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  1.  
  2. ttp://www.youtube.com/watch?v=bTTg7jBfHlw
  3.  
  4. Pathfinder
  5. PLAYER:
  6.  
  7. NAME: Maglyassa Coriries Hollysharp
  8. LEVEL: 3
  9. RACE: Gnome
  10. CLASS: Mechanist
  11.  
  12. ALIGNMENT: Chaotic Neutral
  13. SIZE: Small
  14. armor/shield/dex/size/nat.armor/deflection/misc mods]
  15. HP: 20/20 DR: - AC: 18 [10+ 5 / / 2 / 1 / / / ]
  16. (HD d6) max, 5, 1 Touch AC: 13 Flat-footed AC: 16
  17.  
  18. ATTRIBUTES FINAL BASE ABILITY MOD TEMP. ADJUST TEMP. MOD
  19. Strength 12 12
  20. Dexterity 14 14
  21. Constitution 14 14
  22. Intelligence 16 16
  23. Wisdom 7 7
  24. Charisma 14 14
  25.  
  26. SAVING THROWS [base+ability mod+magic+misc+temp]
  27. Fortitude: 3 [con][1++++]
  28. Reflex: 3 [dex][1++++]
  29. Will: 1 [wis][3++++]
  30.  
  31. Initiative: 2 [dex+misc]
  32. SPEED, ft
  33. Land: 20 [base/armor;ft]
  34. Fly: [fly/maneuverability]
  35. Swim:
  36. Climb:
  37. Burrow:
  38.  
  39. Base Attack Bonus: Spell Resistance:
  40. CMB 1 [1+1-1][BAB+Str+size]
  41. CMD 13 [1+1+2-1+10][BAB+str+dex+size+10]
  42.  
  43.  
  44. SKILLS (8+int) TOTAL ABILITY + RANKS + MISC
  45. [] Acrobatics 2 =DEX + +
  46. [] Climb 1 =STR + +
  47. [x]Appraise 7 =INT + 1 +
  48. [] Bluff: 2 =CHA + +
  49. [x]Craft: Explosives 9 =INT + 3 +
  50. [x]Craft: Weapons 11 =INT + 3 + 2 (Obsessive)
  51. [x]Craft: Vehicles? Mechanics in gen?9 =INT + 3 +
  52. [x]Cryptography* =INT + +
  53. [x]Demolitions* 9 =INT + 3 +
  54. [] Diplomacy 2 =CHA + +
  55. [x]Disable Device* 9 =DEX + 3 + 1 (Master Tinker)
  56. [] Disguise 2 =CHA + +
  57. [] Escape Artist 2 =DEX + +
  58. [x]Freefall 7 =DEX + 2 +
  59. [] Fly 2 =DEX + +
  60. [] Handle Animal* =CHA + +
  61. [] Heal -2 =WIS + +
  62. [] Intimidate 2 =CHA + +
  63. [] Knowledge (arcana)* =INT + +
  64. [] Knowledge (dungeoneering)* =INT + +
  65. [x]Knowledge (engineering)* 10 =INT + 3 + 1 (Master Tinker)
  66. [] Knowledge (geography)* =INT + +
  67. [] Knowledge (history)* =INT + +
  68. [] Knowledge (local)* =INT + +
  69. [] Knowledge (nature)* =INT + +
  70. [] Knowledge (nobility)* =INT + +
  71. [] Knowledge (planes)* =INT + +
  72. [] Knowledge (religion)* =INT + +
  73. [x]Knowledge (Astronomy)* =INT + +
  74. [x]Knowledge (Biology)* =INT + +
  75. [x]Knowledge (Chemistry)* 6 =INT + 1 + 2 (Gnome)
  76. [x]Knowledge (Mathematics)* =INT + 1 +
  77. [x]Knowledge (Physics)* 6 =INT + 1 + 2 (Gnome)
  78. [] Linguistics* =INT + +
  79. [] Navigate 3 =INT + +
  80. [] Perception 0 =WIS + + 2 (Keen Senses)
  81. [] Perform 2 =CHA + +
  82. [] Perform 2 =CHA + +
  83. [x]Pilot 7 =DEX + 2 +
  84. [x]Profession* =WIS + +
  85. [] Profession* =WIS + +
  86. [x]Repair* 13 =INT + 3 + 2 (Gnome), 2 (Gearhead)
  87. [x]Research -2 =WIS + +
  88. [] Ride 2 =DEX + +
  89. [] Sense Motive -2 =WIS + +
  90. [] Sleight of Hand* =DEX + +
  91. [] Spellcraft* =INT + +
  92. [] Stealth 2 =DEX + +
  93. [] Survival -2 =WIS + +
  94. [] Swim 2 =STR + +
  95. [] Urban Lore -2 =WIS + +
  96. [x]Use Device 11 =INT + 3 + 2 (Gearhead)
  97. [] Use Magic Device* =CHA + +
  98. [X]class skill; *trained only
  99.  
