Machinist
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Weapons: All Simple Weapons
Tools: Machinist's Tools + Tinker's Tools + 2 of your choosing
Saving Throws: DEX, INT
Skills: Choose two from Arcana, Investigation, Perception, Sleight of Hand, Stealth, Survival
Instantly deploy one construct of your choice with no material cost, power cost, or build time.
ain the ability to refine Scrap into Supply, and Battleforged Fragments into Battleforged Components (BC). The amount of Supply and BC yielded from refinement is determined by the rarity of the scrap and BF, represented by R. Refining requires Power; a resource whose maximum is 100. You start at 100 Power after a long or short rest, and each round you gain 10. Refining 1 Scrap into 2R Supply costs 5 Power, and refining 1 BF into 2R BC costs 15 Power.
Supply and BC are resources used in the building of Constructs; advanced machines that provide extremely powerful effects that can turn the tide of the battle. Constructs take multiple rounds to create, and also require a certain amount of Power each round in order to make progress on construction. Each construct will be marked with the amount of Supply and BC required to start construction, the number of rounds required to complete construction, and the power per round required to make progress on construction. Beginning the building process of a construct can be done as a free action; once a construct has been built, it can be deployed as a movement action. You may have up to three constructs either being built or ready to deploy at a time.
[Supply: 10, RND: 2, PWR: 5]: Create a Health Beacon that heals all allies for 14d10 HP.
Once per round, as a free action you can consume 1 Scrap to gain 1d8 Power, or consume 1 BF to gain 1d10+5 Power.
[Supply: 10, RND: 2, PWR: 5]: Create a Solar Array. For 1 round, whenever an attack that deals Radiant damage is used by any combatant, gain 1d10 power.
[Supply: 10, RND: 2, PWR: 5]: Create a turret that spews burning fuel at targets. All enemies in a 15 foot cone take 10d10 Fire damage and are inflicted with 2 stacks of Burning 6d10 (2).
Whenever an attack that deals Electric damage is used by any combatant, gain 1 Power. Whenever you take Electric damage, gain 1d8 Power.
Gain an additional movement action on your turn.
[Supply: 30, BC: 20, RND: 3, PWR: 5]: Create an Ether Reactor, increasing your per-round Power gain by 5 until the end of the encounter.
[Supply: 20, BC: 10, RND: 4, PWR: 15]: Create a gun that fires a hypersonic projectile through the use of magnets. [+20 to-hit (DEX), Range: 800]: Deals 40d10 kinetic damage and applies Stagger (V) (1).
After creating a construct, you can continue to supply its per-round power cost. Doing so will allow it to build towards another use of its effect, taking the same amount of rounds as its construction time, but forgoing the material cost.
[Supply: 30, BC: 15, RND: 3, PWR: 15]: Create an energy barrier with a 30 foot radius around your allies, lasting for the next 3 turns in the turn order. The barrier has 500 HP– so long as it has HP remaining, all attacks made by enemies will be intercepted by it. If the barrier breaks, gain 100 Power.
Whenever a spell is cast or when an attack that deals any type of Magical damage is used by any combatant, gain 1d4 Power.
[Supply: 50, BC: 20, RND: 4, PWR: 15]: Create a Baryonic Fabiform Generator (BFG) that fires a bolt of unstable plasma at a target, dealing 40d10 Electric damage in a 30 foot radius at a DC 30 CON save. On a failed save, targets are afflicted with Shocked 20d10 (III) (2). On successful save, targets take half damage from the initial blast, and are afflicted with Shocked 10d10 (I) (2).
You’re so used to working around hazardous radiation that your very skin itself seems to be more resilient to it. Gain permanent +20% resistance to all Energy damage.
Whenever an ally uses an Ultimate Ability, gain 30 Power.
[Supply: 100, BC: 40, RND: 5, PWR: 30]: Create a highly experimental device that accelerates the effects of Thrymmosis in the local area. All allies gain 25 UP and 2 ZP.
[Supply: 150, BC: 50, RND: 7, PWR: 40]: Create a gigantic drill to obliterate your enemies’ defenses. All enemies take 100d10 Piercing damage, lose all PC, and are inflicted with Stagger (IX) (2). All allies gain Morale (III) (4).
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Armor: Light ArmorWeapons: All Simple Weapons
Tools: Machinist's Tools + Tinker's Tools + 2 of your choosing
Saving Throws: DEX, INT
Skills: Choose two from Arcana, Investigation, Perception, Sleight of Hand, Stealth, Survival
Requirements
- (Class Bond) Tinker: You must have fully unlocked every ability of the Tinker class.
Abilities
Ultimate Ability: Rapid Deployment
REQ: Refined Materials | Rarity: Legendary | UP: 70 | ZP: 2 | ZL: 0 | Cost: 5 TPInstantly deploy one construct of your choice with no material cost, power cost, or build time.
Refined Materials
Level 1 | REQ: Scrap, Battleforged | CC: Machinist | Rarity: Exotic | Cost: 0 TPain the ability to refine Scrap into Supply, and Battleforged Fragments into Battleforged Components (BC). The amount of Supply and BC yielded from refinement is determined by the rarity of the scrap and BF, represented by R. Refining requires Power; a resource whose maximum is 100. You start at 100 Power after a long or short rest, and each round you gain 10. Refining 1 Scrap into 2R Supply costs 5 Power, and refining 1 BF into 2R BC costs 15 Power.
