| LMPjr007 |
Just to let you fans of the Machinesmith know, we are working on a new add-on product with all new stuff for them including a complete Mobius Suit. Take a look on what we are planning on doing with the Mobius Suit and let's get your feedback.
Mobius Suit
Some machinesmiths build grand suits powered by mobius energy that provide a variety of defensive abilities and augment their physical prowess. These suits range from vests and harnesses covered in an array of machinery to sleek powered armor that encases the entire body. More powerful machinesmiths even incorporate some of their gadgets into the mobius suit’s architecture.
All mobius suits have a suit of armor as their base. The machinesmith must be proficient with the base armor for their mobius suit, as well as physically possess it through purchase, discovery as treasure, or through a feat, trait or other ability. It takes one day to properly fit a suit of armor with the mobius generator and any integrated gadgets. If the mobius suit is lost or destroyed, the machinesmith must provide a new suit of armor to create a new mobius suit, in addition to the normal steps in building a greatwork. If the machinesmith wishes to create a new mobius suit and the original is still extant, he must either destroy the mobius generator upon the old suit or completely disassemble the old suit. Disassembling a mobius suit takes one hour and requires a Craft (armorsmithing) skill check with a DC equal to the machinesmith’s level + Intelligence modifier + any enhancement bonuses the suit possesses. Success indicates that the mobius core and any integrated gadgets have been removed and can be placed into a new suit. Failure means any integrated gadgets have been retrieved but the greatwork must be rebuilt from scratch; this skill check cannot be retried.
A machinesmith with a mobius suit follows all standard rules for performing upgrades on their greatwork as outlined on pp. 3-4 of Classes of Neoexodus: Machinesmith.
Base Mobius Suit
The mobius suit has statistics equal to the base armor from which it is constructed with a +1 class bonus to AC. It receives a number of charges equal to ½ the machinesmith’s class level (minimum 1) + Intelligence modifier.
By expending 1 charge as a swift action, the machinesmith may gain either DR 1/- or energy resistance 5 against acid, cold, electricity, or fire (select one). This ability lasts a number of rounds equal to the machinesmith’s Intelligence modifier.
Mobius Suit Upgrade 1
A machinesmith may add this upgrade to their mobius suit greatwork at 5th level. The mobius suit improves to providing DR 2/- or energy resistance 10 when activating its base ability.
In addition, by expending 1 charge as an immediate action before making a Reflex saving throw to reduce damage from an effect, the machinesmith gains the evasion ability against that effect and takes no damage if the saving throw is successful.
Due to frequently working with powered armor, the machinesmith also gains medium armor proficiency as a bonus feat.
Finally, the machinesmith learns how to build gadgets into the mobius suit. The mobius suit gains one integrated gadget slot. An integrated gadget is considered part of the mobius suit instead of a separate object. Integrated gadgets no longer need to be held or worn to be activated, and do not take up any magic item slots. Refitting a mobius suit by adding or removing integrated gadgets does not require a Craft skill check, but does take one day of labor. If the mobius suit is lost or destroyed, an integrated gadget is similarly considered lost or destroyed.
Mobius Suit Upgrade 2
A machinesmith may add this upgrade to their mobius suit greatwork at 10th level. The mobius suit improves to providing a +2 class bonus to AC, and DR 3/- or energy resistance 20 when activating its base ability.
In addition, by expending 1 charge as an immediate action before making a Fortitude or Will saving throw against an effect with a partial effect on a successful save, the machinesmith gains the mettle ability against that effect and suffers no effects from the attack if the saving throw is successful.
The machinesmith is also now familiar with all armor types, and gains heavy armor proficiency as a bonus feat. The machinesmith’s mobius suit now has two integrated gadget slots.
Mobius Suit Upgrade 3
A machinesmith may add this upgrade to their mobius suit greatwork at 15th level. The mobius suit improves to providing DR 4/- or energy resistance 30 when activating its base ability.
In addition, by expending 1 charge as a swift action the machinesmith may greatly improve the mobius suit’s ability to resist firearms. A machinesmith retains their armor bonus to AC against firearms attacks regardless of range or any other factor (including a gunslinger using grit). This ability lasts a number of rounds equal to the machinesmith’s Intelligence modifier.
The machinesmith’s mobius suit now has three integrated gadget slots.
Mobius Suit Upgrade 4
A machinesmith may add this upgrade to their mobius suit greatwork at 20th level. The mobius suit improves to providing DR 5/- or energy immunity when activating its base ability.
In addition, by expending 1 charge as an immediate action when an opponent threatens a critical hit, a machinesmith may gain a dodge bonus to AC equal to their Intelligence modifier against the critical confirmation roll.
The machinesmith’s mobius suit now has four integrated gadget slots.
| BetaSprite |
There are some cool ideas here. I'm really liking the Iron Man vibe of this option, and the extra uses of your charges all look really good to me. I'm looking forward to seeing this release.
EDIT: Are there more gadgets being released along with this option? I'm looking at the list, and I just see these being available:
Crossbow Turret
Crossbow Turret, Improved
Crossbow Turret, Greater
Invisibility Cloak
Magnetic Grappler
Portable Ornithopter
Utility Tool
Ignoring the turrets (can those be mounted on the armor?), there are only 4 available. Can the turrets be mounted on the armor? Is the armor intended to be used only with the four gadgets that are not turrets?
| LMPjr007 |
We have LOTS of new stuff in this upcoming product like:
- 6 All new Machinesmith Prototypes including Exterminator Drone and Tracker Drones
- Two All New Greatworks: Convertor and the Mobius Suit
- All New Machinesmith Gadget Tricks for Convertor and the Mobius Suit
- Nearly 15 All New Machinesmith Gadgets including Doomsday Shelter, Proximity Mine and Temporal Isolator.
- Four All New Techniques including Caustic Refuter and Drone Expert
- Two All New Machinesmith Archetypes: Gadgeteer and Wonderbuilder
And we have not even told you about the updates and add-ons we made to the new Fleshwraith alternate class. So if you are a Machinesmith fan, you should be on the look out for this.