Someonelse
2015-03-24, 01:57 PM
I created this a few years ago to use for an NPC. Now someone wants to play a Steamonic PC so I need to establish a level adjustment. So I was just wondering what you all think would be a good level adjustment?
My home game is D&D 3.5 set in Ptolus with a definite steam punk flavor. Hence, the Steamonic Man.
And PEACH the the Gehenna out of it of course, even though this is already in use I could still revise it if necessary.
The Steamonic Man
“These machines have intelligence, are you sure you canwant to trust them?”
A Steamonic Man is a steam powered bionic man, some believe them to be demonic. These steam extraordinary constructs are more than mere machine. Of course most are built as mindless automatons using the souls of mindless vermin to power their engines, a few are given the gift of life.
When the Soul Binding spell is cast upon a willing individual at the time of their death, their soul can be trapped within a specially prepared Firestone (Ptolus P.46). This use of the spell incurs an XP cost of 2,000 per HD of the subject. When inhabited by a soul a Firestone will burn indefinitely. Furthermore, if the firestone is used to power a steam engine, the soul will be in control of whatever machine it is being used to power, although their only awareness comes from the machine’s own sensory input, if any.
Inside the Steamonic’s body there is a steam engine, using this soul powered Firestone as its heat source. This heat is insulated and used to boil water; the heat is then dispersed around his body such that a Steamonic’s average body temperature is only about 110 degrees.
Note that a firestone can be removed and placed into another engine, when removed from an engine the soul in the stone is effectively asleep. The firestone is placed in the Steamonic Man’s mouth, it is taken down the throat by a mechanism powered by a hand crank. Only the Steamonic Man himself can will the firestone to move back up into the mouth and allow it to be removed.
A Steamonic must drink water regularly to maintain normality, their thirst drives them to drink more than a gallon a day. Any less than a gallon and he becomes fatigued. If he has less than half a gallon in a day he is exhausted. His main water tank holds up to a gallon of water at one time, they sometimes have spare tanks that can hold additional water. A Steamonic can install a Decanter of Endless water as a body modification, this would occupy their torso magic item slot.
Personality: The individual who made the choice to be transformed into a Steamonic maintains his own personality, although his ethical alignment shifts one step towards lawful if it was not already.
Physical Description: A Steamonic usually appears much as they did in mortal life, although sometimes they choose to have a different sort of body crafted. The point is they can have their body made to look any way they want. Their body is molded from a composite of materials—obsidian, iron, stone, darkwood, silver, adamantine and mithral—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles that make up the body of a Steamonic man, topped by a mostly featureless head.
They have a face that is well crafted out of small steel plates and all of these tiny plates are connected to a mechanical system that moves them around and allows him to have expressions and interact with people on a personal level. Part of the design allows the soul within the firestone to project their own face on their new Steamonic body.
Unique among constructs, Steamonics have learned to modify their bodies through magic and training. Many are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built in weaponry, and other enhancements to their physical form help differentiate one Steamonic from another. Any item that would be worn or carried to be used can be installed, the item must be at least masterwork and the overall cost is 150% of what it would otherwise cost if it were not installed.
The Steamonic Man racial traits
• Racial Hit Dice
o A Steamonic Man may take construct hit dice in place of class levels if they chose to, but they are not required to.
o A construct has the following features.
o 10-sided Hit Dice.
o Base attack bonus equal to ¾ total Hit Dice (as cleric).
o No good saving throws.
o Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
• Construct Subtype
• Low-light vision
• Darkvision 60ft
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage on their own, but they can be repaired by other means. In addition to the Repair Damage spells from the Spell Compendium, they can also be repaired of major damage through use of the Craft Construct feat and minor damage can be repaired by making a Craft (Engineering) check, a DC15 can repair 1d4+Int points of damage, for every 10 points beyond 15 the craft check repairs an additional 1d4 points of damage; this check can only be made once per injury and it takes ten minutes to affect the repairs.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Not subject to critical hits or sneak attack (or similar effects)
• They can only be raised or resurrected as per Soul Bind spell.
• Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table on page 307 of the Monster Manual.
• Proficient with no armor.
• A Steamonic does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. They can imbibe things in their mouths and store them to later dispose of, magical things will affect them just as it would for a person who ate or drank it.
• Although constructs do not need sleep, a Steamonic spell caster must meditate for 4 hours before preparing spells.
• Usually Medium: A Steamonic body can be crafted of any size (see table below), but most are medium.
• Metallic: The unusual physical construction of Steamonic men makes them vulnerable to certain spells and effects that normally don’t affect living creatures. Although there are a variety of materials in their bodies, the most important components, as well as the armor, are made of metal. A Steamonic is affected by repel metal and chill metal as if he were wearing full plate armor. Likewise, a Steamonic is affected by repel metal as if he were wearing full plate armor. The iron in the body of a Steamonic Man makes him vulnerable to rusting grasp.
• The Steamonic Man takes 1d6 points of damage per caster level from any kind of rust spell (Fortitude save for half damage). A Steamonic takes the same damage from a rust monster’s touch (CL=HD). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a Steamonic as long as the soul still resides within (when the firestone is removed the body becomes an object, when the firestone is present it is a creature).
• Breath Weapon: Once a day a Steamonic Man must relieve himself of his excess steam. If used tactically this can be very effective. He can blow a 15ft cone of steam that deals 6d6 points of heat damage, reflex (1/2 HD + 10) for half. The reflex save is constitution based. The lubricants in his body get mixed up in the steam, in the following round the steam condenses and effects the 10ft area hit by the breath weapon as a Grease spell, CL1. After using their breath weapon the Steamonic is fatigued until they drink at least a gallon of water. Steamonics who have internal modifications to supply them with water are only fatigued for 1d4+1 minutes after using their breath weapon. If a Steamonic has not yet used their breath weapon when they are reduced to 0 HP the Steamonic needs a fortitude save, DC=DMG or the steam will be released automatically.
• A Steamonic responds slightly differently from other constructs when reduced to 0 hit points. A Steamonic with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Steamonic Man is inert. He is unconscious and helpless, and he cannot perform any actions (and may fall prone at the DM’s discretion). However, an inert Steamonic does not lose additional hit points unless more damage is dealt, as with a living creature that is stable. When a Steamonic is dropped to 0 or fewer Hit Points he looses his steam, his breath weapon is released, no matter who is in front of him. A Steamonic Man that is dropped below –10 Hit Points is effectively destroyed, the body has taken more damage than can be repaired. The firestone itself can be placed into another steamonic body, but the body is completely mechanical in this regard and the damaged body would need to be reconstructed at full cost.
• Composite Plating: The plating used to build a Steamonic Man provides a +2 armor bonus; this plating is not natural armor and doesn’t stack with the other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Steamonic character cannot wear armor or magic robes. The Steamonic’s Composite Plating can be enhanced or enchanted just as armor or robes can be; for example, they could have a suit of full plate mail installed to replace their basic plating. This costs 50% more than normal armor and it must be masterwork. The character must be present for the entire time it takes to perform the work. Composite plating would impose a 5% arcane spell failure chance, similar to the penalty for wearing light armor; fortunately a Steamonic spellcaster is better able to deal with these restrictions and their spell failure is lessened by 5%; for example, if they had full plate installed, their spell failure would be 30% rather than 35%.
• Upgrades: He can add upgrades to his own body by increasing the price by 50% and making a DC20 Craft Engineering check he can install any weapon or tool (the time required for installation is determined by the craft skill). Magic items cannot be installed; they must install it first, and then it can be enchanted. If they attempt to install a magic item the process disjoins the magic in the item, rendering it masterwork. Enchanting an installed item lowers the market value by 30%.
