Guy Tacoria | N | ||
Character Name | Alignment | ||
Armorist (Martial Armorist, Collector) 5 , Blacksmith (Iron Chef) 5 | |||
Character Level | |||
Natura Morta
Humanoid (Half-Construct)
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M | ||
Race | Size | ||
Male | 130 | ||
Gender | Age | ||
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Height | Weight | ||
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Hair | Eyes |
Won Truth
PB: 10, 10, 18, 12, 11, 14
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Player | |
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Deity | Homeland |
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Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +12 | +4 | CON +7 | +0 | +1 | +0 |
Reflex | +3 | +4 | DEX -2 | +0 | +1 | +0 |
Will | +5 | +4 | WIS +0 | +0 | +1 | +0 |
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+8 | +5 | +2 | +0 | +1 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
15 | 10 | +5 | +2 | -2 | +0 | +0 |
Common, Sylvan
Nature Sphere CL4 |
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Protection Sphere CL2 | Mystic Shell
You may create an aegis that protects magical effects on the character. A mystic shell has 2 layers, + 1 layer per 10 caster levels. While the layers are in place, whenever a magical effect on the character would be dispelled, it remains and instead a layer of the shell is lost. Each layer is counterspelled as a separate magical effect. Layers of the shell can also be sacrificed to use (succor) talents or abilities. Layers from multiple castings of this aegis do not stack.
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Warp Sphere CL2 |
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Casting Tradition
Your magic manifests into tangible, corporeal substances, leaving them open to disruption. Any magic sphere effect you cast that has a duration longer than instantaneous manifests as a solid magic object that lasts for as long as the effect does.
Magic sphere effects that either target one or more creatures, or are centered and move with a creature (such as an aegis, a consecration, or a spirit ability) manifest as a worn item on the creature, such as an amulet or set of armor (which does not occupy an item slot, provides no additional benefits based on its form, and cannot be removed summoned or polymorphed creatures appear with such an item worn. Magic sphere effects that affect a defined area (such as a totem, ward, or entangle) appear as a Tiny-sized object, anywhere within the area. The object cannot be moved unless the sphere effect would normally be able to be moved (such as when using the Redeployment War sphere talent). Magic objects created by this drawback do not block line of sight or line of effect. The magic objects have a hardness equal to your casting ability modifier+2 (5), AC equal to 10 + your magic skill bonus + the object’s size modifier (+2 for a Tinysized object)+casting ability modifier (16+size mod), a number of hit points equal to twice your magic skill bonus + your casting ability modifier (9), a Break DC of 15 + 1/2 your magic skill bonus, and saving throw bonuses equal to 2 + 1/2 your magic skill bonus. The magic object is immune to its own effects. When worn, a magic object created by this drawback can be sundered, but increases the CMD to do so by your casting ability modifier (+3). Magic objects can be identified as being the source of a magic sphere effect (but not what the sphere effect is) with a Spellcraft check against a DC equal to 15 + your magic skill bonus. If the object is destroyed, the sphere effect is immediately dispelled. If a magic sphere effect would already create an object (such as create or the Energy Tether talent), they are not subject to this drawback. | Proficiencies
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Blended Talents: 5 Talents | Might Talents: 14 Talents | Power Talents: 3 Talents |
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | -6 | (DEX) -2 | +0 | -4 | |
Bluff | +13 | (CHA) +3 | +5 | +5 | |
Climb | -2 | (STR) +2 | +0 | -4 | |
Diplomacy | +13 | (CHA) +3 | +5 | +5 | |
Disguise | +3 | (CHA) +3 | +0 | +0 | |
Escape Artist | -6 | (DEX) -2 | +0 | -4 | |
Fly | -6 | (DEX) -2 | +0 | -4 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +3 | (CHA) +3 | +0 | +0 | |
Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Local | +9 | (INT) +1 | +5 | +3 | |
Knowledge: Nature | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Planes | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Religion | +1 | (INT) +1 | +0 | +0 | |
Perception | +8 | (WIS) +0 | +5 | +3 | |
Ride | -6 | (DEX) -2 | +0 | -4 | |
Sense Motive | +0 | (WIS) +0 | +0 | +0 | |
Stealth | -6 | (DEX) -2 | +0 | -4 | |
Survival | +8 | (WIS) +0 | +5 | +3 | |
Swim | -2 | (STR) +2 | +0 | -4 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +1 | (INT) +1 | +0 | +0 | |
Craft: Arcatech | +12 | (INT) +1 | +5 | +6 | |
Craft: Alchemy | +2 | (INT) +1 | +0 | +1 | |
Craft: Paintings | +3 | (INT) +1 | +0 | +2 | |
Handle Animal* | +8 | (CHA) +3 | +5 | +0 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nobility | +1 | (INT) +1 | +0 | +0 | |
Profession: Cook | +12 | (WIS) +0 | +5 | +7 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Bonus Feats | Extra Talent (Oath, 2nd)
gain a blended talent, lol
Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your Strength modifier. This applies to both unattended objects and those you damage as part of a successful sunder combat maneuver check.
