Listed in the Entries bellow are some items that may be worth looking to add on to your Shell.
Spoiler: Weapons and Siege Weapons
Below is a list and reference to a variety of advanced/siege weapons available for use in turrets. While you may be interested in equipping yourself in crossbows, you might want to consider lasers or gunpowder weapons. Note that if your DM is hesitating about allowing these, inform him that if he's letting you be a tank it's probably too late to worry about muskets.
As a word of warning, everything in the entries provided is pretty expensive.
Credit goes to the pfsrd for keeping track of these find and allowing players to access them online. Knowing the rules for many of these options is handy.
Modern Firearms Note: the Prices given above are for if gunpowder weapons are common place. Increase them by 10% if not applicable.
Advanced Seige Weapons:
Because sometimes, you just really want to use really big guns. The following are a listing of Siege weapons designed to be used in Siege Turrets.
Name Cost Size Damage D. Type Critical Range Aim Load Capacity Auto-Cannon 8,000 Large 4d8 B, P 19-20/x2 150 ft 2* 1 or 4* 4 Minigun 12,000 Medium 3d8 B, P 18-20/x2 70 ft 0 4 1* MLR Launcher 10,000 Large 6d6 B and 6d6 Fire B and F[td]
300 ft 2 3 1* Plasma Cannon 25,000 Huge 12d6 20/x4 200 ft (25 min.) 2 5 1
Auto-cannon: A cannon based weapon that fires high explosive shells in quick succession at an enemy. Once the auto-cannon has its aim set on an enemy, it does not need to spend more actions to continually attack the same target, so long as its munitions are not depleted and it keeps aimed at the target.
Each shell may be reloaded individually, with one full-round action spent reloading equating a single shell, but only so long as the weapon hasn’t fired in the previous turn.
Minigun: A powerful weapon known for its multiple spinning barrels that spray bullets in rapid succession. It is capable of firing in a line to destroy an entire column of enemies.This weapon does not need to aim.This siege weapon possess the “automatic” weapon quality.
Because the munitions this weapon fires is massive spray of bullets that is hard to keep track of individually, a minigun does not need to reload so long as its canister is still able to function, see Ammo-Canister for details.
There is a variant that functions purely on Power Cell Charges, that drains 4d6 Charges everytime it is fired.
MLR Launcher: A specialized rocket launcher capable of being reloaded after being fired.
Plasma Cannon: The Pinnacle of Spark advanced weaponry, powerful and very destructive. Few can stand its might. Everything within 30 feet of the target may make a reflex save for half damage. On a successful attack roll, the primary target may not attempt this save.
The weapon misfires as if it were an early firearm.
This weapon can rely on using Power Cell Charges, but consumes the equivalent of 50 charges when doing so.
Spoiler: Misc Items and AmmoMisc items:
Some items disposable items that are worth looking into but don't fit in other places.
Name Weight Price Ammo-Canister 20 lb 250 gp Auto-Cannon Shell 35 lb 200 gp Missile 25 1,000 gp Fission Power Cell 50 10,000 Fusion Power Cell 20,000 High Power Cell 50 5,000 Low Power Cell 50 1,000 Medium Power Cell 50 2,000
Ammo-Canister: A round canister containing so many individual bullets, it is hard to keep track of just how many times it can be fired, especially for its intended weapon, the Minigun.
Canisters do not deplete after every ranged attack, instead after every using the same canister to fire a minigun 3 times, the canister has a 10% chance of being completely expended every time it fires. For every subsequent attack after the 3rd, the chance of depletion increases by 10%.
Auto-Cannon Shell: Munitions for a Cannon.
Missile Munitions for MLR Launcher.
Power Cell: A large battery able to be installed in a Shell to provide power. Every day, charges dependant the on size of the Shell are drained from the installed Power Cell to fuel it. Should the amount of power in a Power Cell drop below 0, the Shell suffers penalties and eventually shuts down.
Power Cells installed in a Chassis do not count their weight towards the Chassis’s capacity, but only one power cell may be installed at a time. It takes 5 minutes to change a Power Cell.
Alternatively, Power Cells may be treated as though they were larger than normal batteries for any purpose, including energy weapons. The amount of Charges used by a technological device or weapon operating on a batter is roughly the same as on a Power Cell.
