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View Full Version : Advance, Consume, Enhance, Advance [3.5 PRC PEACH]



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

Markus Darkmind
2011-01-21, 09:38 AM
Well, this is really a particular idea. Wasn't expecting anything like this. Also, it's awesome! I'll comment on the abilities later...

Necroticplague
2011-01-21, 12:18 PM
What exactly is the "overdrive" supposed to do?You give one example under clockwork, but don't go into much more detail. Does it act like psionic focus (spend a little bit of your action economy to gain it, then use it for benefits)?I'd say it sounds awesome but I'm to biased towards steampunk and eldritch horrors to give an opinion. Also, good source of party conflict, "Do we keep the things made of exotic materials, or let the Machine eat them?". Also, if you have multiple Core Forges, than can you revive at any of them (somewhat like a phylactery).Or do you select one that is your "primary forge" that is the only one Eternal Forge works with?

Owrtho
2011-01-21, 03:20 PM
Power TypesSteam: Has reduced costs for overdriving, but requires a steady supply of water and fuel be used.

Steam Powered - Cost 1
Steam features, are not as readily able to support themselves as normal ones, requiring the following to function.
Must have at least 4 gallon of steam in the if medium feature (1 gallon of water produces 2 gallons of steam). For larger features, double the amount needed from the previous size category. For smaller features halve it.
Must be connected directly to a forge, or have a pathway of structures with the pipes augment that are connected to a forge, which must have 8 gallons of steam per 5 feet of features that they are connected to.
Must have had a point of fuel spent to keep the water boiling within the last hour (this is per system).
The water must be boiling. This takes 30 minutes after the first point of fuel to start powering the steam features is spent (this is for each system).
Additionally, a gallon of steam is lost every 6 hours (rounded up) that the steam powered features are being powered, and every time a steam powered feature overdrives (this is only 1 gallon per system).

In return, steam powered features may overdrive for half the normal cost of fuel points (rounded up).
If an ability mentions a system in regards to steam powered features, it refers to all steam powered features that are connected to a single forge. Overdriving for steam features always requires the use of the connected forge, and as such prevents it from forging form points or being used for other overdriving for the round.
The first fuel point spent starting up a steam powered system requires a full round action, all others are automatic.

Other augments for steam powered features (Note: any overdrives take into account the halving of overdrive costs):
Heated Pipes: Additional cost 1
Requires feature be made of some form of metal: This feature is has numerous pipes containing hot steam on it. As such unarmed attacks and melee natural attacks made against it deal 1 point of fire damage to the attacker. This also adds 1 point of fire damage to melee attacks made by this feature. If the system is not active, this augment does not function.
Overdrive: A machine with this feature overdrive costing 2 fuel points to upgrade the damage of all features with this augment on a given system to 1d4 for a round.

Steam Burst: Additional cost 2
As an overdrive costing 1 fuel point and a swift action, you may release a burst of steam from this feature. This causes an additional gallon of steam to be lost on top of the normal amount lost when a steam powered feature overdrives. This steam burst affects a 5 foot cone and lasts 1 round. It causes 1 fire damage to creatures in the area upon its activation (reflex save DC 15+dexterity+ half class level negates), and grants partial concealment to targets of creatures within its area of effect. If a creature in the area fails its reflex save by at least 5 points, or rolls a natural 1, it is blinded for the round. Creatures may willingly choose to fail the save, and if they do so will not become blinded.

Large Steam Burst: Additional cost 2
Requires Steam Burst: When using the steam burst overdrive, this feature may release a larger cloud than normal. By losing twice the normal amount of steam, the range of the cone increases by 5 feet. The use of this is optional. This augment may be applied multiple times to the same steam powered feature. The effects stack (for the amount of steam used two doubles equals quadruple, etc.).

Lingering Steam Burst: Additional cost 3
Requires Steam Burst: The steam from this feature's steam burst lingers longer in the air than normal. The duration it remains is increased by 1 round. This does not increase the duration a creature blinded by the effect remains blinded. This augment may be applied multiple times to the same steam powered feature. The effects stack.

Automatic Steam Burst: Additional cost 4
Requires Steam Burst: This feature does may steam burst automatically any time another steam powered feature on the system overdrives. This still incurs the normal costs for using the steam burst other than the action to activate it.


Clockwork: Can't overdrive normally. Requires winding to overdrive. Winding is a full round action. May require winding to function normally. Will be limited in how much it can be wound. Will allow features that are linked to one another only by clockwork features to function in conjunction with one another (such as having multiple attacks act as a single attack. Would only roll against AC once, though a penalty would occur to damage (mind all would deal damage together. This would be an overdrive.) Multiple clockwork features could be wound as a single full round action. An augment would allow others to spend a full round action winding it for you.

