Clockwork Engineer. Weapon Proficiency: Simple Armor proficiency: Light and Shields (except Tower) Lvl BAB Fort Ref Will Special Max Automatons
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1 Clockwork Engineer Hit Die: D8 Alignment: Any Starting Gold: 3d6 x10 Class Skills: Appraise, Craft, Disable Device, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Dungeoneering), Linguistics, Perception, Profession, Spellcraft, Use Magic Device Skill Points/lvl: 4+Int Weapon Proficiency: Simple Armor proficiency: Light and Shields (except Tower) Lvl BAB Fort Ref Will Special Max Automatons Blueprints Deploy Automaton, Directive, Master s Presence, Personal Weapon Craftsman Modify Craftsman The Alpha, Modify Craftsman Modify Craftsman Modify Craftsman Modify Craftsman Modify Craftsman Modify Craftsman Modify Craftsman Modify Craftsman Max Invention Lvl Blueprints: A blueprint is a schematic containing a number of inventions. A tinker begins play with a single blueprint, plus additional blueprints equal to ½ his Intelligence modifier, rounded down. Each blueprint can contain a number of inventions whose build point (BP) total is equal to or less than the tinker's class level. At 5th and every 5 levels thereafter, the tinker receives an additional blueprint, for a total of 5 blueprints at 20th level. Directives: At 1 st level, an Engineer has learned to give basic commands to his creations. As a standard action, the Engineer can give any of his creations within 60 feet one of the following directives. They are followed to the letter and will be performed until another directive is given.
2 They continue to run even if the Engineer falls unconscious. Should the Engineer die, the automatons immediately go idle. - Attack: The automaton attacks the indicated target with its weapons system. - Defend: The automaton follows the indicated target. If the target is attacked, the automaton treats the attacker as an enemy and target of an Attack Directive. - Follow: The automaton follows the target. - Go: The automaton goes to the nominated place. - Idle: The automaton follows the Engineer, but will make no other actions. - Support: The automaton will use its repair kits or potions on the indicated target until it runs out or a new directive is given. - Use Skill: The automaton may use a skill that it has ranks in, or may aid another with said skill check. Alternatively, the automaton can be given a Wait command with any of the above commands indicating it should stay in place until it can follow out the nominated directive. Master s Presence: The Engineer has devised a means to forge a link between himself and his automatons. If a creation is within 30 feet, it gains the Engineer s BAB as an insight bonus to attack rolls, AC and CMD. It also gains the Engineer s base saving throws as an insight bonus to its own saving throws. At 9 th level, the range is increased to 60 feet. (Modify Points) Personal Weapon: An Engineer is an innovative and experimental creator. At 1 st level, he gains a clockwork crossbow that he built. At 3 rd level, and every 2 levels afterwards, he gains the ability to create one of the following modifications to his weapon. Whenever he modifies his weapon, he may choose to change any previous modifications Starting Stats: 1d8, 19-20/x2, 50 ft, Piercing 1 MP - +2 Atk / Dmg rolls within 30 ft - +1 Atk/ Dmg rolls within 60 ft 2 MP - Barbed Arrows (add 1d4 pierce dmg, and has a 25% chance to become lodged; requires full round action to remove; deals 1d2 dmg each round it isn t removed) - Add 1d6 Elemental Dmg (may take once per dmg type: fire, ice, elec, acid) - Rapid reload (does not take a round to reload weapon) - Increase Dmg by one dice increment step (may take multiple times) 3MP - Add Int mod to Dmg - Fire an additional shot each round - Pierce (Ignore AC granted by Armor) Craftsman: At 2 nd level, the Engineer is on his way to becoming a master craftsman. He gains a bonus equal to half his level, rounded down, to all Craft skill checks.
3 Tinker Level Automaton HD BAB Fort Ref Will Str Dex Hit Points Special Construct Traits Wakeup Call Can We Help? Wakeup Call : (Ex) Upon reaching 2 hit dice, automatons gain a slight semblance of sentience and begin to show their own personality quirks rather than blank stares when idle. Can We Help?: (Ex) Having watched the tinker do so many a time, upon reaching 4 hit dice, the automatons gain the ability to assist the tinker with his crafting. Whenever the tinker makes a Craft check, the automatons, of their own free will, mind you, bound forward and make Aid Another checks, even if they do not have a rank in the Craft skill being performed.
4 At 4th level, the tinker has perfected what may very well be his greatest creation ever. This automaton is a Medium Construct that takes actions on its own without the need for directives, has an Intelligence score of 10, does not gain skills, and gains a feat upon starting play and an additional feat for every three hit dice it possesses. Further, given its increased size, the automaton's blueprint can contain a number of inventions whose buildpoint (BP) total is equal to or less than the tinker's class level + 5. Immediately upon the completion of the design, this automaton is deployed and it stays deployed. Given the alpha is completely autonomous, it does not count toward the tinker's maximum number of simultaneously deployed automatons. Rebuilding the alpha requires 1,000 GP worth of materials for each hit die it possessed. Further, the tinker finds the alpha to be far too complex to get in there and muck with its systems on a daily basis. The alpha's feat selection is permanent even if it is totally rebuilt, while its invention loadout can only be altered when the tinker gains a level or when the alpha is totally rebuilt. Endowed with an enhanced logic matrix that mimics the functions of a sentient lifeform, the alpha can make skill checks untrained. The alpha's logic matrix is somewhat fragile, however, and the presence of magical auras will destabilize it over time. As such, the alpha cannot use magical equipment, nor does its design allow it to wear armor. As stated earlier, given the alpha is autonomous and is capable of choosing its own actions, including Attacks of Opportunity and Combat Maneuvers. In fact, an advanced alpha can act as a secondary tinker while the tinker does what it is he needs to do. Tinker Level Alpha HD BAB Fort Ref Will Str Dex Hit Points Special Feat Feat Drill sergeant Feat / Feat / / Torch runner / Feat
5 Drill Sergeant: (Ex) Upon reaching 5 hit dice, the alpha, having seen its tinker bark out orders to the automatons, finally catches on to how it's done. The alpha gains the directives class feature and can order about the automatons as though it were the tinker. Drill Sergeant can be acquired earlier than shown if the tinker invests in HD increasing Innovations. Torch Runner: (Ex) Upon reaching 11 hit dice, the alpha's observations of its master have borne further fruit. Should the tinker ever fall unconscious or die, the alpha gains the ability to pick up its master's tools and deploy automatons from the tinker's existing blueprints. For the duration of the tinker's incapacitation, the alpha gains the master's presence and deploy automaton class features, though it does not have the knowhow to alter the blueprints its fallen master left behind. The alpha is treated as a tinker of its hit dice count for the purpose of determining how many automatons it can have deployed at any one time. Torch Runner can be acquired earlier than shown if the tinker invests in HD increasing Innovations.
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