Gearworks Machine

A gearworks machine’s abilities are determined by the artificer’s level and by the choices made using its upgrade pool. Table: Gearworks Machin Base Statistics determines many of the base statistics of the gearworks machine. Each gearworks machine possesses a base form that modifies these base statistics. Gearworks machines are constructs for the purpose of determining which spells affect them.

GEARWORKS MACHINE ABILITIES
A gearworks machine’s abilities are determined by the artificer’s level and by the choices made using its upgrade pool. Table: Gearworks Machine Base Statistics determines many of the base statistics of the construct. Each gearworks machine possesses a base form that modifies these base statistics.

Class Level: This is the character’s artificer level.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the gearworks machine possesses. A gearworks machine has no Constitution score, and therefore gains no bonus hit points from a high Constitution score. Instead, the gearworks machine gains bonus hit points according to its size as follows: Small (10), Medium (20), Large (30), Huge (40).

Base Attack Bonus: This is the gearworks machine’s base attack bonus. A gearworks machine’s base attack bonus is equal to its Hit Dice. Gearworks machines do not gain additional attacks using their natural weapons for a high base attack bonus.

Bad Saves: These are the gearworks machine’s base saving throw bonuses. A gearworks machine possesses three bad saving throw, regardless of its base form.

Skills: This lists the gearworks machine’s total skill ranks. A gearworks machine can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Gearworks machines with Intelligence scores above the base value modify these totals as normal (a gearworks machine receives a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice). A gearworks machine cannot have more ranks in a skill than it has Hit Dice. Gearworks machine skill ranks are set once chosen, even if the creature changes when the artificer gains a new level. Unlike normal constructs, gearwork machines are not mindless, and therefore gain skills and feats. The following skills are class skills for gearworks machines: Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), and Sense Motive (Wis). Note that gearworks machines with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Feats: This is the total number of feats possessed by a gearworks machine. Gearworks machines can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Gearworks machine feats are set once chosen, even if the creature changes when the artificer gains a new level. If, due to changes, the gearworks machine no longer qualifies for a feat, the feat has no effect until the gearworks machine once again qualifies for the feat.

Armor Bonus: The number noted here is the gearworks machine’s base total armor bonus. This number is modified by the gearworks machine’s base form and some options available through its upgrade pool. A gearworks machine cannot wear armor of any kind, as the armor interferes with the artificer’s connection to the gearworks machine.

Str/Dex Bonus: Add this modifier to the gearworks machine’s Strength and Dexterity scores, as determined by its base form. Some options available through the gearworks machine’s upgrade pool might modify these scores.

Upgrade Pool: The value given in this column is the total number of points in the gearworks machine’s upgrade pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the gearworks machine. Whenever the artificer gains a level, the number in this pool increases and the artificer can spend these points to change the abilities of the gearworks machine. These choices are not set. The artificer can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of natural attacks that the gearworks machine is allowed to possess at the given level. If the gearworks machine is at its maximum, it cannot take upgrades that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all gearworks machines as they increase in power. Each of these bonuses is described below.
  • Construct Traits: Gearworks machines are constructs and have all the traits of the construct type.
  • Darkvision (Ex): The gearworks machine has darkvision out to a range of 60 feet.
  • Hardness (Ex): The gearworks machine has a hardness of 10.
  • Low-Light Vision (Ex): The gearworks machine has low-light vision, enabling it to see twice as far as a human in conditions of dim light.
  • Link (Ex): An artificer and his gearworks machine share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the artificer to give orders to his gearworks machine at any time. In addition, magic items interfere with the artificer’s connection to his gearworks machine. As a result, the artificer and his gearworks machine share magic item slots. For example, if the artificer is wearing a ring, his gearworks machine can wear no more than one ring. In case of a conf lict, the items worn by the artificer remain active, and those used by the gearworks machine become dormant. The gearworks machine must possess the appropriate appendages to utilize a magic item.
  • Find Master (Su): As long as the gearworks machine and the artificer that summoned it are on the same plane, the gearworks machine can locate its master.
  • Guard (Ex): If ordered to do so, a gearworks machine moves to defend the artificer. All attacks against the artificer take a –2 penalty when the gearworks machine is adjacent to its artificer.
  • Ability Score Increase (Ex): The gearworks machine adds +1 to one of its ability scores.
  • Multiattack: A gearworks machine gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the gearworks machine instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the gearworks machine later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Base Forms
Each gearworks machine has one of two base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the gearworks machine’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Gearworks machine slam attacks add 1-1/2 times the gearworks machine’s Strength modifier to the damage roll. If the gearworks machine gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A artificer may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The artificer may also select the new arachnid base for listed below. An artificer cannot select the aquatic base form.