• All upgrades are retractable and can be hidden within the body, or, at the Steamonic’s own choice, they may be permanently visible. In either case, the same rules apply regarding item placement, so a Steamonic cannot have two upgrades in the same body slot. However, if he has a retractable upgrade he can use another item in that slot while it is retracted. For example, a Steamonic Man could have a retractable weapon in their arm, anything one handed or smaller that they are proficient with. While this is retracted he would have normal use of his hand and could use a weapon normally or could make unarmed strikes. The act of activating and retracting weapons and tools is a move action; the Quickdraw feat makes it a free action. Two-handed weapons and other large items cannot be installed.
• A Steamonic gets Improved Unarmed Strike as a bonus feat at first level; this deals 1d4 point of bludgeoning damage.
• Favored Class: Artificer or Construct.
• Each body slot can have one item installed and one enchantment, as if a magic item were worn there. If a magic item actually is worn in a body slot that has an installed magic enchantment the original enhancement will be suppressed while the worn magic item performs its function.
• Weight: Refer to PHB p.109. Start with the Steamonic Man’s original race, what were they in life? A human? An elf? Whatever they were, use the maximum height modifier plus one and the maximum weight modifier plus one, figure out the weight as written and then double it.
• Body: The Steamonic Man begins with a body chosen from below.
o They may spend up to 20,000 gold on their body to begin the game. This is enough for a simple medium body or a more advanced small or tiny body (steamonic engines cannot be constructed any smaller, although a reduce person spell would still work on a tiny steamonic man).
o They may chose a smaller, cheaper body and convert the remaining gold to XP at a rate of 1 for 1, this is banked XP and cannot be used for leveling, but it can be used for crafting, upgrades, and spell casting (non spell casting characters can use their banked XP on magic items enchanted by another spell caster as long as they remain present for the entire process).
o A starting Steamonic character can also take an XP penalty for more gold at a rate of 1 for 1.
o A starting Steamonic character has minimum starting gold of 4d4x10, regardless of starting class, unless they have a base class with better starting gold. This gold may be spent on upgrades or on material possessions.
o A starting Steamonic character may take the hit dice associated with their body but if they chose to do so they incur a level adjustment equal to the hit dice. Those hit dice are intended for use when crafting unintelligent steamonic bodies.
Body
Tiny Steamonic Body
Hit Dice: 1/2d10 + 10
Speed: 15 ft.
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
1ft tall
Abilities: Str -4, Dex +2, Con X,
Int +2, Wis +2, Cha -2
Cost: 5,000
Small Steamonic Body
Hit Dice: 1d10 + 20
Speed: 20 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
3ft tall
Abilities: Str -, Dex -, Con X,
Int +2, Wis +2, Cha -2
Cost: 10,000
Medium Steamonic Body
Hit Dice: 2d10 + 30
Speed: 30 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
6ft tall
Abilities: Str +4, Dex -2, Con -,
Int +2, Wis +2, Cha -2
Cost: 20,000
Large Steamonic Body
Hit Dice: 4d10 + 40
Speed: 40 ft.
Face/Reach: 5 ft. by 5 ft./10 ft.
12ft tall
Abilities: Str +8, Dex -4, Con -,
Int +2, Wis +2, Cha -2
Cost: 40,000
Huge Steamonic Body
Hit Dice: 8d10 + 50
Speed: 50 ft.
Face/Reach: 10 ft. by 10 ft./15 ft.
24ft tall
Abilities: Str +16, Dex -6, Con -,
Int +2, Wis +2, Cha -2
Cost: 80,000
Gargantuan Steamonic Body
Hit Dice: 16d10 + 60
Speed: 60 ft.
Face/Reach: 20 ft. by 20 ft./20 ft.