Clockwork - cost 2
Clockwork features contain numerous gears, springs, and other such pieces. Unlike other power sources, clockwork features require winding to function. If not wound, a clockwork feature is incapable of any action except being wound. Winding a clockwork feature is a full round action (though you may wind multiple features in the same action), and will normally remain wound for an hour. Most clockwork features however are capable of being wound tighter than can be accomplished in a single round. By default, a clockwork feature may be wound a number of times equal to 2 + 1 per 3 points of dexterity modifier. While functioning, they produce a constant ticking sound, thus each clockwork feature provides a cumulative -2 penalty to move silently checks as long as it is wound. Like other power sources, a clockwork feature is capable of overdriving, though unlike others it can only do so if the overdrive specifies clockwork features as being able to do so.. Unlike other power sources this requires no fuel. Instead, it requires that one full winding per point of fuel be used up.

Clockwork has two unique types of overdriving.
Coordination: By spending overdrive costing the equivalent of a fuel point for a clockwork feature, you may have it take the same type of action (standard, move, swift, or immediate) as a connected clockwork feature without spending an action. If you so choose, you may also have other connected clockwork features coordinate off this one, thus allowing it to expand. This cannot allow a machine to take multiple full round actions in a turn, make more than one attack as a standard action, or to make more than its maximum number of attacks during a full attack. This cannot be used to wind a feature, though may trigger off of another feature being wound.

Clockwork Choreography: As a full round action, or upon creation, a machine may decide an action or set of actions that is built into the feature. These actions may span up to a number of rounds equal to twice the maximum number of fuel points the clockwork feature fully wound can equate to, though rounds may intentionally be left without actions. Other adjacent clockwork features may be made to take part through the Coordination overdrive, though will fail to do so if they are not wound enough. While a full round action may be performed using this ability, you may not make more than one full round action in a given round. You also may not wind the feature as part of the set of actions.
Thereafter, at any time the machine may use a standard action and an overdrive costing 1 fuel point to activate this ability. Upon being activated, the feature will perform the action of the first round, and proceed to act out the actions each subsequent round, costing it an fuel point the third round and every odd round thereafter, until it either completes the set of actions, runs out of winding to equate to fuel points, or is stopped prematurely as a standard action. While activated, the feature may not take any actions except those set by this ability, or a standard action to end the ability prematurely.
In the case of interacting with other objects, due to not taking into account surroundings, actions requiring fine manipulation cannot be done unless the actions were set while in a given position, and relative position to the objects has not changed. The same goes to attacks, which take a -2 penalty and treat enemies as concealed. Abilities that would grant a reflex save have the DC reduced by 2 as well.

other augments for clockwork features:
Long Spring: Additional cost 2
This increases the maximum number of windings by 1. This augment may be added multiple times to the same clockwork feature. The effects stack.

Gear Shifting: Additional cost 5
This clockwork feature is capable of storing two clockwork choreographies at a time, and changing between the active one as a move action. It may not change between them while performing using one of them, nor may it change the settings of one of them.

Long Choreography: Additional cost 6
When making a set of actions for clockwork choreography for this feature, it may last 3 rounds per maximum number of overdrives, and only uses them up every third round rather than every odd round.

Tightly Wound Springs: Additional cost 6
This clockwork feature only uses half a winding per point of fuel for overdriving.

Diesel: Would work much like steam powered, but not require the water and use more fuel.

Diesel Powered - Cost 1
Diesel powered features run off a simple engine and as such are not as readily able to support themselves as normal ones, requiring the following to function.
Must be connected to a system capable of providing at least half a gallon of refined oil or a gallon of crude oil.
Must have had 2 fuel points of oil from that source spent to keep the power running within the last hour (this is per system). Unlike steam powered systems this is done by the feature rather than a forge. This uses up a half gallon of refined oil or a gallon of crude oil (in the case of crude oil it generates 1 excess fuel point).
The engine must be running. This takes 1 round after the first two points of fuel to start the engines (this is for each system).

In return, diesel powered features may overdrive for half the normal cost of fuel points (rounded up).
If an ability mentions a system in regards to diesel powered features, it refers to all diesel powered features that are connected to the same source of oil. Overdriving for diesel features may be done using oil from the source the system draws on, in which case it does not require a forge.
The first two fuel point spent starting up a diesel powered system requires a standard action, all others are automatic.

Other augments for steam powered features (Note: any overdrives take into account the halving of overdrive costs):
Piston: Additional cost 2
As an overdrive costing 1 fuel point, the feature that this augment is applied to ignores 2 points of hardness and DR for one round. This augment may be applied multiple times to the same diesel powered feature. When using the overdrive, you may pay the cost for up to the number of pistons on the feature, the effects for all pistons paid for stack.

