Cedona

Aannra-127-B6's page

59 posts. Alias of Johnny_Panic.


Full Name

Aannra-127-B6

Race

Android

Classes/Levels

Mighty Godling L7 / GearHead L7 / Helmsman L7

Size

5'10"

Alignment

LN

About Aannra-127-B6

Android LN
Mighty Godling L7 / GearHead L7 / Helmsman L7

Init +3; Senses: Darkvision 60 ft, low-light vision; Perception +12

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Defense
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AC 17/21, touch 25, flat-footed 18 (+1 deflection, +6 Dex, +1 dodge, +2 enhancement, +1 insight, +4 size)
hp 98/98 [65/65 Mech] (12HD; 7D12+14)
Fort [+10] = 5Int+5Class
Ref [+10] = 5Int+5Class
Will [+10] = 5Int+5Class

+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)

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Offense
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Speed 40ft [mech 40']
Melee
Space 1 ft.; Reach 0 ft.
Special Attacks:

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Statistics [28point spend]
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Str [+1][12][2P]
Dex [+3][16][5P][+2Race]
Con [+1][12][3P]
Int [+5][20][13P][+2Race] [+1level]
Wis [+1][12][2P]
Cha [+0][10][2P][-2Race]

Base Atk +7/+2; CMB +1; CMD 14
Feats:
1: Technologist, Carft Mech

Traits:
1:
2:
3:

Languages:

Other Gear:

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Special Abilities
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Androids:
Gain a +2 racial bonus on Perception checks.
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge: 1/day 3+ the android’s character level on any one d20 roll

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Race Android
Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Senses Racial Traits
Exceptional Senses: Androids have dark vision and so can see perfectly in the dark to a range of 60 feet, in addition, they possess low-light

Other Racial Traits
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge:
An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)

CLASS Mighty Godling L7

Hit Die: d12.
Skill Ranks per Level: 2 + Int modifier.
Class Skills
The mighty godling’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

BAB +7+2
SAVES +5/+5/+2

Weapon and Armor Proficiency
A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).

Lineage Domain
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.

Creation Domin
Contents [show]

Masters of the arts and crafts, clerics of crafting deities focus on making things. Their divine patrons are varied, but all share the need to make, to build, and to repair. While the smith-god at her forge is the most common example, there are gods whose purview includes all the crafts, such as leather working, pottery, or weaving. For those outside of a craft, the secrets of production can seem like magic, and many guilds couch their most valuable lore in mystical terms. To the forge priest, this is as it should be, for every hammer blow, every sliding loom scuttle, every rotation of the potter’s wheel is a prayer, a sacrifice, and a dedication.

Granted Powers:
You have a knack for creating objects from scratch. You gain a +2 competence bonus to Craft checks and Profession checks for professions skills related to construction or creation. You gain Profession for any creation-related profession as a class skill.

Creator’s Touch (Sp)
With your touch, you imbue an object with +50% hit points. Alternately, if an object has the broken condition, you can remove that condition with a touch. Objects that receive additional hit points from your touch cannot receive more additional hit points as long as the first ones bestowed still remain. An object that has already received additional from your touch can receive the benefits of removing the broken condition with another touch. Additional hit points to an object from this spell remain for 1 hour per cleric level you possess or until removed through damage. The removal of the broken condition from an object does not wear off, though the object can obtain the broken condition again through additional damage. You can use this ability a number of times per day equal to 3 + your wisdom modifier.

Material Transformation (Su)
At 6th level as a swift action you can give any weapon or armor you touch the properties of being made from a special material such as adamantine, cold iron, darkwood, dragonhide, mithral, or silver. The transformation lasts for a number of rounds per day equal to 1/2 your cleric level and can be ended by you with a thought as a free action. You can use this ability as many times per day on as many weapons and armor as you like as long as the total time of these transformations does not exceed your maximum allotted rounds per day. When this maximum is reached, all objects previously transformed by you revert to their original material if they have not already done so.

Domain Gagits: 1st—bless water or curse water; 2nd—make whole; 3rd—create food and water; 4th—minor creation; 5th—fabricate; 6th—major creation; 7th—permanency; 8th—greater polymorph; 9th—polymorph any object.

Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.

1: Artificer I:
The godling adds half her godling level to any skill check required to create a magic item (normally Spellcraft). She also spends only 95% of the normal cost for materials to make magic items.

2:Scholar I (Ex):
The godling gains Linguistics and all Knowledge skills as class skills. The godling learns three new languages, one of which must be Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Scion Talents x3
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.

1:Force of Intellect (Su):
Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).