50ft tall
Abilities: Str +24, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 160,000
Colossal Steamonic Body
Hit Dice: 32d10 + 80
Speed: 70 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
100ft tall
Abilities: Str +32, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000
Titanic Steamonic Body
Hit Dice: 64d10 + 100
Speed: 80 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
150ft tall
Abilities: Str +40, Dex -8, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000
(I'm sorry I can't figure out how to get this table to display correctly)
Upgrade Gold Cost XP Cost
360° Vision 3,000 150
Aquatic Modification
(swim speed half of land speed (round down) and can attack underwater without penalty) 2,500 125
Combat Programming
(Fighter Bonus Feat, must meet prerequisites) 20,000 1,000
Darkvision +60ft 12,000 600
Emergency Beacon
(light, sound, &/or radio) 1,500 75
Enhanced Ability Score Bonus squared x2,000 1/20th gold cost
Improved Sensors
(or other misc skill bonus) Bonus squared x100
(max +30) 1/20th gold cost
Integral Laser Sight
(competence bonus to ranged attack) Bonus squared x1,000 (max +5) 1/20th gold cost
Integral magazine Total magazines squared x10 (max 10 total) 1/20th gold cost
Integral weapon or other item (must be masterwork) Item cost +50% 1/20th gold cost
Internal Notes
(can remember information as if written in ink on a blank page, can delete pages) 25 gold per page 1/20th gold cost
Language Module
(learn to speak, read and write one language, max HD+3) 200 10
Blow Torch
(cut through anything except glass and crystal or other material that conducts light) 2,500 125
Additional Arms 10,000 per pair 1/20th gold cost
Multiple Legs, Wheels (double speed) or Tracks 10,000 500
Natural Armor Bonus Bonus squared x2,000 1/20th gold cost
Reinforced Construction DR X/Adamantine Bonus x20,000 1/20th gold cost
Self destruct 10 2
Sensory Recorder
(record one hour per Int mod) 10,000 500
Sessile -2,500 125
Misc Storage Compartment 500 25
Swarm x20 x2
Telescopic Vision 1,500 75
Decanter of Endless Water (basic) 1,000 50
Decanter of Endless Water (as basic +Stream – can shoot water out of his mouth or other orafice) 4,000 200
Decanter of Endless Water (as stream +Fountain) 7,000 350
Decanter of Endless Water (as fountain +Geyser) 10,000 500
Decanter of Endless Water (as geyser +Breath Weapon every 1d4 rounds) 15,000 750
My home game is D&D 3.5 set in Ptolus with a definite steam punk flavor. Hence, the Steamonic Man.
And PEACH the the Gehenna out of it of course, even though this is already in use I could still revise it if necessary.
The Steamonic Man
“These machines have intelligence, are you sure you canwant to trust them?”
A Steamonic Man is a steam powered bionic man, some believe them to be demonic. These steam extraordinary constructs are more than mere machine. Of course most are built as mindless automatons using the souls of mindless vermin to power their engines, a few are given the gift of life.
When the Soul Binding spell is cast upon a willing individual at the time of their death, their soul can be trapped within a specially prepared Firestone (Ptolus P.46). This use of the spell incurs an XP cost of 2,000 per HD of the subject. When inhabited by a soul a Firestone will burn indefinitely. Furthermore, if the firestone is used to power a steam engine, the soul will be in control of whatever machine it is being used to power, although their only awareness comes from the machine’s own sensory input, if any.
Inside the Steamonic’s body there is a steam engine, using this soul powered Firestone as its heat source. This heat is insulated and used to boil water; the heat is then dispersed around his body such that a Steamonic’s average body temperature is only about 110 degrees.
Note that a firestone can be removed and placed into another engine, when removed from an engine the soul in the stone is effectively asleep. The firestone is placed in the Steamonic Man’s mouth, it is taken down the throat by a mechanism powered by a hand crank. Only the Steamonic Man himself can will the firestone to move back up into the mouth and allow it to be removed.
A Steamonic must drink water regularly to maintain normality, their thirst drives them to drink more than a gallon a day. Any less than a gallon and he becomes fatigued. If he has less than half a gallon in a day he is exhausted. His main water tank holds up to a gallon of water at one time, they sometimes have spare tanks that can hold additional water. A Steamonic can install a Decanter of Endless water as a body modification, this would occupy their torso magic item slot.
Personality: The individual who made the choice to be transformed into a Steamonic maintains his own personality, although his ethical alignment shifts one step towards lawful if it was not already.