Alternatively, any one of these base forms can be used to make a Small gearworks machine. If the gearworks machine is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The gearworks machine’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the gearworks machine can be made Medium whenever the artificer can change the gearworks machine’s upgrade pool (which causes it to lose these modifiers for being Small).

Biped
Starting Statistics: Size Medium; Speed 20 ft.; AC +2 natural armor; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con — , Int 7, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con — , Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.


GEARWORKS MACHINE MODELS
A gearworks machine can look like almost anything its artificer desires within the parameters of its base form. Gearworks machine models are pre-built examples of base forms and upgrades that provide an easy guide to building a gearworks machine with a specific appearance or theme.Using a model does not change the gearworks machine’s type or give it special abilities unavailable to other gearworks machines—it is basically a shortcut to allow a player or GM to quickly create a gearworks machine with a specific look in mind. Each model states the total number of upgrade points required to build a complete gearworks machine with that model; in many cases this build requires most of the artificer’s upgrade points, so only a more powerful artificer’s gearworks machine is a close approximation of the intended creature. For a low-level artificer, some of the gearworks machine’s features (such as extra hydra heads) may be cosmetic until he gains upgrade points to spend.
The Base Form lists the gearworks machine’s recommended base form for that model.

Primary Upgrades are a list of recommended upgrades to choose when you start building a gearworks machine with that model.
Additional Upgrades are a list of other upgrades to complete the modeled gearworks machine’s form and abilities.

Assistant
The gearworks machine looks like an artificer’s assistant, replete with tools and gadgets to aide its master in all his work.
  • 11 points: Base Form biped; Primary Upgrades resourceful, skilled; Additional Upgrades limbs (arms), resourceful (3), utility tool (2).

Guard
The gearworks machine looks like an armored warrior, weapons in hand, and senses to alert it to danger’s approach.
  • 8 points: Base Form biped; Primary Upgrades take watch, weapon training; Additional Upgrades improved natural armor, silent gearworks, tremorsense.

Juggernaut
The gearworks machine looks like a heavily armored war machine, designed to protect its master or destroy his enemies at all cost.
  • 22 points: Base Form biped; Primary Upgrades heavy chassis, improved damage, weapon training; Additional Upgrades damage reduction, exoskeleton, enchanted gearworks, large, resistance, self-healing machine, shifting plates.

Servant
The gearworks machine looks like a simple gearworks machine, able to serve its master in many capacities.
  • 5 points: Base Form biped; Primary Upgrades master’s voice, skilled; Additional Upgrades limbs (arms), resourceful.

Soldier
The gearworks machine looks like an artificer’s assistant, replete with tools and gadgets to aide its master in all his work.
  • 15 points: Base Form biped; Primary Upgrades improved natural armor, reach, weapon training; Additional Upgrades deadly critical, enchanted gearworks, improved damage, resistance, shifting plates, tricky gears.

War Mount
The gearworks machine looks like a mechanized quadruped, typically in the form of a horse or other typical steed;
  • 7 points: Base Form quadruped; Primary Upgrades bite, hooves, mount; Additional Upgrades improved damage, improved speed, trample.

GEARWORKS MACHINE UPGRADES
Each gearworks machine receives a number of upgrade points that can be spent to give the gearworks machine new abilities, powers, and other upgrades. These abilities, called upgrades, can be changed whenever the artificer gains a new level, but they are otherwise set. Some upgrades require that the gearworks machine have a specific base form or the artificer be of a specific level before they can be chosen. A number of upgrades grant the gearworks machine additional natural attacks. Natural attacks listed as primary are made using the gearworks machine’s full base attack bonus and add the gearworks machine’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the gearworks machine’s base attack bonus –5 and add 1/2 the gearworks machine’s Strength modifier on damage rolls (if positive). If the gearworks machine only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Upgrades are grouped by their cost in upgrade points. Upgrade points cannot be saved. All of the points must be spent whenever the artificer gains a level. Unless otherwise noted, each upgrade can only be selected once.