  100. • Astronomy (stellar processes and statistics, astronomical phenomena)
  101. • Biology (processes, anatomy, zoology, botany)
  102. • Chemistry (chemical processes, analysis, interactions of inorganic matter)
  103. • Mathematics (arithmetic, algebra, geometry, calculus, and other systems of measuring and relating quantities)
  104. • Physics (gravity, thermodynamics, electromagnetism, optics)
  105.  
  106. Conditional Modifiers:
  107. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  108.  
  109. nnhh (<<< from when I crashed Notepad <___>)
  110. Languages:
  111. Common, Gnome, Sylvan, Draconic, Dwarven, Elven
  112.  
  113.  
  114. FEATS - Bonus - Born Spacer, Hacker, High-G Tolerance, Gearhead, Gunner’s Eye, Low-G Tolerance, Remote Operation, Space Jockey, and Zero-G Tolerance.
  115. TECHNICAL PROFICIENCY [GENERAL]
  116. You either hail from or have lived in a technologically advanced civilization for a significant period of time.
  117. Benefit: You can use common high-tech devices, such as communicators and holovids. You can also learn to use high-tech weapons, computers, vehicles, and other complex or specialized equipment with the appropriate training.
  118. Normal:Without this feat, characters cannot use hightech devices without instruction. Even with instruction, they suffer a –4 circumstance penalty on all ability checks, skill checks, and attack rolls using high-tech devices. Such characters cannot choose feats or learn skills that have Technical Proficiency as a prerequisite.
  119. Special: This feat is typically not chosen when a character is eligible to select a new feat. Most characters who hail from a high-tech civilization such as the Dragon Empire gain this feat for free when they are created. Characters from Outlands worlds may take it for free once they have spent one full level gaining experience with advanced technology. A character could meet this requirement by adventuring in the Empire, training at an imperial enclave on an Outlands world, or traveling with others who are equipped and experienced with high technology. Characters are never required to take this feat. Characters only gain the feat if they are actively attempting to learn and acclimate themselves to technological civilization.
  120.  
  121. Martial Weapon Proficiency [Grenade Lawnchair] (Combat)
  122. Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
  123. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
  124. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
  125.  
  126. GEARHEAD [GENERAL]
  127. You have an intuitive understanding of how machines work.
  128. Prerequisite: Technical Proficiency.
  129. Benefit: You get a +2 bonus on all Repair and Use Device checks.
  130.  
  131. SPEED LOAD [GENERAL]
  132. You can reload a gun with startling speed.
  133. Prerequisites: Base attack bonus +1 or higher, Technical Proficiency.
  134. Benefit: You can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action.
  135.  
  136.  
  137.  
  138.  
  139. (or?)
  140. LOW-G TOLERANCE [GENERAL]
  141. You are well adapted to low-g environments.
  142. Prerequisite: Dex 13+.
  143. Benefit: You treat all low-g environments—those between 0.1g and 1g—as if they were 1g for purposes of Dexterity modifiers.
