Light Ranged Weapon - 1d6 Piercing - 20x2 Crit
Crank (Manual) - Add Strength modifier to Damage and increase range by 1 step, but changes reload to a Free Action - 0
Double - Double weapon - 1
Firearm - Weapon Hits Touch AC in first range increment - 0
Improved Damage Dice - Increase Damage to 1d8 - 2
Scatter Shot - Attack area in a cone-shaped blast - 2
Submariner - Weapon functions normally underwater - 1
--------------------
Magic
-------------------- Caster Level: 2
Spell DC: 14
Magic Skill Bonus: +4
Magic Skill Defence: 14
Spell Points: 6
Casting Tradition: Mr Black’s Master
Focus - Mr Black.
Wild Magic - Whenever you spend a spell point there is a 10% of oddness happening, roll on the Rod of Wonder table.
Somatic Casting - Must have one hand available to cast, and cannot wear medium or heavy armour without a risk of spell failure.
Bound Creature - Gain the conjuration sphere, and a permanent companion. This acts as your Focus.
Conjuration Sphere - Call up a permanent companion to aid you.
- Skillful Companion - Gain three skills per level, and three new class skills.
- Powerful Companion - Gain +2 strength +1 every two levels.
- Armoured Companion - Gain +2 AC and +1 at every odd level.
- Size Increase - Become Large.
Light Sphere -
Generate a radius of light, blessing those in it with various effects.
Glow - Generate light up to 20ft.
Level 0 Contraptions - 3 Hiekoff’s Hydratic Creation - Create 2 Gallons of water per Gearhead Level.
Fantastical Extended Light Creation - Create a Light similar in intensity to a torch.
Miraculous Steambolts - Inflict 1d4 + Gearhead as a ranged touch attack.
Bonus Device - Mickero’s Scalding Steam - 1d4 + Gearhead level in a 15ft cone.
Level 1 Contraptions - 1 - 4 Charges Personal Defence Barrier - Increase AC by 2 for 1 minute per level, plus 2 against metal weapons.
Von Hohenheim's Shocking Response - Inflict 1d6 Electric damage per level as a ranged attack.
Bonus Device - Killian’s Exploding Bolt - Inflict 1d4 plus Gearforged level in a 10ft blast.
Level 2 Contraptions - 3 Charges Iklevons Light Bender - Invisibility for 3 minutes on self, or until an attack action is used
Schematics Known:
Targeting[.i]
[i]Burst - Minimum Level 1 - A short range burst with a 10ft Burst.
- Augment I - Increase range to medium and burst to 20ft, minimum level 2
- Augment II - Increase Range to long and burst to 40ft, minimum level 4
Cone - Minimum Level 0 - 15ft cone.
- Augment I - 30ft Cone, minimum level 2.
- Augment II - 60ft Cone, minimum level 4
Line - Minimum Contraption Level 1 - 30 foot line.
Augment I - 60ft line, minimum level 1
Augment 2 - 120ft line, minimum level 2
Personal - Minimum Contraption 0 - Personal.
Projective - Minimum Contraption Level 0 - Ranged or melee touch attack.
Selective- Minimum Contraption Level - Select one target within close range.
- Augment 1 - Increase number of targets to the same as Gearhead level, within 30 ft. Minimum level 3.
Level 0 Schematics Beacon - Electromagnetic - Personal - For one hour per leave a mark that can be followed.
Chemical Burn - Hydrology - Inflict 1d3 Acid damage, reflex to half.
Chill - Hydrology - Inflict 1d4 cold damage.
Hydrate - Hydrology - Create 2 gallons of water per Gearhead level.
Illuminate - For 10 minutes per level, create a light that shines as a torch.
- Augment 1 - As as a standard action, cause a flash that causes anyone to be dazzled for 1 minute. Increase level by 1.
Lift - Selective - For a range 25 + 5 per level, lift a weight of 5lbs.
Scald - Combustion - Not Selective - Inflict 1d4 of fire damage, Reflex save to half.
Spark - Inflict 1d4 of lightning damage, Reflex save to half.
Level 1 Schematics Acid Burn - Hydrology - Not Selective - Inflict 1d4 points of fire damage (Max 5d4). Reflex halves.
Burn - Combustion - Not Selective - Inflict 1d4 points of fire damage (Max 5d4). Reflex halves.
Dehydrayte - Inflict 1d6 non-lethal, or lethal against water foes (max 5d6). Foritude halves.
Electromagnetic Deflection - Electromagnetics - Personal - +2 AC, plus a further two against metal.
- Augment I - Increase the AC by 1 for every 4 levels, plus 1 against metal. Increase the level by 2.
