
205 Parallel Processing, Hard Reset
20th
+15
+6
+6
+6
21Quad-Core, Cybernetic Apotheosis

Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Decipher Script, Forgery, Handle Animal, Listen, Move Silently, Profession, Speak Language, Spellcraft, Use Rope.

Class Features
A self-made mans sole asset is himself. As he levels, he learns to modify his body in more and more ways, both subtle and obvious.

Components (Ex): As a self-made man levels, he learns to construct components that he can install into his body. Each component attaches to different point on his body. He gets two components of his choice at first level, then gains an additional component every other level until he has unlocked all of them, as seen on Table: The Self-Made Man. He may only use modules if he has unlocked the corresponding component and that component has no active modules.

Modules: Each component can have one or more modules installed in it. A self-made man installs two modules at first level and learns an additional module with every class level. Each module is bound to a specific component. When he installs a module in a component that has no active module, he may immediately activate it.

Any module that provides a bonus to a skill gives an augmentation bonus equal to 1/2 the self-made mans class level unless otherwise stated, and skills so boosted may be used untrained. Any module that provides a bonus to an ability gives a +2 augmentation bonus, with an additional +1 for every four class levels. Any module that grants a bonus to a save brings that save from poor to good for his self-made man class levels.

Activation: A second-level self-made man can activate and deactivate installed modules at will, in order to switch which module is active for each installed component. He may deactivate an active module with 5 minutes of concentration, and activating a module always takes the same amount of time as deactivating one.

The time required to activate and deactivate modules decreases as he levels. It decreases to 1 minute (10 rounds) at level 4, 5 rounds at level 6, 1 round at level 8, a standard action at level 10, and a move action at level 12. At level 14 he can deactivate one module and activate another within the same move action. At level 16, he can do this as a swift action. And finally, at level 18, he can deactivate any number of modules and activate any number of others as a swift action.

Hyperthreading: A seventh-level self-made man can activate two modules within the same component, so long as one of those components is passive and the other is active. He may parallel process one component at seventh level and two at ninth level.

Parallel Processing: Starting at eleventh level, a self-made man can activate two modules within the same component, with no restriction. This initially applies to only one component (meaning that an eleventh level self-made man can hyperthread two components, parallel process a third, and have the remaining components behave normally). He gains the ability to parallel process an additional component every other level, until he can parallel process four at nineteenth level.

Hard Reset: A nineteenth level self-made man may reset all modules of one of his components as a full-round action. Doing so deactivates all of those modules. It also clears each module's cache, enabling him to select options without regard to what was previously selected, doing something like gaining a full bonus to a new skill with his Skill Chip or selecting a new set of skill tricks with with his Dancin' Feet.

Quad-Core: A twentieth level self-made man may have four modules in one component active at one time.

Cybernetic Apotheosis (Ex): A twentieth level self-made man is a perfect blending of machine and man. He may be treated as a construct instead of a creature of his previous type whenever it is beneficial to do so.

In addition, he gains the ability to alter his size. He may enable or disable this ability as a full-round action. Every time he enables it, he may alter his size by up to 2 size categories in either direction.