  144.  
  145.  
  146. SPECIAL ABILITIES
  147. Favored Tech: Bonus to +1 circumstance bonus to Craft, Demolitions (for explosives only), Disable Device, Repair, and Use Device checks.
  148. +1 - • Explosives: All explosives and explosive weapons; includes grenades, missiles, torpedoes, etc.
  149.  
  150.  
  151.  
  152. PROFICIENCIES: Simple Weapons, Light armor; Weapons with "gnome" in the name as martial
  153.  
  154. EQUIPMENT 20254 17449 28800+6.5 = 1 193.5
  155. Dosh Credits: 1026 Dek: 0 Cents: 0
  156. Credit chip!
  157. 105
  158. Weapons Atk bonus Damage Crit Type Range Ammo Weight Cost
  159. Grenade Launcher +5 * * * 200 ft * 12 lb. 880 cr
  160. (+Masterwork, +Weapon Harness, +Laser Sight, Minor Upgrade)
  161. -- Magazine (6) Dmg Blast Radius Rng Incr 6 lb.
  162. 6---- adhesive — 20 ft. 10 ft. 1 lb. 50 cr - If enter Blast Radius, Reflex save DC 15 (+1/prev check) or entangled. Lasts 3d10 rounds.
  163. 36--- concussion 6d6 Sonic/Bludg 20 ft. 10 ft. 1 lb. 100 cr - x2 dmg and blast radius underwater
  164. 12--- flash-bang - 20 ft 10 ft. 1 lb. 50 cr - Will DC 20; if fail, stun and deaf for 1d3 rounds. If looking at, and fail save, blind for same duration. If win, dazzled. Sunglasses halve visual effect; light sensitivity (ie. Drow) double.
  165. 12--- frag 6d6 Fire/Pierci 20 ft 10 ft. 1 lb. 100 cr
  166. 6---- incendiary 6d6 Fire 20 ft 10 ft. 1 lb. 100 cr - Sets stuff on fire
  167. 6---- nausea - * 10 ft. 1 lb. 50 cr - If enter Blast Radius, Fort save DC 15 (+1/prev check), or blind and nauseated for 1d3 rounds after leave. Filter mask negates, no breathe negates.
  168. 6---- smoke - * 10 ft. 1 lb. 30 cr - Duration: Still, 1d3+6; Wind, 1d3+1. Visibility = 2ft; 90% concealment.
  169. 12--- stun 6d6 Nonlethal 20 ft 10 ft. 1 lb. 50 cr -
  170. 4-- Propellant Cartidge (30) 10 cr
  171.  
  172. 8120
  173. Laser pistol +4 2d10 x2 Fire 100 ft. Mini/30 2 lb. 880 cr
  174. (+Masterwork, +Laser Sight, Minor Upgrade)
  175. -- Minicell 3/3
  176. 9220
  177. Dagger 1d3 (S) 19-20 P/S 10 ft - 1 lb 2 cr
  178. 9222 x2
  179.  
  180. AC items Bonus Type Max Dex Check Penalty Spell Failure Wgt Cost Properties
  181. Armor vest +6 Light +5 0 5% 8 lb. 82.5 cr
  182. (Minor Upgrade)
  183. Ring of Prot +1 Deflec - - - - 8000 cr
  184.  
  185. TOTALS
  186. 17297
  187. Other Gear
  188. Muleback Cords
  189. Aura faint transmutation; CL 3rd
  190. Slot [shoulders]; Price 1,000 gp; Weight 1/4 lb.
  191. These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
  192. 18297
  193. Datapad /300cr 1 lb.
  194. - Installed Datachips (4/10):
  195. --- Technical Design Database [Knowledge (engineering)]
  196. --- Computers and Electronics [Use Device]
  197. --- Datachip (blank)
  198. --- Datachip (blank)
  199.  
