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View Full Version : Base Class Challenge VII - You've Been PUNK'D!



Temotei
2011-07-11, 01:15 PM
You've Been PUNK'D!

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



1. You will be creating an original base class based around a theme of steampunk; madmen crafting steam-driven golems, spellcasters with a penchant for the mechanical, and defenders clad in ever-moving cog armor are all possibilities. You may not post your entry anywhere else until after the contest is finished. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by August 11th, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but the overall format should be somewhat similar. Mostly, just make it easy on the eyes.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Plagiarism is strictly forbidden.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=181782). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready, punk?

STEAM!

Temotei
2011-07-11, 01:16 PM
Base Class Name

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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16th|
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17th|
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18th|
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19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

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

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

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




Base Class Name

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
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+x|Class Ability

4th|
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5th|
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6th|
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19th|
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20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

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

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

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

Noctemwolf
2011-07-13, 09:38 PM
Golem Master
http://www.guildwars2.com/global/includes/images/wallpapers/GuildWars2-11-800x600.jpg
"You see, I understand the nature of these creatures. I know them, because they are extension's of my will, praises to my understanding of the nature of our world. You wish to learn? Then let us begin with the basics..."
-Iaeda, a Gnome Golem Master and Leader of the Hands of Techron

A Golem Master is never just an ordinary inventor. They are the highest and best thinkers of the era, a select few chosen by the high council of the Hands of Techron to learn the secret art of animating a Golem through almost nothing more than pure machinery. All Golem Master are creative, with a penchant for math and the other sciences. Almost all of them have other kinds of fields they are associated with other than Just Steam Machines.

Hands of Techron: This guild sprung up around the books and ideas first invented by Techron WhimbleWhiskers, a small gnome with a big brain and even bigger ideas about harnessing a small amount of the free flowing magic and using it to improve his machines. They control every aspect f the guild, and insure that it's secrets are not learned by anyone other than it's members. The golem's they build are put to a variety of uses, including manuel labor and guard duty; A guild member is the only one able to control these constructs, though, and of course they do not come cheap for their respective patron.

Adventures: Golem master May adventure for a multitude of reasons, almost any that you can imagine. The guild does little in terms of restricting it's members, so many of the more adventuresome types may find their skills useful in plundering riches and learning secrets lost in an ancient age.

Alignment: There is no particular alignment that Golem Master's may or must be; They can be of any alignment.

Religion: Golem Master's are scientists moreso than believers, and many have very strong opinions on their beliefs. Though many Golem Master's have no Deity the specifically serve, some may choose to worship a patron god of science or machines.

Background: A member of this class must be selected by the high council of the Hands of Techron, and they are always observant of those they think are worthy of the knowledge. Though in game terms there is no requirement, You may wish to include in your history how your character was chosen.
Note: Multiclassing Into The Golem Master class does carry a role-play requirement: You must be chosen (Or prove your worthiness) to join the class by the High Council of the Hands of Techron.

Races: Any race can be a Golem Master, though gnomes are highly suited to the class.

Other Classes: A Golem Master Enjoys the company of other intellects, and they are usually close buddies with the groups wizards.
They envy the abilities of the fighter and the rogue, and they usually try to emulate the qualities those classes have through their Golems.
Bards have a more free-spirited feel about them that Certain Golem Master's may or may not like, depending on their own world view.
Barbarians are respected though generally looked down on by Golem Master as somewhat backwards members of the party.

Role: A Golem Master is meant to support the other members of his party through the use of his golems, as well as his own limited spellcasting ability. Later on, a Golem Master can make a surprisingly difficult challenge for magic users, and can help support the group wizard in keeping hostile magic off their other party members.

Adaptation: A DM can very easily place the Hands of Techron into any setting, as they are not setting specific. An Existing Technology based guild can easily replace the Hands of Techron as well. However, if the setting does not utilize gnomes, they should choose a suitable race as a replacement for the Hands of Techron, as well as the general race most suited for the class.

GAME RULE INFORMATION
Golem Master's have the following game statistics.
Abilities: Charisma and Intelligence are very important to a Golem Master. Charisma Affects their ability to cast spells, while Intelligence affect the usefullness of many of their class abilities. Dexterity is often seen as useful for improving the Golem Master Defenses and ability to hit targets at a ranged (Where the Golem Master would prefer to stay).
Alignment: Any.
Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Cleric.

Class Skills
The Golem Master's class skills (and the key ability for each skill) are...
Appraise, Concentration, Craft, Diplomacy, Disable Device, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device, Use Rope.

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

Golem Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+0|
+0|
+2|
+2|Power Gauntlet, Surge 1d6, Construct Companion|-|-|-|-
2nd|
+1|
+0|
+3|
+3|Tech Ability|-|-|-|-
3rd|
+2|
+1|
+3|
+3|Construct Companion II|-|-|-|-
4th|
+3|
+1|
+4|
+4|Command Constructs, Tech Ability|0|-|-|-
5th|
+3|
+1|
+4|
+4|Surge 2d6|1|-|-|-
6th|
+4|
+2|
+5|
+5|Tech Ability|2|0|-|-
7th|
+5|
+2|
+5|
+5|Construct Companion III|3|1|-|-
8th|
+6/1|
+2|
+6|
+6|Tech Ability|4|2|0|-
9th|
+6/1|
+3|
+6|
+6||4|3|1|-
10th|
+7/2|
+3|
+7|
+7|Magitech Ability, Steam-Driven, Surge 3d6|4|4|2|0
11th|
+8/3|
+3|
+7|
+7|Construct Companion IV|4|4|3|1
12th|
+9/4|
+4|
+8|
+8|MagiTech Ability|4|4|4|2
13th|
+9/4|
+4|
+8|
+8||4|4|4|3
14th|
+10/5|
+4|
+9|
+9|Magitech Ability|4|4|4|4
15th|
+11/6/1|
+5|
+9|
+9|Construct Companion V|4|4|4|4
16th|
+12/7/2|
+5|
+10|
+10|Magitech Ability|4|4|4|4
17th|
+12/7/2|
+5|
+10|
+10|4|4|4|4
18th|
+13/8/3|
+6|
+11|
+11|Magitech Ability|4|4|4|4
19th|
+14/9/4|
+6|
+11|
+11|Construct Companion VI|4|4|4|4
20th|
+15/10/5|
+6|
+12|
+12|Craft Inevitable|4|4|4|4[/table]

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

Weapon and Armor Proficiencies: Golem Masters are proficient with all simple weapons, one Martial Weapon of their choice, Light Armor, and shields (Though not tower shields).

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

Spells: As a Golem Master increases in level, they gain a small ability to access the flows of magic with their Power Gauntlet. Golem Master's can cast arcane spells. To cast a spell, a Golem Master must have a total charisma modifier equal to 10 plus the level of the spell they are attempting to cast. The DC for these spells is equal to 10 plus the spell level plus the Golem Master's Charisma modifier (10+lvl+Cha).
In addition, the somatic components for Spells cast by a Golem Master are very simple, usually involving a simple twist of the wrist or some inane finger movements with the Power Gauntlet. In game terms, a Golem Master can ignore the spell failure chance of up to medium armors.
If a Golem Master Is not Wearing his Power Gauntlet, He is unable to cast his spells. A Golem Master Must Rest for 8 Hours in order to us his spells again (Though these do no have to be consecutive).

Power Gauntlet {Ex}: This strange device Gifted to you by the Guild known as the Hands of Techron gives you access to many abilities, not the least of which is the ability to communicate with your constructed creatures.
All Your Class abilities, including your spells and golem companions, require you to be wearing this glove in order for them to function. If you are not wearing this item, your other class features fail to function when used (Though they are not expended). You automatically start with one Power Gauntlet if you begin as a Golem Master; If you multiclass into this class, or lose your first Power Gauntlet, You are required to replace it at a cost equal to your level times 150 gold. In game terms, this items has the following statistics:
One Handed Weapon, Cost: Varies, Damage:1d6 Bludgeoning, Weight: 2 lbs. Special: You cannot be disarmed of this weapon.
(Used as a focus for the class's other abilities)

Command Constructs {Ex}: Your Power Gauntlet, besides allowing you an ability to communicate with artificial creatures, also allows you to override their original programming, if only temporarily. This works exactly as the clerics rebuke and command ability, except that it works on constructs instead of Undead. This ability is usable a number of times per day equal 3 plus your Intelligence Modifier.

Surge {Su}: Through accessing a small power battery on your back, you can channel an electrical surge through your gauntlet and into a target. This is a ranged touch attack that deals an amount of electricity damage equal to that stated on the class's advancement table. As the Battery recharges by absorbing ambient magical energies, this is considered a supernatural ability: However, it is also treated as an instantaneous conjuration spell. This ability has no limit on how many times it can be used per day.

Tech Ability {Ex}: Over time, a Golem Master leanrs to use their education in new ways. Whenever you gain a Tech Ability, you may choose from one of the choices given below:
Extra Gauntlet: You gain an additional Power Gauntlet that you can wield in your off-hand. While wearing both Gauntlet's together, you gain the benefit of the two-weapon fighting feat (Though you do not actually have the feat). Your off-hand gauntlet is treated as a light weapon for the purpose of two-weapon fighting. Anytime a Tech Ability adds a bonus to your Power Gauntlet, it also adds the benefit to your second one.

Rocket Gauntlet: You have Incorporated small rockets into your Power Gauntlet, allowing you to strike with more force than you could do without aid. Add an additional 1d6 points of damage to your Power Gauntlet.

Overcharge: You have managed to figure out how to pull more power from your battery. a number of times per day equal to your Intelligence modifier, You can double the amount of damage your Surge ability deals. However, if you roll a one when attempting to attack with Surge under the effect of this ability, then your battery becomes useless for 8 hours as it recharges.

Tech Weapons: You gain the Create Tech Weapons Feat. This allows you the ability to craft certain special weapons. See the feat for details.

Tech Armor: You gain the Create Tech Armor feat.

Tech gadgets: You gain the Create Tech Gadgets feat.

Golem Control: You have learned how to control your golem's quicker and more effectively. Golem's under your control from wether your Construct companion ability, Commanded constructs from your command construct's ability, or any golem's crafted separately from these abilities may be given orders as a swift action, though you may only order one such group at a time (The groups being those given to you Under Construct companion, those commanded by Command Construct's, and those built outside of these two abilities).

Golem Knowledge: choose one of the following. you may craft and/or upgrade golem companions with the new ability.
none yet

Build Master: Add your intelligence modifier as a number of bonus points to your tech points pool.

Magitech Ability {Su}
(Improves the Golem Master's gauntlet, surge, golem's, and other smalls trinket and devices that all interact with magic in some way. Mostly Supernatural and/or some spell-like abilities)

Craft Inevitable
(Possible Capstone)

Construct Companion {Ex}: At first level, you gain a companion. This construct is a single HD Golem of your choice from Either a Copper, Bronze, or Tin Golem. .
(Like an Animal Companion, but crafted to your specification)

Steam-Driven: You may upgrade one of your Construct companions with the ability to carry you into battle. This companion must be at least one size category larger than you. By spending an amount of gold equal to the tech points invested in the golem x 500 gold, you can upgrade the golem to carry you. This is done as a full-round action. While inside your golem companion, you have the following benefits:
When your golem companion moves, you move along with it without spending your own action to do so. however your move action is used up every round as you control your golem from the inside. (This means you may always take a standard action, however). For the purposes of targeting, you are unable to be targeted specifically, as the golem shields you from these attacks.

Golem Master Spell List:

1st- animate rope, expeditious retreat, grease, Entropic Shield, Jump, Shield, Identify, Shocking Grasp, Mending, repair minor wounds

2nd- Protection from Arrows, Resist Energy, Glitterdust, See invisibility, Blur, Hypnotic Pattern, Pyrotechnics, Make Whole, Shatter, Silence, repair light wounds

3rd- Bull's Strength, Owl's Wisdom, Fox's cunning, Bear's endurance, Eagle's Splendor, Cat's Grace, Heat Metal, Wood Shape, Warp Wood, repair mderate wounds, Displacement, Blink, slow, haste, keen edge, sculpt sound, stone sculpt

4th- repair critical wounds, Stoneskin, Resilent sphere, Rainbow Pattern, Airwalk, Dimensional Anchor, Spell Immunity, Freedom of Movement, Rusting Grasp, Dispel Magic

Noctemwolf
2011-07-13, 09:39 PM
Copper Golem:
Brass Golem:
Whispersteel Golem:

Bronze Golem:
Iron Golem:
Obsidian Golem:

Tin Golem:
Mithreal Golem:
Crystal Golem:

Glass Golem:
Adamantine Golem:

Morph Bark
2011-07-15, 07:07 PM
Steam Punk

Put an image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

GAME RULE INFORMATION
Steam punks have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As sorcerer.

Class Skills
The steam punk's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Dex), Knowledge (all, taken individually; Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


STEAM PUNK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

1st|
+0|
+2|
+2|
+0|Invocation (least), steamer, steam points|1

2nd|
+1|
+3|
+3|
+0|Steamless punk|1

3rd|
+2|
+3|
+3|
+1|Channeler|2

4th|
+3|
+4|
+4|
+1|Steam companion (-3)|2

5th|
+3|
+4|
+4|
+1|--|3

6th|
+4|
+5|
+5|
+2|Channeler Upgrade I, invocation (least or lesser)|4

7th|
+5|
+5|
+5|
+2|Steam companion (-2)|4

8th|
+6|
+6|
+6|
+2|Improved Steamer|5

9th|
+6|
+6|
+6|
+3|Thick Steamer|5

10th|
+7|
+7|
+7|
+3|Steam companion (-1)|6

11th|
+8|
+7|
+7|
+3|Invocation (least, lesser or greater)|7

12th|
+9|
+8|
+8|
+4|Channeler Upgrade II|7

13th|
+9|
+8|
+8|
+4|Steam companion (-0)|8

14th|
+10|
+9|
+9|
+4|Greater Steamer|8

15th|
+11|
+9|
+9|
+5|--|9

16th|
+12|
+10|
+10|
+5|Invocation (least, lesser, greater or dark)|10

17th|
+12|
+10|
+10|
+5|Channeler Upgrade III|10

18th|
+13|
+11|
+11|
+6|--|11

19th|
+14|
+11|
+11|
+6|Steamer companion (2nd)|11

20th|
+15|
+12|
+12|
+6|Steamsharer|12[/table]

Weapon and Armor Proficiencies: The steam punk is proficient with all simple weapons, the lance, rapier, short sword, trident and all ray guns.

Invocations:

Steamer (Su):

Steam points:

Channeler (Su):

Steam companion (Ex):

Steamsharer (Su):

Ursus the Grim
2011-07-15, 07:32 PM
Clockwork Ubermensch

http://i162.photobucket.com/albums/t262/AdamantinePangolin/x34.jpg

"I am a visionary, I am a genius, and now I am angry! And after I kill you, I swear I'm going to boil you down for axle grease!"-Dr. Arliss Loveless

What makes a humanoid? Two legs, two arms, a head? What happens when a humanoid loses a leg, or an arm, or perhaps their entire lower torso? This happens quite often, even in the golden age of science and medicine. Gangrene, war, flesh-eating plagues all take a toll on the limbs and bodies of many. Some may be content to hobble about on crutches or propel themselves with squeaky wheels and a cushioned chair. But not all. Those with the intellect, the ability, and the determination to turn their 'disability' into a boon find themselves quite pleased with the adjustments. Some particularly eccentric individuals even undergo this process without any need, seeking a way to become more than human and laugh at all those of soft flesh and brittle bones.

Adventures: The common thread binding all Clockwork Ubermenschen is their intellectual curiosity, a drive to learn more and perfect their knowledge. They are particularly prone to wondering what else exists outside of the life they've known. This curiosity, this drive to find something different is often also the same drive that brings them to try and improve themselves. Clockwork Ubermenschen may also adventure to prove themselves, to show exactly what they can do with a body they've built themselves.

Characteristics: Clockwork Ubermenschen, despite their intellectual tendencies, are not afraid to enter combat. Their modified body and the exercise they've undertaken to adjust to it makes them a resilient melee combatant, and many have certain components that can give them an advantage in a variety of scenarios.

As a Clockwork Ubermensch advances, he makes further adjustments to his body, eventually becoming resistant to a variety of environmental hazards and dangers that target metabolism, all the while improving his resistance to damage and ability to recover from it.

Alignment: As a result of their tendency to cross lines established by medical ethics and ignore certain laws in pursuit of their improvement, most Clockwork Ubermenschen are chaotic in alignment. As adjustments are made, most lose some amount of empathy for their 'raw' associates, meaning more lean towards evil than good. That being said, a Clockwork Ubermensch may be any non-lawful alignment.

Religion: Most Clockwork Ubermenschen do not follow a particular faith, having more belief in their own abilities than in abstract things such as 'gods' and 'magic.' Most Gods of good alignment espouse the value of life, nature, or law, so the occasional Ubermensch clinging to religion is likely to follow Nerull, the Reaper of Flesh.

Background: Any humanoid may walk the path of a Clockwork Ubermensch, in theory. Some are driven to it out of necessity, such as the inventor who loses an arm to a gnoll's axe. Some are driven to it by hatred, such as the young man bullied for his bookish habits. Lost or sacrificed limbs and organs are replaced by prosthetic surrogates. Few, however, stop there, and the initial change sets off the individual's frenzy as they make more and more changes. Indeed, all the walk the path are, to some extent, mad to undertake the dramatic self-experimentation and amputations.

Races: Prior to taking levels in the class, a candidate must have had a fully functioning metabolism, including the ability or need to eat, drink, and rest and gain some benefit from doing so. The candidate must also have a corporeal body. Most Clockwork Ubermenschen are humans, the most revolutionary and dramatic of the common races, though Gnomish ingenuity and tinkering has created some members as well. Few other races possess the physical stamina, mental capacity, and complete disregard for 'humanity' that becoming a Clockwork Ubermensch requires, though there are inevitably some exceptions to that rule.

Other Classes: Clockwork Ubermenschen often clash with parties they adventure with. Their views and attitude distance them from spellcasters from the Cleric to the Wizard, and from the zealous Paladin and Crusader. Though they agree with the hands-on approach of melee warriors such as the Barbarian, Fighter, and Warblade, they consider themselves superior on account of their intelligence. Only the Rogue and Artificer, with their cleverness and mechanical expertise, commonly earn the respect of an Ubermensch.

Role: The Clockwork Ubermensch best serves the party as a front-line warrior, using their unique resistances and toughness to confront enemy combatants. Their intelligence often leads them to be tactically minded, and a Clockwork Ubermensch at a pre-battle strategic meeting can be a valuable addition, no matter how mad his plans sound.

Adaptation: The Clockwork Ubermensch fits best in Steampunk settings or in settings with at least Renaissance Era technology. If used in a high-powered setting, you may want to grant it martial maneuvers and stances as a martial adept. Desert Wind, Diamond Mind, Setting Sun, and Shadow Hand could all be reasonable schools for a Clockwork Ubermensch to study, depending on the individual character.

GAME RULE INFORMATION
Clockwork Ubermenschen have the following game statistics.
Abilities: Intelligence is arguably the most important ability score for a Clockwork Ubermensch, contributing to several of their abilities and to their armor class. As a melee combatant, Clockwork Ubermenschen are also reliant on Strength, Dexterity, and Constitution. Wisdom and Charisma are the least important abilities for a Clockwork Ubermensch, indeed, most are unstable, unattractive, or both.
Alignment: Any nonlawful.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As cleric.

Class Skills
The Clockwork Ubermensch's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), and Use Magic Device (Cha).

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

Clockwork Ubermensch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

1st|
+1|
+2|
+2|
+0|Beginnings, Light Fortification, Transmogrification +2|+0

2nd|
+2|
+3|
+3|
+0|Disable Mechanics|+0

3rd|
+3|
+3|
+3|
+1|Alteration|+0

4th|
+4|
+4|
+4|
+1|Like Clockwork|+0

5th|
+5|
+4|
+4|
+1|Failsafe|+1

6th|
+6/+1|
+5|
+5|
+2|Transmogrification +4|+1

7th|
+7/+2|
+5|
+5|
+2|Automatic Detection Defense|+1

8th|
+8/+3|
+6|
+6|
+2|Moderate Fortification, The Tipping Point|+1

9th|
+9/+4|
+6|
+6|
+3|Alteration|+1

10th|
+10/+5|
+7|
+7|
+3|Transmogrification +6|+2

11th|
+11/+6/+1|
+7|
+7|
+3|Damage Reduction 5/Adamantine|+2

12th|
+12/+7/+2|
+8|
+8|
+4|Alteration|+2

13th|
+13/+8/+3|
+8|
+8|
+4|Secondary Sensory Defense|+2

14th|
+14/+9/+4|
+9|
+9|
+4|Heavy Fortification|+2

15th|
+15/+10/+5|
+9|
+9|
+5|Transmogrification (Immune)|+3

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Damage Reduction 10/Adamantine|+3

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Alteration|+3

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Delay Deconstruction|+3

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Maddening Innards|+3

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Damage Reduction 15/Adamantine, Alteration|+4[/table]

Class Features
All of the following are class features of the Clockwork Ubermensch.

Weapon and Armor Proficiencies: Clockwork Ubermenschen are proficient in the use of all simple and martial weapons, as well as pistol and muskets, but not with any armor or shields.

AC Bonus (Ex): When unarmored, the Clockwork Ubermensch adds his Intelligence bonus (if any) to his AC. In addition, a Clockwork Ubermensch gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five class levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

Beginnings (Ex): Upon taking his first level in the class, a Clockwork Ubermensch begins to lose his organic nature. He now receives only half the normal benefit from Conjuration (Healing) spells, but may be targeted by beneficial effects that normally only target objects and constructs. If healed by such an effect, he gains half of the hit points that would normally benefit him.

Transmogrification (Ex): As a Clockwork Ubermensch gains levels, he makes more drastic adjustments to his form and being, removing 'obsolete' organs and installing new, custom mechanisms. This movement away from the organic gives a bonus of +2 on all saves and checks made to resist the following conditions: Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, effects that cause the Sickened condition, and Energy Drain. This bonus increases to +4 at 5th level, and to +6 at 9th level. At 14th level, the Clockwork Ubermensch becomes immune to those conditions. In addition, he no longer needs to eat, sleep, or breathe. However, he still requires rest in order to prepare or cast spells. However, at each level that he gains the aforementioned bonuses, he takes a similar penalty to Bluff, Diplomacy, and Handle Animal.

Fortification (Ex): What vital organs the Clockwork Ubermensch has left are often well-protected as he attempts to find ways to replace them. At first level, the Clockwork Ubermensch has a 25% chance to negate extra damage dealt by a sneak attack, critical hit, or other effect that is reliant on a discernible anatomical weakness. At 7th level, this chance increases to 50%. At 13th level, this chance increases to 100%, effectively negating all such effects.