1-Point Upgrades
The following upgrades cost 1 point from the gearworks machine’s upgrade pool.

Bite (Ex): A gearworks machine’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the gearworks machine already has a bite attack, this upgrade allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): A gearworks machine has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the limbs upgrade.

Climb (Ex): A gearworks machine becomes a skilled climber, gaining a climb speed equal to its base speed. This upgrade can be selected more than once. Each additional time it is selected, increase the gearworks machine’s climb speed by 20 feet.

Enchanted Gearworks (Su): A gearworks machine is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the artificer is 10th level or higher, all of the gearworks machine’s weapons are treated as the alignment of the gearworks machine for the purpose of overcoming damage reduction.

Hooves (Ex): A gearworks machine has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. Alternatively, the gearworks machine can replace the claws upgrade from its base form with these hoof attacks (this still costs 1 upgrade point). This upgrade can be selected more than once, but the gearworks machine must possess an equal number of limbs upgrades.

Improved Damage (Ex): One of the gearworks machine’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.

Improved Natural Armor (Ex): A gearworks machine’s armor plating becomes stronger, giving it a +2 armor bonus. This upgrade can be taken once for every five levels the artificer possesses.

Improved Speed (Ex): One of the gearworks machine’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects of this upgrade stack, but it can only be applied once to the same speed mode plus 1 additional time for every 6 levels the artificer possesses.

Master’s Voice (Ex): The artificer can use the gearworks machine to project his vocalizations. The gearworks machine appears to speak, but uses the voice and words of the artificer. The artificer can control the volume of his vocalizations as normal.

Mount (Ex): A gearworks machine is properly skilled and formed to serve as a combat-trained mount. The gearworks machine must be at least one size category larger than its rider. This upgrade is only available to gearworks machines of the quadruped base form.

Piercing Attack (Ex): The gearworks machine’s slam attack deals piercing damage instead of bludgeoning damage.

Pounce (Ex): A gearworks machine gains quick ref lexes, allowing it to make a full attack after a charge. This upgrade is only available to gearworks machines of the quadruped base form.

Pull (Ex): A gearworks machine gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the gearworks machine. This ability only works on creatures of a size equal to or smaller than the gearworks machine. Creatures pulled in this way do not provoke attacks of opportunity. The gearworks machine must have a reach of 10 feet or more to select this upgrade. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.

Push (Ex): A gearworks machine gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the gearworks machine. This ability only works on creatures of a size equal to or smaller than the gearworks machine. Creatures pushed in this way do not provoke attacks of opportunity. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.

Reach (Ex): One of a gearworks machine’s attacks is capable of striking at foes at a distance. Pick one attack. The gearworks machine’s reach with that attack increases by 5 feet.

Resistance (Ex): A gearworks machine’s form takes on a resiliency to one particular energy type, which is usually ref lected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The gearworks machine gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the artificer possesses, to a maximum of 15 at 10th level. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different energy type.

Resourceful (Ex): The gearworks machine has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per artificer level each day. This tool is a temporary item, created inside the gearworks machine to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the gearworks machine. The artificer must be at least 6th level before selecting this upgrade.

Skilled (Ex): A gearworks machine becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different skill.

Slam (Ex): A gearworks machine can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The gearworks machine must have the limbs (arms) upgrade to take this upgrade. Alternatively, the gearworks machine can replace the claws from its base form with this slam attack (this still costs 1 upgrade point). This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the limbs upgrade.

Slashing Attack (Ex): The gearworks machine’s slam attack deals slashing damage instead of bludgeoning damage.

Sting (Ex): A gearworks machine possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the tail upgrade.

Tail (Ex): A gearworks machine gains a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This upgrade can be selected more than once.

Tail Slap (Ex): A gearworks machine can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The gearworks machine must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the tail upgrade.

Take Watch (Ex): The gearworks machine can stand guard during the night while the artificer sleeps, without the machine being forced to revert to its inert form.


2-Point Upgrades
The following upgrades cost 2 points from the gearworks machine’s upgrade pool.

Ability Increase (Ex): A gearworks machine becomes more powerful, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the gearworks machine’s ability scores by +2. This upgrade can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the artificer possesses.