Module Listing


Component
Module
Skill
Functionality
A/P
ArmsFists of FuryDisable DeviceUnarmed attacks are powerful, magic.A
[/tr]ArmsMotor ControlCraftManipulation skill tricks, trapfinding, skill masteryP
[/tr]ArmsPneumatic PistonsClimbStrength bonus, base attack bonus.P
[/tr]ArmsRetractable ClawsOpen LockMagical claws, climb speed.A
[/tr]ArmsRocket PunchPerformGrab items or attack at range.A
[/tr]FaceBionic EyeSpotDecrease range penalties, see magic.P
[/tr]FaceCybersnoutGather InformationGain Track, Scent, Blindsense, Blindsight.P
[/tr]FaceFood ProcessorSurvivalMagical bite, eat anythingA
[/tr]FaceLaser EyesIntimidateFire eye beam 1/round as attack.A
[/tr]FaceX-Ray SpecsSearchDarkvision, sight cant be prevented.P
[/tr]LegsAdrenal ImplantEscape ArtistExtra movement and actions.A
[/tr]LegsDancin FeetBalanceDexterity and reflex bonus, Movement skill tricks.P
[/tr]LegsLightning GreavesTumbleSpeed Increase.P
[/tr]LegsParachute PantsJumpNo fall damage, fly speed.A
[/tr]LegsRain BootsSwimPass without trace, emit fogs.A
[/tr]MindArtificial SoulAutohypnosisImmunity to sleep and mental attacks.P
[/tr]MindBattle ChipRideFighter feats.A
[/tr]MindEmpathy ChipSense MotiveInteraction skill tricks, wild empathy, detect thoughts.P
[/tr]MindNeck BoltsHealEnergy resistance, heal from electricity.P
[/tr]MindOverclockingKnowledge (All)Intelligence bonus, add Int to health, some attacks.A
[/tr]MindSkill ChipAnyMental skill tricks, eidetic memory.A
[/tr]Torso8Bit HeartConcentrationImmunity to some physical attacks.P
[/tr]TorsoBattery UpgradeUse Magic DeviceBoost the effect of other modules.A
[/tr]TorsoChrome-Plated AbsDiplomacyCharisma bonus, fast healing.P
[/tr]TorsoDermal ImplantsDisguiseFortitude save, natural armor bonus.P
[/tr]TorsoInside PocketSleight of HandSecret storage space, extra carry capacity.A
[/tr]TorsoThermo-Optic CamoHideConcealment and invisibility.A


Modules by component
Arms: Upper-extremity modules alter the users strength and attacks.

Fists of Fury (Active)
Skill: Disable Device
These hand-shaped, artisanal gloves protect and reinforce the squishy flesh beneath. The self-made man gains improved unarmed strike and the unarmed strike damage of a monk his level. His unarmed attacks are magical attacks with an enhancement bonus of +1 for every four class levels, and bypass damage reduction as cold iron.

Motor Control (Passive)
Skill: Craft (any)
This module connects to the base of each finger, coordinating their movement. The self-made man gains a manipulation skill trick for which he meets the prerequisites, plus an additional such trick for every five class levels, although his selected skill tricks can change by only 1 skill trick per day. In addition, he gains trapfinding as a rogue his level, and skill mastery of a single skill of his choice that uses either strength or dexterity. He may change what skill is granted mastery once per day.

Pneumatic Pistons (Passive)
Skill: Climb
These implants allow the user to strike with great force. The self-made man gains a bonus to strength, and his base attack bonus for his class levels rises to full.

Retractable Claws (Active)
Skill: Open Lock
These claws rest inside the user's hand, and grow from between the knuckles when called on, emulating the world's fiercest predator, the badger. The self-made man may extend or retract the claws as a swift action. While out, he gains two primary claw attacks that deal 1D6 damage for a medium self-made man. These attacks count as magical weapons with a bonus of +1 for every four class levels and bypass damage reduction as adamantine. While using them, he has a +2 to disarm checks and cannot be disarmed in return if his disarm check fails.He also gains a climb speed equal to 5 feet for every two class levels.

Rocket Punch (Active)
Skill: Perform
A slight seam about the wrists is all that the casual onlooker will notice about this module. The self-made man can fire his hands at his enemies, using his unarmed strike, or melee weapons held in one hand, as ranged weapons with a range increment of 5 feet plus 5 feet for every two levels. These attacks use his normal melee attack bonus. Any limbs (and the items they hold) fired off in such a way return to him just before the start of his next action, and cannot be used in the meantime. However, these limbs are manipulable in this time, and can grab things or even make sleight of hand checks (although the sound may be a giveaway).

Legs: Lower-body modules generally boost the users ability to move and react.

Adrenal Implant (Active)
Skill: Escape Artist
This module keeps the user on his feet and active at all times. The self-made man gains the ability to take a 5-foot step every round that he acts, regardless of what movement of actions he took during that round (including another 5-foot step). At fifth level, he may instead gain a swift action. At tenth level, he may instead gain a move action. At fifteenth level, he may instead gain a standard action.

Skill: Dancin' Feet (Passive)
Skill: Balance
These feet do the heavy lifting for the user when it comes to agility. The self-made man gains a bonus to dexterity and reflex saves. He also gains a movement skill trick for which he meets the prerequisites, plus an additional such trick for every five class levels, although his selected skill tricks can change by only 1 skill trick per day.

