Shiny, Bearer of the Pokystick
2007-03-22, 08:29 PM
Given the Giant's recent linking to the astounding and wonderful Girl Genius, of which I have long been a fan, I spent a while knocking this together- while it doesn't do justice to the master's original work, I hope it's at least enjoyable for everyone around.
Because...mad science and robots and such.
Hard to go wrong.
Spark Scientos
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0 |+2 |+2 |+0 |Spark, Clank Companion
2nd|+1 |+3 |+3 |+0 |Harmonics (Focus)
3rd|+2 |+3 |+3 |+1 |Device Familiarity, Spark 2/day
4th|+3 |+4 |+4 |+1 |Upgrade Companion, Canny Defense
5th|+3 |+4 |+4 |+1 |Device Familiarity, Spark 3/day
6th|+4 |+5 |+5 |+2 |Upgrade Companion, Additional Companion
7th|+5 |+5 |+5 |+2 |Harmonics (Fear), Spark 4/day
8th|+6/+1 |+6 |+6 |+2 |Upgrade Companion, Device Familiarity
9th|+6/+1 |+6 |+6 |+3 |Vigor of Madness, Spark 5/day
10th|+7/+2 |+7 |+7 |+3 |Device Familiarity, Upgrade Companion
11th|+8/+3 |+7 |+7 |+3 |Moment of Inspiration, Spark 6/day
12th|+9/+4 |+8 |+8 |+4 |Harmonics (Persuasion), Upgrade Companion
13th|+9/+4 |+8 |+8 |+4 |Creator's Surge, Spark 7/day, Device Familiarity
14th|+10/+5 |+9 |+9 |+4 |Duplicate Design, Upgrade Companion
15th|+11/+6/+1 |+9 |+9 |+5 |Creator's Efficiency, Device Familarity, Spark 8/day
16th|+12/+7/+2 |+10 |+10 |+5 |Swift Repair, Upgrade Companion
17th|+12/+7/+2 |+10 |+10 |+5 |Spark 9/day, Device Familiarity
18th|+13/+8/+3 |+11 |+11 |+6 |Adaptive Bolstering, Harmonics (Command), Upgrade Companion
19th|+14/+9/+4 |+11 |+11 |+6 |Retroactive Refinements, Device Familiarity, Spark 10/day
20th|+15/+10/+5 |+12 |+12 |+6 |Perfect Harmonics, Superior Creation, Upgrade Companion[/table]
Game Rule Information
Spark Scienti have the following game statistics.
Abilities: The key ability for any spark is, self-evidently, intelligence, for both defense and the use of their abilities. A good dexterity or strength score helps with combat, while a good charisma score boosts the power of their harmonics.
Alignment: Any chaotic.
Hit Die: d6.
Class Skills
The Spark Scientos's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at 1st level: (6+Int Modifier) x4
Skill Points at Each Additional Level: 6+ Int Modifier.
Class Features
All of the following are class features of the Scientos.
Weapon and Armor Proficiency: Scienti are proficient with all simple weapons, plus the crossbow (hand, light, or light repeating), rapier, sap, short sword, and throwing axe. Scienti are proficient with light armor, but not with shields.
Spark: The Scientos has the ability, by dint of unstable intellect, to craft amazing devices from practically nothing in a matter of moments. This power, called simply The Spark, is usable 1/day at first level, and is available for one additional usage at each odd-numbered level to a maximum of 10/day at nineteenth level. The effect lasts for 1 minute per Scientos level outside of battle, or 1 round per Scientos level during combat. Its effects are as follows.
First, the inherent instability of the Spark's gift leads to deeper madness at times- a Scientos targeted by a confusion spell or other insanity effect is assessed a -2 penalty for each use of their Spark ability that day.
However, the Spark grants enormous acumen in the process of creation- at first level, the Scientos gains a +10 bonus to all craft checks for the duration of the effect, which increases by +5 every five levels, to a maximum of +30 at twentieth level.
While the Spark is in effect, the Scientos is considered (regardless of whether they have purchased ranks) to have a number of ranks in any craft skill necessary to the task equal to 1/2 his highest number of ranks in any craft skill, if that number is higher than his actual ranks in the relevant skill.
While under the influence of the Spark, a Scientos can disassemble an object into its component parts for re-use; taking apart an object in this way requires a number of rounds equal to durability+complexity+size (see spoiler 01). Outside of combat, the time increases to minutes, rather than rounds. Disassembling an object requires no roll.
Assembling an object from such parts (or re-purposing an existing creation) requires a number of rounds equal to complexity+size, or, outside of combat, an equal number of minutes.
Re-purposing or creating an object requires a Craft (Automata) check against DC 10+Complexity+Size.
The above rules for duration supercede the normal rules for craft check minimum times.
Clank Companion: At first level, a Spark Scientos constructs a faithful automaton companion- their first Clank. A Clank Companion is diminutive in size, and intelligent enough to follow moderately complex orders; its other game statistics are set forth in spoiler 02. If a Clank Companion is lost or destroyed, the Spark can create a new one with a DC25 Craft (Automata) check and three days of time. This first Clank Companion is free to create- the Spark is assumed to have the necessary materials to hand.
Harmonics: At second level, a Scientos begins to gain the ability to modulate their vocalizations in such a way that their empowered words can manipulate the mentality of the Sparks themselves and those around them.
In order to use any Harmonic ability, the Spark must directly and audibly address the creature or creatures he wishes to effect in a language they can understand.
Harmonic effects last a maximum number of rounds equal to 1/2 the Spark's level unless otherwise specified, and can be dismissed at will.
Harmonics can have a number of different effects, as follows-
Focus: While using Focus Harmonics, the Scientos need not make concentration checks to continue crafting during adverse conditions, such as on the rolling deck of a ship or in a noisy area; while they must still make such checks when they take damage, they gain a bonus equal to 1/2 their Spark level on the check.
Fear: Fear Harmonics allow the Spark to induce a feeling of unease and outright terror in others. Any creature targeted by this ability is frightened for three rounds if they fail at a will save, DC 13+Cha; those that succeed on their saves are still shaken for one round. Creatures with HD equal to the Scientos's level may be effected. A creature can be effected by Fear Harmonics only once per combat.
Persuasion: This subtle use of Harmonics allows the Spark to inspire fealty in others, of a sort. Creatures that fail on a will save against DC 20+Cha are treated as having an attitude one step friendlier than normal for purposes of diplomacy checks, and suffer a -2 penalty to attack rolls should they 'betray' the Spark. This ability is usable only once a day on any given creature.
Command: Creatures affected by this ability are compelled to obey the Spark's orders unless they succeed at a DC 20+Cha will save. Subjects of this ability will not obey orders contrary to their nature. This ability is usable only once a day on any given creature.
Device Familiarity: As their powers grow, Spark Scienti usually gain particular acumen with certain categories of device- some specialize in weaponry, others in transport, still others in tools of a trade.
Each time the Scientos gains device familiarity, they choose a new category of devices to which it applies (see spoiler 03).
Each time the Spark Scientos gains a level, they also gain a Refinement which they can apply to any category of devices with which they have familiarity (see spoiler 04).
Upgrade Companion: Beginning at fourth level, a Scientos can choose to tinker with their Clank Companion, making it stronger, faster, more intelligent, etc.; if their companion is lost or destroyed, the replacement will have identical enhancements (being built from the same plans). (See spoiler 05)
Canny Defense: When not wearing armor or using a shield, the Spark Scientos can add one point of their Intelligence bonus (if any) per class level to their dexterity bonus to determine armor class. If the Scientos is caught flat-footed or otherwise denied her dexterity bonus, she also loses this bonus.
Additional Companion: Starting at sixth level, when they would ordinarily upgrade their Clank Companion, the Spark Scientos can instead choose to create an additional (non-enhanced) companion from scratch. The creation cost for these additional companions must be paid as usual.
Vigor of Madness: A Scientos who has expended one or more uses of their Spark ability may choose to forgo sleep to continue working, or simply to avoid the dangers posed by being at rest; a DC15 concentration check allows them to forgo one rest period they would otherwise be forced to take. A Spark can stay awake up to three nights in a row in this way before fatigue takes its final toll.
Moment of Inspiration: A Scientos with this ability may expend an additional use of their Spark once a day to craft one item or device for which they do not have the necessary familiarity; this ability is usable for only one task a week.