Disable Mechanics (Ex): Clockwork Ubermenschen can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. A Clockwork Ubermensch who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Alterations (Ex): At 3rd, 8th, 11th, 16th, and 20th levels, a Clockwork Ubermensch may choose one of the following special abilities.

Thrusters: A pair of rudimentary and unsafe-looking yet quite powerful propulsion systems has been added to the Ubermensch's body cavity and emerge when needed for use, usually through a hinged door where one would expect to find the kidneys. The Clockwork Ubermensch gains a fly speed of 60 feet (Poor) for up to one hour each day. This allotment need not be continuous. The thrusters are calibrated for the weight of just the Ubermensch. Carrying more than a light load burns off more fuel and reduces the available flight time to thirty minutes.

Let off the Steam: Many Clockwork Ubermensch rely on the power of steam and its related principles to provide movement in place of biological systems such as ligaments and bones. One who chooses this Alteration gains Fire Resistance 10. In addition, the Clockwork Ubermensch may emit a cloud of burning hot water vapor that deals 2d6 Fire damage to all creatures within 20 feet of the Ubermensch. This cloud lasts for a number of rounds equal to 3+(the Clockwork Ubermensch's Constitution Modifier) and travels with him if he moves. A creature in the radius may halve the damage with a Reflex Save. The DC for this saving throw is equal to 15+(1/2 the Ubermensch's Class Level)+(The Ubermensch's Intelligence Modifier). Moderate or Strong Winds can suppress the vapor for their duration, but if the wind ceases before the duration of the ability is up, the vapor resumes. All creatures in the cloud are treated as having concealment.

Rocket Fist: Once per encounter, a Clockwork Ubermensch wielding a 1-handed or smaller weapon in one hand may use it as a ranged weapon with a range of 60 feet. They add their Intelligence Modifier to their base attack and damage rolls for this attack, and the damage dealt is equal to the damage of the weapon. A Clockwork Ubermensch with this ability gains Improved Unarmed Strike as a bonus feat, and is treated as being one size category larger for purposes of Unarmed Attack damage. The weapon and the hand holding it do not return, and so the Ubermensch must retrieve it after use.

Golden Arches: The Clockwork Ubermensch has found and implemented an improvement on nature's design for locomotion. He gains Fast Movement equal to 10 feet for every four class levels he possesses.

Buzzsaw Cog: One of the nastiest surprises an Ubermensch can bring to a close-quarters fight, razor-sharp blade spun with great speed. When an Ubermensch succeeds on a check to pin an opponent, the blade emerges and he is entitled to a second grapple check. If this second check succeeds, the blade digs into the most vital areas of the helpless opponent, slaying them instantly. This does not work on creatures without a discernable anatomy, or those immune to precision-based damage such as sneak attacks and critical hits.

Rough Joints: Not all artificial limbs are smooth, sleek constructions. Some choose to leave jagged edges in places that don't impact performance, or exposed gears that can trap and injure enemy implements. Whenever an opponent targets the Clockwork Ubermensch with an unarmed strike, natural attack, or grapple attack, the opponent must make a Reflex save (DC 10+(1/2 the Ubermensch's Class Level)+(The Ubermensch's Intelligence Modifier)) or take d8+the Ubermensch's Class Level points of Bludgeoning or Slashing damage. The Ubermensch may then choose to initiate a grapple as a free action. An opponent attacking an Ubermensch with a manufactured weapon that rolls a natural 1 on the attack roll must make the same Reflex Save or lose the weapon as it is caught and destroyed beyond use.

Copper Construction: A new take on 'Bioelectricity', an extensive network of copper has been woven into the Clockwork Ubermensch's body, allowing them to deal an additional d6 points of electricity damage with unarmed attacks and metallic weapons. In addition, the Ubermensch gains Electricity Resistance 10.

Cheap Shot: Once per encounter, as a swift action, a Clockwork Ubermensch reveals a hidden cavity and a potent ballistic weapon within. The attack deals 1d6 bludgeoning damage for every two class levels the Ubermensch has, and the opponent is considered flatfooted against this attack. This is considered a ranged attack with a range of 20 feet, using Intelligence as a bonus to attack but not to damage, and as such opponents that threaten the Ubermensch (other than the target) are entitled to an attack of opportunity.

Like Clockwork (Ex): A Clockwork Ubermensch is a master of timing and smooth operations. At 4th level, he gains a bonus to initiative checks equal to his Intelligence bonus, if any.

Failsafe (Ex): Certain people are paranoid individuals, and many Clockwork Ubermenschen happen to be these certain people. At 5th level, a Clockwork Ubermensch implements a device to help regain control of himself if compromised. Once per day, he may reroll a Will Save he has failed, but using Intelligence instead of Wisdom as the primary ability score.

Automatic Detection Defense (Ex): Clockwork Ubermenschen are able to install certain instruments that can override his consciousness to react to danger, almost like a set of second instincts. At 6th level, a Clockwork Ubermensch retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he has uncanny dodge from a different class, he automatically gains Secondary Sensory Defense instead.

The Tipping Point (Ex): At 8th level, a Clockwork Ubermensch can no longer be healed by Conjuration (Healing) effects, but receives the full benefit of Repair spells as he officially changes type to Living Construct. At this level, he may function normally at 0 hit points, and when dropped to -1 to -9 hit points, he falls inert, but is not at risk of bleeding to death.

Damage Reduction (Ex): Metal plating, both visible and internal, protects nearly every inch of the decreasingly 'human' Ubermensch. At 11th level, the Ubermensch gains Damage Reduction 5/Adamantine. This increases to Damage Reduction 10/Adamantine at 15th level and Damage Reduction 15/Adamantine at 20th level.

Secondary Sensory Defense (Ex): At 13th level and higher, a Clockwork Ubermensch can no longer be flanked, thanks to a variety of mechanical sensors that warn him of danger in areas that would otherwise be imperceptible to him.. This defense denies a rogue the ability to sneak attack the Ubermensch by flanking him, unless the attacker has at least four more rogue levels than the target has Ubermensch levels. If a character already has uncanny dodge from a second class, the character automatically gains Secondary Sensory Defense instead, and the levels from the classes that grant uncanny dodge stack with his Ubermensch levels to determine the minimum level a rogue must be to flank the character.

Delay Deconstruction (Ex): A Clockwork Ubermensch of 18th level brought to -1 or fewer hit points may continue to function for 1d4 rounds before falling inert. In addition, the Clockwork Ubermensch may also be brought back to life by a casting of Total Repair if the caster sacrifices 5000 gp worth of materials.

Maddening Innards (Ex): Very little of the Clockwork Ubermensch's actual body remain by the time he reaches 19th level. He may choose to move into the square of a creature one size category smaller (or smaller) and deal 1d6 points of bludgeoning, piercing, and slashing damage for every class level he possesses. The target is allowed an attack of opportunity or a Reflex Save to avoid damage. The save DC is equal to 20+the Ubermensch's Intelligence Modifier.

Aergoth
2011-07-16, 07:01 PM
Progressive Blade

http://fc03.deviantart.net/fs70/i/2011/026/8/0/steampunk_hadouken_by_crappyartisttumte-d382wkc.jpg

I used to have so much mercy. You get one warning. That was it.

War. War never changes. A Progressive Blade knows this better than any. The means of waging warfare may change; stone and fire, bronze, iron, steel and magic and now, clockwork and steam, but they continue to be turned to the same Progressive Blades were never among the Reshar's students of the Sublime Way, for they are few and far between.

Adventures: Progressive Blades are always onto the next advancement in the art of war. Some new tactic, new school, a new metal or armour. They seek out advancements in their craft much like any other craftsman. A good Progressive Blade may set out to destroy a new engine of war, while an evil Progressive Blade may set out to capture it. The laboratories of mad mechanists, long forgotten dwarven citadels, and the great plane of Mechanus itself all hold great attraction to Progressive Blades.

Characteristics: A Progressive Blade is similar to both the Warblade and the Swordsage, possessing the flare of one and the cool, studied approach of the other. Progressive Blades value versatility and momentum over all else, believing that while war never changes, anyone who doesn't keep moving and adapting is bound to find themselves finely crushed by the wheels of progress.

Alignment: Progressive Blades are never at any of the extremes of the alignment spectrum. A Progressive Blade cannot be Lawful Good, Chaotic Evil, Lawful Evil or Chaotic Good. The flexibility of thinking a Progressive Blade requires means that they cannot commit themselves to any one dogma or way of life. A Progressive Blade that becomes any of these alignments loses their ability to gain levels as a Progressive Blade, but retains any class features they've earned so far.

Religion: The gods tend to frown on the sort of self-mutilation that Progressive Blades indulge in. Many progressive blades worship Oghma, Garl Glittergold or Boccob in a casual sort of way, while evil progressive blades might worship Vecna or Shar. By and large though, Progressive Blades are not a religious bunch.

Background:

Races: Humans and Half-elves make the most obvious Progressive Blades. They have an adaptable mindset, and a penchant for tinkering. Dwarves have a methodical sort of thinking that lends itself to lawful Progressive Blades and their skill with metal does them credit. Gnomes may also make surprisingly good Progressive Blades. Elves are much too rigid in their mindset to become Progressive Blades, preferring one of the nine disciplines of the Sublime Way, while halflings are too carefree for Progressive Blade discipline.

Other Classes: Artificers and Progressive Blades tend to get along well, though some may be uncomfortable with the mechanical enhancements that are made. Clerics, Rangers, Druids and Paladins all find the slow process of augmentation unnatural. Rogues occasionally butt heads with Progressive Blades, but may appreciate another pair of skilled hands. Other martial adepts find the way a Progressive Blade slowly gives themselves over to their augmentations unnerving. Crusaders share similar views to other religious classes, while many Swordsages find them to be a perversion of the Sublime Way.

Role: A Progressive Blade fills many roles. Their broad range of knowledge skills makes them a repository of information, while they handle mechanical traps and locks well enough. They have access to a large array of maneuvers that allow them to check enemy movement, and their cogs make them more versatile than other martial adepts.

Adaptation: Progressive Blades fit well in Eberron, where their slow replacement of body parts might be similar to that of the Renegade Mastermakers. A campaign setting using firearms may allow a Progressive Blade to add Black Rain and proficiency of fire arms to their Class Abilities. A high magic campaign may change a Progressive Blade's abilities from extraordinary to supernatural by having them bind elementals or outsiders to parts of their bodies, instead of mechanical augments.

GAME RULE INFORMATION
Progressive Blade's have the following game statistics.
Abilities: Intelligence and Dexterity are the two most important qualities in a Progressive Blade. A Progressive Blade must be able to construct their augmentations, and keep a quick mind and handsabout them.

Alignment: Any Neutral
Hit Die: d10
Starting Age: +1d6
Starting Gold: 5d4 x 10
Class Skills
The Progressive Blade's class skills (and the key ability for each skill) are...
are Appraise (Int), ), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int) Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Progressive Blade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+2|
+2|Least Cog, Right Hand|6|3(1)|1

2nd|
+1|
+0|
+3|
+3|Left Hand|7|3(1)|2

3rd|
+2|
+1|
+3|
+3|Battle Focus, Martial Innovation|8|4(1)|2

4th|
+3|
+1|
+4|
+4|Lesser Cog|8|4(1)|2

5th|
+3|
+1|
+4|
+4|Feet|9|4(2)|3

6th|
+4|
+2|
+5|
+5|Martial Innovation, Battle Mind|9|5(2)|3

7th|
+5|
+2|
+5|
+5|Uncanny Dodge|10|5(2)|3

8th|
+6/+1|
+2|
+6|
+6|Great Cog|10|5(3)|4

9th|
+6/+1|
+3|
+6|
+6|Eyes, Martial Innovation, Battle Agility|11|6(3)|4

10th|
+7/+2|
+3|
+7|
+7|Perfect Tactic|11|6(3)|4

11th|
+8/+3|
+3|
+7|
+7|Improved Uncanny Dodge|12|6(3)|5

12th|
+9/+4|
+4|
+8|
+8|Martial Innovation, Battle Sight|12|7(3)|5

13th|
+9/+4|
+4|
+8|
+8|Heart of War|13|7(4)|5

14th|
+10+5|
+4|
+9|
+9|Spark of Brilliance|13|7(4)|6

15th|
+11/+6/+1|
+5|
+9|
+9|Martial Innovation|14|8(4)|6

16th|
+12/+7/+2|
+5|
+10|
+10|Greater Cog|14|8(4)|6

17th|
+12/+7/+2|
+5|
+10|
+10|Soul of War|15|8(4)|7

18th|
+13/+8/+4|
+6|
+11|
+11|Martial Innovation|15|9(4)|7

19th|
+14/+9/+5|
+6|
+11|
+11|Spark of Brilliance, Universal Cog|16|9(4)|7

20th|
+15/+10/+5|
+6|
+12|
+12|Living Engine|16|9(5)|8[/table]

Class Features
All of the following are class features of the Progressive Blade.

Weapon and Armor Proficiencies: A Progressive Blade is proficient with all simple and martial weapons, as well as medium and light armour and all shields except tower shields. If appropriate, the Progressive Blade is also proficient with firearms.

Maneuvers: A first level Progressive Blade begins knowing six maneuvers. The disciplines available to a Progressive Blade are Diamond Mind and Blade of Progress. If appropriate, the Black Rain discipline is also available to Progressive Blades. At least half of the maneuvers known must belong to the Blade of Progress discipline.

In order to use a maneuver, you must first ready it. Your maneuvers are extraordinary abilities unless otherwise stated. Your maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke attacks of opportunity.

You learn additional maneuvers as you gain more levels. You must meet a maneuver’s prerequisites to learn it. At 4th level, and each subsequent even level, you can exchange one of your maneuvers known for another maneuver of any level you are capable of initiating.

You can ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you choose to ready new maneuvers. You begin an encounter with all your readied maneuvers unexpended, but once you initiate it, it is expended. You can refresh all of your expended maneuvers as a swift action, though you cannot initiate a maneuver or change stances in the same round you refresh your maneuvers.

A Progressive Blade can hold a Blade of Progress maneuver in reserve, and change it out for another Blade of Progress maneuver that has been readied but not yet been expended. The number of maneuvers that can be loaded is marked next to the number of maneuvers readied in paraentheses.

Least Cog (EX): A Progressive Blade is always concerned with advancing the nature of their abilities. They do this by means of techniques called "cogs", physically altering their body in a way that changes the way that the Blade of Progress maneuvers work. A cog can only be applied to one maneuver, and changes one attribute of the maneuver. After applying this cog, you always prepare the maneuver modified. A least cog requires 10 gp to construct and can only be applied to first level maneuvers. You may remove a cog from a maneuver, but must pay to add it to a new maneuver.

Shape: Change the shape of a maneuver from a burst to a radius, cone, line or vice versa.
Damage: Increase the increment of a die (1d4>1d6>1d8>1d10)
Type: Change the damage type of the attack: electricity or steam(fire)
Duration: Add one round to the duration of an effect
Potency: Increase the save DC of a maneuver by 2


Right Hand of War (EX): At the first level, you begin altering your body. Requiring an expenditure of 50 GP and a DC 15 Craft (Engineering) check, you may augment your right hand with construct-like parts.

Fist You replace parts of your bones and skin with metal, making your right hand more durable. You gain a 1d3 slam attack.

Fingers You replace joints in your fingers, giving them a greater range of motion. You gain a +2 circumstance bonus on all dexterity related checks.

Claws You replace the tips of your fingers with metal claws that you can use to attack. You gain a 1d3 claw attack.

Wrist You augment your wrist to move more freely and easily. You gain the benefits of the Quick Draw feat.


Left Hand of War (EX): You replace parts of your left hand and arm with mechanical augments.

Dynamo: You add a small electrical device to your hand. You can perform a touch attack that does 1d6 electrical damage, or add 1d6 to an attack with a metal melee weapon.

Arm Gain the benefit of the Power Attack and Cleave feats.

Reflexes Gain the benefit of the Combat reflexes feat.

FingersYou replace the fingers of your right hand with retractable thieves tools. These give you a +2 circumstance bonus to open lock and disable device checks.


Battle Focus (EX): At the third level, you begin training your mind to think in more ordered patterns. You may add your intelligence modifier instead of wisdom to your will save, and gain a bonus equal to 1/2 your Progressive Blade levels against mind-affecting spells and abilities.

Martial Innovation: At the third level and every third thereafter, the Progressive Blade may replace a maneuver with or add one maneuver from a discipline he does not typically have access to, to his list of maneuvers known.

Lesser Cog (EX) You may spend 300 GP to apply one of the following cogs to a maneuver of second and third levels, or any of the effects of a least cog.

Increment: Add 5 ft to the reach, range or other distance based effect
Damage: add +1/damage initiator level

Battle Sight (EX): At fifth level, you learn to focus your eyes better. Range increments are now 10 ft. longer when you use a ranged weapon. This does not affect thrown weapons or reach weapons.

Feet of War (EX): You begin to augment your feet and legs, replacing parts of them with mechanical augments

Spring Heels: You augment the sole and arch of your foot to deal with great falls, and attach a spring loaded mechanism to take the brunt of the damage to the back of your leg. You may now treat falls as though they were 20 ft. shorter for determining damage. You gain a +5 competence bonus to jump checks.

Spiked Soles: You replace your feet with metal facsimiles with spiked cleats. You gain a +10 competence bonus to climb checks, and a +5 bonus to checks made against trip, overrun and bullrush attempt. However, on solid surfaces (wood, stone, metal), these clang rather nosily and you take a -5 penalty to move silently checks.

Treads:
You modify your feet to include rotating treads in the heels and toes. This gives you a speed increment increase of 10 ft. and you only need to make checks after twelve hours of forced march. However, you take a -5 penalty to climb checks.

Mechanical Legs:
You replace both legs and feat with mechanical facsimiles. You gain the benefits of the Run and Dodge Feats. You only need to make checks after ten hours of forced march.


Battle Mind (EX) At the sixth level, as you begin to augment your body with more and more mechanisms your find yourself thinking and moving more quickly. You gain an initiative bonus equal to 1/2 your Progressive Blade levels



Uncanny Dodge(EX): Your mechanical augments have begun to increase your reaction time. You retain your dexterity bonus to AC, even if caught flat-footed or struck by an invisible opponent. However, you still lose your dexterity bonus to AC if you are immobilized.

Battle Agility: Your mind's increasing acuity has extended to your reaction time. Add your intelligence modifier to your reflex saves.

Eyes of War: You mechanically augment your eyes or ears.

Ears You augment the inner workings of your ears. They are more sensitive to sound. You gain a +5 bonus to Listen and Sense Motive checks, and you may ignore penalties for distance up to 20 ft. Strangely you also find that your sense of balance is more finely attuned. You gain a +3 to balance checks. Your new hearing makes you more sensitive to loud noises. You take a -2 on saves against the effects of spells with the [sonic] descriptor.

Telescopic: You replace one of your eyes with a mechanical series of lenses. Your spot checks are effective at double the distance, and you gain a +5 bonus on Spot and Search checks.

Coated Lens: You add a pair of specially coated lenses in front of your eyes. You are protected from magical effects (but not damage) of spells with the [light] descriptor. If you would be blinded by sunlight or similar effects, you also no longer suffer adverse effects from this. In addition, you gain a +3 bonus to saves made against spells with the [pattern] descriptor.

Darkeyes: You replace your eyes with eerie, mechanical facsimiles that glow red. You gain dark vision out to 60 ft, low light vision to 120 ft. and gain a +5 bonus to intimidate checks. However, your eyes frighten animals and others and you take a -5 penalty to handle animals, disguise and diplomacy checks.

Great Cog (EX): You may apply the following abilities, as well as those of the lesser and least cogs, to any maneuver from the Blade of Progress discipline of the fourth or fifth level that you know.

Potency: Add one-half your initiator level to the DC
Damage: Add another die of damage to the maneuver (1d6>2d6>3d6)
Duration: Duration equal to one-half your initiator level

Perfect Tactic (EX) Drawing on your keen insight and mechanical enhancement, you design a tactic to fight this opponent, based on observation. To use perfect tactic, you make a knowledge (or martial lore) check. The type of creature determines the knowledge check.

Knowledge (Arcana) Dragons, Magical Beasts and Constructs
Knowledge (Dungeoneering) Aberrations and Oozes
Knowledge (Nature) Animals, Plants and Fey
Knowledge (The Planes) Outsiders
Knowledge (Religion) Undead
Knowledge (Local) Humanoids, Monstrous Humanoids
Martial Lore: Other martial adepts or creatures that use martial maneuvers or stances

The DC of the check is 20. If the Progressive Blade succeeds, they deal +1d6 damage. If they succeed by 10, they deal +2d6 damage. If they succeed by 20, they deal +3d6 damage.


Heart of War (EX): With great care, you craft mechanical augmentations or replacements for your organs. In additions to the benefits listed below, you gain 25% fortification.

Redundancies: You replace your internal organs with facsimiles and craft redundant versions of these organs. You gain immunity to non-magical diseases, poisons and wounding effects.

Plated: You plate your bones and organs with strips of metal. Increase your fortification to 50%. This replaces the default 25% gained from Heart of War. You also gain DR 2/-

Clockwork: You replace your internal organs with intricate clockwork. You no longer need to eat, sleep, drink or breathe but instead must wind yourself by means of a specially crafted key. You must spend twenty minutes winding yourself every four hours, or you stop and become unable move until wound.
You no longer register as alive for the purpose of spells or abilities such as deathwatch or antilife shell.


Improved Uncanny Dodge (EX):At 13th level, a Progressive Blade can no longer be flanked. This defense denies a rogue the ability to sneak attack the Progressive Blade by flanking him, unless the attacker has at least four more rogue levels than the target has Progressive Blade levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Cog: You may spend 1000 GP to apply any of the following abilities, or those of any earlier cogs, to one maneuver from the Blade of Progress discipline of 4th to 8th level.


Soul of WarAs you complete your augmentations, you discover the means to alter the nature of your intelligence into something mechanical.
[spoiler]
Aetheric You capture your mind's essence as an electrical spark, that disperses itself throughout your body and inhabits its workings. You gain immunity to mind-affecting spells or abilities. You gain immunity to electricity.

Cerebral Preservation You remove your brain and place it in a jar of preservatives. Unencumbered by physical needs or limitations, your mind develops new abilities. You gain the ability to perform a mind thrust, a number of times per day equal to your intelligence modifier. This is mind-affecting ability which does 4d10 damage to a creature within 60 feet that fails a Will Save (intelligence based DC). This has driven you slightly mad as well. Any attempt to detect your thoughts, exert control or any form of telepathic contact does 1d4 wisdom damage to the creature responsible if it fails a Will Save (intelligence based DC).

Clockwork Simulacrum You slowly but surely replace your brain with a series of clockwork mechanisms, crystals and wires. You gain immunity to mind-affecting abilities and spells. You gain immunity to death magic.