Whenever you sunder a held object, its bearer must succeed at a Reflex saving throw or the bearer catches on fire (taking 1d6 points of fire damage immediately, and an additional 1d6 points of fire damage each subsequent round the creature fails a Reflex saving throw). When your total Hit Dice reach 5, this damage increases by 1d6, and it increases by 1d6 every 5 levels thereafter, to a maximum of 5d6 at 20th level. The saving throw’s DC is equal to 10 + 1/2 your HD + your Charisma modifier.
You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.
When creating a magic object with the Substantial Magic general drawback, the created magic object increases their AC by an amount equal to your casting ability modifier, their hardness by +2, and their hit points by twice your magic skill bonus.
When using a magic effect that affects an area, you may manifest the magic object anywhere inside the affected area, not centered in the area as normal. When using a magic effect that would affect individual creatures (or otherwise create a worn item), the CMD required to sunder the magic object increases by an amount equal to your casting ability modifier. +1 to hit with a Butchering Axe
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Leveling Feats | 1) Apprentice Chef (Charisma)
You gain the ability to shape the Chef’s Armory veil. If you do not have any class levels in a veilweaving class, you may choose to use intelligence, wisdom, or charisma for your veilweaving attribute. If you later gain a level in a veilweaving class, this veil uses that class’s veilweaving modifier for this veil. Treat your veilweaving level as 1/2 of your non-veilweaving class levels higher (minimum 1) for determining effects related to the Chef’s Armory veil. This effect cannot give you more veilweaving levels than you have hit dice. +1 Essence.
While using this style, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity.
gain and shape the Armory of the Infinite veil. gain a veilweaving level equal to HD. Shape a 2nd veil each day. +1 Essence.
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Mythic Feats | 1) Mythic Paragon
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
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Berserker Sphere | Berserking
As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 4 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus. Can additionally apply one effect below:
The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. +2 competence bonus to CMB when performing a sunder. Sunders deal an additional Str damage to objects, in addition to the normal damage. Creature in possession of targetted object takes 1d6 fire damage on a successful sunder, and must make a Reflex save against a Cha-based DC (15), or catch on fire for 1d6 fire damage a turn until they put it out.
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Equipment Sphere | Crushing Thrower
You may choose to treat your ranged attacks with thrown weapons as melee attacks, using your melee attack bonus, including Strength bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use the Power Attack feat with your thrown weapon attacks.
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Open Hand Sphere | Sweep
You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.
+1 competence bonus to CMB when performing a trip.
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Tinker Sphere CL 3 | Tradition: Kotima
Talent List: Computation Computation Package (Expanded), Extra Automatons (A)
Modification Package (Expanded)
Transportation Package (Base), Transportation Mastery, Extra Automatons (A), Full Integration (A)
Multifunctional Gizmos, Excavation Set
Gizmos:Basic Gizmos: BatteryA battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.
Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action. When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end. his gizmo takes the form of digging equipment which improves the user’s ability to dig and excavate materials. The user can spend 1 minute to move up to 1 5-foot cube, +1 5-foot cube per 4 gizmo levels of dirt, sand, and loose soil (or similar materials where a shovel would be appropriate, subject to GM discretion) to an unoccupied and empty space within the user’s reach. For every size category larger than Medium the user is, the total material the user can move is doubled (or halved, for each size category smaller than Medium). This gizmo cannot be used to create tunnels, but can otherwise be used to create short mounds, create trenches, etc.
You may craft a handheld pump capable of manipulating gases and liquids and compressing them into a small area. As a standard action, the pump can be used to inhale an adjacent gas (such as smoke, mist, etc.) or liquid, inhaling 1 5-foot cube of liquid or gas per gizmo level. If using the pump to inhale multiple 5-foot cubes of a substance, each cube must be adjacent and contiguous (such as a single fog cloud, body of water, etc.). Substances that would normally damage a gizmo still damage the pump (such as corrosive acids, lava, etc.). Any inhaled substance is stored in the pump’s storage container; if the storage container is full, the substance is not inhaled. Alternatively, a pump may inhale substances and deposit them into an attached pipe. If there is no storage container or pipe, the substance is deposited in the user’s square.
