Machinist
Never fights alone, commanding an arsenal of autonomous devices that extend their reach across the battlefield.
Pick Tree
11 picks along the Machinist path. Pair them with the general Forgeron class picks.
Level 2
Advanced Combat Turret
Choosing this locks Machinist as your Specialization. Your Quick Deploy Turret is upgraded into Advanced Combat Turret. You deploy an advanced combat turret that lasts for 10 rounds. The turret makes two ranged(30m) attacks per round at the end of your turn with your INT Roll + 8 and deals 2d6 Fire(0) damage on hit. You can command the turret to focus on specific targets with Free Action. The turret can fire at multiple targets on the same round. It has HP equal to 5 times your level + INT Bonus and Defense Rating of 14. You can have one Turret, Assistant or Automaton active at a time.
Details →Ad Hoc Mine
Requires: Pick: Advanced Combat Turret
Use Full Action to craft an improvised explosive device with the items at your grasp. When stepped on by a creature, the mine explodes, dealing 1d6 Fire(0) damage and additional damage (Slashing/Piercing) depending on materials used. GM rules what type of materials went into making of the mine. Detecting the mine requires a successful Perception Check against your INT Check. Usable once per Rest.
Details →Level 3
Precision Barrage
Requires: Pick: Advanced Combat Turret
Use 1 Action to unleash a barrage of arcane-infused rockets, hitting up to three enemies within 40 meters. The targets must succeed an AGI Save against your INT Check. They take 1d10 Fire(1) damage and INT Bonus Crushing damage on a failed save and half as much on a successful one. Each character within 1 meter of the target must also succeed the save. On a fail, they take half the Fire damage but no Crushing damage.
Details →Level 4
Battle Automaton
Requires: Pick: Advanced Combat Turret
Use 1½ Action to deploy a humanoid battle automaton that fights alongside you for 5 minutes. The automaton acts on your initiative and follows your mental commands. It has HP equal to 15 × your level, a Defense Rating of 15, speed of 12m and makes two attacks per round with your INT + FCS Roll to hit dealing 3d6 + INT Bonus Force damage each. The Automaton acts on your initiative and must complete all of its actions in succession. You may equip the Battle Automaton with your Spell Capacitor and it may use the Capacitor during its turn, losing one attack that turn. You can have one Turret, Assistant or Automaton active at a time.
Details →Requires: Pick: Advanced Combat Turret
Your neural control interface is expanded to manage multiple constructs simultaneously. You may have any Turret active alongside a second Turret, Automaton, or Mechanical Assistant. Alternatively you may have an Automaton and Mechanical Assistant active simultaneously. Each construct follows its individual operational rules and responds to your Free Action commands independently.
Details →Level 5
Clockwork Titan
Requires: Pick: Advanced Combat Turret
**Activation:** If no automaton deployed, spend 50 WP and 1½ Actions to deploy Battle Automaton and immediately enter Titan Protocol. If automaton already deployed and adjacent, spend 30 WP and 1 Action to enter. **Titan Chassis:** Automaton gains +50 HP. Size becomes Large (reach 2m, cannot be knocked prone by Medium or smaller). Gain bonus AR equal to automaton's base AR. **Targeting:** Melee attacks target the Titan. Ranged attacks may target Titan OR Forgeron directly (Forgeron gains +2 AR from cockpit cover). **Titan Armaments:** - Power Fist (Melee): STR Roll + INT Bonus Crushing damage - Flame Cannon (Ranged 30m, 1/round): INT Roll Crushing damage to target + 1d10 Fire damage to target and all creatures within 2m, applies Burning(1) - Trample: Moving through enemy spaces forces STR Save vs INT Check or INT Bonus Crushing damage and Prone - Spell Conductor: May cast spells through mounted apparatus, all spell action costs increased by one step - Emergency Repairs (1/deployment): Spend 1½ Actions to restore INT Roll + INT Bonus HP to Titan **Operational Restrictions:** Two hands required, cannot use items on allies, CAN use Chem Injector on self. Mounting/Dismounting costs 1 Action. **Destruction:** If Titan HP reaches 0, ejected at 1 HP, automaton destroyed.
Details →Level 6
Prototype Lobber
Requires: Pick: Advanced Combat Turret
Your Lobber is rebuilt as an experimental dual-payload launcher with a range of 30 meters. You may load a single object as a Bonus Action as normal, or load two objects simultaneously using a ½ Action, provided each object weighs 1 or less. Fire both with a single ½ Action, targeting the same or different locations. Any throwable object may be loaded - flasks, vials, throwing knives, explosives, or improvised projectiles. Each object resolves independently on landing.
Details →Level 7
Requires: Pick: Advanced Combat Turret, Clockwork Titan
The Spell Conductor restriction is removed - spells cast through the Titan no longer have their action costs increased. Additionally, the Flame Cannon gains an alternate firing mode: Fan of Mines. Instead of a standard shot, fire three mines up to 30 meters that arm upon landing in unoccupied spaces. When a creature steps on a mine it detonates, dealing 1d6 + INT Bonus Fire damage and applying Stunned for one turn. Mines persist until triggered or until the Titan is destroyed or dismounted.
Details →Level 8
Requires: Pick: Advanced Combat Turret
Your command architecture is expanded to support two Battle Automatons simultaneously. Both Automatons follow your Free Action commands independently and operate under the same rules as a single Automaton deployment. Only one Automaton may enter Titan Protocol via Clockwork Titan. The second Automaton continues operating independently during Titan Protocol.
Details →Level 9
Requires: Pick: Advanced Combat Turret, Clockwork Titan, Enhanced Combat Upgrade
When the Clockwork Titan is reduced to 0 HP, you retain your current HP instead of dropping to 1 HP and are ejected up to 5 meters from the Titan's position into the nearest unoccupied space.
Details →Level 10
Construct Scrapping System
Requires: Pick: Advanced Combat Turret
When adjacent to one of your active constructs, you may scrap it to recover 20 WP. When used while piloting the Clockwork Titan, the scrapped construct restores 40 HP to the Titan instead of granting WP.
Details →