Smog: Additional cost 2
A feature with this augment has several pipes running out of it that continually spew a thin smoke. By using fuel points (minimum 1) and a swift action, the feature may be made to thicken the smoke it spews. The smoke fills the square the feature occupies for a round, providing concealment. It also acts as a poison against those struck by the feature (or that are in the same square(s) the machine occupies. Inhalation save DC 10+ machine's CHA mod+ 1/2 fuel points spent Initial 1d2 rounds stunned secondary none. Creatures entering the area after the initial effect may choose to hold their breath to avoid inhalation. For every Smog augment applied to the machine, creatures attempting to track it by scent gain a +2 bonus to checks, unless within a smog cloud.

Large Smog Cloud: Additional cost 4
Requires Smog: When using the smog overdrive, this feature may release a larger cloud than normal. By paying double the normal fuel points, the clouds radius is increased by 5 feet (treat the base radius as 2.5 feet). The use of this is optional. This augment may be applied multiple times to the same diesel powered feature. The effects stack (for the amount of fuel used two doubles equals quadruple, etc.).

Lingering Smog: Additional cost 3
Requires Smog: The smoke from this feature's smog lingers longer in the air than normal. The duration it remains is increased by 1 round. This does not increase the duration a creature stunned by the effect remains stunned. This augment may be applied multiple times to the same diesel powered feature. The effects stack.

Automatic Smog: Additional cost 4
Requires Smog: This feature does may smog automatically any time a diesel powered feature on the system overdrives. This still incurs the normal costs for using the smog other than the action to activate it.




Original post:Well, overdriving actually will tend to improve the economy of actions at the cost of fuel (clockwork being something of an exception as it requires winding rather than fuel). As for what overdrives are, it will be a somewhat general term for abilities using fuel, but also have some uses on its own. For example, the support features of the ozodrin will actually gain their own actions (move actions, and of a limited amount but still), as they are able to be moved and positioned for greater effect. An overdrive might be used to enhance the move action to a standard action, or to allow more actions (in the case of clockwork, if you had 8 supports and were using them like spider legs, you could have them all be clockwork to make it only count as one action to move with all of them, though that would be an overdrive). Overdrives also will in some cases be specific abilities of features or augments, specifically tools and forges, which may require fuel to be used.

As for the multiple Core Forges, the one you revive at is the first one that is relit. You don't get to choose, but you can revive from any. However, as noted until you eat a portion of you former self from the point at which you died, you won't have memories up to the point that core forge was separated from yourself. Mind, you could have multiple core forges in your body, and if you instructed the party to revive you, they could do so through any of them.

Mind a fun thing you could do if you worked alone, is sell your core forges off to blacksmiths and the like, and they would work just fine till you died, at which point one of them would start eating everything the blacksmith tried forging in it and you would revive in his shop.

I also will eventually come up with stats for core forges based off the material they are made of.

Owrtho

Owrtho
2011-01-23, 02:14 AM
I added the start of the support feature. I'm considering giving it an actual weight limit that may be increased, and have loads split between multiple supports.

Also, I could use suggestions on how to determine amounts for forging form points and determining fuel amounts. On the one hand, weight seem like they would be easy, but have issue with different material weighing different amounts, and not really letting you know the volume for when storing it (also there is the issue of some items having no listed weight due to it being minuscule). Volume on the other hand might be a pain to determine for things, such as weapons, items, or creatures that you may wish to try eating.
There will also be a tool augment that allows the compression of fuels into coal or oil, which doesn't affect weight, but does change volume, allowing for easier storage, and more efficient burning.

Suggestions are always welcome.

Owrtho

Necroticplague
2011-01-24, 09:59 PM
I like the idea of having supports actually need to be supported/ able to support, but it sounds like it may be a bit complicated. Especially if you take into account different shapes that can hold loads differently. I think weight should be what determines points, then size. Of course, then you have machines who get material almost entirely by using elemental lodestones as a form of ungodly concentrated materials. And would act as little one up pellets for them (taken post mortem, use probes to be sure). Also, since a probe given instructions to live replaces itself with flawed form points, does that mean they will need a constant supply of materials once they replace all of their form points with flawed form points? Cool. New BBEG idea!

Owrtho
2011-01-24, 11:32 PM
You make a good point on weight. The problem now will be trying to figure out how to calculate the weight per form point for a given material (for example less mithral would be needed than adamantine). Fortunately for many things they list a weight adjustment from iron/steel, though some things would need to be done other ways (such as wood, bone, glass, etc.).
As for the making there be weights and such, I could look up some basic shapes when building, and compare exoskeletal support to support beams. Main issue though is the risk of it becoming prohibitively complicated (though some may enjoy that), thus making it require some care. Also would require some kind of weight value being put to various other features. May make weight based on form point costs (possibly only accounting for augments that affect size and length though).