2:Physical Avatar (Ex): +3
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.

3: Sigil-marked:
The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier.

Bonus Feat - Enhanced Hardiness
You have enhanced your divine bloodline’s endurance.
Prerequisite: Divine trait class feature; hardy divine trait ability.
Benefit: Your divine bloodline provides you life sustaining nourishment so you no longer need water to survive. It also refreshes the body and mind, so that you need only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster who requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day.

CLASS Gearhead L7

Hit Die: d6.
Skill Ranks per Level: 4 + Int modifier.
Class Skills
The gearhead’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Use Magic Device (Cha).

BAB+3
Saves +2/+5/+5

Weapon and Armor Proficiency
Gearheads are proficient with light armor, but not with shields. They are proficient with all simple weapons, firearms, the double crossbow, the hand crossbow, the heavy repeating crossbow, and the light repeating crossbow. Furthermore, a gearhead becomes proficient with any weapon he personally crafts.

Contraption Level
Contraptions per Day 4/4/3/2/1
0 Level
1:
2:
3:
4:
1st 6 4Day/
D: bless water or curse water
1:
2:
3:
4:
2ed 5 3/day
D: make whole
1:
2:
3:
3ed 4 2/day
D: create food and water
1:
2:
4th 3 1/day
D:minor creation
1:

Godling - Domain [Spells] = Contraptions
1st—bless water or curse water; 2nd—make whole; 3rd—create food and water; 4th—minor creation; 5th—fabricate; 6th—major creation; 7th—permanency; 8th—greater polymorph; 9th—polymorph any object.

Engineering (Ex) +3
When making a Knowledge (engineering) check, a Disable Device check, or any Craft skill check, the gearhead gains a competence bonus equal to one-half his class level on the check (minimum of 1). Furthermore, the gearhead can make Knowledge (engineering) and Disable Device checks untrained. In addition, a gearhead can use Knowledge (engineering) to identify revolutionary technological items as if using detect magic or the Spellcraft skill. He must hold and examine the item for 1 minute to make such a check.
At 5th level, once per week, the gearhead can take 20 on any Craft skill check.

Gadgets
Gearheads usually possess several 0-level contraptions, known as gadgets, at any one time. These contraptions are constructed, activated, and require maintenance just like any other contraption, but they contain unlimited activation charges. Gadgets can be constructed as either a worn item sized for the gearhead or a one-handed item sized for the gearhead (requiring only one hand to activate). A gadget weighs 2.5 lbs. and requires 5 minutes of work to construct.

Scientific Specialty (Ex)
A gearhead can specialize in one field of science, gaining additional contraptions and abilities based on that field. This choice must be made at 1st level, and once made, it cannot be changed. A gearhead that does not select a scientific field receives the physicist specialty instead. A gearhead’s chosen field of science determines which scientific sources he specializes in. Specialist gearheads receive an additional contraption slot of each contraption level he can construct, from 1st on up. Each day, a gearhead can construct and maintain a contraption composed entirely of schematics from his specialty sources, known as a specialty contraption, in that slot. These schematics must be in the gearhead’s draft-book. A gearhead can select a specialty contraption modified by a calibration feat to occupy his specialty slot, but it uses up a higher-level contraption slot. Gearheads with the physicist specialty do not receive a specialty contraption slot.

Unfortunately, a specialist gearhead must also select two scientific sources as his opposition sources, representing research and knowledge sacrificed in one area of science to gain mastery in another. A gearhead who constructs a contraption with a schematic from his opposition source, even if the contraption also contains one or more schematics from his specialty source, must use two contraption slots of that level to construct and maintain the contraption. A physicist gearhead can construct contraptions from any scientific source without restriction.

Jury-Rig (Ex)
At 2nd level, the gearhead gains Field Repair as a bonus feat, even if he does not meet the feat’s prerequisites. In addition, the gearhead can make temporary repairs to broken technology on the fly. Jury-rigging a broken object (including a vehicle’s driving devices or engines) has a Craft DC equal to the Disable Device DC to disable a device of the same complexity, and requires the same amount of time; the Craft skill for this check must be relevant to the object being jury-rigged. If the check is successful, the object is relieved of the broken condition for up to 5 minutes. If a jury-rigged object takes any damage, it regains the broken condition. A jury-rigged object cannot benefit from this ability again until it has been repaired.

Salvage (Ex)
Starting at 2nd level, the gearhead can salvage mechanical devices and other items for scrap, which can then be used to pay raw material costs when crafting mundane and technological items, or when making repairs.