  200. Backpack /40 cr 2 lb
  201. Work Clothes
  202. Toolkit /100 cr 15 lb.
  203. Demolitions kit 200 cr 5 lb.
  204. Flashlight /15 cr 1 lb.
  205. Emergency beacon 75 cr -
  206. Weapon Harness 500 cr 15 lb.
  207. Personal Communicator /100 cr -
  208. Mwk.Specialized Toolkit (Mech) 1000 cr 20 lb.
  209. Electronic Lockpicks /250 cr 3 lb. (stashed)
  210. Appraisal Kit 100 cr 5 lb. (stashed)
  211. Mwk.Specialized Toolkit (Elec) 1000 cr 20 lb.
  212. Filter mask 65 cr 1 lb.
  213. HEV Suit 1,400cr 12 lb. (stashed)
  214. Sunglasses 10 cr —
  215. Vac suit 2,200cr 60 lb.(stashed)
  216. Magnetic boots 200 cr 5 lb. (stashed)
  217. Drill 5 dk 1 lb. (stashed)
  218. 2, Game, Cards 1 gp 1 lb. (stashed)
  219. Crowbar 2 gp 5 lb. (stashed)
  220.  
  221. 1 Potion, Cure Mod(2d8+2) 300 cr -
  222. 5 Potion, Cure Lgt(1d8+1) 50 cr -
  223. 2 Potion, Invis(2 min) 300 cr -
  224. 26800+3
  225. Power cells!
  226. Micro: 10 - (5 stashed)
  227. Mini: 10 10 lb. (6 stashed)
  228. Heavy: 3 15 lb. (all stashed)
  229.  
  230. 28800+6.5
  231. Wgt Total:
  232.  
  233.  
  234.  
  235. Starty shit?
  236. Datapad 300
  237. two datachips (blank) 2
  238. personal communicator 100
  239. backpack 40
  240. toolkit 100
  241. specialized toolkit (mechanics) 500
  242. electronic lockpicks 250
  243. flashlight 15
  244. two ammo clips :V 1200
  245. Total discount: 2517
  246. Max Dex Check Penalty Spd (20 ft) Run
  247. Total Weight [133 lbs * 3/4]
  248. LIGHT LOAD: 99.75 lb +3 -3 15 ft x4
  249. MEDIUM LOAD: 199.5 lb +1 -6 15 ft x3
  250. HEAVY LOAD: 300 lb
  251.  
  252. LIFT OVER HEAD: 300 lbs
  253. LIFTOFF GROUND: 600 lbs full round to move 5 ft, no Dex AC bonus
  254. DRAG OR PUSH: 1500 lbs
  255.  
  256. Power Cells
  257. Microcell 10 cr —
  258. Minicell 15 cr 1 lb.
  259. Heavy cell 50 cr 5 lb.
  260. Work Clothes: This outfit includes a long-sleeved shirt, undershirt, and trousers of heavy, durable fabric. It also includes a heavy leather belt, gloves, and boots.
  261. Goggles of Minute Seeing 2500 cr
  262. (+5 compet. Disable Device)
  263. Eyes of the Eagle 2500 cr
  264. (+5 compet. Perception)
  265.  
  266. SPELLS
  267. LVL Known Spells/day Bonus spells Save DC
  268. 0 --
  269. Dancing Lights 1/day
  270. Ghost Sound 1/day
  271. Prestidigitation 1/day
  272. Speak with animals 1/day
  273.  
  274. 1
  275. 2
  276. 3
  277. 4
  278. 5
  279. 6
  280. 7
  281. 8
  282. 9
  283. Conditional modifiers:
  284. >racial spells: The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
  285.  
  286. DOMAINS/SPECIALTY SCHOOL
  287. 0
  288. 1
  289. 2
  290. 3
  291. 4
  292. 5
  293. 6
  294. 7
  295. 8
  296. 9
  297.  
  298.  
  299.  