Armored Conveyance (Ex): The artificer can enter a small chamber within the gearworks machine through a hatch somewhere upon its form. The chamber is only large enough for the artificer to sit comfortably. While inside the gearworks machine, the artificer is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the artificer are suspended until the artificer emerges from the gearworks machine (although durations continue to expire). The chamber provides a safe place, keeping out of harm’s way as the gearworks machine fulfills its master's commands. It require a full round action to enter or emerge from the gearworks machine. The artificer may only cast touch spells and those that target either himself, or the gearworks machine while within the chamber. The artificer must use his gearworks machine to deliver his touch spells. The gearworks machine must have the mount upgrade and be at least one size larger than its artificer to select this upgrade.

Cleaving Attack (Ex): The gearworks machine can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The gearworks machine can only make one additional attack per round. The gearworks machine also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The artificer must be at least 7th level before selecting this upgrade.

Energy Attacks (Su): A gearworks machine’s attacks become charged with energy from its dynamo. Pick one energy type: acid, cold, electricity, or fire. All of the gearworks machine’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The artificer must be at least 5th level before selecting this upgrade.

Energy Aura (Ex): The gearworks machine’s dynamo generates an intense aura of energy, dealing 1d4 points of damage with its touch. Creatures attacking a gearworks machine with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the artificer reaches 8th level. This damage is of the same type the gearworks machine’s energy attacks. The artificer must be at least 8th level and have the energy attack upgrade before selecting this upgrade.

Flight (Ex): A gearworks machine gains a special propulsion system, gaining the ability to fly. The gearworks machine gains a fly speed equal to its base speed. The gearworks machine’s maneuverability depends on it size. Medium or smaller gearworks machines have good maneuverability. Large gearworks machines have average maneuverability, while Huge gearworks machines have poor maneuverability. The gearworks machine’s fly speed can be increased by spending additional upgrade points, gaining a 20-foot increase to fly speed for each additional point spent. The artificer must be at least 5th level before selecting this upgrade.

Gear Grind (Ex): The gearworks machine can open a section of his chassis at will. As a standard action, the gearworks machine can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the gearworks machine from the exposed rotating gears. The artificer must be at least 11th level before selecting this upgrade.

Gore (Ex): A gearworks machine grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): A gearworks machine becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, or tail slap attacks. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the gearworks machine grapples the target. This ability only works on creatures of a size one category smaller than the gearworks machine or smaller. Gearworks machines with this upgrade receive a +4 bonus on CMB checks made to grapple.

Haste (Su): After it has engaged in at least 1 round of combat, a gearworks machine can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The artificer must be must be at least 5th level before selecting this upgrade.

Head (Ex): A gearworks machine grows an additional head. The gearworks machine does not gain any additional natural attacks for the additional head, but the additional head does allow the gearworks machine to take other upgrades that add an additional attack to a head (such as a bite, gore, or breath weapon). This upgrade can be selected more than once.

Immunity (Su): A gearworks machine’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The gearworks machine gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The artificer must be at least 7th level before selecting this upgrade.

Lesser Energy Blast (Su): The gearworks machine can discharge a cone or line of energy generated from his dynamo, gaining an energy blast attack. Select either acid, cold, electricity, fire, or sonic. The gearworks machine can unleash a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the energy blast can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Strength modifier. The gearworks machine can use this ability once per day. The gearworks machine can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The artificer must be at least 9th level before selecting this upgrade.

Limbs (Ex): A gearworks machine grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the gearworks machine’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The gearworks machine does not gain any additional natural attacks for an additional pair of arms, but it can take other upgrades that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the gearworks machine is proficient. This upgrade can be selected more than once.

Rake (Ex): A gearworks machine grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The gearworks machine receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This upgrade is only available to gearworks machines of the quadruped base form. The artificer must be at least 4th level before selecting this upgrade.

Rend (Ex): A gearworks machine learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the gearworks machine makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the gearworks machine’s Strength modifier. The gearworks machine must possess the claws upgrade to select this upgrade. The artificer must be at least 6th level before selecting this upgrade.

Self-Healing Machine (Su): The gearworks machine can repair itself once per day. The gearworks machine can use the artificer’s crafter’s touch to heal himself as if the artificer was using it. When using the crater’s touch ability on itself the gearworks machine may do so as a swift action. Each use of this ability by the gearworks machine subtracts from the artificer’s uses of that ability for the day. An artificer must be at least 8th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the gearworks machine can alter his physical makeup, allowing it to change the damage type of natural attacks to slashing, blunt, or piercing. This upgrade can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The artificer must be at least 6th level before selecting this upgrade.