Physical Description: A Steamonic usually appears much as they did in mortal life, although sometimes they choose to have a different sort of body crafted. The point is they can have their body made to look any way they want. Their body is molded from a composite of materials—obsidian, iron, stone, darkwood, silver, adamantine and mithral—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles that make up the body of a Steamonic man, topped by a mostly featureless head.
They have a face that is well crafted out of small steel plates and all of these tiny plates are connected to a mechanical system that moves them around and allows him to have expressions and interact with people on a personal level. Part of the design allows the soul within the firestone to project their own face on their new Steamonic body.
Unique among constructs, Steamonics have learned to modify their bodies through magic and training. Many are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built in weaponry, and other enhancements to their physical form help differentiate one Steamonic from another. Any item that would be worn or carried to be used can be installed, the item must be at least masterwork and the overall cost is 150% of what it would otherwise cost if it were not installed.
The Steamonic Man racial traits
• Racial Hit Dice
o A Steamonic Man may take construct hit dice in place of class levels if they chose to, but they are not required to.
o A construct has the following features.
o 10-sided Hit Dice.
o Base attack bonus equal to ¾ total Hit Dice (as cleric).
o No good saving throws.
o Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
• Construct Subtype
• Low-light vision
• Darkvision 60ft
• Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage on their own, but they can be repaired by other means. In addition to the Repair Damage spells from the Spell Compendium, they can also be repaired of major damage through use of the Craft Construct feat and minor damage can be repaired by making a Craft (Engineering) check, a DC15 can repair 1d4+Int points of damage, for every 10 points beyond 15 the craft check repairs an additional 1d4 points of damage; this check can only be made once per injury and it takes ten minutes to affect the repairs.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Not subject to critical hits or sneak attack (or similar effects)
• They can only be raised or resurrected as per Soul Bind spell.
• Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table on page 307 of the Monster Manual.
• Proficient with no armor.
• A Steamonic does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. They can imbibe things in their mouths and store them to later dispose of, magical things will affect them just as it would for a person who ate or drank it.
• Although constructs do not need sleep, a Steamonic spell caster must meditate for 4 hours before preparing spells.
• Usually Medium: A Steamonic body can be crafted of any size (see table below), but most are medium.
• Metallic: The unusual physical construction of Steamonic men makes them vulnerable to certain spells and effects that normally don’t affect living creatures. Although there are a variety of materials in their bodies, the most important components, as well as the armor, are made of metal. A Steamonic is affected by repel metal and chill metal as if he were wearing full plate armor. Likewise, a Steamonic is affected by repel metal as if he were wearing full plate armor. The iron in the body of a Steamonic Man makes him vulnerable to rusting grasp.
• The Steamonic Man takes 1d6 points of damage per caster level from any kind of rust spell (Fortitude save for half damage). A Steamonic takes the same damage from a rust monster’s touch (CL=HD). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a Steamonic as long as the soul still resides within (when the firestone is removed the body becomes an object, when the firestone is present it is a creature).
• Breath Weapon: Once a day a Steamonic Man must relieve himself of his excess steam. If used tactically this can be very effective. He can blow a 15ft cone of steam that deals 6d6 points of heat damage, reflex (1/2 HD + 10) for half. The reflex save is constitution based. The lubricants in his body get mixed up in the steam, in the following round the steam condenses and effects the 10ft area hit by the breath weapon as a Grease spell, CL1. After using their breath weapon the Steamonic is fatigued until they drink at least a gallon of water. Steamonics who have internal modifications to supply them with water are only fatigued for 1d4+1 minutes after using their breath weapon. If a Steamonic has not yet used their breath weapon when they are reduced to 0 HP the Steamonic needs a fortitude save, DC=DMG or the steam will be released automatically.