  300. EXPERIENCE POINTS (NEXT LEVEL)
  301. 0
  302.  
  303. -------FLUFF-------
  304. GENDER: F
  305. AGE: 74
  306. HEIGHT: 3' 3" (99 cm)
  307. WEIGHT: 33 lbs (14.9 kg)
  308. HAIR: Lime green
  309. EYES:
  310. DEITY:
  311. HOMELAND:
  312.  
  313.  
  314.  
  315. Changelog
  316.  
  317. +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
  318.  
  319. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  320.  
  321. Slow Speed: Gnomes have a base speed of 20 feet.
  322.  
  323. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
  324.  
  325. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
  326. 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
  327.  
  328. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  329.  
  330. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
  331.  
  332. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  333.  
  334. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
  335.  
  336. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  337.  
  338. Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial Traits.
  339.  
  340. Gnomes gain a +2 racial bonus on Knowledge (chemistry) and Knowledge (physics). Gnomes are fascinated by the scientific study of the universe.
  341.  
  342. Gnomes gain a +2 racial bonus on Repair checks. Born tinkerers, gnomes have a natural affinity for mechanical things.
  343.  
  344. Favored Classes: Illusionist and mechanist. A multiclass gnome’s illusionist or mechanist class does not count when determining whether he suffers an XP penalty for multiclassing.
  345.  
  346.  
  347. All of the following are class features of the mechanist.
  348. Weapon and Armor Proficiency: Mechanists are proficient with all simple weapons and with light armor.
  349.  
  350. Bonus Feats: At 1st level, the mechanist gets a bonus feat in addition to the feat than any 1st-level character gets and the bonus feat granted to humans. The mechanist gains an additional bonus feat at 6th level and every five levels thereafter (11th and 16th). These bonus feats must be drawn from the following list:
  351. Born Spacer, Hacker, High-G Tolerance, Gearhead, Gunner’s Eye, Low-G Tolerance, Remote Operation, Space Jockey, and Zero-G Tolerance.
  352. These feats are in addition to the feat a character of any class gets every three levels.
  353.  
  354. Traps: Like rogues, mechanists are able to detect and disarm complex mechanical traps.
  355.  
  356. Favored Tech: At 2nd level, a mechanist may select a class of equipment or type of device as a favored tech. Due to his extensive training and experience operating this technology, the mechanist gains a +1 circumstance bonus to Craft, Demolitions (for explosives only), Disable Device, Repair, and Use Device checks when using these skills on or with this type of device. At 6th level and at every four levels thereafter (10th, 14th, and 18th level), the mechanist may select a new favored tech, and the bonus associated with every previously selected favored tech goes up by +1. For example, a 15th-level mechanist will have four favored techs, with bonuses of +4, +3, +2, and +1.
  357. The following lists possible device classes for a mechanist’s favored techs.
  358. • Aircraft: Fixed- and rotary-wing aircraft.
  359. • Armor: All archaic and modern armors; includes powered armor.
  360. • Ground vehicles: Wheeled and tracked vehicles, walkers and hovercraft.
  361. • Electronics: All electronic devices; includes computers and sensors.
  362. • Explosives: All explosives and explosive weapons; includes grenades, missiles, torpedoes, etc.
  363. • Handguns: All Tiny and Small firearms.
  364. • Heavy weapons: All ranged weapons of size category Huge or greater; includes vehicle weapons.
  365. • Machines: Miscellaneous mechanical equipment not included in another category.
  366. • Melee weapons: All archaic and modern melee weapons.
  367. • Rifles: All Medium-size and Large firearms.
  368. • Robots: All robots and soulmechs.
  369. • Spacecraft: All spacecraft, including starships.
  370. • Traps: All mechanical traps.
  371. • Watercraft: Ships and submersibles.
  372.  