Lightning Greaves (Passive)
Skill: Tumble
These powered leg sheathes give their users preternatural speed. The self-made mans base land speed increases by 5 feet, plus 5 feet for every three class levels.

Parachute Pants (Active)
Skill: Jump
These jet-assisted lower body enhancements guarantee a smooth landing, no matter the height. The self-made man no longer takes fall damage. At third level, he gains a fly speed equal to his land speed, up to a maximum of 5 feet per class level. His maneuverability is clumsy, but rises to poor at 5th level, average at 10th level, good at 15th level, and perfect at 20th level.

Rain Boots (Active)
Skill: Swim
This complex mechanical base emits sprays and mists to help its user move around the world unnoticed. When active, the self-made man can hide tracks and signs of himself plus one other party member per level when moving through the environment, similar to the spell Pass Without a Trace. He must walk through or next to the path of any party member whose presence is hidden this way, so that his boots can spray their tracks with the appropriate chemicals. At fifth level, he gains the ability to emit fog. As a standard action, his space fills with fog, granting concealment. If he then uses another standard action while while within this fog, it grows to a 10 foot radius, and if used again from within that, grows to a 15 foot radius. Further uses serve only to refresh the fog's duration. Line of sight within this fog is limited to 5 feet. At tenth level, he may emit a solid fog that is identical to the previous fog, but reduces all movement speeds by three quarters, to a minimum of 5 feet. At fifteenth level, he may add a poisonous mixture to his solid fog that deals each person within it 1D4 constitution damage for every round spent inside of the cloud (fortitude save DC 10 + 1/2 his class level + his constitution modifier negates). These fogs dissipate 5 rounds after he last spent an action to create them.

Face: Facial modules boost the users ability to interact with the outside world.

Bionic Eye (Passive)
Skill: Spot
An insignificant corneal implant allows for much finer detail as well as a heads-up overlay. The self-made man gains a bonus to wisdom. In addition, he can stare at an object or direction for a full round. If he does so, halve the range penalties on the next roll he makes towards that spot (such as an active spot check to examine it or a ranged attack roll at a creature there), and he gains a bonus equal to his class level to confirm such an attack as a critical hit. This does not allow him to attack something outside of a weapon's maximum range. At fifth level, he can see the number and strength of magical auras within a range of 5 feet per class level, examining one such cone per round in this way as a free action, or able to see spell schools as a move action. He may also examine an item in his possession for a full minute to learn its properties, as the spell Identify.

Cybersnout (Passive)
Skill: Gather Information
This module has room for all of the sophisticated sniffing hardware its user could ask for. The self-made man gains track as a bonus feat. At fifth level, he gains scent. At tenth level, he gains blindsense at a range of 5 feet for every two class levels. At fifteenth level, his blindsense becomes blindsight.

Food Processor (Active)
Skill: Survival
A minor tweaking of the mouth and associated digestive areas enables this powerful metal module. The self-made man can eat literally any matter that his mouth can pulverize to gain this sustenance, although this module doesnt change the amount he must eat. He gains a bite attack that can be used as a primary natural attack and deals 1D6 points of damage for a medium self-made man. This bite attack counts as a magical weapon with +1 enhancement bonus for every four levels and bypasses damage reduction as alchemical silver.

Laser Eyes (Active)
Skill: Intimidate
Focusing lenses enable even a tiny power source to heat things up at range. Once per round, the self-made man can attack at range using his eyes. These count as a ray attack with a range of 10 feet per class level and deal 1D6 fire damage per class level.

X-Ray Specs (Passive)
Skill: Search
This fits over the user's existing eyes with minimal fastening, enabling them to process expanded wavelengths of energy. The self-made man gains darkvision to a range of 60 feet or increases existing darkvision by this distance. He also ignores all penalties to vision due to concealment within 60 feet. At fifth level, he ignores enemy concealment entirely within this range. At tenth level, he ignores enemy cover in this range all cases except for his attack rolls, as he must still attack around it. The range of his darkvision, as well as his X-ray specs, increases to 120 feet. At fifteenth level he can distinguish reality from illusion by comparing all wavelengths of light, an effect identical to true seeing when detecting illusions, although it does not see through actual changes of matter such as polymorphing. As a move action, he can focus on the ethereal wavelengths to perceive that realm within 120 feet.

