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SUPER MEGA ULTRA MECHA FIGHTING FOR YOU, ME, AND ALL OF OUR FRIENDS (A Tinker Prestige Class) Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

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Page 1: SUPER MEGA ULTRAMECHA FIGHTINGFORYOU, ME, AND ALL OF … · 2018. 1. 14. · Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends Interjection Games Super Mega Ultra

SUPERMEGA

ULTRA MECHAFIGHTING FOR YOU,

ME, AND ALLOF

OURFRIENDS

(A Tinker Prestige Class)

InterjectionGames

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

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Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends

Interjection Games

THE MECHGINEER

While others of the tinkering persuasion spend their timelocked away in laboratories or performing music for themasses with a synthetic band, the mechgineer, pilot of aSuper Mega Ultra Mecha Fighting for You, Me, and All ofOur Friends, or SMUMFYUMAOF for short, is all aboutmechanized combat. Adept at installing cockpits into alldesigns of sufficient size, the mechgineer effectively turnshis robotic allies into combat­ready exoskeletons. Withsuch an advantage, even the comparatively puny physicalstrength of an inventor can stand toe­to­toe with thegreatest of martial fighters. What's more, the most adeptof pilots are capable of engineering their automatons to beable to combine into a single mechanical masterpiece ofterrifying power.

Role: Having exchanged the squad commander aspect ofthe classic tinkering persuasion for the ability to constructhis enormous mecha masterpieces, a mechgineer iseffectively a heavy fighter whose combat specialties aredependent upon the various megadroid and gigadroidblueprints he has on his person.

Alignment: Mechgineers can be of any alignment;however, the discipline necessary to design and buildmechanical exoskeletons causes them to shy away fromchaotic alignment. Further, given their zeal to use theirmachines against all that oppose their ideals, theextremes of good and evil tend to be much more satisfyingthan that of a neutral alignment.

Hit Die: d8

Requirements

To qualify to become a mechgineer, a character mustfulfill all of the following criteria.

Skills: Knowledge (engineering) 10 ranks, Ride 10 ranksFeats: EnduranceSpellcasting: Ability to install 4th level inventions into

blueprints.Special: Megadroid greater innovation

Class SkillsThe mechgineer's class skills (and the key ability for eachskill) are Escape Artist (Dex), Intimidate (Cha), and Ride(Str).

Skill Ranks at Each Level: 4 + Int Modifier

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Table: The Mechgineer

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Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends

Interjection Games

Class Features

All of the following are class features of mechgineerprestige class.

Inventions

The mechgineer's class level stacks with his invention­using class levels for the determination of maximumnumber of build points per blueprint, inventions known,maximum invention level known, effective level ofinventions, automaton hit die progression, and thenumber of times the character can use the infuseautomaton class feature daily.

Cockpit Study (Ex): At 1st level, the mechgineer learnsthe cockpit invention and can install it in blueprints evenif his effective tinker level would not be high enough toinstall it. All other prerequisites, such as skillrequirements and the minimum Intelligence required touse a 6th level invention, must be met.

Go Big or Go Home (Ex): At 1st level, themechgineer's design philosophy becomes manifest and hedecides he has no use for automatons that aren't large andimposing masterworks of machinery. As a result, all of hisstandard automaton blueprints are converted intomegadroid blueprints. If the mechgineer's Intelligencereaches a high enough point to grant himself anotherblueprint, it is a megadroid blueprint instead of astandard automaton blueprint.

Enhanced Structure (Ex): At 2nd level and every 2levels thereafter, the mechgineer finds a way to addadditional armor plating and various structural supportsto his megadroids and gigadroids, increasing their hit diceby +1.

Powers Combined (Ex): At 3rd level, the mechgineermay combine his alpha with a deployed megadroid orgigadroid that he controls to form a Super Mega UltraMecha, or SMUM. Combining is a full­round action thatprovokes attacks of opportunity and requires that thetinker be inside the cockpit of the alpha. Using this abilityconsumes one use of the mechgineer's infuse automatonclass feature.

When two automatons combine, their current hit pointsand maximum hit points are added together to calculatethese values for the SMUM, while the ability scores of theautomaton with the most hit dice are used as the abilityscores of the SMUM. Additionally, the SMUM is one sizecategory larger than the bigger of the two automatonsjoined together in this fashion. Hit points granted by thisincrease in size are added to both the current andmaximum hit points of the SMUM.

For example, a medium 14 HD alpha and a large 12 HDmegadroid combine. As the alpha has more HD than themegadroid, the alpha's ability scores are used; however,the combined automaton is huge because the megadroidis large. The alpha has 100/100 hit points and themegadroid has 75/125 hit points. The SMUM comes intobeing with 185/235 hit points.