Living Engine (EX): You reach apotheosis. You become a living construct. You design and build a shell that will house your mechanical enhancements and consciousness, while ridding yourself of the remnants of your flesh.

Juggernaut: You shed the remenants of your flesh, becoming as close to a pure construct as you can. You plate over cavities and vulnerabilities in your structure, granting you a +3 natural armour bonus. You can choose to add armour spikes. Your fortification increases by 25% stacking with previous increases from this class, but not with special abilities from armour. You cannot wear armour if you choose this form. You have a 15% chance of failure casting spells, and a -2 armor check penalty.

Chameleon: You craft a careful imitation of a humanoid form to conceal your mechanical nature. The exact shape and details of this imitation are up to you. Artificial flesh covers most of your extraneous enhancements, careful craftsmanship elsewhere disguises your augmentations by making them retractable or otherwise concealing them. Because your facial features are stiff, you don't convey emotions well. You take a -10 penalty to handle animal, diplomacy, perform, and intimidate checks. Because of your stony countenance, it is much easier for you to lie, and you gain a +5 bonus to bluff checks.

Disguise You construct a simple disguise, covering your augmentations with gloves, boots, a mask or hood, a cloak. A stiff layer of leather covers your form, granting you a +1 bonus to natural armour. You can wear armour in this form, but have an additional 5% chance of arcane spell failure regardless of if you wear armour or not.


-You gain immunity to poison, sleep-effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
-You retain your constitution score, but are unable to heal damage naturally.
-As a living construct, you are affected by spells that target living creatures as well as those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to disable construct and harm.
-However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage only provide half their normal effect.
-The unusual physical construction of a living construct makes them vulnerable to certain spells and effects that normally don't affect living creatures. You take damage from heat metal and chill metal as if he were wearing metal armour. Likewise, you are affected by repel metal or stone as if you were wearing metal armour.
-A living constructs responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled just like a living creature. He can only take a single move or standard action each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10 a living construct is inert. He is unconscious and helpless and cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to them, as with a living creature that is stable.
-A living construct can be raised or resurrected.
-A living construct does not need to eat, sleep or breath, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Althought living constructs to not need to sleep, a wizard with this type must rest for 8 hours before preparing spells.

Sample Encounter



EL 9: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Spring-Heeled Jak

CN/Male/Human(Augmented)/Progressive Blade 9
Init +3, Senses: Listen +13, Spot +13,
Languages Common, Celestial, Draconic, Infernal
------------------------------------------------
AC 22, touch 15, flat-footed 19
(+3 Dex, +5 Armor, +2 Amulet of Natural Armor, +2 Ring of Protection)
hp 67 (9d10+18 HD)
Fort +5, Ref +13, Will +10
------------------------------------------------
Speed 30ft. (6 squares)
Melee
Base Atk +6/+1, Grp +2
Atk Options
Combat Gear
Maneuvers and Stances Known
Stances: Ground Blade, Clockstep, Hearing the Air, Black Pearl of Doubt
1st:Spring Heel*, Static Blow*, Sapphire Nightmare Blade 2nd:Arc Blade*, Repelling Blow^, 3rd: Flash-bang^, Mind over Body, Insightful Strike 4th:Clockwork Flurry*, Smoke and Steam^ 5th: Shocking Footing*
-----------------------------------------------
Abilities Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha 10
SQ
Feats Adaptive Style, Martial Discipline (Blade of Progress) Combat Reflexes, Lunging Strike, Quick Draw (B), Power Attack (B), Cleave (B)
Skills Bluff: 12, Concentration: 12, Craft (Engineering): 12, Disable Device: 12, Intimidate: 5, Knowledge(Arcana): 5, Knowledge(Architecture and Engineering): 5, Listen: 12, Martial Lore: 9, Open Lock: 12, Spot: 12,
Possessions Elven Chain, +1 Blade of Progress Bastard Sword

Aergoth
2011-07-16, 07:06 PM
When Reshar travelled the world to gather the nine disciplines, some were left out. Either by accident, secrecy, scarcity, Reshar's inability to learn the discipline, or being born after the Temple of the Nine, some disciplines were never taught by Reshar or his Masters.

The Blade of Progress discipline is the result of the last of these. As the means of various races to make war on each other advances, so too does the sword, and so too does the Sublime Way.

When war came to be waged between men wearing plate armour, some believed that the answer was in crafting greater armour. Golems, and other mechanisms of war were unleashed against the men of armour, but these were found wanting. While these mortal machines were inadequate, perhaps looking to another plane would grant insight.

In the clockwork of Mechanus, some found inspiration. They began to alter themselves, in order to emulate the warriors of Mechanus, the inevitables, that watched over the order of the universe, grafting clockwork and metal to themselves. These swordsmen came to develop their own school, to better utilize the enhancements they had made to themselves.

The favoured weapons of the Blade of Progress discipline are the Rapier, Short Sword, Longsword, Bastard Sword and Unarmed Strike, it's associated skill is Martial Lore

1st Level
Alchemical Flare: Counter- Dazzle creatures around you
Sparking Brand: Boost- Deal 1d6 electricity+1
Spring Heel: Boost- +10 foot bonus to speed
Static Blow: Strike- Opponent struck takes 1d4 electricity damage over 1d4 rounds.
Ground Blade: Stance- Gain Electricity Resistance based on initiator level, ends while moving.

2nd Level
Arc Blade- Boost: Gain +5 foot reach, deal electricity damage
Static Discharge: Strike- Line deals 1d10+1 electricity damage
Magnetic Charge: Counter: Force ranged attacks at nearby enemies to be drawn to you, +4 deflection bonus to AC against ranged attacks
Repelling Blow: Strike- Strike opponent, push back 5 ft.

3rd Level
Scalding Cloud- Strike- 20ft. Cone of steam does 6d6 fire damage
Clockstep: Stance- Cannot be flanked
Wind Up: Boost- Charge as though you had moved 10 ft.
Flash-bang: Strike- Creatures are dazed

4th Level
Ember Brand: Strike- +1d6 fire damage; creature struck does not benefit from invisibility or similar effects.
Smoke and Steam: Strike- Deal +4d6 fire damage, opponent has 50% miss chance
Clockwork Flurry: Strike- Attack adjacent enemies, +2 attack bonus
Inexorable March of Progress: Boost- +4 bonus to Bull Rush, +2 Bonus to Overrun

5th Level
Shocking Footing: Strike- Burst deals 6d6 electricity damage
Inhuman Counter: Counter- Attack foe who provokes attack of opportunity twice
Focused Vent: Strike- Cone of steam does 4d6 fire damage, small creatures and smaller are checked, medium creatures lose five feet of movement.
Attuned Footing: Stance- +10 to checks against bull rush, trip and others, blindsense 30 ft.

6th Level
Clockwork Whirlwind: Strike- Attack foes as you move by them
Crystalline Mind: Boost- Gain +10 bonus on initiative during battle, +2 Bonus on Will and Reflex saves
Machine over Matter: Stance- Gain 50% Fortification
Precise Parry: Counter- Parry attack into adjacent opponent
Pinpoint Vulnerability: Boost- Reroll and add maximum damage dice

7th Level
Dynamo: Stance- Melee attacks deal +2d6 electricity damage +1/initiator level
Cancel Momentum: Counter- Moving foe stops, bull rush, charge, etc. fail.

8th Level
Reverse Polarity: Strike- Attack does +4d6 damage, +2d6 electrical damage, opponent is knocked back
Storm Wings: Stance- Hover on wings of lightning

9th Level
Sublime Conductivity: Burst deals 100 points of electrical damage.

Machinekng
2011-07-17, 10:09 PM
Aviator

http://wingsofsteam.net/blog/wp-content/uploads/2010/01/myths.jpg

There’s nothing better than flying. It’s better than money, fame, sex, you name it. Once you feel that free, you just can’t go back.
-Jonah Delan, Aviator

Humans and the other races of the world have yearned to fly from time immemorial. Oh, how they envied the birds and dragons and other flying beasts. Spells have been developed that allows one to fly, or transform into a creature that can do so, but people want more. They dreamt of flying under their own power, not via a magecraft.

87 years ago, this dream was realized. The Half-elf inventor Golenzo di Torli designed a device capable of keeping a humanoid aloft. He and his gnome engineering team worked for years on the device, and at least one gnomish life was lost in this endeavor. Yet, after years of toil, the device was finished. This backpack-like machine could be strapped to a person's back, and deploy wings to keep them aloft. Soon, a market emerged for these devices. Although they had limited military use, and few nobles were foolhardy enough to buy one, a certain type of people became interested in these devices.

Adventurers...

Adventures: Aviators adventure for the thrill of it. Diving into battle, soaring through forgotten canyons, and fighting the most dangerous creatures imaginable, that gets a man's blood pumping. And the gold and glory's nice, too.

Characteristics: Aviators are masters of aerial combat. They attack from above, and in certain situations, below, catching their foes off guard. Aviators are also great scouts, as they can easily fly up to see the big picture.

Alignment: Aviators are thrill-seekers, and sometimes tend towards Chaotic alignments, but in a whole, they lean to no specific alignment.

Religion: Some Aviators worship gods of the wind and sky, for good luck. Most simply worship the patron of their race or home region, like the common folk.

Background: The key defining feature of an aviator is his wingpack. To become an Aviator, one must acquire a wingpack and learn to use it. Generally, the establishments that sell wingpacks offer free lessons, and in certain regions, public safety laws mandate they do. Training courses, on average, are a month long, but the training can be finished in a few days. In all, the training requires 36 hours.

Races: Humans and gnomes both tend to make up the majority of aviators. Both have a desire to explore the frontiers of the world, even the ones that are off the ground. Elves and Halflings are the second most likely to become Aviators. Like the humans and gnomes, they enjoy the concept of flying, but they might not have the patience to go through with the training. Half-orcs rarely see the need to fly, and few can afford the wingpack itself. Dwarves hate the concept, muttering about the crazy airheads, and that if people were made to fly, they would be born with wings.

On another note, those races blessed with natural wings cannot take full advantage of the Aviator's path. These races cannot wear wingpacks, and although Aviators do learn many aerial maneuvers and tactics, it is best for winged races to pick up this training elsewhere.

Other Classes: Aviators are generally carefree, and get along with other classes fine, especially rogues and bards. They may be chafed by an uptight paladin or monk, but they generally pay them no mind.

Role: Aviators are tactical fighters. They are the masters of hit and run tactics, and they can easily circumvent obstacles in order to flank foes, or reach distant ones. Aviators also make superb scouts, as they can fly to get a bird's eye view of their surroundings.

Adaptation: An Aviator's wingpack may be his own invention. Maybe the Aviator is the inventor of personal flight. Or maybe the wingpack was invented by the ancients, and each wingpack is a unique artifact. Or maybe aviators are couriers of flying cities, soaring from floating island to floating island, bringing news in half the time it takes a sky-galleon.

GAME RULE INFORMATION
Aviators have the following game statistics.
Abilities: Dexterity is paramount for an Aviator, as it allows them to dodge attacks and deftly strike foes. Strength allows an Aviator to deal damage, and is important for getting an aviator off the ground. Constitution allows an Aviator to take more hits, and Intelligence improves their skills. Wisdom and Charisma are of equal importance to the Aviator. Wisdom allows them to make good decisions, and resist enchantment, while Charisma reinforces the bravado that Aviators are famous for.
Alignment: Aviators can be of any alignment
Hit Die: d10
Starting Age: As barbarian
Starting Gold: As fighter

Class Skills
The Aviator's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+0|
+2|
+0| Advanced Wingpack Training, Wingpack-Aided Movement|
-|
-|
-

2nd|
+2|
+0|
+3|
+0|Bonus Feat|
-|
-|
-

3rd|
+3|
+1|
+3|
+1|Wingpack Flight|
-|
-|
-

4th|
+4|
+1|
+4|
+1|Maneuvers|
3|
3|
1

5th|
+5|
+1|
+4|
+1| Improved Wingpack Flight|
4|
3|
1

6th|
+6/+1|
+2|
+5|
+2|Evasion|
4|
3|
1

7th|
+7/+2|
+2|
+5|
+2|Bonus Feat|
5|
3|
1

8th|
+8/+3|
+2|
+6|
+2|Improved Wingpack Capacity|
5|
4|
1

9th|
+9/+4|
+3|
+6|
+3|Overland Flight |
5|
4|
2

10th|
+10/+5|
+3|
+7|
+3|Bonus Feat|
6|
4|
2

11th|
+11/+6/+1|
+3|
+7|
+3|Improved Evasion|
6|
4|
2

12th|
+12/+7/+2|
+4|
+8|
+4| Maximum Wingpack Capacity|
7|
5|
2

13th|
+13/+8/+3|
+4|
+8|
+4|Slow Fall|
7|
5|
3

14th|
+14/+9/+4|
+4|
+9|
+4|Bonus Feat|
7|
5|
3

15th|
+15/+10/+5|
+5|
+9|
+5| |
8|
6|
3

16th|
+16/+11/+6/+1|
+5|
+10|
+5|Improved Overland Flight|
8|
6|
3

17th|
+17/+12/+7/+2|
+5|
+10|
+5||
9|
6|
4

18th|
+18/+13/+8/+3|
+6|
+11|
+6|Bonus Feat|
9|
7|
4

19th|
+19/+14/+9/+4|
+6|
+11|
+6||
10|
7|
4

20th|
+20/+15/+10/+5|
+6|
+12|
+6|Wingpack Mastery|
11|
7|
4[/table]

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

Weapon and Armor Proficiencies: Aviators are proficient with all Simple and Martial Weapons, and with Light Armor

Advanced Wingpack Training: An Aviator is proficient with a wingpack, and receives the Wingpack Training feat as a bonus feat. Due to an Aviator's focus on wingpacks, he can deploy his wingpack as a swift action, instead of a move action. Also, an Aviator begins the game with a standard wingpack, in addition to his other equipment. (see Wingpack and Wingpack Training descriptions.)

Wingpack-Aided Movement (Ex):
It takes a while for an Aviator to gain the self-confidence they need to truly soar, but even a novice aviator knows how to use his wingpack to his advantage. An aviator can use his wingpack to gain a +10 bonus to jump checks.

Bonus Feats: At 2nd level, and then at 7th, 10th, 14th, and 18th level, an Aviator may select a bonus feat from the following list. An aviator must meet the feat's prerequisites in order to select the feat.

Bonus Feat List: Acrobatic, Adamantine Wingpack (new), Aerial Reflexes (RotW), Aerial Superiority (RotW), Agile, Alertness, Combat Reflexes, Diving Charge (RotW), Dodge, Flyby Attack (MM), Hover (MM), Mithiral Wingpack (new), Mobility, Plunging Shot (RotW), Quick Draw, Track, Winged Warrior (RotW), Weapon Finesse, Wingover (MM)

Wingpack Flight (Ex):
At level 3, an aviator has gained enough skill to fly for real. The Aviator gains a fly speed of 30ft. (Average) when he has his wingpack deployed, and is treated as having wings and a natural fly speed for the purpose of selecting feats. An Aviator can fly for 2 minutes per Aviator level per day. This time does not have to be consecutive.

Maneuvers:
At 4th level, an Aviator gains knowledge of three martial maneuvers. These maneuvers can be selected from the Iron Heart, North Wind (http://www.giantitp.com/forums/showthread.php?t=206674&highlight=flying+discipline), and Tiger Claw disciplines. Once you know a maneuver, you must ready it before you can use it. An aviator's maneuvers are considered extraordinary abilities unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate them. You learn additional maneuvers at higher levels. Upon reaching level 8, and every even numbered afterwards (10th, 12th, 14th etc...) you can choose a maneuver to replace a maneuver, as a crusader.

Maneuvers Readied: You can ready all three maneuvers you know at 4th level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by practicing with your wingpack for around 5 minutes. You need not sleep or rest to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended. To recover your maneuvers in battle, you must make an aerial dive. This sends blood and adrenaline rushing through your head, allowing you to recuperate.

Stances Known: At 4th level, you gain knowledge of one 1st or 2nd level stance from the Iron Heart, North Wind (http://www.giantitp.com/forums/showthread.php?t=206674&highlight=flying+discipline), or Tiger Claw disciplines. At 9th, 13th, and 17th levels you gain knowledge of a new stance from one of these disciplines.

Improved Wingpack Flight (Ex): At 5th level, an Aviator’s flight capabilities improve. An Aviator’s maneuverability becomes (good), and his fly speed increases to 60ft.

Evasion (Ex): As the monk ability of the same name.

Improved Wingpack Capacity (Ex): At 8th level, though personal tinkering, an Aviator is able to improve the carrying capacity of his Wingpack. He may now use his Wingpack if he has medium encumbrance., although his fly speed drops by 10ft.

Overland Flight (Ex): At 9th level, by making a few modifications to his wingpack, an Aviator can change his wingpack to overland flight mode. It takes a full-round action to convert the wingpack. When using the overland flight mode, and Aviator’s fly speed drops to 40ft. and his maneuverability drops to (Average), but his overland flight mode lasts for up to 1 hour per Aviator level per day. This time does not have to be used consecutively.

Improved Evasion (Ex): As the rogue ability of the same name.

Wingpack Maximum Capacity (Ex): At 12th level, an Aviator is able to push his wingpack to its limit. He may now use his wingpack with heavy encumbrance, although his fly speed drops by 20ft.

Slow Fall (Ex): At 13th level, and Aviator has made a nifty little modification to his suit. When he goes into free fall, his wingpack goes into a rigid position, slowing his fall. When falling, an Aviator only falls half the distance before he has the oppurtunity to recover.

Improved Overland Flight (Ex): At 15th level, an Aviator has been able to further improve his wingpack’s overland flight mode. His fly speed increases to 60ft. in overland flight mode.

Wingpack Mastery (Ex): At 20th level, an Aviator has become the master of his flight pack. He knows his flight pack inside and out, and has modified it to reach maximum performance. The Aviator’s wingpack fly speed increases to 80ft in both standard and overland modes, and his maneuverability becomes (Perfect) in standard mode, and (Good) in overland mode.

Note:
Even though an Aviator does not gain maneuvers until 4th level, his IL for the Aviator class is his class level.

Wingpack
http://ug.csit.carleton.ca/~mleflar/portfolio/Sketches/steampunk_wings.jpg

A wing pack is personal flight pack used by daredevils and nobles with more money than sense. A wingpack resembles a large metal beatle when undeployed. When deployed, two large wings spring out of the wing pack. The user controls the wing pack via a system of silk cords attached to his wrists, arms, feet and legs.

To use a wingpack, the user needs the Wingpack Training feat. A user with Wingpack Training can deploy his wingpack as a move action. Deploying a wingpack reduces the users land speed as if encumbered, and provokes an attack of oppurtunity. Trained users can use their wingpack to glide. When gliding, fall damage is negated, and the user can move 20ft. of forward travel per 5ft. of descent.

A user cannot use a wingpack if he is encumbered.

Price: 5,000gp,Weight: 15lbs, Hitpoints: 30hp, Hardness: 10, AC:12
New Feats:

Adamantine Wingpack:
Prerequisites: Wingpack Training, Must own a Wingpack
Benefit: Your wingpack's hardness increases to 20, and its hitpoints increase to 40hp.

Mithiral Wingpack:
Prerequisites: Wingpack Training, Must own a Wingpack
Benefit: Your wingpack's weight is reduced by 5lbs

Wingpack Training:
Prerequisites: -
Benefit: You may use a Wingpack to glide.

Kittenwolf
2011-07-18, 07:23 PM
Space reserved :)

My first concept has been put on the back-burner at the request of the person drawing the art. I may complete it if I have time, as mechanically it's quite similar to the new idea, which is... (see post below)


Augmented

Put an image of your class here!

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

Augmented is truly more of a description than a name, and each different person will likely give a different name for their situation. Typically they start on this path due to injury: a man with a gimpy leg may have a metal frame built over it to restore full functionality, or a woman who lost her arm in battle may have it replaced by a mechanical one, an elder with bad eyesight may have corrective lenses built over his eyes.
However, this is not what makes one an Augmented, but rather what may start you on the path. Many people take their mechanical alterations on go on to live their lives as they did before, but to some it opens a world of new possibilities. Some learn how to create these mechanical Augments, how to refine them and improve them, how to specifically tailor them to their own physiology. An Augmented is one who aims to improve their entire body with mechanical parts, and to adapt these parts to any situation they may come across.


Adventures: Every Augmented spends a great deal of their time at research, or tinkering away with their augments. But for many, the only true way to test whether their augments are truly an upgrade over pure flesh, is to test it out in the world.

Characteristics: An Augmented aims to enhance their entire being, physical and at times mental, with mechanical additions or replacements. They tend to be hardier than most creatures of raw flesh, and have the ability to adapt and change their augments to suit new situations.

Alignment: The Augmented may be of any alignment. Some come to it because they wish to understand how flesh and machine work together, some because they just want to see how it all works. Some work for themselves, some work for the good of others, some forcibly augment others as well so they may create the perfect soldier.
The paths of the Augmented are as varied as the paths of people in general.

Religion: The Augmented typically continue to worship the deities they did before, though most will concurrently worship deities of strength or crafting as well.

Background: At their most basic an Augmented is someone who has had part of themselves mechanically enhanced/altered, and then decided to learn the process and continue that path themselves.

Races: Any intelligent flesh and blood race may become an Augmented. This is most commonly found among mechanically-inclined races such as Dwarves and Gnomes, or through races such as Humans who frequently mix with these races. However, sometimes even a treebound Elf or savage Orc will learn the skills necessary to this path. In such cases an Orc is likely to become a leader due to his enhanced abilities, whereas an Elf will normally leave Elvish lands due to the lack of understanding of his fellow Elves.

Other Classes: The Augmented can get along with just about everybody: They will happily compare their augments versus a fighter's weapons or a wizard's magic, always attempting to improve their technology through experience and comparison.
Whether or not they deal well with Paladins or those with strong religious/philosophical interests will be dependent on the individual.
However, the Augmented get along famously with Artificers, finding they have a great deal of common ground but also great opportunities for learning from each other.

Role: The role an Augmented fills largely depends on how they build their augments, and indeed frequently changes day to day. However the most commonly followed roles are that of a melee combatant, skirmisher, ranged combatant or scout.

Adaptation: Adjusting the steampunk feel to something more magical is easily done, in fact most settings already have some degree of lore about augmenting humans with golem parts.
The class could also be adjusted with only minor changes for improving Warforged or Golems

GAME RULE INFORMATION
The Augmented have the following game statistics.
Abilities: A high Intelligence helps with craft skills and allocation of Charge. A high Strength and Con is helpful for melee Augmented, while a high Dex helps with ranged.
Alignment: Any
Hit Die: d8
Starting Age: As Artificer
Starting Gold: As Artificer

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

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

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

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

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

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

Kittenwolf
2011-07-18, 10:29 PM
The Clankmaster!

http://i21.photobucket.com/albums/b279/LeviathanZero/clankmaster-1.jpg
Huge kudos to Laura for the drawing :)

They said 'build a better mousetrap' but I figured, why stop at mice?