Below is a list of the various Cells and how much power they provide.
Spoiler: Uplink Mode
This is a very… unique style of gameplay mode, allowing a Spark to play as a supporting A.I. to a another character in a manner similar to an Intelligent item.
This is obviously not the most balanced thing in the world, but it’s something I thought would be fun to play; something a person might want to do without say having to make a physical character with items and everything and just letting him sit back in the party. Obvious loss of power and independence does mean the party is weaker over all, but makes a single character stronger.
The following rules are thus:
The Spark is carried on an item weighing at least 3 pounds and is around the size of a (how big is a cell-phone?) on by a willing creature. This willing creature may be the only target the Spark may syncronize with.
Syncronization has the following benefits:
- The Spark uses the senses of his syncronized ally at all times.
- The Spark may take no actions except purely mental actions or cast spells.
- Spell cast by the Spark are as though it possessed the Still Spell feat without modifying their Spell Level. Spells cast can only target the syncronized ally unless said ally also spends 1 standard action to deliver or utilize the spell as if he were the caster (no Arcane Spell Failure chance)
- The Spark, may when casting spells that normally target itself, instead opt to have the spell target the syncronized ally.
- While bonded to the Spark, the syncronized ally may apply certain class features (but not feats) owned by the Spark as though they were of the appropriate level given in the list bellow. If the Spark has other class features that modify the class features in the list below, they apply such as taking Greater Mutagen from the Discover class feature to modify the Alchemist’s Mutagen class feature or the Monk’s Unarmed Strike improving to being treated as an Adamantine weapon due to Ki Strike.
- If a class’s archetype swaps out a class feature covered below, the Spark may not lend the other character the replacement or modified abilities.
However, syncronization has drawbacks.:
- Sparks as long as they are syncronize , the Spark takes 1/4th of any damage the syncronized ally takes from any source as purely psychic damage that bypasses all its defenses. The Spark may choose to desynchronize as a immediate(purely mental) action at any time (even within an opponent’s iterative attacks), but doing so prohibits resynchronization for 1 minute.
- Sparks may take skill checks outside of physical skills, but this requires the syncronized ally’s cooperation as he does all of the work on the Spark’s behalf. Doing so though provides a -4 penalty. The Spark may simply choose to aid another though, following all the usual rules.
- As long as they remain syncronized the Spark always acts on the syncronized ally’s initiative step.
- Benefits gained from syncronization do not quality the syncronized characters into any Prestige Classes, Feats, or the like unless it specifies that syncronization is what is required.
- If the item is the target of a successful sunder, the item does not get destroyed when it reaches 0 hit points. Instead, any excess damage over the item’s hitpoints are transfered directly to the Spark’s Fragmentation hitpoints, as a Shell. When the Spark is dropped to 0 hitpoints, the Spark perishes. If the Spark perishes and the item is still at 0 hitpoints, the item is destroyed as per a successful sunder.
For the purposes of simplicity and game balance you may want to forgo certain things, such as the Spark having any inventory outside of datacores.
With the exception of most “fullcasting” classes, nearly every class provides some benefit when Synchronized.
Alchemist: May benefit from the Spark’s Mutagen and Extracts, even if not an alchemist and lacking the Infusions discovery.
Barbarian: Fast Movement and Uncanny Dodge
Bloodrager: Fast Movement and Blood Casting
Brawler: Unarmed Strike, AC Bonus
Bard: May benefit from the Spark’s Bardic Performance, but only limited to self.
Cavalier: Challenge, Tactician, and the Spark’s Teamwork Feats
Fighter: Weapon Training and Weapon Mastery. In the case the synchronized ally is not proficient in the weapon provided by the Spark’s Weapon Training, she is treated as proficient as long as synchronization lasts.
Gunslinger: Nimble and Weapon Mastery. In the case the synchronized ally is not proficient in the weapons provided by the Spark’s Gun Training, she is treated as proficient as long as synchronization lasts.