Silent Gearworks (Ex): The gearworks machine’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The gearworks machine can use a slow effect, as the spell, a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the gearworks machine and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Charisma-based. This upgrade is exactly like the clay golem’s slow ability. The artificer must be must be at least 10th level before selecting this upgrade.

Trample (Ex): A gearworks machine gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the gearworks machine can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the gearworks machine does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the gearworks machine’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Strength modifier. A trampling gearworks machine can only deal trampling damage to a creature once per round. This upgrade is only available to gearworks machines of the biped or quadruped base forms.

Tremorsense (Ex): A gearworks machine becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense upgrade, but only if both the gearworks machine and the creature to be pinpointed are in contact with the ground. The artificer must be at least 7th level before selecting this upgrade.

Trip (Ex): A gearworks machine becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the gearworks machine makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the gearworks machine is not tripped in return. This ability only works on creatures of a size equal to or smaller than the gearworks machine. The gearworks machine must possess the bite upgrade to select this upgrade.

Utility Tool (Ex): The gearworks machine is fitted with an all purpose tool capable of performing a variety of different functions. Once per day as a full round action the gearworks machine can adjust the utility tool to function as any mundane item worth no more than 25 gp per artificer level. The tool duplicates the form and function of the mundane item until the next time the utility tool is adjusted.

Weapon Training (Ex): A gearworks machine learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional upgrade points are spent, it gains proficiency with all martial weapons as well.


3-Point Upgrades
The following upgrades cost 3 points from the gearworks machine’s upgrade pool.

Blindsense (Ex): A gearworks machine’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the gearworks machine to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the gearworks machine. Visibility still affects the gearworks machine’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The artificer must be at least 9th level before selecting this upgrade.

Burrow (Ex): A gearworks machine grows thick and gnarled claws, allowing it to move through the earth. The gearworks machine gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The artificer must be at least 9th level before selecting this upgrade.

Cold Iron (Ex): The gearworks machine’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The gearworks machine continues to have a hardness of 10. The artificer must be at least 11th level before selecting this upgrade.

Damage Reduction (Su): A gearworks machine’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The gearworks machine gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the gearworks machine. At 12th level, this protection can be increased to DR 10 by spending 2 additional upgrade points. The artificer must be at least 9th level before selecting this upgrade.

Deadly Critical (Ex): The gearworks machine increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack. The artificer must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The gearworks machine’s external structure becomes stronger and more resilient. The gearworks machine gains a +4 enhancement bonus to its Armor Class and DR 5/—.

Final Destruction (Ex): When reduced to 0 hit points, the gearworks machine shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Charisma-based. The artificer must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The gearworks machine gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack. The artificer must be at least 9th level before selecting this upgrade.

Frightful Presence (Ex): A gearworks machine becomes unsettling to its foes, gaining the frightful presence ability. The gearworks machine can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the gearworks machine must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Charisma modifier. If the gearworks machine has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the gearworks machine are immune to this effect. The artificer must be at least 11th level before selecting this upgrade.

Integrated Item (Ex): A gearworks machine gains the unique ability to incorporate some magical or masterwork items into its body semi-permanently. This only applies to wearable items that provide a persistent effect (such as armor, necklaces, or rings). All persistent effects remain including armor bonuses and magical abilities, while triggered effects such as magical charges or per day effects are unavailable while the items are integrated. This procedure prevents the items from being targeted by spells or abilities, but does not negate any penalties from wearing (such as armor check penalties or maximum dexterity/speed from confining armor, any penalties from wearing armor without appropriate training). Integrating a piece of equipment involves four hours of work, does not destroy the item, and cannot be complete by the gearworks machine itself. Removing an integrated item involves four hours of work. Any item integrated into a gearworks machine occupies one of the artificer’s appropriate item slots, and continues to do so until the integrated item is removed.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the gearworks machine can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the gearworks machine creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the gearworks machine uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The artificer must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The gearworks machine inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The artificer must be must be at least 9th level before selecting this upgrade.