Many people tinker with the power of steam and clockwork. Some build small devices to make their lives easier, some replace lost limbs, some even voluntarily upgrade or replace parts of themselves with mechanical parts.
Then there's those who build machines.
A Clankmaster is many things, part inventor, part mechanic, part warrior. He sees the power of steam and clockwork as a means to stand equal with the greatest creatures in the world via the creation of a great machine known as a Clank.
Created to the vision and design of its pilot a Clank is a mighty exoskeleton, frequently festooned with weapons and capable of a variety of functions. Only a Clankmaster can pilot one of these machines, and only the designer of a Clank can do so to its full capacity.

A Clankmaster is far from helpless outside his Clank however, with a vast knowledge of mechanical secrets and a custom-built control suit featuring many smaller versions of his Clank's upgrades, anyone thinking a Clankmaster helpless on his own is likely in for a nasty surprise.

Adventures: A Clankmaster typically adventures for three reasons: To test his machine against everything the world can throw at it, to find new technology to upgrade his Clank with, and to find situations which his Clank cannot cope with so that it may be adjusted accordingly.
A Clankmaster may be happy at home, making use of his Clank to assist (or terrorise) the locals, but sooner or later they all yearn for something *more* to test their strength against.

Characteristics: A Clankmaster is primarily a melee or ranged combatant, though they can also make powerful scouts and skirmishers. They also have access to a number of utility functions regardless of their primary purpose.

Alignment: A Clankmaster can be of any alignment, though the combination of focus and careful study combined with the reckless way they throw themselves at the world does mean that most tend towards neutral.

Religion: A Clankmaster is most likely to follow a deity related to crafting or innovation, though several also worship gods of strength and competition.

Background: Any individual with an interest in mechanics and a desire to build machines to match the living world may become a clankmaster, though most are initially inspired either by viewing some powerful piece of technology (such as a boy seeing a mechanical arm and wondering if you could improve your own the same way), or by seeing a problem that could be made easier through technology (such as a girl observing that a lever would make moving a heavy object easier) and following that thought to the extreme.

Races: Gnomes and Dwarves, already being mechanically minded, are the most likely races to be Clankmasters. Humans frequently pick up mechanical tricks second-hand from these races and are nearly as likely to be a Clankmaster. While other races are far less likely to be Clankmasters, there are always mechanically-minded individuals in any race.
Warforged Clankmasters often add an extra philosophical aspect to the class, attempting to discover if their mind is truly contained within their humanoid shell or if it can be extended into their Clank.

Other Classes: Clankmaster can get along with just about everybody: They will happily compare their Clank's loadout versus a fighter's weapons or a wizard's magic, always attempting to improve their technology through experience and comparison.
Whether or not they deal well with Paladins or those with strong religious/philosophical interests will be dependent on the individual.
However, Clankmasters get along famously with Artificers, finding they have a great deal of common ground but also great opportunities for learning from each other.

Role: A Clankmaster can be a primary ranged or melee combatant, scout or skirmisher depending on how they configure their Clank

Adaptation: A Clankmaster could easily be adapted to a Spellcaster or Artificer who creates a magically animated Golem instead. Change the Clankmaster's HD, BaB, Number of skill points & Saves to normal for that class, add in 1/2 casting progression, and tweak class abilities to be magical rather than technological.

GAME RULE INFORMATION
Clankmasters have the following game statistics.
Abilities: Intelligence helps govern your Clank's power and the number of advanced systems you may have active at once. Strength is important to melee combatants and Dexterity is important to ranged. Constitution is obviously helpful to all roles.
Alignment: Clankmasters may be of any alignment, but Lawful Clankmasters are relatively rare
Hit Die: d8
Starting Age: As Artificer
Starting Gold: As Artificer

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

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLANKMASTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Least|Lesser|Greater|Prodigy

1st|
+0|
+2|
+0|
+0|Clank|
-|
-|
-|
-|

2nd|
+1|
+3|
+0|
+0|Tinker|
-|
-|
-|
-|

3rd|
+2|
+3|
+1|
+1|Advanced Modules|
1|
-|
-|
-|

4th|
+3|
+4|
+1|
+1|Tinker|
2|
-|
-|
-|

5th|
+3|
+4|
+1|
+1|Charge|
3|
-|
-|
-|

6th|
+4|
+5|
+2|
+2|Tinker. Pilot suit|
4|
-|
-|
-|

7th|
+5|
+5|
+2|
+2|Overclock|
4|
1|
-|
-|

8th|
+6/+1|
+6|
+2|
+2|Tinker|
4|
2|
-|
-|

9th|
+6/+1|
+6|
+3|
+3|Alternate Energy Source 1|
4|
3|
-|
-|

10th|
+7/+2|
+7|
+3|
+3|Tinker|
4|
4|
-|
-|

11th|
+8/+3|
+7|
+3|
+3|Improved Overclock|
4|
4|
1|
-|

12th|
+9/+4|
+8|
+4|
+4|Tinker|
4|
4|
2|
-|

13th|
+9/+4|
+8|
+4|
+4|Alternate Energy Source 2|
4|
4|
3|
-|

14th|
+10/+5|
+9|
+4|
+4|Tinker|
4|
4|
4|
-|

15th|
+11/+6/+1|
+9|
+5|
+5|Overload|
4|
4|
4|
1|

16th|
+12/+7/+2|
+10|
+5|
+5|Tinker|
4|
4|
4|
1|

17th|
+12/+7/+2|
+10|
+5|
+5||
4|
4|
4|
1|

18th|
+13/+8/+3|
+11|
+6|
+6|Tinker|
4|
4|
4|
1|

19th|
+14/+9/+4|
+11|
+6|
+6||
4|
4|
4|
1|

20th|
+15/+10/+5|
+12|
+6|
+6|Tinker|
4|
4|
4|
2|
[/table]

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

Weapon and Armor Proficiencies: A Clankmaster is proficient with all simple weapons and light armor.

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

Clank (Ex):


Note: Being powered by steam and clockwork, the Clank itself and all basic and advanced modules are Ex abilities.
A Clank may be enchanted to provide a higher armor bonus, and its weapons may be enchanted to provide a greater damage bonus. However, the Clank's natural enhancement bonus does not stack with any magical one.

A Clank is a large mechanical exoskeleton that grants the Clankmaster a number of abilities and benefits. A Clank typically start off as little more than a wire-frame style affair of clockwork and steel, but grow steadily more elaborate as the Clankmaster advances. Climbing into and activating a Clank takes two full round actions, and exiting from one takes a standard action.

The Clank has the following base abilities, benefits and drawbacks:

Size: The Clank is one size category larger than the Clankmaster, and the Clankmaster is treated as that size for all opposed rolls, skill checks, carrying capacity etc, whenever he is piloting it.
Weight: The base weight for a Large sized clank is 3000lbs (adjust weight as normal for larger/smaller clanks)
Armor: The Clank counts as Medium armor for the purposes of class abilities (does not count for maximum speed etc).
Stats: The Clank provides a +4 size bonus to Strength, +1 for every four additional Clankmaster levels.
The Clank also provides a -4 penalty to Dex
Water Vulnerability: Submerging a Clank in water neutralises all Charge - Treat it as though the Clank has zero charge while submerged. It then regains five charge per round out of water.
AC: The Clank provides a +5 Armror bonus to AC. The Clank gains a further +1 nonmagical Enhancement bonus to AC every four Clankaster levels beyond first (ie, 5, 9, 13 etc).
DR: The Clank provides DR equal to one quarter of the Clankmaster's level (rounded down), overcome by Adamantine
Armor Check: The Clank has a -6 armor check penalty. Additionally the DC of any check requiring fine motor control (such as sleight of hand, lockpicking or disabling a trap) is doubled.
Finally, any mundane function requiring manual dexterity (such as eating or turning a doorhandle) requires a DC10 Dex check.
Speed: The Clank's speed is equal to 20ft+5ft per point of Charge invested in Speed
Weapons: The Clankmaster can build a pair of weapons into the Clank's arms. These weapons deal damage equal to a Shortsword of their appropriate size andhave the following crit ranges, depending on which type of weapon is embedded:
Slashing: Crit 19-20/x2
Bludgeoning: Crit 20/x3
Piercing: Crit 19-20/x2

These weapons may be made of any material that weapons normally can (Adamantine, Alchemical Silver, etc) at the cost of a Light weapon.
One weapon may be embedded in each arm (they may be different damage types), and counts as wielding two light weapons for the purposes of two weapon fighting.
These weapons gain a +1 nonmagical enhancement bonus at lvl 5, and every three levels thereafter.

The damage of the Clank's weapons may be adjusted. This takes one hour of tinkering and modification by the Clankmaster.

Damaging:
While a Clank is not a separate object with a separate hp pool, it can be sundered, much like a weapon or shield. Each component of a Clank must be sundered separately (Left arm, Right arm, Left leg, Right leg, Chest, Back, Shoulders, Head).
Sundering a component has the following effects:
- Sundering any component disables any advanced modules active on that component. In the case of arms and legs, halve the effectiveness of the module if one limb is sundered
- Sundering a leg halves the Clank's speed. Sundering both legs renders the Clank immobile (unless it has other means of movement, like jump jets)
- Sundering an arm disables the weapon in that arm, as well as the Clank's ability to manipulate objects (eg, open doors)
- Sundering the chest and back drops the Clank's charge to zero
- Sundering all components renders the Clank useless, removing all benefits

A clank's components have the following statistics:
Steel: Hardness 10, HP 20
Mithril: Hardness 15, HP 20
Adamantine: Hardness 20, HP 40
Note: Each point of enhancement bonus to Armor Class the Clank provides gives the usual increase to Hardness and hit points

When resisting the sunder attempt, the Clankmaster may use their standard attack roll, or use their Clankmaster Level + Int Modifier instead.

Rebuilding a sundered component requires eight hours of work and raw materials equaling 50gp per Clankmaster level.
Repairing a damaged but not destroyed component requires four hours work and raw materials equaling 1gp per Clankmaster level per point of damage.

Magic Restrictions: Any item or spell that grants a movement effect (eg the Fly Spell), only works on the user not on the Clank. The user is only able to make use of this travel mode while outside the Clank

Borrowed Clanks: A Clankmaster can pilot another person's Clank with the following restrictions:
- The armor check penalty increases by four
- Cannot reassign charge or change modules

A lay person can attempt to pilot a Clank with the following restriction
- The armor check penalty increases by four and suffers the same penalties as though wearing armor they are nonproficient with
- Cannot reassign charge, change or activate modules
- Requires a DC10 int check to run the Clank for 2d4 minutes.


Armor Reinforcement: At the same cost as a suit of Heavy armor, the Clank may be reinforced with Adamantine or Mithril, providing the following benefits:
Adamantine:
Clank now counts as Heavy armor
Enhancement bonus to AC is now +1 per two levels beyond first (retroactive)
DR is now equal to your Clankmaster level (overcome by Adamantine), additionally you gain half this DR as DR/- (retroactive)
The Clank's strength bonus increases by two
Increse the Clank's weight by 25%

Mithril:
Clank now counts as light armor
Lower the Armor Check penalty to -2
Enhancement bonus to AC is now +1 per three levels beyond first (retroactive)
DR is now equal to your Clankmaster level (overcome by Adamantine)
The clank's Dex penalty is lowered to -2
Reduce the Clank's weight by 25%

Compacting: When not being piloted a Clank can be compacted for easier storage or transport. Triggering this requires a move action, or a swift action if done when exiting the Clank. Compacting a Clank causes its components to lock up and retract into the body, turning the Clank into a dense, roughly cube-shape one size category smaller than usual.
This process takes one minute and the clank is inoperable while compacted. Restoring the Clank to it's usual state requires a standard action to initiate and one minute for the Clank to unfold.

Dissasembly: When Compacting isn't enough, a Clank can be dissasembled into its components. This requires half an hour's work by the Clankmaster and reduces the clank into six pieces (four limbs, head and torso) each totally one-sixth of the Clank's total weight and each being two size categories smaller than the Clank.
Reassembling the Clank requires one hour's work by the Clankmaster.



Clank Tinkers (Ex)
At lvl 2 and every two levels thereafter, the Clankmaster may choose one of the following improvements:


Motorised Joints: The Clank's armor check penalty doesn't affect Jump
Gyroscopic Stabalising: The Clank's armor check penalty doesn't affect Balance
Climbing Claws: A set of retractable claws is built into the feet of the Clank, and the hand weapons are adjusted for climbing. The Clank's armor check penalty doesn't apply to Climbing
Stabalising Fins: Sets of streamlined fins are built into the clank. The Clank's armor check penalty doesn't apply to Swim checks
Grenade Launcher: A number of Grenade-like weapons can be stored within the Clank. This is 16 for Large clanks, double for every size category larger and halve for every one smaller. These weapons can be fired as an attack action with a range increment of 30ft, and the Clankmaster adds their Int Modifier to save DC and Damage as appropriate.

Requires Lvl 5
Weapon Augment: The Clank's weapon die increases by one (may be taken multiple times)
Climbing Augment: Augment your Clank with numerous hooks and spikes. Gain a 10ft climb speed and a +8 bonus to Climb checks
- Requires Climbing Claws
- May use Charge to improve the speed. Every two points of charge increases the speed by 5ft
Water Sealing: The Clank no longer loses all charge when submerged, though any Fire or Electric based Modules still do not function when submerged
Improved Fins: The Clank gains a swim speed of 10ft, and a +8 bonus to Swim checks
- Requires Stabalising Fins
- May use Charge to improve the speed. Every two points of charge increases the speed by 5ft
Stabalising Spikes: The Clank's feet are outfitted with numerous additional spikes and claws which can be deployed as a free action and retracted as a move. While deployed your land speed drops to 10ft but you autopass all balance checks relating to rough/unstable/slippery terrain (ie this will help you stand while in a Greased area, but won't help walk a tightrope)
- Requires Gyroscopic Stabalising
Magnetic Claws: When grappling you gain a bonus on all grapple checks (except those to escape a grapple) equal to your Clankmaster level against all creatures in metal armor and all creatures made of metal.

Requires Lvl 10
Improved Generator: Increase Charge by two
Augmented Plating: Increase fortification by 25%
Supercharged Servos: Can use charge to increase strength. Every point of charge increases strength by one
Unstable power system: When assigning Charge, you may reassign an extra 1d4 charge (can be taken multiple times)
Simplified Systems: You may reassign your charge as a Free action rather than a swift action (still only once per round)
Telescoping Arms: May increase your reach by 5ft
Telescoping Legs: May increase your clank's height by 50%, and can step over any creature two size categories or more smaller than yourself as though they were difficult terrain. Provokes an AoO
Reinforced Pistons: You gain a bonus equal to Clankmaster level on all checks made to break an object (does not work for sunder etc, only for Break checks)

Requires Lvl 15
Robust System: Your number of simultaneous advanced modules increases by one
Improved Overclock: When overloading a system, the system lasts an extra 2d4 rounds before burning out
Esoteric Powersource: Choose an energy type not already affected by your Alternate Energy Source ability. You may now use that energy as an alternate energy source.
Improved Flight: Increases your Clank's flight maneuverability by one step.
- Requires Jetpack Prodigy Module.
Overload Safety System: Once per overload, you may reroll your check to see if the system blows up


Pilot Suit
Most Clankmasters have some form of suit that they wear when piloting their Clank. Typically this takes the form of a reinforced metal suit that allows the user to more easily manipulate switches and move the Clank's limbs by connecting them to their own, while at the same time protecting the wearer from chafing and twisting caused by sitting in the middle of a large piece of machinery.

At level six the Clankmaster starts upgrading their own suit in similar ways to their Clank, ensuring that they are not totally helpless without their Clank.

The Clankmaster's Pilot Suit acts in all ways as a Clank as though the Clankmaster were five levels lower (so the Pilot Suit of a level eight Clankmaster is the same as a level three Clank) with the following exceptions:
1) The Pilot Suit is the same size as the Clankmaster
2) The Pilot Suit does not provide any bonuses or penalties to ability scores
3) The Pilot Suit's armor check penalty is half that of the proper Clank
4) The Pilot Suit cannot be Overclocked, Overloaded and does not benefit from Alternate Energy Source. Additionally it is limited to Least and Lesser advanced modules only, and its Charge output is only half Clankmaster level.

Advanced Modules (Ex)

Starting at level 3 the Clankmaster can add Advanced Modules to his Clank. These advanced modules come in four varieties, Least, Lesser, Greater and Prodigy with each tier opening at a higher level. A Clank may have a number of modules fitted of each grade as listed in the above table, each section may have any number of modules installed, but only one active at a time.

Changing the Advanced Module installed on a Clank requires eight hours of work but does not consume any resources.
Most Advanced Modules require Charge to either run or scale with the amount of Charge invested. See the Charge entry for more information.
A Clankmaster may only have a number of advanced modules equal to their Intelligence modifier active at once (though additional modules can be installed and unpowered). For eg a Clankmaster with an Int of 15 at level 5 can have three Least modules installed on his Clank, but could only operate two at a time.

Least (requires charge to run, doesn't scale)
Head: Built in telescope (as Spyglass)
Arms: Grasping clamps: Provides Improved Grab
Chest: Impaling Spikes: Deal automatic 1d8+Str damage in a grapple
Shoulder: Repeating Crossbow mount. Can hold 20 bolts (quiver on one shoulder, crossbow on the other).
- Standard repeating crossbow stats, but you're proficient
Legs: Collection claws: May pick up one item per round from the ground as a free action
Back: Mirrored shield: 20% miss chance vs any ranged attack from more than 30ft away.

Lesser (max charge = 1/4 level)
Head: Motorised optic lenses. +4 spot per charge
Back: Scything blades. When flanked and attacking one flanker, you get a free attack against the other. Full BaB, 1d8+Str damage. +1 nonmagical enhancement per charge
Arm: Flame Thrower: DC13+Int reflex save, 15ft cone, 2d6 per charge
Legs: Jump Jets: +4 to jump checks per charge
Arms: Braced Weapons: When charging, your damage increases to 4d6+2xStrength
Shoulders: Electricity Generator: 1d6 damage per charge to anyone striking you in melee, or anyone you strike in melee.
Chest: Energy Buffer: Gain energy resistance to one energy type (can be changed as a full round action) equal to 5xcharge
Arm: Net Launcher: Ranged touch attack, range increment 30ft, standard action. If it hits the target makes a save (DC 10+1/2 Clankmaster level+Charge) on a failed save they are Entangled and cannot move, on a passed save they are only Entangled.
A subject can break free of the net with a DC 20 strength or 25 escape artist check as a full round action. Lower the DC by 5 if they passed the save.

Greater (max charge = 1/2 level)
Head: Pinpoint targeting system: Negates the AC bonus of cover (that is less than full) and negates concealment (you must still know which square to target). Range of 10ft per point of charge.
Arm: Improved Flamethrower: DC15+Int reflex save, 30ft cone, 2d6 per charge
Arm: Directed Magnetic Pulse Generator: May use Telekinesis at will as the spell, with a caster level of 2xCharge, but only against magnetic metal objects, or creatures wearing metal armor.
Legs: Improved Jump Jets: +4 to jump checks per charge. May overcharge the jump jets to make a single jump check as a swift action every 1d4 rounds.
Back: Universal energy buffer: Gain energy resistance (all) equal to 2x charge
Chest: Plasma Cannon: 1d6 damage per charge, ranged touch attach. Half fire half untyped damage. Range 60ft, standard action to fire.
Shoulder: Linked Gatling Cannon: One heavy repeating crossbow on each shoulder.
- As a full attack action may make a number of attacks eaqual to double your BaB (as per TWF as though you had TWF, ITWF & GTWF without the -2 penalty). Each shot deals 2d8 damage, crit 20/x3. +1 nonmagical enhancement bonus per point of charge
- As a standard action, may fire one 'double shot' at your highest BaB. Damage 4d8, crit 20/x3. +1 nonmagical enhancement bonus per point of charge


Prodigy (max charge = level)
Arm: Inferno Flamethrower: DC17+Int reflex save, 60ft cone or 120ft line, 2d6 per charge
Back: Jetpack: Grants fly speed (clumsy) equal to 10ft x charge
Chest: Total Energy Consumption: Choose any two energy types you can use as an alternate power source. You gain immunity to those damage types
Shoulder: Master Plasma Cannon: 2d6 damage per charge, ranged touch attack. Half fire half untyped damage. Range 120ft, standard action to use.
Legs: Lightning hovercraft: User may hover 5ft above the ground at 5ft per two points of charge. Anything below the Clank takes 1d6 Electricity damage per point of charge (no save). Cannot strike the same creature more than once in a round.
Head: Scanning System: This scanning system provides the following benefits to a range of 10ft per charge:
Blindsight
Tremorsense
See Invisibility
X-Ray Vision (can see through 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt per point of charge)



Charge (Ex)
As the Clank starts becoming more advanced, it requires more and more power. To facilitate this the Clankmaster installs a series of small boilers and tubes containing superheated water throughout the Clank, with the main boiler located in the Clank's chest. This boiler provides a resource known as Charge (one point per Clankmaster level) that may be used to power the Clank's systems.
The maximum amount of charge that a system can hold is determined by its type, one point for Least, 1/4 Clankmaster level for Lesser, 1/2 Clankmaster level for Greater, and equal to Clankmaster level for Prodigy. For systems that aren't specific modules (such as the Clank's base land speed) the maximum charge capacity is equal to your Clankmaster level.
You may reassign a number of points of charge equal to your Intelligence bonus as a swift action.

Alternate Energy Source (Ex)
At level 9 you may choose either Fire or Electricity as an alternate energy source for your clank. When struck by a spell or effect with the appropriate energy descriptor you may make a special check as an immediate action (in addition to any save allowed). This check is 1d20+Int Modifier+Clankmaster Level vs a DC of 10+Caster level of the effect (for effects without a caster level, use 10+1per damage dice).
If this check succeeds you gain an extra point of charge per caster level of the effect. This charge lasts for 1d4 rounds and you may distribute the charge as part of the immediate action.
You may not charge yourself using a Clank module.

At level 13 you gain the other energy type as well.

Overclock (Ex)
At level seven you may 'overclock' an advanced module as a move action, increasing its maximum charge capacity by 1d2 for 1d4 rounds. After this time has elapsed, make an Int check with a DC of 10+Rounds overclocked+Increased charge capacity. If you succeed you maintain the integrity of the system, if you fail then the module in question shuts down until you spend one minute repairing the systems.

At level eleven your overclock improves charge capacity by 2d3.