Inquisitor: Judgement, Solo Tactics, and the Spark’s Teamwork Feats
Investigator: May benefit from the Spark’s Extracts, even if not an alchemist and lacking the Infusions discovery. Studied Combat, Studies Strike
Monk: Unarmed Strike, AC Bonus
Oracle: Oracle’s Curse
Paladin: Divine Grace (Spark’s Charisma), May act as a Conduit for Lay On Hands
Ranger: Favored Enemies, Favored Terrains, Hunter’s Bond (Hunting Partners)
Rogue: Sneak Attack.
Skald: May benefit from the Spark’s Raging Song, but only limited to self.
Slayer: Sneak Attack, Studied Combat
Sorcerer: May aid in the casting of spells (0% Arcane Spell Failure)
Swashbuckler: Nimble, Swashbuckler’s Finesse, Swashbuckler’s Weapon Training.
Warpriest: Sacred Weapon
Witch: May aid in the casting of spells (0% Arcane Spell Failure)
Wizard: May aid in the casting of spells (0% Arcane Spell Failure)
Some fun ideas:
A warpriest Spark that is also the favored weapon of it diety or a Spark sword that bestows the power to wield it.
A magical wizard’s spellbook that has its own wizard in the pages, receiving it body before he realized it didn’t need one.
A druid who doesn’t bother to Wildshape to commune with nature, instead he just rides on his pet tiger.
A ranger that gives his knowledge of terrain and how to best damage enemies while linked directly in.
Spoiler: VirusesUnlike most other Construct entities, creatures of the Virtual or Robot subtypes are susceptible to a unique type of disease called a virus.
Viruses follow all of the usual rules of diseases, save that they do not affect living, non-construct creatures (except cyborgs). Unlike traditional diseases, viruses are always contagious and are transmitted just by being in the general area of an infected robot, Spark, or shell (around 60 feet usually) so long as digital wireless communication is open (such as sending messages from Digitools or the passive broadcast aura all Sparks have). Exposed devices and entities are subject to a Will or Fortitude save to resist infection, plus another after every hour they stay inside.
Some Viruses may reduce a Spark’s maximum Fragmentation hitpoints. If a Virus reduces a Spark’s Maximum Fragementation Hitpoints to 0, the Spark dies.
Infected objects may not be destroyed, but act as vectors for viral infection.
The only way to prevent a virus from spreading out of control is to bar oneself from using wireless communication and shutting down the broadcasting Aura all Sparks innately possesses. This disorients the Spark, forcing it to take -2 all checks, attack rolls, and saves, but prevents infection so long as the virus is not delivered through other means.
[b]School[b] necromancy; Level antipaladin 4, cleric/oracle 4, wizard/sorcerer 3
[b]Casting Time[b] 1 standard action
[b]Components[b] V, S
[b]Target[b] robot touched
[b]Duration[b] instantaneous; see text
[b]Saving Throw[b] Will negates; see text; [b]Spell Resistance[b] yes
Using your power to create a malignant virus, you infect the subject with a horrible virus by making a successful melee touch attack. This virus does 1 point of ability damage to all of the Spark’s mental ability scores for 6 rounds. A will save prevents ability score damage for one turn only, until the spell’s effect ends
If the create fails to make a save during this initial 6 round period, the Virus takes root within the Spark’s consciousness and being, causing further damage as though it were a “disease” with Frequency of 1/day. 2 successful saves in a row ends this secondary effect
Type virus; Save Fortitude DC 22
Onset 1/day; Frequency 1/day
Effect 1d6 WIsdom and 2d8 Fragmentation hitpoint damage, these damages are negated a successful saving throw. On a failed save, the victim is constantly dazed for the next 24 hours.
Cure 3 consecutive saves
Type virus; Save Will DC 15
Onset 1/day; Frequency 1/day
Effect 1d6 Charisma damage. 1d4 Fragmentation hitpoint damage, these damages are negated a successful saving throw Additionally, on a failed save, the victim is compelled to seek out groups of uninfected construct creatures or devices; if denied the opportunity by some means, the victim becomes hostile to any creatures that bar its way.
Cure 2 consecutive saves
Type virus; Save Fortitude DC 18
Onset 1/day; Frequency 1/day
Effect 1d6 Intelligence damage and 1d8 Fragmentation hitpoint damage, these damages are negated a successful saving throw.