Base Class: Artificer
Pilots a large mobile warmachine capable of fitting many people that is capable of adding weapons to
Warmachine
Gain proficiency in all forms of transportation. In addition you can create your own warmachine at the cost of 5,000 GP and a months time of builing, if it breaks down it has a self-repair function that takes 24 hours for it to get to max health. Adds proficiency modifier to everything your warmachine does. Every second level after 3 you can upgrade your mechs weapons to a tier higher to a max of 3 tiers. Upgraded weapons have increased dmg and/or bonuses to what they do.
Warmanhine abilities scores: STR:24 (+7) DEX:10 (+0) CON:16 (+3) INT :-- Wis: -- CHA: --
Warmachine Health: 50
Warmachine AC: 10+INT
Warmachine Speed: 60ft
Warmachine PP (Power Points): 1 per artificer level
Dash Attack: dex save 8+INT+Prof, on a successful save take no damage.
Normal Speed: 2d6
Dash Speed: 4d6, cost 1PP
Jury Rigging
Use a action to crank your maching back up to power. When use roll 1d4 and gain that many PP back. Can be used twice per short rest.
Pack-a-Punch
At level 5 and every 2nd level after you get upgrade point to increase it to another tier.
T1: Upgrades cost 35 GP and 8 hours to install. Max of 4 intsallations.
Shields: Adds 2 to AC for 1 minute and cost 1 PP
Flamethower: Every creatue within a 10ft radius make a dex save of 8+INT+Prof if fail take 1d4 fire damage and contiunue to burn for 3 rounds after taking an additional 1d4 per round. Cost 1 PP to use
Gun: Shoot at an enemy for 1d12 damage. Range 60/120ft. Add INT+Prof mod to hit. Cost 1 PP to use
OIl Slick: Within of 60ft of the mech create a 10ft square of oil that causes within the area to take 1d10 ice damage and to fall prone. Make a DEX saving throw to not fall prone. Cost 1PP to use
Thunder Cannon: Fire a 60ft line of a sonic blast that sends creatures that are medium size or smaller to the end of the line and taking 1d10 thunder dmg. Creatures caught in the line make a CON saving throw of 8+INT+Prof save to not be pushed back. Cost 1 PP to use
T2: Cost 70 GP and 8 hours to install. (Requires tier 1 to install)
Shields: Adds 3 to AC for 1 minute and cost 2 PP.
Flamethrower: Every creatue within a 10ft radius make a dex save of 8+INT+Prof if fail take 1d6 fire damage and contiunue to burn for 3 rounds after taking an additional 1d6 per round. Cost 1 PP to use.
Gun: Shoot at an enemy for 2d12 damage. Range 60/120ft. Add INT+Prof mod to hit. Cost 1 PP to use.
OIl Slick: Within of 60ft of the mech create a 10ft square of oil that causes within the area to take 2d10 ice damage and to fall prone. Make a DEX saving throw to not fall prone of 8+INT+Prof. Cost 1PP to use.
Thunder Cannon: Fire a 60ft line of a sonic blast that sends creatures that are large size or smaller to the end of the line and taking 3d10 thunder dmg. Creatures caught in the line make a CON save of 8+INT+Prof save to not be pushed back. Cost 1 PP to use.
T3: Cost 140 and 8 hours to install. (Requires teir 1 and 2 to install)
Shields: Adds 5 to AC for 1 minute and cost 3 PP.
Flamethrower: Every creatue within a 15ft radius make a dex save of 8+INT+Prof if fail take 2d6 fire damage and contiunue to burn for 3 rounds after taking an additional 2d6 per round. Cost 1 PP to use.
Gun: Shoot at an enemy for 3d12 damage. Range 60/120ft. Add INT+Prof mod to hit. Cost 1 PP to use.
OIl Slick: Within of 60ft of the mech create a 10ft square of oil that causes within the area to take 3d10 ice damage and to fall prone. Make a DEX saving throw to not fall prone of 8+INT+Prof. Cost 1PP to use.
Thunder Cannon: Fire a 60ft line of a sonic blast that sends creatures that are huge size or smaller to the end of the line and taking 3d10 thunder dmg. Creatures caught in the line make a CON saving throw of 8+INT+Prof save to not be pushed back. Cost 1 PP to use.
Hull Armor
The Hull Armor is a crucial part of the machine allowing its crew to stay alive while the mech takes some hits. You can upgrade this whenever you want following the pack-a-punch chart without needing to hit the every other level milestone to use a upgrade point.
Overclocking
Use an additional PP to increase the power of your weapons to add and additional die to the damage.
Self-Destruction
When used Completely destroyes the mech after 5 rounds and deals 50d8 in a 290ft radius. Creatures make a WIS saving throw on the mech to see if it is about to explode.
All Terrain Vehicle
You have learned to apply different aspects to your warmachine to allow it to traverse different terrains. At level 15 you can choose your warmachine to Fly, Swin, Climb at a 60ft speed, or double its dash damage for both types and movement speed.
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