To salvage a mundane or technological item, a gearhead must possess the skills and crafting feats normally required to craft the item. The salvaging process requires 1 hour of dedicated work for every $1,000 of the item’s market value (minimum 1 hour). After this time, the salvaged item is destroyed, but yields scrap with a value equal to one-third of the item’s market price. If the item had the broken condition when it was salvaged, the scrap is valued only at one-fifth the item’s market value. This salvaged scrap is then used to cover the costs of crafting or repairing mundane or technological items.

If the gearhead wishes to salvage an item that he normally couldn’t craft, he can still attempt to salvage that item, but there is a chance that he may render the scrap unsuitable for crafting. After spending the normal amount of time required to salvage the item, the gearhead must make a DC 10 Intelligence check, with a bonus to the check equal to one-half his level. This DC increases by +5 for every requirement the gearhead currently lacks to normally craft the item. If the check succeeds, the gearhead salvages the item successfully. If the check fails, the gearhead fails to yield any scrap and the item is destroyed in the process. Magic items cannot be salvaged.

Swift Engineering (Ex)
Starting at 4th level, the gearhead can create, salvage, dismantle, and repair mechanical objects faster than normal. The time required for a gearhead to craft or repair a mundane or technological item is reduced by half (when determining progress, treat the item’s cost as 50% less than normal). Likewise, the time required for a gearhead to salvage a mundane or technological item is also reduced by half (when determining the time required, treat the item’s market value as 50% less than normal). Furthermore, the gearhead can perform any Disable Device check in half the normal amount of time: Simple devices require a standard action, Tricky devices require 1d2 rounds, Difficult and Extreme devices require 1d3+1 rounds.

Innovations (Ex) [1]
At 5th level, and then again every five levels thereafter, a gearhead makes a technological innovation, improving upon his contraptions and engineering expertise. Unless otherwise noted, a gearhead cannot select an individual innovation more than once.
Simplified Contraptions: While most contraptions normally feature confusingly numerous amounts of buttons, dials, and readouts that only he can comprehend, the gearhead has discovered a way to simplify his contraptions so that anyone can use them. The gearhead’s contraptions can now be activated with either an Intelligence check or a Knowledge (engineering) check. In addition, a creature trained in Knowledge (engineering) may take 10 on its checks to activate the contraption, even if threatened or under duress.

Power Diversion:
As a full-round action, the gearhead can “split” an unspent activation charge of any contraption level he knows to gain two activation charges of a contraption level that is two levels lower than the activation charge split. For example, a 5th level gearhead can split an unspent 3rd level contraption activation charge to gain two 1st level activation charges. An activation charge gained through splitting cannot be split itself. An activation charge must be of at least 3rd level to be split. These split charges last for 24 hours, or until the gearhead’s power source has been refreshed through maintenance. This ability can be used a number of times per day equal to the gearhead’s Intelligence modifier.

Livewire (Ex) [+3 DMG]
Whenever the gearhead uses a contraption or weapon (that he personally crafted) that deals electricity or force damage, he deals additional damage of the same type equal to 1/2 his gearhead’s level (minimum of +1). This bonus damage is not increased by calibration feats or similar effects, and applies only once per contraption activation, not once per effect schematic. In addition, whenever an enemy confirms a critical hit against the gearhead or sunders one of his contraptions, and the enemy did so with a melee weapon composed mostly of metal, an unarmed attack, its body, or a natural melee weapon, that enemy takes electricity damage equal to 1/2 the gearhead’s level + his Intelligence modifier. This damage cannot be dealt to the same creature more than once per round.

Electrical Diffusion (Ex)
A gearhead’s contraptions absorb and diffuse electrical energy throughout the gearhead’s power source. Each time the gearhead would receive electricity damage, that damage is reduced by a number of points equal to twice the gearhead’s level before being applied to his hit points or his equipment. If this absorption would reduce the electricity damage taken to 0 or below, the gearhead suffers no ill side effects that accompanies the electricity damage and the gearhead regains one previously expended contraption activation charge of any contraption level he knows. This activation charge is regained only after the electricity attack or effect is resolved. If one of the gearhead’s contraptions was the cause of the electricity attack or effect, this ability has no effect. The gearhead cannot regain more than one activation charge per encounter through this ability.

Amped (Ex)
Starting at 6th level, as a swift action, the gearhead can “lose” an unspent activation charge of any contraption level he knows to temporarily increase his effective constructor level by an amount equal to the activation charge lost. This temporary increase in constructor level lasts until the gearhead activates a contraption, or until the end of his next turn, whichever happens first.