See in Darkness (Su): A gearworks machine can see perfectly in darkness of any kind, including that created by deeper darkness. The artificer must be at least 9th level before selecting this upgrade.
Tricky Gears (Ex): The gearworks machine can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The artificer must be at least 11th level before selecting this upgrade.


4-Point Upgrades
The following upgrades cost 4 points from the gearworks machine’s upgrade pool.

Blindsight (Ex): A gearworks machine’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The gearworks machine can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The gearworks machine must possess the blindsense upgrade to take this upgrade. The artificer must be at least 11th level before selecting this upgrade.

Breath Weapon (Su): A gearworks machine learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The gearworks machine can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Constitution modifier. The gearworks machine can use this ability once per day. The gearworks machine can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The artificer must be at least 9th level before selecting this upgrade.

Fast Healing (Su): A gearworks machine’s body gains the ability to heal its wounds very quickly, giving it fast healing 1. The gearworks machine heals 1 point of damage each round, just like natural healing. Fast healing does not allow the gearworks machine to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the gearworks machine is above 0 hit points. This fast healing does not function when the gearworks machine is not on the same plane as its artificer. This healing can be increased by 1 per round for every 2 additional upgrade points spent (maximum 5). The artificer must be at least 11th level before selecting this upgrade.

Heavy Chassis (Ex): The gearworks machine’s internal structure becomes harder, stronger, and more resilient. The gearworks machine’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Large (Ex): A gearworks machine grows in size, becoming Large. The gearworks machine gains a +8 bonus to Strength, a +10 bonus to hit points, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the gearworks machine has the biped base form, it also gains 10-foot reach. Any reach upgrades the gearworks machine possesses are added to this total. The gearworks machine must be Medium to take this upgrade. The artificer must be at least 8th level before selecting this upgrade.

If 6 additional upgrade points are spent, the gearworks machine instead becomes Huge. The gearworks machine gains a +16 bonus to Strength, a +20 bonus to hit points, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the gearworks machine has the biped base form, its reach increases to 15 feet. Any reach upgrades the gearworks machine possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The artificer must be at least 13th level before selecting this option. The ability increase upgrade costs twice as much (4 upgrade points) when adding to the Strength or Constitution scores of a Large or Huge gearworks machine.

Mithral (Ex): The gearworks machine’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The gearworks machine’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The artificer must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the gearworks machine’s form becomes composed of adamantine and gains a hardness of 20. The gearworks machine’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The gearworks machine must have selected the mithral upgrade. The artificer must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the gearworks machine self-destructs on its next turn, bursting in an explosion of metal scraps and gears that deal 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Charisma-based. The artificer must be at least 16th level before selecting this upgrade.

Spell Resistance (Ex): A gearworks machine is protected against magic, gaining spell resistance. The gearworks machine’s spell resistance is equal to 11 + the artificer’s level. This spell resistance does not apply to magical effects that originate from the artificer. The artificer must be at least 11th level before selecting this upgrade.


Table: Gearworks Machine Base Statistics
Class


Bad


Armor
Str/Dex
Upgrade
Max

Level
HD
BAB
Saves
Skills
Feats
Bonus
Bonus
Pool
Attacks
Special
4th
1
+1
+0
2
1
+0
+0
3
3
Construct traits, darkvision, link, low-light vision
5th
2
+2
+0
4
1
+2
+1
4
3
Find master
6th
2
+2
+1
6
2
+2
+1
5
3

7th
3
+3
+1
8
2
+2
+1
7
4

8th
4
+4
+1
10
2
+4
+2
8
4
Ability score increase
9th
4
+4
+1
12
3
+4
+2
9
4
Guard
10th
5
+5
+2
14
3
+6
+2
10
4

11th
6
+6
+2
16
3
+6
+3
11
4

12th
6
+6
+2
18
4
+6
+3
13
5
Multiattack
13th
7
+7
+2
20
4
+8
+3
14
5
Ability score increase
14th
8
+8
+2
22
4
+8
+4
15
5

15th
8
+8
+2
24
5
+10
+4
16
5

16th
9
+9
+3
26
5
+10
+4
17
5

17th
10
+10
+3
28
5
+10
+5
19
5

18th
10
+10
+3
30
5
+12
+5
20
5
Ability score increase
19th
11
+11
+3
32
6
+12
+5
21
6

20th
12
+12
+4
34
6
+14
+6
22
6