When two automatons combine, the rider, or riders, areeffectively sealed into the device. In order for the riders toleave, the automatons must "uncombine". Uncombining isa full­round action that provokes attacks of opportunity.When a SMUM uncombines, its current hit points areevenly divided between the two separated automatons.Should this grant one of the separated automatons morehit points than its maximum hit points, all excess is givento the other automaton. Uncombining is impossibleshould there be no room for both separate automatonswherever the SMUM is standing.

A SMUM gains full benefit of all of the inventionsinstalled onto each of the automatons that comprise it.Additionally, any inventions that enhance otherinventions enhance all of the SMUM's inventionsregardless of which automaton it came from. For example,an automaton with the electroshocker and electroblasterinventions combines with an automaton with onlyelectroshocker. The first automaton's electroblasterapplies its benefits to the second automaton'selectroshocker for as long as they are a SMUM together.Duplicate inventions that give bonuses to ability scores,DR, AC, and number of invention uses per day stack,while duplicate inventions that grant bonuses to anythingelse do not.

If both automatons have a copy of the same uses per dayinvention, such as electroshocker, then their uses per daypools remain separate from one another. When one isactivated, the mechgineer gets to decide precisely whichone gets activated.

Should a SMUM be destroyed, those riding within it aresubjected to the standard bad stuff as detailed in the entryfor the cockpit invention.

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Table: Bonus Contruct Hit Pointsby Size

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Interjection Games

Super Mega Ultra Subroutine (Ex): At 4th, 7th, and9th levels, the mechgineer gains one of the followingabilities, reflecting how he has learned how to performone of the following absolutely amazing feats whilepiloting his Super Mega Ultra Mecha.

Though a SMUM is technically an autonomous devicebecause it is part alpha, the mechgineer must beconscious and able to perform a standard action in orderto use super mega ultra subroutines. If a mechgineer'scopilot has the honorary tinker feat, the copilot can usesuper mega ultra subroutines for the mechgineer if themechgineer is frightened, dazed, nauseated, or otherwisedisabled, but conscious and able to guide the copilot.

An Object at Rest Cannot be Stopped! (Ex) ­ Wheneverthe SMUM does not move for an entire round, it gets a +2dodge bonus to AC, as well as a +4 bonus to CMD, until itmoves.

Electrogeddon (Ex) ­ As a full­round action, the SMUMcan activate all electroshocker inventions installed on it ata single target.

Fully Mental Alchemy (Ex) ­ As a full­round action, theSMUM can fire a lethal barrage of alchemical goods.Select all droptubes, flaskapults, or lobtubes installed onthe SMUM. This ability launches the entire contents ofthe compartments associated with the selected weapondelivery system at a single target. If the associatedcompartment is an improved compartment, the SMUMcan select the exact order in which the goods are fired.

Gallant Rescue (Ex) ­ As a standard action that provokesattacks of opportunity, the SMUM can tackle an ally in asquare it threatens. Doing so scoops that ally directly intoa cockpit and grants all of the benefits and disadvantagesof being in an automaton cockpit. This can only be done ifthe SMUM has an empty cockpit and if the ally to bescooped would fit in this cockpit.

Hidden Reserves (Ex) ­ The SMUM can use an activatedinvention by consuming charges from other activatedinventions whose cumulative invention level is twice thatof the invention to be activated.

For example, to activate electroshocker, a 3rd levelinvention, the SMUM can sacrifice a daily use of totalrepair kit, a 6th level invention. Alternatively, six dailyuses of repair kit, a 1st level invention, can be used.

Launch Copilot (Ex) ­ As a standard action that provokesattacks of opportunity, the SMUM can launch anyindividual (other than the mechgineer) occupying one ofits cockpits. Doing so deals 2d6 points of damage to thecreature launched and fires that creature 60 feet from theSMUM in a straight line. The creature launched does notprovoke attacks of opportunity with this movement, but iscounted as having charged if it runs into a creature itconsiders an enemy. If it runs into a wall or some othersolid structure, it takes a further 2d6 damage and mustmake a DC 25 Acrobatics check or fall prone. If it runsinto an ally, both the creature launched and the ally mustmake a DC 25 Acrobatics check. If either one of themfails, both fall prone. (This makes more sense than youthink!)

March of Progress (Ex) ­ At the beginning of the SMUM'sturn, any manufacturies that are not full to capacityproduce a flask of alchemist's fire. Additionally, once perhour, all empty potion injector vials are filled with a fluidthat is equivalent to a potion of cure light wounds of CL1st. Finally, all poison application devices find themselvespermanently stocked with greenblood oil if otherwiseempty.