  373. Jury-Rig: At 1st level, the mechanist can slap together spare parts and makeshift materials to manage an effective repair, even though he lacks the components or time (or both) to do the job properly. The mechanist makes a Repair check as normal. He cannot take 10 or take 20 on this check. If the check is successful, the mechanist can improvise or scavenge sufficient spare parts and the repair takes half the time it normally would. However, the device is inherently unstable. It will completely malfunction or cease operating if any of the following conditions are met:
  374. • The device takes a critical hit in combat.
  375. • The character wearing the device suffers a critical hit in combat.
  376. • A character using the device for an attack or skill check rolls a 1.
  377. Jury-rigged jobs can be redone when the mechanist has the time and parts. The mechanist must make another Repair check and the task takes the standard amount of time. However, the repair is permanent, subject to the limitations of the Repair skill.
  378.  
  379. Guerilla Repair: Sometimes a mechanist doesn’t even have time for a jury-rigged repair. When a gun jams in combat, it needs to be fixed now—not in a few minutes. At 1st level, mechanists can sometimes get malfunctioning devices in working order by kicking, smacking, jiggling, oiling, or even verbally coaxing them. To use this ability, the mechanist must touch the item to be repaired. In combat, this requires a touch attack. No Repair check is necessary: The device will resume working properly for a number of rounds equal to 3d6 plus the mechanist’s class level. After this time has passed, the device will malfunction again. The mechanist can’t use guerilla repair on the device again until he’s done a full repair job on it. This ability cannot actually restore hit points to an object.
  380.  
  381. Sabotage (Ex): A mechanist devotes most of his time to insuring that devices are working properly. However, he can also use his knowledge and talents to more destructive ends. At 2nd level, a mechanist can use this ability as a standard action to cause any non-magic, technological device he touches to malfunction. In combat, this requires a touch attack against the character or creature wearing, holding, or using the device. This ability provokes attacks of opportunity. The mechanist selects the target device, makes the touch attack if necessary, and makes a Disable Device check (DC 20). If the check succeeds, the device stops working. The mechanist has jammed the safety switch, poured dirt in the fuel tank, ripped out a crucial wire, or otherwise bollixed the device.
  382. Sabotage can only be used against a single device per use. Many complex machines count as multiple devices for the purposes of this ability. For example, the mechanist could sabotage a hovertank so it couldn’t move, but its gun would still be able to fire. Against a soulmech or other construct, this ability causes 1d8 points of damage, plus 1 point for each class level of the mechanist. This sabotage can be fixed with a normal Repair check (DC 15). A mechanist can also get the device working again with his guerilla repair ability.
  383.  
  384. Upgrade: Mechanists are always tinkering with devices, always looking for ways to make improvements to them. Starting at 1st level, a mechanist can attempt to upgrade any non-magic, technological device. The mechanist selects the device he wants to upgrade and makes a Repair check. If the check is successful, the mechanist may give the device a minor upgrade. The mechanist can give a device a moderate upgrade at 5th level, a major upgrade at 10th level, an extraordinary upgrade at 15th level, and a masterful upgrade at 20th level. Descriptions and examples of these upgrades are provided below.
  385.  
  386. Minor: This upgrade level makes a normal device or item the equivalent of a masterwork device or item. It provides the device with a +1 upgrade bonus on attack rolls, ability checks, or skill checks using the device. The upgrade increases the armor bonus of armor by +1, or increases the shields bonus of a starship’s shields by +1. It could be used to increase a robot’s speed by 5 feet or a vehicle’s acceleration or deceleration by 1. The upgrade could increase a vehicle’s top speed by 3. The exact effects and limitations of the upgrade are always at the DM’s discretion, but it should represent a minor, incremental improvement. The DC for the Repair check is 15, and a minor upgrade costs the mechanist 10% of the device’s market price in materials and parts.
  387.  