Physicist
Unfettered by squabbles between competing engineers over which energy source is the best, physicists adopt a more holistic approach to the problems of their craft. Their homes, when they can even remember where to find them, are covered in impossible to decipher formulae and the newest prototypes fresh off the workbench.

Fundamentals (Ex) [+5 DMG]
Anytime the gearhead uses a contraption or weapon (that he personally crafted) that deals energy damage, he deals an additional amount of energy damage of the same type equal to his Intelligence modifier. This bonus damage is not increased by calibration feats or similar effects, and applies only once per contraption activation, not once per effect schematic. At 3rd level, whenever the gearhead applies a calibration feat to a contraption, increase the contraption’s DC by +1. This bonus does not stack with itself and does not apply to contraptions modified by the Intensified Contraption feat.

CLASS - Helmsman L7
Spider Tank Image
Hit Dice: d8
Skill Points per level: 4 + Intelligence modifier
Class Skills: The helmsman’s class skills are Acrobatics (Dex), Appraise (Int), Craft (any) (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

BAB +5
Saves +2/+2/+5

Weapon and Armor Proficiency
Helmsmen are proficient with simple weapons and one martial weapon of their choice. They are proficient with light and medium armor and with

Hypercharge (Su) Essence [7/7]
Starting at 1st level, a helmsman gains the ability to sacrifice essence to momentarily enhance the abilities of his bonded vessel. At 1st level and every odd-numbered level thereafter, the helmsman learns one hypercharge. As an immediate or swift action, the helmsman may activate one of his known hypercharges by taking the listed amount of essence burn. Essence that has been burned to activate an ability cannot be used again for any other purpose until the helmsman has had a chance to meditate. Essence burn recovers at a rate of 1 point of essence per minute spent in meditation. Each hypercharge last for a number of rounds equal to the helmsman’s Intelligence modifier unless otherwise specified.

At 1st level, a helmsman gains the ability to select the following hypercharges:

Overdrive (varies): The helmsman learns one overdrive ability possessed by the reactor knight psychic warrior archetype, using his Intelligence in place of Wisdom to determine the effects of attacks. For every boost point spent to use an ability, the helmsman instead takes one point of essence burn.
Overload (1 point): Choose one akashic armament or veil that the bonded vessel has essence invested in. For the duration of this hypercharge, the effective amount of essence invested is increased by 3, even if this would normally exceed the maximum number of allowed essence invested in the armament.
Roll with It (1 point): When the bonded vessel makes an attack roll or saving throw, the helmsman may burn a point of essence to reroll the attack or save.
Instant Repair (2 points): The bonded vessel recovers an amount of hit points equal to twice the helmsman’s level. This ability has a duration of instantaneous.
At 7th level, a helmsman gains the ability to select the following hypercharges.

Hardware Augment (3 points): The bonded vessel gains the benefits of a single mech enhancement for the duration of this hypercharge.
Press the Assault (2 points): When the bonded vessel makes an attack roll against a target, you may activate this hypercharge to make one additional attack with the same weapon. The duration of this hypercharge is instantaneous.
Software Augment (2 points): The bonded vessel gains the benefits of a single combat feat that they or the helmsman meet the Prerequisites: for the duration of this hypercharge.shields.

Veil weaving [3/day]
A helmsman is adept at shaping the magical essence known as akasha into powerful veils, which are drawn from the helmsman veil list.

Expansive Uplink
Descriptors mind-affecting; Class helmsman; Slot interface; Saving Throw none
Your mind affixes itself to those of your allies, allowing you to freely communicate with them regardless of barriers While using veil, you may communicate telepathically with allies within 400 ft. + 10 ft. per level.
Essence: For every point of essence invested in this veil, the range of this telepathy increases by 100 feet.
Chakra Bind (Interface): When this veil is bound, you also see and hear whatever allies you are communicating with can see or hear.

The helmsman knows and can shape any veil from this list; however, he cannot shape a veil whose alignment opposes his own. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + his Intelligence modifier. He can only shape a certain number of veils per day (see veilweaving table above). The helmsman gains access to a unique veil slot: the interface slot. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena. If using the Akasha as Cybertech alternate ruleset, they are instead treated as technological effects that are suppressed by an antitech field or similar phenomenon. At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table above; the helmsman’s character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the helmsman can reallocate his essence investments into his veils every round.
A helmsman must have at least 8 hours rest or meditation to achieve a clear and focused state and must meditate for one hour to shape his veils for the day. During this time, he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.