As a standard action, the pump may exhale a single storage container’s substances to deposit them into an adjacent square. Liquid and gas will naturally spread from that square. If attempting to pour a storage container’s substance directly onto another creature, the user must make a successful melee touch attack (otherwise the creature avoids being drenched in the substance, but may still be standing within it depending on what was exhaled). The user may partially exhale a storage container this way (in 5-foot cube increments). The pump gizmo may also be used against creatures by leveraging its powerful suction, or exhalation. The user gains a circumstance bonus on bull rush and drag combat maneuvers made with the pump equal to 1/2 this gizmo’s level (minimum 1) + this gizmo’s practitioner modifier; a bull rush or drag combat maneuver performed using the pump does not provoke attacks of opportunity.
A storage container is a gizmo that can contain 1 5-foot cube of liquid or gas per gizmo level. Materials compressed in a storage container weigh the same, but occupy the much smaller space. If a stored liquid or gas has a duration, its duration is not suspended while stored in the container. A storage container may be emptied as a standard action, or will empty if broken or exhaled through a pump gizmo. Storage containers are attached or detached from a pump as though they were a battery gizmo.
Accommodations: Display and Input As an accommodation, you may craft a gizmo with a display and input mechanisms (such as buttons, a keyboard, dials, voice commands, etc.). A display allows a gizmo’s user to view information stored inside it (such as information created by a storage routine), as well as perform simple mathematics. An input mechanism generally allows manual data entry of 50 words per minute.
Augmentations (not directly accessible): Burrower Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s functions for 1 minute gizmo level. While this gizmo is active, the user gains a burrow speed equal to 1/2 their land speed (minimum 10 feet) which can move through sand, loose soil, dirt, dense vegetation, and/or gravel. The user cannot charge or run when using this gizmo’s burrow speed, and the user does not leave a tunnel behind them when burrowing. This burrow speed may also be used to move through stone (hardness 8, or other similarly hard surfaces), but the user’s burrow speed when moving through harder surfaces is equal to 1/4 their base land speed (minimum 5 feet). If a burrower augmentation’s gizmo level is 10 or higher, the burrower is activated for 10 minutes per gizmo level.
Modifications: Multifunctional Modifications Whenever you craft a modification with multiple potential options determined at the time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action (effectively deactivating one option and activating the other if a battery use ability was active upon switching, its remaining battery use duration is shared with the new option (if it is the same battery use ability). In addition, a modification modified with this talent gains the following battery use:
Familiar Arsenal (Minor) This modification is attached to light and medium armor, bucklers and light shields, and simple and martial weapons. The attached equipment is treated as masterwork and reduces nonproficiency penalties by half. At 5th gizmo level, the familiar arsenal can be attached to heavy armor and heavy shields and the user suffers no penalties for nonproficiency. At 8th gizmo level, the familiar arsenal can be attached to tower shields and exotic weapons.
This modification is attached to a weapon. Attacks made with the attached weapon ignore 1 point of damage reduction or hardness per 2 gizmo levels (minimum 1). These benefits are halved (minimum 1) when applied to damage reduction that cannot be overcome (e.g. DR 5/–).
This modification is attached to a melee weapon. The attached weapon grants the user a +1 circumstance bonus on sunder combat maneuvers and on Strength checks made to break objects performed with the attached weapon, +1 per 4 gizmo levels. In addition, whenever the user successfully sunders an object with the attached weapon, the object loses an additional 1 hit point per gizmo level (this additional hit point loss is added to the damage dealt by the sunder maneuver and reduced by hardness as appropriate). This effect is otherwise not damage for the purposes of other effects based on damaging objects (i.e. Greater Sunder or the blacksmith’s thunderous blows class feature allowing damage dealt to an object to “spill over” to the object’s wearer or wielder, etc.).
This modification is attached to a tool. The attached tool is treated as a masterwork tool of its kind. If the tool was already masterwork, the attached tool instead grants an additional +2 bonus on skill checks made with the tool.
This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action. If the attached weapon is a ranged weapon that uses ammunition (i.e. bow, sling, gun), the attached weapon’s damage is changed accordingly (regardless of the ammunition used).
Routines: Multifunctional Routines Any number of routines installed into the same host gizmo may be activated simultaneously, using the longest gizmo ability action required (such as activating multiple routines as a swift action). Any battery costs for routines combined this way are still used independently. This allows the crafter to place multiple AI into a single host gizmo (see Mastering Gizmos, Using Installed AI for more details about multiple AI in a single gizmo).