Creator's Surge: Once a day, a Scientos with this ability may expend an additional use of their Spark to halve the time necessary for disassembly/creation of a single item.
Duplicate Design: A Scientos with this ability may halve the time necessary to create any item identical to one they have previously created.
Creator's Efficiency: This ability allows a Scientos to expend one use of their spark to produce items designated as 'raw materials' more efficiently- the cost of such items is halved while the effect is active.
Swift Repair: By expending one use of their spark, a Scientos with this ability can repair 10hp per class level of damage to one Clank of their design.
Adaptive Bolstering: A Scientos can forgo one use of their Spark ability to increase the AC of one Clank of their design against a specific category of enemies (as ranger favored enemies) by 1/4th their class level.
Retroactive Refinements: A Spark Scientos can use this ability to expand their repertoire of refinements; they may exchange any two previously chosen refinements for any two refinements to which they now have access, and incorporate these new refinements into their equipment.
Perfect Harmonics: Again expending one use of their Spark ability, the Scientos can double the duration of any one of their Harmonic abilities using this skill.
Superior Creation: During creation of a Clank or other device, the Scientos can choose to double one aspect of its performance, for instance, initial hit points, armor class, or bonus granted to checks. This doubling can only be applied once to a given creation.
01
{table=head]Complexity|Example|Modifier
Very Simple|Single-component item, board, sheet, cable.|-10
Simple| Few or easily separable components; scissors, simple lever, scales.|-5
Average| Moderately complex components or components are well-fused; furniture, simple clock, single large cable with smaller cables en-suite.|+0
Complex|Many and complex or hard-to-separate components; lighting system, average clock, door lock (removed from door).|+5
Very Complex| Profoundly complex mixture of components; clockwork doll, cuckoo clock, Clank.|+10
[/table]
{table=head]Durability|Example|Modifier
Fragile|Cheesecloth, Rice Paper, Fine china.|-10
Flimsy|Fabric, thin board or very thin metal, poorly fired clay.|-5
Average|Thick glass, ordinary metal, hides, thick ceramics.|+0
Tough|Thick metal or alloy, braced structures, multi-layered materials.|+5
Adamant| Unusual alloys, elaborately engineered structures, specially designed protections.|+10
[/table]
A Spark can disassemble an object one or two sizes smaller than him or herself without penalty; however, in the case of an object of the Spark's size or larger, or objects smaller than two categories smaller than the Scientos, a penalty of -5 is assessed for every size category of deviation from this 'ideal' range. A Scientos cannot Take Apart objects over one size category larger than their size, or objects smaller than fine.
02
Clank Companion
Diminutive Clank
Hit Dice: 1d10 (5hp)
Initiative:
Speed: 20ft. (4 squares)
Armor Class: 17 (+4 size, +3 dex), touch 17, flat-footed 14.
Base Attack/Grapple: +0/-7
Attack: Slam +3 melee (1d3+1)
Full Attack: Slam +3 melee (1d3+1)
Space/Reach:1ft./0ft.
Special Attacks: -
Special Qualities: Construct Traits, Darkvision 60ft
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 17, Con -, Int 10, Wis 12, Cha 8.
Skills: Hide +4, Move Silently +4
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary or Horde (2d10 individuals)
Challenge Rating: 1/3
Treasure: None
Alignment: Same as creator
A minuscule automaton stands before you, bracing its tiny feet fiercely. Its single eye regards you balefully and it waves its miniature fists in a mockery of sentient aggression- comical because it resembles nothing so much as a mildly overgrown pocket-watch.
A Clank Companion is the first creation of any aspiring Spark Scientos. Loyal, intelligent enough to carry out orders, stealthy enough to act as scouts and dexterous enough to manipulate as required, these downsized devils are blessed with dense, durable bodies and surprisingly vigorous strength, the product of an assembly rooted in tender loving care.
The appearance of a Clank Companion varies from maker to maker- indeed, the signature design of a companion often serves to mark bloodlines.
Combat: Clank Companions usually avoid combat if possible, preferring stealth to demonstrating their questionable prowess. If cornered, however, they battle fiercely to get free and warn their master of the threat.
Construction: A Clank Companion is formed from steel, gold and silver, tiny cogwheels, and a plethora of wires and springs. The materials cost 150gp. Creating the body requires a DC 15 Craft (automata) check.
Since a Clank Companion is a mechanical automaton and not a true construct, it carries no XP cost to create and requires no spell prerequisites.
Creature Subtype: Clank
Features: A Clank has the following features.
-10-sided hit dice.
-BAB equal to 3/4 total hit dice.
-No good saving throws.
-Skill points equal to (2+Int modifier) per hit die, x4 for the first hit die.
Traits: A Clank has the following traits.
-No constitution score.
-Low-light vision.
-Darkvision to 60ft.
-Immunities as construct.
-Cannot be magically or naturally healed, but can be repaired.
-Not at risk from massive damage.
-Cannot be raised or resurrected.
-Proficient with any weapon integrated into its original construction.
-Proficient with integrated armor, but not with shields.
-Clanks do not eat or breathe, but must spend a minimum of one hour of every twenty-four at rest to replenish their energies.
-Clanks take double the normal damage from electricity-based attacks.
A Clank is a special category of nonmagical construct created by a Spark; while functionally similar in many ways to magical Golems, Clanks rely on mechanistic means for functioning, rendering them significantly easier to modify and repair, but slightly less durable.
03
Device Familiarity
The Device Familiarity special ability of the Spark class allows a properly adjusted (re:mad) mind to produce tremendously individual devices within a broad category.
While the devices produced usually differ in appearance, certain congruities of function- the 'typical' refinements and categories presented here- have emerged, to the discerning researcher's eye.
At the Dungeon Master's discretion, new categories of device, new refinements, or differences in the function of basic devices may be substituted for those presented herein.
When they gain a new device category, the Spark also gains the basic device associated with that category.
Constructing or modifying a device for which the Spark has familiarity requires no check for the basic device initially, and a Craft (automata) check each additional time (or for each refinement) against DC 10+#refinements+level at which familiarity was gained.
Categories
TransportThis category encompasses vehicles, whether personal or vast, whether designed to traverse harsh terrain or the briny deep; almost anything that functions to bear its designer from point A to point B is a Transport.
Basic Device: A basic transport is a wheeled or legged conveyance of sufficient size to bear its rider (and possibly a very small passenger) along at a good clip over roughly typical terrain. It possesses rudimentary computational abilities and basic senses, allowing it to follow simple orders, such as "continue due north for another two hours whilst I nap". It is not, however, capable of more complex actions, nor of attack or defense.
The basic transport has the following characteristics: hp100; hardness 15; Speed 20ft; AC 20 (-1 size, +11 armor).
Hurler/Zapper
This category encompasses a variety of different sorts of energy-based and projectile weaponry, powered by an array of different means and of differing effect (at least once upgraded); if it fires a ball, spike, ray, or cloud of razor flechettes, it's likely a Hurler or Zapper.
Basic Device: The basic Hurler is a strange-looking device that fires a solid metal slug, and has the following statistics: 1d8 base damage; 19-20 critical range; x2 critical multiplier; 120ft range increment; 26lb. weight; piercing damage; magazine capacity eight shots. Reloading a basic hurler is a standard action that provokes attacks of opportunity.
A basic Zapper has the same characteristics, with the following exceptions: 1d6 base damage; damage dealt is force damage; 28lb. weight. In addition, a basic zapper draws its power from a chemical battery rather than firing discrete rounds from a magazine; this battery can power the weapon for 200 shots before needing to be replaced, but after ten shots, the weapon begins to overheat, necessitating a one-round interval before it can be fired again.
Harness
This category includes all those devices that are worn by the Spark to enhance their day-to-day efficiency in some way, whether by lifting some weight off their shoulders, allowing them to bear comrades away, or easing movement in unusual situations. If it straps to one's back and holds things in some way, it's a harness.
Basic Device: A basic harness resembles an over-sized adventurer's pack, albeit one criss-crossed with metallic slats. It has all the statistics of a normal pack, but its clever trussed design increases the wearer's carrying capacity by 100 pounds.