Overload (Ex)
At level fifteen you may overload your Clank's generator to squeeze out some extra power. Overloading the generator (or returning it to normal state) is a swift action that increases your Charge output by 50% (this extra charge may immediately be distributed to systems as you choose).
Overload lasts as long as you maintain it but every round there is a cumulative 5% chance that the generator will explode from the strain. Should the generator explode is has the following effects:
1) 1d6 fire or electricity damage (roll randomly) per Charge generated (including the 50% extra) to all creatures within Chargex5ft radius. Reflex DC15+1/2 Clankmaster level for half. The Clankmaster gets no save
2) 2d4 Clank components (determined randomly) are broken as though Sundered.
3) The Clank becomes inoperable until the components have all been repaired.

Once shut down the generator requires a number of minutes equal to the number of rounds it was overloaded to return to normal. If the Clank is overloaded again during this time, the chance to explode is 10% per round and includes all rounds not yet cooled down.
Eg Bob overloads his Clank for seven rounds (35% chance to explode) before returning to normal. After two minutes he overloads again, he still has five minutes to go before the generator returns to normal, so his Clank immediately has a 50% chance to explode, and this will increase by 10% every round until shut down.

Amechra
2011-07-20, 03:42 PM
Combinatoric Maven
http://www.majhost.com/gallery/Just-my-2-cents/Motivators/combining_mechs.jpg

Of course I built a steam-powered robot power-suit for the cat. It is TRADITION!

Sanity. Genius at engineering. Power. Select two.

Sadly, this trite statement is full of truth for a Combinatoric Maven, for whom the world begs a question: WHY ISN'T THAT KITTY IN A STEAM-POWERED POWER-ARMOR CASING? ARE YOU TRYING TO LET THE COMMONERS WIN?

Adventures: Quite simply, why not? After all, the house is destroyed, the villagers are rioting, their parents have cancelled their allowance...

Characteristics: This class is capable of many things, one of which is combining small constructs into power armor for various things. If you don't believe me, look downwards at the class progression. Yeppers, that's right.

Alignment: What, you want some namby-pamby sort of dividing point? Can't angels and demons both wear power-armor? ARE YOU BEING ALIGNMENTIST?

Religion: SCIENCE. You know, if you didn't get the idea earlier...

Background: You join this profession just like any other; you are either born with some natural predilection towards tinkering, or you ate lead as a child. Or, rarely, you actually sought out this path.

Races: Dwarves and gnomes fill out the ranks of this class, though elves and humans do tend to enjoy the benefits as well...

Other Classes: I dunno, how would you view a guy who wanted to stick your cat into custom-fitted armor?

Role: Hmm... remote-control little people who form giant robots (well, semi-giant, really) that can give people POWERS? I don't know, you tell me.

Adaptation: If you wish to make this less silly... Well, a mad crafting genius certainly could create clockwork creations that armor their friends and assault their foes, so...

GAME RULE INFORMATION
COMBINATORIC MAVEN's have the following game statistics.
Abilities: Intelligence is important. Wisdom isn't. Drop wisdom like a rotting apple down a well.
Alignment: Any
Hit Die: d6
Starting Age: As Bard.
Starting Gold: As Rogue.

Class Skills
The COMBINATORIC MAVEN's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha)

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


COMBINATORIC MAVEN|
Servant Craft

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Craft Servant, Personalized Crafter

2nd|
+1|
+0|
+0|
+3|My Specialty (A)

3rd|
+2|
+1|
+1|
+3|Repair Device, Cog-mind

4th|
+3|
+1|
+1|
+4|Companion Servant

5th|
+3|
+1|
+1|
+4|My Specialty (A)

6th|
+4|
+2|
+2|
+5|

7th|
+5|
+2|
+2|
+5|

8th|
+6|
+2|
+2|
+6|My Specialty (A or B)

9th|
+6|
+3|
+3|
+6|

10th|
+7|
+3|
+3|
+7|

11th|
+8|
+3|
+3|
+7|My Specialty (A or B)

12th|
+9|
+4|
+4|
+8|

13th|
+9|
+4|
+4|
+8|

14th|
+10|
+4|
+4|
+9|My Specialty (Any)

15th|
+11|
+5|
+5|
+9|

16th|
+12|
+5|
+5|
+10|

17th|
+12|
+5|
+5|
+10|My Specialty (Any)

18th|
+13|
+6|
+6|
+11|

19th|
+14|
+6|
+6|
+11|

20th|
+15|
+6|
+6|
+12|My Specialty (Any)|{table=head]Construct HD|Preprogrammed Class Levels|Servant Limit|Highest Menu Available


1|
1|
2|
A

1|
1|
3|
A

2|
1|
3|
A

2|
2|
3|
A

3|
2|
4|
A

3|
2|
4|
A

4|
3|
4|
B

4|
3|
5|
B

5|
3|
5|
B

5|
4|
6|
B

5|
4|
6|
B

6|
4|
6|
B

6|
5|
7|
C

7|
5|
7|
C

7|
5|
8|
C

8|
6|
8|
C

8|
6|
8|
C

9|
6|
9|
C

9|
7|
9|
C

10|
7|
10|
C[/table][/table]

Class Features
All of the following are class features of the COMBINATORIC MAVEN.

Weapon and Armor Proficiencies: You are proficient in all simple weapons and a single martial weapon. You are also proficient in light and medium armor.

Craft Servant (Su): You know, the kinds of stuff you can do with steam these days...

At 1st level, you gain the ability to create servants, little mindless servile power armor pieces. The process of creating a new servant takes 4 hours of concentrated work; however, you don't truly need special materials to craft a servant; the process only works because you BELIEVE that it does.

However, it can't work CONSCIOUSLY; you need to keep up the pretext that what you are doing is scientifically possible. As such, you need a pile of scrap metal and coal weighing at least 12.5 pounds; if you can get this for free, or through theft, guess what... it doesn't matter. It works just as well with a pile of copper pieces as it would with adamantine, and there is no difference in the end product.

The rules for servants are in the next post; in addition to those rules, you may also add a single ability from the standard Astral Construct menu listed on the above table. If you do this, the Servant gains that menu ability, and in turn will grant that menu ability to any creature it uses Join Target, if that would be beneficial; any choices required by abilities are made by you when you create the Servant. For effects that have some interaction with "the caster" of the Servant, the person currently wearing the Servant as Power Armor is treated as the caster.

When a group of Servants "assemble", they decide on which menu abilities to use; this is chosen while the conglomerate is formed, and are limited by the maximum menu chose-able from: if it is A, it can have 1, if it is B, it can have 2, and if it is C, it can have 4. B menu options count as 2 for this purpose, and C menu options count as 4 for this purpose.

You may not have more servants at any one time than the indicated maximum on the table above.

Madcrafting (Ex): Alright, I get it, your happy that you can make awesome little 'droids. However, your powers of delusional creativity aren't limited there!

At 1st level, you gain the ability to make a Madcrafting check. This check consists of 1d20+your Combinatoric Maven level+your Intelligence modifier.

You may use this check in place of any given craft check you choose; you don't need any ranks in that skill to use this class ability in this manner. When you use replace a craft check, you may add 1/2 the miscellaneous modifiers and ranks you have in that skill as an insight bonus to your Madcrafting check. This represents the difference between sloppy use of insane crafting skill, and the channeling of madness through paths that are semi-well known.

Madcrafting allows you to create "masterwork" items for the cost of the base item and the normal Masterwork DC; however, when you do so, only you can benefit from the bonus from it being Masterwork; if anyone else tries to use a Madcrafted item, the bonuses they would get from Masterwork are instead penalties (i.e. -1 Attack, -1 ACP, -2 to a skill check...)

If someone (probably you) gets the idea to apply enhancements to the item, it is always treated as if it were cursed; this supplies no cost reduction for the creator, however (roll on the random table, or invent your own).

This entire process takes only half the normal time, and unless magically enhanced, the item becomes completely unusable after an amount of time equal to twice the normal crafting time of the object has elapsed (unless you repair it by using your Repair Machine class feature, which resets this duration).

My Specialty (Ex): Your genius truly knows no bounds, including sanity or good taste.
At 2nd level, and every 3 levels thereafter, you may add a menu option from any non-standard Astral Construct menu of the indicated level to the menu options that you can add to a Servant through Create Servant.

Repair Device (Ex): You know, your genius DOES come at a cost... you tend to be rather obsessive about machinery being intact...

At 3rd level, you gain the ability to repair any damage to an item simply by matching the craft DC that was required to create it with a relevant Madcrafting check; for example, repairing a Masterwork Longsword would require a DC 35 Madcrafting Check.

This ability may also be used in place of a Heal check; treat Heal as if it was a Craft skill for the purpose of this class feature. When this ability is used, for a period of 24 hours, the creature healed may, as a swift action, designate a single object; the designated object is treated as if it were Masterwork when they use it.

Of course, your methods of healing is a little crazy, as you ARE using the same methods you would use to fix a rusty sword, and so a creature healed in this manner receives a -2 penalty to their Constitution; this penalty worsens by 1 any subsequent times this ability is used on that creature in a 24-hour period. The penalty lessens by 1 for every 8 hours of rest the creature gets.

Cog-Mind (Ex): You are crazily intelligent. I mean, literally, you are Mr. Smarty Pants, if those pants were ON FIRE.

At 3rd level, you gain Keen Intellect as a bonus feat; you don't have to meet the prerequisites for this feat.

Companion Servant (Su): Sometimes, you don't have many friends. That's why you MAKE one.

At 4th level, you may create a Companion Servant; as you have gone all out on this fellow, it is necessarily more costly; to create a Companion Servant, you have to spend 1000 gp on materials and work for 24 hours straight.

However, the gains are well worth the costs; Your Companion Servant is your size category, has a number of Living Construct HD equal to your Combinatoric Maven level, and has a number of class levels gestalted sequentially with the Living Construct HD equal to your Combinatoric Maven level -2. In addition, their ability scores are quite exceptional; every single one of their ability scores is equal to 10+1/2 their Living Construct HD, plus any increases gained from the amount of HD they have.

Your Companion Servant has the Join Target and Personalized Crafting ability as a standard Servant, with the following exceptions:
-Join Target only functions when used on the Combinatoric Maven who made it. I.e., you.
-Personalized Crafter doesn't have the section on the bottom about HD, and you gain a bonus to your check equal to your intelligence modifier.

The same aetheric difficulties present in your standard Servant is still present in a Companion Servant; as such, you still cannot give them a full casting, full manifesting, or crafting-based class.

The Companion Servant is utterly loyal to you, and generally is in a form that pleases you aesthetically, and as such, most Combinatoric Mavens have taken this as a chance to, as the colloquialism goes, "make themselves a girlfriend". Now, you probably will not choose to do so, but the public assumption is that you are, and so, you may never gain the Leadership feat as a General feat; you may only gain it if you enter a class feature that grants it or an equivalent.

Amechra
2011-07-21, 03:42 PM
What are Servants?
Servants are a humanoid, cat-sized conglomerate of Gears, flexible steamwork, and enamel plating that performs exceptionally well in a preprogrammed manner. Indeed, it seems that most concerted forms of study can be programmed into a given servant; this accounts for the fact that they have been seen casting spells, manifesting powers, and initiating maneuvers. However, aside from careful aetheric attenuation, removing priorly imprinted instructions into steam created by burnt coal, which still stores an imprint of organic souls, allowing your average personage to give it instructions... sorry, what was that?

I mean, mechanically
Ah, yes, mechanics. A Servant is a Tiny Construct, which has the following statistics:
Servant, Tiny Construct
{table]HD|1d10 (5 Hp)
Initiative|+2
Speed|30 ft. (6 squares)
Armor Class|14 (+2 Size, +2 Dex), Touch 14, Flatfoot 12
Base Attack Bonus/Grapple|0/-9
Attack|Slam +1 (1d3-1) or Weapon +1 (1d3-1)
Full Attack|Slam +1 (1d3-1) or Weapon +1 (1d3-1)
Space/Reach|2-1/2 ft./0 ft.
Special Attacks|Combinatorics, Join Target
Special Qualities|Personalized Crafting, Preprogrammed, Easily Updated, Mindless
Saves|Fort +0, Reflex +4, Will -5
Ability Scores|Str 8, Dex 14, Con -, Int -, Wis 1, Cha 3
Skills|See Preprogrammed
Feats|See Preprogrammed[/table]

Weapon and Armor Proficiencies: A Servant is proficient in any weapons that its Preprogrammed class(es) is(are) proficient in.

Combinatorics (Ex): A Servant may join with another Servant of their size or smaller, allowing them to increase in size and ability. This process takes 5 minutes, and uses the rules for Power Armor (treating one of the servants as Power Armor) except for the following difference:

The servant does not gain the split hit-point pool, or the indicated Arcane Spell Failure Chance, Max Dexterity Bonus, Armor Bonus, or Armor Class Penalty; instead, they progress as the following table:

{table=head]Number of Servants combined|Resulting Size|New Ability Scores, Grapple Modifier, AC, and Bonus HP|Natural Armor Bonus|Full Attack
2-3|Small|Str 12, Dex 12, -3, 14 AC, +10 HP|+2|Slam +2 (1d4+1) or Weapon +2 (1d4+1)
4-7|Medium|Str 16, Dex 10, +3, 14 AC, +20 HP|+4|Slam +4 (1d6+3) or Weapon +4 (1d6+4)
8-15|Large|Str 20, Dex 8, +9, 13 AC, +30 HP|+6|2 Slams +6 (1d8+5) or 2 Weapon +6 (1d8+5)[/table]

This conglomerate can separate any number of Servants from itself, up to the amount of Servants it contains, in a process that takes 5 minutes. Any hit points lost by the conglomerate are split between the conglomerate and any Servants that are separated from the group through this method.

For every Servant added beyond the minimum amount, add +3 HP.

A Servant can only use this ability on Servants created by the same Combinatoric Maven.

Join Target (Ex): A Servant (or Conglomerate of Servants) may form itself into Power Armor, molding itself around the creature in a flurry of gears and steam. This process must be performed on a willing target, which must be equal in size or one size category smaller than the Conglomerate attempting to join with them. Follow the rules for Power Armor (treating the conglomerate as if it were Power Armor) as detailed below, with the following exception: if the Conglomerate is one size category larger than the creature, the creature gains Powerful Build.

Personalized Crafting (Ex): Each Servant is a hand-crafted peace of well-loved metal; the crafter's sweat and blood went into it's creation.

A Servant's appearance's quality is determined by a Madcrafting check, using the results on the following table (Its actual appearance is determined by the crafter, limited to only a humanoid body plan):
{table=head]DC|
Result

10|Very rough; looks like it was assembled in minutes.
20|Decent work; not impressive, but not horrible either
25|Expert work; impressive work, but could be improved
30|Masterful work; well made down to the details.[/table]

In addition, the Servant has a number of Hit Dice equal to the amount listed on the Combinatoric Constructor table; Construct HD have 3/4 BAB, d10 HD, and Good Reflex Saves.

Preprogrammed (Ex)A Servant was created specifically to fulfill some function or duty; as such, they tend to have an extensive collection of information stored within.

A Servant has a number of Bonus Feats equal to 1+1/3 of their Hit Dice; they may only gain the benefits of feats they would otherwise qualify for.

A Servant has a number of Skill Points as if it had an Intelligence of 10. They still are unable to roll Intelligence-based Skill checks, but may otherwise invest Skill Points in skills as if they were not Mindless.

In addition, a Servant has their first X HD gestalted with Base Class levels, where X is equal to the number listed in the Class Level column on the Combinatoric Constructor table. Due to the finicky nature of aetheric vibrations, a full-casting class, full-manifesting class, or any class that is based around crafting magical items may not be chosen for this ability. For the purpose of ability DCs and uses of a given class feature, treat the Servant as if it has the requisite ability score at 10+1/2 HD, if that would be higher than the Servant's actual ability score.

Easily Updated (Ex): A Servant is rather useless if allowed to become outdated; as such, it is up to the crafter to maintain their creation.

In a process taking 30 minutes plus 30 minutes per 2 HD, the Servant's creator may adjust a Servant so that it has the proper number of HD and Class Levels as listed on the creator's class table; this may not change what class levels, feats, and skill ranks the Servant already has. While this is being done, the creator may reroll their check for Personalized Crafting.

Mindless A Servant is actually unintelligent, despite intelligent behavior; as such, it has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks.

Because they are mindless, they may not normally obtain feats or ranks in skills, but see Preprogrammed.


OK, and how about this whole "Power Armor" thing?
Ah, yes, Power Armor. 'Tis a wonderful thing.

But anyway, I'm sure you would like the mechanics, rather than hearing me rant on about how awesome a meshwork of gears and steam that webs a creature is. You do? Very well, then:

Power Armor has the following statistics (it is already treated as Masterwork, and the reduction in penalty has already been taken into account.)

{table=head]Armor|Armor Bonus|MDB|ACP|ASF|Speed (30 ft.)|Speed (20 ft.)|Weight
Medium Armor|||||||
Power Armor|+Power Armor HD|+4|-3|10%|30 ft.|20 ft.|50 lbs[/table]

In addition, Power Armor has several odd qualities:
-Power armor cannot take actions of its own at any time.

-The ACP is not doubled for Swim checks.

-When worn, the Power Armor's weight is treated as if it were 25 lbs, for the purpose of calculating encumbrance.

-If the Power Armor has rank in a skill, the wearer may use them instead of their own ranks in a skill. Alternatively, they may gain a circumstance bonus to a skill equal to 1/2 the ranks in that skill that the Power Armor has.

-If the Power Armor has a feat (or has feats), the wearer gains one of those feats as a Bonus Feat.

-If the Power Armor has class levels, the wearer may use all features from those class levels as if they had 1/2 the levels in any given class that the Power Armor has (round up); if this would lower the class level below the level where a certain class feature was obtained, that feature is not gained. If the feature requires a choice, the wearer must use the choice picked by the Power Armor. If they already have levels in that class, the levels stack; this ability only stacks a given class up to the wearer's HD.

-The wearer may use the better of the Power Armor's ability scores or their own.

-Power Armor has it's own HP; if the Wearer is using Total Defense, fighting defensively, or using the Combat Expertise feat with at least a -2 penalty, the Power Armor and the Wearer split any damage dealt to the wearer equally between themselves.

Power armor takes 5 minutes to Don and Remove, cannot be donned hastily, automatically removes itself from it's wearer's corpse upon the wearer's death.

ErrantX
2011-07-31, 09:05 PM
The Generator

http://www.daemonstv.com/wp-content/uploads/2011/02/GENERATOR-REX-Lost-Weekend-550x499.jpg
Rex Salazar, a generator

“Hello, Monster Guy, I’m Rex. Now, thrill me.”
-Rex Salazar, moments before dispatching a ravaging gray render.

The sciences of the more goodly races are varied and many, from dwarven smiths, elven artists, halfling tradesman, human craftsman, and gnomish inventors. The sciences of their less than idealistic fellows are just as varied, and from these darker practices did a plague of machines occur. Some caused ordinary inventions and machines to awaken and go berserk, some caused men to become machine-monsters, and some few gained the ability to use this machine plague to grow steam and clockwork machines of war from their very flesh. These folk are called Generators.

Adventures: Generators leave the house for a myriad of reasons. Some are chased out due to either being destructive (accidentally or purposefully) or being feared, others leave willingly to explore what their bodies can do in the world or simply to advance their bio-science. Some are inventors, craftsman, or scientists who seek to master esoteric arts beyond the magical; some say to make the mundane more magical then magic itself. Other generators simply adventure for the profit and excitement that it brings.

Characteristics: The only characteristics beyond similar abilities that generators share is hardiness, resiliency, and the ability to build machines using their machine-plague granted nanites; most generators are capable of taking a vicious beating and smile while dishing it right back. Many are free spirits, but some conform to military organizations for the good of all beings or to conquer those weaker than their mechanical might.

Alignment: Any. Generators can come from any moral or ethical background and frequently do.

Religion: Any. Some worship gods of the forge or crafts, others gods of battle and some of more pedestrian gods.

Background: Anyone can become a generator, rich or poor, humanoid or not. All it takes is to be infected by the machine sickness that keeps cropping up in many different locations across the world and being of a unique circumstance where the body assimilates the machine abilities instead of being changed detrimentally by them.

Races: Humans, dwarves, and half-orcs make the majority of generators in the world, being hale and strong enough to bear the machines and having a nature that is agreeable to the abilities. Elves and halflings rarely become generators, being small and frail in comparison. Gnomes, when they survive, make fantastic generators due to their imaginations and ingenuity. Of the monstrous races, only industrious creatures like hobgoblins and intelligent humanoids or monstrous humanoids become generators. More fantastic beings such as dragons never become generators for some reason.

Other Classes: Generators tend to get on well with fighters, rogues, and bards due to skill in combat and more generic skill. They chafe with wizards and clerics occasionally, often out of a need to compete. Sorcerers are both admirable and vexing, as sorcerers make it look easy where they as generators have to rely on more physical means.

Role: Generators are warriors and craftsman first and foremost, being skilled, strong, and tough. They can be aggressive warriors or they can be defenders. Occasionally they can take on the scouting role, but others are better suited to this. While not having the raw power or versatility of the wizard or cleric, the generator has many tricks that make him an invaluable traveling companion.

GAME RULE INFORMATION:
Abilities: Intelligence is vital to a generator, and it is important due to its factoring into build and blue print saving throw DCs, skill points, and many skills that the generator will use regularly. Strength and Constitution provide additional prowess and survivability in combat.
Starting Age: As rogue.
Starting Gold: As rogue.

Hit Die: d10
Skills: Generators have access to the following skills: Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (engineering) (Int), Knowledge (local) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Intelligence Modifier) x4
Skill Points at Each Level: 2 + Intelligence modifier.

The Generator

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Blue Prints|Builds



1st|
+1|
+2|
+0|
+0|Engineer, machine empathy, builds (1, least)|0|2



2nd|
+2|
+3|
+0|
+0|Mettle|0|2



3rd|
+3|
+3|
+1|
+1|Bonus feat|0|3



4th|
+4|
+4|
+1|
+1|Tech enhancement +1|1|3



5th|
+5|
+4|
+1|
+1|Tech specialty|1|3



6th|
+6|
+5|
+2|
+2|Tough builds|1|4



7th|
+7|
+5|
+2|
+2|Bio-mechanical immunity I|2|4



8th|
+8|
+6|
+2|
+2|Tech enhancement +2, bonus feat|2|4



9th|
+9|
+6|
+3|
+3|Builds (2, least, lesser)|2|5



10th|
+10|
+7|
+3|
+3|Tech specialty|3|5

11th|
+11|
+7|
+3|
+3|Hardened builds|3|5



12th|
+12|
+8|
+4|
+4|Tech specialty +3|3|6



13th|
+13|
+8|
+4|
+4|Bio-mechanical immunity II, bonus feat|4|6



14th|
+14|
+9|
+4|
+4|Durable builds|4|6



15th|
+15|
+9|
+5|
+5|Tech specialty, builds (3, least, lesser, greater)|4|7



16th|
+16|
+10|
+5|
+5|Tech enhancement +4|5|7



17th|
+17|
+10|
+5|
+5|Tireless build|5|8



18th|
+18|
+11|
+6|
+6|Bonus feat|6|8



19th|
+19|
+11|
+6|
+6|Unbreakable builds|6|9



20th|
+20|
+12|
+6|
+6|Technological evolution, tech specialty +5|7|10[/table]


Class Features:
All of the following are class features of the generator.