Ground Superiority This routine enhances the user’s combat performance on the ground. The user gains a +2 insight bonus to their CMD against bull rush, drag, reposition, overrun, and trip combat maneuvers, increasing by +1 per 4 gizmo levels.
This routine stores information. A storage routine can retain a combination of either: 10,000 pages (with an average of 250 words per page) of text, 1,000 images, 100 hours of sound, or 1 hour of video, with each unit being equivalent in storage space. A storage routine’s capacity increases by an additional unit (10,000 pages, 1,000 images, etc.) per gizmo level. This information can be a mixture of different media types, previously stored data may be deleted to accommodate new data, and data may be copied, altered, or spliced with a successful Linguistics check (as though creating a virtual forgery). This routine does not need to be activated to be used, and cannot be used to store spells (or other forms of magical writing).
Active Gizmo: (Limit 8+2rank=14)Scale Breaker ModificationScale Breaker Modification
Aura: Enhancement;
Caster Level: ;
Body Slot: ;
Price: 2 Gizmos;
Weight:
This modification is attached to a weapon. Attacks made with the attached weapon ignore 1 point of damage reduction or hardness per 2 gizmo levels (minimum 1). These benefits are halved (minimum 1) when applied to damage reduction that cannot be overcome (e.g. DR 5/–). The attached weapon grants the user a +1 circumstance bonus on sunder combat maneuvers and on Strength checks made to break objects performed with the attached weapon, +1 per 4 gizmo levels.
Construction Requirements:
Fracture Adapter & Killer Drill
10 Batteries
2 routines, 1 installed alongside each AI
AI: (Limit 2; Max 3 GL)Multifunctional Routines AI you craft gain +1 skill rank per gizmo level. Your AI classifications that would gain tasks gain an additional 2 tasks, +1 additional task per 4 ranks in the associated skill. In addition, the action required to command an AI is reduced by 1 step (from move to swift).
Mechanoid: (Limit 6 Gizmo Levels; Max 3 GL/Mech)Chicken Tacoria
CR
[spoiler]
AI (Pilot) 3||Mechanoid 3 Huge or Tiny Construct (Steampowered)
Defense
AC: AC 15, Touch 10, Flat-Foot 13 (+2 Dex, +5 Natural Armor, -2 Size)
Tiny:AC 23, Touch 18, Flat-Foot 17 (+6 Dex, +5 Natural Armor, +2 Size)
HP:
28
( 3d10+12; 9hp Enclosure )
( Fort +1, Ref +3 (Evasion), WIll +5
Tiny: Fort +1, Ref +7 (Evasion), Will +5 )
Weaknesses: Cold Vulnerability
OffenseSpeed: 50' (30mph) Wheels Melee: Shove +10 vs touch (9 damage & battered until end of turn)
Space: 15' Tiny: 2.5' Reach: 10' Tiny: 0'
StatisticsStr 28, Dex 14, Con --, Int 12, Wis 15, Cha 12 Tiny: Str 16, Dex 22, Con --, Int 12, Wis 15, Cha 12
Base Attack: +3 CMB: +14 Tiny: +4 CMD: 26 Tiny: 20
Feats: Extra Combat Talents (x2) Skills: Acrobatics +25, Knowledge (Geography) +7, Perception +11, Profession (Pilot) +11, Stealth +3, Survival +5, Swim +18
Tiny: Acrobatics +20, Knowledge (Geography) +7, Perception +11, Profession (Pilot) +11, Stealth +23, Survival +5, Swim +12 Racial Modifiers: +2 Insight to Acrobatics, Climb, Fly, Profession (Pilot), & Swim, +3 Circumstance to Acrobatics, Climb, Fly, Perception, Profession (pilot), Stealth, and Swim
CR
[spoiler]
AI (Soldier) 3||Mechanoid 3 Construct (Steampowered)
Defense
AC: AC 15, Touch 10, Flat-Foot 13 (+2 Dex, +5 Natural Armor, -2 Size)
Medium:AC 19, Touch 14, Flat-Foot 15 (+4 Dex, +5 Natural Armor)
HP:
28
( 3d10+12 )
( Fort +2, Ref +3 (Evasion), WIll +5
Medium: Fort +2, Ref +5, Will +5 )
Weaknesses: Cold Vulnerability
OffenseSpeed: 30' Ranged: Dart Traps: +8
Snare Traps: DC 13
Space: 15' Medium: 5' Reach: 15' Medium: 5'
StatisticsStr 28, Dex 14, Con --, Int 12, Wis 12, Cha 15 Medium: Str 20, Dex 18, Con --, Int 12, Wis 12, Cha 15
Base Attack: +3 CMB: +14 Medium: +8 CMD: 26 Tiny: 22
Feats: Extra Combat Talents (x2) Skills: Climb +15, Craft (Traps) +7 (+8 for making trap sphere traps), Handle Animal +8, Intimidate +10, Perception +7, Survival +4, Swim +15
Medium: Climb +11, Craft (Traps) +7 (+8 for making trap sphere traps), Handle Animal +8, Intimidate +10, Perception +7, Survival +4, Swim +11 Racial Modifiers: +2 Insight to Intimidate
Additional Upgrade/Extra Upgrade +2 Upgrades to mechanoids
When determining the project cost of your mechanoids, reduce the mechanoid’s effective gizmo level by 1 per 2 ranks in the associated skill.