Basher
Somewhat oddly named (though appropriately in many cases) this category includes devices that bash, but also and notably those that pierce or cut in the heat of melee battle. If you can crush someone or otherwise easily make them bleed with it, it's likely a Basher.
Basic Device: A basic basher can take any number of forms; to determine the form of an individual Spark's first basher, choose any weapon they possess and apply any appropriate refinement they qualify for to it.
Tool
Given their penchant- nay, obsession- with craftsmanship, many Sparks choose to apply their peculiar talents to the production of tools. This category includes any item that aids in the creation of others in some way.
Basic Device: A basic toolkit aids the Spark in their crafting efforts as well as more clandestine tasks; they provide the benefit of Masterwork Artisan's tools as well as Masterwork Thieves Tools. Unlike normal Artisan's tools, this special set of tools also provides a bonus to Craft (Automata) checks.
Spark Construct
Despite their name, Spark Constructs are not mechanical in any respect- they represent a different sort of application of talent, the creation of biological devices as fiendishly clever as their mechanized counterparts. If it's a living creature created by humanoid ingenuity, it's a Spark Construct.
Basic Device: A basic construct is usually vaguely humanoid in appearance, two to two and one-half feet in height, with a childlike manner.
It has all the statistics of a 1st-level human Expert, with the following exceptions; it suffers a -1 penalty to Intelligence, Wisdom, Charisma, and Strength, and cannot naturally gain experience. The construct's creator usually selects their feats and skills during the creation process. The construct serves its creator as if it were a cohort.
Communication
A communication device is used, in one way or another, to convey information over distance; if it flashes, talks over the miles, or otherwise conveys knowledge, it's a communication device.
Basic Device: A basic communication device is a long, cylindrical tube with strange acoustic properties; it can direct a tightly focused beam of sound to anyone the holder can see, allowing communication over distance.
Protection
Though not usually combative by nature, Sparks often find themselves in a position where a good defense is necessary. To this end, many Sparks attire themselves in shielding creations of their own design. If it turns aside or prevents attacks, it's likely a protection.
Basic Device: Basic protective gear of Spark design usually takes the form of a miscellany of wire, leather, and metal. It grants a +2 armor bonus to AC, has a maximum dexterity bonus of +8, and carries no arcane spell failure chance.
Perception
Reasoning that good senses are the root of basic survival, some sparks create devices designed to enhance their own. If it helps one see, hear, taste, or smell, it's a perceptive device.
Basic Device: A basic perceptive device resembles an exceptionally complex spyglass with unusual fittings and lenses. In addition to the usual function of a spyglass, this device enhances ambient light by focusing it onto the eye, granting the bearer low-light vision while they make use of it.
Warrior
While most warrior Clanks are under the command of organized Spark bureaucracies, some independent sparks elect to create war machines of their own. If it's a Clank that fights for you, it's a warrior.
Basic Device: A basic warrior clank is small, but brutal, of varying appearance- with statistics as follows:
Basic Warrior Clank
Small Clank
Hit Dice: 1d10 (15hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:+0/-5
Attack: Blade +4 melee (1d2-1)
Full Attack: 2 Blades +4 melee (1d2-1) and Spike -1 melee (1d3-1)
Space/Reach: 5ft./5ft.
Special Attacks: Warrior Function
Special Qualities: Clank Traits, Damage Reduction 1/Adamantine
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con -, Int 8, Wis 11, Cha 2
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Weapon Finesse, Dodge
Environment: Any
Organization: Solitary
Challenge Rating: 1
The appearance and inclination of a Warrior Clank is dependent on its creator's whim.
Combat
Warrior Clanks attack with their slashing blades and piercing spike.
Warrior Function: A Warrior Clank that suffers damage in combat engages a program to ensure the survival of itself and its creator; it gains a +4 bonus to strength and 10 bonus hit points. This function persists for ten rounds or until either the Clank of the threat is deceased.
Skills: Due to their semi-collapsible structure, a Warrior Clank has a +4 bonus on Escape Artist checks.
04
Refinements
Transport
Celeritous Surge: A transport device enhanced with this refinement gains a +10 increase to its base land speed. This refinement may be chosen only once.
Increased Traction: A transport device with this refinement is immune to grease and similar effects, can move normally on ice or other slippery surfaces, and can move at its normal speed through loose rubble.
Nimble: A nimble transport device can move through any passable terrain as if it were clear.
Unstable Booster: A transport device carrying an unstable booster can move at quadruple its speed once a day; any creature whose square it passes through receives 2d6 bludgeoning damage as the device slams forward at great speed, and any creature in the square where the device ends its burst of speed receives 4d6. After using its unstable booster, the transport device is slowed to 20ft., even if it would normally have a higher base speed, for the remainder of the combat.
Float-bladders: This enhancement consists of inflatable bladders and ballast compartments that allow the device to move across the surface of water at its base speed.
Fish-bubble and Propellers: This enhancement, consisting of a clear plastic dome over the rider's portion of the device and a set of powered propellers, allows unimpeded movement underwater.
Headlamps: This enhancement consists of two battery-powered lamps- their power sources each last roughly six months without needing replacement, and they shed bright light in a 60-ft cone.
Dirigible: A large envelope of lighter-than-air gas, braced with a metal skeleton, floats above the device, allowing it to fly at a speed of 20ft. (Poor maneuverability). Minimum level 5th.
Piton-claws: Though it is often necessary to strap in to do so, a transport device equipped with this refinement behaves as if it had 15 ranks in climb, allowing it to traverse fairly vertical surfaces.
Armor plating: This simple refinement increases the transport's AC by four points.
Dense construction: This refinement grants the transport 20 bonus hit points.
Mega-springs: This refinement allows the transport to leap up to 40 ft straight up, and receive no damage when it falls back to earth the following turn. While suspended, the transport's rider can take actions (thus, it's a reasonable tactic to attack those below).
Hurler/Zapper
Hurler
Increased damage: This refinement allows the hurler to deal 1d6 additional damage on each hit. It can only be taken once.
Expanding rounds: Through the use of extremely well-crafted ammunition, this refinement increases the critical multiplier of the hurler by one. It can only be taken once.
Penetrator rounds: These armor-piercing devices ignore up to six points of the target's artificial armor bonus.
Ricochet shells: After successfully striking one target, a hurler with this enhancement can hit another target within ten feet (make separate attack rolls for the two targets).
Explosive bullets: This refinement allows the hurler to deal 1d6 bonus fire damage on a successful hit.
Scope: This refinement increases the range increment of the hurler by 40ft.
Kinetic-impact shells: These special bullets allows the hurler to deal bludgeoning damage instead of piercing.
Gatlinger: As a full-round action, the wielder of a hurler with this refinement can make three attack rolls against their target instead of one, each at a -4 penalty; alternatively, they may choose to attack any five targets within forty feet at an equal penalty.
Gyro-calibration: This refinement allows the hurler to ignore penalties to accuracy from adverse weather or movement conditions, and grants a +2 bonus to attack, but not damage, rolls.
Zapper
Scope, Gyro-calibration, Increased damage: As hurler refinements.
Lightning generator, Cryo-projector, Acid-spitter, Flamethrower, Sonic devastator: A zapper with any of these refinements can deal elemental damage in place of its normal damage type; each refinement must be taken separately.
Chemo-synthesis beam: A zapper with this refinement can deal two types of damage simultaneously; half the damage dealt is of each type, rounding down.
Persistent Beam: This refinement allows a zapper to fire continuously, rather than in discrete bursts; the user can target up to three creatures within close proximity (adjacent squares) per attack. This mode of fire is draining to the weapon's power supply, however, and bonus damage does not apply to this special use. After firing a persistent beam, the zapper is drained and must recharged for one full round.
Kinetic Beam: This refinement allows a zapper to project a beam of pseudo-gravitational force, duplicating the effects of telekinesis for up to three rounds. The weapon cannot be used for any other purpose than the kinetic beam without breaking the effect prematurely.
Harness
Flinger: This refinement allows the harness to forcibly eject objects contained within it (usually alchemist's fire or some such). Such objects fly in an arc and land in any chosen square up to 10ft. away; any object the harness contains can be so flung.
Retriever: This refinement allows the harness to obtain rudimentary senses; using these, it can interpret subtle hand signs from its creator to retrieve any item desired near-instantly (as a free action).