Supply and BC are resources used in the building of Constructs; advanced machines that provide extremely powerful effects that can turn the tide of the battle. Constructs take multiple rounds to create, and also require a certain amount of Power each round in order to make progress on construction. Each construct will be marked with the amount of Supply and BC required to start construction, the number of rounds required to complete construction, and the power per round required to make progress on construction. Beginning the building process of a construct can be done as a free action; once a construct has been built, it can be deployed as a movement action. You may have up to three constructs either being built or ready to deploy at a time.
Construct: Health Beacon
Level 1 | REQ: Refined Materials | Rarity: Legendary | Cost: 3 TP[Supply: 10, RND: 2, PWR: 5]: Create a Health Beacon that heals all allies for 14d10 HP.
Matter Desynthesizer
Level 2 | REQ: Refined Materials | Rarity: Rare | Cost: 2 TPOnce per round, as a free action you can consume 1 Scrap to gain 1d8 Power, or consume 1 BF to gain 1d10+5 Power.
Construct: Solar Array
Level 2 | REQ: Refined Materials | Rarity: Legendary | Cost: 3 TP[Supply: 10, RND: 2, PWR: 5]: Create a Solar Array. For 1 round, whenever an attack that deals Radiant damage is used by any combatant, gain 1d10 power.
Construct: Flamethrower
Level 3 | REQ: Refined Materials | Rarity: Legendary | Cost: 3 TP[Supply: 10, RND: 2, PWR: 5]: Create a turret that spews burning fuel at targets. All enemies in a 15 foot cone take 10d10 Fire damage and are inflicted with 2 stacks of Burning 6d10 (2).
Class Feat Slot VI
Level 4 | CC: MachinistSuperconductor
Level 5 | REQ: Refined Materials | Rarity: Exotic | Cost: 5 TPWhenever an attack that deals Electric damage is used by any combatant, gain 1 Power. Whenever you take Electric damage, gain 1d8 Power.
Nimble
Level 6 | Rarity: Rare | Cost: 4 TPGain an additional movement action on your turn.
Construct: Ether Reactor
Level 7 | REQ: Refined Materials | Rarity: Legendary | Cost: 5 TP[Supply: 30, BC: 20, RND: 3, PWR: 5]: Create an Ether Reactor, increasing your per-round Power gain by 5 until the end of the encounter.
Class Feat Slot VII
Level 8 | CC: MachinistConstruct: Railgun
Level 9 | REQ: Refined Materials | Rarity: Exotic | Cost: 6 TP[Supply: 20, BC: 10, RND: 4, PWR: 15]: Create a gun that fires a hypersonic projectile through the use of magnets. [+20 to-hit (DEX), Range: 800]: Deals 40d10 kinetic damage and applies Stagger (V) (1).
Maintenance
Level 10 | REQ: Refined Materials | Rarity: Rare | Cost: 2 TPAfter creating a construct, you can continue to supply its per-round power cost. Doing so will allow it to build towards another use of its effect, taking the same amount of rounds as its construction time, but forgoing the material cost.
Construct: Induction Barrier
Level 11 | REQ: Refined Materials | Rarity: Exotic | Cost: 4 TP[Supply: 30, BC: 15, RND: 3, PWR: 15]: Create an energy barrier with a 30 foot radius around your allies, lasting for the next 3 turns in the turn order. The barrier has 500 HP– so long as it has HP remaining, all attacks made by enemies will be intercepted by it. If the barrier breaks, gain 100 Power.
Class Feat Slot VIII
Level 12 | CC: MachinistEther Absorption Array
Level 13 | REQ: Refined Materials | Rarity: Exotic | Cost: 3 TPWhenever a spell is cast or when an attack that deals any type of Magical damage is used by any combatant, gain 1d4 Power.
Construct: Baryonic Fabiform Generator
Level 14 | REQ: Refined Materials | Rarity: Exotic | Cost: 7 TP[Supply: 50, BC: 20, RND: 4, PWR: 15]: Create a Baryonic Fabiform Generator (BFG) that fires a bolt of unstable plasma at a target, dealing 40d10 Electric damage in a 30 foot radius at a DC 30 CON save. On a failed save, targets are afflicted with Shocked 20d10 (III) (2). On successful save, targets take half damage from the initial blast, and are afflicted with Shocked 10d10 (I) (2).
Blessing of the Forge
Level 15 | Rarity: Exotic | Cost: 3 TPYou’re so used to working around hazardous radiation that your very skin itself seems to be more resilient to it. Gain permanent +20% resistance to all Energy damage.
Class Feat Slot IX
Level 16 | CC: MachinistThrymmotic Processing
Level 17 | REQ: Refined Materials | Rarity: Legendary | Cost: 3 TPWhenever an ally uses an Ultimate Ability, gain 30 Power.
Construct: Thrymmotic Destabilization Field
Level 18 | REQ: Refined Materials | Rarity: Exotic | Cost: 8 TP[Supply: 100, BC: 40, RND: 5, PWR: 30]: Create a highly experimental device that accelerates the effects of Thrymmosis in the local area. All allies gain 25 UP and 2 ZP.
Class Feat Slot X
Level 19 | CC: MachinistConstruct: Heaven-Piercer
Level 20 | REQ: Refined Materials | Rarity: Mythic | Cost: 15 TP[Supply: 150, BC: 50, RND: 7, PWR: 40]: Create a gigantic drill to obliterate your enemies’ defenses. All enemies take 100d10 Piercing damage, lose all PC, and are inflicted with Stagger (IX) (2). All allies gain Morale (III) (4).
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