You improve the passenger seats upgrade. A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid.
Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos. The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger. If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat). May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action). When you craft a mechanoid, you may grant the mechanoid the cover upgrade.
When granting the alternate size upgrade, the mechanoid’s base size may be up to 2 size categories larger or smaller than Medium. This upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.
Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template. Unless otherwise stated, a mechanoid may only have a single template this way.
Digging Mechanoid The mechanoid gains an innate burrower gizmo.
Choose Strength or Dexterity. The mechanoid gains a +2 enhancement bonus to the chosen ability score, +2 per 5 gizmo levels. This upgrade can be granted a second time; when this upgrade is granted a second time, the mechanoid gains this bonus to the other ability score not initially chosen.
The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).
An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way). The mechanoid gains an internal pump gizmo and a number of storage container gizmos equal to 1 + 1/2 the mechanoid’s Hit Dice. The mechanoid can attach and detach storage container gizmos to its internal pump gizmo regardless of whether it possesses the limbs to do so.
The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category. This does not cost an upgrade
The mechanoid gains two magic item slots of your choice (even if the mechanoid lacks the appropriate body shape to wear it this upgrade can be granted multiple times. A mechanoid cannot have more than one of a given magic item slot (with the exception of rings being limited to 2).
The enclosure treats the mechanoid’s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure’s latch (being grappled open or opened with a Disable Device check). In addition, the enclosure gains an additional +3 hit points per gizmo level. This upgrade can be granted multiple times; each time this upgrade is granted after the first, increase the enclosure’s hit points calculation by an additional +3 per gizmo level.
You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a Full-Round Action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
The mechanoid gains an innate personal excavator gizmo and can move twice as much material when using their personal excavator gizmo.
ProjectsPipeYou may craft pipes, troughs, tubes, or other similar constructions to move substances. Every 5 feet of pipe requires 5 gp of project material. Gathered project materials can be allocated towards multiple sets of pipes, as though they were a single project. A pipe gizmo may be crafted as thin as desired or up to 5 feet wide, or may be comprised of multiple pipes for larger pipes (such as a 10-foot diameter pipe would consist of 4 cubes of pipe, costing 4 gp per 5 feet). A pipe does not need to be a proper pipe, and could be an open track, trough, etc. Substances loaded into pipes move at a rate of 5'/round, increasing by 5' for every 10 Gizmo levels of the pipe. this movement occurs at Initiative 0 (the end of the round). Movement of material through the pipe does not provoke attacks of opportunity.
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Traits | Affable (Social)
You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
You gain a +2 trait bonus to your caster level with the Nature Sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
You gain a +1 trait bonus to your CMB.
You gain a +2 bonus on checks related to your patron rune's associated skill (Bluff), and that skill is always a class skill for you.
You gain a +1 trait bonus on Craft (alchemy) and Use Magic Device checks, and you begin play with a strange magitech gadget worth no more than 100 gp. This is a single purpose masterwork tool that gives a +3 circumstance bonus to one skill (Profession Cook), but cannot function within null tech or null magic zones.
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Drawbacks | Easy Target & Vulnerable (Major Drawback & Flaw)
-2 AC
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
You take a -2 penalty on all ranged attack rolls.
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Oaths | Forbidden Knowledge (+2op)
Oath: The secrets you carry weigh heavy on you. You are constantly affected by a single severance which never goes dormant no matter how much strain damage is recovered. Whether this severance represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser severances are worth 2 Oath points while greater severances are worth 4 Oath points. A character may only possess one instance of this Oath.