Body straps: A harness with this refinement can secure up to two small or medium creatures for transport (the process requires a full-round action). The creatures involved must be willing or unconscious, and are carried on the bearer's back.
Inflatable: An unusual refinement consisting of small inflatable bladders, this harness allows the bearer to travel on the surface of water at 1/2 their speed.
Suspended: By means of a small pouch of lighter-than-air gasses, this pack allows its bearer to carry loads as if they were 100lb. lighter (the lifting power of the pack compensates).
Basher
Increased Damage: This refinement allows the basher to deal 1d6 additional damage on each hit. It can only be taken once.
Telescoping extensors: A basher with this refinement can be switched between a standard 5ft. reach and a 10ft. reach as a free action, as the situation warrants.
Entangler grip: A basher with this enhancement can be used to make trip attempts, but you are vulnerable to being tripped during such attempts (though you may drop the weapon to avoid it).
Concealed blade: A basher with this enhancement has a second stabbing blade in its extended hilt, allowing it to be wielded as a double weapon.
Runnels: A basher with runnels increases the DC of any contact or injury poison of ravage delivered with it by two.
Absorptive material: A basher with the absorptive refinement has a 50% chance to cause additional damage from blood loss each time it strike a foe, as the wounding special ability.
Mono-filament Edge: This refinement increases the critical range of the basher by one. It can only be taken once, and does not stack with similar enhancements.
Tapering Blade: A refinement of this type allows the basher to deal both slashing and piercing damage simultaneously; all the damage dealt is of both types. This cannot be combined with bladed bludgeon.
Bladed bludgeon: This refinement allows the weapon to deal bludgeoning damage as well as slashing or piercing damage, but not both.
Extensile spines: A basher with this refinement has hidden spikes, which can be extended after the weapon makes contact to deal devastating blows. The wielder of a basher with this ability can choose to hold on after he makes melee contact with the weapon; the subsequent round, he extends the spines, dealing the weapon's base damage automatically, and also dealing one point of constitution damage (since the wound is internal).
Tool
Skill Tool: these refinements (taken individually) each grant a +5 bonus on a specific skill check or checks.
Loupe: This finely crafted monocle-lens aids in appraise and decipher script checks.
Pitons: These sharp metal spikes grant a bonus to climb checks.
Electro-disabler and Fine manipulator: These specialized devices aid in disable device checks.
Meta-cosmetic compounds: These special chemical compounds and applicators aid in disguise.
Micro-cutter and lockpick: These special tools (easily concealed on the body) aid in escape artist checks.
Auto-quill: This strange writing utensil aids in forging documents.
Extendo-tool: this refinement allows a thief's tools or an electro-disabler to be used at a range of five feet, one square away from their target, somewhat reducing the danger of traps.
Breakaway: This refinement allows the toolkit to be broken into component parts, difficult to recognize as what they are; this serves to allay the suspicions thief's tools often provoke.
Spark Construct
Tough Hide: This refinement increases a Spark Construct's armor class by 2 points.
Redundant organs: This refinement renders the construct more resistant to demise; it gains 20hp.
Nuerological Imprint: This refinement increases the skill and knowledge of the construct; it gains one level in expert, with all attendant increases in hit points, skills, and feats.
Sharp Teeth: A construct with this refinement gains a natural bite attack, dealing 1d6 damage plus their strength bonus. All normal rules for the usage of natural weapons apply.
Enhanced Senses: This refinement increases the acuity of all a Spark Construct's senses- it gains a +4 bonus to spot and listen checks, and the Scent feat.
Metapedal celerity: This refinement grants the construct powerfully muscled limbs- thus granting a 10ft. increase to their base speed.
Communication
Aether Communicator (Lesser, good, greater): A breakthrough in communications technology, the aether communicator can transmit its holder's voice to another such communicator within 200ft., one mile, or 100mi., depending on the variant. Each upgrade must be purchased as a separate refinement.
Subvocalizer: An aether communicator equipped with this refinement can be operated without speaking aloud, allowing the user to communicate with those who wear similar devices in silence.
Voco-memorizer: This device, a further upgrade to the aetheric communicator, can record and playback up to an hour of ambient sound. Like most magical methods of recording, it cannot be used to speak activation words or spell triggers.
Disguiser: This refinement allows the user to disguise their own voice as a perfect simulacrum of another's- a Sense Motive check against DC30 is required to detect the subterfuge.
Protection
Increased Plating: This refinement grants the protective equipment +2 points of armor bonus; doing so, however, also reduces the armor's maximum dexterity bonus by two, and increases arcane spell failure chance by 10%.
Coating: Consisting of a specially formulated coating secreted so as to cover the entire protection, this refinement grants resistance 10 against one of the major elements (fire, ice, lightning, earth, or sonic). Each type must be protected against separately.
Heartwire: This enhancement consists of clever reinforcement of key points on the device, resulting in a greater resistance to even the most precise or hefty attacks; a sneak attack or critical hit against the wearer of a device so enhanced has a 50% chance of dealing only normal damage.
Impact-return: This refinement allows the device to return an opponent's blows back on them by means of distributed kinetic force; whenever the wearer is struck for bludgeoning damage, the attacker has a 50% chance to take the same damage.
Blade-turning: This armor has cleverly sculpted planes and curving spines, designed to turn an opponent's strikes up and back; whenever its wearer is dealt piercing or slashing damage, there is a 50% chance the attacker receives the same.
Adhesive secretion: This refinement consists of a sticky coating over the entire armor- any opponent who strikes the coating has a 25% chance of their weapon sticking, and thus being torn from their hand (treat as a disarm attempt at a +20 bonus).
Perception
Infrared lens: This refinement, usually built into goggles or similar, allows the Spark to see up to 60ft. even in complete darkness by sensing the heat of their surroundings.
Tremorboots: This refinement, applicable to footwear, consists of small plates that are incredibly sensitive to ground-borne vibrations; the wearer gains 40ft. tremorsense while the device is worn.
Olfactacon: This device affixes to the wearer's face, much like a gas mask, and actually provides protection against airborne effects, filtering out airborne poisons. It also allows the wearer to track by scent, as if they had the scent feat.
Amplifier earplugs: This refinement consists of two earplugs, inserted into the wearer's ears (of course). It provides a +4 bonus on listen checks.
Detail lenses: This refinement (added to eye-wear, usually), provides a +4 bonus on spot checks.
Warrior:
Armor enhancement: This refinement to the clank Warrior's basic design increases their armor bonus by +2.
Size increase: As the name suggests, this refinement increases the size of the Clank warrior, with all relevant increases to abilities, modifications to armor class, etc.; the maximum size for a clank warrior is large.
Coating: Similar to the protective device refinement of the same name, this chemical coating provides resistance 10 against one elemental type.
Internal redundancy: Multiple copies of key circuits make warriors enhanced in this way harder to kill, granting them +20hp.
Integrated weapon: This refinement replaces the warrior's normal attack modes with an integrated weapon, which must be either a basher or a hurler/zapper designed by the clank's creator.
Molecular plating: This refinement grants the warrior clank damage reduction of 5/adamantine.
Shield proficiency: This refinement allows the warrior to make use of a shield sized for it, of any type, including tower shields.
Pistons: This refinement increases the strength of a clank warrior's arm, providing a +3 bonus on attack and damage rolls when making an unarmed strike, natural weapon strike, or melee attack.
05
Companion Upgrades
The following are available upgrades for a Spark's clank companion:
Armor plate: This upgrade increases the companion's armor class by one.
Acid reservoir: Usually used for travel and sometimes for attack, this upgrade allows the companion to secrete a caustic acid. The acid deals 2d6 acid damage to any living creature who comes into prolonged contact with it, and any surface or object onto which it is poured. The reservoir can deal 20d6 total damage before needing to be replenished.
Springs: This upgrades grants the companion ten effective skill ranks in Jump.
Lock-picking attachment: A companion with this upgrade is considered to have ten ranks in open lock.
Propeller: This attachment allows the companion to fly at a speed of 20ft. (good maneuverability).
Trap-tripper: This upgrade grants the companion ten effective ranks in disable device.
Multipede: This upgrade enhances the companion's base land speed by 10ft.
Adaptive coating: This upgrade grants a +10 bonus on hide checks.
Venom reservoir: An enhancement to the companion's armament, this upgrade adds small spikes to its minuscule appendages, through which it can deliver any poison placed in its reservoir.