That is correct on the probes, though they do need somewhat more complex instructions than that (as in live, or more accurately repair itself, would only cause it to perhaps gather material and repair itself, nothing more. Though more complex instructions could be given such as, "repair yourself. if x happens, do y" with the possibility of more advanced layers.).

As for your BBEG idea, is it anything like this (http://www.youtube.com/watch?v=PTUSuvjiUZw)?
Maybe exiling that machine to the planet of null matter wasn't the best idea...)
Owrtho

Dencero
2011-01-27, 03:51 PM
Don't let this die! Not only has this introduced me to the Ozodrin, but Vernian Process! It must not perish!

This has an almost Phyrexian feel to it, which will be perfect for a campaign I will be doing sooner or later. I really can't say much about it right now, since it's still being created.

I can't wait to see what happens next.

Owrtho
2011-01-27, 04:05 PM
Worry not, for this isn't dead. I've just been a little busy with RL recently, along with doing some touching up of the ozodrin. As those that have followed the ozodrin and menacing manor may be able to tell you, I have a tendency to sometimes not show any work for days before updating.

Owrtho

Owrtho
2011-01-29, 07:08 AM
Minor update. May interest some.
Skill list and the start of the forge feature.
Owrtho

Dencero
2011-01-29, 09:20 AM
I am still really excited as to see where this goes. The more and more I design this character for my new campaign, the more I see this PrC fitting it perfectly.

Also, have you thought of checking out the Tome of Iron MK II by Admiral Squish? This seems like it would be a great addition and could synergize well with it. Like the cores that's been added not too long ago. It's just a suggestion, but I'll leave the link here in case you're interested.

http://www.giantitp.com/forums/showthread.php?t=182666

Owrtho
2011-02-01, 07:18 PM
Glad you like what you see.

Also, I have considered seeing if Admiral Squish has any advice or suggestions for this construct oriented class, but decided I should try to get a few more of the basics down before seeking out help.

Owrtho

Necroticplague
2011-02-04, 03:39 PM
As those that have followed the ozodrin and menacing manor may be able to tell you, I have a tendency to sometimes not show any work for days before updating.

Owrtho

[/dramatic understatement]

Anyway, an idea for clockwork:programing. You wind up some of the features, and then prepare them to take actions,even allowing you to have them act during turns that aren't yours, or several turns after being programmed. The gain a +1 bonus to the task at hand (programed legs add+1 if they jump, programmed arms get +1 to damage ect.). However, once they are set, you cannot change them until they have gone through their motions. So if you program them to have you jump 10 ft, then sleight of hand someones spell pouch, then you will jump 10 ft and try to sleight of hand someones spell pouch, even if they are no longer in range to do so, you will still try.

Owrtho
2011-02-12, 06:41 AM
Minor update. I rather liked the programming idea, though it seems like it should have a more clockwork name. Unfortunately I can't think of anything. Also, I added a few more forge augments.

Owrtho

Lix Lorn
2011-02-12, 01:11 PM
Very cool!


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.
Is there a mechanical way of turning yourself into a construct?

Owrtho
2011-02-12, 02:50 PM
Well, I seem to recall a few PRCs, as well as a few templates that do so. There is also the feat in the ozodrin thread that lets you count as a creature type when it comes to qualifying for things.

As a related side note, most machines would likely actually be animated objects, or awakened animated objects.

Owrtho

Necroticplague
2011-02-13, 10:59 AM
Very cool!


Is there a mechanical way of turning yourself into a construct?

Failing save to half-golem template, Aberrant Monstrosity:Construct,Green Star Adept PRC, Renegade Mastermaker PRC.

Owrtho
2011-06-27, 04:49 PM
Well, after a brief period of inactivity, this thread is back with a minor update.
Said update includes: Values for forging form point.
Values for using fuel.
Connector feature type and first set of augments.
Steam powered augment and a few related augments.
refined special overdrives for clockwork powered augment and a few related augments.
Diesel powered augment and a vague idea for some related diesel augments.
A new augment for the support feature.
References to connector augments that are not yet types up (like condensers, and refiners).

Also, I realize that it gains two feature types at level 1. However, the only connector uses that will be available at level 1 will be unaugmented and storage chambers (with size modifiers), which I decided to make required for forging form points/using fuel (so figured they should get). Most things still lack levels that you gain them though.

Owrtho

Owrtho
2011-06-27, 06:54 PM
Added a few more connector augments and a couple support augments.

Owrtho

Necroticplague
2011-06-27, 07:03 PM
What exactly are hidden piping/tubing supposed to do? From what i get from the name, (similar to hidden puppeteer), it seems the intent is to disconnect the collector from the rest of the system, while still providing fuel to it. So, for example, you could have a steam system going inside your stomach, and take the boiler out so you can fill it with water, the whole system doesn't shut down while you do so (as opposed to normal, which would require everything to stop while the boiler is missing, unless the system has some kind of redundant boiler setup).

Owrtho
2011-06-27, 07:17 PM
Actually the main use is so you can keep the boiler/oil tank in your stomach where it is less likely to be attack/won't be in the way. It also can be used to allow a system to connect between the inside of your stomach and the outside, which normally is not the case. Filling them isn't difficult though since you can just use a mouth on a harvester that pipes in into them (outside the steam and diesel systems connectors and the like are not limited in what they can connect to by being in or out of your stomach).

Owrtho

Necroticplague
2011-06-28, 02:58 AM
You made a few errors under Steam.
1.You ended Heated Pipes with the incomplete sentence "In the system"
2. You refer to overdriving as overbursting under Automatic Steam Burst.

Owrtho
2011-07-01, 09:24 PM
Well, first I'll note I fixed the above a while back. I also have updated the features some (such as adding a basic form of probes that I'm sure needs some work).

Owrtho

Necroticplague
2011-07-02, 06:04 AM
Does a signal allow for the changing of directives from a distance? Or does a probe require a directive to enable signals to do anything?

Owrtho
2011-07-03, 02:05 PM
It requires a directive, which may then be based off receiving a signal. As far as probes are concerned, a signal only transmits on or off.

Owrtho

Necroticplague
2011-07-03, 02:33 PM
Sorry, I'm just having a hard time getting around how it all works, so I'll try and go with an example:

You make a probe with one extra directive ,a signal output, and a couple eyes.
Simple Directive:Stand here and observe anyone who walks through that door.
function directive:If you see a a man with six fingers on his left hand, send me a signal.
extra directive:If you are unable to send me signal due to me being out range, send me a signal the second I come back in range.

So when the six fingered man walks through the door, it would send me a signal. The signal itself would contain no information (making it much like electricity or binary), but I would know it was sent by the probe with duties to tell me of six fingered man. Is this correct?

Owrtho
2011-07-03, 02:48 PM
Yes, that is correct. You also could technically allow for slightly more complex with that, as the part about it sending you a signal could just have, "as soon as possible" appended onto it, saving you the extra directive. You also could put a second signal output on the probe, and differentiate which one it is signalling you with, allowing a single probe to watch for multiple targets (and let you know which it sees, be specifying which it will signal you with).

Owrtho

Owrtho
2011-07-07, 09:09 PM
Well, added another augment to supports (one planned from near the beginning), and added tentative level requirements to everything. The machine is now in a playable state, though it is still rather in the works and as such things are subject to change or be added (though if the class seems rather empty I'll note that it does also gain the feature progression of the ozodrin on top of the features shown here). I'm considering an ability around level 5 or so that will be the machine equivalent of aberrant nature for the ozodrin, likely drawing on Aberrant Construct Subtype detailed in the Half-wrought Horror (http://www.giantitp.com/forums/showpost.php?p=10058670&postcount=46) though with a few changes.

As always suggestions and the like are welcome.

Owrtho

Necroticplague
2011-07-08, 05:10 AM
An idea I've been having based on my little knowledge of actual clockwork:

Self-Winding: Additional cost 5
The feature with this augment gains the ability to wind itself up with use. Whenever it is used to take an action 5 times, it gains one overdrive. However, the redundant mechanisms required are more noisy than usual, causing the cumulative penalty to move silently it gives to double. Also, it runs the risk of overwinding. When it would gain an overdrive when it is already reached its limit of overdrives, it creates a loud noise (easily audible to anything with a sense of hearing up to 60ft away) and the feature resets to zero overdrives.

Slip Clutch:Additional cost 3
requires Self-Winding:The feature is no longer at risk of overwinding. When it reaches it's max of overdrives, it simply can't get any more.

Owrtho
2011-07-13, 02:02 AM
Those are interesting ideas, though I'm somewhat uncertain how well they'd work from a logistics standpoint (given that the clockwork features are themselves powered by the clockwork parts and can't function if they unwind (except to wind themselves, which requires actions).

Also, updated the connectors. Now you can harvest stuff more easily after a few levels. Also any suggestions for diesel augments would be appreciated, as they are currently sorely lacking. If anyone decided to try out playing a machine, I'd be interested to here how it goes. Feedback will likely help to make the class better.

Owrtho

EdroGrimshell
2011-07-13, 11:06 AM
If anyone decided to try out playing a machine, I'd be interested to here how it goes. Feedback will likely help to make the class better.

I think i'll give it a shot if i can get a DM for the game i'll be posting in a bit. I'll start at level 6 so it will play through the entire machine class one level at a time. Though i will say now it'll be a gestalt game where i'll be using Draken's Anaxim monster class. I'll link it once i have it posted. Link (http://www.giantitp.com/forums/showthread.php?p=11407877#post11407877)

Necroticplague
2011-07-13, 12:30 PM
Does a chisel reqiure a move action every round to keep it going, or just a move action to start it up, and then it works on its own? Also, is it attached to you (like most features), or is it separate from you?

Owrtho
2011-07-13, 04:55 PM
Each turn requires a move action. However, I'll note that machines get move actions for each support, which isn't as bad as it sounds as supports don't move with the main body but must have an action spent to move them, though the action they get may be spent on connected non-support features.
Also, the chisel is attached to you. Think of it as teeth for a mouth in a way, though it could look other ways. In short, it just something that picks at or breaks pieces off of something. You could say it looks like a small conveyor belt of shovels for digging if you wanted. I also just realized I need to mention on the efficient augment that things with 0 hardness count higher (to avoid automatically getting the entire thing).

Owrtho

Necroticplague
2011-07-13, 08:39 PM
Since you wanted some diesel overdrives:

Piston: Additional cost 3
As an overdrive costing 2 fuel points, the feature that this augment is applied to ignores hardness and count as "-" for purposes of penetrating DR for one round.

Smog: Additional cost 2
A feature with this augment has several pipes running out of it that continually spew a thin smoke. By using fuel points (minimum 1) and a swift action, the feature may be made to thicken the smoke it spews. The smoke fills the square the Machine occupies, providing concealment. It also acts as a poison against those struck by the feature (or that are in the same square(s) the machine occupies. Inhalation save DC 10+ machine's CHA mod+ 1/2 fuel points spent Initial 1d2 rounds stunned secondary none.

Gideon Falcon
2011-07-14, 09:48 AM
A few questions you need to address:

What constitutes an 'input' or 'output' on a sorter?

How far can a support move in an action?

What's to stop me from making three or four shells around myself and then hiding while the rest of my features go onto the supports?

Also, the support description has a major typo about whether the support is treated as a separate target for the purpose of area effects.

Owrtho
2011-07-14, 01:08 PM
Since you wanted some diesel overdrives:

Piston: Additional cost 3
...

Smog: Additional cost 2
...

Those seem useful, though I might make a few changes/amendments (such as smog giving a bonus to tracking the machine, and possibly changing piston to granting an extra damage die, with the ability to add it more than once.


A few questions you need to address:

What constitutes an 'input' or 'output' on a sorter?

I should likely address that. An input is anything that feeds into it, while an output is anything it feeds into.


How far can a support move in an action?

Good question. There isn't actually a distance that supports can move, rather they can rotate from the point their connected to closest to the main body, and they may freely change their rotation as long as the same end remains in contact there (all subsequent supports likewise shifting). Thus a normal sized support on its own could move the equivalent of about 10 to 15 feet depending how you look at it, while if one is on the end of another support that is fairly long, and you move the long one it could move further. I should try to clarify that.


What's to stop me from making three or four shells around myself and then hiding while the rest of my features go onto the supports?

You could do so, though I need to clarify the rules that only one shell may be on something at a time (though you could put shells on shells, but each one would need to be a size larger). I perhaps should also make shells give a penalty to move speeds if on your main body.


Also, the support description has a major typo about whether the support is treated as a separate target for the purpose of area effects.

I should change that. I think it is a result of changing my mind partway through typing. Anyway, an area of affect will hit all non-shelled supports and you, but only so long as they still have hp. Thus if a support is out of hp, you won't take extra damage from it.

I really need to go through the supports and clean up the main description. Unfortunately like with the ozodrin I'm running out of characters for the post, and didn't think I'd need more than one post with this (after all, the other prcs classes only needed 1 post or less...).

Owrtho

Necroticplague
2011-07-19, 11:38 AM
Well, for smog's "anti stealth" portion, you could make it so the machine counts as releasing an overpowering smell while the feature is formed.

Gideon Falcon
2011-07-22, 05:01 PM
How thick is a medium shell? Or, at least, how many hit points does it have?

Owrtho
2011-07-22, 07:21 PM
How thick is a medium shell? Or, at least, how many hit points does it have?

As the description of supports state, a medium support only has the hardness & hp listed in the above area (in other words treat it as an inch thick), augments to change size increase this. If it seems odd despite them being larger than an inch in many cases, it's because they have intricate workings (at least somewhat).

Hopefully I'll clean up the description of supports sometime soon.

Owrtho

Owrtho
2011-07-28, 11:57 PM
Well, I added some diesel augments finally. I'll try to go over and clean up the support feature description sometime soon. Also will likely add wheel augments to the connector feature shortly.

Owrtho

Owrtho
2012-05-27, 07:53 PM
Well then, given recent interest and ideas (also someone pointing out I'd not gotten synthesize material done), I've decided to do some more work on this again. Here is an initial version of synthesize material, let me know what you think.

Synthesize Material (Ex): As the Machine improves itself, it becomes capable of converting form points made of one material into form points of another material provided it already possesses some form points of said other material. This process is akin to forging form points normally, but instead uses already forged form points. For the purposes of synthesizing materials, form points have a synthesis value dependant on the material they are made of (see below table for details). To synthesize a number of form points of a material, the Machine must make use of a number of form points with a total synthesis value equal to 1.5 times the total synthesis value of all the form points being synthesized of the new material (rounded up). Further the number of form points resulting from the synthesis cannot be more than 75% of the number of form points being used as components (rounded down). Synthesizing form points takes 1 round per 10 points of synthesis value of the synthesis component form points per forge being used in the process (rounded up). As with forging form points, the forges require fuel. Each round every 5 points of synthesis value from the components the forge is processing that round 1 fuel point must be spent (minimum 1). If the fuel may not be provided, the synthesis process is prematurely ended, with only the amount of form points that could have resulted from the previous rounds' synthesis value being gained, and all other form points wasted and lost. During rounds which the Machine is synthesizing a material, it must spend a standard action each round, and the forges being used in the process may not be used for anything else.

Form points spent to synthesize form points of a different material are lost, even if there would be synthesis value above the needed amount. As with forging form points, the Machine may choose to make the synthesized form points replace normal form points it possesses or be added to its current pool of flawed form points. Form points resulting from synthesis are gained at the end of the last round required for the synthesis process. A Machine may only attempt to creature form points of a single type of material through synthesis in a given round. Note that form points currently allocated to a feature may not be used in the synthesis process.

The quick and rapid forge augments may be used to speed up the synthesis process. For the quick forge overdrive, count the forge as completing 15 points of the synthesis value for that round, while the rapid forge overdrive counts as completing 20 points of the synthesis value for that round (recalculate remaining number of rounds as needed). If either overdrive is used, only flawed form points can result from the synthesis.

Synthesis Value Table:
{table=head]Materials Categories|Synthesis Value
Category 1|1

Normal Vegetable Matter (wood, shrubs, etc.)|

Normal Dirt or Stone|

Normal Rope, Cloth, Ice, or Glass|

Category 2|2

Normal Flesh or Bone|

Normal Leather or Hide|

Normal Crystals|

Category 3|4

Base Metals (Iron, steel, copper, etc.)|

Gems|

Rare Vegetable Matter (Darkwood, etc.)*|

Rare Dirt or Stone*|

Rare Rope, Cloth, Ice, or Glass*|

Category 4|6

Precious metals (Gold, silver, etc.)|

Rare Flesh or Bone*|

Rare Leather or Hide (Dragonhide, etc.)*|

Rare Crystals*|

Magic Vegetable Matter (Darkwood, etc.)†|

Magic Dirt or Stone†|

Magic Rope, Cloth, Ice, or Glass†|

Category 5|8

Rare Metals (Cold Iron, Mithral, Adamantine, Alchemical Silver, etc.)*|

Rare Gems*|

Magic Flesh or Bone†|

Magic Leather or Hide (Dragonhide, etc.)†|

Magic Crystals†|

Category 6|10

Magic Metals (Pandemonic Silver, etc.)†|

Magic Gems†|[/table]
*The term 'Rare' in the table refers to any material that conveys mundane‡ special properties to items made of it.
†The term 'Magic' in the table refers to any material that innately conveys magical‡ special properties to items made of it.
‡What qualifies as mundane or magical in this context is up to DM discretion.

Owrtho

radmelon
2012-05-27, 08:55 PM
" Where are His clockwork servants?
Where is the work of His hands?
Where are Her digital lovers?
What are His broken commands?"

"How can we hope to rebuild Him
if we are still creatures of flesh?
How can we claim that we serve Him
till our bodies are broken afresh?"

"What marvels are in His remaking!
What wonders are in Her control!
His Broken Gears turn forever
restoring the penitent soul!"

"How can we not spread His message?
How can we not serve His will?
How could we stand in His presence
and let Him remain broken still?"

"In light of the bodies He grants us
what now are our fleshly ones worth?
Through Her intervention we serve Him!
Through Her we will remake the earth!"

"We are His Clockwork Servants!
We do the work of His hand!
Those who oppose will forgive us
when they are made to understand!"

This class just screams "Broken God" to me. This would be perfect in an SCP-themed game, with the Machine trying to ascend to divinity or somesuch.

Necroticplague
2012-05-28, 10:43 AM
O.K, just to make sure I have how this works cleared up:
Making one form point of a magic gen/metal requires either 15 form points of wood,2 of a rare metal, 3 of a precious metal, 4 of a base metal, or 8 of a normal crystal. If I was to make a magic metal/gem using wood as a base, I would need at least 20 form points so that I can start the synthesis (so that the 15 form points I'm using are less then or equal to 75% of the form being used as components).This would require 3 fuel points to power and take up two rounds.

Also, can branches/shells link directly to each other, or do they have to have a link/connector in between them?

Owrtho
2012-05-28, 11:19 AM
O.K, just to make sure I have how this works cleared up:
Making one form point of a magic gen/metal requires either 15 form points of wood,2 of a rare metal, 3 of a precious metal, 4 of a base metal, or 8 of a normal crystal. If I was to make a magic metal/gem using wood as a base, I would need at least 20 form points so that I can start the synthesis (so that the 15 form points I'm using are less then or equal to 75% of the form being used as components).This would require 3 fuel points to power and take up two rounds.

Also, can branches/shells link directly to each other, or do they have to have a link/connector in between them?

The first part is correct.

The one having to do with the 75% would be incorrect. It means that you need to be synthesizing at least 4 form points of components to make 3 form points of the intended result. I'll try adjusting the wording to be a bit more clear. The main reason for that is so you can't do something like spend 1 form point of magic metal to get 6 form points of wood. Instead you will always end up with less form points than you put into it.

Also, the intended reading is that one point of magic metal would take 1 round to synthesize, as it is based on the synthesis value of the form points resulting rather than those going in, but perhaps it would be better to make it be based on those being spent (thus making magic metals/gems be two rounds minimum with a single forge) and meaning that if you overshoot the value it can take more time to make.
As for the fuel points, that is based on form points being made, not the synthesis value of said form points. That said, I'll adjust that slightly to make it a fuel points spent per round per forge.

I'll edit the post above momentarily to hopefully improve readability.

As for the part on branches and shells, they can do so. A link is just a branch that does not have a free end and thus cannot be stood on (and a few other things). Shells do not count as taking up ends or the like. Connectors simply add the ability for supports to become separated allowing reconfiguration without having to relocate form points.

Edit: Edited the ability description. This changed the rounds and fuel points to be based on the synthesis value of the synthesis component form points rather than the resulting form points' synthesis value or the resulting form points. Also states what happens if you fail to pay the fuel points for a given round.

Owrtho

Qwertystop
2012-05-28, 08:58 PM
Looks pretty cool

1: Going by the Form Points and Flawed Form Points entries in the OP, you can consume an enormous amount of dirt and a tiny grain of diamond, convert the dirt FP to diamond FFP, then get an enormous amount of diamond fragments after the FFP expire. All without Synthesize Material.

Also, what determines whether you get Flawed or normal FP? And could you explain the second-to-last line of Flawed Form Points?

Also, does a power type have to be specified, or can you go with none?

Owrtho
2012-05-28, 09:54 PM
1: Going by the Form Points and Flawed Form Points entries in the OP, you can consume an enormous amount of dirt and a tiny grain of diamond, convert the dirt FP to diamond FFP, then get an enormous amount of diamond fragments after the FFP expire. All without Synthesize Material.

No you can't. You would only gain a tiny amount of diamond form points with the rest being dirt unless you then used synthesize material to convert them.


Also, what determines whether you get Flawed or normal FP? And could you explain the second-to-last line of Flawed Form Points?

Forged form points default to flawed. However, unless something says otherwise, you may choose to replace unallocated normal form points with the freshly forged form points (or just add them to your normal form point pool if you have yet to fill that slot of normal form points).

As for the second to last line of flawed form points, I take it you mean the synthesize material part, which is now invalid. The original idea was that synthesize material would be an augment. The new version has the form points spent and lost when converting them, and as such already has the cost removed.


Also, does a power type have to be specified, or can you go with none?

Powers are augments (with certain special traits and such), if you do not apply it to a feature, said feature defaults to no power type.

Owrtho

Qwertystop
2012-05-29, 06:34 AM
As for the second to last line of flawed form points, I take it you mean the synthesize material part, which is now invalid. The original idea was that synthesize material would be an augment. The new version has the form points spent and lost when converting them, and as such already has the cost removed.

Actually, I meant "normal form points spent" and the fact that it seems that the higher your level, the less you get back.

Owrtho
2012-05-29, 12:27 PM
Actually, I meant "normal form points spent" and the fact that it seems that the higher your level, the less you get back.

The normal form points spent refers to any non-flawed form points spent on the feature (note that only flawed form points spent on features at the time their duration is up can be regained, and the form points lost are per feature). As those are not flawed, you retain them. As for you getting less back at higher levels, its worth noting they last 40 minutes longer per each point less that you get back, hence the higher degree of wear. Also related, is that as the Machine gets better at using its craft skills, the chance of it recouping form points when forging the left over material goes up.

Owrtho