Overkill:Whenever you reduce a creature to 0 or fewer hit points, you must attempt a Will save against this severance. On a failure, you must spend your next turn performing a coup de grace on the target or destroying their body as a full-round action (if you are capable of doing so). Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this severance, you take a penalty on Intelligence checks and skill checks equal to half your character level. Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the severance associated with this oath. Oath: You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings.
Defiance Penalty: Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately. Atonement: To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared. Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes. Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days. |
Oath Boons | Bonus Feats (-4op)
1 feat at 2nd, 6th, 10th, 14th, and 18th levels
1 talent at 2nd, 6th, 10th, 14th, and 18th levels
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
(+2 Con) Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).
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Racial Traits | Ability Scores
+2 Con & Cha
Due to their guarded nature, Natura Morta have developed a natural defense against those attempting to find or hurt them. As a standard action, Natura Morta can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.
Natura Morta can use their normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the Natura Morta can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the Natura Morta gains the freeze universal monster ability to appear as part of the painting. Natura Morta can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the Natura Morta entered. If someone destroys or damages the painting, the Natura Morta is unharmed, but exits the image. Natura Morta do not age naturally and cannot die of old age. While some might be painted at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a Natura Mortal as normal.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. Natura Morta gain a +2 racial bonus on Craft (Paintings) checks.
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Prizes (170 + ? lbs) |
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Weapons | Butchering Axes (25 lbs; 2,065)
Weight: 25 lbs; Critical: x3; Range: —; Type: S; Special: If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it, as you’re unable to maneuver its daunting size and weight.; Category: Two-Handed; Proficiency: Exotic; Weapon Groups: Axes
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Armorist (Collector) | Armor Training (1)
Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (minimum 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.
In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor.
The collector may spend 8 hours bonding with a piece of equipment to claim it as her prize. A collector’s prize must be stored in her extradimensional storage. The collector may claim up to 50 pieces of ammunition as a single prize. Withdrawing or donning a prize from her extradimensional storage is always a swift action.
The collector always knows the direction and distance to each of her prizes as long as they are on the same plane. The collector may return any number of her prizes within long range to her extradimensional storage as swift action. If a prize is in the possession of a hostile creature, that creature gets a Will save (10 + 1/2 her collector level + practitioner modifier) to resist her recall. On a successful save, she fails in recalling her prize and cannot attempt to recall it this way for 1 minute. After 1 minute per class level, withdrawn prizes automatically return to the collector’s extradimensional storage as long as they are on the same plane. If a prize is in the possession of another creature at the end of this duration, the collector has 1 day per class level to retrieve it and return it to her extradimensional storage. If the prize is not returned in this time, the collector forfeits ownership of the item and it loses all benefits of the prize ability. Prizes gain a +1 enhancement bonus for every 3 collector levels to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to Table: Bound Equipment. Prize bonuses stack with existing bonuses or special abilities the item previously possessed up to a total maximum bonus of +1 for every 3 collector levels. Items with existing bonuses and abilities totaling greater than or equal to what the collector can currently bestow can still be claimed as prizes, and are treated as such for arsenal tricks and class abilities, but do not gain additional enhancement bonuses or special abilities per the prize ability. Once set, a prize’s enhancement bonuses and special abilities may be changed by bonding with the item for 8 hours. Prizes are treated as summoned equipment for all other purposes and limitations, but do not cost a spell point to withdraw. Prizes wielded by anyone other than the collector lose any enhancement bonuses and special abilities granted by this ability. You cannot select implements as prizes. An item does not need to be a masterwork item to be claimed as a prize. |
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Blacksmith (Iron Chef) | Artisan Savant
Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item. In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.
Each iron chef learns a variety of recipes and flavors that can be combined to create delicious dishes. As the iron chef’s skills and experience increase, he learns to combine more and more flavors and recipes into increasingly complex dishes. At 1st level, the iron chef can select one entree and one flavor when preparing a recipe. Any creature who eats a meal prepared by the iron chef gains the benefits of each entree and flavor used in the dish as described in their entries for 1 hour, plus 1 hour per 3 class levels the iron chef possesses, or until the next time they eat, whichever comes first. It takes the iron chef a minimum of 30 minutes per entree used in the recipe to properly prepare the dish.