I may post more supplemental material later, but for now: comments, questions, snide remarks?
Because...mad science and robots and such.
Hard to go wrong.
Spark Scientos
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0 |+2 |+2 |+0 |Spark, Clank Companion
2nd|+1 |+3 |+3 |+0 |Harmonics (Focus)
3rd|+2 |+3 |+3 |+1 |Device Familiarity, Spark 2/day
4th|+3 |+4 |+4 |+1 |Upgrade Companion, Canny Defense
5th|+3 |+4 |+4 |+1 |Device Familiarity, Spark 3/day
6th|+4 |+5 |+5 |+2 |Upgrade Companion, Additional Companion
7th|+5 |+5 |+5 |+2 |Harmonics (Fear), Spark 4/day
8th|+6/+1 |+6 |+6 |+2 |Upgrade Companion, Device Familiarity
9th|+6/+1 |+6 |+6 |+3 |Vigor of Madness, Spark 5/day
10th|+7/+2 |+7 |+7 |+3 |Device Familiarity, Upgrade Companion
11th|+8/+3 |+7 |+7 |+3 |Moment of Inspiration, Spark 6/day
12th|+9/+4 |+8 |+8 |+4 |Harmonics (Persuasion), Upgrade Companion
13th|+9/+4 |+8 |+8 |+4 |Creator's Surge, Spark 7/day, Device Familiarity
14th|+10/+5 |+9 |+9 |+4 |Duplicate Design, Upgrade Companion
15th|+11/+6/+1 |+9 |+9 |+5 |Creator's Efficiency, Device Familarity, Spark 8/day
16th|+12/+7/+2 |+10 |+10 |+5 |Swift Repair, Upgrade Companion
17th|+12/+7/+2 |+10 |+10 |+5 |Spark 9/day, Device Familiarity
18th|+13/+8/+3 |+11 |+11 |+6 |Adaptive Bolstering, Harmonics (Command), Upgrade Companion
19th|+14/+9/+4 |+11 |+11 |+6 |Retroactive Refinements, Device Familiarity, Spark 10/day
20th|+15/+10/+5 |+12 |+12 |+6 |Perfect Harmonics, Superior Creation, Upgrade Companion[/table]
Game Rule Information
Spark Scienti have the following game statistics.
Abilities: The key ability for any spark is, self-evidently, intelligence, for both defense and the use of their abilities. A good dexterity or strength score helps with combat, while a good charisma score boosts the power of their harmonics.
Alignment: Any chaotic.
Hit Die: d6.
Class Skills
The Spark Scientos's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at 1st level: (6+Int Modifier) x4
Skill Points at Each Additional Level: 6+ Int Modifier.
Class Features
All of the following are class features of the Scientos.
Weapon and Armor Proficiency: Scienti are proficient with all simple weapons, plus the crossbow (hand, light, or light repeating), rapier, sap, short sword, and throwing axe. Scienti are proficient with light armor, but not with shields.
Spark: The Scientos has the ability, by dint of unstable intellect, to craft amazing devices from practically nothing in a matter of moments. This power, called simply The Spark, is usable 1/day at first level, and is available for one additional usage at each odd-numbered level to a maximum of 10/day at nineteenth level. The effect lasts for 1 minute per Scientos level outside of battle, or 1 round per Scientos level during combat. Its effects are as follows.
First, the inherent instability of the Spark's gift leads to deeper madness at times- a Scientos targeted by a confusion spell or other insanity effect is assessed a -2 penalty for each use of their Spark ability that day.
However, the Spark grants enormous acumen in the process of creation- at first level, the Scientos gains a +10 bonus to all craft checks for the duration of the effect, which increases by +5 every five levels, to a maximum of +30 at twentieth level.
While the Spark is in effect, the Scientos is considered (regardless of whether they have purchased ranks) to have a number of ranks in any craft skill necessary to the task equal to 1/2 his highest number of ranks in any craft skill, if that number is higher than his actual ranks in the relevant skill.
While under the influence of the Spark, a Scientos can disassemble an object into its component parts for re-use; taking apart an object in this way requires a number of rounds equal to durability+complexity+size (see spoiler 01). Outside of combat, the time increases to minutes, rather than rounds. Disassembling an object requires no roll.
Assembling an object from such parts (or re-purposing an existing creation) requires a number of rounds equal to complexity+size, or, outside of combat, an equal number of minutes.
Re-purposing or creating an object requires a Craft (Automata) check against DC 10+Complexity+Size.
The above rules for duration supercede the normal rules for craft check minimum times.
Clank Companion: At first level, a Spark Scientos constructs a faithful automaton companion- their first Clank. A Clank Companion is diminutive in size, and intelligent enough to follow moderately complex orders; its other game statistics are set forth in spoiler 02. If a Clank Companion is lost or destroyed, the Spark can create a new one with a DC25 Craft (Automata) check and three days of time. This first Clank Companion is free to create- the Spark is assumed to have the necessary materials to hand.
Harmonics: At second level, a Scientos begins to gain the ability to modulate their vocalizations in such a way that their empowered words can manipulate the mentality of the Sparks themselves and those around them.
In order to use any Harmonic ability, the Spark must directly and audibly address the creature or creatures he wishes to effect in a language they can understand.
Harmonic effects last a maximum number of rounds equal to 1/2 the Spark's level unless otherwise specified, and can be dismissed at will.
Harmonics can have a number of different effects, as follows-
Focus: While using Focus Harmonics, the Scientos need not make concentration checks to continue crafting during adverse conditions, such as on the rolling deck of a ship or in a noisy area; while they must still make such checks when they take damage, they gain a bonus equal to 1/2 their Spark level on the check.
Fear: Fear Harmonics allow the Spark to induce a feeling of unease and outright terror in others. Any creature targeted by this ability is frightened for three rounds if they fail at a will save, DC 13+Cha; those that succeed on their saves are still shaken for one round. Creatures with HD equal to the Scientos's level may be effected. A creature can be effected by Fear Harmonics only once per combat.
Persuasion: This subtle use of Harmonics allows the Spark to inspire fealty in others, of a sort. Creatures that fail on a will save against DC 20+Cha are treated as having an attitude one step friendlier than normal for purposes of diplomacy checks, and suffer a -2 penalty to attack rolls should they 'betray' the Spark. This ability is usable only once a day on any given creature.
Command: Creatures affected by this ability are compelled to obey the Spark's orders unless they succeed at a DC 20+Cha will save. Subjects of this ability will not obey orders contrary to their nature. This ability is usable only once a day on any given creature.
Device Familiarity: As their powers grow, Spark Scienti usually gain particular acumen with certain categories of device- some specialize in weaponry, others in transport, still others in tools of a trade.
Each time the Scientos gains device familiarity, they choose a new category of devices to which it applies (see spoiler 03).
Each time the Spark Scientos gains a level, they also gain a Refinement which they can apply to any category of devices with which they have familiarity (see spoiler 04).
Upgrade Companion: Beginning at fourth level, a Scientos can choose to tinker with their Clank Companion, making it stronger, faster, more intelligent, etc.; if their companion is lost or destroyed, the replacement will have identical enhancements (being built from the same plans). (See spoiler 05)
Canny Defense: When not wearing armor or using a shield, the Spark Scientos can add one point of their Intelligence bonus (if any) per class level to their dexterity bonus to determine armor class. If the Scientos is caught flat-footed or otherwise denied her dexterity bonus, she also loses this bonus.
Additional Companion: Starting at sixth level, when they would ordinarily upgrade their Clank Companion, the Spark Scientos can instead choose to create an additional (non-enhanced) companion from scratch. The creation cost for these additional companions must be paid as usual.
Vigor of Madness: A Scientos who has expended one or more uses of their Spark ability may choose to forgo sleep to continue working, or simply to avoid the dangers posed by being at rest; a DC15 concentration check allows them to forgo one rest period they would otherwise be forced to take. A Spark can stay awake up to three nights in a row in this way before fatigue takes its final toll.
Moment of Inspiration: A Scientos with this ability may expend an additional use of their Spark once a day to craft one item or device for which they do not have the necessary familiarity; this ability is usable for only one task a week.
Creator's Surge: Once a day, a Scientos with this ability may expend an additional use of their Spark to halve the time necessary for disassembly/creation of a single item.
