ErrantX
2011-08-13, 11:23 AM
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.
http://i262.photobucket.com/albums/ii99/lythonv66/Generator_zpsf7baa55d.jpg (http://s262.photobucket.com/user/lythonv66/media/Generator_zpsf7baa55d.jpg.html)
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.
----
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.
Material Mixer [General]
You have learned how to mimic special materials when making your builds, provided you have the materials on hand.
Prerequisites: Must be capable of initiating lesser builds
Benefits: You may add a special material type to your builds when you initiate them by having a small portion of this material on hand (such as a bar of metal). Silver may be mixed for 20gp worth of silver, mithral for 100gp worth of the material, and adamantine for 300gp worth of the material. This material is consumed when used this way.
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.
http://i262.photobucket.com/albums/ii99/lythonv66/Generator_zpsf7baa55d.jpg (http://s262.photobucket.com/user/lythonv66/media/Generator_zpsf7baa55d.jpg.html)
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.
----
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.
Material Mixer [General]
You have learned how to mimic special materials when making your builds, provided you have the materials on hand.
Prerequisites: Must be capable of initiating lesser builds
Benefits: You may add a special material type to your builds when you initiate them by having a small portion of this material on hand (such as a bar of metal). Silver may be mixed for 20gp worth of silver, mithral for 100gp worth of the material, and adamantine for 300gp worth of the material. This material is consumed when used this way.