At 9th level, and again at 17th level, he may select one additional flavor to add to his recipe. At 13th level, he may select one additional entree. The iron chef collects the ingredients for his recipes over the course of his travels and is always considered to have enough ingredients to create a filling meal for himself and a number of allies equal to 1 + his Constitution modifier, and may further supplement this with purchased rations, or food and water gathered through use of the Survival skill, scavenging ingredients for one additional creature per 2 points by which his Survival check exceeds a DC of 10 as described in the skill. The iron chef may choose from the following ingredients:
From 3rd level on, the blacksmith’s experience with crafting excellent equipment allows him to manipulate and rework magical equipment without damaging or sacrificing its magical potency. The blacksmith can spend 1 hour per total effective bonus (minimum 1 hour) of an enchanted armor, weapon, or shield (enhancement bonus plus permanent special ability bonus equivalents) at an operational forge to reforge the equipment into another equivalent item at no additional cost; weapons into weapons of another type, armor into a separate type of armor, and shields into weapons, armor, or other types of shields; a heavy shield can be converted into a light shield or vice versa, and a tower shield can be converted into any other type of shield, but bucklers, light shields and heavy shields cannot be converted into tower shields. When reforging, the blacksmith cannot exchange one piece of equipment for another that is not predominantly made out of the same dominant material; a greatclub can be reforged into a quarterstaff or spear, but not into a bastard sword, and a suit of platemail could be reforged into a breastplate or chain shirt, but not into a suit of leather armor. The new weapon or armor must be the same size or smaller as the original.
In addition, the blacksmith can restore a magic weapon, armor, or shield that has been destroyed by a sunder attack or similar ability; if the blacksmith can acquire all the broken pieces of the equipment, he may restore it to its original complete condition, including all enchantments, with 8 hours of work at an operational forge. At 2nd level, any of the blacksmith class abilities that use Profession (blacksmith) instead use the blacksmith’s Tinker sphere associated skill (including blacksmith smithing insights, favored class bonuses, etc.).
Starting at 2nd level, the blacksmith may use his Tinker Associated Skill in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Tinker Associated Skill checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability. |
Mythic Gifted | Mythic Thunderous Blows
You may expend one mythic power to add your tier to all sunder checks you make for one minute per tier. When your sunder checks are improved by mythic thunderous blows and you would destroy an item, you may instead choose to break it in such a way that you can put it back together as a move action (as long as you have all of its pieces). This removes the broken condition, if relevant, and otherwise restores the item to functional status.
You gain two Equipment talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (discipline) talent you know and replace it with another (discipline) talent.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Upgrades (8/8) | ||||
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Focused Design: 2U
+2 Enhancement to Str & Dex
Has a "head" for basic senses.
The mechanoid gains an internal pump gizmo and a number of storage container gizmos equal to 1 + 1/2 the mechanoid’s Hit Dice. The mechanoid can attach and detach storage container gizmos to its internal pump gizmo regardless of whether it possesses the limbs to do so.
Compact Pilot, Ejector, Quick Entry, & Cover
The mechanoid can carry a total number of Medium creatures equal to twice its size category (4 Medium creatures can fit inside a Large mechanoid, 8 Medium creatures can fit inside a Huge mechanoid, etc.), which is modified for their size category (Small counts as half a Medium, and Large counts as double a Medium). Creatures can mount or dismount the mechanoid as a move action and gain partial cover while mounted. Any creature seated in the mechanoid is referred to as a “passenger”. A single passenger seat can be designated as the pilot seat (the “pilot”; the pilot is still a passenger). A mechanoid that has a pilot seat may only be piloted manually from the pilot seat (or another appropriate control means, such as a remote control). A pilot must be able enter the pilot seat (appropriate size to mount the mechanoid passengers are not treated as being “mounted” for the purposes of mounted combat rules, although may considered as such subject to GM discretion (such as a bike ridden by a single character being a “mount”, whereas an armored personnel character with 16 orc assault troopers not being a “mount”). A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid. Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos. The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger. If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat). May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action). The mechanoid grants creatures in its passenger seats cover, instead of partial cover, against effects from outside of the mechanoid. You improve the cover upgrade. An enclosure blocks line of effect and line of sight; the enclosure may optionally be transparent (instead of opaque), but no longer blocks line of sight if transparent. An enclosure is not airtight, so “cloud-like” effects (such as most spreads, fog effects, etc.) will still affect occupants within.