• A Steamonic responds slightly differently from other constructs when reduced to 0 hit points. A Steamonic with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Steamonic Man is inert. He is unconscious and helpless, and he cannot perform any actions (and may fall prone at the DM’s discretion). However, an inert Steamonic does not lose additional hit points unless more damage is dealt, as with a living creature that is stable. When a Steamonic is dropped to 0 or fewer Hit Points he looses his steam, his breath weapon is released, no matter who is in front of him. A Steamonic Man that is dropped below –10 Hit Points is effectively destroyed, the body has taken more damage than can be repaired. The firestone itself can be placed into another steamonic body, but the body is completely mechanical in this regard and the damaged body would need to be reconstructed at full cost.
• Composite Plating: The plating used to build a Steamonic Man provides a +2 armor bonus; this plating is not natural armor and doesn’t stack with the other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Steamonic character cannot wear armor or magic robes. The Steamonic’s Composite Plating can be enhanced or enchanted just as armor or robes can be; for example, they could have a suit of full plate mail installed to replace their basic plating. This costs 50% more than normal armor and it must be masterwork. The character must be present for the entire time it takes to perform the work. Composite plating would impose a 5% arcane spell failure chance, similar to the penalty for wearing light armor; fortunately a Steamonic spellcaster is better able to deal with these restrictions and their spell failure is lessened by 5%; for example, if they had full plate installed, their spell failure would be 30% rather than 35%.
• Upgrades: He can add upgrades to his own body by increasing the price by 50% and making a DC20 Craft Engineering check he can install any weapon or tool (the time required for installation is determined by the craft skill). Magic items cannot be installed; they must install it first, and then it can be enchanted. If they attempt to install a magic item the process disjoins the magic in the item, rendering it masterwork. Enchanting an installed item lowers the market value by 30%.
• All upgrades are retractable and can be hidden within the body, or, at the Steamonic’s own choice, they may be permanently visible. In either case, the same rules apply regarding item placement, so a Steamonic cannot have two upgrades in the same body slot. However, if he has a retractable upgrade he can use another item in that slot while it is retracted. For example, a Steamonic Man could have a retractable weapon in their arm, anything one handed or smaller that they are proficient with. While this is retracted he would have normal use of his hand and could use a weapon normally or could make unarmed strikes. The act of activating and retracting weapons and tools is a move action; the Quickdraw feat makes it a free action. Two-handed weapons and other large items cannot be installed.
• A Steamonic gets Improved Unarmed Strike as a bonus feat at first level; this deals 1d4 point of bludgeoning damage.
• Favored Class: Artificer or Construct.
• Each body slot can have one item installed and one enchantment, as if a magic item were worn there. If a magic item actually is worn in a body slot that has an installed magic enchantment the original enhancement will be suppressed while the worn magic item performs its function.
• Weight: Refer to PHB p.109. Start with the Steamonic Man’s original race, what were they in life? A human? An elf? Whatever they were, use the maximum height modifier plus one and the maximum weight modifier plus one, figure out the weight as written and then double it.
• Body: The Steamonic Man begins with a body chosen from below.
o They may spend up to 20,000 gold on their body to begin the game. This is enough for a simple medium body or a more advanced small or tiny body (steamonic engines cannot be constructed any smaller, although a reduce person spell would still work on a tiny steamonic man).
o They may chose a smaller, cheaper body and convert the remaining gold to XP at a rate of 1 for 1, this is banked XP and cannot be used for leveling, but it can be used for crafting, upgrades, and spell casting (non spell casting characters can use their banked XP on magic items enchanted by another spell caster as long as they remain present for the entire process).
o A starting Steamonic character can also take an XP penalty for more gold at a rate of 1 for 1.
o A starting Steamonic character has minimum starting gold of 4d4x10, regardless of starting class, unless they have a base class with better starting gold. This gold may be spent on upgrades or on material possessions.
o A starting Steamonic character may take the hit dice associated with their body but if they chose to do so they incur a level adjustment equal to the hit dice. Those hit dice are intended for use when crafting unintelligent steamonic bodies.
Body
Tiny Steamonic Body
Hit Dice: 1/2d10 + 10
Speed: 15 ft.