Melee Attack with a Shouted Name (Ex) ­ As a standardaction, the SMUM can put all of its strength into a singleslam attack, dealing additional damage equal to twice itsbase attack bonus on hit.

My Diamond Sword Sword (Ex) ­ Weapons activelywielded by the SMUM receive a +2 alchemical bonus tosaving throws against effects that would deal themdamage. Additionally, the SMUM itself receives a +2bonus to CMD against the sunder and disarm combatmaneuvers.

Never Surrender! (Ex) ­ So long as the mechgineer ispiloting a SMUM, he is immune to fear.

Power of Friendship (Ex) ­ The SMUM somehow gets +2to all attack rolls, combat maneuver checks, and damagerolls against creatures that are flanking an ally. Further, ifthe SMUM and an ally threaten the same creature, it isconsidered flanked regardless of actual positioning.

Refactor Compartments (Ex) ­ As a move action, theSMUM can associate a different compartment with adroptube, flaskapult, or lobtube. The new compartmentmust not currently be associated with any other invention.The old compartment loses its association.

Stay Over Here! (Ex) ­ Whenever a creature provokes anattack of opportunity by attempting to move through asquare the SMUM threatens, the SMUM may make acombat maneuver check against that creature. If thecombat maneuver is successful, the SMUM forces thatcreature to immediately end its movement. If thatcreature has another move action, it may try to moveaway again.

Swift Execution (Ex) ­ The SMUM can use any activatedinvention as a swift action. Doing so consumes allremaining daily uses of that invention and requires thatthe invention have at least two uses remaining.

Gigadroid: At 5th level, the mechgineer gains thegigadroid greater innovation. The gigadroid greaterinnovation has the following ability for mechgineers of 5thlevel or higher.

Special: This ability can be taken multiple times. Eachtime, the mechgineer gains an additional gigadroidblueprint.

Integrated Cockpits (Ex): At 6th level, themechgineer's megadroid, gigadroid, and alpha blueprintsall gain the cockpit invention without paying its normalbuild point cost. This invention must be present in allblueprints.

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Epiphany (Ex): At 10th level, the mechgineer hascollected the seven robospheres, followed the advice ofcountless old men sitting in the dark corners of taverns,and laughed in the face of death. Still, what was it all for?The answer comes in a dream, a dream of such a vividnature that the mechgineer awakens in a cold sweat, grabsa quill, and begins to write...

The mechgineer selects one of the abilities below. Allepiphanies can be used once per SMUM deployment,meaning that each time the alpha combines with anotherautomaton to form a new Super Mega Ultra Mecha, theepiphany's single use is refreshed and may be used again.

Bisecting Slice (Ex) ­ There is something to be said ofhighly dramatic swordplay. Then again, there issomething to be said of simply cutting the opposition inhalf and reveling in the denouement for half an episode.When charging, the SMUM can perform a bisecting slice.A bisecting slice is a standard charging attack that dealsdamage as though it were a coup de grace. A successfulDC 20 + the mechgineer's Intelligence modifier Fortitudesave reduces the damage from bisecting slice down to thatof a standard attack.

Disintegrator Ray (Ex) ­ As a standard action, the SMUMcan fire a beam of pure energy that deals 10d6 points ofdamage to all creatures in a 60­foot line with a DC 20 +the mechgineer's Intelligence modifier Reflex save forhalf. Creatures do not gain the benefit of the Evasion orImproved Evasion abilities against damage dealt by thisepiphany.

Dramatic Kamikaze (Ex) ­ As a standard action, theSMUM can explode as though it had just performed akamikaze directive. Rather than destroy itself as part ofthe kamikaze, however, the SMUM simply treats itself asautomatically failing its Reflex save against the explosionit created. It is otherwise perfectly functional. Themechgineer does not require the kamikaze directiveinnovation to take this epiphany.

Ejector Seat (Ex) ­ Only a fool goes down with the ship.When a SMUM is destroyed, the mechgineer is ejectedfrom the wreck and lands 10 feet from it in a randomdirectly. If he succeeds on a DC 25 Acrobatics check, helands on his feet. Otherwise, he lands prone and takes 2d6falling damage. If there is a secondary rider in the SMUM,he is not ejected.

Martyr (Ex) ­ If an ally occupying a square threatened bythe SMUM would be killed by an effect that deals damage,the SMUM can take that damage instead as an immediateaction.