Duplicate Design: A Scientos with this ability may halve the time necessary to create any item identical to one they have previously created.
Creator's Efficiency: This ability allows a Scientos to expend one use of their spark to produce items designated as 'raw materials' more efficiently- the cost of such items is halved while the effect is active.
Swift Repair: By expending one use of their spark, a Scientos with this ability can repair 10hp per class level of damage to one Clank of their design.
Adaptive Bolstering: A Scientos can forgo one use of their Spark ability to increase the AC of one Clank of their design against a specific category of enemies (as ranger favored enemies) by 1/4th their class level.
Retroactive Refinements: A Spark Scientos can use this ability to expand their repertoire of refinements; they may exchange any two previously chosen refinements for any two refinements to which they now have access, and incorporate these new refinements into their equipment.
Perfect Harmonics: Again expending one use of their Spark ability, the Scientos can double the duration of any one of their Harmonic abilities using this skill.
Superior Creation: During creation of a Clank or other device, the Scientos can choose to double one aspect of its performance, for instance, initial hit points, armor class, or bonus granted to checks. This doubling can only be applied once to a given creation.
01
{table=head]Complexity|Example|Modifier
Very Simple|Single-component item, board, sheet, cable.|-10
Simple| Few or easily separable components; scissors, simple lever, scales.|-5
Average| Moderately complex components or components are well-fused; furniture, simple clock, single large cable with smaller cables en-suite.|+0
Complex|Many and complex or hard-to-separate components; lighting system, average clock, door lock (removed from door).|+5
Very Complex| Profoundly complex mixture of components; clockwork doll, cuckoo clock, Clank.|+10
[/table]
{table=head]Durability|Example|Modifier
Fragile|Cheesecloth, Rice Paper, Fine china.|-10
Flimsy|Fabric, thin board or very thin metal, poorly fired clay.|-5
Average|Thick glass, ordinary metal, hides, thick ceramics.|+0
Tough|Thick metal or alloy, braced structures, multi-layered materials.|+5
Adamant| Unusual alloys, elaborately engineered structures, specially designed protections.|+10
[/table]
A Spark can disassemble an object one or two sizes smaller than him or herself without penalty; however, in the case of an object of the Spark's size or larger, or objects smaller than two categories smaller than the Scientos, a penalty of -5 is assessed for every size category of deviation from this 'ideal' range. A Scientos cannot Take Apart objects over one size category larger than their size, or objects smaller than fine.
02
Clank Companion
Diminutive Clank
Hit Dice: 1d10 (5hp)
Initiative:
Speed: 20ft. (4 squares)
Armor Class: 17 (+4 size, +3 dex), touch 17, flat-footed 14.
Base Attack/Grapple: +0/-7
Attack: Slam +3 melee (1d3+1)
Full Attack: Slam +3 melee (1d3+1)
Space/Reach:1ft./0ft.
Special Attacks: -
Special Qualities: Construct Traits, Darkvision 60ft
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 12, Dex 17, Con -, Int 10, Wis 12, Cha 8.
Skills: Hide +4, Move Silently +4
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary or Horde (2d10 individuals)
Challenge Rating: 1/3
Treasure: None
Alignment: Same as creator
A minuscule automaton stands before you, bracing its tiny feet fiercely. Its single eye regards you balefully and it waves its miniature fists in a mockery of sentient aggression- comical because it resembles nothing so much as a mildly overgrown pocket-watch.
A Clank Companion is the first creation of any aspiring Spark Scientos. Loyal, intelligent enough to carry out orders, stealthy enough to act as scouts and dexterous enough to manipulate as required, these downsized devils are blessed with dense, durable bodies and surprisingly vigorous strength, the product of an assembly rooted in tender loving care.
The appearance of a Clank Companion varies from maker to maker- indeed, the signature design of a companion often serves to mark bloodlines.
Combat: Clank Companions usually avoid combat if possible, preferring stealth to demonstrating their questionable prowess. If cornered, however, they battle fiercely to get free and warn their master of the threat.
Construction: A Clank Companion is formed from steel, gold and silver, tiny cogwheels, and a plethora of wires and springs. The materials cost 150gp. Creating the body requires a DC 15 Craft (automata) check.
Since a Clank Companion is a mechanical automaton and not a true construct, it carries no XP cost to create and requires no spell prerequisites.
Creature Subtype: Clank
Features: A Clank has the following features.
-10-sided hit dice.
-BAB equal to 3/4 total hit dice.
-No good saving throws.
-Skill points equal to (2+Int modifier) per hit die, x4 for the first hit die.
Traits: A Clank has the following traits.
-No constitution score.
-Low-light vision.
-Darkvision to 60ft.
-Immunities as construct.
-Cannot be magically or naturally healed, but can be repaired.
-Not at risk from massive damage.
-Cannot be raised or resurrected.
-Proficient with any weapon integrated into its original construction.
-Proficient with integrated armor, but not with shields.
-Clanks do not eat or breathe, but must spend a minimum of one hour of every twenty-four at rest to replenish their energies.
-Clanks take double the normal damage from electricity-based attacks.
A Clank is a special category of nonmagical construct created by a Spark; while functionally similar in many ways to magical Golems, Clanks rely on mechanistic means for functioning, rendering them significantly easier to modify and repair, but slightly less durable.
03
Device Familiarity
The Device Familiarity special ability of the Spark class allows a properly adjusted (re:mad) mind to produce tremendously individual devices within a broad category.
While the devices produced usually differ in appearance, certain congruities of function- the 'typical' refinements and categories presented here- have emerged, to the discerning researcher's eye.
At the Dungeon Master's discretion, new categories of device, new refinements, or differences in the function of basic devices may be substituted for those presented herein.
When they gain a new device category, the Spark also gains the basic device associated with that category.
Constructing or modifying a device for which the Spark has familiarity requires no check for the basic device initially, and a Craft (automata) check each additional time (or for each refinement) against DC 10+#refinements+level at which familiarity was gained.
Categories
TransportThis category encompasses vehicles, whether personal or vast, whether designed to traverse harsh terrain or the briny deep; almost anything that functions to bear its designer from point A to point B is a Transport.
Basic Device: A basic transport is a wheeled or legged conveyance of sufficient size to bear its rider (and possibly a very small passenger) along at a good clip over roughly typical terrain. It possesses rudimentary computational abilities and basic senses, allowing it to follow simple orders, such as "continue due north for another two hours whilst I nap". It is not, however, capable of more complex actions, nor of attack or defense.
The basic transport has the following characteristics: hp100; hardness 15; Speed 20ft; AC 20 (-1 size, +11 armor).
Hurler/Zapper
This category encompasses a variety of different sorts of energy-based and projectile weaponry, powered by an array of different means and of differing effect (at least once upgraded); if it fires a ball, spike, ray, or cloud of razor flechettes, it's likely a Hurler or Zapper.
Basic Device: The basic Hurler is a strange-looking device that fires a solid metal slug, and has the following statistics: 1d8 base damage; 19-20 critical range; x2 critical multiplier; 120ft range increment; 26lb. weight; piercing damage; magazine capacity eight shots. Reloading a basic hurler is a standard action that provokes attacks of opportunity.
A basic Zapper has the same characteristics, with the following exceptions: 1d6 base damage; damage dealt is force damage; 28lb. weight. In addition, a basic zapper draws its power from a chemical battery rather than firing discrete rounds from a magazine; this battery can power the weapon for 200 shots before needing to be replaced, but after ten shots, the weapon begins to overheat, necessitating a one-round interval before it can be fired again.
Harness
This category includes all those devices that are worn by the Spark to enhance their day-to-day efficiency in some way, whether by lifting some weight off their shoulders, allowing them to bear comrades away, or easing movement in unusual situations. If it straps to one's back and holds things in some way, it's a harness.
Basic Device: A basic harness resembles an over-sized adventurer's pack, albeit one criss-crossed with metallic slats. It has all the statistics of a normal pack, but its clever trussed design increases the wearer's carrying capacity by 100 pounds.
Basher
Somewhat oddly named (though appropriately in many cases) this category includes devices that bash, but also and notably those that pierce or cut in the heat of melee battle. If you can crush someone or otherwise easily make them bleed with it, it's likely a Basher.
