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Closet_Skeleton
2007-04-24, 12:37 PM
Auto-Tinkerer

The Auto-Tinkerer is an intelligent construct who seeks to follow in his creator’s footsteps. An Auto-Tinkerer spends his time fiddling with various upgrades it hopes to make to improve its form beyond what it was originally constructed with.
Hit Dice: d10

Requirements

Race: Construct
Skills: Craft (Technological Device) 6 ranks, Disable Device 6 ranks, Knowledge (Arcana) or Knowledge (Psionics) 6 ranks.
Feats: Craft Wondrous Item or Craft Universal Item, Nimble Fingers

Class Skills

The Auto-Tinkerer’s class skills (and the key ability for each skill) are Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture, Dungeoneering) (Int), Open Lock (Dex), Search (Int), Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int Modifier

Class Features

All of the following are class features of the Auto-Tinkerer prestige class.

Weapon and Armour Proficiency: A Auto-Tinkerer is proficient with no additional weapons or armour.
Spellcasting: At 1st level and every three levels thereafter the Auto-Tinkerer gains a +1 increase to its caster level and gains new spells per day and spells known as normal. It does not gain any additional benefit of that class. If the Auto-Tinkerer has levels in multiple spellcasting classes it must choose which class’s spellcasting it wishes to advance.
If you are using the psionics rules you may increase you manifester level instead.
Build Upgrade: At 1st level, the Auto-Tinkerer gains the ability to build upgrades to install into his body. To build an upgrade he must make a craft check, pay money and a fifth of the upgrade’s cost in XP as well as spend the normal amount of time.
Upgrade Slot: At 1st level the Auto-Tinkerer gains a slot into which it can put an upgrade. At 2nd level and every other level thereafter it gains an additional upgrade slot. It takes 1 hour of work to install or uninstall and upgrade but the Auto-Tinkerer can otherwise change his upgrades as he wishes.
Tinkerer’s Expertise [Ex]: At 2nd level, the Auto-Tinkerer gains a competence bonus on all craft and disable device checks equal to half his class level.
Improved Structure [Ex]: At 3rd level the Auto-Tinkerer reinforces its body to make it more resistance to damage. It gains 10 bonus hp and any existing natural armour it had increases by 1. At 7th level the Auto-Tinkerer gains the benifit of this ability again.
Variable Upgrade [Ex]: At 5th level the Auto-Tinkerer gains the ability to help him adapt better to different circumstances. He may choose to put two upgrades into a single upgrade slot. If he chooses to do so then he only gains the benefit of one upgrade at a time. Changing the active upgrade is a standard action that does not provoke an attack of opportunity. The Auto-Tinkerer’s can only put two upgrades into one of his upgrade slots.
Self-perfection [Ex]: At 9th level, the Auto-Tinkerer gains a +1 permanent increase to any ability score he chooses. Once this choice is made the Auto-Tinkerer cannot change its mind.

Auto-Tinkerer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+2|
+0|
+0|1st Upgrade Slot, Build Upgrade|+1 level of existing spellcasting class

2nd|
+1|
+3|
+0|
+0|2nd Upgrade Slot, Tinker's Expertise|-

3rd|
+2|
+3|
+1|
+1|Improved Structure|-

4th|
+3|
+4|
+1|
+1|3rd Upgrade|+1 level of existing spellcasting class

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

6th|
+4|
+5|
+2|
+2|4th Upgrade Slot|-

7th|
+5|
+5|
+2|
+2|Improved Structure|+1 level of existing spellcasting class

8th|
+6|
+6|
+2|
+2|5th Upgrade Slot|-

9th|
+6|
+6|
+3|
+3|Self Perfection|-

10th|
+7|
+7|
+3|
+3|6th Upgrade Slot|+1 level of existing spellcasting class [/table]


Auto-Tinkerer Upgrades
[spoiler]
Ability Upgrade
When installed, this upgrade grants a +2 enhancement bonus to a single ability score (chosen at construction). You may choose to increase the enhancement bonus by 2 if you add 6 to the DC.
Craft DC: 20
GP Cost: Enhancement bonus squared x 1000

Rocket Punch
When installed, this upgrade allows you to make an unarmed strike or attack with a natural weapon as a ranged attack as a standard action. The Rocket Punch has a range increment of 10 ft. and a winch returns it to you at the end of the round.
Craft DC: 10
GP Cost: 200