Mind: Brain-boosting modules can boost the users understanding, memory, and recall. These modules can be installed anywhere on the body, but all connect to the same component, a mechanical bridge between the brain and the soul.

Artificial Soul (Passive)
Skill: Autohypnosis
Think like a construct. What does someone really need that much frontal lobe for, anyway? The self-made man gains immunity to sleep, paralysis, and stunning. If this module is active for at least 24 hours, he also has no need for sleep. At fifth level, he also gains immunity to massive damage, fatigue, and exhaustion. At tenth level, he gains immunity to mind-affecting effects. At fifteenth level, he also gains immunity to death effects and necromancy.

Battle Chip (Active)
Skill: Ride
Miniaturized and encoded data is rendered in a form the brain can digest and installed through an out-of-the-way head port. The self-made man gains a fighter feat for which he meets the prerequisites. For every five class levels, he gains another such feat, and he may use some of these feats to qualify for others. However, he may only switch 1 fighter feat gained from this module per day, even if the module is activated and deactivated multiple times in that span. For instance, a 10th level self-made man installs this module and activates it, gaining Point-Blank Shot, Rapid Shot, and Manyshot. The next day he uses the module again, and may gain Point-Blank Shot, Rapid Shot, and Power Attack. He does not use the module for multiple days, then reactivates it, gaining Power Attack, Cleave, and Great Cleave.

Empathy Chip (Passive)
Skill: Sense Motive
This module charges the brain's superior temporal sulcus, enhancing processing and analysis of facial expressions, voices, and other forms of conscious and unconscious communication. The self-made man gains an interaction skill trick for which he meets the prerequisites, plus an additional such trick for every five class levels, although his selected skill tricks can change by only 1 skill trick per day. In addition, he also gains wild empathy, as a druid of his class level. At fifth level, he gains the ability to detect the thoughts of living intelligent beings within 5 feet per class level by reading their microexpressions and analyzing their vital signs, as the spell, although this ability is extraordinary (DC 10 + 1/2 his class level + his charisma modifier).

Neck Bolts (Passive)
Skill: Heal
These fashionable and affordable metal screws rest in the neck, rerouting excess energy from the skin into more beneficial areas. The self-made man gains energy resistance equal to half his class level. At fifth level, he gains immunity to electricity. At tenth level, whenever he would take electricity damage, he instead heals one quarter of that damage, up to his maximum hit points. At fifteenth level, he heals half of the electricity damage dealt to him and also gains immunity to cold.

Overclocking (Active)
Skill: Knowledge (All)
This module doesnt change how its user thinks, beyond altering its efficacy (for the better). The self-made man gains a bonus to intelligence. At fifth level, he increases his current and maximum hit points by his intelligence bonus for as long as this module is active. At tenth level, he adds his intelligence bonus to his hit points a second time and, once per encounter, may decide to add intelligence to all attack and damage rolls for one attack. At fifteenth level, he adds his intelligence bonus to his hit points a third level and instead of his previous ability, may once per encounter add his intelligence bonus to all attacks, saves, checks, and damage rolls for one full round.

Skill Chip (Active)
Skill: Any (Augmentation bonuses do not stack)
This module replaces pieces of the Parietal lobe dedicated towards sensory and memory analysis. The self-made man gains a mental skill trick for which he meets the prerequisites, plus an additional such trick for every five class levels, although his selected skill tricks can change by only 1 skill trick per day. In addition, while this module is active, he gains perfect recall of all events he's experienced while the skill chip was active, even if it's been disabled in the meantime. He may select any skill for this module's skill bonus when activating it, but the bonus granted cannot exceed +2 for every day since he's had another skill selected.

Torso: Body-central modules boost the users defense and stability.

8bit Heart (Passive)
Skill: Concentration
The same size, but ten times more efficient. The self-made man no longer needs to breathe, becoming immune to suffocation as well as all inhaled substances. At fifth level, he gains immunity to poison and disease. At tenth level, he gains immunity to critical hits and nonlethal damage. At fifteenth level, he gains immunity to ability damage, ability drain, negative levels and energy drain.

