PDA

View Full Version : D&D 3.x Class Imagineer



sirpercival
2016-12-22, 09:50 AM
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 Imagineer’s 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 Imagineer’s 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 Imagineer’s 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 Imagineer’s deactivated animatra.
Alignment: Any, though usually lawful.
Hit Die: d6
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Imagineer’s 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 Imagineer’s 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 maneuver’s 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 Imagineer’s 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 Imagineer’s 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 it’s associated with.

An animatron has hit dice equal to the Imagineer’s IL (minimum 1), and is the same alignment as the Imagineer. Animatra gain no feats or skill points from HD, instead using the Imagineer’s 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 Imagineer’s 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 Imagineer’s 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 Imagineer’s active animatra act during the Imagineer’s 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 Imagineer’s 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 upgrade’s 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 animatra’s 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 Imagineer’s 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 Imagineer’s 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.

sirpercival
2016-12-22, 09:52 AM
Animatronic Models I
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 discipline’s key skill equal to its Imagineer’s 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 Imagineer’s 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 animatron’s 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.



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 animatron’s 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 alchemist’s 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 opponent’s 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 animatron’s substance are edible and nourishing, though they don’t 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 aren’t 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 creature’s 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 subject’s 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 alchemist’s 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).

sirpercival
2016-12-22, 09:53 AM
Animatronic Models II


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)), minnow’s grasp, prey (Elemental)
Special Qualities: Construct traits, discipline association, minnow’s 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.

Minnow’s Grasp (Ex): A Loapisce animatron’s 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 animatron’s 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 aren’t 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 creature’s 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 subject’s 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 animatron’s 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 can’t 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 animatron’s 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 Imagineer’s 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 animatron’s disarm attempt roll. The opponent may not attempt to disarm the Ptungu animatron on a failed attempt (since the Ptungu animatron’s 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 can’t 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 can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A Tupaalkry animatron also can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t 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 explorer’s 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 animatron’s 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 animatron’s 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 Imagineer’s 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 isn’t 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 animatron’s 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 wizard’s 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
2016-12-22, 09:54 AM
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 animatron’s 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 animatron’s existing energy resistances by 5.
Skill: Craft (alchemy)

Caustic Bile
Prerequisites: Bite natural attack.
Benefit: Replace the animatron’s 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 animatron’s base Will save becomes good instead of poor.
Skill: Craft (brewing)

Delicate Fibers
Prerequisites: None.
Benefit: The animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s base attack bonus progression becomes equal to its Hit Dice.
Skill: Craft (sculpting)

Rod Logic
Prerequisites: None.
Benefit: The animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 Imagineer’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 Imagineer’s 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 upgrade’s Craft skill.
Skill: Craft (sculpting)

Firbolgflesh
Prerequisites: Ettinflesh.
Benefit: The animatron’s 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 Imagineer’s IL + the Imagineer’s Intelligence modifier) or be affected as if by an antimagic ray, with a caster level equal to the Imagineer’s IL.
Skill: Craft (gemcutting)

Glimmershine
Prerequisites: Sparkleshine.
Benefit: The animatron’s 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 animatron’s fast healing becomes regeneration. It takes normal damage from fire and acid.
Special: This upgrade can be applied multiple times; each time, the animatron’s regeneration increases by 3.
Skill: Craft (brewing)

Lodestone Endodermis
Prerequisites: Lodestone Skeleton.
Benefit: The animatron’s 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 Imagineer’s 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 Imagineer’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s 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 animatron’s Caustic Bile attack also takes a -1 penalty to Strength, Dexterity, and Constitution for a number of rounds equal to the Imagineer’s IL. Multiple applications of this ability stack, but cannot reduce any of a creature’s ability scores below 1.
Skill: Craft (alchemy)

Eldritch Embodiment
Prerequisites: Charisma 16, Eldritch Beam.
Benefit: The animatron’s eldritch blast ability improves to that of a warlock of the Imagineer’s 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 upgrade’s 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 Imagineer’s 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 Imagineer’s 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 Imagineer’s 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 animatron’s 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 animatron’s ability scores (except Constitution) increase by 10 points.
Skill: Craft (sculpture)

Thornbite Maelstrom
Prerequisites: Thornbite Hide.
Benefit: The animatron’s 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 animatron’s 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 animatron’s 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 animatron’s natural armor bonus increases by +20.
Skill: Craft (skinning)

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

sirpercival
2016-12-22, 09:56 AM
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 animatron’s 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.

sirpercival
2016-12-22, 09:57 AM
Reserving just in case.

sirpercival
2016-12-22, 09:58 AM
Alrighty, feel free to post.

This was the winner of Base Class Context XXXVI: Contest Under Construction! It's a hybrid of Pokémon, Disney, and killer robots. What's not to like??