Basic Device: A basic basher can take any number of forms; to determine the form of an individual Spark's first basher, choose any weapon they possess and apply any appropriate refinement they qualify for to it.
Tool
Given their penchant- nay, obsession- with craftsmanship, many Sparks choose to apply their peculiar talents to the production of tools. This category includes any item that aids in the creation of others in some way.
Basic Device: A basic toolkit aids the Spark in their crafting efforts as well as more clandestine tasks; they provide the benefit of Masterwork Artisan's tools as well as Masterwork Thieves Tools. Unlike normal Artisan's tools, this special set of tools also provides a bonus to Craft (Automata) checks.
Spark Construct
Despite their name, Spark Constructs are not mechanical in any respect- they represent a different sort of application of talent, the creation of biological devices as fiendishly clever as their mechanized counterparts. If it's a living creature created by humanoid ingenuity, it's a Spark Construct.
Basic Device: A basic construct is usually vaguely humanoid in appearance, two to two and one-half feet in height, with a childlike manner.
It has all the statistics of a 1st-level human Expert, with the following exceptions; it suffers a -1 penalty to Intelligence, Wisdom, Charisma, and Strength, and cannot naturally gain experience. The construct's creator usually selects their feats and skills during the creation process. The construct serves its creator as if it were a cohort.
Communication
A communication device is used, in one way or another, to convey information over distance; if it flashes, talks over the miles, or otherwise conveys knowledge, it's a communication device.
Basic Device: A basic communication device is a long, cylindrical tube with strange acoustic properties; it can direct a tightly focused beam of sound to anyone the holder can see, allowing communication over distance.
Protection
Though not usually combative by nature, Sparks often find themselves in a position where a good defense is necessary. To this end, many Sparks attire themselves in shielding creations of their own design. If it turns aside or prevents attacks, it's likely a protection.
Basic Device: Basic protective gear of Spark design usually takes the form of a miscellany of wire, leather, and metal. It grants a +2 armor bonus to AC, has a maximum dexterity bonus of +8, and carries no arcane spell failure chance.
Perception
Reasoning that good senses are the root of basic survival, some sparks create devices designed to enhance their own. If it helps one see, hear, taste, or smell, it's a perceptive device.
Basic Device: A basic perceptive device resembles an exceptionally complex spyglass with unusual fittings and lenses. In addition to the usual function of a spyglass, this device enhances ambient light by focusing it onto the eye, granting the bearer low-light vision while they make use of it.
Warrior
While most warrior Clanks are under the command of organized Spark bureaucracies, some independent sparks elect to create war machines of their own. If it's a Clank that fights for you, it's a warrior.
Basic Device: A basic warrior clank is small, but brutal, of varying appearance- with statistics as follows:
Basic Warrior Clank
Small Clank
Hit Dice: 1d10 (15hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple:+0/-5
Attack: Blade +4 melee (1d2-1)
Full Attack: 2 Blades +4 melee (1d2-1) and Spike -1 melee (1d3-1)
Space/Reach: 5ft./5ft.
Special Attacks: Warrior Function
Special Qualities: Clank Traits, Damage Reduction 1/Adamantine
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con -, Int 8, Wis 11, Cha 2
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Weapon Finesse, Dodge
Environment: Any
Organization: Solitary
Challenge Rating: 1
The appearance and inclination of a Warrior Clank is dependent on its creator's whim.
Combat
Warrior Clanks attack with their slashing blades and piercing spike.
Warrior Function: A Warrior Clank that suffers damage in combat engages a program to ensure the survival of itself and its creator; it gains a +4 bonus to strength and 10 bonus hit points. This function persists for ten rounds or until either the Clank of the threat is deceased.
Skills: Due to their semi-collapsible structure, a Warrior Clank has a +4 bonus on Escape Artist checks.
04
Refinements
Transport
Celeritous Surge: A transport device enhanced with this refinement gains a +10 increase to its base land speed. This refinement may be chosen only once.
Increased Traction: A transport device with this refinement is immune to grease and similar effects, can move normally on ice or other slippery surfaces, and can move at its normal speed through loose rubble.
Nimble: A nimble transport device can move through any passable terrain as if it were clear.
Unstable Booster: A transport device carrying an unstable booster can move at quadruple its speed once a day; any creature whose square it passes through receives 2d6 bludgeoning damage as the device slams forward at great speed, and any creature in the square where the device ends its burst of speed receives 4d6. After using its unstable booster, the transport device is slowed to 20ft., even if it would normally have a higher base speed, for the remainder of the combat.
Float-bladders: This enhancement consists of inflatable bladders and ballast compartments that allow the device to move across the surface of water at its base speed.
Fish-bubble and Propellers: This enhancement, consisting of a clear plastic dome over the rider's portion of the device and a set of powered propellers, allows unimpeded movement underwater.
Headlamps: This enhancement consists of two battery-powered lamps- their power sources each last roughly six months without needing replacement, and they shed bright light in a 60-ft cone.
Dirigible: A large envelope of lighter-than-air gas, braced with a metal skeleton, floats above the device, allowing it to fly at a speed of 20ft. (Poor maneuverability). Minimum level 5th.
Piton-claws: Though it is often necessary to strap in to do so, a transport device equipped with this refinement behaves as if it had 15 ranks in climb, allowing it to traverse fairly vertical surfaces.
Armor plating: This simple refinement increases the transport's AC by four points.
Dense construction: This refinement grants the transport 20 bonus hit points.
Mega-springs: This refinement allows the transport to leap up to 40 ft straight up, and receive no damage when it falls back to earth the following turn. While suspended, the transport's rider can take actions (thus, it's a reasonable tactic to attack those below).
Hurler/Zapper
Hurler
Increased damage: This refinement allows the hurler to deal 1d6 additional damage on each hit. It can only be taken once.
Expanding rounds: Through the use of extremely well-crafted ammunition, this refinement increases the critical multiplier of the hurler by one. It can only be taken once.
Penetrator rounds: These armor-piercing devices ignore up to six points of the target's artificial armor bonus.
Ricochet shells: After successfully striking one target, a hurler with this enhancement can hit another target within ten feet (make separate attack rolls for the two targets).
Explosive bullets: This refinement allows the hurler to deal 1d6 bonus fire damage on a successful hit.
Scope: This refinement increases the range increment of the hurler by 40ft.
Kinetic-impact shells: These special bullets allows the hurler to deal bludgeoning damage instead of piercing.
Gatlinger: As a full-round action, the wielder of a hurler with this refinement can make three attack rolls against their target instead of one, each at a -4 penalty; alternatively, they may choose to attack any five targets within forty feet at an equal penalty.
Gyro-calibration: This refinement allows the hurler to ignore penalties to accuracy from adverse weather or movement conditions, and grants a +2 bonus to attack, but not damage, rolls.
Zapper
Scope, Gyro-calibration, Increased damage: As hurler refinements.
Lightning generator, Cryo-projector, Acid-spitter, Flamethrower, Sonic devastator: A zapper with any of these refinements can deal elemental damage in place of its normal damage type; each refinement must be taken separately.
Chemo-synthesis beam: A zapper with this refinement can deal two types of damage simultaneously; half the damage dealt is of each type, rounding down.
Persistent Beam: This refinement allows a zapper to fire continuously, rather than in discrete bursts; the user can target up to three creatures within close proximity (adjacent squares) per attack. This mode of fire is draining to the weapon's power supply, however, and bonus damage does not apply to this special use. After firing a persistent beam, the zapper is drained and must recharged for one full round.
Kinetic Beam: This refinement allows a zapper to project a beam of pseudo-gravitational force, duplicating the effects of telekinesis for up to three rounds. The weapon cannot be used for any other purpose than the kinetic beam without breaking the effect prematurely.
Harness
Flinger: This refinement allows the harness to forcibly eject objects contained within it (usually alchemist's fire or some such). Such objects fly in an arc and land in any chosen square up to 10ft. away; any object the harness contains can be so flung.
Retriever: This refinement allows the harness to obtain rudimentary senses; using these, it can interpret subtle hand signs from its creator to retrieve any item desired near-instantly (as a free action).
Body straps: A harness with this refinement can secure up to two small or medium creatures for transport (the process requires a full-round action). The creatures involved must be willing or unconscious, and are carried on the bearer's back.