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
1ft tall
Abilities: Str -4, Dex +2, Con X,
Int +2, Wis +2, Cha -2
Cost: 5,000
Small Steamonic Body
Hit Dice: 1d10 + 20
Speed: 20 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
3ft tall
Abilities: Str -, Dex -, Con X,
Int +2, Wis +2, Cha -2
Cost: 10,000
Medium Steamonic Body
Hit Dice: 2d10 + 30
Speed: 30 ft.
Face/Reach: 5 ft. by 5 ft./5 ft.
6ft tall
Abilities: Str +4, Dex -2, Con -,
Int +2, Wis +2, Cha -2
Cost: 20,000
Large Steamonic Body
Hit Dice: 4d10 + 40
Speed: 40 ft.
Face/Reach: 5 ft. by 5 ft./10 ft.
12ft tall
Abilities: Str +8, Dex -4, Con -,
Int +2, Wis +2, Cha -2
Cost: 40,000
Huge Steamonic Body
Hit Dice: 8d10 + 50
Speed: 50 ft.
Face/Reach: 10 ft. by 10 ft./15 ft.
24ft tall
Abilities: Str +16, Dex -6, Con -,
Int +2, Wis +2, Cha -2
Cost: 80,000
Gargantuan Steamonic Body
Hit Dice: 16d10 + 60
Speed: 60 ft.
Face/Reach: 20 ft. by 20 ft./20 ft.
50ft tall
Abilities: Str +24, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 160,000
Colossal Steamonic Body
Hit Dice: 32d10 + 80
Speed: 70 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
100ft tall
Abilities: Str +32, Dex -6, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000
Titanic Steamonic Body
Hit Dice: 64d10 + 100
Speed: 80 ft.
Face/Reach: 40 ft. by 40 ft./25 ft.
150ft tall
Abilities: Str +40, Dex -8, Con -, Int +2, Wis +2, Cha -2
Cost: 320,000
(I'm sorry I can't figure out how to get this table to display correctly)
Upgrade Gold Cost XP Cost
360° Vision 3,000 150
Aquatic Modification
(swim speed half of land speed (round down) and can attack underwater without penalty) 2,500 125
Combat Programming
(Fighter Bonus Feat, must meet prerequisites) 20,000 1,000
Darkvision +60ft 12,000 600
Emergency Beacon
(light, sound, &/or radio) 1,500 75
Enhanced Ability Score Bonus squared x2,000 1/20th gold cost
Improved Sensors
(or other misc skill bonus) Bonus squared x100
(max +30) 1/20th gold cost
Integral Laser Sight
(competence bonus to ranged attack) Bonus squared x1,000 (max +5) 1/20th gold cost
Integral magazine Total magazines squared x10 (max 10 total) 1/20th gold cost
Integral weapon or other item (must be masterwork) Item cost +50% 1/20th gold cost
Internal Notes
(can remember information as if written in ink on a blank page, can delete pages) 25 gold per page 1/20th gold cost
Language Module
(learn to speak, read and write one language, max HD+3) 200 10
Blow Torch
(cut through anything except glass and crystal or other material that conducts light) 2,500 125
Additional Arms 10,000 per pair 1/20th gold cost
Multiple Legs, Wheels (double speed) or Tracks 10,000 500
Natural Armor Bonus Bonus squared x2,000 1/20th gold cost
Reinforced Construction DR X/Adamantine Bonus x20,000 1/20th gold cost
Self destruct 10 2
Sensory Recorder
(record one hour per Int mod) 10,000 500
Sessile -2,500 125
Misc Storage Compartment 500 25
Swarm x20 x2
Telescopic Vision 1,500 75
Decanter of Endless Water (basic) 1,000 50
Decanter of Endless Water (as basic +Stream – can shoot water out of his mouth or other orafice) 4,000 200
Decanter of Endless Water (as stream +Fountain) 7,000 350
Decanter of Endless Water (as fountain +Geyser) 10,000 500
Decanter of Endless Water (as geyser +Breath Weapon every 1d4 rounds) 15,000 750