Akashic Armaments (Su)
Starting at 2nd level, a helmsman gains the ability to imbue essence into his bonded vessel just as he would a veil. When investing essence into his vessel, he is limited by his veilshaper level as to how many points of essence he may invest into any one of the vessel’s armaments, but no limit exists regarding how many total points of essence may be invested into the vessel itself. If the vessel is destroyed, all of the essence invested in the mech is destroyed as essence burn.

Starting at 2nd level, the helmsman may augment his vessel in the following ways:

Agility: For every point of essence invested in this armament, the bonded vessel gains a +1 insight bonus to AC.
Artillery: For every point of essence invested in this armament, the vessel gains a +1 insight bonus to attack and damage rolls on all of its weapons. If the weapon allows a saving throw against one of its effects, increase the DC of that saving throw by 1.
Propulsion: For every point of essence invested in this armament, the bonded vessel’s movement speeds all increase by 5 feet. If at least 2 points of essence are invested in this ability and the bonded vessel possesses a fly speed, the maneuverability is increased by 1 step.

Lifebound Vessel (Su)
Starting at 4th level, the helmsman’s bond with his vessel develops further, allowing the helmsman to sacrifice his own hit points to retain the integrity of his machine. Whenever the bonded vessel takes enough damage to destroy it, the helmsman can sacrifice any number of hit points.
Each hit point sacrificed in this way prevents 1 point of damage done to the vessel.

Enhanced Capacity 2/2
The helmsman is particularly talented at investing essence. At 4th, 10th, and 19th level the essence capacity of all the helmsman’s essence receptacles increases by one.

Adaptive Response (Ex) 1/Day
Starting at 6th level, the helmsman gains the ability to rapidly adjust the essence within himself or his vessel in order to respond to threats quickly. Once per day, the helmsman can reallocate his essence as a free action rather than a swift action. He may do this even when it is not his turn. At 9th level and every 3 levels thereafter, the helmsman can use this ability one additional time per day (maximum 5/day at 18th level).

Spider Tank Image

Bonded Vessel
A helmsman gains the use of a powerful and versatile machine that he is capable of augmenting with his akashic abilities. At 1st level, the helmsman chooses to gain either a companion mech or a companion vehicle. His effective pilot level is equal to his helmsman level. In addition, the helmsman’s bonded vessel gains the benefits of all feats, veils, and chakra binds that the helmsman is using, even if it would not have the corresponding components to use a veil (for example, a treaded mech could gain the benefits of a feet slot veil that the helmsman has shaped even though it does not have feet). If a veil creates a weapon (such as hand cannons), the weapons manifest somewhere on the bonded vessel (using the size of the helmsman to determine damage die) and may be used in addition to other weapons that the vehicle or mech possesses.

However, if the weapon is explicitly wielded in your hands (such as the loyal paladin’s spear of light), it takes up one weapon slot for each weapon created.

The weapon can take up multiple weapon slots if its size is increased beyond medium. In a process that takes 8 hours, a helmsman can choose another vehicle or mech to become his bonded vessel, causing his old vessel to lose all benefits of the helmsman’s class features. A single vessel cannot gain the benefits of more than one helmsman at a time.

Mech Companion -
Quadruped/Treaded
STARTING STATISTICS

Size Large (-1 penalty to AC and attack rolls, +1 to CMB/CMD, -4 Stealth); Speed +10 ft.; = 40'
AC +7 armor 17: 10+7Armor
Attack Slam (primary) (1d8);
Melee Reach 5 ft.;
Ability Scores Str +6/Dex+2 Bonus
Bonus HP 50+15 hp;
Stability +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt
Weapon Affinity heavy;
Weapon Slots 2
Hardness 5

Str:16
Dex:12
Con:--
Int:10
Wis:10
Cha:10

BP (Battery Points): 10/10
Starting at 2nd level, mechs gain a small pool of energy they can use to charge technological weapons and devices. When the mech activates a technological item or weapon, it may choose to have any consumed charges come from its battery pool instead. A mech restores battery points to its pool at a rate of 2 per hour.

Mech Enhancement x2
Intelligent Vessel:
The mech is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled (even though it is not a robot). The Mech does not, however, gain the benefits of any feats that the AI possesses. The mech starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the pilot is capable of speaking. If the pilot is not inside the mech, the AI can cause the mech to act on its own, taking a full round’s worth of actions each round.

Arms:
The mech gains a pair of fully integrated mechanical arms which allow it to wield an appropriately sized weapon without slotting it first. A mech may make as many attacks with such a weapon as their pilot’s base attack bonus would normally allow. While wielding a weapon in such a manner, the mech is treated as having two fewer weapon slots (minimum 0); any weapons currently occupying slots that would be made unavailable cannot be used while the weapon is in hand.