Weapon and Armor proficiencies: Generators are proficient in the use of all simple and martial weapons, as well as the use of light and medium armor and shields.

Blue Prints and Builds (Su): A generator does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as blue prints and builds that require him to focus the bio-electric energy that suffuses his form to achieve wondrous biomechanical effects. A generator can use any blue print he knows at will, with the following qualifications:

A generator's blue prints are supernatural abilities; using a blue print therefore a standard action that provokes attacks of opportunity. A generator’s builds are supernatural abilities; using a build requires a move action and does not provoke attacks of opportunity. A blue print can be disrupted, just as a spell can be ruined during casting. A generator is entitled to a Concentration check to successfully use a blue print if he is by an attack while invoking, just as a spellcaster would be. A generator can choose to use a blue print defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A generator's blue prints are not subject to spell resistance unless a blue print's description specifically states otherwise. A generator's initiator level with his blue print is equal to his generator level.

A generator can only manifest one build at a time at 1st level, and can initiate a second build at 9th, and a third at 15th level, and a build can be dismissed as a free action and manifested as a move action that does not provoke attacks of opportunity. Blue prints can affect builds as if they were magical weapons, armor, or wondrous items depending on the nature of the build (see builds and blue prints below). Builds are difficult to maintain, and each time the character initiates a build he must make a Fortitude save DC 10 + the number of builds he’s used this encounter + the build’s grade (least +2, lesser +4, greater +6). If this Fortitude save fails, the character becomes fatigued. He can still continue to manifest builds, but he may only maintain a build when fatigued for 1d6 rounds. If he fails this Fortitude save when fatigued, then he becomes exhausted and may not generate builds until he’s rested at least two hours. The character’s Mettle class feature does not aid him in resisting this effect; machine generation is taxing on the body.

The save DC for a blue print (if it allows a save) is 10 + equivalent spell level + the generator's Intelligence modifier. Since supernatural abilities are not actually spells, a generator cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat.

The three grades of blue prints and builds, in order of their relative power, are least, lesser, and greater. A generator begins with knowledge of no blue prints and two builds, which must be of the lowest grade (least). As a generator gains levels, he learns new blue prints and builds, as summarized on the class progression table and described below. A list of available blue prints and builds can be found following the class description, and a complete description of each blue print and build can be found at the end of this document.

Every four levels when a generator learns a new blue print, he can also replace a blue print he already knows with another blue print of the same grade or of a lower grade. At 6th level, a generator can replace a least blue print he knows with a different least blue print (in addition to learning a new blue print, which could be either least or lesser). At 11th level, a generator can replace a least or lesser blue print he knows with another blue print of the same ore a lower grade (in addition to learning a new blue print, which could be least, lesser, or greater). The generator cannot trade out builds; once a build is learned, it is learned forever.

Blue prints and builds and levels in generator do not count as caster levels to qualify for prestige classes or feats. However, generator levels do count as full martial initiator levels should the character multiclass into a martial adept class as builds and blue prints use an initiator level to determine their strength and effectiveness.

Engineer (Ex): Due to his innate knowledge of mechanical devices and his ability to feel the way things work, the generator may add half of his class level to Craft checks and Knowledge (engineering) checks. Additionally, the generator may make magical items (the generator may craft magical arms and armor, wands, staves, wondrous items, rings, and rods only, and cannot make scrolls or potions).through his scientific know-how and his machine plague granted nanites as if he were a caster using his initiator level in place of his caster level. When making a magical item that requires a specific spell, he may make a Knowledge (engineering) check DC 25 + the level of the spell required to make the item. Items made through this ability appear very different from traditional items, having gears, small motors, wires, and clock work built into them. Larger items will typically have small coal power steam engines built into them in some ways. Regardless of their appearance, these items function identically to normal magic items when targeted by spells and effects such as dispel magic or antimagic field. Additionally, as his work relies more on science than magical ability, his items have an increase in gp cost of +50%.

Machine Empathy (Ex): The generator is capable of amazing feats of control when working with mechanical objects and creatures. The character may attempt to cause a piece of machinery or a construct be more amiable to him and function in a way that he chooses, even if the target is unintelligent. By laying his hands upon a machine (which is defined by anything with more than three moving parts or the construct type), he may attempt to influence it as if he were making a Diplomacy check, but instead uses his Knowledge (engineering) instead. The more helpful he makes the machine to him, the more he can manipulate it with his mind, and harmful things tend to jam up or become rendered useless.

Mettle (Ex): The character gains the extraordinary ability to shake off certain effects that target both mind and body through a combination of intense will and strong body. When making a Fortitude or Will save, if the successful result would result in a partial effect or half effectiveness, then the character completely ignores the effect.

Bonus Feat: At 3rd, 8th, 13th, and 18th level the generator gains a bonus fighter feat, Alertness, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Toughness, or an item creation feat of his choosing (except Brew Potion or Scribe Scroll). He must meet all prerequisites for this feat before selecting it, and he may use his initiator level in place of his caster level when making items.

Tech Enhancement (Su): At 4th level, when initiating builds or temporary enhancement blue prints, these abilities gain the listed bonus as an enhancement bonus to their effect. For example, if an 8th level generator builds Smack Hands and uses the Strength Harness blue print, he can add a +2 enhancement bonus to both effects, making the Smash Fists function as if they were a +2 magical weapon and the Strength Harness provides a +6 enhancement bonus, not a +4 enhancement bonus to Strength. This bonus improves to +2 at 8th level, +3 at 12th, +4 at 16th, and +5 at 20th level.

Tech Specialty (Ex): Every generator is going to have a favorite build that is his go to whenever things get tough. At 5th, 10th, and 15th level the character may select one build of his choosing that he possesses. He may initiate this build as a swift action.

Tough Builds (Ex): At 6th level, the generator’s builds become stronger and more enduring to damage. The generator may add his Constitution score as bonus hit points to the hit points of his builds.

Bio-mechanical Immunity (Ex): At 7th level, the generator’s internal systems are flooded with tiny machines that cause his body to work through many hardships by the miraculous changes he has undergone. The generator becomes immune to poison and disease as his body filters these toxins and prevents them from hurting him. At 13th level, this improves to allow him to heal at twice the normal rate when resting, and he may breathe water as his lungs may now filter water for oxygen.

Hardened Builds (Ex): At 11th level the builds the generator initiates become even more resistant to damage, gaining +5 to their hardness.

Durable Builds (Ex): The machines within the generator’s body work to repair and revitalize his damaged builds. At 14th level, the character’s builds restore his Constitution modifier in hit points each round as if they had fast healing. Destroyed or dismissed builds do not regenerate.

Tireless Builds (Ex): At 17th level the generator’s vital forces are so strong that generating builds no longer requires him to make a Fortitude save; he becomes immune to their fatiguing effects and when he has a build active he becomes immune to fatigue and exhaustion effects. Fatigue and exhaustion that character suffers before attempting to initiate a build will still cause him to be only able to initiate a build for a short time or not at all, respectively.

Unbreakable Builds (Ex): At 19th level, the builds that the generator initiates are so powerful that they are considered to be made of adamantine. The generator’s builds also still retain the benefits of his tough builds, hardened builds, and durable builds class features.

Technological Evolution: At 20th level, while outwardly appearing as a normal member of his race, the generator internally changes radically as his form fully accommodates the incredible changes and abilities that have granted to him. His type changes to construct (living construct) and gains all abilities and weaknesses associated with the type. He may now generate four builds at one time, and he may take 10 on any Craft or Knowledge (engineering) check, even when under stressful conditions.

PLAYING A GENERATOR

Generators often fill the role of the party every-man, being equally good at most everything, but not superb at it. While often quite skilled and knowledgeable, generators also do not have the wide breadth of knowledge and skills that wizards, bards, and rogues possess. Additionally, they provide little in the way of support to their comrades beyond their talents in combat and outside of battle in the field of engineering. To this end, it’s best for a generator to find all the things he's particularly good at, and be happy with that, as his versatility is his strength when not summoning builds in combat.

As an unlikely hero or a tortured villain, generators universally carry a chip on their shoulders due to being ostracized and outcaste due to their abilities being beyond the norm. Even sorcerers and warlocks can explain why they can do what they do in a way that layman can understand; generators have to explain complicated science and machinery to common folk and at best they can hope for a smile and nod.

Your blue prints and your builds will help determine what sort of generator you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.
Combat: Common combat modes for the generator often involve copious and gratuitous use of your builds or your assortment of blue prints for augmenting equipment. Many blue prints aren't well suited for direct combat effectiveness; it is up to you to determine the exact use of these abilities in a heated battle. Melee combat is a standard method for the generator of a more martial bend; they can excel at it through the right choices of build and feat selection.
Advancement: The generator benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon initiator level advancement. Additionally, prestige classes specially designed to work in tandem with the generator, such as the Steam Paragon take the abilities of the generator and build in a more specialized direction.
Resources: Depending on your choices in background, the generator may have an organization to draw upon or he may have the resources of an entire order of generators. Alternately, he may have the resources of a normal mundane person, or a single teacher.

GENERATORS IN THE WORLD
“If people want to hate me, I can’t stop them. But it’s not going to stop me from doing my job. You wanna know why? Because I’m awesome!”
- Rex Salazar on people who hate generators and those infected with the machine plague

Generators are often perceived as beings of disease and disaster for those who use their abilities irresponsibly, but those that don’t and use their powers for the benefit of all find that their lives enriched by the odd circumstances of their abilities. Their powers often cause alarming reactions to those who are unfamiliar with them or those like them, and generators are often shunned for it. Perceived in this fashion, some generators become bitter and angry and terrorize their homes and surrounding areas, succumbing to rage and hatred. Other generators are hailed as heroes and saviors in their homes and communities, where they have turned their gifts into life giving miracles by bringing the power of science to the people.

All generators are infected in some fashion with a plague of tiny machines that cause man and beast to become terrible monsters. These tiny machines, called nanites, are capable of extraordinary things with the will of a generator behind them. Most that are infected however become terrible monsters because they have no control over what their nanites do to them.
Daily Life: Most generators have relatively easy lives due to their supernatural abilities with crafting and engineering professions, and are capable of defending their homes and business without difficulty. Those that adventure find that the acceptance they lack in some circles is reversed in full by their amazing abilities in and out of combat.
Notables: The generator known as Rex Salazar has been working with a group of monster hunters calling themselves Providence for several years, and is one of the most high profile generators in the world and many generators use the names of some of the various builds that he has coined. There is a rumor of a terrifying orcish generator who goes by the moniker Gears of War who is capable of generating an entirely machine body for himself to rampage with, but these rumors are unfounded beyond the villages that have been annihilated with no survivors.
Organizations: Generators tend to live solitary lives or with small groups of others like them, but occasionally they join with adventuring parties. An organization known as Providence has made tentative gestures to reach out to generators in the hopes that they will aid them in hunting down the most dangerous machine-beasts in the world and putting an end to them.

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FEATS

Extra Blue print [General]
You have had a spontaneous burst of inspiration, gaining the knowledge of another blue print.
Prerequisites: Ability to use lesser blue prints, Knowledge (engineering) 5 ranks.
Benefit: You learn another blue print of any level of you capable of using.
Special: This feat may be taken multiple times for additional blue prints.

ErrantX
2011-07-31, 09:06 PM
GENERATOR BLUE PRINTS AND BUILDS
Generators choose the blue prints and builds they learn as they gain levels, much like warlocks choose which invocations to learn. However, a generator’s repertoire is even more limited than that of a sorcerer, and his blue prints and builds are supernatural abilities, not spells.

In addition to its grade (least, lesser, or greater), every blue print has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least blue print or build has a level equivalent of a 2nd level spell; a lesser 4th, greater 6th. The level equivalent for each blue print or build is given in its description below. In the case where a blue print may replicate a spell, use the generator’s initiator level in place of a caster level.

A generator can dismiss any currently ongoing blue print or build as a free action. Builds occupy a body location and can be enhanced normally as if they were magical items through use of blue prints. If an item is currently in that location, then that item is rendered inert and the build takes over. Two or more builds cannot occupy the same location. Many builds have a secondary ability; this ability can be engaged or disengaged as a swift action. The following list of builds and blue prints are not all possibilities, but reflect some very common generator gifts.

Least
Builds
Armored Core (Body) – The generator covers his body in a sleek shell of metal, rubber, and wire. Clock works spin and whirl throughout it, shifting pieces of metal around as the generator moves about. The generator gains an armor bonus to AC equal to ½ his initiator level. Secondary Ability – Rolling Core: The generator can maneuver his armor plating around him to essentially turn him into a ball of metal plates, gears, and clockwork that is steam propelled. The character’s armor bonus improves by +4 and he may move at double his base movement speed, and gains a slam attack that inflicts 1d8 points of damage plus the generator’s Strength modifier.
Break Lancer (Hands and Feet) – When a generator initiates the Break Lancer build, his feet generate a set of in-line skate wheels with a pair of stabilizer wheels that angle outwards to enforce balance, and the wheels themselves propel the generator at great speed granting +20ft bonus to his base movement speed. Additionally, the generator’s hand of choice becomes a large, metallic lock-gauntlet with a Large-sized lance attached to it. This lance can be wielded without size penalty by the generator. The speed of the skates allows the character to make charges with the lance as if he were mounted.
Punk Busters (Feet) – When initiating the Punk Busters, the legs of the generator become giant construct-like legs with spiked toes and a steam powered propulsion system in the heel. Clockwork gears work these machine-limbs with terrific strength, and steam pistons allow the Punk Busters to make incredible strides and leaps. While this build is initiated, the generator gains a +10ft bonus to his speed and gains a +20 bonus to Jump checks. Additionally, he may make a kick as a primary attack or as a secondary attack which inflicts 2d4 points of damage plus twice the generator's Strength modifier. Secondary Ability – Rocket Kick: As a swift action the generator can engage the steam-powered propulsion system to deliver a fearsome kick as a standard action. This kick gains a +4 bonus to hit and inflicts 3d6 points of damage plus three times the generator's Strength modifier. He may engage the Rocket Kick once every 1d4 rounds as steam pressure needs to build back up within the system.
Smack Hands (Hands) – Initiating the Smack Hands build causes reinforcing harnesses of metal and clockwork to cover the shoulders and arms with a steam plant that rests on the generator's back. Giant-sized three fingered gauntlets, steam-powered muscles and clockwork articulation allow the generator a powerful set of intimidating weapons. While this build is active, he gains a +8 mechanical bonus to Strength, an increase in reach by +5ft, and these fists allow the character to make two slam attacks, inflicting 2d6 points of damage plus the character's Strength modifier. Secondary Ability – Combat Drill: By engaging the Combat Drills, the Smack Hands begin to spin on pneumatic engines at high speed, allowing the generator to drill into the ground and gain a burrow speed of 30ft. This spinning action also allows the generator to also initiate a bull rush upon a successful punch as a free action as if he were one size category larger, and he does not need move to push the foe back (the force of the punch does this for him).
Slam Cannon (Arms and Hands) – From the generator's dominant arm a powerful cylinder is formed, so large it must rest on the character's shoulder. Clockwork jaws extend from the back of the cannon to take a bite out of the stone or earth behind the generator and arm the weapon as a move action. The slam cannon then has 1d4 rounds of ammunition, and as a standard action he may fire it inflicting 1d6 per two generator levels in damage from the steam-powered firing of debris. It can also be used to bash a target if they get to close (inflicting 1d8 points of damage plus Strength modifier) but it’s unwieldy, and the attack suffers a -4 penalty.
Shield Arms (Wrists) – When this build is initiated, thick discs of metal spin out around on a spinning clockwork wheel with a hiss of pneumatics. They are capable shields and weapons, granting a +4 shield bonus to Armor Class and being able to be used as light weapons inflicting 1d6 points of damage. Secondary Ability – Total Cover: The spinning shields continue to expand and become heavy hemispheres as a swift action, which lock together within a spinning clockwork mechanism, providing the generator total cover while this is engaged.
Steam Shears (Hands) – Around both hands a pair of thick metal cylinders form, and from them jut a pair of steam-powered hook-backed blades for shearing through the toughest of obstacles (and foes). These shears are so strong they ignore the hardness of objects that are under 10, and inflict 2d6 points of damage. The generator uses these shears normally, or if he possesses the Two-Weapon Fighting feat(s), he may attack as if using two light weapons. Secondary Ability – Grappling Shears: The generator, as a swift action, may spread the shears open and fire out on a puff of compressed steam on a 50ft line of rope as if it were a grappling hook. The force of this could also be used as an attack, inflicting 2d6 points of damage to the targeted creature as part of a ranged attack. The generator may reel this line in as a standard action.

Blue Prints
Armor Enhancement (Self) – This blue print covers the generator's non-magical clothes and/or armor with circuit-like wires and metal plates. This blue print duplicates the effects of the magical vestment spell. Alternately, if used on an item that already has magical properties, this can replace those properties with the effects of a magical vestment spell or add special properties such as fortification or resistance but the total bonus of these new qualities cannot exceed the original enhancement bonus to Armor Class (example: +3 studded leather armor can possess an additional number of qualities less than or equal to +3). Duration of this blue print is 1 minute per initiator level.
Enhancement Alteration (Touch, willing target) – By touching a piece of armor or a weapon, the generator can alter the enhancement bonuses the equipment possesses. He may alter the enhancement bonus and special properties in an item in any fashion but not to exceed the original total bonus of the item. For example, if Rex wanted to alter his +2 buckler of moderate fortification (a +3 bonus) to help protect him from a strong and powerful warrior through stronger defense, he could alter the properties to become a +4 buckler of light fortification (a +1 bonus) which retains the same total bonus of +5.
Inflict Light Damage (Touch) – This blue print duplicates the effects of the spell inflict light damage.
Remove Disease (Touch) – Initiating time of one minute, and mimics the effects of the spell remove disease. The generator sends his nanites into a willing target and may use those to cure the disease.
Repair Light Damage (Touch) – Initiating time of one minute, and mimics the effects of the spell repair light damage.
Resistance Item (Personal) – By initiating this build, the generator may convert an otherwise mundane item into a powerful protective device. This blue print lasts for ten minutes per initiator level and grants a resistance bonus to the generator’s saving throws equal to his Tech Enhancement class feature.
Weapon Augmentation (Personal) – Through the initiation of this build, the generator may grant special weapon properties to a weapon or build these has initiated as if it were a magical weapon. This blue print duplicates the effects of the greater magic weapon spell when used on a non-magical weapon or build. When used in conjunction with a magical weapon, instead, this blue print may offer an enhancement bonus equal to the weapon’s current permanent enhancement bonus that can be used to duplicate specific special weapon qualities (such as flaming). The duration of this blue print is 1 minute per initiator level.

Lesser
Builds
Boogie Pack (Back) – When a generator initiates the Boogie Pack, a metal harness fits around the generator’s shoulders and small but potent turbine forms on his back. Wings sprout from this turbine on a rotating shaft allowing them to twist a full 360 degrees. On the tips of these wings are a powerful pair of caged propellers that lift the generator off of the ground and give him aerial excellence and a fly speed of twice of his base land speed (good maneuverability). These propellers work underwater as well, granting him his base speed as a swim speed. Secondary Ability – Grappler Claws: On top of the propellers of the Boogie Pack’s wings are steam-pressurized grappling claws that can be launched up to 50ft on a thin cord (treat as silk rope). This cord can be reeled in fully as a standard action, and uses a Strength score of 22 to determine how hard it can pull.
Big Fat Sword (Hands) – This build causes a massive greatsword with a steam powered engine in its hilt to be built over the generator’s dominant hand, and a powerful brace of pistols for extra muscle along that arm. When wielding the Big Fat Sword, the generator gains a +6 enhancement bonus to Strength to any roll that uses the Big Fat Sword. The sword’s damage is equivalent to a Huge greatsword (4d6 points of damage) and requires that the generator use both hands to swing it properly. Secondary Ability – Battle Saw: By engaging the steam engine on the hilt as a swift action, the tip of the Big Fat Sword extends out and with a whir of clockwork, the tip spins so fast it blurs into a spinning disc of cutting force. When used in combat, the Battle Saw may be engaged for 3 rounds before stalling out (1d4 rounds later it can be reactivated) and it maintains the use of the generator’s swift actions. While active, the Battle Saw ignores hardness under 10 and doubles the critical threat range of the sword (to 17-20) and increases the critical multiplier by one (to x3 damage). Out of combat, the Battle Saw may be used to saw through objects, inflicting 4d6 points of damage and ignoring hardness under 15.
Flamer (Hands) – A pressurized tank forms on the generator’s back with hoses that lead to a pair of nozzles attached to heavy gauntlets that form on the generator’s hands. These nozzles spray burning gas from them, inflicting 6d6 points of fire damage when fired in a 15ft cone (Reflex for half) or if directed (as a ranged touch attack) inflicting 8d6 points of fire damage.
Rex Ride (Feet) – A powerful, steam-powered clockwork turbine forms around the generator’s lower legs and feet, spraying pressurized steam beneath him, roughly tube shaped with handlebars and a windshield, the Rex Ride (named after Rex Salazar, its most known user) is a steam-powered hover-bike with room for two (the generator and a passenger). The Rex Ride is capable of high speeds, having a base land speed of 90ft, and operates as if it had the Run feat. Secondary Ability – Bash Cart: By opening the front of the Rex Ride, a thick steel bumper pushes forward with angled sides to knock enemies and obstacles aside. The generator may now make charge attacks with the Bash Cart (inflicting 3d6 points of damage +2 for every 10ft charged with a maximum bonus of +20, example: if the charging Bash Cart moved 30ft before hitting a target, it inflicts 3d6+6 damage), or make bull rush or trample attempts as if he were riding a heavy warhorse.
Shock Whip (Hands and Back) – A massive clockwork turbine forms on the generator’s back and cables extend from it down his dominant hand to braid together into a massive, whip-like cord. This whip has a reach of 15ft and may attack within this reach due to its prehensile nature, and when wielding it the generator has a +4 enhancement bonus to Strength. The shock whip inflicts 1d8 points of damage plus Strength modifier (critical threat range of 20x2), and inflicts an additional 1d6 points of electrical damage. On a critical hit, this electrical damage inflicts increases to 2d8 points of electrical damage. The shock whip also possesses the Improved Grab special ability, and creatures grappled by it are subject to 2d8 points of electrical damage if the generator chooses to inflict damage to the grappled subject.