An enclosure has 3 hit points per gizmo level; an enclosure benefits from any damage reduction or energy resistance the mechanoid possesses, but effects that would occur after the mechanoid is damaged do not occur if only attacking the enclosure (such as redirecting damage, “on-hit rider effects”, etc.). The enclosure’s AC, when targeted independently of the mechanoid, is the same as the mechanoid’s AC. Destroying the mechanoid destroys its enclosure with it. Attacks directed at the enclosure, or targets within the enclosure, first deal damage to the enclosure (before passengers inside are harmed). If an attack is directed through the enclosure the target gains total concealment, and the attack first deals its damage to the enclosure itself. If an attack is enough to destroy the enclosure, the attack continues to its intended target, subtracting the damage dealt to the enclosure before striking the target(s). Burst effects (such as splash weapons, certain spells, etc.) explode at the enclosure’s edge and also must overcome the enclosure’s hit points before damaging targets inside the enclosure. Enclosures may optionally have a shutter (window, etc. an open shutter grants line of sight into and out of the mechanoid. A shutter may be opened or closed as a move action. All enclosures have a latch, which is a door, hatch, or other means of entry. A latch may be opened and closed as a standard action, and while open grants line of effect into and out of the mechanoid. A latch may be forced open as a standard action; treat this as a grapple maneuver opposed by the mechanoid's CMD. A successful check opens the latch (instead of grappling the creature). A latch may alternatively be opened with a successful Disable Device check as a standard action opposed by the mechanoid's CMD. Requires 128 gallons of water every HD days
You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a Full-Round Action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
Wheel prosthetic is a leg prosthetic. Wheel prosthetic grants the user a base land speed of 40 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user treats each square of difficult terrain as 3 squares of movement (rather than 2).
When using wheels for overland travel, the wheels grant the user a walk speed of 20 miles an hour, +10 miles per 3 gizmo levels. While using wheels, the movement penalty multiplier for trackless movement increases by an additional step (a x3/4 speed would reduce to x1/2, x1/2 to x1/4, and x1/4 to x1/8). |
Pilot AI | ||||||||
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Routine
The user ignores up to 5 feet of non-magical difficult terrain each round (as if it were normal terrain) and gains a +2 insight bonus on Acrobatics, Climb, Fly, Profession (pilot), and Swim checks; each bonus increases by +1 per 4 gizmo levels.
Pilot AIs gain evasion, allowing the AI, after attempting a successful Reflex saving throw against an attack that normally deals half damage on a successful save, to instead take no damage.
The Pilot AI increases the bonus to attack rolls granted by flanking, high ground, and other battlefield positioning by +1, +1 per 10 gizmo levels.
Pilot AIs gain a circumstance bonus to all Acrobatics, Climb, Fly, Perception, Profession (pilot), Stealth, and Swim checks equal to 2 + 1/2 their gizmo level. The Pilot AI gains half this bonus again as a circumstance bonus to their AC to avoid attacks of opportunity caused by moving out of or within a threatened area (stacking with the Mobility feat and other similar bonuses).
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Upgrades (8/8) | ||||
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Focused Design: 2U
+2 Enhancement to Str & Dex
The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).
An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way). arms, legs, head
The mechanoid has a storage compartment, such as a trunk, multiple closeable partitions, etc. This storage compartment is a space 1 size smaller than the mechanoid and can fit objects inside the space accordingly. Objects stored this way count against the mechanoid’s carrying capacity, as normal. The storage compartment can be opened or closed as a move action and may be locked (Disable Device DC equal to the mechanoid’s CMD).
Requires 128 gallons of water every HD days
You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a Full-Round Action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
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Soldier AI | ||||||
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Routine
The user gains a +1 insight bonus to Fortitude saves and a +2 insight bonus to Intimidate checks; each bonus increases by +1 per 4 gizmo levels.
Soldier AIs gain a +1 insight bonus to attack and damage rolls, as well as 1 additional attack of opportunity per round, each increasing by +1 for every 4 gizmo levels.
Soldier AI gain 1 bonus Equipment sphere talent, +1 bonus Equipment sphere talent every 10 gizmo levels.
Soldier AIs are proficient with all simple and martial weapons, light and medium armor, and all shields in addition to any proficiencies included with their martial tradition.
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Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
This modification is attached to a weapon. Attacks made with the attached weapon ignore 1 point of damage reduction or hardness per 2 gizmo levels (minimum 1). These benefits are halved (minimum 1) when applied to damage reduction that cannot be overcome (e.g. DR 5/–). The attached weapon grants the user a +1 circumstance bonus on sunder combat maneuvers and on Strength checks made to break objects performed with the attached weapon, +1 per 4 gizmo levels.
Whenever the user successfully sunders an object with the attached weapon, the object loses an additional 1 hit point per gizmo level (this additional hit point loss is added to the damage dealt by the sunder maneuver and reduced by hardness as appropriate). This effect is otherwise not damage for the purposes of other effects based on damaging objects (i.e. Greater Sunder or the blacksmith’s thunderous blows class feature allowing damage dealt to an object to “spill over” to the object’s wearer or wielder, etc.).
This modification has two separate battery use functions: