Owrtho
2011-01-20, 09:40 PM
This is yet another ozodrin PRC by myself. This time it is a PRC for constructs that would like to embrace their mechanical nature along with being an ozodrin. I intend to have something of a steampunkish feel when the class is complete. I am open to suggestions for abilities and the like though, as much of the class will need filling in (mind I have more stuff I have yet to put down, but it still is likely to be a little short of 15 levels).
Machine
An image is needed
A boilerplate for a coat of skin, on oil and steam it thrives
A heart of iron pumps the blood to keep this monster alive
Of polished brass and steel contrived gears whir and metal churns
Eyes aglow from the fire inside as the coal within it burns
-Vernian Process (http://www.vernianprocess.com)
There exist devices, warped from their original purpose. Sometimes due to a mistake in creation, sometimes due to events happening once it is made. Still, there are those that would change themselves to be so. However they come about, they begin expanding upon themselves. Seeking to reach some unknown goal. They are machines.
BECOMING A MACHINE
Most machines are constructs that for some reason are not how they were meant to be. Others are beings that sought to convert themselves into machines.
ENTRY REQUIREMENTS
Type: Construct
Class Feature: Strange Anatomy‡
Skills: Craft (alchemy, armorsmithing, blacksmithing,
cobbling, locksmithing, pottery, sculpting, shipmaking, stonemasonry,
trapmaking, weaponsmithing, or another at DMs discretion) 5 ranks, Knowledge (dungeoneering) 2 ranks, Knowledge (Arcana) 2 ranks
Feat: Aberrant Blood*
‡ From the ozodrin (http://www.giantitp.com/forums/showthread.php?p=8551355) base class by Owrtho
* From Lords of Madness by Wizards of the Coast
Class Skills
The machine's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skills Points at Each Level: 4 + int modifier
Hit Dice: d10
LevelBase
Attack
BonusFort
SaveRef
SaveWill
SaveSpecial
1st
+0
+2
+0
+2Aberrant Design, Form Points, Flawed Form Points, Of Fuel and Iron, Feature (Support, Connector), Consume
2nd
+1
+3
+0
+3
3rd
+2
+3
+1
+3Synthesize Material
4th
+3
+4
+1
+4Power Types 1
5th
+3
+4
+1
+4feature (forge)
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
8th
+6/+1
+6
+2
+6Power Types 2
9th
+6/+1
+6
+3
+6
10th
+7/+2
+7
+3
+7feature (probes)
11th
+8/+3
+7
+3
+7
12th
+9/+4
+8
+4
+8Power Types 3
13th
+9/+4
+8
+4
+8Eternal Forge
14th
+10/+5
+9
+4
+9
15th
+11/+6/+1
+9
+5
+9Eversmelting Forge
Weapon Proficiencies: A machine gains no weapon or armour proficiencies.
Aberrant Design (Ex): Feats that require you to be a construct, as well as those that require you to be a member of a construct race (or living construct race), count as aberrant feats for you. As part of this, and similar to a normal ozodrin's primary stomach, the machine develops a core forge (see forge feature for more details).
Form Points (Ex): A machine gains 2 form points per class level. These are not like form points granted by other classes in that the machine does not gain the form points automatically. Instead it must consume an amount of material equivalent to that many form points (see the Of Fuel and Iron ability below). Any time it forges a material to create form points, it may choose to replace the material of form points it already has with that material, converting the previous material of those form points into the flawed form points that would normally have been gained.
Flawed Form Points (Ex): Unlike other ozodrin, a machine is constantly working to expand and enhance itself. Due to doing so by forging features out of existing material, the machine is able to improve itself beyond other ozodrin. However, due to the rapid creation of such features, many are flawed, causing them to soon wear and break apart. A machine gains 3 flawed form points per class level. Flawed form points only last for 20 minutes per class level from the time they are forged from a material until the time they wear down and break. Upon doing so any features made with the form points break off and crumble, while any unused flawed form points are drained from the machine. While the material is able to be consumed again and reforged, due to wear it lacks the same quality and amount. The number of form points gain back are reduced by first any normal form points spent, then any synthesize material costs, and finally by 1 an additional form point per 2 class levels (minimum 1). However, it is worth noting that the materials remain synthesized if the synthesize material augment was used.
Of Fuel and Iron (Ex): Any substance consumed by a machine may be categorized into one of two categories, material or fuel. Materials may be forged into form points, and such form points or flawed form points. Form points made forged from a material are able to create features made from that material without having to use the synthesize material augment. If the machine is a construct made of a specific type of material, any form points it has from sources other than machine levels are initially treated as being made from that material. If the material is not specified, the material is treated as being wood.
Fuels on the other hand are substances that the machine can burn or otherwise use to fuel abilities. There are 4 categories of fuel. Depending on the category the fuel is in, when a volume of it is consumed, it will grant a different number of fuel points. There is no limit to the number of fuel points that a machine can have at any given time, but it should be noted that they cannot be maintained for more than a round at a time, and any left over are wasted. It should be noted that woods and some other materials (such as bone) are able to fit into both the material and fuel category.
MaterialsHardnessHP
Paper, cloth, or rope01
Glass or Ice01
Leather or hide12
Wood15
Stone27
Iron or steel315
Mithral415
Adamantine520
*For any other material use a hardness of 1/4th substance hardness (remainders of .5 or higher round up, otherwise round down) and hp of half the listed hp per inch of thickness (rounded down minimum 1)
Forging Form Points: Using materials, the machine is able to forge form points for itself up to its maximum amount. Doing so requires that the machine has consumed an appropriate amount of a given material that it has not yet forged, and that it spend a full round action forging it. However, when the machine does so, it may immediately spend these form points if they are increasing its current form point pool (this does not allow the machine to re-allocated form points it already had). If it is instead replacing the material of form points it already has, the machine is unable to do so.
More specific details may be found under the forge feature.
For every 5 form points being forged (rounded down), 1 fuel point must be spent. However, for each 5 form points of the same material being forged, the machine may attempt a craft check (DC 20) of the appropriate type (see below), to gain 1 extra form point (this does not count toward form points for determining amount of fuel that must be consumed). The machine may take a 10 on this check.
MaterialsForm points per
minimum unitMinimum unitCraft Skill
Paper, cloth, or rope12 lbweaving
Glass or Ice11 lbgemcutting
Leather or hide14 lbleatherworking
Wood110 lbcarpentry
Stone, Bone110stonemasonry
Iron or steel15 lbany smithing
For materials that may replace one of the above in crafting, use it's weight relative to the weight of the above material.
FuelsFuel points per
minimum unitMinimum unit
Other210 lbs
Wood26 lbs
Oil, crude38 lbs, 1 gallon
Oil, refined24 lbs, .5 gallon
Coal12 lb
Features (Ex): The machine advances in features as an ozodrin, but also gains 4 additional feature types (supports, connectors, forges, probes order may be different).Supports: Cost - 4
Appearance: There is a large mechanical offshoot of some kind.
Required Level: 1 Machine
Benefits: Supports are large features that allow a machine to expand and control an area, as well as more easily reach places and house other features. By default, a support is the same size category as the machine. Due to their size and make, supports have their own hit points and hardness. A support has hardness as the material it is made of on the materials table (under the Of Fuel and Iron class feature). It also has hp of the shown amount. A support may have a number of features placed on it equal to 2 + 1 per three class levels + half charisma modifier. These features may be of any size. If damage that would be dealt to you is directed at a square a support is in, you may choose to have the damage dealt to the support or yourself. Creatures may attempt a call shot to damage a support or to damage you if both are within the square they are attacking. Area of affect damage does not damage treat you and your supports as separate entities for calculating damage.
Due to their inner workings, supports also gain their own actions. Every round you gain a number of move actions that may be used by supports or features on supports equal to 1 + 1 per 3 class levels (minimum 2). A single support may only make use of one such move action a round. A support that has been damaged such that it has no hit points cannot take a move action unless you overdrive it at a cost of 1.
There are 3 varieties of supports, branches, links, and shells. A medium branch is approximately 2.5 feet thick, and 10 feet long, as well as capable of supporting the machines weight of the machine. It occupies two squares of area, though other things may occupy the same area, and can be repositioned as a move action. Branches may make bull rush attempts.
A link is mostly the same as a branch, but is connected to two supports (or the machine and another support). It may not be freely moved, instead moving with the supports it links.
A shell covers a portion of the machine. As such damage may not be dealt to the covered portion until the shell has no hp remaining. It may cover a support or the machine itself, though a shell may only fully cover something of a size category smaller than itself. If it is being used to cover another support, and that support has been lengthened, then more than one shell may be needed to cover it.
Special: Other features may be placed on a on a support.
Supports may be healed with the appropriate craft check as if a construct.
Augments:
Small Support: Additional cost -1
This support is smaller than normal. The number of features that may be placed on it is reduced by one, and its length and thickness are halved (minimum length of 5 feet). This may not reduce the cost of the support bellow 1.
Piped Support: Additional cost 1
The support has pipes running through it. As such you may transport fluids from one end of the support to the other. If the support connects to a forge, a feature with the steam powered augment, or another support with pipes, you may choose to have the pipes connected. You may add this augment multiple times to the same support. Each time it causes another set of pipes to exist on it that is not connected to those already on it.
Pipes require 5 gallons per 5 feat of length the support has to be considered full.
Note, pipes may be placed on supports that are not steam powered, and may still be part of a steam powered system.
Tubing: Additional cost 1
The support has tubes running through it. As such you may transport fluids from one end of the support to the other. If the support connects to a forge, a feature with the diesel powered augment, or another support with tubing, you may choose to have the tubes connected. You may add this augment multiple times to the same support. Each time it causes another set of tubes to exist on it that is not connected to those already on it.
Tubes require 1 gallons per 5 feat of length the support has to be considered full.
Note, tubes may be placed on supports that are not diesel powered, and may still be part of a diesel powered system.
Lengthened Support: Additional cost 2
The length of the support is increased by 5 feet. Treat this support as being half a size category larger for the purposes of covering it with a shell support.
Large Support: Additional cost 5
This support is a size category larger than normal. The number of features that may be placed on it is increased by 1, and its length and thickness are approximately doubled (this is done before calculating the increase due to any applications of the Lengthened Support augment).
Catwalk: Additional cost 1
Requires level 5: The top of the support has a catwalk. This allows creatures 1 size category smaller to walk along it. If the support moves while creatures are on it, they must make a balance check (DC number of feet moved), or fall off.
Railings: Additional cost 2
Requires Catwalk: The catwalk has railings. This halves DC of the balance check needed to avoid falling off (rounded up).
Molten Repairs: Additional cost 3
Requires level 4 and pipes connected to a forge: This support is capable of being quickly, if poorly, repaired mid combat. As a move action the machine may overdrive costing 4 fuel points, having the connected forge forge a number of form points and sacrifice them to repair this support that much hp. This may not recover the support above 75% its max hp, though if this ability has been used within 5 minutes, a craft check (of the appropriate type for the supports material), may be made to heal it the remaining 75% (DC 5 + the total form point cost of the support and its augments). This check requires 1 minute to complete.
Note: the pipes used for this augment may not be used for purposes other than this augment, though they may be linked to other supports' pipes also used for this augment.
Special: This may also be used to repair forges connected to supports with this augment.
more coming soon
Connector: Cost - 1
Appearance: There is a connector or socket of some fashion somewhere on you
Required Level: 1 Machine
Benefits: On their own connectors are of little use. However, two supports possessing connectors that lack a * augment on them may, if in the same square or adjacent squares engage to each other or disengage as a swift action. While engaged, they are treated as being connected to one another. This may also allow tubing or piping systems on them to connect to one another and allow branch supports to act as link supports. If the connector has the clockwork augment, it may also allow clockwork supports to act as if connected for the purposes of the coordination overdrive. Your main body is counted as a support for these purposes, as is the inside surface of your stomach.
The main use for connectors however are their * augments, which are various tools or features built into them. A connector may only have 1 * augment applied to it.
Augments:
* Storage Chamber: Additional cost 0
A storage chamber is looks to be a chute heading into the machine. Storage chambers are able to hold 1 foot by 1 foot by 5 feet of material at a time, and like an ozodrin's stomach, are in a pocket dimension. Unlike the stomach, items placed in one cannot be retrieved, but are instead ready to be fed into a forge, condenser, or sorter chosen upon forming the feature. Attempting to forge form points or use fuel will automatically draw on a storage chamber connected to the forge being used (or feature if diesel power is being utilized).
Storage chambers cannot fill themselves, instead requiring manual filling.
Small Storage Chamber: Additional cost -1
Requires Storage Chamber: This halves capacity of the storage chamber. The augment may be applied multiple times to the same connector. The effects stack. It may not reduce the total cost of the feature below 1.
Large Storage Chamber: Additional cost 1
Requires Storage Chamber: This increases the capacity of the storage chamber by the default amount (if the boiler augment is applied use the capacity listed there instead). The augment may be applied multiple times to the same connector. The effects stack.
Boiler: Additional cost 1
Requires Storage Chamber and level 4: Unlike normal storage containers, this one is not in a pocket dimension, and may only hold water. In turn, it has a maximum capacity of 40 gallons at default size, things stored in it may be retrieved, and may be feed to forges, supports with the pipe augment, and features with the steam powered augment, rather than forge, condenser, and sorter, though it must be connected to them. Water in a boiler remains water, though if in a steam powered system with a forge may immediately convert to steam as steam is lost from the system. Boilers need not be full in a steam powered system for it to function.
A normal sized boiler counts a a medium sized feature for the purposes of shell supports, and counts as a size category larger for each application of the Large Storage Chamber augment, while the Small Storage Chamber augment makes it count as a size smaller for each application.
Hidden Piping: Additional cost 4
Requires Boiler, Oil Tank not used, and level 7: This boiler may be connected to a feature of the appropriate type when inside your stomach if it is outside it, or outside your stomach if it is inside it, chosen upon forming the feature. This augment may be applied multiple times to the same connector. Each time an additional connection may be made to a different feature.
Oil Tank: Additional cost 1
Requires Boiler and level 4: Unlike normal boiler, this one is designed to store oil instead of water. The maximum capacity remains 40 gallons at default size, things stored in it may be retrieved, and may be feed to forges, supports with the tubing augment, refiners, and features with the diesel powered augment rather than forges, supports with the pipe augment, and features with the steam powered augment, though it must be connected to them.
If an oil tanks may be specifically targeted for attacks. If they take fire damage while containing oil and without a shell support to protect it, make roll a 1d20. If the result is less than the amount of fire damage dealt + fuel points worth of oil /10 (rounded down), the oil in the oil tank ignites, causing an explosion (details will come later).
Hidden Tubing: Additional cost 6
Requires Oil Tank and level 7: This oil tank may be connected to a feature of the appropriate type when inside your stomach if it is outside it, or outside your stomach if it is inside it, chosen upon forming the feature. This augment may be applied multiple times to the same connector. Each time an additional connection may be made to a different feature.
* Harvester: Additional cost 2
Requires at least one storage container and level 3: This connector has a harvester on it. When formed choose a storage container or a sorter that it is connected to. While on it's own a harvester doesn't do much, it may be augmented or have a mouth placed on it to allow it to gather materials and fuel. If a mouth is placed on a harvester, it loses the ability to be used for swallow whole (if the Machine has that ability), but in turn anything consumed by it (the machine may not devour with it except in using the consume ability) is automatically put into the connected storage container (or goes through the selected sorter into a storage container).
Chisel: Additional cost 4
Requires Harvester and level 5: This harvester has been designed to gather materials on its own. When placed on a surface, as a move action the harvester may be made to start gathering some of the substance. If the hardness of the substance is 3 or less, it gathers 1 pound of the substance. If it is greater, and the next round this harvester tries again and has not changed position relative to the surface, add the max amount of hardness it could harvest from the previous round to the amount of the new round (so second round it would be 6, third round 9, etc.). Upon succeeding, it resets to 3 hardness max for the next round.
Note: twisting spikes may be used to increase the hardness the harvester may overcome if placed on it.
Rapid Chisel: Additional cost 4
Requires Chisel and level 5: Increase the number of pounds gained upon success by 1. This augment may be added multiple times to the same connector, the effects stack.
Efficient Chisel: Additional cost 4
Requires Chisel and level 5: This harvester may gather materials multiple times in the same round provided it could overcome the hardness multiple times. It also adds any excess hardness to the next round (so if a substance had a hardness of 2, the first round would harvest 1 pound, and the second round would harvest 2 pounds).
Note: If a substance has a hardness of 0, treat it as a hardness of 1 for these purposes.
there will be more augments for this.
* Sorter: Additional cost 1
Requires at least outputs (see description) and level 4: A sorter is feature used to split one input among multiple outputs. While only one feature may feed into a sorter, upon creation choose two outputs for the sorter. Outputs for a sorter must match possible outputs for what will feed into the sorter. A sorter allows the machine to then feed the input to any of the outputs.
Multi Sorter: Additional cost 1
Requires Sorter: A multi sorter has one additional output compared to normal. This augment may be added multiple times to the same connector. The effects stack.
* Condenser: Additional cost 2
Requires Level 4: A condenser is capable of condensing fuel into more effective forms. Condensers must either be powered by steam or diesel, or connected within one connection of a forge (connected to something connected to a forge). As a full round action, a condenser may convert 6 pounds of wood or 10 pounds of other fuel (the category) into 4 pounds of coal. A condenser outputs the coal a stomach, storage container, or sorter chosen upon its creation.
Overdive: By paying 2 fuel points, a condenser may as a full round action condense a number of times equal to the machines charisma modifier in a single round.
High Pressure: Additional cost 1
Requires Condenser: By performing an overdrive costing 2 fuel points, the condenser only requires a standard action to work.
Oil Producer: Additional cost 2
Requires Condenser and level 4: The condenser produces crude oil rather than coal. It requires three times the input of a normal condenser, but produces 2 gallons of crude oil in exchange. It may also feed into a refiner in addition to normal choices for a condenser.
* Refiner: Additional cost 4
Requires level 8: A refiner is able to take in crude oil and produce refined oil. Every round in may convert up to 2 gallons of crude oil into 1.5 gallons of refined oil. It has the same outputs as a condenser.
Large Refiner: Additional cost 4
The refiner is capable of converting an additional 2 gallons of crude oil each round. This augment may be added multiple times to the same connector. The effects stack.
Rapid Refiner: Additional cost 6
Requires Refiner: By performing an overdrive costing 4 fuel points, the refiner is able to convert the machine's charisma modifier times as much crude oil as normal.
* Signal Output: Additional cost 5
Requires level 12: There is a device capable of sending out a signal that may be picked up by probes with a receiver. If you have multiple signal outputs, you may have them each send out a different signal. As probes cannot distinguish between signal types the receive, this allows you to have different signals sent to different probes (by only allowing them to receive ones pertinent to them). The signal has a range of 1 mile, and may be sent as a move action.
Rapid Signal: Additional cost 1
Requires Signal Output: As an overdrive costing 2 fuel points, you may send a signal as a swift action.
Status Signal: Additional cost 2
Requires Signal Output: When this augment is applied, choose either a status effect or a range of consecutive hit points. When you suffer from that status effect (or your hit points are in the chosen range), this signal output will automatically send out a signal until you no longer meet the requirement. This will occur even if you are killed by the action that makes you suffer that status effect, though in such a case it will not persist. This signal may be applied multiple times to the same connector. Each time choose a different status or range of hit points.
Boosted Signal: Additional cost 2
Requires Signal Output: Increase the range of the signal by 2 miles. This augment may be added multiple times to the same connector. The effects stack.
Receiver: Additional cost 4
Requires Signal Output: This is a modified signal output that may not be put on probes. It is capable of receiving signals from probes. Unlike receivers probes use, it is able to sort out different signals and allows the machine to tell which probe sent the signal.
More will come
Forge: Cost - 3
Appearance: There is a forge somewhere on you.
Required Level: 5 Machine
Benefits: Forges are a necessaries feature for a machine. The allow it to craft form points, as well as use fuel for overdrives.
A normal forge is capable of forging 1 per 3 class levels 1 (minimum 1) + half charisma modifier form points at a time (note that this requires a storage chamber connected to the forge with the appropriate material). Doing so requires a standard action, though multiple forges may make use of the same standard action to forge form points. When forged, form points may be spent immediately, but only if there are less than 3 supports separating the forge and where the feature will be placed (this counts the support the forge is placed on. Count your main body as a support for this purpose).
Forges, like supports, have their own hp. However, damaging a forge requires specifically targeting it, and the hp does not contribute the the machines health. If it is on a support, it may not be damaged unless the support has no hp remaining. If a forge has no hp, it may not be used to forge form points. Repairing a forge requires a full round action spent forging an amount of material equivalent to the amount of damage being repaired at a different forge (this does not actually use up form points). A forge has hp and hardness as if it were a 3 inch thick piece of the material it is made from.
Special: Coming soon
Augments:
Quick Forge: Additional cost 2
The forge is capable of overdriving by spending 3 points of fuel. This allows it to forge as a move action rather than a standard action for the round. This may only be used to create flawed form points. This augment may not be applied to a core forge.
Smelting Forge: Additional cost 4
Requires level 7 of machine: This forge is capable of forging form points and using them to repair damaged features. By forging x form points of the same type of material (or a different material adding in the synthesize cost once Synthesize Material is gained) as a feature the forge could have made, this forge may heal that feature by x points. This does not actually create form points, and as such does not count toward form point of flawed form point limits.
Rapid Forge: Additional cost 3
Requires Quick Forge: The forge is capable of overdriving by spending 5 points of fuel. This allows it to forge as a swift action rather than a standard action for the round. This may only be used to create flawed form points. This augment may not be applied to a core forge.
Core Forge: Additional cost 7
Requires level 10 of machine: A core forge may not be made with flawed form points. It has an additional half as much hp as a normal forge. It is not limited in the number of supports between it and features being placed nor in the number of form points it may forge in a round. However, it always requires that a full round action be spent to forge form points, regardless of other augments or abilities that would normally reduce the time. A core forge may be separated from the machine as an action taking 2 rounds. If this is done, the core forge may not be used, repaired, or have the form points spent on it be regained. However, if within 5 feet of the core forge it may be reattached by spending 3 rounds.
more coming soon. Also rather incomplete in general as I got rushed near the end.
Probes: Cost - 3
Appearance: A small independent from may be released from somewhere on you.
Required Level: 10 Machine
Benefits: Making a probe is much like the spawn feature of the ozodrin, with the following changes. Unlike spawn, probes have a limited lifespan. A probe only lasts 6 hours + an hour per half the number of form points it costs (rounded down) counting from the time they are separated (this resets if they rejoin the machine), unless given a forge and made to repair itself (this requires it forge form points equal to its cost). However, even if made to repair itself, the machine begins regaining the use of form points and hp spent on the probe upon that time (at a rate of 2 form points and 1 reduced hp per hour). At such a time as all spent from points and lost hp is regained, the machine may create another probe using the same feature. Probes also do not share a conciousness with the machine, and cant distinguish friend from foe (outside the machine and other probes made by the same machine as itself). As such they must be given orders ahead of time in the form of directives. Directives are chosen upon the formation of the probe, though one or more probes may have a single directive changed as a full round action if in contact with the machine (all must gain the same new directive). This has benefits though, as probes will not stop functioning upon the death of the machine.
By default a probe may only contain a single default directive and one if/then directive. Directives must be simple, such as attack nearest (that isn't the machine or probe). Gather x type of resources resources. Follow the machine.
If/then directives may be somewhat more complex, such as: If full, then return to machine. If x hours have passed, then gather resources for x hours. If x hours have passed, then repair self. If hp reduced below x amount, then take x action. If signal is received, perform x action.
If/then directives always take priority over default.
Special: Probes may not have core forges. Probes may have any spawn augments applied.
Augments:
Advanced Directives: Additional cost 2
This probe has an additional If/then directive. Priority is chosen by the machine when directives are given. This augment may be added multiple times, the effects stack.
Signal Receiver: Additional cost 2
This probe is capable of receiving signals from the machine. Upon creation, choose which signal outputs it may receive signals from. While probes may not differentiate signals received by the same signal receiver, it may differentiate ones received by different signal receivers. This augment may be added multiple times to the same probe.
Discerning Probe: Additional cost 3
This probe may differentiate friend from foe.
Skilled Probe: Additional cost 5
Choose 1 skill. This probe is treated as having ranks matching ranks to the machine in that skill. This augment may be added to the same probe multiple times. Each time choose a different skill.
More to come.
Consume (Ex): In order to gain substances that it may later use, the machine must consume them. When devouring a creature, the machine may choose to consume it, in which case the machine will not heal any, but upon completely devouring the creature, it will gain substance from it. The machine may also consume dead or otherwise non-living substances. In the case of loose objects (such as a corpse or downed tree), it is treated as swallowing whole. In the case of objects which are a part of something else (such as a wall), the machine must first break a piece of it off, after which it may attempt to consume the piece.
Synthesize Material (Ex): Lets you pay form points to make one material a different one. Requires at least 1 form point of said material already. Will be a variable cost augment. Details coming soon.
Power Types Upon gaining level 4, choose a power type to gain access to. Additional power type are gained at levels 8 and 12. See below post (http://www.giantitp.com/forums/showthread.php?p=10207813#post10207813) for details.
Eternal Forge (Ex): Particularly powerful machines are difficult to truly destroy. Even if their body is reduced to rubble, and their remains scattered and salvaged, as long as a core forge remains intact the machine may be revived. If reduced below 0 hit points (or -10 for machines that don't wouldn't die until then), the flames in the machine's core forge(s) cease(s) to burn. If relit, the machine will be revived, but unconscious (or the deactivated) with the minimum amount of hit points it may posses and still be alive. It will also have no form points available to itself, nor be capable being healed by normal means. Instead, as the forge is used to melt down materials, it shall assimilate them, regaining its form points and its health (the health is healed at a 1 to 1 ratio with the form points being gained. This cannot raise the machine's hp above it's maximum) The machine may not be healed above the number of normal form points it has gained until it has regained all of its form points (do not count flawed form points for the purposes) at which point it shall be fully recovered. It will however become concious as soon as it has enough hp to be in such a state.
Note that while the machine may not regain form points spent on separated core forges or probes (unless they have been destroyed), it still is must count the form points for ones it is regaining to fully revive.
Also note, if the machine is revived through the use of a core forge that was separated before it's demise, it will only retain the memories it had up until the point that forge was separated (this also includes access to abilities, though it is still counted as having any gained after the point of separation). It may however regain all the memories it lost by consuming a portion of its former self (note, if it consumes another separated portion, it may only regain memories up to the point that portion was separated).
Eversmelting Forge (Ex): There is no longer a limit to the number of flawed form points the machine may have. However, those exceeding the amount that are normally allotted wear down twice as fast, reducing the time they last by half.
Owrtho
Machine
An image is needed
A boilerplate for a coat of skin, on oil and steam it thrives
A heart of iron pumps the blood to keep this monster alive
Of polished brass and steel contrived gears whir and metal churns
Eyes aglow from the fire inside as the coal within it burns
-Vernian Process (http://www.vernianprocess.com)
There exist devices, warped from their original purpose. Sometimes due to a mistake in creation, sometimes due to events happening once it is made. Still, there are those that would change themselves to be so. However they come about, they begin expanding upon themselves. Seeking to reach some unknown goal. They are machines.
BECOMING A MACHINE
Most machines are constructs that for some reason are not how they were meant to be. Others are beings that sought to convert themselves into machines.
ENTRY REQUIREMENTS
Type: Construct
Class Feature: Strange Anatomy‡
Skills: Craft (alchemy, armorsmithing, blacksmithing,
cobbling, locksmithing, pottery, sculpting, shipmaking, stonemasonry,
trapmaking, weaponsmithing, or another at DMs discretion) 5 ranks, Knowledge (dungeoneering) 2 ranks, Knowledge (Arcana) 2 ranks
Feat: Aberrant Blood*
‡ From the ozodrin (http://www.giantitp.com/forums/showthread.php?p=8551355) base class by Owrtho
* From Lords of Madness by Wizards of the Coast
Class Skills
The machine's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skills Points at Each Level: 4 + int modifier
Hit Dice: d10
LevelBase
Attack
BonusFort
SaveRef
SaveWill
SaveSpecial
1st
+0
+2
+0
+2Aberrant Design, Form Points, Flawed Form Points, Of Fuel and Iron, Feature (Support, Connector), Consume
2nd
+1
+3
+0
+3
3rd
+2
+3
+1
+3Synthesize Material
4th
+3
+4
+1
+4Power Types 1
5th
+3
+4
+1
+4feature (forge)
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
8th
+6/+1
+6
+2
+6Power Types 2
9th
+6/+1
+6
+3
+6
10th
+7/+2
+7
+3
+7feature (probes)
11th
+8/+3
+7
+3
+7
12th
+9/+4
+8
+4
+8Power Types 3
13th
+9/+4
+8
+4
+8Eternal Forge
14th
+10/+5
+9
+4
+9
15th
+11/+6/+1
+9
+5
+9Eversmelting Forge
Weapon Proficiencies: A machine gains no weapon or armour proficiencies.
Aberrant Design (Ex): Feats that require you to be a construct, as well as those that require you to be a member of a construct race (or living construct race), count as aberrant feats for you. As part of this, and similar to a normal ozodrin's primary stomach, the machine develops a core forge (see forge feature for more details).
Form Points (Ex): A machine gains 2 form points per class level. These are not like form points granted by other classes in that the machine does not gain the form points automatically. Instead it must consume an amount of material equivalent to that many form points (see the Of Fuel and Iron ability below). Any time it forges a material to create form points, it may choose to replace the material of form points it already has with that material, converting the previous material of those form points into the flawed form points that would normally have been gained.
Flawed Form Points (Ex): Unlike other ozodrin, a machine is constantly working to expand and enhance itself. Due to doing so by forging features out of existing material, the machine is able to improve itself beyond other ozodrin. However, due to the rapid creation of such features, many are flawed, causing them to soon wear and break apart. A machine gains 3 flawed form points per class level. Flawed form points only last for 20 minutes per class level from the time they are forged from a material until the time they wear down and break. Upon doing so any features made with the form points break off and crumble, while any unused flawed form points are drained from the machine. While the material is able to be consumed again and reforged, due to wear it lacks the same quality and amount. The number of form points gain back are reduced by first any normal form points spent, then any synthesize material costs, and finally by 1 an additional form point per 2 class levels (minimum 1). However, it is worth noting that the materials remain synthesized if the synthesize material augment was used.
Of Fuel and Iron (Ex): Any substance consumed by a machine may be categorized into one of two categories, material or fuel. Materials may be forged into form points, and such form points or flawed form points. Form points made forged from a material are able to create features made from that material without having to use the synthesize material augment. If the machine is a construct made of a specific type of material, any form points it has from sources other than machine levels are initially treated as being made from that material. If the material is not specified, the material is treated as being wood.
Fuels on the other hand are substances that the machine can burn or otherwise use to fuel abilities. There are 4 categories of fuel. Depending on the category the fuel is in, when a volume of it is consumed, it will grant a different number of fuel points. There is no limit to the number of fuel points that a machine can have at any given time, but it should be noted that they cannot be maintained for more than a round at a time, and any left over are wasted. It should be noted that woods and some other materials (such as bone) are able to fit into both the material and fuel category.
MaterialsHardnessHP
Paper, cloth, or rope01
Glass or Ice01
Leather or hide12
Wood15
Stone27
Iron or steel315
Mithral415
Adamantine520
*For any other material use a hardness of 1/4th substance hardness (remainders of .5 or higher round up, otherwise round down) and hp of half the listed hp per inch of thickness (rounded down minimum 1)
Forging Form Points: Using materials, the machine is able to forge form points for itself up to its maximum amount. Doing so requires that the machine has consumed an appropriate amount of a given material that it has not yet forged, and that it spend a full round action forging it. However, when the machine does so, it may immediately spend these form points if they are increasing its current form point pool (this does not allow the machine to re-allocated form points it already had). If it is instead replacing the material of form points it already has, the machine is unable to do so.
More specific details may be found under the forge feature.
For every 5 form points being forged (rounded down), 1 fuel point must be spent. However, for each 5 form points of the same material being forged, the machine may attempt a craft check (DC 20) of the appropriate type (see below), to gain 1 extra form point (this does not count toward form points for determining amount of fuel that must be consumed). The machine may take a 10 on this check.
MaterialsForm points per
minimum unitMinimum unitCraft Skill
Paper, cloth, or rope12 lbweaving
Glass or Ice11 lbgemcutting
Leather or hide14 lbleatherworking
Wood110 lbcarpentry
Stone, Bone110stonemasonry
Iron or steel15 lbany smithing
For materials that may replace one of the above in crafting, use it's weight relative to the weight of the above material.
FuelsFuel points per
minimum unitMinimum unit
Other210 lbs
Wood26 lbs
Oil, crude38 lbs, 1 gallon
Oil, refined24 lbs, .5 gallon
Coal12 lb
Features (Ex): The machine advances in features as an ozodrin, but also gains 4 additional feature types (supports, connectors, forges, probes order may be different).Supports: Cost - 4
Appearance: There is a large mechanical offshoot of some kind.
Required Level: 1 Machine
Benefits: Supports are large features that allow a machine to expand and control an area, as well as more easily reach places and house other features. By default, a support is the same size category as the machine. Due to their size and make, supports have their own hit points and hardness. A support has hardness as the material it is made of on the materials table (under the Of Fuel and Iron class feature). It also has hp of the shown amount. A support may have a number of features placed on it equal to 2 + 1 per three class levels + half charisma modifier. These features may be of any size. If damage that would be dealt to you is directed at a square a support is in, you may choose to have the damage dealt to the support or yourself. Creatures may attempt a call shot to damage a support or to damage you if both are within the square they are attacking. Area of affect damage does not damage treat you and your supports as separate entities for calculating damage.
Due to their inner workings, supports also gain their own actions. Every round you gain a number of move actions that may be used by supports or features on supports equal to 1 + 1 per 3 class levels (minimum 2). A single support may only make use of one such move action a round. A support that has been damaged such that it has no hit points cannot take a move action unless you overdrive it at a cost of 1.
There are 3 varieties of supports, branches, links, and shells. A medium branch is approximately 2.5 feet thick, and 10 feet long, as well as capable of supporting the machines weight of the machine. It occupies two squares of area, though other things may occupy the same area, and can be repositioned as a move action. Branches may make bull rush attempts.
A link is mostly the same as a branch, but is connected to two supports (or the machine and another support). It may not be freely moved, instead moving with the supports it links.
A shell covers a portion of the machine. As such damage may not be dealt to the covered portion until the shell has no hp remaining. It may cover a support or the machine itself, though a shell may only fully cover something of a size category smaller than itself. If it is being used to cover another support, and that support has been lengthened, then more than one shell may be needed to cover it.
Special: Other features may be placed on a on a support.
Supports may be healed with the appropriate craft check as if a construct.
Augments:
Small Support: Additional cost -1
This support is smaller than normal. The number of features that may be placed on it is reduced by one, and its length and thickness are halved (minimum length of 5 feet). This may not reduce the cost of the support bellow 1.
Piped Support: Additional cost 1
The support has pipes running through it. As such you may transport fluids from one end of the support to the other. If the support connects to a forge, a feature with the steam powered augment, or another support with pipes, you may choose to have the pipes connected. You may add this augment multiple times to the same support. Each time it causes another set of pipes to exist on it that is not connected to those already on it.
Pipes require 5 gallons per 5 feat of length the support has to be considered full.
Note, pipes may be placed on supports that are not steam powered, and may still be part of a steam powered system.
Tubing: Additional cost 1
The support has tubes running through it. As such you may transport fluids from one end of the support to the other. If the support connects to a forge, a feature with the diesel powered augment, or another support with tubing, you may choose to have the tubes connected. You may add this augment multiple times to the same support. Each time it causes another set of tubes to exist on it that is not connected to those already on it.
Tubes require 1 gallons per 5 feat of length the support has to be considered full.
Note, tubes may be placed on supports that are not diesel powered, and may still be part of a diesel powered system.
Lengthened Support: Additional cost 2
The length of the support is increased by 5 feet. Treat this support as being half a size category larger for the purposes of covering it with a shell support.
Large Support: Additional cost 5
This support is a size category larger than normal. The number of features that may be placed on it is increased by 1, and its length and thickness are approximately doubled (this is done before calculating the increase due to any applications of the Lengthened Support augment).
Catwalk: Additional cost 1
Requires level 5: The top of the support has a catwalk. This allows creatures 1 size category smaller to walk along it. If the support moves while creatures are on it, they must make a balance check (DC number of feet moved), or fall off.
Railings: Additional cost 2
Requires Catwalk: The catwalk has railings. This halves DC of the balance check needed to avoid falling off (rounded up).
Molten Repairs: Additional cost 3
Requires level 4 and pipes connected to a forge: This support is capable of being quickly, if poorly, repaired mid combat. As a move action the machine may overdrive costing 4 fuel points, having the connected forge forge a number of form points and sacrifice them to repair this support that much hp. This may not recover the support above 75% its max hp, though if this ability has been used within 5 minutes, a craft check (of the appropriate type for the supports material), may be made to heal it the remaining 75% (DC 5 + the total form point cost of the support and its augments). This check requires 1 minute to complete.
Note: the pipes used for this augment may not be used for purposes other than this augment, though they may be linked to other supports' pipes also used for this augment.
Special: This may also be used to repair forges connected to supports with this augment.
more coming soon
Connector: Cost - 1
Appearance: There is a connector or socket of some fashion somewhere on you
Required Level: 1 Machine
Benefits: On their own connectors are of little use. However, two supports possessing connectors that lack a * augment on them may, if in the same square or adjacent squares engage to each other or disengage as a swift action. While engaged, they are treated as being connected to one another. This may also allow tubing or piping systems on them to connect to one another and allow branch supports to act as link supports. If the connector has the clockwork augment, it may also allow clockwork supports to act as if connected for the purposes of the coordination overdrive. Your main body is counted as a support for these purposes, as is the inside surface of your stomach.
The main use for connectors however are their * augments, which are various tools or features built into them. A connector may only have 1 * augment applied to it.
Augments:
* Storage Chamber: Additional cost 0
A storage chamber is looks to be a chute heading into the machine. Storage chambers are able to hold 1 foot by 1 foot by 5 feet of material at a time, and like an ozodrin's stomach, are in a pocket dimension. Unlike the stomach, items placed in one cannot be retrieved, but are instead ready to be fed into a forge, condenser, or sorter chosen upon forming the feature. Attempting to forge form points or use fuel will automatically draw on a storage chamber connected to the forge being used (or feature if diesel power is being utilized).
Storage chambers cannot fill themselves, instead requiring manual filling.
Small Storage Chamber: Additional cost -1
Requires Storage Chamber: This halves capacity of the storage chamber. The augment may be applied multiple times to the same connector. The effects stack. It may not reduce the total cost of the feature below 1.
Large Storage Chamber: Additional cost 1
Requires Storage Chamber: This increases the capacity of the storage chamber by the default amount (if the boiler augment is applied use the capacity listed there instead). The augment may be applied multiple times to the same connector. The effects stack.
Boiler: Additional cost 1
Requires Storage Chamber and level 4: Unlike normal storage containers, this one is not in a pocket dimension, and may only hold water. In turn, it has a maximum capacity of 40 gallons at default size, things stored in it may be retrieved, and may be feed to forges, supports with the pipe augment, and features with the steam powered augment, rather than forge, condenser, and sorter, though it must be connected to them. Water in a boiler remains water, though if in a steam powered system with a forge may immediately convert to steam as steam is lost from the system. Boilers need not be full in a steam powered system for it to function.
A normal sized boiler counts a a medium sized feature for the purposes of shell supports, and counts as a size category larger for each application of the Large Storage Chamber augment, while the Small Storage Chamber augment makes it count as a size smaller for each application.
Hidden Piping: Additional cost 4
Requires Boiler, Oil Tank not used, and level 7: This boiler may be connected to a feature of the appropriate type when inside your stomach if it is outside it, or outside your stomach if it is inside it, chosen upon forming the feature. This augment may be applied multiple times to the same connector. Each time an additional connection may be made to a different feature.
Oil Tank: Additional cost 1
Requires Boiler and level 4: Unlike normal boiler, this one is designed to store oil instead of water. The maximum capacity remains 40 gallons at default size, things stored in it may be retrieved, and may be feed to forges, supports with the tubing augment, refiners, and features with the diesel powered augment rather than forges, supports with the pipe augment, and features with the steam powered augment, though it must be connected to them.
If an oil tanks may be specifically targeted for attacks. If they take fire damage while containing oil and without a shell support to protect it, make roll a 1d20. If the result is less than the amount of fire damage dealt + fuel points worth of oil /10 (rounded down), the oil in the oil tank ignites, causing an explosion (details will come later).
Hidden Tubing: Additional cost 6
Requires Oil Tank and level 7: This oil tank may be connected to a feature of the appropriate type when inside your stomach if it is outside it, or outside your stomach if it is inside it, chosen upon forming the feature. This augment may be applied multiple times to the same connector. Each time an additional connection may be made to a different feature.
* Harvester: Additional cost 2
Requires at least one storage container and level 3: This connector has a harvester on it. When formed choose a storage container or a sorter that it is connected to. While on it's own a harvester doesn't do much, it may be augmented or have a mouth placed on it to allow it to gather materials and fuel. If a mouth is placed on a harvester, it loses the ability to be used for swallow whole (if the Machine has that ability), but in turn anything consumed by it (the machine may not devour with it except in using the consume ability) is automatically put into the connected storage container (or goes through the selected sorter into a storage container).
Chisel: Additional cost 4
Requires Harvester and level 5: This harvester has been designed to gather materials on its own. When placed on a surface, as a move action the harvester may be made to start gathering some of the substance. If the hardness of the substance is 3 or less, it gathers 1 pound of the substance. If it is greater, and the next round this harvester tries again and has not changed position relative to the surface, add the max amount of hardness it could harvest from the previous round to the amount of the new round (so second round it would be 6, third round 9, etc.). Upon succeeding, it resets to 3 hardness max for the next round.
Note: twisting spikes may be used to increase the hardness the harvester may overcome if placed on it.
Rapid Chisel: Additional cost 4
Requires Chisel and level 5: Increase the number of pounds gained upon success by 1. This augment may be added multiple times to the same connector, the effects stack.
Efficient Chisel: Additional cost 4
Requires Chisel and level 5: This harvester may gather materials multiple times in the same round provided it could overcome the hardness multiple times. It also adds any excess hardness to the next round (so if a substance had a hardness of 2, the first round would harvest 1 pound, and the second round would harvest 2 pounds).
Note: If a substance has a hardness of 0, treat it as a hardness of 1 for these purposes.
there will be more augments for this.
* Sorter: Additional cost 1
Requires at least outputs (see description) and level 4: A sorter is feature used to split one input among multiple outputs. While only one feature may feed into a sorter, upon creation choose two outputs for the sorter. Outputs for a sorter must match possible outputs for what will feed into the sorter. A sorter allows the machine to then feed the input to any of the outputs.
Multi Sorter: Additional cost 1
Requires Sorter: A multi sorter has one additional output compared to normal. This augment may be added multiple times to the same connector. The effects stack.
* Condenser: Additional cost 2
Requires Level 4: A condenser is capable of condensing fuel into more effective forms. Condensers must either be powered by steam or diesel, or connected within one connection of a forge (connected to something connected to a forge). As a full round action, a condenser may convert 6 pounds of wood or 10 pounds of other fuel (the category) into 4 pounds of coal. A condenser outputs the coal a stomach, storage container, or sorter chosen upon its creation.
Overdive: By paying 2 fuel points, a condenser may as a full round action condense a number of times equal to the machines charisma modifier in a single round.
High Pressure: Additional cost 1
Requires Condenser: By performing an overdrive costing 2 fuel points, the condenser only requires a standard action to work.
Oil Producer: Additional cost 2
Requires Condenser and level 4: The condenser produces crude oil rather than coal. It requires three times the input of a normal condenser, but produces 2 gallons of crude oil in exchange. It may also feed into a refiner in addition to normal choices for a condenser.
* Refiner: Additional cost 4
Requires level 8: A refiner is able to take in crude oil and produce refined oil. Every round in may convert up to 2 gallons of crude oil into 1.5 gallons of refined oil. It has the same outputs as a condenser.
Large Refiner: Additional cost 4
The refiner is capable of converting an additional 2 gallons of crude oil each round. This augment may be added multiple times to the same connector. The effects stack.
Rapid Refiner: Additional cost 6
Requires Refiner: By performing an overdrive costing 4 fuel points, the refiner is able to convert the machine's charisma modifier times as much crude oil as normal.
* Signal Output: Additional cost 5
Requires level 12: There is a device capable of sending out a signal that may be picked up by probes with a receiver. If you have multiple signal outputs, you may have them each send out a different signal. As probes cannot distinguish between signal types the receive, this allows you to have different signals sent to different probes (by only allowing them to receive ones pertinent to them). The signal has a range of 1 mile, and may be sent as a move action.
Rapid Signal: Additional cost 1
Requires Signal Output: As an overdrive costing 2 fuel points, you may send a signal as a swift action.
Status Signal: Additional cost 2
Requires Signal Output: When this augment is applied, choose either a status effect or a range of consecutive hit points. When you suffer from that status effect (or your hit points are in the chosen range), this signal output will automatically send out a signal until you no longer meet the requirement. This will occur even if you are killed by the action that makes you suffer that status effect, though in such a case it will not persist. This signal may be applied multiple times to the same connector. Each time choose a different status or range of hit points.
Boosted Signal: Additional cost 2
Requires Signal Output: Increase the range of the signal by 2 miles. This augment may be added multiple times to the same connector. The effects stack.
Receiver: Additional cost 4
Requires Signal Output: This is a modified signal output that may not be put on probes. It is capable of receiving signals from probes. Unlike receivers probes use, it is able to sort out different signals and allows the machine to tell which probe sent the signal.
More will come
Forge: Cost - 3
Appearance: There is a forge somewhere on you.
Required Level: 5 Machine
Benefits: Forges are a necessaries feature for a machine. The allow it to craft form points, as well as use fuel for overdrives.
A normal forge is capable of forging 1 per 3 class levels 1 (minimum 1) + half charisma modifier form points at a time (note that this requires a storage chamber connected to the forge with the appropriate material). Doing so requires a standard action, though multiple forges may make use of the same standard action to forge form points. When forged, form points may be spent immediately, but only if there are less than 3 supports separating the forge and where the feature will be placed (this counts the support the forge is placed on. Count your main body as a support for this purpose).
Forges, like supports, have their own hp. However, damaging a forge requires specifically targeting it, and the hp does not contribute the the machines health. If it is on a support, it may not be damaged unless the support has no hp remaining. If a forge has no hp, it may not be used to forge form points. Repairing a forge requires a full round action spent forging an amount of material equivalent to the amount of damage being repaired at a different forge (this does not actually use up form points). A forge has hp and hardness as if it were a 3 inch thick piece of the material it is made from.
Special: Coming soon
Augments:
Quick Forge: Additional cost 2
The forge is capable of overdriving by spending 3 points of fuel. This allows it to forge as a move action rather than a standard action for the round. This may only be used to create flawed form points. This augment may not be applied to a core forge.
Smelting Forge: Additional cost 4
Requires level 7 of machine: This forge is capable of forging form points and using them to repair damaged features. By forging x form points of the same type of material (or a different material adding in the synthesize cost once Synthesize Material is gained) as a feature the forge could have made, this forge may heal that feature by x points. This does not actually create form points, and as such does not count toward form point of flawed form point limits.
Rapid Forge: Additional cost 3
Requires Quick Forge: The forge is capable of overdriving by spending 5 points of fuel. This allows it to forge as a swift action rather than a standard action for the round. This may only be used to create flawed form points. This augment may not be applied to a core forge.
Core Forge: Additional cost 7
Requires level 10 of machine: A core forge may not be made with flawed form points. It has an additional half as much hp as a normal forge. It is not limited in the number of supports between it and features being placed nor in the number of form points it may forge in a round. However, it always requires that a full round action be spent to forge form points, regardless of other augments or abilities that would normally reduce the time. A core forge may be separated from the machine as an action taking 2 rounds. If this is done, the core forge may not be used, repaired, or have the form points spent on it be regained. However, if within 5 feet of the core forge it may be reattached by spending 3 rounds.
more coming soon. Also rather incomplete in general as I got rushed near the end.
Probes: Cost - 3
Appearance: A small independent from may be released from somewhere on you.
Required Level: 10 Machine
Benefits: Making a probe is much like the spawn feature of the ozodrin, with the following changes. Unlike spawn, probes have a limited lifespan. A probe only lasts 6 hours + an hour per half the number of form points it costs (rounded down) counting from the time they are separated (this resets if they rejoin the machine), unless given a forge and made to repair itself (this requires it forge form points equal to its cost). However, even if made to repair itself, the machine begins regaining the use of form points and hp spent on the probe upon that time (at a rate of 2 form points and 1 reduced hp per hour). At such a time as all spent from points and lost hp is regained, the machine may create another probe using the same feature. Probes also do not share a conciousness with the machine, and cant distinguish friend from foe (outside the machine and other probes made by the same machine as itself). As such they must be given orders ahead of time in the form of directives. Directives are chosen upon the formation of the probe, though one or more probes may have a single directive changed as a full round action if in contact with the machine (all must gain the same new directive). This has benefits though, as probes will not stop functioning upon the death of the machine.
By default a probe may only contain a single default directive and one if/then directive. Directives must be simple, such as attack nearest (that isn't the machine or probe). Gather x type of resources resources. Follow the machine.
If/then directives may be somewhat more complex, such as: If full, then return to machine. If x hours have passed, then gather resources for x hours. If x hours have passed, then repair self. If hp reduced below x amount, then take x action. If signal is received, perform x action.
If/then directives always take priority over default.
Special: Probes may not have core forges. Probes may have any spawn augments applied.
Augments:
Advanced Directives: Additional cost 2
This probe has an additional If/then directive. Priority is chosen by the machine when directives are given. This augment may be added multiple times, the effects stack.
Signal Receiver: Additional cost 2
This probe is capable of receiving signals from the machine. Upon creation, choose which signal outputs it may receive signals from. While probes may not differentiate signals received by the same signal receiver, it may differentiate ones received by different signal receivers. This augment may be added multiple times to the same probe.
Discerning Probe: Additional cost 3
This probe may differentiate friend from foe.
Skilled Probe: Additional cost 5
Choose 1 skill. This probe is treated as having ranks matching ranks to the machine in that skill. This augment may be added to the same probe multiple times. Each time choose a different skill.
More to come.
Consume (Ex): In order to gain substances that it may later use, the machine must consume them. When devouring a creature, the machine may choose to consume it, in which case the machine will not heal any, but upon completely devouring the creature, it will gain substance from it. The machine may also consume dead or otherwise non-living substances. In the case of loose objects (such as a corpse or downed tree), it is treated as swallowing whole. In the case of objects which are a part of something else (such as a wall), the machine must first break a piece of it off, after which it may attempt to consume the piece.
Synthesize Material (Ex): Lets you pay form points to make one material a different one. Requires at least 1 form point of said material already. Will be a variable cost augment. Details coming soon.
Power Types Upon gaining level 4, choose a power type to gain access to. Additional power type are gained at levels 8 and 12. See below post (http://www.giantitp.com/forums/showthread.php?p=10207813#post10207813) for details.
Eternal Forge (Ex): Particularly powerful machines are difficult to truly destroy. Even if their body is reduced to rubble, and their remains scattered and salvaged, as long as a core forge remains intact the machine may be revived. If reduced below 0 hit points (or -10 for machines that don't wouldn't die until then), the flames in the machine's core forge(s) cease(s) to burn. If relit, the machine will be revived, but unconscious (or the deactivated) with the minimum amount of hit points it may posses and still be alive. It will also have no form points available to itself, nor be capable being healed by normal means. Instead, as the forge is used to melt down materials, it shall assimilate them, regaining its form points and its health (the health is healed at a 1 to 1 ratio with the form points being gained. This cannot raise the machine's hp above it's maximum) The machine may not be healed above the number of normal form points it has gained until it has regained all of its form points (do not count flawed form points for the purposes) at which point it shall be fully recovered. It will however become concious as soon as it has enough hp to be in such a state.
Note that while the machine may not regain form points spent on separated core forges or probes (unless they have been destroyed), it still is must count the form points for ones it is regaining to fully revive.
Also note, if the machine is revived through the use of a core forge that was separated before it's demise, it will only retain the memories it had up until the point that forge was separated (this also includes access to abilities, though it is still counted as having any gained after the point of separation). It may however regain all the memories it lost by consuming a portion of its former self (note, if it consumes another separated portion, it may only regain memories up to the point that portion was separated).
Eversmelting Forge (Ex): There is no longer a limit to the number of flawed form points the machine may have. However, those exceeding the amount that are normally allotted wear down twice as fast, reducing the time they last by half.
Owrtho