Blue Prints
Durable Body (Personal) – Reinforcing plates form on and under the generator’s clothing and armor, granting him a +2 natural armor bonus and a +4 enhancement bonus to Constitution. Duration 1 minute per initiator level.
Heat Metal (Touch) – This blue print duplicates the effects of the heat metal spell.
Inflict Moderate Damage (Touch) – This blue print duplicates the effects of the inflict moderate damage spell.
Move By Wire (Personal) – Augmenting clockwork forms at the generator’s joints and pressure points, increasing his sense of grace, balance, and timing. This build grants the character a +2 enhancement bonus to Initiative and a +2 resistance bonus to Reflex saves, as well as a +4 enhancement bonus to Dexterity. Duration 1 minute per initiator level.
Remove Poison (Touch) – By sending his nanites into a target creature, he may use them to cleanse poisons from their blood. This functions as per the spell remove poison, with an initiating time of one full round.
Repair Moderate Damage (Touch) – Initiating time of one minute, and mimics the effects of the spell repair moderate damage.
Strength Harness (Personal) – Strengthening clockwork-servos and steam-powered pistons augment the strength of the generator, allowing him to be able to increase his physical prowess. The generator gains a +4 enhancement bonus to his Strength score, and a +10 bonus to his movement speed.

Greater
Builds
Battle Axes (Hands) – While a very simple in practice build, the Battle Axes are two of the most weapons that a generator can build. A pair of massive axes forms over the generator’s hands with reinforcing steam pistons augmenting their arms, and the axe blades thrums with the power of their form, glowing blue along their edges. While initiated, the build grants the generator a +10 enhancement bonus to Strength for their use, and inflict 3d12 points of damage plus Strength bonus (critical threat range is 20/x3). These blades may sunder weapons and objects as if the generator possessed the Improved Sunder feat, and while in use the generator also gains the benefits of the Great Cleave feat. The generator uses these axes normally, or if he possesses the Two-Weapon Fighting feat(s), he may attack as if using two light weapons.
E.V.O.lution (All slots) – Use of this build is risky, as initiating it risks much. The character increases his size by two categories (gaining all size associated bonuses and penalties, gaining +16 Strength, -4 Dexterity, -2 to attack and AC, as well as a +6 bonus to Constitution). This build forbids use of other builds with it, but initiates several builds simultaneously: Armored Core (secondary ability not available), Smack Hands (for one hand), Big Fat Sword (for one hand), a shoulder-mounted Slam Cannon, and Punk Busters for legs (the generator does not gain Strength bonuses from these builds, and when attacking he may full attack with the Big Fat Sword and make an off-hand slam attack with his Smack Hand and/or with his Punk Busters). While in this form, the generator has the Construct type with the [Living Construct] subtype. The risk associated with this build is to the generator’s mind, as so much nanite activity can drive him mad. Each round the generator that this build is initiated, he must make a Will save DC 20 +1 for each round that he maintains the form. Should he fail the Will save, then he immediate suffers the effects of a confusion spell. To regain control of himself, he must make a new Will save equal to 25 + 1 per round he spent confused.
Fun Chucks (Hands) – The generator’s arms are covered in reinforcing steam pistons that end with a heavy steel caps over his hands. Attached to these caps are 5ft cords (extendable to 10ft) that end in large, heavy weights that glow blue with caged electricity from the magnetized clockwork within. These weights inflict damage as if they were Huge sized heavy flails of shocking burst, and the character gains a +6 enhancement bonus to his Strength. Secondary Ability – Pulse Shock: By spinning the Fun Chucks together and then causing them to collide, a field of magnetic and electric force bursts forth in a wave, inflicting 1d6 per initiator level of electric damage (Reflex save for half damage) and dazes a for one round on a failed saving throw. This ability may be used once every 1d4 rounds, as the Fun Chucks need time to rebuild their charge.
Light Bender (Body) – A skin of gleaming clockwork forms over the generator’s body in almost hypnotic patterns, allowing the generator to hide from the view of others. While this build is initiated, the character is treated as if under the effects of a greater invisibility spell. Secondary Ability – Blind Wave: The light bending qualities of the Light Bender store up ambient light within the tiny nanite crystals covering the clockwork, and when released, breaks the invisibility of the generator in a blinding 20ft radius attack (Reflex save or be blinded for 2d4 rounds).
Thunder Boomer (Hands) – A thick and powerful hammer forms in the generator’s dominant now gauntlet-coated hand while this build is initiated, with a thick extendable cord that attaches the hammer to the gauntlet. Steam-powered muscles augment the generator’s strength with pistons granting him a +8 bonus to Strength when using this build. The hammer is treated as a Huge sized shocking burst warhammer, and may be flung out on the cord as if it had the throwing and returning weapon qualities. Secondary Ability – Fling Flight: Alternately, the hammer may be spun and flung into the air while the generator holds on to the cord, allowing him to fly (with a flight speed equal to twice his base speed with good maneuverability) for three rounds. To continue flying, the generator only need spend a swift action (to initiate the secondary ability) and a standard action (to swing the hammer) to re-initiate the flight while in mid-air.

Blue Prints
Blade Barrier (Personal) – This blue print mimics the effects of the blade barrier spell by using the nanites within the generator to form a wall of spinning gears and blades.
Disable Construct (Touch) – By shooting his nanites into a machine or construct, he may cause havoc to their forms and systems. This blue print duplicates the effects of a disable construct spell.
Fabricate (Touch) – This blue print duplicates the effects of a fabricate spell.
Hardening (Personal) – This blue print functions only when the initiator has a build initiated; when used the generator gains the benefits of an iron construct spell.
Total Repair (Touch) - Initiating time of ten minutes, and mimics the effects of the spell total repair.
Wall of Gears (Medium) – Initiating this build, the generator fills an area with nanite-crafted gears, duplicating the effects of a wall of gears spell.
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Machine Plague

The machine plague is a great world-altering event that can bring powerful steam-punk elements into your world. The machines created by this event are crafted by highly advanced nano-machines, but create simple steam-based technology or mutations within a creature. It can be used as a dues ex machina for a game world in that it can have effects as far reaching as you’d like, depending on how much steam-punk you’d like to add to your world. Its origins can be mysterious or commonly known, its sources could be from a mad artificer or an incursion from the clockwork planes of Nirvana or Mechanus.

Creatures affected by the machine plague either become aberrations, monstrous humanoids, or living constructs depending on how it affects them. Many humanoids or animals could be turned into any monster of your choosing as well by the plague, or into construct creatures.

jiriku
2011-08-02, 07:50 PM
Mad Organist
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/2666956525_03a2d58776_o.jpg

Why so silent, good monsieurs? Did you think that I had left you for good?

When the Great Age of steam began and Science began to replace magic, some saw the progress as an opportunity to advance the arts of construction, medicine, or even war. You, however, saw that magic and science need not be foes towards one another if they were mediated by your one great passion – music. They called you mad, to try to blend such alien regimes, and they laughed at you when your experiments failedone after another and your clockwork devices refused to heed the pied piper’s call of your performances. You were shunned in your former social circles and ridiculed in halls where once your name had been spoken with respect. In the end, though, you’ve proved those fools wrong, because one fateful day, when you called through your music to the automaton you had crafted…IT MOVED! It rose up, and played along with you, a mechanical semblance of life accompanying your magical aria.

You were vindicated, but still those who’d shunned you refused to acknowledge your genius. They called your glorious constructs mere trinkets, called you a crank, a lunatic, a fool. You’ll show them who the fool is, some day. YOU’LL SHOW THEM ALL!!!

More about the class:
Adventures: Mad organists find themselves shunned in polite society, as their agitated demeanor and passion for obscure theories (to say nothing of their tendency to animate small armies of mechanical musicians) leaves many feeling uncomfortable. Adventurers, who tend to be misfits and outcasts themselves, and do not judge, are often the only ones who will accept a mad organist for himself. Too, the complex experiments and expensive constructs a mad organist loves to create require quite a bit of coin, so the life of a wandering mercenary offers much to them.

Characteristics: You are first and foremost a master of alchemy, automata and mechanical devices. You encourage your fellow party members to employ your creations at every opportunity, for you know that it requires the merest whisper of your music to enhance the performance of alchemical items, repeating crossbows, guns, and other weapons, or to bring your mechanical menagerie to life. As you grow more skilled, you begin to craft bigger and more powerful constructs, homunculi, and finally, your masterpiece, an instrumental golem. When your golem strides into battle with you mounted at the controls atop its back, playing with abandon as your mighty steed accompanies you, foes shall tremble and fail before your genius!

Alignment: Mad organists are deviants, iconoclasts who defy social mores and conventions to pursue their own designs. This defiant attitude is incompatible with a lawful alignment.

Religion: Many mad organists follow Boccob, Wee Jas, or Vecna, for they prize magic and secret lore. Gnomish mad organists (of which there are many) often worship Rill Cleverthrush, the god of invention.

Background: Mad organists learn their skills through research, experimentation, and practice. They rarely band together, for their passionate theories on the interactions between music, magic, and science are deeply held and even minor differences of opinion between two mad organists can swiftly turn into fierce debates and angry arguments. Mad organists tend to be bitter, cynical individuals, deeply craving the respect and approval of the society that has rejected them, but unwilling to admit this need. Those who do not take to the road in search of a place to belong typically lurk in abandoned places near the institutions that once embraced them, such as the abandoned belfry of a university tower or the sewers beneath a famous opera house.

Races: While members of any race can technically become mad organists, gnomes have a natural bent towards music, magic, and inventing that makes them well-suited to the class. Elves, half-eves, and humans may also find the path attractive, as the former are musically inclined and the latter have embraced the advent of science. Dwarves and half-orcs are either too tradition-bound or too unsophisticated to produce many mad organists, although a half-orc mad organist finds that society’s rejection of his pursuits stings but little, since he has already accepted its rejection of his heritage.

Other Classes: Mad organists appreciate wizards, with whom they share an interest in magical research and constructs. They are eager to equip barbarians, fighters, rangers, and rogues with their devices and inventions, although barbarians tend not to share their excitement. Druids and paladins tend not to get along well with mad organists since their goals often conflict. A cleric’s attitude towards a mad organist is generally dependent on the tenets of his individual faith and his deity’s portfolio.

Role: You are best at party support. Equip your allies with alchemical devices and complex weapons so that you can enhance their skill with your melody mechanika, and tailor your spellcasting to assist with whatever the party needs most to enhance its more specialized members. Always carry a few extra musical instruments (or better yet, build something sharp and pointy and work a musical instrument into its construction) for use with your aria of the automata. You need the protection and support of martial characters until you manage to craft your first instrumental golem, but once you have it, you can ride your golem into combat and take to the front line, commanding the golem to wreak havoc amongst your foes!

Outside of combat, your potent, assertive personality makes you capable in negotiations, and your diverse set of skills gives you lots of options. You should be an excellent crafter of mundane and alchemical items, and depending on your choices and the party’s needs, you can make a good lookout, scout, or scholar.

GAME RULE INFORMATION
Mad organists have the following game statistics.

Abilities: Charisma determines how powerful a spell a mad organist can cast, how many spells he can cast per day, and how hard those spells are to resist. Charisma, Dexterity, and Intelligence are important for many of the mad organist’s class skills.

Alignment: Any non-lawful

Hit Die: d6

{table=head]
TABLE: MAD ORGANIST|
Spells per Day|
Spells Known

{table=head]Level|Base Attack|Fort |Ref|Will|Special|Science!
1st|+0|+0|+0|+2|Lunatic performance, madcrafter, musical knack, grand pause, melody mechanika +1, rondo of repair|–
2nd|+1|+0|+0|+3||–
3rd|+2|+1|+1|+3|Aria of the automata, Craft Wondrous Item|40
4th|+3|+1|+1|+4||80
5th|+3|+1|+1|+4|Craft Magic Arms and Armor|100
6th|+4|+2|+2|+5|Music of Making|150
7th|+5|+2|+2|+5||200
8th|+6/+1|+2|+2|+6|Craft Construct, melody mechanika +2|250
9th|+6/+1|+3|+3|+6|Fortissimo chord|300
10th|+7/+2|+3|+3|+7||400
11th|+8/+3|+3|+3|+7|Clockwork duet|500
12th|+9/+4|+4|+4|+8|Dreadful dirge|700
13th|+9/+4|+4|+4|+8||900
14th|+10/+5|+4|+4|+9|Melody mechanika +3|1,200
15th|+11/+6/+1|+5|+5|+9|Accompaniment, allegro|1,500
16th|+12/+7/+2|+5|+5|+10||2,000
17th|+12/+7/+2|+5|+5|+10|Clockwork symphony|2,500
18th|+13/+8/+3|+6|+6|+11|Grand cacophony|3,000
19th|+14/+9/+4|+6|+6|+11||4,000
20th|+15/+10/+5|+6|+6|+12|Melody mechanika +4|5,000[/table]|{table=head]-0-|-1-|-2-|-3-|-4-|-5-|-6-
2|–|–|–|–|–|–
3|0|–|–|–|–|–
3|1|–|–|–|–|–
3|2|0|–|–|–|–
3|3|1|–|–|–|–
3|3|2|–|–|–|–
3|3|2|0|–|–|–
3|3|3|1|–|–|–
3|3|3|2|–|–|–
3|3|3|2|0|–|–
3|3|3|3|1|–|–
3|3|3|3|2|–|–
3|3|3|3|2|0|–
4|3|3|3|3|1|–
4|4|3|3|3|2|–
4|4|4|3|3|2|0
4|4|4|4|3|3|1
4|4|4|4|4|3|2
4|4|4|4|4|4|3
4|4|4|4|4|4|4[/table]|{table=head]-0-|-1-|-2-|-3-|-4-|-5-|-6-
4|–|–|–|–|–|–
5|2|–|–|–|–|–
6|3|–|–|–|–|–
6|3|2|–|–|–|–
6|4|3|–|–|–|–
6|4|3|–|–|–|–
6|4|4|2|–|–|–
6|4|4|3|–|–|–
6|4|4|3|–|–|–
6|4|4|4|2|–|–
6|4|4|4|3|–|–
6|4|4|4|3|–|–
6|4|4|4|4|2|–
6|4|4|4|4|3|–
6|4|4|4|4|3|–
6|5|4|4|4|4|2
6|5|5|4|4|4|3
6|5|5|5|4|4|3
6|5|5|5|5|4|4
6|5|5|5|5|5|4[/table][/table]

CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
A mad organist's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).


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CLASS FEATURES
Weapon and Armor Proficiency: The mad organist gains proficiency with all simple weapons, plus the rapier, short sword, and all repeating crossbows. If guns are available in the campaign setting, the mad organist is additionally proficient with the pistol, automatic pistol, and shotgun. Mad organists are proficient with light armor and shields (except tower shields).

A mad organist can cast mad organist spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells: A mad organist casts arcane spells, which are drawn from the mad organist spell list below. You can cast any spell you know at any time, as a bard does.

To cast a mad organist spell, you must have an Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a mad organist’s spell is 10 + the spell's level + the mad organist’s Cha mod. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. You know a limited number of spells, as shown on Table 2 above. If you attempt to cast spells while wielding a shield or wearing medium or heavy armor, you suffer an arcane spell failure chance.

Upon reaching 4th level, and at every level thereafter, a mad organist can choose to learn a new spell in place of one he already knows, “losing” the old one in exchange for the new. The new spell must be of the same level as the spell being exchanged, and it must be at least one level lower than the highest-level mad organist spell you can cast.

To ready his spells each day, the mad organist must have 8 hours of rest, and must spend 15 minutes concentrating. Spell slots used within the last 8 hours are not refreshed and count against your daily limit.

Science!: A mad organist receives a pool of points he can spend instead of experience points when crafting a magic weapon, armor, wondrous item, or construct. Each time you gain a new level, you receives a new reserve of points; leftover points from the previous level are lost and do not carry over.

Bonus Feat: A mad organist learns to create all manner of mechanomagical devices and clockwork constructs. You gain Craft Wondrous Item as a bonus feat at 3rd level, Craft Magic Arms and Armor at 5th level, and Craft Construct at 8th level.

Lunatic Performance: Once per day per mad organist level, a mad organist can use his instrumental performance to produce magical effects on devices and constructs (including living constructs) around him. While the archetypal instrument of choice is the pipe organ, any instrument will do. Mad organists typically play stringed or keyboard instruments to allow them to speak while playing, but wind instruments can be used as well. Each ability requires both a minimum mad organist level and a minimum number of ranks in an instrumental Perform skill to qualify; if a mad organist does not have the required number of ranks in at least one qualifying Perform skill, he does not gain the lunatic performance ability until he acquires the needed ranks.

Lunatic performance options:
Starting a lunatic performance effect is a standard action. Some lunatic performance abilities require concentration, which means the mad organist must take a standard action each round to maintain the ability (although a mad organist of 15th level or higher can allow a construct to maintain an effect for him; see the Accompaniment ability below). Even while using lunatic performance that doesn’t require concentration, a mad organist can only cast spells and activate spell completion or spell trigger items if those spells do not have somatic components. If the mad organist is playing a wind instrument, he cannot cast spells or activate items that have a verbal component either. A deaf mad organist has a 20% chance to fail when attempting to use lunatic performance. Lunatic performance is a ability.

Grand pause (Su): A mad organist with 3 or more ranks in an instrumental Perform skill can use his music to counter spells that animate constructs and to freeze the workings of constructs and complex devices. Each round of the grand pause, he makes a Perform check to set the grand pause’s effect DC. Any construct or living construct within 30 feet of the mad organist is dazed, or slowed on a successful Will saving throw against the effect DC. Unattended complex mechanical devices within range cease to operate if the effect DC equals or exceeds the device’s Disable Device DC (although the devices are not harmed). Attended or magical devices are affected in the same manner, but receive an appropriate saving through against the effect DC. Devices in the personal possession of the mad organist pass this saving throw automatically. Ongoing spells that summon or animate objects or constructs, such as animate objects, animate rope, animate snow, animate wood, summon desert ally, or conjure ice beast, are dispelled as with a greater dispel magic at a caster level equal to the mad organist’s ranks in the Perform skill used to set the effect DC. The mad organist may keep up the grand pause for 10 rounds.

[b]Sidebar: Complex devices
Several of the mad organist’s abilities make references to complex devices. For this purpose, a complex device is most any object with moving parts or a complex chemical makeup whose base Craft DC is 18 or higher. This includes nonmagical explosives, alchemical items (other than acid and holy water), exotic weapons with moving parts (such as repeating crossbows and all firearms), most locks and mechanical traps, music boxes, complex musical instruments, clockwork and gear-driven devices, devices powered by coiled springs, steam, or water pressure, and any other devices as adjudicated by the DM.

Melody mechanika (Su): A mad organist with 3 or more ranks in an instrumental Perform skill can use his music to enhance the performance of allied constructs and the ability of all allies to use complex devices, increasing their effectiveness and improving their combat abilities. Allies to be affected must be able to hear the mad organist perform. The effect lasts for as long as the ally can hear the mad organist’s performance and for 5 rounds thereafter. An allied construct gains a +1 competence bonus on attack and weapon damage rolls and on all skill checks. All allies gain a +1 competence bonus on attack and weapon damage rolls made with complex devices, and on skill checks made with complex devices. At 8th level, and ever six mad organist levels thereafter, this bonus increases by 1. Melody mechanika is an ability.

[i]Rondo of repair (Su): A mad organist with 3 or more ranks in an instrumental Perform skill can use his music to repair on or more constructs or objects. Each creature or object to be repaired must be within 90 feet, and be able to hear the mad organist (in the case of creatures). The mad organist must also have line of sight and line of effect to his targets. Constructs, living constructs, or animated objects targeted by this ability gain fast healing equal to half the mad organist’s ranks in Perform. Objects regain a like number of hit points per round. For ever three levels a mad organist attains beyond 1st, he can target one additional creature or object with a single use of this ability. The rondo lasts for as long as the mad organist continues to play and concentrate (up to a maximum of 1 round per mad organist level).

Aria of the automata (Su): A mad organist of 3rd level or higher with 6 or more ranks in an instrumental Perform skill can use his music to animate complex musical instruments into a semblance of life. This functions as an animate objects spell with a caster level equal to the mad organist’s ranks in Perform. The animated instruments spring to life and begin to play, accompanying the mad organist and playing the aria alongside him. Performing the aria is a free action for the automata. He can command them to attack his foes, defend his allies, or perform any other tasks he designates. These objects have statistics as described in the Monster Manual, except that they automatically fail any Move Silently checks because they are continually playing the aria of the automata. The animated instruments will continue to play as long as they can hear the mad organist perform and for 5 rounds thereafter, after which time they become inert.

While this ability works with ordinary musical instruments, mad organists commonly work a musical instrument into a more threatening or more mobile automaton, replacing its slam attack with a more damaging bite or gore attack, or granting it increased speed, alternate movement modes, or special abilities as described in the animated object monster entry (MM 13).

Music of making (Su): A mad organist of 6th level or higher with 9 or more ranks in an instrumental Perform skill can use his music to enhance any process of creation. If performed while you or an ally within 30 feet is casting a Conjuration (creation) spell, the duration of the spell is doubled (as with Extend Spell). If performed while you or an ally is using a Craft skill, the skill check receives a +4 circumstance bonus. The action required to activate music of making is the same as that required to cast the spell or perform the skill, which can range from one standard action to several hours. Unlike other lunatic performance effects, music of making can be activated as part of the act of casting a spell.

Fortissimo chord (Su): A mad organist of 9th level or higher with 12 or more ranks in an instrumental Perform skill can use his music to destroy constructs and complex devices. The mad organist may designate either one construct, living construct, animated object or complex device within 90 feet to be his target, or a number of such creatures and objects up to his Perform ranks, no two of which can be more than 30 feet apart. The mad organist makes a Perform check to set the song of unmaking’s effect DC. Targeted creatures sustain damage equal to the effect DC (or half that if the effect has multiple targets). Targeted objects are destroyed if their Disable Device DC is less than or equal to the effect DC (or half the effect DC if the effect has multiple targets).

Dreadful dirge (Su): A mad organist of 12th level or higher with 15 or more ranks in an instrumental Perform skill can use his music to inspire fear and awe in all enemies within 30 feet. For as long as the mad organist continues his performance, affected foes are shaken. The effect lasts for as long as the enemy remains within range and can hear the mad organist’s performance and for 5 rounds thereafter. Foes that exit and reenter the area are affected again. Dreadful dirge is a [mind-affecting] [fear] effect.