Battery Upgrade (Active)
Skill: Use Magic Device
A battery pack inserted into the small of the back pumps juice to other modules. The self-made man may treat any other active module as though his level were 1 higher. For every five class levels, he gains an additional 1 level boost. He may stack these onto one module or spread them out in any fashion. For instance, a 10th level self-made man may give one module +2 and another +1. He my not reallocate this bonus, even if a boosted module is deactivated, except by deactivating and reactivating this module.

Chrome-Plated Abs (Passive)
Skill: Diplomacy
These aren't an essential part of the human condition, which is what makes them so valuable. The self-made man gains a bonus to charisma. At fifth level, he gains fast healing equal to his class level divided by 5.

Dermal Implants (Passive)
Skill: Disguise
Small platelets resting on and under the skin subtly indicate the presence of this module. The self-made man gains a bonus to fortitude saves. He also gains a natural armor bonus or a bonus to his existing natural armor equal to 1 plus 1 for every four class levels.

Inside Pocket (Active)
Skill: Sleight of Hand
Let's be honest, there's a lot of space in here that's just not used efficiently. The self-made man gains storage space that can only be accessed by himself; even noticing the seams requires a search check with a DC of 20 + his class level, or a spot check of 25 + his class level. He may store 1/2 of a cubic foot of matter per class level inside this pocket, and can store or retrieve an item as a move action that doesnt provoke an attack of opportunity. Any items stored within his chest are easier to carry, due to weight balancing and internal shocks, effectively taking one tenth of their normal weight.

Thermo-Optic Camo (Active)
Skill: Hide
This electrostatic netting knits into the skin, and upon activation, changes its appearance and distinction. The self-made man can make hide checks even while being observed, although he takes a -4 penalty when doing so, and creatures with blindsense, blindsight, and tremorsense do not automatically detect his location when he is hidden. At fifth level, he gains concealment, which among other benefits enables him to make hide checks at any time at no penalty. At tenth level, he no longer emits any scent, and cannot automatically be detected by touchsight, mindsight, or other unusual senses. He may spend a full-round action to become invisible for 5 rounds. If he is not wearing armor or significant clothing, this invisibility is an extraordinary ability, and thus cannot be defeated by See Invisibility or similar effects. At fifteenth level, he may spend a swift action to become invisible for 1 round. If he spends a swift action this way in consecutive rounds, he does not blink visible between uses.

Adaptation

The self-made man cant be used out of the box in every campaign.

The classs lighter tone and cheeky take on body modification doesnt always fit the mood, while its sci-fi posthuman leanings leave it particularly out of place when it comes to certain lower-fantasy settings. Its a specialty class, requiring some amount of consideration from the DM to slot into an existing world.

But consider the following story.

Rockson Nigel was orphaned at a young age, and given to a monastery of Pelor to be raised. He attached himself to the monastic wing within a handful of years, and dedicated his life to their teachings. Unfortunately, he never could get into the exact mindset required to step onto their path of enlightenment. Was it his childish, impulsive streak? His need for progress that kept him from settling on a single mindset and honing it to perfection?

Then, one night, young Rockson got it. He jumped out of bed to show the initiate on duty right away. But, to his horror, he had not mastered the form of the empty palm. His meditation had done something different entirely, by making his hands as hard as metal.

Although his powers were not theirs, the monks continued to train him. He would spar, and sometimes win, and gradually made other breakthroughs. While the monks in his class mastered Wall of the Spider, Rockson found that by concentrating he could float to earth from any height, not needing a wall to help him down. While the monastery taught Unbreakable Mind, he was able to resist their Stunning Fists, and stay up all night besides.

Rockson is, of course, a self-made man. And to replace the Monks unarmed strike, slow fall, and still mind, he learned Fists of Fury, Parachute Pants and Artificial Soul. He would discover that he had many more abilities that the monks of the order could never even dream of.

This spiritual warrior is an example of how the self-made man can be reflavored to fit another setting. Both interpretations of the class are equally valid, as is any other. They will all be as balanced as the unchanging, underlying mechanics.