A machinist can develop contraptions to increase the chances of survival for himself and others. At 1st level, 3rd level and every four levels thereafter, a machinist receives a Combat Tool. A combat tool is a weapon, or device that can assist the machinist in a dangerous encounter. If a combat tool requires a saving throw, it is calculated as 10 + half your machinist level (rounded down) + your Intelligence modifier. A combat tool does not provoke an attack of opportunity when drawn. Due to a combat tool’s complexity and applications, only a machinist can use them properly - they do not function in the hands of a non-machinist. A machinist may use their Intelligence modifier in place of their Strength modifier on attack rolls with a combat tool. Some combats can deliver special effects or actions at the cost of Battery within their entry (called a Heat Ability).
Each combat tool is assumed to be in a collapsible state on the machinist’s person: appearing as a diminutive device of negligible weight somewhere on the machinist’s person as a mundane object (such as in a pocket, bandolier, buckle, clasped on a belt, etc). When a combat is drawn (a free action), it flips out into its true form; appropriately sized to the machinist. All weapon damage described in each combat tool’s entry is always assumed to be for a medium creature (see below).
- Coilgun (firearm): This strange firearm uses magnetic coils to fire bullets at extreme velocity. The coilgun is a one-handed firearm that deals 1d6 points of piercing damage, has a x2 critical multiplier, an ammo capacity of 6, a range increment of 50ft and a default Misfire value of 0. If it gets broken, the misfire chance still goes up by 4, but by default is 0. Heat Ability (Heat Blast) - the machinist charges the coilgun with extra energy to unleash a super heated blast. As a swift action, you can spend 5 charges of Battery to empower your next ranged attack against a single target within 1 round. On a successful hit, your coilgun deals an additional +1d6 points of fire damage per three machinist levels you possess (minimum of 1d6). However, this increases the misfire chance for the coilgun by 1 for 1d4+1 rounds after the attack is made. The machinist can perform multiple Heat Blasts throughout the course of an encounter but each successive use increases the misfire chance by 1 and refreshes the duration of the increased misfire value.
- Bioblaster: The machinist draws and fires a two-handed, mechanical sprayer filled with a foul concoction. As a standard action, the machinist can fill a 10ft cone with poisonous gas. Creatures within the affected area must make a Fortitude save or take 1d4 points of poison damage, plus an additional 1d4 per three machinist levels. Heat ability (Weakening Agent) - If the machinist spends 3 charges of Battery as part of the action, the affected creatures take an additional +2 points of damage from all sources for a number of rounds equal to his Intelligence modifier on a failed save. A successful save halves the damage and negates the secondary effect. After using this Combat Tool, the machinist must wait 1d4+1 rounds to be able to use it again.
- Battle Wrench: The machinist comes armed with their most common tool. The Big Wrench functions as a longsword made of iron, however it deals bludgeoning damage instead of slashing or piercing. It also provides a +4 circumstance bonus on Disable Device checks in the hands of the machinist. Heat Ability (Percussive Maintenance) - Sometimes, you just have to give it a solid smack to make it work. As a swift action, the machinist can spend 1 charge of Battery to repair an object within reach via violence, removing the broken condition and applying the healing effect from his Maintenance ability. This can also be used to repair structures, using the Big Wrench's normal damage as non-magical healing.
- Chainsaw: The machinist draws a two-handed weapon that uses spinning blades to assail his foes. The chainsaw deals 2d6 points of slashing damage on a successful hit and the machinist gains a bonus on sunder attempts equal to their Machinist level for as long as they wield this tool. Heat Ability (Grinder) - the machinist can spend 10 charges of Battery (as a free action, once per turn) to make the teeth of the chainsaw spin faster, allowing it to deal 3d6 points of slashing damage, instead of 2d6 and have a critical threat of 18-20 until the end of their next turn. Once used in this manner, the machinist must wait 1 round before spending heat on the chainsaw again. Prerequisites: Machinist 6
- Noiseblaster: The machinist draws and fires a two-handed, mechanical sound woofer filled that blasts concussive force. As a standard action, the machinist can send a shockwave of concussive sound in a 10ft cone. Creatures within the affected area must make a Fortitude save or take 1d4 points of sonic damage, plus an additional 1d4 per three machinist levels. Heat Ability (Disruption) - If the machinist spends 5 charges of Battery as part of the action, the affected creatures are knocked backward 5ft on a failed save. The knockback distance increases by an additional 5ft at 5ft level, 10th level and every 5 machinist levels thereafter. A successful save halves the damage and negates the knockback effect. After using this Heat ability, the machinist must wait 1d4+1 rounds to be able to use it again.
- Handbombs: The machinist develops his own thrown explosives. The machinist creates a bomb that functions similarly to a chemist's bombs - except that the handbombs only deal bludgeoning damage (1d4) and the damage increases by +1d4 per three machinist levels after 1st. Heat Ability (Explosive Force) - As a swift action, a machinist can spend 2 charges of Battery to let his handbombs emit violent reverberations that make his foes lose their footing. Until the end of the machinist’s turn, When the machinist makes a successful hit with his handbomb tool, he may gain a free trip attempt against all affected creatures. Once the duration of this ability ends, the machinist cannot perform it again for another 1d4 rounds.