Punch into Orbit (Ex) ­ As a standard action, the SMUMcan perform a wild uppercut on a creature of its size orsmaller. If this attack hits, it deals regular slam damage.Make a combat maneuver check. If successful, thecreature struck is punched into the air at such a velocitythat it soars out of sight. 1d4 minutes later, the creaturecomes crashing down, taking 15d6 falling damage, 5d6fire damage, and gaining the staggered condition for 2d4rounds. If a significant obstruction is in the way of thecreature's trajectory, such as five feet of solid stone orwood, a foot of solid metal, or three inches of solidadamantine, the creature struck instead crashes into thatobstruction and takes 20d6 falling damage immediately.Lesser obstructions simply become collateral damage.

Second Wind (Ex) ­ When the alpha and a megadroid orgigadroid combine to create a SMUM, that SMUM isrepaired for a number of hit points of damage equal to 5 xthe mechgineer's Intelligence modifier.

Still Alive (Ex) ­ Whenever the SMUM would be reducedto 0 hit points or lower, a number of complex repairmechanisms kick in, repairing 3 x the mechgineer'sIntelligence modifier hit points just before the SMUMtakes damage.

Unbreakable (Ex) ­ As a standard action, the SMUM canstand its ground against all comers. Until the SMUMmoves from its current square(s), it has DR 10/ ­, SR 25,and resistance 20 against all forms of magic damage,including untyped magical damage. Additionally, theSMUM cannot be forced to move from this square by anymeans short of an act of a deity, whether it be magical, acombat maneuver, or otherwise. Should a spell or effectdisintegrate or transmute the ground around the SMUM,the square(s) on which the SMUM stands will remainunchanged, and even hover in the air if need be, for aslong as the SMUM is unbreakable.

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Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends

Interjection Games

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc ("Wizards"). All RightsReserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademarkowners who have contributed Open Game Content; (b)"DerivativeMaterial" means copyrighted material including derivative works andtranslations (including into other computer languages), potation,modification, correction, addition, extension, upgrade, improvement,compilation, abridgment or other form in which an existing work may berecast, transformed or adapted; (c) "Distribute" means to reproduce,license, rent, lease, sell, broadcast, publicly display, transmit or otherwisedistribute; (d)"Open Game Content" means the game mechanic andincludes the methods, procedures, processes and routines to the extentsuch content does not embody the Product Identity and is an enhancementover the prior art and any additional content clearly identified as OpenGame Content by the Contributor, and means any work covered by thisLicense, including translations and derivative works under copyright law,but specifically excludes Product Identity. (e) "Product Identity" meansproduct and product line names, logos and identifying marks includingtrade dress; artifacts; creatures characters; stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations; namesand descriptions of characters, spells, enchantments, personalities, teams,personas, likenesses and special abilities; places, locations, environments,creatures, equipment, magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trademark or registeredtrademark clearly identified as Product identity by the owner of theProduct Identity, and which specifically excludes the Open Game Content;(f) "Trademark" means the logos, names, mark, sign, motto, designs thatare used by a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor (g)"Use", "Used" or "Using" means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open GameContent. (h) "You" or "Your" means the licensee in terms of thisagreement.

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15 COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;Authors Jonathan Tweet, Monte Cook, Skip Williams, based on materialby E. Gary Gygax and Dave Arneson.Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;Author: Jason Bulmahn, based on material by Jonathan Tweet, MonteCook, and Skip Williams.The Book of Experimental Might. Copyright 2008, Monte J. Cook. Allrights reserved.Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, CaseyChristofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,and Bill Webb; Based on original content from TSR.Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;Author: Jason Bulmahn, based on material by Jonathan Tweet, MonteCook, and Skip Williams.Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends,Copyright 2013 Bradley Arthur Crouch.[End of License]

Notice of Open Game Content: This product contains Open Game Contentas defined in the Open Game License, above. Open Game Content mayonly be used under and in terms of the Open Game License.

Cover art: Jeff Preston, "108 Terrible Portrait Ideas", 2011.

Designation of Open Game Content: The statistical information andgeneral descriptions of creatures, abilities, traps, and other related facetsof those elements within this document are Open Game Content asdescribed in the Open Game License and may be used as Open GameContent.

Product Identity is not available for Use or reuse without the expresswritten consent of Bradley Arthur Crouch of Interjection Games.

Designation of Product Identity: Product Identity in this product includesthe following terms; Tinker, Interjection Games, the Interjection Gameslogo.

This document is copyright Bradley Arthur Crouch of Interjection Games,2013. It is intended for personal use and may not be redistributed orreproduced without express written consent of Bradley Arthur Crouch ofInterjection Games.

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