Glide - Glide 80ft for every 20 fallen.
Shock - Electromagnetic - Inflict 1d6 damage per level (max 5d6).
Fade - Optics - Personal - For 1 round per level, become invisible. If you attack, become visible.
- Augment I - Use as an immediate action, but only last until next turn. Raises level by 1.
Level 2 Scehmatics[/i]
Disapear -Optics - Personal - Become Invisible for 1 minute per level. Finishes on attack.
Discordant Note - Sonic - Inflict 1d4 points of damage per level, Stunned for one round on a failed Fort save.
[b]--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 16, Wis 10, Cha 8,
Base Atk +1; CMB +5; CMD 17
Skills Diplomacy +0, Disable Device +6, Knowledge (Arcana) +8, Knowledge (Engineering) +10, Knowledge (Dungeoneering) +8, Knowledge (Planes) +8, Perception +5, Sleight of Hand +6, Spellcraft +7, Use Magic Device +5
Background Skills Craft (Arms and Armour) +11, Linguistics +5
Languages Common, Androffan, Orc, Dwarf, Ignan, Draconic
Combat Gear Aeria Gloris, Studded Leather Armour, Crossbow Bolts
Other Gear Thieve’s Tools, 2 x Fully Charged Batteries.
200ft Silk Rope, 50ft Chains, Iron Tape, Zip Stick.
4x Black Bread
Money 1430gp
--------------------
Special Abilities
-------------------- Blighted Physiology - Gain +1 Natural Armour, sickened one round after being healed.
Comprehensive Education - Gain all Knowledge Skills as Class Skills, and gain a +1 racial Bonus to any that would normally be class skills.
Crafter - Gain a bonus to all Crafting checks equal to Machinesmith level.
Crafting Expertise - Gain Craft Wondrous Items as a bonus feat.
Engineering - Add a bonus equal to half the level to Disable Device and Knowledge (Engineering), and can make both of those checks untrained. At 5th level take 20 on any craft checks.
Greatwork - Mobius Armour - Add a power source to a suit of armour, allowing it to boost the armour. Gains a number of charges equal to half Machinesmith level plus intelligence modifier.
- Stage 1 - +1 AC. Spend a charge to gain DR 1/- or Elemental Resistance 5.
Gunsmithing - Create guns and ammunition, and repair the same.
Machinesmith Trick - Special abilities a Machinesmith can do.
- Crossbow Turret - Gain a semi-independant crossbow turret.
Misbegotten - -2 to All dexterity checks.
Jury Rig - Repair tech on the fly, and get Field Repair as a bonus.
Numerian Archaeologist - Gain Androffan as a language, and roll time for time worn machine glitches.
Salvage - Get resources back from unwanted items.
Scientific Speciality - Pneumatic Engineer - A focus on steam power gives a focus on Combustion and Hydrology and a bonus slot on those contraptions, but creates a lack of understanding with Psychology and Cryogenics..
- Scalding Steam - Fire-based devices gain the Water descriptor, function underwater, and adds Gearhead level to damage.
- Steam Bleed - Use a Contraption Activation Charge to unleash a cloud of steam for a number of rounds equal to the Charge level.
- Pneumatic Armour - Built a set of armour with +7 AC - ACP 3 - Max Dex 3 - -5 to Stealth - +1 to Strength
Signature Moves - Add a Masterwork Item worth less than 900gp to inventory (Aeria Gloris), and a +1 to Bluff and Intimidate when holding it.
Repair - As a standard action, repair 1d6 for every odd level to objects and machines. Can be used 3 + Intelligence modifier.
Technologist - Allow skill checks against technology as normal.
Trapfinding - Disable magical traps and get a bonus to Disable Device equal to half level.
Favoured Class Bonus - +1 HP
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mr Black
Bound Construct Companion
Initiative; +1 Perception +6
--------------------
Defense
-------------------- AC 19 touch 11 flat-footed 16
hp 36
Fort +5, Ref +2, Will +5
--------------------
Offence
-------------------- Speed 30ft.
Melee
Slam x 2 - +10 to Hit - 1d8+6 Bludgeoning Damage - x20 Crit.
--------------------
Statistics
-------------------- Str 23 Dex 13, Con 15, Int 10, Wis 11, Cha, 10
Base Atk +4; CMB +7 ; CMD 18
Feats Transformation - Construct - x 2 Slams, +4 Natural Armour (+1 every 5 caster levels)
Weapon Focus - Slam
--------------------
Special Abilities
-------------------- Evasion - On a reflex throw that allows half damage on a save, do no damage at all.
Transformation - Count as a Construct, gaining a +4 AC bonus and two 1d6 Slam Attacks.