  388. Moderate: As minor upgrade, except this upgrade provides a device with a +2 upgrade bonus on attack rolls, ability checks, skill checks, or armor bonus. It could improve a robot’s speed by 10 feet, a vehicle’s acceleration or deceleration by 2, and its top speed by 5. The upgrade should represent a moderate but significant improvement. The DC for the repair check is 20, and a moderate upgrade costs the mechanist 15% of the device’s market price in materials and parts.
  389.  
  390. Major: As minor upgrade, but the upgrade bonus is +3. Arobot’s speed could be upgraded by 15, a vehicle’s acceleration or deceleration improved by 3, and its top speed increased by 8. The DC of the Repair check is 25, and a major upgrade costs the mechanist 20% of the device’s market price in materials and parts.
  391.  
  392. Extraordinary: As minor upgrade, but the upgrade bonus is +4. A robot’s speed could be upgraded by 20, a vehicle’s acceleration or deceleration improved by 4, and its top speed increased by 10. The DC of the Repair check is 30, and a major upgrade costs the mechanist 25% of the device’s market price in materials and parts.
  393.  
  394. Masterful: As minor upgrade, but the upgrade bonus is +5. A robot’s speed could be upgraded by 25, a vehicle’s acceleration or deceleration improved by 5, and its top speed increased by 12. The DC of the repair check is 35, and a major upgrade costs the mechanist 30% of the device’s market price in materials and parts.
  395.  
  396. A mechanist’s upgrades are extremely useful, but with all that tinkering, things can easily go wrong. An upgraded device is a bit more delicate than it was originally, and damage or misuse can cause it to malfunction completely. An upgraded device will quit working altogether if any of the following conditions are met:
  397. • The device takes a critical hit in combat.
  398. • The character wearing the device suffers a critical hit in combat.
  399. • A character using the device for an attack or skill check rolls a 1.
  400.  
  401. Devices can have more than one upgrade.
  402. Malfunctioning devices can be repaired normally, and the task is considered a simple repair. However, each additional upgrade after the first increases the DC to repair a malfunctioning device by 5. For example, the DC to repair a device with two upgrades—assuming parts and materials are available—would be 20. If the device had three upgrades, the DC would be 25.
  403.  
  404.  
  405.  
  406. THE MECHANIST
  407. Base
  408. Attack Fort Ref Will
  409. Level Bonus Save Save Save Special
  410. 1 +0 +0 +0 +2 Bonus feat, jury-rig, guerilla repair,
  411. minor upgrade
  412. 2 +1 +0 +0 +3 1st favored tech, sabotage
  413. 3 +1 +1 +1 +3
  414. 4 +2 +1 +1 +4
  415. 5 +2 +1 +1 +4 Moderate upgrade
  416. 6 +3 +2 +2 +5 Bonus feat, 2nd favored tech
  417. 7 +3 +2 +2 +5
  418. 8 +4 +2 +2 +6
  419. 9 +4 +3 +3 +6
  420. 10 +5 +3 +3 +7 3rd favored tech, major upgrade
  421. 11 +5 +3 +3 +7 Bonus feat
  422. 12 +6/+1 +4 +4 +8
  423. 13 +6/+1 +4 +4 +8
  424. 14 +7/+2 +4 +4 +9 4th favored tech
  425. 15 +7/+3 +5 +5 +9 Extraordinary upgrade
  426. 16 +8/+3 +5 +5 +10 Bonus feat
  427. 17 +8/+3 +5 +5 +10
  428. 18 +9/+4 +6 +6 +11 5th favored tech
  429. 19 +9/+4 +6 +6 +11
  430. 20 +10/+5 +6 +6 +12 Masterful upgrade
  431.  
  432.  
  433.  
  434.  
  435. HD rolls: [max], 3, 5,
  436. Upgrade rolls!
  437. Grenade Lawnchair - 15+13= 28 VS DC 15 (honk), spent 80 cr
  438. Armor Vest - 16+13= 29 VS DC 15 (honk), spent 7.5 cr
  439. Laser Pistol - 8+13= 21 VS DC 15 (honk), spent 80 cr
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