Allegro (Su): A mad organist of 15th level or higher with 18 or more ranks in an instrumental Perform skill can use his music to hasten an allied construct, living construct, or animated object within 30 feet. For every three mad organist levels beyond 15th, he can hasten one additional target. To hasten a target, the mad organist must play and the ally must hear him play for one full round. A hastened target gains a +30 enhancement bonus to each of its movement modes (to a maximum of double its normal movement), a +4 competence bonus to all saving throws, and a +4 dodge bonus to AC. In any round in which it performs a double move or takes a charge, run, or withdraw action, it also gains a 20% miss chance until the beginning of its next turn. The effect lasts for as long as the ally hears the mad organist perform and for 5 rounds thereafter. Allegro is an effect.

[i]Grand cacophony (Su): A mad organist of 18th level or higher with 21 or more ranks in an instrumental Perform skill can produce an orgy of chaotic, violent sound that drives his foes insane. Enemies within 30 feet must succeed on a Will save (DC 10 + ½ class level + Cha modifier) or be affected as with the maddening whispers (SC 135) spell (the mad organist must apply the same effect to all affected creatures). At the same time, the chaotic tempest of sound offers a limited defense for his allies within 30 feet; any attempt to exercise mental control through charm, dominate, or suggestion or other [compulsion] effects fails automatically, although such effects are merely suppressed, not dispelled.

Madcrafter (Ex): The mad organist has a rare genius for both music and the construction of complex items. Whenever you make a Craft check to create a complex item that has musical capabilities, your progress is measured in gp rather than sp (that is, you craft at ten times the usual rate). Whenever you craft a magic wondrous item, weapon, armor, or construct that has both musical capabilities and a complex mechanical construction (such as an operating principle that involves gears, pistons or clockwork, or a power system involving coiled springs, steam or water power) you require only one hour per 1,000 gp of the base price (but never less than one hour). You can create multiple such items in a single day, although you still can only work 8 hours per day on crafting magical items.

Musical Knack (Ex): A mad organist has a talent for stringed and keyboard instruments. He may select a number of stringed and keyboard instruments equal to his Charisma modifier, and advance his proficiency with all of these instruments as a single application of the Perform skill. Common instrumental choices include: calliope, carillon, concertina, harpsichord, hydraulis, guitar, pipe organ, violin, and zither.

Clockwork Duet (Su): A mad organist of 11th level or higher who is within 5 feet of an instrumental golem (see below) that is harmonized with him can combine two types of lunatic performance to provide the benefits of both of them. Choose two types of lunatic performance and activate both of them with a single standard action. If either or both require concentration, you can maintain concentration on both of them with a single standard action each round. If you move more than 5 feet away from the golem, you lose this benefit (and must dismiss one of the effects you’re concentrating on, if applicable).

Accompaniment (Su): A mad organist of 15th level or higher who is within 5 feet of an instrumental golem (see below) that is harmonized with him can activate a lunatic performance effect as a swift action, provided he already has exactly one lunatic performance effect already active. You can use this ability in conjunction with the clockwork duet ability to start a second song and then maintain both as a standard action each round.

Clockwork Symphony (Su): A mad organist of 18th level or higher can direct the music of the objects animated by his aria of the automata, using them to enhance his own music or create powerful music effects. You must be able to hear an automaton to direct it, and it must be able to see you to receive your direction.

As a standard action, you may expend a use of lunatic performance and direct an automaton to initiate any song you know. It activates the ability as if it were you, expending the normal type of action and using your Perform ranks and modifier. The effect originates from the object, and it can concentrate on the effect to maintain it in your stead. However, an automaton that is maintaining a lunatic performance effect becomes inert immediately once it can no longer hear your aria of the automata, since it is no longer performing that music itself.

As a free action, you can encourage an automaton to accompany and harmonize with you (this does not require an action for the automaton), gaining a circumstance bonus on your Perform checks equal to the number of automata that are harmonizing (up to a maximum equal to your Perform ranks).


MAD ORGANIST SPELL LIST


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0 Level: daze (PH 217), detect magic (PH 219), ghost sound (PH 235), ghostharp (SC 104), incite (SC 121), inhibit (SC 123), lullaby (PH 249), mending (PH 253), message (PH 253), prestidigitation (PH 264), read magic (PH 269), shock and awe (SC 189), stick (SC 206), summon instrument (PH 285).

1st Level: alarm (PH 197), amplify (SC 10), animate rope (PH 199), backbiter (SC 23), critical strike (SC 56), daze monster (PH 217), detect secret doors (PH 220), disguise self (PH 222), expeditious retreat (PH 228), expeditious retreat, swift (SC 85), feather fall (PH 229), golem strike (SC 107), identify (PH 243), improvisation (SC 121), inspirational boost (SC 124), invisibility, swift (SC 125), ironthunder horn (SC 126), joyful noise (SC 127), magic mouth (PH 251), make whole (PH 252), nystul’s magic aura (PH 257), obscure object (PH 258), repair light damage (SC 173), silent image (PH 279), undetectable alignment (PH 297), undersong (SC 227), unseen servant (PH 297), ventriloquism (PH 298).

2nd Level: alarm, greater (SC 8), alter self (PH 197), bands of steel (SC 24), battle hymn (SC 25), blindness/deafness (PH 206), blur (PH 206), body blades (SC 25), bonefiddle (SC 37), calm emotions (PH 207), cat’s grace (PH 208), chain of eyes (SC 45), crumble (SC 56), curse of impending blades (SC 56), darkness (PH 216), detect thoughts (PH 220), disquietude (SC 68), eagle’s splendor (PH 225), enthrall (PH 227), fox’s cunning (PH 233), glitterdust (PH 236), harmonic chorus (SC 110), heroism (PH 240), invisibility (PH 245), iron silence (SC 125), listening lorecall (SC 133), locate object (PH 249), mindless rage (SC 142), minor image (PH 254), mirror image (PH 254), misdirection (PH 254), pyrotechnics (PH 267), quick potion (SC 164), repair moderate damage (SC 173), shatter (PH 278), silence (PH 279), sonic weapon (SC 195), sonorous hum (SC 196), sound burst (PH 281), tongues (PH 294), wave of grief (SC 236), weapon shift (SC 237), whirling blade (SC 238), whispering wind (PH 301).

3rd Level: arcane eye (PH 200), bestow curse (PH 203), blink (PH 206), clairaudience/clairvoyance (PH 209), creaking cacophony (SC 55), crushing despair (PH 215), curse of impending blades, mass (SC 57), daylight (PH 216), diamondsteel (SC 64), dirge of discord (SC 66), dispel magic (PH 223), displacement (PH 223), dissonant chord (SC 69), dolorous blow (SC 70), gaseous form (PH 234), glibness (PH 235), good hope (PH 237), haste (PH 239), haunting tune (SC 110), invisibility sphere (PH 245), listening coin (SC 133), major image (PH 252), minor creation (PH 253), nondetection (PH 257), phantasmal killer (PH 260), repair serious damage (SC 173), scrying (PH 274), sculpt sound (PH 275), see invisibility (PH 275), shout (PH 279), slow (PH 280), sound lance (SC 196), unluck (SC 227), wounding whispers (SC 242).

4th Level: animate objects (PH 199), break enchantment (PH 207), cacophonic shield (SC 41), detect scrying (PH 219), dimension door (PH 221), fabricate (PH 229), fantastic machine (SC 88), freedom of movement (PH 233), fugue (SC 100), hallucinatory terrain (PH 238), invisibility, greater (PH 245), legend lore (PH 246), locate creature (PH 249), major creation (PH 252), modify memory (PH 255), permanency (PH 259), protégé (SC 163), repair critical damage (SC 173), resonating bolt (SC 174), ruin delver’s fortune (SC 178), rusting grasp (PH 273), sirine’s grace (SC 191), spectral weapon (SC 197), zone of silence (PH 303).

5th Level: blink, greater (SC 32), body harmonic (SC 35), cacophonic burst (SC 41), dispel magic, greater (PH 223), false vision (PH 229), heroism, greater (PH 240), howling chain (SC 116), mirage arcana (PH 254), mislead (PH 255), persistent image (PH 260), seeming (PH 275), shadow walk (PH 277), song of discord (PH 281), sonic rumble (SC 195), wail of doom (SC 233), wall of gears (SC 233).

6th Level: analyze dweomer (PH 197), antimagic field (PH 200), awaken construct (SC 21), blade barrier (PH 205), body of war (SC 35), dirge (SC 65), eyebite (PH 228), fantastic machine, greater (SC 89), find the path (PH 230), hindsight (SC 114), nixie’s grace (SC 148), otto’s irresistible dance (PH 259), permanent image (PH 260), programmed image (PH 265), project image (PH 265), scrying, greater (PH 275), shout, greater (PH 279), sympathetic vibration (PH 291), symphonic nightmare (SC 218), veil (PH 298), weird (PH 301).

jiriku
2011-08-07, 04:19 AM
INSTRUMENTAL GOLEMS

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An instrumental golem is an automaton of tremendous power that incorporates an extremely large musical instrument into its construction. Constructing one involves a combination of magic, alchemy, and mechanical engineering. Unlike normal golems, the bound elemental spirit within an instrumental golem is not always an earth elemental. The type of bound elemental varies depending on the type of instrumental golem to be created.

COMBAT
Instrumental golems fight as other golems do (see MM 134 for details), except as noted below.

Can’t Stop the Music (Su): An instrumental golem constantly suppresses silence spells and similar effects in a 10-foot radius around itself, as the joyful noise spell (SC 127).

Harmonize (Su): When a creature mounted in an instrumental golem’s podium plays the golem in order to produce a bardic music effect, the golem will harmonize with the player, augmenting the duration, power, or range of the bardic music effect. If commanded to do so, the golem can continue to play a bardic music effect that requires concentration, maintaining the effect by expending a swift action each round. The effect functions in all ways as if its creator was still maintaining it.

Immunity: Instrumental golems are immune to sonic damage.

Podium: Each instrumental golem is a playable instrument, and includes a podium atop the golem from which it can be played. A podium has room for as many creatures as can fit in a space once size category smaller than the golem without squeezing. A podium is considered an exotic military saddle (see PH 132), and grants cover to a creature within it (+4 AC, +2 Reflex saves, protected from attacks of opportunity and can attempt to hide with the Hide skill). Creatures in the podium are considered to be riding the golem as a mount. However, they do not need to make Ride checks to fight from the golem’s back or control it in combat, because the podium is very stable and the golem obeys its creator automatically. Climbing into a golem’s podium when the golem does not wish it is very difficult, and usually requires the creature to succeed on a grapple check while in a grapple with the golem.

Skills: An instrumental golem is not designed to move quietly, and has a racial penalty on Move Silently checks equal to its Size penalty to Hide checks. All instrumental golems are considered masterwork musical instruments, and grant a +2 circumstance bonus on Perform checks made with them.


CALLIOPE GOLEM
A calliope golem is a construct fashioned from a calliope (http://en.wikipedia.org/wiki/Calliope_%28music%29), a musical instrument that produces sound by sending steam through a series of differently sized locomotive whistles. When played, a calliope is thunderously loud, and can be heard for miles in every direction.

Treat as a clay golem with the following adjustments:
Loses cursed wound and haste. Damage reduction is bypassed by all adamantine weapons.
Gains the following abilities

Harmonize (Su): When harmonized, a calliope golem adds 30 feet to the range and radius of effect of bardic music produced through it, and increases the player’s effective level by 1 when producing bardic music.

Immunity to Magic (Ex): A calliope golem suffers no special effect when subjected to move earth, disintegrate, earthquake, or magical acid attacks. Instead, a magical attack that deals cold damage slows a calliope golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A calliope golem gets no saving throw against attacks that deal fire damage.

Steam Powered (Ex): A calliope golem is powered by a reservoir of steam kept magically hot. This steam operates a series of pistons and drive shafts within the golem, in addition to powering its steam whistles. Whenever the golem is damaged in melee combat, it vents steam through the break in its structure, dealing 1d6 + the golem’s HD in fire damage to the attacker. Opponents who strike the golem with a reach weapon are safe from the steam.

Thundering Chord (Su): Once per day after the golem has already been engaged in combat for at least one round, it can emit an ear-splitting chord from its steam whistles as a free action. This effect functions as the shout spell (DC 10 + ½ golem’s Hit Dice + Str modifier).

Construction
A calliope golem’s body is constructed from a masterwork steam calliope, a boiler, and a series of pistons, gears, axles, armor plates, and other components made from steel, brass, and copper. The entire golem weighs at least 1,000 pounds and costs 1,500 gp. Creating the body requires a DC 20 Craft (blacksmithing) check or a DC 20 Craft (musical instruments) check.

CL 11th; Craft Construct (see page 303), animate objects, fabricate, shout, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.


CARILLON GOLEM
A carillon golem is a construct fashioned from a carillon (http://www.castinbronze.com/?page_id=2), a massive set of differently tuned foundry bells. A carillon golem is the largest and most massive sort of instrumental golem, the pinnacle of the art of instrumental golem-building.

Treat as an iron golem with the following adjustments:
Loses breath weapon.
Gains the following abilities

Harmonize (Su): When harmonized, a carillon golem adds 20 feet to the range and radius of effect of bardic music produced through it, and increases the player’s effective level by 3 when producing bardic music. Bardic music produced through it lasts for an additional 2 rounds after playing has ceased.

Immunity to Magic (Ex): A carillon golem suffers no special effect when subjected to electricity or fire damage. Instead, a magical attack rusting attack slows the golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals sonic damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A carillon golem gets no saving throw against attacks that deal sonic damage.

Ringing Frame (Ex): A carillon golem is essentially a series of massive bells attached to a frame of mechanical pulleys and clockwork gears. Whenever the golem is damaged in melee combat, the strike produces a resounding peal from the bells, dealing 1d6 + the golem’s HD in sonic damage to the attacker. Opponents who strike the golem with a reach weapon are safe from the sonic blast.

Peal of Bells (Su): Once per encounter while harmonized with a rider, a carillon golem can create a ringing cone of sound, as the sonic rumble spell (SC 195). It uses the harmonized creature’s Concentration modifier instead of its own if it must attempt Concentration checks to maintain the effect.

Construction
A carillon golem’s body is constructed from a masterwork carillon, a massive adamantine frame, a series of mechanical pulleys and clockwork gears, armor plates, and other components made from darkwood, mithril, and adamantine. The entire golem weighs at least 5,000 pounds and costs 10,000 gp. Creating the body requires a DC 25 Craft (blacksmithing) check or a DC 25 Craft (musical instruments) check.

CL 16th; Craft Construct (see page 303), animate objects, fantastic machine, greater, sonic rumble, wounding whispers, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.


HARPSICHORD GOLEM
A harpsichord golem is a construct fashioned from a harpsichord (http://en.wikipedia.org/wiki/Harpsichord), fortepiano (http://en.wikipedia.org/wiki/Fortepiano), or spinet (http://en.wikipedia.org/wiki/Spinet), and a series of articulated wooden armatures, typically operated by delicate clockwork and coiled-spring assemblies, the whole protected by a sturdy darkwood casing. Since their exteriors are easier to work, harpsichord golems are often carved and inlaid with delicate tracery, heraldic symbols, or other artistic works.

Treat as a flesh golem with the following additional abilities

Harmonize (Su): When harmonized, a carillon golem adds 10 feet to the range and radius of effect of bardic music produced through it, and increases the player’s effective level by 2 when producing bardic music.

Construction
A harpsichord golem’s body is constructed from a masterwork harpsichord, a series of copper and mithril clockwork components, and a darkwood frame. It weighs nearly 500 pounds and costs 500 gp to create. Creating the body requires a DC 20 Craft (carpentry) check or a DC 20 Craft (musical instruments) check.

CL 8th; Craft Construct (see page 303), animate objects, fabricate, make whole, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.


PIPE ORGAN GOLEM
A pipe organ golem is a construct fashioned from a full-size pipe organ (http://en.wikipedia.org/wiki/Pipe_organ) or water organ (http://en.wikipedia.org/wiki/Hydraulis), animated through massive adamantine gears and pulleys. A pipe organ golem is the perhaps the most iconic and easily recognized sort of instrumental golem.

Treat as a stone golem with the following adjustments:
Loses slow.
Gains the following abilities

Harmonize (Su): When harmonized, a pipe organ golem adds 20 feet to the range and radius of effect of bardic music produced through it, and increases the player’s effective level by 2 when producing bardic music. Bardic music produced through it lasts for an additional 2 rounds after playing has ceased

Reverberation (Su): Any creature or object struck by the pipe organ golem must make a Fortitude save or gain a vulnerability to sonic damage for one minute (DC 10 + ½ golem’s HD + Str modifier).

Echoing Strike (Su): When a pipe organ golem strikes a creature or object that is vulnerable to sonic damage, it ignores that creature’s damage reduction, and the creature must make a Reflex save (DC = damage dealt) or be knocked prone.

Construction
A pipe organ golem’s body is constructed from a masterwork pipe organ or hydraulic, a bellows or water tower, a series of adamantine gears and pulleys, and a collection of heavy armor plating. It weighs over 2,000 pounds and costs 5,000 gp to create. Creating the body requires a DC 25 Craft (blacksmithing) check or a DC 25 Craft (musical instruments) check.

CL 14th; Craft Construct (see page 303), animate objects, creaking cacophony, fantastic machine, ironthunder horn, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.


AUTOMATA AND MECHANIKA
Mad organists are constantly inventing and designing new automata and mechanikal devices, and frequently incorporate musical instruments into such devices. Here are a few examples of devices a mad organist might craft.


CLOCKWORK AUTOMATA
Frequently constructed from scrap metal or the weapons and armor of defeated foes (which the mad organist can easily recycle through the fabricate spell), a clockwork automaton is an inanimate creation of metal, leather, wood, and whatever other materials are available. The automaton’s construction incorporates a musical instrument, typically a pipe, French horn, trumpet, euphonium, or other sturdy brass instrument. While not animate magical constructs, these creations are perfect subjects for spells and abilities such as animate objects or aria of the automata. They are always designed to fold up compactly when not in use, for easy storage in an adventurer’s pack or a [/i]bag of holding. Clockwork automata have fully articulated limbs and bodies, and often sport extra legs, wings, or other appendages designed to increase their mobility when animated.

Tiny automata are intended for scouting into dangerous areas, and often include an eye preserved through taxidermy or a copper piece mounted on their frame, so that the mad organist can observe their progress through spells like chain of eyes or listening coin. Small and larger automata are usually intended to act as servants, musical accompaniment, or disposable combatants, and usually features a beak, fanged mouth, or elaborate set of horns, allowing them to make a bite or gore attack.

Clockwork automata have a Craft DC of 15, +3 for every improvement they offer over a baseline animated object. Because some improvements can be made easily with available materials while others might require expensive components, the player and DM should work together to determine how much it costs to purchase or build a given automaton.


Combat automaton: This Medium automaton incorporates a set of trumpets or a French horn into its construction, and makes a serviceable combatant with its bite or tail slap attack. Winged models can fly. Because of its thin limbs and flexible, multi-jointed construction, it weighs fairly little for a Medium object, and can easily be folded up and stored in a sack or a bag of holding when not in use. When animated, a combat automaton has a move speed of 40, a fly speed of 20, hardness 10, and attacks with a bite or tail slap for 1d8+1 damage. It costs 120 gp and weighs 40 pounds.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/steampunk-orchestra102.jpg

Dreadnought automaton: This Large adamantine-plated automaton resembles both a giant and a concertina in construction, and its impressive size and deadly drill make it capable in combat. With its size and strength, it is also effective as a mount or beast of burden that does not require food or panic in the presence of unusual monsters. However, it is too heavily to be portable, and so its use is largely left to mad organists who can cast both animate objects and permanency. When animated, a dreadnought automaton has a move speed of 40, hardness 20, and attacks with its gore for 2d6+4 damage. It costs 5,480 gp and weighs 400 pounds.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/steampunk-orchestra82.jpg


Scout automaton: This Tiny automaton constructed from a music box has an extremely flexible multi-legged construction, but is not intended for combat. A preserved eye and a copper piece built into its framework allow it to serve as the target of a chain of eyes or listening coin spell. When animated, a scout automaton has a move speed of 60, a climb speed of 30, hardness 5, and attacks with its slam for 1d3-1 damage. It costs 55 gp and weighs 1 pound.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/il_570xN245565654-500x500.jpg

Servant automaton: A general-purpose Small automaton build around a horn, this multi-limbed clockwork device is often used to fetch, carry, and perform light dungeoneering duties such as clearing rubble or clearing traps by blundering into them. Its appendages are very finely wrought, allowing it to manipulate objects as well as a human could do once animated, although since it is mindless it can follow only very simple instructions. When animated, a servant automaton has a move speed of 50, hardness 10, and attack with its slam for 1d6+1 damage. It costs 80 gp and weighs 5 pounds.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/steampunk-orchestra32.jpg


MUSICAL INSTRUMENTS
It is only natural that mad organists would seek to use their knack for crafting devices to design new musical instruments. The instruments below are examples of what their craft might produce.

Autopipe: A wind instrument powered by a small hand-held bellows, the autopipe is by holding the bellows in the palm of the hand and gripping the intstrument with the fingertips, with the aid of a wrist-sheath that ensures the musician will not drop the instrument. The autopipe is played by tapping on the instrument’s keys while squeezing the hand open and shut to operate the bellows. The unique method of operation allows the musician to hold and play the autopipe with one hand, and since it is powered by the bellows rather than the musician’s breath, the player is free to speak, cast spells, or sing along with his instrument. An autopipe has a Craft DC of 18, costs 35 gp and weighs 1 pound.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/uillian_pipes.jpg

Handheld fortepiano: A complex instrument that produces sound by plucking tightly-wound wires immersed in an alchemical substance that amplifies sound, the handheld fortepiano can be played using any Perform skill that calls for a keyboard instrument. A leather strap slung over the shoulder and back allows it to be played while standing, but it still requires two hands to play. A handheld fortepiano has a craft DC of 18, costs 135 gp, and weighs 12 pounds.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/2666956525_03a2d58776_o.jpg



EXOTIC WEAPONS
Mad organist adventurers quickly find that their adventuring companions are more interested in music when it helps them survive, and learn to incorporate musical instruments into weapons. These weapons are helpful when someone needs to sneak a weapon past guards, and their complex construction allows the mad organist to bolster their use with his melody mechanika song.

Clarinet-derringer: This normal-seeming clarinet can be converted into a derringer pistol as a full-round action. When in clarinet form, it grants a +4 bonus on Sleight of Hand checks made to conceal it as a normal instrument (and can be played as a fully working clarinet). In derringer form, it can be employed as a single-shot pistol with the Pistol proficiency, using the statistics on page 145 of the DMG. A clarinet-derringer can be enchanted with the harmonizing, quick-loading, or resounding enchantments even though such enchantments normally cannot be placed on a firearm. A clarinet-derringer has a Craft DC of 25, costs 350 gp and weighs 3 pounds.

http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Mad%20Organist/clar.jpg

Temotei
2011-08-12, 01:44 AM
The contest is over. A voting thread will be up in a matter of minutes.