- Drill: This two handed firearm launches a spinning drill to pierce defenses. The firearm has one capacity, a range of 30ft and weighs 5lbs. Reloading the drill requires a full-round action and uses Alchemical Cartridges to provide the explosive force. Should the machinist hit an opponent with this combat tool, he deals 1d4 points of bleed damage, plus an additional 1d4 for every odd level after 1st. Additionally, a creature that is hit must make a Fortitude Saving Throw or be unable to heal the amount of Bleed damage dealt as the drill is lodged into their vitals. The drill remains lodged for a number of rounds equal to the machinist's Intelligence Modifier. The affected creature can spend a swift action to remove it but suffers 1 point of additional damage for each round it was left unattended (minimum of 1). If the creature spends a standard action, they remove the drill with no adverse effects and can heal the damage normally. Heat Ability (Powered Drill) - When making an attack action with the drill, the machinist can spend 2 charges of Battery as part of the action and have it bore deeply into its victim. Upon a successful hit, the drill's deals its normal damage and instills its secondary effect with no saving throw. The drill stays lodged in its victim until death or when removed. Removing the drill in this case deals 1 point of damage per machinist you possess, regardless of the amount of rounds it bore into the opponent.
- Caliper Measure: The machinist invents an tool that acts a battle-protractor and ruler to judge and assists with the efficiency of an aggressive maneuver. The Caliper Measure acts as a dagger with the same weapon statistics. When the machinist uses the Aid Another action with this combat tool, he increases the bonus given by 1, plus 1 per four machinist levels he possesses. Heat Ability (Quick Calculation) - The machinist can spend 2 charges of Battery to perform the Aid Another action as a swift action.
- Prospectometer: The machinist arms himself with a gizmo that takes the shape of a diminutive, handheld scanner that can be attached to a melee weapon as a swift action. When the machinist strikes a creature with a weapon that has the Prospectometer attached, they immediately gain the benefits of the Scanned condition against that creature (as if they succeeded the DC by 1) for 1 round. Heat Ability (Future Prospects) - by spending 1 charge of Battery as part of an attack action, the machinist can extend the penalties of the Scanned condition against an affected opponent by a number of rounds equal to his Intelligence Modifier. Once this heat ability is performed, the Prospectometer deactivates temporarily for the duration.
- EMT Baton: This metal baton is fashioned to mimic that of a police baton and a stun rod. It shares the same weapon statistics as a light mace but deals physLightning damage on a successful hit. When the machinist critically hits a creature with the EMT baton, they receive a -1 circumstance penalty to any d20 roll made within the next round. This penalty increases by 1 at 5th level and every five levels after. Heat Ability (EMT Shot) - The machinist can spend 1 charge of Heat to make a special ranged attack as a standard action to a target within 30ft. The machinist shoots a ball of pure static electricity to zap an opponent. Should you hit, you deal the baton’s weapon damage as Lightning damage instead of physLightning and apply the circumstance penalty to the struck opponent for a number of rounds equal to half your Intelligence modifier. The struck creature is allowed a Fortitude save to resist the circumstance penalty.
- Air Anchor: This two-handed firearm fires a harpoon on a tight cord to stop enemies in their tracks. Air Anchor has a capacity of 1, a range of 60 feet, and deals 1d12 points of piercing damage. When a creature is hit with an attack from an Air Anchor, they must make a Reflex save or be unable to move further away from the Machinist for a number of rounds equal to the Machinist’s intelligence modifier. Heat Effect (Quick Reel): By spending 1 charge of Battery while firing the Air Anchor, the Machinist may make the target Grappled on a failed save instead. If the creature is grappled, they move to an open adjacent spot near the grappler if not there already.
- Autocrossbow: The Autocrossbow is a special two-handed crossbow that deals 1d4 points of piercing damage, has a x2 critical multiplier, a capacity of 10 bolts, a range increment of 80ft and weighs as much as a heavy crossbow made of steel. The damage and capacity of this tool increases by an additional +1d4 and +10 respectively at 3rd level and every odd level afterwards (5th, 7th, 9th, etc). Heat Ability (Bolt Rain) - the machinist spends Battery to overcharge the autocrossbow to release a veritable rain of bolts. By spending 10 charges of Battery as a full round action, the machinist can use the auto crossbow to unleash automatic fire against all creatures in a 15ft cone, instead of a line. This ability expends ammunition as normal per target in the affected area.
- Hammer and Sickle: This pairing of tools, often used to denote comradery amongst the common people, are nevertheless potent weapons in the hands of a trained user. The hammer is treated as a light mace, while the sickle uses the normal statistics of a sickle. The mechanist is treated as if he had the Two Weapon Fighting feat when fighting with his hammer and sickle. If he has at least 8 machinist levels, he is treated as if he had the Greater Two Weapon Fighting feat when fighting with his hammer and sickle. Heat Ability (Warriors of the battlefield, unite!) - With a rallying cry, the mechanist can spur his allies to greater glory. As a swift action, the mechanist can spend 3 charges of Battery to grant himself and all allies within 30ft a Teamwork feat of his choice as a bonus feat for one minute. At least one creature in the group must meet the prerequisites for the teamwork feat, but all other creatures gain it without needing to meet the prerequisites.