Inflatable: An unusual refinement consisting of small inflatable bladders, this harness allows the bearer to travel on the surface of water at 1/2 their speed.
Suspended: By means of a small pouch of lighter-than-air gasses, this pack allows its bearer to carry loads as if they were 100lb. lighter (the lifting power of the pack compensates).
Basher
Increased Damage: This refinement allows the basher to deal 1d6 additional damage on each hit. It can only be taken once.
Telescoping extensors: A basher with this refinement can be switched between a standard 5ft. reach and a 10ft. reach as a free action, as the situation warrants.
Entangler grip: A basher with this enhancement can be used to make trip attempts, but you are vulnerable to being tripped during such attempts (though you may drop the weapon to avoid it).
Concealed blade: A basher with this enhancement has a second stabbing blade in its extended hilt, allowing it to be wielded as a double weapon.
Runnels: A basher with runnels increases the DC of any contact or injury poison of ravage delivered with it by two.
Absorptive material: A basher with the absorptive refinement has a 50% chance to cause additional damage from blood loss each time it strike a foe, as the wounding special ability.
Mono-filament Edge: This refinement increases the critical range of the basher by one. It can only be taken once, and does not stack with similar enhancements.
Tapering Blade: A refinement of this type allows the basher to deal both slashing and piercing damage simultaneously; all the damage dealt is of both types. This cannot be combined with bladed bludgeon.
Bladed bludgeon: This refinement allows the weapon to deal bludgeoning damage as well as slashing or piercing damage, but not both.
Extensile spines: A basher with this refinement has hidden spikes, which can be extended after the weapon makes contact to deal devastating blows. The wielder of a basher with this ability can choose to hold on after he makes melee contact with the weapon; the subsequent round, he extends the spines, dealing the weapon's base damage automatically, and also dealing one point of constitution damage (since the wound is internal).
Tool
Skill Tool: these refinements (taken individually) each grant a +5 bonus on a specific skill check or checks.
Loupe: This finely crafted monocle-lens aids in appraise and decipher script checks.
Pitons: These sharp metal spikes grant a bonus to climb checks.
Electro-disabler and Fine manipulator: These specialized devices aid in disable device checks.
Meta-cosmetic compounds: These special chemical compounds and applicators aid in disguise.
Micro-cutter and lockpick: These special tools (easily concealed on the body) aid in escape artist checks.
Auto-quill: This strange writing utensil aids in forging documents.
Extendo-tool: this refinement allows a thief's tools or an electro-disabler to be used at a range of five feet, one square away from their target, somewhat reducing the danger of traps.
Breakaway: This refinement allows the toolkit to be broken into component parts, difficult to recognize as what they are; this serves to allay the suspicions thief's tools often provoke.
Spark Construct
Tough Hide: This refinement increases a Spark Construct's armor class by 2 points.
Redundant organs: This refinement renders the construct more resistant to demise; it gains 20hp.
Nuerological Imprint: This refinement increases the skill and knowledge of the construct; it gains one level in expert, with all attendant increases in hit points, skills, and feats.
Sharp Teeth: A construct with this refinement gains a natural bite attack, dealing 1d6 damage plus their strength bonus. All normal rules for the usage of natural weapons apply.
Enhanced Senses: This refinement increases the acuity of all a Spark Construct's senses- it gains a +4 bonus to spot and listen checks, and the Scent feat.
Metapedal celerity: This refinement grants the construct powerfully muscled limbs- thus granting a 10ft. increase to their base speed.
Communication
Aether Communicator (Lesser, good, greater): A breakthrough in communications technology, the aether communicator can transmit its holder's voice to another such communicator within 200ft., one mile, or 100mi., depending on the variant. Each upgrade must be purchased as a separate refinement.
Subvocalizer: An aether communicator equipped with this refinement can be operated without speaking aloud, allowing the user to communicate with those who wear similar devices in silence.
Voco-memorizer: This device, a further upgrade to the aetheric communicator, can record and playback up to an hour of ambient sound. Like most magical methods of recording, it cannot be used to speak activation words or spell triggers.
Disguiser: This refinement allows the user to disguise their own voice as a perfect simulacrum of another's- a Sense Motive check against DC30 is required to detect the subterfuge.
Protection
Increased Plating: This refinement grants the protective equipment +2 points of armor bonus; doing so, however, also reduces the armor's maximum dexterity bonus by two, and increases arcane spell failure chance by 10%.
Coating: Consisting of a specially formulated coating secreted so as to cover the entire protection, this refinement grants resistance 10 against one of the major elements (fire, ice, lightning, earth, or sonic). Each type must be protected against separately.
Heartwire: This enhancement consists of clever reinforcement of key points on the device, resulting in a greater resistance to even the most precise or hefty attacks; a sneak attack or critical hit against the wearer of a device so enhanced has a 50% chance of dealing only normal damage.
Impact-return: This refinement allows the device to return an opponent's blows back on them by means of distributed kinetic force; whenever the wearer is struck for bludgeoning damage, the attacker has a 50% chance to take the same damage.
Blade-turning: This armor has cleverly sculpted planes and curving spines, designed to turn an opponent's strikes up and back; whenever its wearer is dealt piercing or slashing damage, there is a 50% chance the attacker receives the same.
Adhesive secretion: This refinement consists of a sticky coating over the entire armor- any opponent who strikes the coating has a 25% chance of their weapon sticking, and thus being torn from their hand (treat as a disarm attempt at a +20 bonus).
Perception
Infrared lens: This refinement, usually built into goggles or similar, allows the Spark to see up to 60ft. even in complete darkness by sensing the heat of their surroundings.
Tremorboots: This refinement, applicable to footwear, consists of small plates that are incredibly sensitive to ground-borne vibrations; the wearer gains 40ft. tremorsense while the device is worn.
Olfactacon: This device affixes to the wearer's face, much like a gas mask, and actually provides protection against airborne effects, filtering out airborne poisons. It also allows the wearer to track by scent, as if they had the scent feat.
Amplifier earplugs: This refinement consists of two earplugs, inserted into the wearer's ears (of course). It provides a +4 bonus on listen checks.
Detail lenses: This refinement (added to eye-wear, usually), provides a +4 bonus on spot checks.
Warrior:
Armor enhancement: This refinement to the clank Warrior's basic design increases their armor bonus by +2.
Size increase: As the name suggests, this refinement increases the size of the Clank warrior, with all relevant increases to abilities, modifications to armor class, etc.; the maximum size for a clank warrior is large.
Coating: Similar to the protective device refinement of the same name, this chemical coating provides resistance 10 against one elemental type.
Internal redundancy: Multiple copies of key circuits make warriors enhanced in this way harder to kill, granting them +20hp.
Integrated weapon: This refinement replaces the warrior's normal attack modes with an integrated weapon, which must be either a basher or a hurler/zapper designed by the clank's creator.
Molecular plating: This refinement grants the warrior clank damage reduction of 5/adamantine.
Shield proficiency: This refinement allows the warrior to make use of a shield sized for it, of any type, including tower shields.
Pistons: This refinement increases the strength of a clank warrior's arm, providing a +3 bonus on attack and damage rolls when making an unarmed strike, natural weapon strike, or melee attack.
05
Companion Upgrades
The following are available upgrades for a Spark's clank companion:
Armor plate: This upgrade increases the companion's armor class by one.
Acid reservoir: Usually used for travel and sometimes for attack, this upgrade allows the companion to secrete a caustic acid. The acid deals 2d6 acid damage to any living creature who comes into prolonged contact with it, and any surface or object onto which it is poured. The reservoir can deal 20d6 total damage before needing to be replenished.
Springs: This upgrades grants the companion ten effective skill ranks in Jump.
Lock-picking attachment: A companion with this upgrade is considered to have ten ranks in open lock.
Propeller: This attachment allows the companion to fly at a speed of 20ft. (good maneuverability).
Trap-tripper: This upgrade grants the companion ten effective ranks in disable device.
Multipede: This upgrade enhances the companion's base land speed by 10ft.
Adaptive coating: This upgrade grants a +10 bonus on hide checks.
Venom reservoir: An enhancement to the companion's armament, this upgrade adds small spikes to its minuscule appendages, through which it can deliver any poison placed in its reservoir.
I may post more supplemental material later, but for now: comments, questions, snide remarks?