Escape Module
When installed, if you are reduced to 0 hp then you are not destroyed. Instead your conscience is transferred to a fine sized robot with a quarter of your hp and a fly speed of 60 ft. with average manoeuvrability. You cannot make any actions in this form other than move actions.
Craft DC: 30
GP Cost: 12000

Eye Laser
When installed, you can use this upgrade to make a ranged attack as a standard action. This attack deals 2d6 points of fire damage and has a ranged increment of 40 ft.
Craft DC: 32
GP Cost: 6400

Focusing Crystal
When installed, this upgrade increases the DC of all psionic powers you manifest from a particular discipline (chosen at time of building) by 1.
Craft DC: 18
GP Cost: 1000

Gyroscopic Module
When installed, this upgrade grants a +4 bonus to balance checks. If you wish to increase the bonus then you must increase the craft DC by 2 for every additional +4 increase to the bonus.
Craft DC: 8
GP Cost: DC x 5

Jump Jets
When installed, this upgrade can be used three times per day to give a +10 bonus on a single jump check.
Craft DC: 16
GP Cost: 400

Psicrystal Module
When installed, this upgrade grants you an additional 10 power points. You can draw from this power point pool at any time you wish. This power point poor does not regenerate. To replenish this pool you must transfer your own power points into it. For every 4 you increase the craft DC you may increase the maximum power point pool of this upgrade by 10.
Craft DC: 20
GP Cost: DC x 500

Rotors of levitation
When installed, you may activate or deactivate these rotors with a swift action. While active you gain a fly speed of 20 ft. with perfect manoeuvrability but suffer a –8 penalty to listen and move silently checks. These rotors can remain active for 5 minutes each day.
Craft DC: 22
GP Cost: 1200

Self Destruct Module
When installed, this upgrade can be activated with a full round action. Activating this upgrade instantly reduces you to 0 hp and deals 10d6 damage to all creatures within 30 ft. unless they make a reflex save for half damage (DC 16). You may increase the craft DC by 4, each time increasing the DC for half damage by 2 and the blast radius by 10 ft.
Craft DC: 20
GP Cost: DC x 150


Spell/Power Defence Field
When installed, this upgrade grants you spell/power resistance 20. If you wish to increase the granted spell resistance then increase the DC by 3 for every 2 points of additional spell resistance.
Craft DC: 26
GP Cost: DC x 10

Telescopic Eye
When installed, this upgrade halves any range penalties you suffer when making a spot check or ranged attack roll.
Craft DC: 26
GP Cost: 1000

Wand Mount
This upgrade can be combined with any wand you possess. When installed you can activate the wand as a spell-like ability. This upgrade must be removed when the wand runs out of charges.
Craft DC: 10 + level of spell contained in wand x2
GP Cost: DC x 10

Weapon Mount
This upgrade can be combined with any weapon you could use one handed. When installed, you can draw the weapon as a swift action. When drawn the weapon counts as a natural weapon except that it can be sundered (although you gain a +2 bonus on the opposed sunder check).
Craft DC: 12
GP Cost: 100

Wings
When installed, this upgrade grants you a fly speed with clumsy manoeuvrability. The base speed for this wings is your land speed. If you wish to build wings with an increased speed then increase the craft DC by 4 for every 10 ft. of speed increase you desire.
Craft DC: 18
GP Cost: DC x 20


Variable Geometry
When installed, this upgrade gives you the ability to transform as a standard action. When building this upgrade choose either wheeled or four legged. If you chose four-legged then when transformed you gain a +20 ft. increase to base land speed, a +4 stability bonus against trips and bull rushes and the carrying capacity normal for a creature with four legs. If you chose wheeled then you gain a +60 bonus to speed but can only make run actions or standard actions when transformed.
Craft DC: 20
GP Cost: 200

[spoiler]

Matthew
2007-05-02, 08:16 AM
This is an amusing concept. Not sure how balanced it is.

EvilElitest
2007-05-02, 11:33 AM
would this work for warforge?
from,
EE

puppyavenger
2007-05-02, 01:52 PM
sounds like it should be an artificer prc and increase infusions
otherwise good flaver and can't talk about balance because I'm horrible at crunch

Closet_Skeleton
2007-05-02, 01:53 PM
would this work for warforge?
from,
EE

Yes. It would work for a Warforged Wizard or Psion. I'd almost say I designed it for Warforged but I don't have the Eberron books.